NPE Feedback [Merged] - Please read 1st post
And since the personal story technically begins in the introduction and then you get it again an hour later, it should work for most people.
You may get it an hour later, but many players don’t. It’s reasonable to say that new players will take significantly longer to reach the next part of the story.
Not if they’re following the arrow they won’t. It really is that fast. I can get to level 10 much faster than an hour. An hour isn’t an unreasonable time frame for a new person to get to the story.
New Players aren’t going to hit level 10 in under an hour because they don’t really understand what they are doing. Even experienced players aren’t going to hit level 10 in under an hour. Only those who 100% know what they are doing will ever level that fast, and even then, you’re probably skipping a lot of stuff in order to get there, stuff that a new/mildly experienced player isn’t going to skip over.
Vayne, I know you like defending Anet. 99.9% of your posts do only that, but, giving out misinformation isn’t the best way to go about it.
I’ve tested it on two professions so far and hit level ten in under an hour on both of them. That’s not misinformation, that’s a fact.
And are you a new player? Try reading what I wrote.
I also wasn’t rushing. Some new players will hit in in an hour and if it takes them an hour and ten minutes, what’s exactly the big deal. It’s not going to take them four hours.
The bottom line is the leveling speed is greatly increased. ANYONE who hits events as they go are going to level faster though…even new players. That’s how you level in an hour.
so your demanding that new players level the same way you level so they can level in an hour? They can’t go towards that windmill in the distance? They can’t mess around because they discovered underwater combat for the first time? They can’t talk to the vendor to see what they are selling? They can’t go to that fort that Centaur are attacking and help? These are just some of the things that a new player will do when playing for the first time.
You’re still basing a new player’s experience off of yourself, which means, you’re still lying about the new player experience.
And since the personal story technically begins in the introduction and then you get it again an hour later, it should work for most people.
You may get it an hour later, but many players don’t. It’s reasonable to say that new players will take significantly longer to reach the next part of the story.
Not if they’re following the arrow they won’t. It really is that fast. I can get to level 10 much faster than an hour. An hour isn’t an unreasonable time frame for a new person to get to the story.
New Players aren’t going to hit level 10 in under an hour because they don’t really understand what they are doing. Even experienced players aren’t going to hit level 10 in under an hour. Only those who 100% know what they are doing will ever level that fast, and even then, you’re probably skipping a lot of stuff in order to get there, stuff that a new/mildly experienced player isn’t going to skip over.
Vayne, I know you like defending Anet. 99.9% of your posts do only that, but, giving out misinformation isn’t the best way to go about it.
I’ve tested it on two professions so far and hit level ten in under an hour on both of them. That’s not misinformation, that’s a fact.
And are you a new player? Try reading what I wrote.
I also wasn’t rushing. Some new players will hit in in an hour and if it takes them an hour and ten minutes, what’s exactly the big deal. It’s not going to take them four hours.
The bottom line is the leveling speed is greatly increased. ANYONE who hits events as they go are going to level faster though…even new players. That’s how you level in an hour.
so your demanding that new players level the same way you level so they can level in an hour? They can’t go towards that windmill in the distance? They can’t mess around because they discovered underwater combat for the first time? They can’t talk to the vendor to see what they are selling? They can’t go to that fort that Centaur are attacking and help? These are just some of the things that a new player will do when playing for the first time.
You’re still basing a new player’s experience off of yourself, which means, you’re still lying about the new player experience.
I’m demanding nothing. If a new player is experienced in MMOs they’re going to level relatively fast. If they’re new to MMOs they’ll need the time to get used to stuff.
You accused me of spreading misinformation. You’ve now accused me of demanding someone play like I do.
If they follow the arrow, which is what most new players would logically do, they’ll level fast.
If you don’t agree, that’s fine. But stop trying to twist what I’m saying. It doesn’t help your argument at all.
And since the personal story technically begins in the introduction and then you get it again an hour later, it should work for most people.
You may get it an hour later, but many players don’t. It’s reasonable to say that new players will take significantly longer to reach the next part of the story.
Not if they’re following the arrow they won’t. It really is that fast. I can get to level 10 much faster than an hour. An hour isn’t an unreasonable time frame for a new person to get to the story.
New Players aren’t going to hit level 10 in under an hour because they don’t really understand what they are doing. Even experienced players aren’t going to hit level 10 in under an hour. Only those who 100% know what they are doing will ever level that fast, and even then, you’re probably skipping a lot of stuff in order to get there, stuff that a new/mildly experienced player isn’t going to skip over.
Vayne, I know you like defending Anet. 99.9% of your posts do only that, but, giving out misinformation isn’t the best way to go about it.
I’ve tested it on two professions so far and hit level ten in under an hour on both of them. That’s not misinformation, that’s a fact.
And are you a new player? Try reading what I wrote.
I also wasn’t rushing. Some new players will hit in in an hour and if it takes them an hour and ten minutes, what’s exactly the big deal. It’s not going to take them four hours.
The bottom line is the leveling speed is greatly increased. ANYONE who hits events as they go are going to level faster though…even new players. That’s how you level in an hour.
so your demanding that new players level the same way you level so they can level in an hour? They can’t go towards that windmill in the distance? They can’t mess around because they discovered underwater combat for the first time? They can’t talk to the vendor to see what they are selling? They can’t go to that fort that Centaur are attacking and help? These are just some of the things that a new player will do when playing for the first time.
You’re still basing a new player’s experience off of yourself, which means, you’re still lying about the new player experience.
I’m demanding nothing. If a new player is experienced in MMOs they’re going to level relatively fast. If they’re new to MMOs they’ll need the time to get used to stuff.
You accused me of spreading misinformation. You’ve now accused me of demanding someone play like I do.
If they follow the arrow, which is what most new players would logically do, they’ll level fast.
If you don’t agree, that’s fine. But stop trying to twist what I’m saying. It doesn’t help your argument at all.
And you are assuming that a new player will automatically know what that arrow is for and follow it. I have heard of some players(not new but veteran) who it has taken 3-4 hrs to hit 15 in the “NPE”. I think Chrispy’s point is that not everyone will follow that arrow and get to 15 in an hr.
