Philosophy Shift to Less Choice

Philosophy Shift to Less Choice

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Posted by: Djinn.9245

Djinn.9245

Now, you claim that there are actually more choices in the game. Please illustrate.

Another choice removed – I can no longer choose to work for my Laurel or whatever each day. It’s no longer a choice, I just get whatever it is delivered directly to me. I don’t even get the choice of which 5 of 12 incredibly simple things to do will earn me the Laurel. It just happens, from time to time.

Oh, and I no longer get the choice of crossing fingers each day and hoping my Daily Completion will give me a gem store item I will actually use.

And finally, I lost the choice to stop at 5 AP for the day, or just keep right on rolling and maybe hit 7 or 9 AP. Now I just get 10 for 3 tasks.

I have no beef with the new mechanics, I only have a beef with the reduced choice. They can have the new mechanics and still give us more choice you know…

it’s this luck based mystic toilet that we’re all so sick of flushing our money down. -Salamol

(edited by Djinn.9245)

Philosophy Shift to Less Choice

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Posted by: Djinn.9245

Djinn.9245

-Costumes reduced from individual pieces to entire outfits.

I suspect town clothes didn’t sell well. Many pieces were promoted to armor skins.

-NPE: low levels are shown less choice of things to do (gathering, Skill points, etc.)

To facilitate new players learning the game, rather than requiring them to plum the wiki for answers.

-Traits

I’ll grant you this but it seems to be an offshoot of removing respec costs/locations. You can now respec your traits for free out of combat. It also adds traits as another reward for completing existing content.

-Dailies: less open PvE choices per day

-Dailies: less choice of where you can go to complete your open PvE Dailies. PvP: less choice of what class you can use to complete certain dailies. Etc.

True, but one of the prime motivations of doing dailies, the laurel, isn’t there anymore. They compensated the reduction of maximum of 12 AP to 10 by tossing in rewards with each daily. Rewards you still get even after you do three and get the 10 AP.

-Dailies: removed choice of using Dailies in Festival Completion

No idea what you are getting at here.

That post was illustrating how choice has been reduced in this game, I don’t agree that they had to reduce choice in order to accomplish anything.

And in regard to Festival Completion: removing the ability to use the Festival Dailies to achieve Festival Completion reduces choice.

it’s this luck based mystic toilet that we’re all so sick of flushing our money down. -Salamol

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

Now, you claim that there are actually more choices in the game. Please illustrate.

Another choice removed – I can no longer choose to work for my Laurel or whatever each day. It’s no longer a choice, I just get whatever it is delivered directly to me. I don’t even get the choice of which 5 of 12 incredibly simple things to do will earn me the Laurel. It just happens, from time to time.

Oh, and I no longer get the choice of crossing fingers each day and hoping my Daily Completion will give me a gem store item I will actually use.

And finally, I lost the choice to stop at 5 AP for the day, or just keep right on rolling and maybe hit 7 or 9 AP. Now I just get 10 for 3 tasks.

I have no beef with the new mechanics, I only have a beef with the reduced choice. They can have the new mechanics and still give us more choice you know…

Well if you read my post, I have a total beef with the new reduced choices too. They completely cut down on the waste of time I had to endure, and my choice to settle for less.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

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Posted by: Behellagh.1468

Behellagh.1468

-Traits

I’ll grant you this but it seems to be an offshoot of removing respec costs/locations. You can now respec your traits for free out of combat. It also adds traits as another reward for completing existing content.

-Dailies: removed choice of using Dailies in Festival Completion

No idea what you are getting at here.

This is what I have a major issue with. Why does there need to be a penalty for being able to have free retraiting from anywhere? It’s like we’ve come to expect that everything good always has something that bites us. That may be true in the real world, but it kind of stinks that it’s also the case here.

The last thing is about how the winterfest dailies don’t count toward the wintersday meta achievement. In other holiday festivals, dailies count toward the meta. And the meta has absolutely no flexibility in it, either. There are 11 required achievements for it.

