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What made this game great
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Since this is not a real discussion but more a subjective personal statement, I think this game is great because of the Asura.
Yeah. Excelsior.
and politically highly incorrect. (#Asuracist)
“We [Asura] are the concentrated magnificence!”
PvE:
I don’t play this one much other than when I needed a legendary from HoT, but back when I started the game it was really fun unlocking weapon skills by using the weapon in the world. Like…. I remember it wasn’t locked behind level progression, I would just use it enough and the skill would unlock itself.
Moreover, I don’t think they made an improvement with the way you acquired new utilities, it really took away a lot of the wow factor for newer players having to go all the way to level 11 ( I think) to unlock a new utility skill.
^^^^Those two changes killed the enjoyment for me when I had just picked up the game.
These two sentiments are probably the ones I agree with most. There was a more organic feel to the game when it was first released. It felt like I was actually progressing, rather than having a mysterious giant hand (or floating dialog, rather) opening doors for me along the way.
Was it harder? Yeah, sure, but it was INTUITIVE. Once you realized how things worked, it actually made a lot of sense and felt natural. “Of course I learn how to use a weapon by using it!” I told myself. Because it’s obvious.
And it actually made it really fun to try out weapons, too. I remember equipping a sword I found from a drop and jumping into an event (back when Plains of Ashford wasn’t a dead-zone) and learning the new skills as I went. It was actually very exciting and made it feel like my character was actually figuring things out as I went.
The new leveling mechanics have honestly made me greatly dislike leveling up characters now. Forcing my mesmer along was an absolute chore, and very frustrating to hit weird plateaus of power and have things artificially gated because I was “too inexperienced” or whatever to do things I remember figuring out before Level 3 back in the day (because I jumped in a lake and OH KITTEN FISH HAVE TEETH).
TL;DR: I miss the old leveling and skill unlock systems. They felt unique and more in touch with what Guild Wars 2 was all about at the start — a game that was our story and our journey towards greatness, whatever that might be.
GW2 is my first MMO. A friend showed me the game, and I declared that if I can be an awesome catbeast in fun combat – how could I not play this game? It drew me in with it’s individualized stories – letting me make choices about my character and his lore (even if that doesn’t ultimately matter in the long term). I liked the exploration, and the slow burn to learn the mechanics and try new things.
I found an inclusive guild around level 50, and made real life buds who happened to be guildies in my area. The community at large has been non-toxic and generally helpful (and the game mechanics encourage that).
I was driven from the game for a while by the poor design decisions in the LW1 story. The story elements offered boring events that didn’t really shake up the map or gameplay. I was running out of things to do, and I couldn’t get a kitten precursor to drop from the mystic toilet for my legendary (the last thing I needed). Then around Halloween, PvE story content started being gated by a necessity to play PvP minigames (which resulted in PvE players going into the game and refusing to play – nobody was happy). I threw up my hands and stopped playing.
I’m back now and pretty happy with a lot of the changes. The game seems more active and alive with the megaservers. I have goals to work toward again.
Also charr continue to be the most awesome of things.
going by my incomplete memory of the forums history of problems with the game
pve
bot farm trains
not enough end game content
dungeon elitists
wvw
aoe cap
no gvg option
zergs rewarded small teams punished
karma trains burning through doors
zerg and bandwagon servers
guild groups ruining zergs enjoyment
guild groups ruining my gamemode anet dev
ppt vs fights
GWEN or bust
zoomhack, speedhack and glitchers
nightcappers
that funny time mes fall trait did boatloads of damage
stealth and thieves
combo fields overwriting
siege/supply trolls and wp tappers
too much stab and boon spam
not enough stab, tons more boon spam
revs
necros
pvp
everyone op but me
nobody care bout my problems
double class teams
2/3/4 man teams vs full teams in teamq
soloq premades
dhuumfire
celestial and tanky amulets
everyone op but me
hot
matchmaking broke pls fix
dragonhunter traps
match fixing
my personal opinion
pve too easy, why no one like necro qq
wvw aoe cap (I was for it at the time), no gvg
pvp spectator/team stack abuse in hotjoin (never got competitive)
(edited by Stand The Wall.6987)
I like how PvE is just a series of complaints. XD
Mid 2014 was this game’s peak for me, no lie. Here’s what I loved about the game back then:
1) FREEDOM – Max level your characters when and how you want. Hearts and exploring, Crafting, Dungeon swapping. Just about everything gave exp.
2) Frequent Armour skin updates – I really, really, really looked forward to the quarterly addition of armour skins. Spent loads of time farming various content for transmutation crystals (remember them?) and gold to convert to gems and buy a new set. Then a bunch more time trying to piece together the perfect mix-and-match look.
3) Dungeons. I never cared about challenge at all, and was happy to just hop into instanced with random strangers with a reasonable expectation of beating it in 20 minutes or less. Met some truly awesome people and spent hours every day I logged in doing the daily dungeon tour. I think of all the changes, I miss dungeon running the most. The new direction for instanced PVE is a little too niche and not ‘meaty’ enough for my tastes.
Having just got back into the game, I totally agree with your thoughts on PvE (and the thoughts in the thread in general). I loved progressing along weapons even though it was done fairly soon, and I loved dungeons and just exploring. Really do wish the emphasis on exploring and wandering around was put back into the game.
I remember right around release a lot of talk from the developers was about how they didn’t really wanna focus on endgame too much, and that GW2 was as much about the journey as the destination. I’m willing to believe that that approach was found to not make much money, and certainly everyone will eventually get 9x characters to max level and then not want to play anymore… but I liked the idea that I’d get a character to 80, do the endgame content for a while, then take a break and level up some other character in brand new zones. I wish that felt like the emphasis in design but it simply doesn’t. I’m lucky now that I get to level up characters with friends who started the game again with me, cause if I didn’t have someone to level with I don’t know that I’d have any reason to play the game (maybe try getting good at PvP).
GW2 is a dead game, what’s the point if Anet dont care about their game?
There is nothing we can do about it when the devs has given up.
I’m done with this kitten game.
What made this game great was the large amount of brand new content in three different game modes, coupled with constant rapid story updates mixed with new festivals, all provided at an eventually unsustainable rate. We had so much stuff to try in beautiful settings that there was something for everyone and most of it worked correctly or was fixed or adjusted.
When there is simply more content than a player can do and be done, players tend to find the content they enjoy and spend most or all of their game time doing that content, whether it be one thing or many. The game however has moved away from “play what you like” to “play it all or be denied”.
I personally believe that this is a big part of what a lot of players are struggling with. It’s not hard to motivate players to try new content. Once they have though, it’s natural to judge what things we like best. Now, it’s much harder to motivate those players to go back and spend the time they can spend on the game doing their second favorite content or least favorite content, or wherever it falls in their “list”.
I don’t expect constant rapid new content. It’s not sustainable. I’d much rather see time spent fixing one thing and adding new smaller content to each Festival as it comes along. Fix one dungeon and gauge the result. Back off on a few of the issues that require moving to a different game mode and see if it increases or reduces movement. I’d also suggest trying to find ways to make content much more difficult to zerg through so that it lasts long enough for players to find others to play it with. Finally, I believe there are a lot of smart players here and a small section of the game that allowed players to actually create a very small map with their own restricted content, that others could try and rate, could generate idea’s that vastly prolong the game and generate considerable income.