I’m demanding nothing. If a new player is experienced in MMOs they’re going to level relatively fast. If they’re new to MMOs they’ll need the time to get used to stuff.
You accused me of spreading misinformation. You’ve now accused me of demanding someone play like I do.
If they follow the arrow, which is what most new players would logically do, they’ll level fast.
If you don’t agree, that’s fine. But stop trying to twist what I’m saying. It doesn’t help your argument at all.
And you are assuming that a new player will automatically know what that arrow is for and follow it. I have heard of some players(not new but veteran) who it has taken 3-4 hrs to hit 15 in the “NPE”. I think Chrispy’s point is that not everyone will follow that arrow and get to 15 in an hr.
Level 10 in an hour is what I’m arguing about actually, based off of what was posted earlier.
also, @Vayne, if a new player (to gw2) is experienced in MMO’s then this so called ‘new player experience’ isn’t even needed. Anyone experienced in MMO’s will have a basic knowledge of most of the working systems with a few exceptions (like dodging). By that point, it turns into a tired, extended tutorial in explaining things that should’ve taken about an hour in an optional tutorial instance, like most other games.
(edited by Chrispy.5641)
And since the personal story technically begins in the introduction and then you get it again an hour later, it should work for most people.
You may get it an hour later, but many players don’t. It’s reasonable to say that new players will take significantly longer to reach the next part of the story.
Not if they’re following the arrow they won’t. It really is that fast. I can get to level 10 much faster than an hour. An hour isn’t an unreasonable time frame for a new person to get to the story.
New Players aren’t going to hit level 10 in under an hour because they don’t really understand what they are doing. Even experienced players aren’t going to hit level 10 in under an hour. Only those who 100% know what they are doing will ever level that fast, and even then, you’re probably skipping a lot of stuff in order to get there, stuff that a new/mildly experienced player isn’t going to skip over.
Vayne, I know you like defending Anet. 99.9% of your posts do only that, but, giving out misinformation isn’t the best way to go about it.
I’ve tested it on two professions so far and hit level ten in under an hour on both of them. That’s not misinformation, that’s a fact.
And are you a new player? Try reading what I wrote.
I also wasn’t rushing. Some new players will hit in in an hour and if it takes them an hour and ten minutes, what’s exactly the big deal. It’s not going to take them four hours.
The bottom line is the leveling speed is greatly increased. ANYONE who hits events as they go are going to level faster though…even new players. That’s how you level in an hour.
so your demanding that new players level the same way you level so they can level in an hour? They can’t go towards that windmill in the distance? They can’t mess around because they discovered underwater combat for the first time? They can’t talk to the vendor to see what they are selling? They can’t go to that fort that Centaur are attacking and help? These are just some of the things that a new player will do when playing for the first time.
You’re still basing a new player’s experience off of yourself, which means, you’re still lying about the new player experience.
I’m demanding nothing. If a new player is experienced in MMOs they’re going to level relatively fast. If they’re new to MMOs they’ll need the time to get used to stuff.
You accused me of spreading misinformation. You’ve now accused me of demanding someone play like I do.
If they follow the arrow, which is what most new players would logically do, they’ll level fast.
If you don’t agree, that’s fine. But stop trying to twist what I’m saying. It doesn’t help your argument at all.
And you are assuming that a new player will automatically know what that arrow is for and follow it. I have heard of some players(not new but veteran) who it has taken 3-4 hrs to hit 15 in the “NPE”. I think Chrispy’s point is that not everyone will follow that arrow and get to 15 in an hr.
There is nothing else TO follow. They’ll see an arrow and nothing else and not follow it? I find that a bit hard to believe. You’d have to try really hard to get to level 10 in 3 hours.
Please everyone, this isn’t a thread for bashing on each other and arguing, this is a thread for telling Anet what we think needs fixed. Arguing with each other is not giving Anet any useful information on what needs fixed, what we want fixed, and what’s fine. With that said, Anet please fix the personal story at least, make it the way it was before in terms of order. I can’t even play the PS on the remainder of my level 80s yet because i want to go through the greatest fear plotline again, and fight the Eye in the epic battle right before going off to kill Zhaitain. The length of time it’s taking to fix it has me worried you’re just hiring new voice actors and changing up dialogue to give the plot holes a band-aid, which will not help one bit.
Really wished they made the NPE optional for players already clearly familiar with the game if they really want to keep this
but once I get into discussions… it’s just whoever posts first. I really think 90% of the ‘rage’ Anet gets directed at it is because everyone is getting different information, piecemeal even at that, and out of order chronologically (as was said here).
It wouldn’t happen IF we really had a REALLY working (in fact, just a working) search feature… :P
The bottom line is the leveling speed is greatly increased. ANYONE who hits events as they go are going to level faster though…even new players. That’s how you level in an hour.
The thing is: What’s the point about fast leveling? What’s the big deal? Aren’t games about having fun? Leveling should be a consequence of having fun in it and not a chore that should be done as fast as one can instead. In my early days in GW2 I didn’t care much about leveling fast, instead I tried to have fun while working up my way toward high levels and enjoying each experience (real experience, no game XP :P) I got and new things I learned during that process.
if a new player (to gw2) is experienced in MMO’s then this so called ‘new player experience’ isn’t even needed. Anyone experienced in MMO’s will have a basic knowledge of most of the working systems with a few exceptions (like dodging). By that point, it turns into a tired, extended tutorial in explaining things that should’ve taken about an hour in an optional tutorial instance, like most other games.
And for players new to GW2 but not new to MMOs this NPE is even insulting, it treats the players like a 5 years child as if they wouldn’t even know how to read or seek for helping, that’s too much hand-holding. Also, a decent tutorial or helping system for newcomers should be something reasonably short and optional, not a forced process that takes the whole length of leveling process instead.
The bottom line is the leveling speed is greatly increased. ANYONE who hits events as they go are going to level faster though…even new players. That’s how you level in an hour.