I certainly preferred meta achieves that allowed options.

And you’re right. There is no compelling programming reason why the free-anywhere trait respec was tied to the other trait changes. Both came in the same update, but one functionality does not rely on the other. Free retrait should not be put forward as a reason to swallow the new trait system.

There is no programming reason but that doesn’t mean it wasn’t part of the redesign of traits on paper. They had already rework the trait respec once before when they introduced the Gem Shop trait respec and got rid of using the Grandmaster training manual reuse. It may have been an economic decision. How do we reduce the post 80 glut of SPs as well as coin if we now eliminate the Gem Shop item as well as the previous method of doing a trait line reset.

Nothing in the game is entirely standalone. Especially if it’s either a source or sink of coin.

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: Vayne.8563

Vayne.8563

Gamer personality was a system that went nowhere. Seeing as it went nowhere, they probably shelved it.

Not telling us about shelving it though is a bad oversight.

The only impact it had originally was in providing dialogue choices. It is quite possible they did drop it since apparently providing more than two options in most of the living story dialogues was too much work. Not telling us about dropping it would be pretty typical of ANet these days.

I think, but I’m not 100% certain, that you still get the dialogue choices. You just can’t see why.

I still have received dialogue choices with the symbols recently. The problem is I don’t know why I should pick one choice over another anymore. Is my character still increasing one “personality” by picking a choice? Am I more likely to get a negative result if I pick one of the choices? Its very annoying.

You never got a negative result, ever. That wasn’t the point of it. Nor is the point of it trying to get your guy to be a certain way intentionally since it gives you no benefit.

The whole idea of it was supposed to allow your character options that build over time. So if you naturally display agressive choices leveling, you’ll get an aggressive option at the end of the game in how you communicate and what you say.

A person who was charming would get a different dialogue option but they would absolutely lead to the same result.

As an example, if you were charming you could ask someone nicely for information. If you were aggressive you would threaten them to get the information. Either way, you’d get the exact same information.

It was all about flavor. You can’t choose the wrong thing. Just say the closest thing to what you think your character would say.

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Posted by: Vayne.8563

Vayne.8563

Now, you claim that there are actually more choices in the game. Please illustrate.

Another choice removed – I can no longer choose to work for my Laurel or whatever each day. It’s no longer a choice, I just get whatever it is delivered directly to me. I don’t even get the choice of which 5 of 12 incredibly simple things to do will earn me the Laurel. It just happens, from time to time.

Oh, and I no longer get the choice of crossing fingers each day and hoping my Daily Completion will give me a gem store item I will actually use.

And finally, I lost the choice to stop at 5 AP for the day, or just keep right on rolling and maybe hit 7 or 9 AP. Now I just get 10 for 3 tasks.

I have no beef with the new mechanics, I only have a beef with the reduced choice. They can have the new mechanics and still give us more choice you know…

I agree with this. However, I feel most people won’t be happy until they get the achievement points for doing nothing and yes, playing how you want exactly perfectly is doing nothing. It’s what you would have done anyway.

People are mad because before they were getting something for nothing. Now they have to do something to get something.

People think it’s reasonable, but the offshoot of it is, 90% of everyone will do the absolutely easiest fastest dailies if all the dailies are easy. If they had view 3 vistas in 3 different locations, they might as well do away with dailies altogether.

Before it was a nonentity. It didn’t figure into the game. People keep saying that. I could do exactly what I was doing and get rewarded.

And I’m pretty sure that’s the thing Anet wants to change. I don’t think they want people to do nothing they weren’t already doing to get 10 achievement points every day.

Edit: The thing that was stopping them from changing it was that before a unique currency was locked behind the daily and now it’s not.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

-snip-

There is no programming reason but that doesn’t mean it wasn’t part of the redesign of traits on paper. They had already rework the trait respec once before when they introduced the Gem Shop trait respec and got rid of using the Grandmaster training manual reuse. It may have been an economic decision. How do we reduce the post 80 glut of SPs as well as coin if we now eliminate the Gem Shop item as well as the previous method of doing a trait line reset.

