Hello!
According to my daily log-in rewards, I’ve been playing for exactly a month now, an hour or two every day, some days long sessions. I finished the personal story for the main plot last night as well, and I’m moving on to the living world and HoT content. I thought I’d give some thoughts and suggestions about stuff as well as mention some bugs I’ve found.
Overall, I’ve found GW2 to be a pleasant and fresh experience, It’s been a long time since I played an MMO, and GW2 seems to do a lot of stuff right. I wouldn’t normally write a long deconstruction post with suggestions for something I wasn’t enjoying and having fun with, but I feel these comments may help improve the game for future players.
Please be advised that this post will contain quite a lot of spoilers about the story, so rather than excessive use of spoiler tags, please just avoid this thread if you care about plot spoilers.
STORY
On the whole, the personal story is pretty neat. My girlfriend and I have been playing through several characters and choosing different options to see how they vary. Many of the decisions you’re forced to make actually feel impactful and relevant. I also enjoy the manner and tone which NPCs speak to you once you reach the level 50+ personal quests, unlike many MMO games which make players feel like a faceless nobody, the story instances really make your character feel important, and also that they’ve earned the respect they command from other characters. This was particularly enjoyable when playing as the shortest Asura I could possibly make. Having people tell me “you’re an inspiration, I’m glad you’re here to keep us safe” when they’re a 9ft tall Norn, and I’m a 3ft tall tiny asura girl with a rifle is pretty funny, but also strangely empowering for a main character, something that many games lack.
I thought I’d drop some specific notes here about what might have been improved.
- Some of the story instances are a little bugged. My girlfriend chose “noble” for her human level 10 background, and in part of one of her quests the quest dialogue told her to talk to a specific person, but they just responded with a faceless NPC “hello” whenever she spoke to them. Only by walking right to the edge of the instance at the start, and then turning around did the quest update to suggest he actually needed to convey useful information.
- During the quest “victory or death” when you board the airship, all of the members of destiny’s reach dialogues are bugged, and the dialogue boxes close themselves quickly after you open them.
- After completing victory or death, the members of destiny’s reach still speak to you as if you haven’t completed the final objective, which is pretty funny, but maybe they should change their dialogue at that point.
- My first week was during Halloween, and the mad king was abound in Lion’s Arch. It’s worth noting that several of my quest markers spawned inside hay bales during that week and were a little difficult to spot. The collection radius was enough that none of them prevented me progressing, but you might want to consider checking all the quest marker spawn points when putting new stuff into LA.
- When you start your quest for a given set of 10 levels, the first part is usually to read a letter in your inventory. However, a quest marker spawns at the loacation you would then need to go to. Walking to that quest marker and standing on it doesn’t do anything until you read the letter, which is pretty confusing when you’re standing on a quest marker and nothing is happening.
- A very small number of the quest events seem to drag on interminably and left me wondering if the instance was bugged. There are a few “defend this camp against the risen” moments where you’re just standing there killing zombies for what seems like an eternity, and you’re just wondering if the game has broken. It might be worth adding a countdown timer to those things like with map events to let a player know how they’re doing. A good example would be on claw island, where you just sit in the middle of the base killing risen for about ten minutes where nothing seems to change.
- It would be really cool to be able to replay story quests from the journal menu, and look at how the other choices play out, or show them to friends, or just experience some of the more brilliant set pieces again.
- If you bounce around in the silverwastes for a few hours, you get six titles for it. Upon finishing the main story, You get awarded the title “champion of Orr” and also “Savior of Kryta” by various NPCs, and I really thought these would appear in my dropdown for selection, but sadly not. It seems kind of weak that you can get a title for shooting the Karka Queen once, but not for finishing the story. I’d suggest adding the titles that NPCs give you during the story to the list of available titles you can have for your character.
NEW PLAYER EXPERIENCE
As a new player, I’ve been pleasantly surprised by how helpful players tend to be around the map. A few of my friends also had been playing for a long time, and they helped me out with a few questions, and showed me to some helpful resources on the web to find stuff out. It’s really cool that the /wiki command gives you a straight web-link to the thing you ask for too. The game seems to have plenty to see and do, and that’s rather nice. I think the community as a whole has recognised that the release of HoT has brought a bunch of new players in, and they’ve been quite patient with the change of pace.
Here are some things I think might improve the game for new players.
- It’s worth knowing about the existence of web-based boss timers for world bosses, as well as a few of the more helpful guides out there, and the wiki – there’s nothing in the game that really tells you about any of this stuff. I realise that you might not want to link to external resources, but you should at least tutorialise the wiki command for new players, it’s super handy.
- “Mad King Says” was an excellent introduction to the full range of emotes available. I feel that having a game of that running continually somewhere would be nice to teach people which emotes work. Maybe some kids in Lion’s Arch could play it on a regular basis?
- Fractals are pretty badly tutorialised, my new player experience of fractals was to enter one with no real idea of how it worked, to immediately sit through pages of abuse from the other players about how I shouldn’t be doing fractals unless I know exactly what to do. It could be worth adding in an NPC or character who more clearly explains the specific goals of each fractal on demand. It’s not really very encouraging to me to go and explore the other ones.
