Things that aren't OK

Things that aren't OK

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Posted by: Gizmo.8623

Gizmo.8623

I’d like to point some things that wen’t the wrong way. This won’t be a complete list. Feel free to add more.

  • First thing that this game should be proud of is a great cooperation of players. Do we have it? Outside guilds. No.
    What went wrong?
    Well, there’s really not much of a need for communication. Commander icon solves all problems of PvE. WvW and PvP is a different story, here using outside software like TS or Mumble is a must. Let’s go back to PvE. ALL events, quests, champion bosses require just a firepower and numbers. No strategy. I know that this was beated so many times but let’s just go on with this for a moment.
    Situation: more players means just tougher monsters – more dmg and health. This gets to a point where you can be downed with one hit hit and you will need immediate help or you will die and need to respawn.
    Problems: any effort just isn’t required. You won’t be able to dodge all attacks and even if you are dead, you just respawn. All players are concentrating on damaging because they want their loot. It’s a bit similar to WvW – scouts and people manning siege are not getting even a percent of what main force if getting. Not many people want to do anything other that just attacking. This also kills any communication in PvE and a need for parties – are they now just for protection againts disconnects? Yeah.
    Majority of things to do are about killing. I haven’t been in every dungeon but to most of them and there are nothing more to do than just having a proper build and attacking. Not to mention world events.
    Solution:
    1. Obvious one – modify all events.
    2. Rethink how rewards are given.
    Details:
    Ad. 1. New mechanics: similar to Underground Facility Fractal – some players MUST leave combat with main boss and concentrate on finishing vital task, while others fight and rotate. What’s good in this fractal is that there are no adds that would leave the one person without loot.
    Ad. 2. The existing problem is about getting loot for damaging. So, if fighting is tough and a new players wants to help others by resurrecting them or positioning his healing abilities, he won’t be awarded for participation in a champion fight for example.

This game don’t invite cooperation! It forces players to take care just for themselves. In a fight with champion just yesterday I was downed for more than 30 seconds, I was healing and damaging boss, while 5 or 6 other players were fighting. No one helped me and I was killed. No one wanted to stop attacking because they didn’t know if they dealt enough damage (some indicator would be welcome to signal if mob is tagged).
Chat messages are sparse and consist of only where to go, requests for healing and thanking. And yells that people should not farm and concentrate on doing other things.
Year has passed and situation is worse and there are no solutions on the horizon.
This game is not a great cooperation game. It’s every man for himself in quest of getting shinies.

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Posted by: Gizmo.8623

Gizmo.8623

  • Living World:
    First of all, I understand that Developer teams need to get better in this but imo all this was rushed prematurely, game suffered a hard blows through this year. Dull story, presented very poorly, changes to world were minimal and had no impact on gameplay. Maps were not alive again. It was just a mass of players getting from one point to another ignoring any original event that was going there because new ones are just many, many times more rewarding (and this is the promoted way of playing – getting new loot. With repeating over and over the same events with a large group where indentity and personal skill are shadowed by a need for doing most AOE dmg.).

My objection is that there is too much emphasis on this LW thing. What’s it exactly? Any other game gets new things to do with patches.
How is the world living? Please clarify (it’s a serious question).
And additional question – how is this different from other MMOs? We don’t need to be in a party to get loot, that’s imo the only difference.

A lot of topics were created where people presented ideas on how to make GW2 to stand up. And not by going back to what GW was.

What went wrong?
Realisation of a good concept. After a year GW2 gained seasonal events that promote farming as much as possible before the event stops.
Please answer – who adds temporary stuff to a product that has many critical flaws on every front? So much time wasted on showing players what you meant by LW.
Ok, we tried new events, maybe even received new skin. But then we come back to normal content which is lacking of freshness and… yes, being alive. It’s rusted, beaten do death, old, repeating over and over without purpose. Maybe someone will be merciful and do one or two (to level up a new character).
The game clearly want’s to bring lvl 80 players to low level areas. But why do you throw there masses of powerful mobs and make it impossible for fresh characters to make normal events there. Not to mention that due to massive number of effects and players, FPS drop and lag kicks in.