Nothing in the game is entirely standalone. Especially if it’s either a source or sink of coin.

Since it was part of the redesign in practice, I’d say the odds are close to perfect it was that way on paper.

As for it being a coin sink… buying one Master trait on one character now would cost me more than I spent on trait changes on all 8 characters under the old system. Buying two GM traits now costs as much as buying all 30 Master and GM traits before. That’s a sink, all right — but it’s a pretty extreme change.

Finally, glut of SP’s? The only SP’s that could be transferred to new characters — the ones who’d actually need the points to get traits — are scrolls. My 8 grandfathered characters sitting with hundreds of SP’s cannot transfer them. If Scrolls are really a problem, then fix the problem within that system, don’t bork another system to compensate.

Since you’re going to speculate, I will, too. I think the trait redesign was done because the China release partner said, “There’s not much going on with leveling benefits after players get their Elite Slot at L30. That’s not going to be received well.” ANet then looked at Western players asking for new traits or skills to be gained similarly to GW Elite Skill Captures. They then said, “Hey, let’s kill two birds with one stone, and also entice players to use some of the existing content.”

Why do I think that? Anet has demonstrated a tendency to combine disparate player requests and provide what’s asked for, but in a different form so it can be tied to a response to a different request or issue (e.g., Players wanted more choices for dailies; players complained mid-level zones were empty; solution: daily tasks expanded to provide choice included things like Kill Shiverpeaks Vets or Complete Maguma Events). Secondly, ANet has also demonstrated a tendency to entice players to use or re-use existing content (e.g., Exploration includes WvW; new dailies).

Philosophy Shift to Less Choice

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Posted by: Ashen.2907

Ashen.2907

If the entire game is more and more restrictive

It is a good thing that the exact opposite is true then.

Here are my examples of systems in the game where choice has been reduced:

-Costumes reduced from individual pieces to entire outfits.

-NPE: low levels are shown less choice of things to do (gathering, Skill points, etc.)

-Traits

-Dailies: less open PvE choices per day

-Dailies: less choice of where you can go to complete your open PvE Dailies. PvP: less choice of what class you can use to complete certain dailies. Etc.

-Dailies: removed choice of using Dailies in Festival Completion

Now, you claim that there are actually more choices in the game. Please illustrate.

The changes to costumes included new option(s) such as wearing outfits in combat and the wardrobe system. I dont like that gaining new options/choices that people had been asking for since launch came at the cost you mention, but it is not an example of a net loss of choices and, given the reasons stated for the change, can be argued to be a net increases in options for more players.

I don’t like the trait changes. At all. I have an empty character slot that is likely to remain empty for that reason, but the trait changes actually add an option that did not exist before. Before your only choice for unlocking traits was to buy them. Now you can buy them or unlock them in play. Again, I dislike the changes (intensely) but they did add an option.

The changes to the daily system increase your options for how to get rewards associated with dailies in the past (AP and laurels). Previously you had to log in and complete dailies in order to get AP and laurels. Now you can log in and do essentially anything in the game and you will get laurels and AP. The AP gain is greater if you do dailies but that is a matter rate of acquisition of rewards, not of removed choices. Remember, if you want to do 10 dodges, make 25 underwater kills, etc you can still choose to do so. I am honestly curious as to what makes you think that you can no longer dodge ten times, gather wherever you want, make 50 kills, res other players, etc? How has your choice to perform those activities been taken away?

On the other hand we have more choices in what to do in PvE (playing content that didnt exist before is a new choice).

WvW includes new choices such as rank points for character development.

There are new choices in how to earn dungeon rewards (PvP tracks)

By increasing rewards in both PvP and WvW since launch Anet has increased the choices in how to get rewards in game.

To be perfectly frank I have serious reservations about the direction of the game post launch but we have more choices/options now than then. Not liking the increased options/choices is not the same as them not existing.

