Things I dont understand about GW2
1) The vast majority of updates don’t add any form of progression, unless you consider scrabbling after achievement points progression. The level cap hasn’t increased since launch and they’ve only added one tier of gear which isn’t complete yet. Even when it is completely you don’t need it for anything except high level Fractals because the entire game was designed around exotics being the highest tier. Many people don’t even have that, they just use rare or even green gear.
For what it’s worth they’ve also said they have no plans to add another tier once they’re done with ascended. Although I don’t know what they will do when the content locusts get it and start crying that they need progression again. (Which is what lead to it being added in the first place.)
You can grind the Living Story achievements if you want to, but it won’t help you with any form of progression, it just means you’ve finished sooner and need to find something else to do.
Honestly I spend far more time farming/grinding in GW1 for the various titles (which you had to make at least some progress on to use certain skills, or get certain armor skins, or even to progress through the storyline, although thankfully they did eventually fix the absurd Sunspear point requirements for characters from other campains).
2) They haven’t only released temporary content. I’m not going to list all the permanent additions they have made, there’s a full list here: http://wiki.guildwars2.com/wiki/Release/Features
But for example the updates to Twilight Arbour and Tequatl were permanent, they added the Invasion events, new activities like Southsun Survivor, the Fractals dungeon is a big one too.
3) Just because they haven’t done one already doesn’t mean they never will. I have no idea what their plans are but I don’t see any reason to assume they’ll never release an expansion just because they’re doing smaller updates now.
4) That will probably come in an expansion, or they might do it as a series of updates. Again just because it hasn’t already happened doesn’t mean it never will.
I’m not going to tell you that you should leave, I’m also not going to tell you that you have to like this game. But I think it would be very silly to make a decision either way based on a series of misunderstandings and assumptions.
“Life’s a journey, not a destination.”
1. What new progression are you referring too? The only vertical progression we got since release was ascended gear… 1 month after launch, we’re just getting missing pieces. 1 tier doesnt make it infinite progression. furthermore unless you’re doing fractals the game is designed so you can happily live without it if you dont enjoy what is required to get it (which in most cases with perhaps the exclusion of ascended weapon is just to play whatever content you enjoy)
2.) theres been a ton of new permanent content added in the game. I honestly cant understand how temporary content seems to work like a cloak for permanent content. A quick not comprehensive list we got a bunch of pvp maps, a bunch of mini games, fractals, a ton of guild missions, revamp on 2 different contents, a new zone, a lot of new dynamic events, some mini dungeons a bunch of jumping puzzles as well as additions to WvW. Every release essentially had some permanent content to it. refer to: http://wiki.guildwars2.com/wiki/Release/Features it highlights what was permanent and what was temporary with each release.
3) I dont think this is an issue of LS vs Expansion. I think they’re just cautious about adding new zones to avoid player fragmentation. The problem of having an MMO that has content that never expires like all other MMOs do is the more you add to it the more you’ll have a problem with player fragmentation. Consider we get 24 updates per year. Each update can have multiple types of content. (like say sky pirates had a dungeon and a jumping puzzle, Cutthroat politics had 3 instances, the secrets of southsun had a new minigame, a bunch of new events a story instance and a bunch of new guild missions) The bigger fragmentation the less people you’ll find to play with when you choose random content x to play.
4) The living story is essentially a form of personal story too. the difference being its more group oriented overall though most of it has been soloable.
5) I agree with this, I would have liked if they focused more on dynamic events unfortunately in the releases they did like the lost shores player interest in them was very low so naturally they focused on more popular content. I agree this was a pity.
Personally I do see this as a spiritual successor of gw1. It depends what was important to you in gw1. for me what made gw1 special was mostly not being forced to grind gear, have a huge choice of content to play, flexible classes and have an engaging world to play in. For me those elements were not just carried over but even improved upon.
There is an enormous thread that touches on many of these things here
https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development-Topic-Living-World
This might give you some insight
Southsun release was a big event, it was also incredibly laggy for everyone involved.
1) the farm is still mostly for skins.