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Posted by: Gizmo.8623

Gizmo.8623

  • Rewards:
    Imo one of the biggest mistakes of this game. No one now is willing to do anything if not properly awarded. Shouldn’t the main purpose of this game is giving people joy of playing their characters? Where is the joy of spamming all the ablilities randomly at big groups of monsters, then pressing F key a lot and opening tens of Boxes hoping to be favored by RNG. And even if you get cool Exotic, where’s fun in it? Can you say – I’ve earned it? No! Just – I was lucky, good for me. It’s as distant from the winning great item by fighting for it as North Pole to South Pole.
    The feeling of participating in the world was brought to almost zero. We have story which completely cuts from the world. We have new events that negate old ones.
    We have exotics that are fresh and people want them and forgot about existing ones. Why? Because they have them anyway (dungeons being too easy and awarding too many tokens is one of the problem here). If they don’t have old exotics it’s because of good ol’ RNG… sigh.

What went wrong?
You give people best looking items with best stats for just being in the right place in the right moment. It accustomes people for receiving best rewards without putting any effort.
There are topics saying that some events are too hard. As I’ve seen, events that are too hard are just killing dozens of players in half a second without a chance to dodge. That is your desired difficulty level?
There should never be topics saying that solo event is too hard. Even in personal story (exception – if it was not intended – as too many mobs spawn and cc you to death or just give no chance to defeat because of sheer numbers).
Just modify reward system. Make it worthwhile. What’s just another exotic in a sea of of others? It has become obsolete. And not fun.
Customization ended. Development of characters ended. Interesting quests ended. Story ended. Dungeons ended (I have all I wanted). Fractals ended (no point in doing, I’ve beaten every one too many times).
Even classic gathering of materials ended, because from new boxes I can ecquire tens time more materials than from normal gathering.
World bosses ended – they are not interesting and I’ve beaten them too many times. They don’t give anything worthwhile. But the most important thing is that they are boring. It’s no fighting, it’s spamming #1 while standing in one spot.

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Posted by: Gizmo.8623

Gizmo.8623

  • Various:
    Is it only me or is almost every aspect of new content worse than it was? Even the cutscenes are so basic it’s unbelievable. Quests are short, not demanding, not giving any choice, force players to do them as quickly as possible because they will be gone in one or two weeks. I’d gladly do them with new characters I am making now but I cannot…
    Events and quest require of us just fighting. What’s the learning curve? One try, imo.

Closing note:
SAB took the RIGHT DIRECTION! At least from what we have read so far.
We may play with party or play solo. We will be able to fight tougher battles for unique equipment. And there will be no RNG. We will be able to choose what we want.
THIS is what it means to being REWARDED. Not being lucky. We will know our progress.
Why other teams try so hard to create content that is hurting the game, the opinions of the game. Yes, people play but without much enthusiasm. It shows. Even without talking to players I can see that they just bash these mobs because Renown Heart requires it.
They just bash with #1, #2, maybe also #3. There’s no sense in using other skills.

THERE ARE SO MANY THING THAT WENT WRONG! Too many! And what’s on the horizon? Are they changes incoming? I don’t think so. Additions, yes. Exactly as it was from the very beginning when the game started to become worse.
And one thing we can be sure of. There are dedicated teams that will deliver new content every two weeks.
Have we heard of other teams? We know that they exist. But shouldn’t LW teams add their experience in developing systems that should REPAIR AND HEAL this game?
And the last thing – fix the friggin’ TARGETING! I am losing all hope for this game if one most important thing is working like kitten .
Start fixing this game from most IMPORTANT AND VITAL aspects!

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Posted by: milo.6942

milo.6942

+1 for everything from me
i liked how you mention SAB as well. it is like a separate game that has a clear vision of what fun is. every encounter is a challenge to time skills, every step could be a wrong one and you fall and have to start over. exploring can reveal hidden bosses or new weapons with interesting mechanics. it is nothing like gw2, and that is why it is so good.