The thing is: What’s the point about fast leveling? What’s the big deal? Aren’t games about having fun? Leveling should be a consequence of having fun in it and not a chore that should be done as fast as one can instead. In my early days in GW2 I didn’t care much about leveling fast, instead I tried to have fun while working up my way toward high levels and enjoying each experience (real experience, no game XP :P) I got and new things I learned during that process.
if a new player (to gw2) is experienced in MMO’s then this so called ‘new player experience’ isn’t even needed. Anyone experienced in MMO’s will have a basic knowledge of most of the working systems with a few exceptions (like dodging). By that point, it turns into a tired, extended tutorial in explaining things that should’ve taken about an hour in an optional tutorial instance, like most other games.
And for players new to GW2 but not new to MMOs this NPE is even insulting, it treats the players like a 5 years child as if they wouldn’t even know how to read or seek for helping, that’s too much hand-holding. Also, a decent tutorial or helping system for newcomers should be something reasonably short and optional, not a forced process that takes the whole length of leveling process instead.
The fast leveling lasts for 15 levels. During that time you get to the fun part of the game, but you go through a tutorial experience. Are you suggesting the tutorial experience go slowly?
The fast leveling lasts for 15 levels. During that time you get to the fun part of the game, but you go through a tutorial experience. Are you suggesting the tutorial experience go slowly?
I think they should lose the level boost and put the fun stuff they took out back in. If this is supposed to be a ‘tutorial experience’, why accelerate the leveling so a new player will zip through it before they have time to absorb it?
The fast leveling lasts for 15 levels. During that time you get to the fun part of the game, but you go through a tutorial experience. Are you suggesting the tutorial experience go slowly?
I think they should lose the level boost and put the fun stuff they took out back in. If this is supposed to be a ‘tutorial experience’, why accelerate the leveling so a new player will zip through it before they have time to absorb it?
I disagree. Look, the first ten to fifteen levels of a characters life are just that. The first ten to fifteen levels. You’ll spent 90 plus percent of a characters life as higher than level 15 and over the course of time that percent if it’s life at 80. Those levels, as fun as you remember them to be are really a tiny percentage of your experience, even if it is the first experience. So they go quick and you get going with the fun stuff an hour into your character’s life. An hour and half…whatever. It’s a small part of the game for each character.
All games need players. Normal attrition isn’t going to stop even if Anet gives you everything you want. They need more players in a very very competitive arena. Some people don’t think that’s our problem.
I happen not to be one of those people.
The fast leveling lasts for 15 levels. During that time you get to the fun part of the game, but you go through a tutorial experience. Are you suggesting the tutorial experience go slowly?
I think they should lose the level boost and put the fun stuff they took out back in. If this is supposed to be a ‘tutorial experience’, why accelerate the leveling so a new player will zip through it before they have time to absorb it?
I disagree. Look, the first ten to fifteen levels of a characters life are just that. The first ten to fifteen levels. You’ll spent 90 plus percent of a characters life as higher than level 15 and over the course of time that percent if it’s life at 80. Those levels, as fun as you remember them to be are really a tiny percentage of your experience, even if it is the first experience. So they go quick and you get going with the fun stuff an hour into your character’s life. An hour and half…whatever. It’s a small part of the game for each character.
All games need players. Normal attrition isn’t going to stop even if Anet gives you everything you want. They need more players in a very very competitive arena. Some people don’t think that’s our problem.
I happen not to be one of those people.
As I said before, for a new player those first ten to fifteen minutes represent their entire gaming experience.
If those first ten to fifteen minutes aren’t fun – evidently even anet thinks they aren’t, otherwise, why provide a leveling boost to get players through them quickly – the remaining ‘90 plus percent of a character’s life’ is most likely moot.
Thus, NPE, as delivered, makes no sense.
The fast leveling lasts for 15 levels. During that time you get to the fun part of the game, but you go through a tutorial experience. Are you suggesting the tutorial experience go slowly?
I think they should lose the level boost and put the fun stuff they took out back in. If this is supposed to be a ‘tutorial experience’, why accelerate the leveling so a new player will zip through it before they have time to absorb it?
I disagree. Look, the first ten to fifteen levels of a characters life are just that. The first ten to fifteen levels. You’ll spent 90 plus percent of a characters life as higher than level 15 and over the course of time that percent if it’s life at 80. Those levels, as fun as you remember them to be are really a tiny percentage of your experience, even if it is the first experience. So they go quick and you get going with the fun stuff an hour into your character’s life. An hour and half…whatever. It’s a small part of the game for each character.
All games need players. Normal attrition isn’t going to stop even if Anet gives you everything you want. They need more players in a very very competitive arena. Some people don’t think that’s our problem.
I happen not to be one of those people.
As I said before, for a new player those first ten to fifteen minutes represent their entire gaming experience.
If those first ten to fifteen minutes aren’t fun – evidently even anet thinks they aren’t, otherwise, why provide a leveling boost to get players through them quickly – the remaining ‘90 plus percent of a character’s life’ is most likely moot.
Thus, NPE, as delivered, makes no sense.
I only have your word that a totally new player won’t find it fun in any real quantity. The real test will be what happened with the last free weekend, not what anyone on the forums says. If the uptake is higher than it was in previous free weekends, Anet was right. If it was lower, Anet is wrong.
Fast leveling is not about Anet thinking that the early game isn’t fun, it’s about Anet fully accepting that leveling, in GW2, is nothing more than a form of tutorial, and expanding on it.
In this sense, the NPE is clearly superior than the old experience, because it accepts, with full honesty, what leveling is and has always been in GW2.
There ARE problems that come to (a greater) light from this, like for example, the underwhelming sense of character progression, but those problems always existed since launch. Underdeveloped horizontal progression, easily obtainable vertical progression (+ gear grinding since ascended) and lack of customisation outside of traits. Gaining 1 trait point per level was nothing but an illusion, but now that the illusion is stripped off, the problem is clearer.
To be honest, from the very little that I’ve played out of the NPE, the early game is more addicting. More addicting in the sense of instant gratification and clearer (unlocking) progression. What were before, to the new user, obscure and overwhelming options all spread through the UI to be ignored, are now layered, “exciting” level unlocks. It was a smart thing to do by Anet, because it introduces them better to the new user while giving a stronger sense of progression.
But I do agree there are some flaws with the system. Based on my short experience:
- Weapon skill unlocks is weird. Way too restricting at the start of the game, way too overwhelming when the new user gets a new weapon and suddenly he has the entire skillset unlocked. It needs a middleground somewhere here. Perhaps one solution, is to reward to the new user one weapon for each type very early in the game. This adds more skills to experiment with,when you have access to few, but also softens the moment where you get a weapon type for the first type and have most of it unlocked already.
