Note: This is a cross-post from Reddit that I had written a few days ago. By request of some redditors, I’m making the statement here.
Three days ago Colin Johanson had this to say about the feature patch on Reddit:
I think that’s a totally fair question, as a veteran user I’d wonder that too – why does making the game better for new users benefit me when I want features that benefit me?
The simple answer is: by ensuring the game foundation is solid for new users, we’ll be in a place after the feature pack where we can do the kind of things that excite both veteran and new users simultaneously, and we’ll be able to retain a much larger percentage of the new or long returning users when they show up. Can’t say anything more than that yet – but that’s the thinking, you don’t need to agree with it, but it’s important to know why the decision was made!
The bolding was mine, because I think this statement needs to be examined and carefully considered.
People aren’t leaving the game because of the leveling process. And if they are, it’s more likely because of the trait overhaul system you implemented in April. I don’t insinuate that I know everything or why everyone necessarily leaves before 80, but if someone quits the game because they think the leveling process is too vague about what the downed mechanics mean, then there’s no way they’re going to unlock enough traits to participate in any meaningful way in end-game group-oriented content.
I can, however, more than happily illuminate as to why people leave the game upon reaching 80. People are leaving the game, and have been leaving the game since 2012, because the end-game content of GW2 is very, very basic. Tequatl is on full-blown farm status at this point, so a new player can walk up and participate in this content without actually having to show any work for it. They might even walk away with Tequatl’s Horde and not even understand what it is. (And as someone that has killed Teq hundreds of times, this happens a lot.)
The only content that regularly challenges players still and frequently fails are Wurm and high-level fractals. The problem with both of these content areas, however, are their rewards. The loot table is for the most part random and does not reward you in any way due to personal involvement. A leecher AFKing at the waypoint after tagging Tequatl once has just as equal chances to looting a Tequatl’s Horde as I do manning a turret or helping on defense. Is that appropriate?
One time there was this guild of guys that were trolling a defense group at Tequatl. They would overscale the event, they would not help out in ways that were appropriate, they would leave my guildies to die, and would pull mobs into the batteries on defense phases. They did not in any way impact our ability to complete it, but it wasn’t very nice dealing with really petty players like that. And at the end of the fight one of them looted a Tequatl’s Horde and linked it in chat. I was so furious.
We have asked so many times that you guys allow us a little more control on how Teq and Wurm is organized. We don’t necessarily need to have it fully enclosed, but some kind of mass invite system to a fresh map would go a long way at improving the quality of life for people like me that for a long time helped manage and lead these kinds of events. But you were so concerned about leaving new players out of the content that our requests were denied, ignored, or outright criticized for being elitist. I understand your desire for “facilitating friendly play,” as you put it back in April, as our leading these events were a means to an end to keep casuals playing the game and feeling included.
But the current system for Tequatl and Wurm does not suffice. The loot table is too random and poorly rewards players that show up every day. And it’s very heartbreaking for me to watch. As the year progressed it became harder and harder to push people to do turrets and defense because there was no incentive. My guild has for the past year provided a daily Tequatl kill to anyone that manages to get on our map. But what’s important to clarify is that we were often hanging by a thread getting people to step up and lead these events, or even just hopping on turrets or helping on defense.
Before I decided to quit the game, we even started doing leaderless kills because no one wanted to step up and do it. We just all wanted a chance at the loot. The system does not in any way facilitate or incentivize leading, and some of our best commanders just got tired of leading a few days a week and never getting a Horde for it.
And I wish this was the only area of the game where this is a problem, but it’s not.