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Posted by: Nightingale.9714

Nightingale.9714

+1 for everything from me
i liked how you mention SAB as well. it is like a separate game that has a clear vision of what fun is. every encounter is a challenge to time skills, every step could be a wrong one and you fall and have to start over. exploring can reveal hidden bosses or new weapons with interesting mechanics. it is nothing like gw2, and that is why it is so good.

You DO realize that there are games like SAB outside of GW2 right? Like tons. Instead of bumming the forums b——ing about how this game doesnt meet your needs: GO PLAY THOSE. I like SaB too but we didn’t buy Gw2 to play that kind of game. The reason SaB is nice is because it gives you a reason to play a different kind of game for a little while. If that’s ALL you want to do then you shouldnt be playing an mmo in the first place.

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Posted by: milo.6942

milo.6942

+1 for everything from me
i liked how you mention SAB as well. it is like a separate game that has a clear vision of what fun is. every encounter is a challenge to time skills, every step could be a wrong one and you fall and have to start over. exploring can reveal hidden bosses or new weapons with interesting mechanics. it is nothing like gw2, and that is why it is so good.

You DO realize that there are games like SAB outside of GW2 right? Like tons. Instead of bumming the forums b——ing about how this game doesnt meet your needs: GO PLAY THOSE. I like SaB too but we didn’t buy Gw2 to play that kind of game. The reason SaB is nice is because it gives you a reason to play a different kind of game for a little while. If that’s ALL you want to do then you shouldnt be playing an mmo in the first place.

I play plenty of other games, thanks.

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Posted by: Gizmo.8623

Gizmo.8623

You know, for me SAB is one of the best piece of content we have got but also it shows exactly what went wrong.
To have super content, it has to be cut off from the rest of content. We have different skills, utilities, monsters, rewards, ways of getting them, different maps. It’s a separate thing and it is why it works so well.
Now the smallest change in the game requires a lot of thinking, consideration and still can fail. Extend some skill to last from 2 up to 3 seconds and with traits, foods and other it can be massively too powerful. Why is there so much risk? Because testing takes too long. Why? Because testers have to consider every scenario and play it through. Why do we still need to have patches another day after change? Because players found ways to use it in yet another way. Solution?
PTR.
Problem:
How can new content be ok, be tested, be playable and avoid to be exploted if there are only two months for everything? How these small teams can check everything?
PTR and content patches made less often could provide a better quality and less situations that we have: “Please be advised that we need to patch the game so tallyho to everyone who are doing dungeons.” Changes: reduced duration for 3 to 2 seconds of one skill. Fixed client crashes.
This also affects the quality of this game. People complained. Give us a chance to provide proper feedback by playing your game before you deliver. Please, talk with community about future changes, CONSULT the changes with top players of every system of this game (PvE, Dungeons/Fractals, PvP, WvW) and have them try these changes. Have them test them HARD.
Slow down! Who ever asked for weak updates every 2 weeks? Who asked for content that negates what we have? Who asked for minimal changes because bigger ones are impossible because of possibility of hurting meta? Who asked for LW which isn’t living at all?
There are many who asked for better game. I’d advise talking with them. And really, they are right in so many ways. I’d be out of place to put a new piece of advice on walls in my room if I’ve printed constructive and good posts placed on the forums lately

(edited by Gizmo.8623)

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Posted by: Esquilax.3491

Esquilax.3491

Yeah I remember having actual conversations with players in story mission outposts in GW. I don’t think I’ve even typed more than a few words to a random play I met in this open world of GW2, there’s no need and no point apart from common courtesy (eg “thanks”).

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Cooperation

I agree. Personally, I think these invasions, as well as the big world bosses, should require more organization and coordination between players.