- The first story instance should start earlier, I agree. Perhaps at level 5. This would add more options to a new player, so they could start the game and jump (almost) right into the story if they wish too.
- Dumbing down the game does NOT makes the game more interesting. Some of my favourite details, when I started playing GW2, were those that made the world feel more interactive when completing hearts. In addition to, there are players who love (slightly) challenging content right on the beginning, because losing gives them motivation to get better, and enhances the psychological feeling of leveling up and becoming stronger.
I love streamlining. But I hate when developers think that streamlining = dumbing down. Games do NOT need to be boring and shallow, to appeal to the masses. There are many good examples out there that prove my point.
(edited by DiogoSilva.7089)
Are you suggesting the tutorial experience go slowly?
No, I’m just saying that the whole tutorial experience doesn’t need to be extended until level 80, aka whole leveling process. Per example, some of the things they are “teaching” around lvl 40 I had already learned it when I was below lvl 10.
Also, just a thing: the first impression or experience is the lasting impression. It doesn’t matter if the whole content left at later moments is excellent, if the very first mins of playing experience isn’t good or fun, the whole gaming experience can be ruined.
Leveling is funnier, if becoming stronger has a meaningful impact on combat. Which it is something that won’t happen, if the game is so easy already.
New users should be educated to face the failure every once and then, and there’s nothing wrong with that. Anet does not needs to be afraid of it, as long as they pace it right. A new user might get frustrated, the moment they lose a battle, but it only makes them more motivated, on the longer term, to go back and complete what was left unfinished. The sense of satisfaction that comes from this is unique to challenging content, and there ARE a lot of players who LOVE a game like this right from the beginning.
(BTW, I’m not talking about “super challenging” content. Just content that’s a bit more demanding out of the player.)
REPOST:
So I am level 74/75 in Malchor’s Leap, wondering why every Risen Chicken and trash mob is melting my face, when I hit level 76 and get a sudden attribute boost.
I’d forgotten about the idiotic stepped attribute system. And if it is this frustrating and annoying to me, think about what it is like for new players who don’t fully know the system.
Almost everything in NPE other than the guide compass for the starter zones is counter-intuitive and counterproductive to the experience for newer players.
Fast leveling is not about Anet thinking that the early game isn’t fun, it’s about Anet fully accepting that leveling, in GW2, is nothing more than a form of tutorial, and expanding on it.
In this sense, the NPE is clearly superior than the old experience, because it accepts, with full honesty, what leveling is and has always been in GW2.
There ARE problems that come to (a greater) light from this, like for example, the underwhelming sense of character progression, but those problems always existed since launch. Underdeveloped horizontal progression, easily obtainable vertical progression (+ gear grinding since ascended) and lack of customisation outside of traits. Gaining 1 trait point per level was nothing but an illusion, but now that the illusion is stripped off, the problem is clearer.
To be honest, from the very little that I’ve played out of the NPE, the early game is more addicting. More addicting in the sense of instant gratification and clearer (unlocking) progression. What were before, to the new user, obscure and overwhelming options all spread through the UI to be ignored, are now layered, “exciting” level unlocks. It was a smart thing to do by Anet, because it introduces them better to the new user while giving a stronger sense of progression.
But I do agree there are some flaws with the system. Based on my short experience:
- Weapon skill unlocks is weird. Way too restricting at the start of the game, way too overwhelming when the new user gets a new weapon and suddenly he has the entire skillset unlocked. It needs a middleground somewhere here. Perhaps one solution, is to reward to the new user one weapon for each type very early in the game. This adds more skills to experiment with,when you have access to few, but also softens the moment where you get a weapon type for the first type and have most of it unlocked already.
- The first story instance should start earlier, I agree. Perhaps at level 5. This would add more options to a new player, so they could start the game and jump (almost) right into the story if they wish too.
- Dumbing down the game does NOT makes the game more interesting. Some of my favourite details, when I started playing GW2, were those that made the world feel more interactive when completing hearts. In addition to, there are players who love (slightly) challenging content right on the beginning, because losing gives them motivation to get better, and enhances the psychological feeling of leveling up and becoming stronger.
I love streamlining. But I hate when developers think that streamlining = dumbing down. Games do NOT need to be boring and shallow, to appeal to the masses. There are many good examples out there that prove my point.
problem is, leveling isnt that exciting, especially in the low level area. The game is starting out with no narrative, the personal story actually did its job soft leading players early in the game, and estabilishing more.
Also i disagree that leveling is a tutorial in GW2, leveling is just some arbitary system created to simulate progression. To be honest the way they designed GW2, it really probably would be a better game with no levels at all.
or levels that are primarily cosmetic.
After all, what does leveling teach you in this game? there really isnt much difference between a level 50 zone and a level 80 zone
REPOST:
So I am level 74/75 in Malchor’s Leap, wondering why every Risen Chicken and trash mob is melting my face, when I hit level 76 and get a sudden attribute boost.
I’d forgotten about the idiotic stepped attribute system. And if it is this frustrating and annoying to me, think about what it is like for new players who don’t fully know the system.
Almost everything in NPE other than the guide compass for the starter zones is counter-intuitive and counterproductive to the experience for newer players.
Malchors is a level 75-80 zone. Most of the creatures in the zone past the entrance will be a higher level than you. You don’t really need to go to Malchors at level 74. I’m almost 100% positive that a reasonably competent player at level 74 could get through most of Malchors without experiencing what you have.
It may very well be a learn to play issue. Stats are important in this game…but not that important.
To be honest the way they designed GW2, it really probably would be a better game with no levels at all.
Thus why they were mostly there for tutorial purposes, which has now been expanded upon with the NPE.
Malchors is a level 75-80 zone. Most of the creatures in the zone past the entrance will be a higher level than you. You don’t really need to go to Malchors at level 74. I’m almost 100% positive that a reasonably competent player at level 74 could get through most of Malchors without experiencing what you have.
It may very well be a learn to play issue. Stats are important in this game…but not that important.