Cosmetics didn’t quite work out as enough of an endgame for the wider MMO market so they got Ascended gear in place. They said raids are coming but we still havn’t heard anything (no Tequatl is not a raid).
Also, what do you define as fun? I need progression and achievement to have fun in a MMO, which is why Minecraft doesn’t interest me.
2) Temporary content is partially due to their desire to make the world seem alive and changing (ironic eh), which didn’t work, and because adding new areas would make existing areas even more empty.
3) the LS/LW is supposed to bring expansion quality content whilst allowing them to experiment. Hasn’t reached that stage yet.
4) because Scarlet poo pooed all over the plot.
5) they said that no one bothered with DEs as it is, so they need to find a way to make people bother first before putting a ton of resources into designing big event chains which no one cares about.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
They said raids are coming but we still havn’t heard anything (no Tequatl is not a raid).
The similarities: Teq requires a lot of people (80 or more). Players follow a script to complete the event (coordination is required). Teq can be done (and is) in an instance. There are RNG-obtained rewards that only drop in the Teq event. There are dedicated Teq alliances just as there are raiding guilds in other games.
The differences: the Teq event doesn’t necessarily start when the players enter the zone or overflow instance (Teq is not a raid-boss-on-demand, hence more like an open-world raid than an instanced one in that regard). GW2 as a whole lacks gear tier tied to raids. The weekly lock-out once you’ve killed Teq is more of a daily lockout on drops only. There’s no obligatory trash mobs to bull through just to get to the boss encounter (there was at least one raid in WotLK that had just one boss and no trash, though). There’s no raid group interface (and there may never be).
ANet said the GW2 version of raids would be “different.” The event seems to fit most of the criteria expressed in definitions found online (e.g., http://en.wikipedia.org/wiki/Raid_%28gaming%29 ). While there may have been no announcement that “Teq is a GW2 raid.” by ANet, there is also no basis for thinking Teq is not GW2’s version of a raid. There may be justification for thinking. “I hope Teq is not what ANet meant by GW2 raid.” but that’s not the same thing.
1. Farming is a choice. Why do you think that simply playing the game (Personal story, Hearts, DE’s and a dungeon here and there) is not a viable alternative to get to “max level?” It’s not fast, but it’s not “grindy” either.
2. Some people actually like something new to do. Yes, some of the LS content is not as good as others, but it definitely beats sitting around in LA spamming “LFG for FOTM” or “CoFp1” for hours. So what if it’s gone in a couple of weeks? There will be something else in it’s place.
3. GW1 did not have “expansions” except for EOTN. You had your choice of playing one chapter by itself and you didn’t have to buy any of the rest. An expansion requires purchase of the core game to be able to play. EOTN was the only expansion that required that you purchase one of the other games. At this point, we don’t know what the developers have planned for more permanent content in GW2.
4. I personally believe that the PS was/is a means to an end. If you do the PS at the levels recommended, it helps you level your character and gives a bit of a story to the game while you level instead of having you just kill stuff.
5. I agree with you to a point on this one. The DE’s could be bigger and more spread out, though it is nice to be able to participate in shorter chains sometimes.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
And as people level up, the rewards are not suitable for the highest level and content gets easy and boring.
They said raids are coming but we still havn’t heard anything (no Tequatl is not a raid).
The similarities: Teq requires a lot of people (80 or more). Players follow a script to complete the event (coordination is required). Teq can be done (and is) in an instance. There are RNG-obtained rewards that only drop in the Teq event. There are dedicated Teq alliances just as there are raiding guilds in other games.
The differences: the Teq event doesn’t necessarily start when the players enter the zone or overflow instance (Teq is not a raid-boss-on-demand, hence more like an open-world raid than an instanced one in that regard). GW2 as a whole lacks gear tier tied to raids. The weekly lock-out once you’ve killed Teq is more of a daily lockout on drops only. There’s no obligatory trash mobs to bull through just to get to the boss encounter (there was at least one raid in WotLK that had just one boss and no trash, though). There’s no raid group interface (and there may never be).