Make it so the success of the event doesn’t solely hinge on whether you can beat the event in time; have multiple events which are all simultaneously happening and if one event fails, the whole meta-event fails. Using the invasions as an example, as well as having to beat the waves of enemies, have it so multiple events spawn where you have to kill the mob setting up a bomb, otherwise everyone in the area dies and the event fails. Give these events a shorter time limit so players have to organize and attend each one more or less simultaneously.

As well as this, tie the mechanics of the fight to the scaling as well as attributes such as health, damage and number of mobs spawned. For example, the Shatterer’s health crystals. Make it so for every, say, 4 people, one crystal spawns. Spawn them in random places and make it so that if they aren’t killed in x amount of time, they heal a large portion of health / gives a buff to the Shatterer and any adds around. As an added thing, make it so that if there are any adds nearby, both the crystal and add gain Invincibility, but make it so the add is still susceptible to control effects.

Finally, add specific mechanics that require players to cooperate and take on roles. For example, when people are trapped in the Shatterer’s crystals. After this, make the Shatterer do a big attack that can only be blocked by standing behind a crystal. However, this attack charges the crystal, and if the person isn’t broken out in time, it explodes.

TL:DR 1 – Multiple events tied to the success of the meta-event
TL:DR 2 – Fight mechanics that scale with player participation
TL:DR 3 – Fight mechanics that require attention

Living World

I’d actually say they’ve improved quite a bit in terms of LS content, compared to when they first started. If you notice, there’s a lot less ‘click F’ achievements now, for example.

I do agree it could be so much more, although that will depend on the majority of players. If the majority don’t want a meaningful story, and are happy with doing events for that epic loot, then why would Anet bother to spend more resources to make it so much more?

Rewards

This is a clashing point of contention. I think one issue is, especially apparent with the invasions, is that you’re rewarded quite a bit even if you fail, and succeeding doesn’t reward you much more. While some are happy with this, it does clash the priorities of different players; farming champs to completing events, for example.

Personally, I think all Champion bags should be doled out at the end only if you succeed, or at most, give a set number (say, 2). If you don’t succeed, then you get just the blues, greens, and the odd yellow if you’re lucky. That way, both parties are motivated to complete the event, instead of having clashing interests.

As for rewards for difficult content, I still think they should be kept as cosmetic. Things like armour and weapon skins, or maybe different named skills for weapons. For example, beating Adelburn gives Warrior’s the chance of gaining Adelburn’s Fury, which changes the animation of Final Thrust by having the thrust coated in Foefire. Maybe they drop unique skin recipes for crafting. That sort of thing. However, as you said, the challenging content would have to be created before adding this, otherwise it’d be meaningless.

Life is a journey.
Time is a river.
The door is ajar.

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Posted by: Gizmo.8623

Gizmo.8623

@TheDaiBish:
I agree, that they improved on LS content, but not in a satisfactory degree. It must be one of poorest implementation and telling of the story I’ve seen (even taking into consideration Baldur’s Gate steel problems idiocy :P).
I’m very surprised on how inconsistent different teams are at Arenanet. PvP team fear of any larger change in skills because of meta problems, LS teams exaggerates in everything they do: people wanted bigger events – they added biggest possible, people wanted cooperation – they added system that’s allow victory only with biggest groups, people wanted new items, they added boxes that drop items with largest possibility, people wanted better rewards from champions – they added boxes and are now spawning multiple champions everywhere. WvW team on the other hand works consistently on the same thing and because of it, WvW is stagnant.
SAB team explores new frontiers but they don’t need to be careful. They are as separate as can be from other systems.

The game is a mess. On one side we have complete silence, on other – enormous amount of shallow content, on yet another some announcements.
It’s like Anet is concentrating on just adding different things without looking back. Example – balloons. They just popped. Suddenly people are going to them and need escort. Aetherblades – they just popped, Clockwork creations – they just popped, Scarlet – popped, Molten Alliance – popped, Karkas – popped.
Where is the lore in all this?