13 level 80s, playing for over 2 years. The main difference to normal is that I was levelling using only pick up gear where usually I gear up with rares every 10 levels, and the NPE.
Thanks for the condescending tone, however.
Malchors is a level 75-80 zone. Most of the creatures in the zone past the entrance will be a higher level than you. You don’t really need to go to Malchors at level 74. I’m almost 100% positive that a reasonably competent player at level 74 could get through most of Malchors without experiencing what you have.
It may very well be a learn to play issue. Stats are important in this game…but not that important.
13 level 80s, playing for over 2 years. The main difference to normal is that I was levelling using only pick up gear where usually I gear up with rares every 10 levels, and the NPE.
Thanks for the condescending tone, however.
It’s not condescending. You’re making a complaint that I feel is just wrong. I’ll test it myself (pretty sure I did when I was leveling) but I’m pretty sure I can take a 74 into Malchors of any profession and do okay. Not in big events mind you, with a zillion spawns, but certainly in the areas between outposts.
I’m not convinced those stats make that big a difference, unless you were very undergeared.
To be honest the way they designed GW2, it really probably would be a better game with no levels at all.
Thus why they were mostly there for tutorial purposes, which has now been expanded upon with the NPE.
well if this is the new tutorial(levels 1-80 are for tutorial), they need to rework it, it lasts too long (until 80) and it feels more like impediment than instruction.
Also, it focuses too much of the game on leveling, which is honestly not the strong suit of the game.
Malchors is a level 75-80 zone. Most of the creatures in the zone past the entrance will be a higher level than you. You don’t really need to go to Malchors at level 74. I’m almost 100% positive that a reasonably competent player at level 74 could get through most of Malchors without experiencing what you have.
It may very well be a learn to play issue. Stats are important in this game…but not that important.
13 level 80s, playing for over 2 years. The main difference to normal is that I was levelling using only pick up gear where usually I gear up with rares every 10 levels, and the NPE.
Thanks for the condescending tone, however.
It’s not condescending. You’re making a complaint that I feel is just wrong. I’ll test it myself (pretty sure I did when I was leveling) but I’m pretty sure I can take a 74 into Malchors of any profession and do okay. Not in big events mind you, with a zillion spawns, but certainly in the areas between outposts.
I’m not convinced those stats make that big a difference, unless you were very undergeared.
they make a pretty big difference. the amount they give also scales as you level. its basically equivalent to signet utilities boosts most likely, which in truth are noticeable.
However if you have the best gear for your level, you wont go from dying to surviving, however if you have say greens, that may make the difference.
However, its still doable, its doable naked, it just takes longer and requires less things to go wrong.
also as lack of traits may also be somewhat to blame.
well if this is the new tutorial(levels 1-80 are for tutorial), they need to rework it, it lasts too long (until 80) and it feels more like impediment than instruction.
That’s just what I had just said above.. if the whole leveling is a tutorial (and now with NPE it really feels like one) then it wasn’t well designed, it’s too long for a tutorial and becomes easily boring.
well if this is the new tutorial(levels 1-80 are for tutorial), they need to rework it, it lasts too long (until 80) and it feels more like impediment than instruction.
That’s just what I had just said above.. if the whole leveling is a tutorial (and now with NPE it really feels like one) then it wasn’t well designed, it’s too long for a tutorial and becomes easily boring.
The solution could be to go the GW1’s route, where players would reach max level quickly, and then have most maps scaled to level 80. This way, further maps could actually be made distinct by higher difficulty, instead of by higher statistical gating.
ANet has an issue with inconsistency in design.
Trait Points were consolidated and “lessened” in gradients:
14 points to assign instead of 70
The reason for doing so was to reduce complexity and “improve” the player experience.
Currently, with 80 levels, the problem now is the choppiness of level progress due to the way attributes are allotted:
Level Increase Total
1 24
4 +30 54
10 +35 89
16 +35 124
22 +40 164
28 +55 219
34 +60 279
40 +70 349
46 +73 422
52 +80 502
58 +80 582
64 +82 664
70 +82 746
76 +85 831
80 +95 926
This creates counter-intuitive peaks and valleys of difficulty that can be out of sync with the map the player is playing. One wonders why ANet didn’t choose to compress 80 levels into 15…
Additionally, since Trait Unlocks are also “out of sync” with player progression, this compounds the flaw further.
Before the April and September 2014 changes, if a character simply followed their Personal Story, they would always be guided to appropriate level maps. (Notably, prior to September, the player would be warned if a Personal Story was at a higher level.)
Now the situation comes about where Trait Unlocks are located in maps that are often at complete odds with the character level., maps that the player would not go to normally if they were using the Personal Story as their guide.
Additionally, seemingly arbitrarily placed attribute gains create a fairly unsatisfying progression experience for players who wish to solo level. In many respects, while this encourages more zerg-group leveling (EotM, Champ Trains, etc) play-styles, it also helps mask the character’s growing pains because players funnel their activities into the more efficient methods.
With Trait Point and Trait Unlocks gating and limiting customized progression to a large degree, and attributes being rationed in tiered levels, much of the player’s sense of freedom is curtailed because the inconsistency of design elements impacts the progression.
I’ve spent the past month leveling a Mesmer through the new format. This is my first serious attempt at playing/learning the class, so I’ve tried to do this like I did my first character – don’t touch crafting etc much, just do the content presented, and when buying new gear keep the costs down.
As of now, the character is L57, with her first three minor traits unlocked over the weekend. I did eventually hit a ‘slump’ in the early 40s, which I caved in and tossed my meager stack of level-up tomes at to get through it. Oh well. I plan on bringing the character to 80 and gearing her anyway, as the class has started to grow on me.
My biggest likes so far: relatively steady leveling, reasonable rewards (especially for L10 and L30 story ending), the ‘class specific’ drop system helped a lot at early levels (saved a lot of coin at one point by upgrading the chest armor from loot), unlock of Utility 1/2 came with one free skill unlock (no one’s mentioned this yet, that I know of), and the changed pacing allowed me to take more time in working out the Mesmer’s fighting style.
My biggest dislikes so far: the ‘stat slump’ mentioned before (using Bloodlust sigils to counter this), slightly ‘meh’ rewards for L20/40 Story end (still better than before though), trait unlocking (which I found surprising to me, but I unlocked the above mentioned traits first to help survive better).