(edited by Ashen.2907)

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Posted by: Djinn.9245

Djinn.9245

Gamer personality was a system that went nowhere. Seeing as it went nowhere, they probably shelved it.

Not telling us about shelving it though is a bad oversight.

The only impact it had originally was in providing dialogue choices. It is quite possible they did drop it since apparently providing more than two options in most of the living story dialogues was too much work. Not telling us about dropping it would be pretty typical of ANet these days.

I think, but I’m not 100% certain, that you still get the dialogue choices. You just can’t see why.

I still have received dialogue choices with the symbols recently. The problem is I don’t know why I should pick one choice over another anymore. Is my character still increasing one “personality” by picking a choice? Am I more likely to get a negative result if I pick one of the choices? Its very annoying.

You never got a negative result, ever. That wasn’t the point of it. Nor is the point of it trying to get your guy to be a certain way intentionally since it gives you no benefit.

The whole idea of it was supposed to allow your character options that build over time. So if you naturally display agressive choices leveling, you’ll get an aggressive option at the end of the game in how you communicate and what you say.

A person who was charming would get a different dialogue option but they would absolutely lead to the same result.

As an example, if you were charming you could ask someone nicely for information. If you were aggressive you would threaten them to get the information. Either way, you’d get the exact same information.

It was all about flavor. You can’t choose the wrong thing. Just say the closest thing to what you think your character would say.

Yes, that’s what I meant by “increasing personality”. But the point is if they removed the “personality” part of my character does this really matter anymore?

it’s this luck based mystic toilet that we’re all so sick of flushing our money down. -Salamol

Philosophy Shift to Less Choice

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Posted by: Djinn.9245

Djinn.9245

Now, you claim that there are actually more choices in the game. Please illustrate.

Another choice removed – I can no longer choose to work for my Laurel or whatever each day. It’s no longer a choice, I just get whatever it is delivered directly to me. I don’t even get the choice of which 5 of 12 incredibly simple things to do will earn me the Laurel. It just happens, from time to time.

Oh, and I no longer get the choice of crossing fingers each day and hoping my Daily Completion will give me a gem store item I will actually use.

And finally, I lost the choice to stop at 5 AP for the day, or just keep right on rolling and maybe hit 7 or 9 AP. Now I just get 10 for 3 tasks.

I have no beef with the new mechanics, I only have a beef with the reduced choice. They can have the new mechanics and still give us more choice you know…

I agree with this. However, I feel most people won’t be happy until they get the achievement points for doing nothing and yes, playing how you want exactly perfectly is doing nothing. It’s what you would have done anyway.

I’m not sure what the point is of insulting people. If the point of the Dailies is to make people go out of their way just for the sake of making people go out of their way, that is impossible with the current tech. (Would have to scan your playstyle and give custom Dailies.)

My point is that currently WvWers can get their dailies just by playing. Their dailies don’t say to go to a specific zone and do something because WvW doesn’t have that. Previously, PvE could also accomplish dailies while playing. We still had to be on the correct “continent” (Kryta slayers), but we could at least pick a zone if we wanted to level or do map completion or gathering or whatever. We had a choice.

it’s this luck based mystic toilet that we’re all so sick of flushing our money down. -Salamol

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Posted by: Djinn.9245

Djinn.9245

If the entire game is more and more restrictive

It is a good thing that the exact opposite is true then.

Here are my examples of systems in the game where choice has been reduced:

-Costumes reduced from individual pieces to entire outfits.

-NPE: low levels are shown less choice of things to do (gathering, Skill points, etc.)

-Traits

-Dailies: less open PvE choices per day

-Dailies: less choice of where you can go to complete your open PvE Dailies. PvP: less choice of what class you can use to complete certain dailies. Etc.

-Dailies: removed choice of using Dailies in Festival Completion

Now, you claim that there are actually more choices in the game. Please illustrate.