Rewards:
It’s a great idea to NOT AWARD rewards AT ALL when event fails (in PvP too). Make a system that stores all items that you should get after the victory so you can shuffle through it. Maybe it would let you pick one or two after the failure. This way people would have a motivation for completing events. Do we fear people that would deliberately try to prevent event from completing (by not fighting the last boss for example) – yes, of course. Maybe this system of storing items would have an option to get them in another instance of similar event, so players would not lose them if mentioned situation occured.

This game needs carefully designed content packed with reasonable and rational elements. Lore must be presented in game, not on the website.
Have anyone ever rated a product for a content that was not in it? It’s a mistake (short stories). They are cool but even more shows us what the game is lacking – INTEGRITY!
It’s falling apart. I don’t even know how many (and it’s many) and why materials I have. And gold. Why do I need this for?

Why aren’t there challenges that require preparation? That require effort for getting your gear ready to face certain monsters.
Why can’t we get statistics that only activate if people are in teams, giving synergy. Quick example:
One player have 100 Radiant statistic across all items, second player also have 100, third, fourth and fifth have 70 each. In total it’s 510. After beating each 100 the team have a chance to clear some deadly condition thrown by difficult monsters.
This Radiant statistic could be acquired from doing events in any snowy map there is.
You wanna beat snowy boss and get his skill/item/whatever? Do snowy maps, gain certain statistic to be an asset to the team. You should, of course, be able to solo gain max of this statistic. Upon acquiring another statistic you would be able to switch them on the fly.

Possibilities are endless. But time is running, game is hurting, people are drawn away.

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Posted by: TheDaiBish.9735

TheDaiBish.9735

It’s like Anet is concentrating on just adding different things without looking back. Example – balloons. They just popped. Suddenly people are going to them and need escort. Aetherblades – they just popped, Clockwork creations – they just popped, Scarlet – popped, Molten Alliance – popped, Karkas – popped.
Where is the lore in all this?

Lore is exposition; it tells you why a world works the way it does. It’s kind of needed, given how fictional realms can change (how magic works, history of the races ect). It’s the mechanics of the world, if you will.

Story is a bit different, since it tells the motivation of characters and their experiences.

That said:

  • Balloons are part of the Queen’s Jubilee, while the Clockwork creations were created to protect Queen Jennah. That’s all there is to it. Not sure what you’re looking for in these.
  • The Molten Alliance and the Aetherblades are working with Scarlet, for reasons unknown.
  • The Karka were disturbed bu something under the water. Again, the reasons are unknown.

For the reasons yet unknown, that’s OK, as long as they address them at a later time. Think of them being chapters in a book where the story will pick up on them at a later time.

However, I do agree the actual storytelling itself could be done better.

Maybe this system of storing items would have an option to get them in another instance of similar event, so players would not lose them if mentioned situation occured.

In that case, it’d be a case it’s just a matter of time until you get the accumulated rewards, as opposed to an actual loss. This could still put both parties at odds, since the Champion farmers could rack up a tonne of Champion loot, and then work to complete the event.

As for people trying to fail the event, I honestly can’t see more people attempting this than people trying to actually do the event.

This game needs carefully designed content packed with reasonable and rational elements. Lore must be presented in game, not on the website.
Have anyone ever rated a product for a content that was not in it? It’s a mistake (short stories). They are cool but even more shows us what the game is lacking – INTEGRITY!
It’s falling apart.

People rate products on what they are missing all of the time. You’re rating GW2 right now on what it’s missing

But I agree. What they should do is actually fill in all of the books that are around the game to feed tidbits of lore and story.

I don’t even know how many (and it’s many) and why materials I have. And gold. Why do I need this for?

Did you mean “I don’t know how many materials I have and why?”

I keep all of my materials for crafting. As for gold, well, to buy stuff. Altoholics will consume a lot more gold than someone who focuses on a single character.

Why aren’t there challenges that require preparation? That require effort for getting your gear ready to face certain monsters.