The lack of ‘content direction’ for Traits (in a system where you get everything pointed out now) is also very jarring. It may have worked for the April patch, but now its not fitting in well.
My biggest suggestion? Add the Trait Unlock locations to the CDS, or at least the map.
I like to view MMOs through the lazy eye of a Systems Admin, and the critical eye of a
Project Manager. You’ve been warned. ;-)
If Chris sees this: I was wondering if you got any updates related to the fixing of the Personal Story, eh? There seems to be a few bugs that need to be fixed as I have seen here. :/
If Chris sees this: I was wondering if you got any updates related to the fixing of the Personal Story, eh? There seems to be a few bugs that need to be fixed as I have seen here. :/
THIS.
I just did The Source of Orr (Sayeh appears and fights and none of the other NPC’s freak out, also Reza explains to us the eyes we “saw” [when we haven’t seen them yet under the new order] are his family) at lvl 70.
Then at level 80 I did Temple of The forgotten God (introduced to Sayeh for “the first time”, and finally see the first eye [which isn’t Reza]). Also the prelude to that last Trahearne mentions Ceara not forgiving us for Tonn’s death even though that’s been skipped and we had 0 to do with his death in this version of the personal story.
Dialogue relating to stuff that has been skipped should be thrown out.
And ToTFG should happen before the Cathedral of Silence and Source of Orr story.
In it’s current form I may as well be doing the personal story in fractals.
Because it’s fragments of the original story all in the wrong order.
If Chris sees this: I was wondering if you got any updates related to the fixing of the Personal Story, eh? There seems to be a few bugs that need to be fixed as I have seen here. :/
THIS.
I just did The Source of Orr (Sayeh appears and fights and none of the other NPC’s freak out, also Reza explains to us the eyes we “saw” [when we haven’t seen them yet under the new order] are his family) at lvl 70.
Then at level 80 I did Temple of The forgotten God (introduced to Sayeh for “the first time”, and finally see the first eye [which isn’t Reza]). Also the prelude to that last Trahearne mentions Ceara not forgiving us for Tonn’s death even though that’s been skipped and we had 0 to do with his death in this version of the personal story.
Dialogue relating to stuff that has been skipped should be thrown out.
And ToTFG should happen before the Cathedral of Silence and Source of Orr story.In it’s current form I may as well be doing the personal story in fractals.
Because it’s fragments of the original story all in the wrong order.
Non-linear storytelling. It’s what made Pulp Fiction so much fun! It’s the very foundation upon which the frnordly Illuminatus! trilogy was built. Unfortunately, it doesn’t seem to be quite as effective in an MMO, leading one to wonder: how did this portion of the NPE pass all that rigorous testing?
If Chris sees this: I was wondering if you got any updates related to the fixing of the Personal Story, eh? There seems to be a few bugs that need to be fixed as I have seen here. :/
THIS.
I just did The Source of Orr (Sayeh appears and fights and none of the other NPC’s freak out, also Reza explains to us the eyes we “saw” [when we haven’t seen them yet under the new order] are his family) at lvl 70.
Then at level 80 I did Temple of The forgotten God (introduced to Sayeh for “the first time”, and finally see the first eye [which isn’t Reza]). Also the prelude to that last Trahearne mentions Ceara not forgiving us for Tonn’s death even though that’s been skipped and we had 0 to do with his death in this version of the personal story.
Dialogue relating to stuff that has been skipped should be thrown out.
And ToTFG should happen before the Cathedral of Silence and Source of Orr story.In it’s current form I may as well be doing the personal story in fractals.
Because it’s fragments of the original story all in the wrong order.Non-linear storytelling. It’s what made Pulp Fiction so much fun! It’s the very foundation upon which the frnordly Illuminatus! trilogy was built. Unfortunately, it doesn’t seem to be quite as effective in an MMO, leading one to wonder: how did this portion of the NPE pass all that rigorous testing?
You read Illuminatus! I enjoyed that…though I liked Schroedinger’s Cat more. The more I learn about you, the more I understand your posts. lol
Maybe try FIXING and updating WvW for change.
If Chris sees this: I was wondering if you got any updates related to the fixing of the Personal Story, eh? There seems to be a few bugs that need to be fixed as I have seen here. :/
THIS.
I just did The Source of Orr (Sayeh appears and fights and none of the other NPC’s freak out, also Reza explains to us the eyes we “saw” [when we haven’t seen them yet under the new order] are his family) at lvl 70.
Then at level 80 I did Temple of The forgotten God (introduced to Sayeh for “the first time”, and finally see the first eye [which isn’t Reza]). Also the prelude to that last Trahearne mentions Ceara not forgiving us for Tonn’s death even though that’s been skipped and we had 0 to do with his death in this version of the personal story.
Dialogue relating to stuff that has been skipped should be thrown out.
And ToTFG should happen before the Cathedral of Silence and Source of Orr story.In it’s current form I may as well be doing the personal story in fractals.
Because it’s fragments of the original story all in the wrong order.Non-linear storytelling. It’s what made Pulp Fiction so much fun! It’s the very foundation upon which the frnordly Illuminatus! trilogy was built. Unfortunately, it doesn’t seem to be quite as effective in an MMO, leading one to wonder: how did this portion of the NPE pass all that rigorous testing?
You read Illuminatus! I enjoyed that…though I liked Schroedinger’s Cat more. The more I learn about you, the more I understand your posts. lol
That darned cat! Hmm. Schrodinger… ‘kitten’ as a substitute for certain words… Coincidence? Or — synchronicity? What the Potter Stewart are they up to?
If Chris sees this: I was wondering if you got any updates related to the fixing of the Personal Story, eh? There seems to be a few bugs that need to be fixed as I have seen here. :/
THIS.
I just did The Source of Orr (Sayeh appears and fights and none of the other NPC’s freak out, also Reza explains to us the eyes we “saw” [when we haven’t seen them yet under the new order] are his family) at lvl 70.
Then at level 80 I did Temple of The forgotten God (introduced to Sayeh for “the first time”, and finally see the first eye [which isn’t Reza]). Also the prelude to that last Trahearne mentions Ceara not forgiving us for Tonn’s death even though that’s been skipped and we had 0 to do with his death in this version of the personal story.