- WvW seems completely un-tutorialised. For example, I have no idea how to break into a fortified site, and there are no NPCs that I’ve found that explain it, and there are almost never any players in the WvW maps.
- I hit level 80 in my first week, just exploring the map, and it’s nice to progress fast. However the last 3 weeks of play have seen me gather a huge amount of experience points that have all gone into a mastery that I haven’t unlocked. My friends who are running the HoT content think that I’ll probably unlock the first mastery on each track when I play through the HoT missions, and that the rest of the xp I’ve earned is probably down the toilet… There’s a lot to do before you unlock masteries, especially if you want to play through the story in order. I’m told the early HoT content spoilers the LW2 content, so I haven’t gone to unlock masteries yet. My suggestion is that while unlocking masteries after 2 HoT quests made a lot of sense for established players, it’s a bit frustrating for new players who run through all the previous content before getting there. Instead, why not just unlock the mastery tracks if you own HoT and you get to level 80? I might have a better suggestion when I actually unlock the stuff and know how it works.
- As a new player, it seems kind of odd that the gem prices change around so much. It feels kind of bad when you buy 400 gems for 80 gold, and the price immediately drops to 70 gold. I think I’d prefer to work in a fixed price economy, but hey, I’ve not been playing too long.
- It sucks a little that Laurel vendors in town sell infusions for 5 laurels, when the WvW laurel vendor sells a strictly superior infusion for exactly the same price (+4 might vs +5 might and a bonus in WvW.) – The Laurel vendors in town feel like a con on that front, and while the difference is almost irrelevant, buying an infusion from them only to find that you can get a better one at the same price is kind of annoying. Laurles are pretty hard to come by.
BUGS and ABUSES
- The client crashes a lot on world bosses when the graphics are on maximum settings. I gather from map chat that this is a persistent and known issue, so I’ll leave it unless you want more info.
- I managed to despawn the wall blocking the entrance to the thaumanova reactor, but unfortunately I don’t know how. When I did so, I could fight the steam minotaur during the fire elemental pre-event. I did not have a key for the wall. Some experimentation with the fight suggests it’s possible to kill the minotaur solo (he’s not very tough) – which seems like a surefire way to annoy the pants of everyone else in that map instance. When I got him to 20% I let myself die, and waypointed out. After the FE fight, people could open the reactor as normal and he was just waiting for them from my activation (back to full health of course.). Suggestion: it might be worth just making that extra bit of the reactor something that opens up 2 minutes after the Fire Elemental dies – the reliance on someone having a key and choosing to use it does seem to cause some acrimony occasionally.
- I believe the Vinewraith meta-boss at the end of the Silverwastes chain is designed specifically so you can only battle one of (and get the reward for one of his three champions.) However, if you fight the beekeeper, and near the end of the fight drop engineer turrets, they’ll shoot and damage the second boss, and you’ll get event participation for fighting the second champion (usually bronze) – on top of the event for helping with your siege carrier in the bottom lane. The tracked debuff resets to its full time when the second champion is killed as well. This doesn’t seem like a huge abuse, but you might want to put an exception in there that destroys all the pets and turrets and so on that are left behind when you kick characters out of the boss chamber.
- Similarly, the three batteries and the Vigil Megalaser for Tequatl can all be defended during one section for event participation for each, so you’re encouraged to defend one until you’ve tagged enough for gold, then jump to the others and try to get event credit for them too. I feel like the event isn’t really intended to be played that way.
- Nothing seems to affect the Champion Beekeeper’s defiance bar, as far as I can tell.
- Shadow Behemoth’s meta event HUD never appears.
- Svannir Shaman’s meta event HUD often doesn’t appear when doing that event.
- In the first story dungeon, I managed to out-of bounds myself into a wall in the vampire’s boss chamber. I’ve also managed this in a few other places. You can usually fix it by waypointing, but it’s kind of annoying.
- Quite a lot of the scenery stops being solid if you climb far enough up it (for example, the trees above twilight arbour aren’t solid at all.) – I realise that in many of these places you’re not really meant to be climbing around up there, so it’s my own fault.
- On the other hand, In the Garden of Ilya there is a vista, which is high enough up that jumping off the platform will result in death. You could slowly climb back down the way you came up, but one object is within jump distance, and also tall enough that the fall to it would not kill you, and that’s the beautiful spherical-ish tent where Traherne meets you for the Ossuary of Unquiet Dead mission. Unfortunately, the top half of this tent isn’t solid, so the only quick way to jump down from the vista results in you faceplanting through a non-solid platform to your ignominious death.
- If you go to the Megadestroyer boss fight and stand where one of the three stabilisation devices appears, it appears on top of you, and you end up stuck inside it for the entirety of the stabilisation process. The camera goes a bit nuts too.
- Occasionally, (almost always after entering a chat message) my character gets physically stuck in the floor and can’t move at all. There’s always a disconcerting moment where I think I still have the chat dialogue open, then realise I don’t, then realise that I’m stuck in the floor. It’s always been fixed by using a personal displacement ability like overcharged shot or rocket boots so far though.
- During Halloween, there were times when the cauldron stopped spitting people out and everyone got stuck inside. Not sure what caused it, and it’s likely not going to be an issue for another year, so may not matter too much.
(edited by ahdok.8462)