ANet said the GW2 version of raids would be “different.” The event seems to fit most of the criteria expressed in definitions found online (e.g., http://en.wikipedia.org/wiki/Raid_%28gaming%29 ). While there may have been no announcement that “Teq is a GW2 raid.” by ANet, there is also no basis for thinking Teq is not GW2’s version of a raid. There may be justification for thinking. “I hope Teq is not what ANet meant by GW2 raid.” but that’s not the same thing.
According to Anet, the Tequatl revamp wasn’t a planned project, some devs started playing around with the idea for fun, and Anet liked what was coming out, so they went ahead and did it.
So whatever they were planning as a raid is still to be announced.
The problem with Tequatl is that it isn’t endgame content, which are what raids are. Anyone with any level of experience can show up and it isn’t instanced, so you can’t place challenging raid mechanics in there which requires long hours of practice in a dedicated group to pull off. OFing it is more of an exploit than an intentional mechanic.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
And as people level up, the rewards are not suitable for the highest level and content gets easy and boring.
That’s why GW2 doesn’t suffer from that problem as much. AC is a lvl 35 dungeon and people still run it at 80 everyday.
According to Anet, the Tequatl revamp wasn’t a planned project, some devs started playing around with the idea for fun, and Anet liked what was coming out, so they went ahead and did it.
So whatever they were planning as a raid is still to be announced.
Citation, please.
The problem with Tequatl is that it isn’t endgame content, which are what raids are. Anyone with any level of experience can show up and it isn’t instanced, so you can’t place challenging raid mechanics in there which requires long hours of practice in a dedicated group to pull off. OFing it is more of an exploit than an intentional mechanic.
Raids are only endgame content if they are designed that way. Since “endgame” in the form of the Ascended chase can include doing events in Queensdale (Champs, SB), adherence to max level as a requirement for endgame is something that ANet does not seem to adhere to. Even if you are correct about ANet not considering Teq to be its version of a raid, it may be that their version of raids will bear less resemblance to raids from other games than you might think.
I’m sure a lot of players already did a post like this… but I feel I have to do it anyway. I played GW1 for 7 years… and expected GW2 to stick with the same phylosophy (actually, this is what the developer said during the game development).
Here are the main aspects of the game that I dont like at the moment. Please dont reply just to say “so quit and we will not miss you”. I would not miss you too. Is just that after more than 8 years of GW I want to give my opinion (thanks).
1) Why an “infinite progression” system? The developer said this game was based on fun and content, not on farm and grind, but all the new updates just add new things to farm and new progressions… that are no more optional. Reaching the “max-level” requires hours and hours of farm, not fun. Farm should be only for the skin, like it was in GW1.
2) Why only temporary contents? The Living World idea is good per se, but most of the new contents are small and are just removed after few days. There are no permanent addition to the game. After more than one year there is a lack of interesting new contents to play with. In particular, players who like exploration are frustrated.
3) Why no expansions? The Living World content released so far feels like “just a filler”. It is extremely boring and quite “disconnected” in terms of Lore. The expansion approach used for GW1 allowed to add a lot of new areas to explore and new coherent storylines.
4) What about the personal story? The idea was nice (with room for improvements anyway), but after we kill Zaithan, there is no more personal story progression, and all the recent updates just ignored this aspect.
5) Is Anet scared of big events? The game contains some great events like the one in Harathi Hinterlands, with big chains. Most of the other events in the game are small and repeated every few minutes. There are big potentials in the Events mechanic, but I feel Anet should experiment more (for instance letting guilds conquer and defend outposts in PvE and letting the consequences of the events staying the world longer).
Now I dont understand why they called it GW2 instead of something else, considering that there are almost no game mechanics surviving from the first chapter.
Ummmm:
1 – Reaching Max level works here the same it did in GW1. Play the “quests” explore the maps and in no time at all you are max level.
2 – I too am getting sick of temp things and nothing more than “more achievement complete lists”. Where’s the fun guys? As for exploration, the problem is any new map would be fully explored in a matter of a few hours at most and after that there is no reason to go back unless it is a fun area with fun events or other things to do such as fun forms of farming. You only need to look at 99% of the other maps to tell you this.
