Ok due to formatting constraints with this thread creation system, I will post a summary here and attach a word document for those wishing to read deeper. I would appreciate it if you did not comment unless you have read the word document.
The word document is available at :
https://docs.google.com/document/d/1yss3KwHevWyeRzh6ttgld0vTvNi-CZtohlaGcdw4P0w/edit?pli=1
Summary:
GW2 gear currently consists of an interaction between 1, 2 or 3 of a characters attributes (dependent on level of the gear).
By definition this interaction is known colloquially as a “stat stick”. This is where an item in game passively provides basic attribute bonuses with no gameplay or game centric (where players must activate or meet certain requirement to get a desired effect) play. Several arguments can be identified for and against when “stat sticks” are used.
Pros:
? Easy to balance, attributes can only be affected by a limited number of variations
? Low entry point for new players, limits the learning curve
? Provides uniformity to character types and playstyles, makes content creation easier.
Cons:
? Limited capacity for players to make big alterations to their play style
? Low entry point also limits the capacity for a high risk reward environment
? Limits the ability for a player to feel “unique”
? Prevents invention, versatility, and creativity
? Alteration to a basic attribute affect a very large proportion of the playerbase
“It all gets back to our basic design philosophy. Our games aren’t about preparing to have fun, or about grinding for a future fun reward. Our games are designed to be fun from moment to moment.” (https://www.guildwars2.com/en/news/guild-wars-2-design-manifesto/).The biggest problem with usage of the"stat stick" for myself personally within GW2, is that it breaks this moto. The usage of this gear type literally encourages a gear treadmill, which ANET has said they will try to avoid, regardless of how the developer attempts to steer clear of it, and we have begun to see this occur with the introduction of ascended gears.
Going forward:
While GW2 is a brilliant game, no doubt, I think they missed the mark slightly with their gear setup. Whilst every other feature involves a game centric model as I have tried so markedly to point out, the passivity of the gear , which is what people spend the MAJORITY of their time trying to earn, has little to no game play effect.
So as an alternate here is my proposal:
• Gear, like traits, should be re-settable, by an NPC for a cost.
• Each “piece” of gear should have its own selectable stats.
• Gear should have provide 1 major stat (selectable from the 3 already provided by each armor set — ie Power/Precision/Critical Damage).
• Gear should have 1 major boon/skill alteration selectable from a list of 5 to 7 from a dropdown box. If possible this should include a class and racial buff. Further, the major boon/skill alterations should slightly overlap between armour sets (examples provided in the word document)
• Each piece of gear should have a minor skill/boon alteration, similar to the major but with a smaller but more specific bonus. There should be a wide array available of these if possible to maximise build variability.
• High level karma/temple/WvW and Ascended armours should have a unique skill/buff alteration to make them interesting, but not limit the usage of crafted gear.
So this alternate system produces a situation where the gear treadmill is not defined of a stat stick type of position but more off an interest in trying different builds. Primary stat changes would have a much lower effect on the general player population as builds would be defined by the skill/boons alterations as much as the primary stat. Whilst this would increase the complexity of the game in general, the ability to reset gear stats would provide the casual gamer with ample opportunity to familiarize themselves and alter their playstyle. Using the current system of gear (ie strong/mighty/berserker or assassins) the introduction of the skill/boon alterations would be introduced gradually to new players, and prevent them from having an immediate the confrontation of the system. And new gear could be more interesting and more simple to introduce, not just an up in stats but an alternate set of available selections. It would require players to interact with their gear to maximize the potential from it, instead of just having a generic passive and this would cease alot of the “armour set or kick” that is occurring at the moment. And finally, it would increase the capacity for players to mix and match gear sets, which would great benefit the in game economy. This could also be applied to weapons.
Would love to hear from a Dev with regards to this.
Exx
(edited by Exxcentric.5146)