Why can’t we get statistics that only activate if people are in teams, giving synergy. Quick example:

One player have 100 Radiant statistic across all items, second player also have 100, third, fourth and fifth have 70 each. In total it’s 510. After beating each 100 the team have a chance to clear some deadly condition thrown by difficult monsters.

This Radiant statistic could be acquired from doing events in any snowy map there is.
You wanna beat snowy boss and get his skill/item/whatever? Do snowy maps, gain certain statistic to be an asset to the team. You should, of course, be able to solo gain max of this statistic. Upon acquiring another statistic you would be able to switch them on the fly.

Isn’t that essentially just stat-gating content and stat grind?

Rather, I’d ideally like to see randomly generated content: No map showing you where to go or even the layout of the place, no idea of what skills mobs have or the mechanics of the boss fight. A place where you’d have to learn the fight yourself and explore.

Hell, more open-plan dungeons with patrolling mobs and bosses, better AI, random quests (Priory ask to search for artifacts in AC, for example) and a variety of ways to complete it (Vanquishing all adds, Pacifist [killing nothing and sneaking the objective away] ect) would do it for me.

Maybe tie dungeons up with the open-world more.

For example, you’re in CoF, and you come across an item in some obscure part of the dungeon. Regardless of whether you get this item or not, a massive Flame Legion invasion happens. Getting the map, however, and handing it in to, say, Rytlock, gives them a chance to prepare for the invasion.

Life is a journey.
Time is a river.
The door is ajar.

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Posted by: tigirius.9014

tigirius.9014

The design flaws that made me leave the game:

~ rewards are on a DPS point only (there goes the support part of the Anet trinity right there)
~ rewards are distributed solely in groups if you try to solo rewards drop to almost nothing (even in large guilds people aren’t doing the exact same things constantly in mmo’s people do solo and should never ever be penalized for it)
~ poor spec choices due to inconsistant damage (condition damage was nerfed globally just after launch, they never fixed that and it was long before they did the separation between PVE PVP code, so classes with heavy reliance on condition damage types have suffered ever since)
~ Boss immunity to CC. (another part of the Anet trinity gone)
~ need for an extreme magic find number to get ANYTHING to drop (300+)
~ a system of RNG as the sole means for crafting end game items (yes i saw their post about coming changes here’s to hoping)
~ lack of permanent new DEs and permanent new metas world wide, no more focusing people in one area 100% of the time.
~ waiting on a boss to show 1hr10 min post the time for an event to start
~ the lack of investigation into the ongoing Wi Flag loot bug that coupled with the DR system cuts some people off from ever getting any meaningful loot
~ the removal of great items like rares and exotics from open world chests of any kind much less the jump puzzle chests or those guarded by champions.

So here’s to hoping with their renewed discussion with the players that they’ll actually make the proper changes and help bring this game back around to their original vision.

I agree OP and I’m now watching because of their proposed changes.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Dante.1508

Dante.1508

+1 for everything from me
i liked how you mention SAB as well. it is like a separate game that has a clear vision of what fun is. every encounter is a challenge to time skills, every step could be a wrong one and you fall and have to start over. exploring can reveal hidden bosses or new weapons with interesting mechanics. it is nothing like gw2, and that is why it is so good.

You DO realize that there are games like SAB outside of GW2 right? Like tons. Instead of bumming the forums b——ing about how this game doesnt meet your needs: GO PLAY THOSE. I like SaB too but we didn’t buy Gw2 to play that kind of game. The reason SaB is nice is because it gives you a reason to play a different kind of game for a little while. If that’s ALL you want to do then you shouldnt be playing an mmo in the first place.

The reason SAB did so well is because it does everything the opposite to what Guildwars 2 does…

Its a real shame that a mini game can get it right and the rest of the game does it so wrong..that said we haven’t seen the second helping of SAB yet.