3 – Expansions will come when/if they are ready/needed.
4 – Further additions to the Personal Story would be what the expansions are all about imo. If not, newer storylines whose threats could be even more so than the dragons.
5 – No they are not scared of big events. Look how big they recently made the Teq fight. That with these living stories and how they work I would say if anything they might be working on things that may be too big. Perhaps they should make things more on a smaller scale, you know step by step? Do you really think that the design of the tower, the way it all works was a small project? In a way it is a totally different map all to itself just like Southcove is if you think about it.
I’m sure a lot of players already did a post like this… but I feel I have to do it anyway. I played GW1 for 7 years… and expected GW2 to stick with the same phylosophy (actually, this is what the developer said during the game development).
Here are the main aspects of the game that I dont like at the moment. Please dont reply just to say “so quit and we will not miss you”. I would not miss you too. Is just that after more than 8 years of GW I want to give my opinion (thanks).
1) Why an “infinite progression” system? The developer said this game was based on fun and content, not on farm and grind, but all the new updates just add new things to farm and new progressions… that are no more optional. Reaching the “max-level” requires hours and hours of farm, not fun. Farm should be only for the skin, like it was in GW1.
2) Why only temporary contents? The Living World idea is good per se, but most of the new contents are small and are just removed after few days. There are no permanent addition to the game. After more than one year there is a lack of interesting new contents to play with. In particular, players who like exploration are frustrated.
3) Why no expansions? The Living World content released so far feels like “just a filler”. It is extremely boring and quite “disconnected” in terms of Lore. The expansion approach used for GW1 allowed to add a lot of new areas to explore and new coherent storylines.
4) What about the personal story? The idea was nice (with room for improvements anyway), but after we kill Zaithan, there is no more personal story progression, and all the recent updates just ignored this aspect.
5) Is Anet scared of big events? The game contains some great events like the one in Harathi Hinterlands, with big chains. Most of the other events in the game are small and repeated every few minutes. There are big potentials in the Events mechanic, but I feel Anet should experiment more (for instance letting guilds conquer and defend outposts in PvE and letting the consequences of the events staying the world longer).
Now I dont understand why they called it GW2 instead of something else, considering that there are almost no game mechanics surviving from the first chapter.
The op is a good example of seeing only the wet spots after the rain. Broaden your horizon, and you will see. Many have already replied and countered your post. If you don’t agree, it is all good and maybe the game has reached its end for you.
Saying gw1 lasted you years is not an exact comparison. I played Starcraft for years, and abandoned sc2 after a week. I played Warcraft series for years, and I never lasted a month in WoW. I played diablo 1 for long time, d2 for shorter, and even shorter for d3. Point is, while the game carry the same name, they are Different games and may appeal to you more, but sometimes, appeal to you less.
In this case, gw2 appeal to you less.
Good luck with your future games, be it gw2 or others.
[Aeon of Wonder]
Maguuma Server
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Probably not rewarding enough is a big part of it but how can you ever fix that? No matter what you do there will always be that content thats more rewarding and if your players refuse to play content thats less rewarding there is really nothing you can do about it.
Even if somehow you magically manage to balance things perfectly and say 1hr of moa racing was as profitable as 1hr of level 50 fractals who on earth would pick fractals over essentially afking next to an npc over something thats hard to beat and requires a lot of organization ?
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
The thing is while people are playing Fractals they are not playing something else. Does not matter how desirable items are you can’t play the same character/account 2 places at once (multi-boxing can’t be done on the same account). So people focus on one or two things they can do in the time they have.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
The thing is while people are playing Fractals they are not playing something else. Does not matter how desirable items are you can’t play the same character/account 2 places at once (multi-boxing can’t be done on the same account). So people focus on one or two things they can do in the time they have.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
That doesn’t really matter. If there’s something you need or want and it can’t be gotten elsewhere, you will do the content to get it.
If you want a fractal skin, you will have to do FotM. It doesn’t matter if champ farming gives more gold, because it can’t get you a fractal skin.
Until you get the skin and then leave. Even with rng most will get it in a short period of time (or give up), then it is empty again.