Dialogue relating to stuff that has been skipped should be thrown out.
And ToTFG should happen before the Cathedral of Silence and Source of Orr story.In it’s current form I may as well be doing the personal story in fractals.
Because it’s fragments of the original story all in the wrong order.Non-linear storytelling. It’s what made Pulp Fiction so much fun! It’s the very foundation upon which the frnordly Illuminatus! trilogy was built. Unfortunately, it doesn’t seem to be quite as effective in an MMO, leading one to wonder: how did this portion of the NPE pass all that rigorous testing?
You read Illuminatus! I enjoyed that…though I liked Schroedinger’s Cat more. The more I learn about you, the more I understand your posts. lol
That darned cat! Hmm. Schrodinger… ‘kitten’ as a substitute for certain words… Coincidence? Or — synchronicity? What the Potter Stewart are they up to?
LMFAO! I forgot all about Potter Stewart. That’s brilliant stuff.
And yes, non-linear storytelling can work. What Guild Wars 2 has done isn’t quite non-linear, but your experience of the end story can be affected by the beginning story.
For example there are end stories you can choose that introduce characters from beginning stories of different races. If you played those stories on another character, you’ll meet characters who you know (even if your character doesn’t). It’s quite a web they weave.
But you’d have to play multiple characters through the story to see it at all.
Dialogue relating to stuff that has been skipped should be thrown out.
And ToTFG should happen before the Cathedral of Silence and Source of Orr story.
NO, Personal Story order shouldn’t have been changed in first place. Don’t “fix” what wasn’t broken. It had some failures, I admit, but the current state made it even worse.
(edited by shadow.6174)
Dialogue relating to stuff that has been skipped should be thrown out.
And ToTFG should happen before the Cathedral of Silence and Source of Orr story.NO, Personal Story order shouldn’t have been changed in first place. Don’t “fix” what wasn’t broken. It had some failures, I admit, but the current state made it even worse.
I think I know the reasoning behind the change, though it was done badly. There are SPOILERS BELOW!!!
There are essentially two story arcs that take place in Orr. There’s Trahearne’s Wyld Hunt and there’s the slaying of Zhaitan. Those stories are really separated arcs. That you’re doing and what Trahearne is doing is related but separate.
The thing is, when you fight Zhaitan, most people hate that battle. I mean they really hate it. They think it’s anticlimatic (which if you’re expecting a boss fight, it really is). But what really happened was that bit by bit, long before you enter Arah Story Mode, you’re talking Zhaitan out, one piece at a time. You’re blinding it, cutting off its food supply, cutting off its ability to make undead. Then you hit it with an anti dragon magic weapon which was designed using Professor Gor’s theories.
The problems is you end up doing the blinding and starving bit in the old order BEFORE Trahearne does his. Which means it’s your story, long break, Trahearne’s story and back to your story…which doesn’t work. It makes the last battle even more anticlimactic.
I think they did this to bring the Zhaitan arc next to where you fight Zhaitan.
The only way it could really work is to completely redo it, not just switch around the scenes. Change the references to things that didn’t happen.
It’s probably a lot more work than it’s worth.
I think I know the reasoning behind the change, though it was done badly.
(sip)
The only way it could really work is to completely redo it, not just switch around the scenes. Change the references to things that didn’t happen.It’s probably a lot more work than it’s worth.
I still haven’t finished Personal Story, I’m at lvl 80 step but one or two parts before the Zaithan fight. But yes, based on what you said and what I have heard about what’s coming for me (either for how it was before and how it is now) I can see the reason for the changes yes.
However, yeah, just shuffling around story bits won’t fix that issue, it will make things more confused and non-sense. It’s like you said, if it was to be fixed it should be reworked instead just reordering it.
Is this still being worked on, or is the NPE in it’s final state? It’s been a good amount of time.
So let him alone to explore the game for an hour —- How is showing your friend a bunch of stuff he could discover helpful anyway?
Why should two friends have to feel like they have to wait an hour to play together when they didn’t have to do so before the last feature pack.
As for how is showing a friend bunch of stuff helpful, well it is about playing together in the end. Maybe he could discover all of it on his own as well but this is an MMO and playing with friends is always more fun.
Mind you, there are also things in this game that a player coming for example from a different MMO wouldn’t even know to look for.
I played with my friend. I just didn’t feel the need to preempt the game for him. I hung out, let him take the lead and explore. I didn’t say you should wait. But trying to show him a bunch of stuff he doesn’t have access to, doesn’t help him or you. It’s not giving the NPE a chance even.
What I was trying to show him were things like combo fields (which the NPE never helps you learn about) and underwater combat, enough to give him a sample of what the game had to offer. Of course, NPE locked away any of his potential combo finishers (he was on Mesmer and never got a staff) until later levels, so that fell flat, and it also locked away underwater combat for quite some time. In addition, it was really hard to make it feel like not so much of a grindfest when no events spawned near us You heard that right. We found nada and the guide arrow wasn’t helpful because it was just pointing us toward the dodge tutorial we had already completed.
If ArenaNet wants new players to learn quickly that dynamic events are one of the main parts of the game, they need to increase the density in the starter areas. This may mean making some events run more frequently or it may mean making new events. It should not allow me to run around the starter zone for a half hour not even knowing they exist, and that’s the impression my friend had. He played during the trial weekend and never even learned that dynamic events existed. I couldn’t even say “hey, let’s go do this event over here” because I didn’t get any notification that there was one.
Combo fields and underwater combat could definitely use a tutorial. I think I was level 40 before I even figured out combos existed, and suddenly playing was much easier. Underwater combat requires a different perspective and it would be good to get a tutorial for new players.
So let him alone to explore the game for an hour —- How is showing your friend a bunch of stuff he could discover helpful anyway?
Why should two friends have to feel like they have to wait an hour to play together when they didn’t have to do so before the last feature pack.
As for how is showing a friend bunch of stuff helpful, well it is about playing together in the end. Maybe he could discover all of it on his own as well but this is an MMO and playing with friends is always more fun.