The changes to costumes included new option(s) such as wearing outfits in combat and the wardrobe system. I dont like that gaining new options/choices that people had been asking for since launch came at the cost you mention, but it is not an example of a net loss of choices and, given the reasons stated for the change, can be argued to be a net increases in options for more players.

I don’t like the trait changes. At all. I have an empty character slot that is likely to remain empty for that reason, but the trait changes actually add an option that did not exist before. Before your only choice for unlocking traits was to buy them. Now you can buy them or unlock them in play. Again, I dislike the changes (intensely) but they did add an option.

The changes to the daily system increase your options for how to get rewards associated with dailies in the past (AP and laurels). Previously you had to log in and complete dailies in order to get AP and laurels. Now you can log in and do essentially anything in the game and you will get laurels and AP. The AP gain is greater if you do dailies but that is a matter rate of acquisition of rewards, not of removed choices. Remember, if you want to do 10 dodges, make 25 underwater kills, etc you can still choose to do so. I am honestly curious as to what makes you think that you can no longer dodge ten times, gather wherever you want, make 50 kills, res other players, etc? How has your choice to perform those activities been taken away?

On the other hand we have more choices in what to do in PvE (playing content that didnt exist before is a new choice).

WvW includes new choices such as rank points for character development.

There are new choices in how to earn dungeon rewards (PvP tracks)

By increasing rewards in both PvP and WvW since launch Anet has increased the choices in how to get rewards in game.

To be perfectly frank I have serious reservations about the direction of the game post launch but we have more choices/options now than then. Not liking the increased options/choices is not the same as them not existing.

However, this is not “the exact opposite”. Some choices have been added (I’ll take your word on the WvW and PvP areas). Some things you call “choices” such as additional content are expected for any game. Even DDO which is 8 years old is still adding content. When a game stops adding content it is dead. Sure its more choices but hardly anything to crow about.

What it comes down to is: at best the new choices equal the number of choices that were removed. So zero sum. However the new choices do not give me more freedom in how I play. New rewards aren’t going to let me go where I want and do what I want. The best new choice is the wardrobe (including being able to wear town clothes over armor). IMO that is the single “new freedom” item that was added to the game. Other new stuff is either expected (content) or does not affect my ability to choose at all. So from my perspective the net result is great loss of freedom of choice.

it’s this luck based mystic toilet that we’re all so sick of flushing our money down. -Salamol

(edited by Djinn.9245)

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Posted by: Jski.6180

Jski.6180

Logging in seems to be the max of chose i think your confusing what a dailies realty is now.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: DavidH.7380

DavidH.7380

Before it was a nonentity. It didn’t figure into the game. People keep saying that. I could do exactly what I was doing and get rewarded.

And I’m pretty sure that’s the thing Anet wants to change. I don’t think they want people to do nothing they weren’t already doing to get 10 achievement points every day.

I don’t really understand why some people apparently think you shouldn’t get the APs for just doing normal stuff you wanted to do and APs should require doing something special, difficult, or that you wouldn’t otherwise do. Is it the thought that APs should be something special, or perhaps that getting APs while getting other rewards as well is over-rewarding people for playing?

As you complete the personal story lines, you get the rewards and APs along the way. As you complete maps you get XP, Karma, rewards, and APs. When you try new things, like the first time you complete a world boss, or participate in WvW or PvP, you get APs in addition to the normal rewards. Periodically, as you do normal things like kill mobs or salvage items, you hit milestones that grant APs.

Sure, if you are trying to maximize APs, there are definitely some that require dedication and effort working specifically toward getting those extra APs. But there are also a lot of APs that just happen naturally as you play. On the whole, I don’t see how there is any real evidence in the way APs are handed out to support the idea that daily APs should require dedicated effort any more than there is to support the idea that daily APs should just require playing that day.

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Posted by: Behellagh.1468

Behellagh.1468

But we already have Achievements for doing “normal” stuff. Critter kills and weapon kills for instance. Raising your crafting skill. Exploring the world. Etc. They’re just not tiny enough to get daily.