The thing is while people are playing Fractals they are not playing something else. Does not matter how desirable items are you can’t play the same character/account 2 places at once (multi-boxing can’t be done on the same account). So people focus on one or two things they can do in the time they have.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
That doesn’t really matter. If there’s something you need or want and it can’t be gotten elsewhere, you will do the content to get it.
If you want a fractal skin, you will have to do FotM. It doesn’t matter if champ farming gives more gold, because it can’t get you a fractal skin.
Until you get the skin and then leave. Even with rng most will get it in a short period of time (or give up), then it is empty again.
The thing is while people are playing Fractals they are not playing something else. Does not matter how desirable items are you can’t play the same character/account 2 places at once (multi-boxing can’t be done on the same account). So people focus on one or two things they can do in the time they have.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
That doesn’t really matter. If there’s something you need or want and it can’t be gotten elsewhere, you will do the content to get it.
If you want a fractal skin, you will have to do FotM. It doesn’t matter if champ farming gives more gold, because it can’t get you a fractal skin.
That’s why you put an appropriate number of rewards and make them take am appropriate amount of time to obtain. Then once people get bored, you refresh the content. MMOs are an iterative process.
Also, you can’t be telling me FotM is dead content.
Not saying it is dead. I personally don’t use it, others do every day. It is your example not mine.
Until you get the skin and then leave. Even with rng most will get it in a short period of time (or give up), then it is empty again.
The thing is while people are playing Fractals they are not playing something else. Does not matter how desirable items are you can’t play the same character/account 2 places at once (multi-boxing can’t be done on the same account). So people focus on one or two things they can do in the time they have.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
That doesn’t really matter. If there’s something you need or want and it can’t be gotten elsewhere, you will do the content to get it.
If you want a fractal skin, you will have to do FotM. It doesn’t matter if champ farming gives more gold, because it can’t get you a fractal skin.
That’s why you put an appropriate number of rewards and make them take am appropriate amount of time to obtain. Then once people get bored, you refresh the content. MMOs are an iterative process.
Also, you can’t be telling me FotM is dead content.
Not saying it is dead. I personally don’t use it, others do every day. It is your example not mine.
Until you get the skin and then leave. Even with rng most will get it in a short period of time (or give up), then it is empty again.
The thing is while people are playing Fractals they are not playing something else. Does not matter how desirable items are you can’t play the same character/account 2 places at once (multi-boxing can’t be done on the same account). So people focus on one or two things they can do in the time they have.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
That doesn’t really matter. If there’s something you need or want and it can’t be gotten elsewhere, you will do the content to get it.
If you want a fractal skin, you will have to do FotM. It doesn’t matter if champ farming gives more gold, because it can’t get you a fractal skin.
That’s why you put an appropriate number of rewards and make them take am appropriate amount of time to obtain. Then once people get bored, you refresh the content. MMOs are an iterative process.
Also, you can’t be telling me FotM is dead content.
Apologies if this sounds rude, but then what was your argument to start with :/?
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
Not saying it is dead. I personally don’t use it, others do every day. It is your example not mine.
Until you get the skin and then leave. Even with rng most will get it in a short period of time (or give up), then it is empty again.
The thing is while people are playing Fractals they are not playing something else. Does not matter how desirable items are you can’t play the same character/account 2 places at once (multi-boxing can’t be done on the same account). So people focus on one or two things they can do in the time they have.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
That doesn’t really matter. If there’s something you need or want and it can’t be gotten elsewhere, you will do the content to get it.
If you want a fractal skin, you will have to do FotM. It doesn’t matter if champ farming gives more gold, because it can’t get you a fractal skin.
That’s why you put an appropriate number of rewards and make them take am appropriate amount of time to obtain. Then once people get bored, you refresh the content. MMOs are an iterative process.
Also, you can’t be telling me FotM is dead content.
Apologies if this sounds rude, but then what was your argument to start with :/?
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
Not saying it is dead. I personally don’t use it, others do every day. It is your example not mine.
Until you get the skin and then leave. Even with rng most will get it in a short period of time (or give up), then it is empty again.