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Posted by: Gizmo.8623

Gizmo.8623

@TheDaiBish:
I’ve really mean it that I don’t know what and how many materials I have. When I open box from a champion I tend to get even 7 of completely random material. After this I’ve lost any interest on keeping the record. In two days I’ve maxed cooking without any guide. I’ve just acquired enough materials by playing. I’ve even destroyed many of them because I haven’t got any space in my bank (maxed storage and my character’s got maxed bags). Today I’ve created a guild and I’m researching Guild Bank. Just for storing useless materials.
In this game all is random, why should I bother with knowing what I have when it can change in a hour by farming champions and getting a lot T6 mats from their boxes. Today I could reach 200 gold. Before this update I had about 20 gold and it was cool. I could afford some items, some I could not.
There isn’t even one item I want with all these materials and gold. No legendary, no exotic, no ascended. Because why should I?
As I’ve said in another post, it’s no barbie game. I don’t want to dress my character. I want to EQUIP my character. Equip him to do battle with difficult enemies.

There is so much I can tell what’s wrong with everything I could spend here several hours but I must go back to writing my thesis.
If what we have got now is the best that tens of developers form Arenanet can come up with, then it’s really no point in playing. But there’s just no other good game out there to hook up and enjoy watching it changing for the better as the time pass.
What I have now is big disappointment. How my time is not respected. I don’t want friggin’ RNG exotics or friggin’ Gold Black Lion Ticket (s)crap thrown on me so I could spend it on one item which don’t change anything. I don’t have space in my bank for all this kitten.
Now we can use all our materials for Ascended piece of #$@!&* which brings nothing new. I don’t even find it useful to sell it for hundreds of gold. Why should I? Is gold necessary for anything?

This game is has just too many things that aren’t ok. What is really good? What is good in it’s form, getting enough amount of care from developers, what is enhanced with time, what is expanded, what is rewarding, what isn’t buggy, what is fun? One thing. One thing that worth recommending…

I’d say that roaming in low-level areas and leveling up fresh toon without all this new content at all.

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Posted by: Galtrix.7369

Galtrix.7369

In all honesty, mmorpgs are losing cooperation and teamwork to conveniency. WoW was the first to go when it introduced the dungeon finder. There was no longer a need to physically shout “Looking for more, need Tank, DPS, healer”. All you had to do was push a button and bam! You’re in a party that was made for you. Because of this, players didn’t feel connected to the players in their party and therefore, did not feel the need to communicate much.

I really did notice a massive change in attitude when the dungeon group finder was implemented. People no longer felt the need to communicate with a group they didn’t feel attached with. A little later Blizzard implemented a targeting system where you could mark your targets for your party. Guess what that did? That pretty much obliterated any communication that might have been forced to take place.

That being said, since GW2 lacks a dungeon finder, there are obviously other reasons for the lack of communication and cooperation. One of the reasons is just that the content is way too easy. The content is so easy in fact, that it doesn’t require communication to complete. Anet pretty much holds your hand throughout the entire game so there is absolutely no need to ask people questions about what’s going on. Another reason is the Trading Post. I remember in WoW I had to sell my gear in the trade chat and physically meet someone to trade with them. Then Guild Wars 2 came along and completely destroyed that by forcing you to use the TP.

There is just no need for communication in mmorpgs anymore and it’s making me really sad to see that part of the games go, because that was a really fun part of the games. Watch all future mmorpgs: They will lack communication and teamwork as well if they decide to implement things like GW2 did.

[~Galtrix~] [~Level 80 Elementalist~] [~GoM~]

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in Guild Wars 2 Discussion

Posted by: Moss.5371

Moss.5371

+1 I find it funny how they talk so much about how they love watching people work together. In the zerg, though, you’ll rarely get rezed, people are too busy tagging everything for the loot. At best they will link you the nearest WP.

(edited by Moss.5371)

Things that aren't OK

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Posted by: Zypher.7609

Zypher.7609

Things that ARE OK. See OP.

Things that aren't OK

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Posted by: Gizmo.8623

Gizmo.8623

Oh, I forgot to mention.
No unconstructive posts, please.
Trolls keep away.

@Zypher:
Care to clarify?