For the headstarters it’s been about three weeks since launch and this seems like as good a milestone as any to start giving feedback on your experience or how you feel things are shaping up now that we’ve got a solid degree of play time under our belts. The purpose of this thread is going to be about your experience and how you feel about the game more than suggestions, per se. That being said, when I give my feedback I’ll most likely include what I see as a solution to a problem on the basis that the difference between criticism and constructive criticism is not going, “This is bad” but rather, “This isn’t working, this is why and this is what I think you could do to improve it.” With that out of the way, let’s give some feedback. Be warned, it’s going to be a long post.
Hearts and Dynamic Events
I enjoy these quite a lot. They’re probably one of the stronger aspects of Guild Wars 2. By an large, they’re done well enough that there’s very little to critique here. Hearts do have a problem where they feel a little bit samey after a while. Especially if you’re solely taking the route of killing mobs for heart affection but with the alternate methods available for completing hearts if you keep choosing the same method of completion every single time the responsibility for feeling bored lies more on the shoulders of the person choosing to do than on the developers. Some of the heart events can also be quite tedious, especially the ones that involve either a transformation form or a replacement weapon. We’ve all had that moment in a game where you need to use a specific weapon to kill an enemy or transform into something and it’s just completely lackluster in comparison to what you could be doing otherwise. It’s not to say that these mechanics are bad in themselves, they just require tight balance to be fun and often it isn’t there.
Another tedium issue found with hearts is hearts that take far too long to complete. Fort Salma in Kessex Hills is a perfect example of this. It goes by in a flash if you have centaurs sieging the settlement and you have centaurs to kill and buildings to repair. If you don’t have that, your way to complete the heart is to put out a finite amount of fires, scrabble around for badges on a finite number of Seraph and pick up a finite amount of unexploded ordnance that will promptly explode and dump you on your butt. The focus on the finite nature of these items is that it means that often you need to sit around waiting for Unexploded Shell #361 to repop so you can get blown up by it again and gain a sliver of heart affection. Very grindy, not much fun.
Dynamic events are magnificent, especially dynamic event chains. There’s just something neat about trooping around with an NPC over half the map while you help set up something pretty cool. The greatest strength of dynamic events is the way they scale to the players present so that whether you’re alone or in a group you can participate and enjoy the content. It’s a mechanic that’s implemented so well that I am completely baffled by the next point of feedback. Namely:
Group Events
The strength of dynamic events is how reactive and enabling they are. Group events are the exact opposite. The issue with group events is that more often than not you cannot complete them alone. And for a feature titled “Group Event” kinda the point, I know. The problem though, is that it’s not entirely common to have other people in the exact same place that you are at the exact same time. Group event bosses have a habit of just sitting around, doing nothing for hours at a time because while countless players have streamed past the boss, they’ve streamed past it one at a time over the course of hours. As an anecdotal example, I was in Ashford and ran into the Flame Shaman. I tried to take him down by myself, failed and fled before I died. I then continued adventuring through Ashford, logged off, made food, did chores, logged back on, continued playing and then received a gold participation reward for the Flame Shaman event. Four hours after I fled out of that cave, enough people were in the right place at the right time to take the boss down. By itself this isn’t great but I wouldn’t classify it as terribly bad. There’s nothing too bad about a boss not dying like clockwork. What is a problem is that they’re often placed such that they get in the way of a player trying to do things. Group event bosses with large patrols have a way of sneaking up on players, or more irritating, group event bosses placed on top of points of interest or skill points so that they bar map completion until they’re gone. This aspect of boss placement shifts the group event boss not dying for four hours from “not great, not bad” into “needs to be looked at and addressed.”