The thing is while people are playing Fractals they are not playing something else. Does not matter how desirable items are you can’t play the same character/account 2 places at once (multi-boxing can’t be done on the same account). So people focus on one or two things they can do in the time they have.
Much of the permanent content added sits abandoned. I am not sure it makes a difference if the content is temporary or permanent if no one plays it after a couple of weeks. =/
If no one plays it it means they were either bad or not rewarding enough. FotM is still very popular, as is all the launch dungeons.
In other games, content gets abandoned because people out level them.
Content can be good but not optimal for the current mindset of players. I am sure people have seen great content but slightly longer or slightly less bling bling abandoned in favour of one with just the smallest difference. Only so much people can focus on, everything else is gone.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
FotM is a good example. Income from there is terrible. But you get untradable unique skins and Ascended items which are either unique to it or will cost you a truckload of laurels elsewhere.
That doesn’t really matter. If there’s something you need or want and it can’t be gotten elsewhere, you will do the content to get it.
If you want a fractal skin, you will have to do FotM. It doesn’t matter if champ farming gives more gold, because it can’t get you a fractal skin.
That’s why you put an appropriate number of rewards and make them take am appropriate amount of time to obtain. Then once people get bored, you refresh the content. MMOs are an iterative process.
Also, you can’t be telling me FotM is dead content.
Apologies if this sounds rude, but then what was your argument to start with :/?
And my argument is that then you need to design rewards which tackle that problem.
You can’t just do what Anet did with DEs and say ‘well, then we won’t bother designing more of the good stuff’.
ok, I have said what I need to say.
Who exactly decides what is the ‘good stuff’? My fractal level is 0, it’s just not that appealing to me. So much so that I don’t even know what kind of rewards you can get from it. Regardless, no matter how ‘good’ content might be, it is often consumed and then left behind. If the rewards keep people there, they often complain about it being a grind (because it soon becomes repetitive). I just don’t know what the answer is.
Who exactly decides what is the ‘good stuff’? My fractal level is 0, it’s just not that appealing to me. So much so that I don’t even know what kind of rewards you can get from it. Regardless, no matter how ‘good’ content might be, it is often consumed and then left behind. If the rewards keep people there, they often complain about it being a grind (because it soon becomes repetitive). I just don’t know what the answer is.
Really, the Devs have a difficult balancing act. Rewards too small, content is abandoned. Rewards to easy to get, content is done then abandoned. Rewards are difficult to get, people do them but many complain about grind. Or they complain that the content is too difficult for the average player.
I suspect this is why ANet started the Living Story, or one of the reasons. A short cycle of content keeps people from getting too bored with any one part of it. A constant churn of new rewards keeps people from reaching the end of the rewards and stopping. Since each part has its differences, this keeps down the repetition and the complaints of grind (not all of course, but it lowers the amount).
Who exactly decides what is the ‘good stuff’? My fractal level is 0, it’s just not that appealing to me. So much so that I don’t even know what kind of rewards you can get from it. Regardless, no matter how ‘good’ content might be, it is often consumed and then left behind. If the rewards keep people there, they often complain about it being a grind (because it soon becomes repetitive). I just don’t know what the answer is.
A grind is unavoidable in MMOs. You will end up repeating stuff, the devs can’t make content fast enough for it to be like a never-ending console game. MMOs tend to mask this with a sense of achievement and a focus on the joy of getting loot. Achievement being ‘now your character is so awesome that everyone else with melt in your presence’ and structuring content such that your start shaking uncontrollably wanting to find out whats in that chest the boss just dropped.
In GW2’s case those two factors are severely missing. Your character doesn’t get more awesome, a level 80 doesn’t play differently to someone at level 40, and you know whats going to be in that chest (2 blues and 1 green) before it even opens.
That’s why you put unique rewards behind content. New skills, unlocks for traits, unique skins. If something that’s very desirable can’t be obtained elsewhere, people will go to the content.
Or they will go onto the official forums and complain endlessly that the content “is not fun” and they shouldn’t have to do something that “is not fun” to get what they want.
Ya know… like the common refrain we hear constantly on THESE forums.