Mind you, there are also things in this game that a player coming for example from a different MMO wouldn’t even know to look for.
I played with my friend. I just didn’t feel the need to preempt the game for him. I hung out, let him take the lead and explore. I didn’t say you should wait. But trying to show him a bunch of stuff he doesn’t have access to, doesn’t help him or you. It’s not giving the NPE a chance even.
What I was trying to show him were things like combo fields (which the NPE never helps you learn about) and underwater combat, enough to give him a sample of what the game had to offer. Of course, NPE locked away any of his potential combo finishers (he was on Mesmer and never got a staff) until later levels, so that fell flat, and it also locked away underwater combat for quite some time. In addition, it was really hard to make it feel like not so much of a grindfest when no events spawned near us You heard that right. We found nada and the guide arrow wasn’t helpful because it was just pointing us toward the dodge tutorial we had already completed.
If ArenaNet wants new players to learn quickly that dynamic events are one of the main parts of the game, they need to increase the density in the starter areas. This may mean making some events run more frequently or it may mean making new events. It should not allow me to run around the starter zone for a half hour not even knowing they exist, and that’s the impression my friend had. He played during the trial weekend and never even learned that dynamic events existed. I couldn’t even say “hey, let’s go do this event over here” because I didn’t get any notification that there was one.
First of all combo fields aren’t necessary for a character under level 20. They’re not needed at all. The fact that you wanted to tell them about him doesn’t really matter. They’re simply not necessary.
More to the point, they’re not locked away. You can go into the city at level 2. You can buy a staff for 1 silver and change as soon as you have 1 silver and change. Then you have a staff.
There’s first level staves on the trading post of 75 copper. You’re with him and you can eitehr tell him how to use the trading post or buy him a staff, right? It’s not that big a deal, unless you want to make it a big deal.
Why sit and wait for a staff to drop? Is that how you play.
A new player don’t need a staff (indeed it’s not the best weapon for a mesmer anyway) and an experienced player playing with a new one has so many ways to get that guy a staff it’s not funny.
This “new player experience” and the new trait system totally ruined the game for me. After leveling 6 characters up to 80 I don’t really enjoy this new way at all.
For me it feels like instead of 80 levels, Anet has lowered the character level limit. Because, leveling up means my character grows and gets increased stats. Now it does not happen, only after certain amount of levels (3?) – between the stat gains for me it feels like no leveling up at all, the “player experience” is slow and sluggish, I feel like something is holding me back, compared to the “original” player experience.
Wish I could choose whether I want this “dumbed down”, level-gated experience or the original one. Or it should be only for the first character per player, because afterwards it’s rather annoying than useful.
Just my $0.02.
The new player experience is nice for the items and stuff you get every level, but i would like to bring something to Anets atention. The first few levels of a game are what make people want to stay or not, by removing alot of the events in the beginning of the game and making some of the most viable options for leveling Tomes of Knowledge, Crafting, Grinding hearts, or EOTM. you make it less fun for those who wish to sit there and see all the events as there are not many. one event i personaly liked was the fire shaman outside lake Feritas in the plains of ashford. i went into the cave today and found it was removed, that and the exit to the second part of the zone is sealed off. The skillpoints per level also made the game very fun before, unlocking skills one at a time was nice also. Anet with all due respect, you have not taken a step forward. you took one backwards.
Edit: Adding onto all of this, as others have said. the leveling process seems slower than ever. i created a new warrior so i could experiment with the ways to level, after quite a bit of doing that, i’m level 60. but i can honestly say, before the NPE. thing’s were quite nice, now it’s all dull.
(edited by Sages.3496)
World is becoming potatoed… :/
More taters Mister Frodo.
RIP City of Heroes
I did not read everything but here is my input.
I stopped the game last year for a long time. I returned recently a bit before the latest big patch in september.
I started a new elementalist.
I love some parts of the NPE like getting the weapon skills right away (and probably few others I can’t think of).
Here are the parts I dislike:
1) Skill point (on map) not working before level 13.
I started my elementalist, went on Caledon forest and quite quickly you reach a skill point. It was not working. I wondered what, asked few people and finally thought of a bug.
I continued the game and finally, 1 or 2 hours later I though about level requirement and someone confirmed.
When I almost finished the map I had to TP to the skill point do it and go back.
If it is strange for an old player, imagine what a really new player will think of this ?
You should allow to stack skill points, informing the player with a pop up that it will not be available before level 13.
2) Skills (the one we get through events, …)
Today my elementalist is 39. He finished all level 1-15 areas and one 15-25 area (Kessex Hills) and … he has 1 (only 1) of the blue skills, and yet he got it by chance. You really suppose that a “new” player will get fun by playing with one poor little skill ? Ok we can buy it, but yet. Can really a truly new player have enough money to buy skills AND good enough equipment to enjoy ? I do not think so.
I saw that to get some of the blue skills you have to do dungeons and WvW actions.
Really ? You really think that a new level 40 player (who has to finance equipment with the little money he gets) will be accepted in a dungeon group ?
Nowadays all people doing dungeons do it in speed to get money quickly and so are well equipped level 80 characters. Do you really think they will accept a lvl 40 character ?
And do you really think he can make 2 steps in WvW ?
Maybe you expect new players to wait their level 80 to get those skills (at this time WB and dungeons start becoming accessible and you start making money).
No, you should really review your copy and make the skills really more progressively accessible. Like after level up (get 1 skill point to choose 1 skill), after few events (ex: after 15 events done by the character get 1 skill point to buy 1 skill), after 5 reknow harts completed, etc …).
Imarion
(edited by Imarion.1650)
If it is strange for an old player, imagine what a really new player will think of this ?
Good point…
I saw that to get some of the blue skills you have to do dungeons and WvW actions.
Really ? You really think that a new level 40 player (who has to finance equipment with the little money he gets) will be accepted in a dungeon group ?
(sip)
And do you really think he can make 2 steps in WvW ?
Sorry but, what do you mean with blue skills? Do you mean skill points and using it to get utility skills? What do you mean by having to do dungeons and WvW to get skills? What I know is you have to do some dungeons to get “traits” (not sure about that too). And if so, now you would need to go WvW to get traits, skills or whatever? If so then it’s even worse than what I heard so far…