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I have been active in these forums for a while helping to give feedback on items that I think are lacking. However after some time you keep repeating yourself in many threads on the symptoms of some underlaying problems.
Anet recently ask for feedback so I will give my feedback in this way and hope they will try to look at this with an open mind.
Even if it turns out they will do nothing with this advise I am happy knowing I did participate in these forums doing my duty reporting what in my eyes where the problems.
So in order to stop (or at least lower) participating in all those threads I decided to make 3 threads that all have one of the underlaying problems I think are the reason for all the problems we see in the game.
These problems result into many things (like gold-grind and so on) but in the end mainly boils down to frustrating (like making people rage) and boring game-play.
For me most problems seem to come from the following 3 underlaying problems:
1 A focus on micro-transaction / cash shop / gem-store to generate the main income in stead of for example focusing on regular expansions as a main source for income.
https://forum-en.gw2archive.eu/forum/game/gw2/A-focus-on-micro-transactions/first#post3316908
2 Wanting to do thinks different as other MMO’s simply for the sake of doing it different and even being stubborn about it, having a sort of tunnel vision towards the current sometimes flawed solution in stead of also looking at proven working solutions.
https://forum-en.gw2archive.eu/forum/game/gw2/Problem-of-being-different-for-the-sake-of-it/first#post3316917
3 A so called quick-and-dirty (http://en.wikipedia.org/wiki/Quick-and-dirty) way of doing (developing) things.
This thread will be about the quick-and-dirty way of doing things. It’s useful to read the term on wiki to get an idea of what I am talking about but basically it’s going for the easy solution in favor of the harder but better solution.
Let me also state that quick-and-dirty is not always perse bad. The name sounds very negative but in reality every developer uses it one in a while. The problem is when a quick-and-dirty is not being improved later or and when it becomes the way of doing things.
There are many aspects in the game where this way of working is really noticeable.
Think about invisible walls. Personally I hate them. It’s like developers cheating. Same for non-existing objects (so objects without collision-detection). They are in many ways game breaking and simply annoying when you try to jump somewhere but it’s not possible because there is an invisible wall in the way or the item you jump on is not really there making you fall to your death.
They also take you right out of the immersion of the game. However when you as game-designer want to close of an area they is the harder way, make sure nobody can get there by making the ground higher of putting a fence in the way and so on, and there is a easy way. Just throw in an invisible wall and be done with it.
Another example can be the instanced based maps. Once again, it takes away a lot from the game. No walking into a new zone, something that tents to really stick to your memory. No a loading screen and then being thrown in a new instance. Suddenly you party members get’s black in the party screen and it simply does make the world not feel like a really big open world. Because it isn’t.
Now some people say.. well I love the fact that you don’t need to get into a que before getting into a game but that they have overflows and you need instanced maps for that.
That is however not true. It would be more complicated (for example, you should know in what ‘overflow’ you are from the surrounding maps).. so the instanced map is the easy solution. But even with one big open world you can have overflows depending on the map.
(edited by Devata.6589)