The daily to me had always been a way to direct players around the world and do particular activities that impact the economy, as well as provide a slight structure to their play for a minor reward. Now the individual activities are more specific and the reward higher (chest). Maps that may not have had a lot of players visiting before are now packed (somewhat problematic).

Personally I did it for the Laurel and now that they are a login reward, the need to do the daily has subsided greatly for me. Achievement chests have very little value IMO and getting the next one wasn’t a driving force behind getting AP. More like a happy surprise when it did drop.

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: Djinn.9245

Djinn.9245

But we already have Achievements for doing “normal” stuff. Critter kills and weapon kills for instance. Raising your crafting skill. Exploring the world. Etc. They’re just not tiny enough to get daily.

The daily to me had always been a way to direct players around the world and do particular activities that impact the economy, as well as provide a slight structure to their play for a minor reward. Now the individual activities are more specific and the reward higher (chest). Maps that may not have had a lot of players visiting before are now packed (somewhat problematic).

Personally I did it for the Laurel and now that they are a login reward, the need to do the daily has subsided greatly for me. Achievement chests have very little value IMO and getting the next one wasn’t a driving force behind getting AP. More like a happy surprise when it did drop.

Current Dailies only direct some players. WvW people get their Dailies for doing the normal things they do already. They don’t have to go to a particular place or play a specific race, etc. Those type of Dailies are not balanced. Leave the play a specific race in so PvP people have that option if they want it, but how are the directed PvE helping anything?

it’s this luck based mystic toilet that we’re all so sick of flushing our money down. -Salamol

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Posted by: Filaha.1678

Filaha.1678

But we already have Achievements for doing “normal” stuff. Critter kills and weapon kills for instance. Raising your crafting skill. Exploring the world. Etc. They’re just not tiny enough to get daily.

The daily to me had always been a way to direct players around the world and do particular activities that impact the economy, as well as provide a slight structure to their play for a minor reward. Now the individual activities are more specific and the reward higher (chest). Maps that may not have had a lot of players visiting before are now packed (somewhat problematic).

Personally I did it for the Laurel and now that they are a login reward, the need to do the daily has subsided greatly for me. Achievement chests have very little value IMO and getting the next one wasn’t a driving force behind getting AP. More like a happy surprise when it did drop.

Current Dailies only direct some players. WvW people get their Dailies for doing the normal things they do already. They don’t have to go to a particular place or play a specific race, etc. Those type of Dailies are not balanced. Leave the play a specific race in so PvP people have that option if they want it, but how are the directed PvE helping anything?

Not every WvW player captures keeps. Or captures ruins. Or goes to kill the veteran mobs.

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Posted by: Behellagh.1468

Behellagh.1468

So basically each section of the daily now contains some amount of activities that aren’t easy to do for each player. I often now, if I want to get the 10 AP, do one WvW activity like capture a ruin or kill off a sentry or caravan. I’ve been wondering if the zillion trebuchets in my server’s WvW map has anything to do with the spend badges of honor daily, guess that answers that.

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: Djinn.9245

Djinn.9245

But we already have Achievements for doing “normal” stuff. Critter kills and weapon kills for instance. Raising your crafting skill. Exploring the world. Etc. They’re just not tiny enough to get daily.

The daily to me had always been a way to direct players around the world and do particular activities that impact the economy, as well as provide a slight structure to their play for a minor reward. Now the individual activities are more specific and the reward higher (chest). Maps that may not have had a lot of players visiting before are now packed (somewhat problematic).

Personally I did it for the Laurel and now that they are a login reward, the need to do the daily has subsided greatly for me. Achievement chests have very little value IMO and getting the next one wasn’t a driving force behind getting AP. More like a happy surprise when it did drop.

Current Dailies only direct some players. WvW people get their Dailies for doing the normal things they do already. They don’t have to go to a particular place or play a specific race, etc. Those type of Dailies are not balanced. Leave the play a specific race in so PvP people have that option if they want it, but how are the directed PvE helping anything?

Not every WvW player captures keeps. Or captures ruins. Or goes to kill the veteran mobs.

No? Isn’t that the point of WvW – attacking and capturing the opposition resources for your side?

it’s this luck based mystic toilet that we’re all so sick of flushing our money down. -Salamol

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Posted by: Behellagh.1468

Behellagh.1468

But what if you already have all of those or those you don’t are defended by an insurmountable force during the hours you play?

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: Filaha.1678

Filaha.1678

But we already have Achievements for doing “normal” stuff. Critter kills and weapon kills for instance. Raising your crafting skill. Exploring the world. Etc. They’re just not tiny enough to get daily.

The daily to me had always been a way to direct players around the world and do particular activities that impact the economy, as well as provide a slight structure to their play for a minor reward. Now the individual activities are more specific and the reward higher (chest). Maps that may not have had a lot of players visiting before are now packed (somewhat problematic).

Personally I did it for the Laurel and now that they are a login reward, the need to do the daily has subsided greatly for me. Achievement chests have very little value IMO and getting the next one wasn’t a driving force behind getting AP. More like a happy surprise when it did drop.

Current Dailies only direct some players. WvW people get their Dailies for doing the normal things they do already. They don’t have to go to a particular place or play a specific race, etc. Those type of Dailies are not balanced. Leave the play a specific race in so PvP people have that option if they want it, but how are the directed PvE helping anything?

Not every WvW player captures keeps. Or captures ruins. Or goes to kill the veteran mobs.

No? Isn’t that the point of WvW – attacking and capturing the opposition resources for your side?

Yep. And then holding them. And if everyone is attacking the same things, you’re going to lose everything else because the other sides are just going to hit where you’re not.

Any serious server will have people roaming maps either capping/recapping camps, upgrading things, refreshing siege in keeps, etc. Those people aren’t necessarily going to be running with a zerg to capture a keep.

And capturing ruins isn’t a thing you do if you already have bloodlust because capturing them doesn’t help you when you already have it.

And killing the veterans doesn’t really help anyone except for an extra event for exp and such.

Expecting everyone to be going to the same places because “the point is to capture things” is like expecting everyone in the US army to be out driving tanks.

Philosophy Shift to Less Choice

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

Gamer personality was a system that went nowhere. Seeing as it went nowhere, they probably shelved it.

Not telling us about shelving it though is a bad oversight.

The only impact it had originally was in providing dialogue choices. It is quite possible they did drop it since apparently providing more than two options in most of the living story dialogues was too much work. Not telling us about dropping it would be pretty typical of ANet these days.

I think, but I’m not 100% certain, that you still get the dialogue choices. You just can’t see why.

I still have received dialogue choices with the symbols recently. The problem is I don’t know why I should pick one choice over another anymore. Is my character still increasing one “personality” by picking a choice? Am I more likely to get a negative result if I pick one of the choices? Its very annoying.

You never got a negative result, ever. That wasn’t the point of it. Nor is the point of it trying to get your guy to be a certain way intentionally since it gives you no benefit.

The whole idea of it was supposed to allow your character options that build over time. So if you naturally display agressive choices leveling, you’ll get an aggressive option at the end of the game in how you communicate and what you say.

A person who was charming would get a different dialogue option but they would absolutely lead to the same result.

As an example, if you were charming you could ask someone nicely for information. If you were aggressive you would threaten them to get the information. Either way, you’d get the exact same information.

It was all about flavor. You can’t choose the wrong thing. Just say the closest thing to what you think your character would say.

Yes, that’s what I meant by “increasing personality”. But the point is if they removed the “personality” part of my character does this really matter anymore?

Not seeing something doesn’t mean it’s not there. You still have options to choose and dialogue options do seem to be different.

You don’t see the I’m a rogue or I’m aggressive on your hero panel but Im not sure how that ever made a difference.

Because in real life people react to me based on my reputation and choices and the same thing applies in game. That is your character gets to say the stuff based on his choices.

Seeing it or not seeing it is irrelevant.