What the Heck Happened to Quests?
GW2’s new modus operandi seems to be recruiting those who were scared off by the difficulty of Facebook games.
So what has really changed ? The quests from 1-15 a little bit, while also you now can
level from 1-15 in 1 hour instead of 10+ hours.
At level 5 you have all your weapon attacks, that takes maybe 15 minutes, and is much
faster than the nightmare to level up all weapon skills as an elementalist.
Is 15-60 minutes of gameplay really worth all that drama ?
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
^This. It was never a changed in particular that scared the community. It’s the lack of transparency and the intentions behind those changes that scares us.
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
^This. It was never a changed in particular that scared the community. It’s the lack of transparency and the intentions behind those changes that scares us.
When it becomes obvious to me that I no longer will enjoy myself in this game, due to choices the company is making, I will no longer play it. I have received a fair value for my initial purchase. I suggest the same to anyone that plays.
For almost two years (in about one week’s time) I have adored GW2. I’ve dragged several friends into the game. I’ve tried other games, but I’ve always come back to GW2. By now, I’ve spent more than 10 times what I paid for the game at the gem store.
I understand some people being upset about the new traits system and I think it was better as it originally was, but I could live with it. These latest changes though, have left me seriously frustrated. Why the sudden simplification of heart quests? Some weren’t perfect, sure, but the changes have made things vastly worse. Now, quests that were (at worst) a bit unexciting or time-consuming, are utterly boring. For example, Wayfairer Foothills used to be my favourite starting area, but now it’s far too easy and just plain dull. Instead of multiple choice attacks when transformed into a snow leopard, there’s just one attack to keep pressing like a moron. When did the client base for GW2 change from reasonably intelligent teenagers and adults who want a challenge, to pre-schoolers who just want to hit the same key over and over again? ‘Look Mama! I make kittencat hit big birdy!’.
Fixing things I can understand. Removing tedious things I can understand. Making a boring quest more exciting … I can understand. But turning GW2 into a game for little kids or people with an IQ barely out of single figures, I don’t get at all. GW2 was better than all the other MMOs out there, and one of the things it did better than any other game was that it made the whole concept of quests new, varied and intelligent. Now they’re just a minor variation on the quests in WoW, Aion, Tera, ESO and ArcheAge and quests in those games are BORING!
I’m so very, very disappointed. If this is the best you could come up with for improving the quests, you seriously need to consider changing them back to how they were before, because this is not an improvement and people are going to start calling GW2 the ‘game for simpletons’.
There are 728 heart missions in the entire game right now and you complain about the one where you had to turn into a snow leopard that you are most likely playing level 1-3 to complete? ROFL!
GW2’s new modus operandi seems to be recruiting those who were scared off by the difficulty of Facebook games.
^This.
For almost two years (in about one week’s time) I have adored GW2. I’ve dragged several friends into the game. I’ve tried other games, but I’ve always come back to GW2. By now, I’ve spent more than 10 times what I paid for the game at the gem store.
I understand some people being upset about the new traits system and I think it was better as it originally was, but I could live with it. These latest changes though, have left me seriously frustrated. Why the sudden simplification of heart quests? Some weren’t perfect, sure, but the changes have made things vastly worse. Now, quests that were (at worst) a bit unexciting or time-consuming, are utterly boring. For example, Wayfairer Foothills used to be my favourite starting area, but now it’s far too easy and just plain dull. Instead of multiple choice attacks when transformed into a snow leopard, there’s just one attack to keep pressing like a moron. When did the client base for GW2 change from reasonably intelligent teenagers and adults who want a challenge, to pre-schoolers who just want to hit the same key over and over again? ‘Look Mama! I make kittencat hit big birdy!’.
Fixing things I can understand. Removing tedious things I can understand. Making a boring quest more exciting … I can understand. But turning GW2 into a game for little kids or people with an IQ barely out of single figures, I don’t get at all. GW2 was better than all the other MMOs out there, and one of the things it did better than any other game was that it made the whole concept of quests new, varied and intelligent. Now they’re just a minor variation on the quests in WoW, Aion, Tera, ESO and ArcheAge and quests in those games are BORING!
I’m so very, very disappointed. If this is the best you could come up with for improving the quests, you seriously need to consider changing them back to how they were before, because this is not an improvement and people are going to start calling GW2 the ‘game for simpletons’.
There are 728 heart missions in the entire game right now and you complain about the one where you had to turn into a snow leopard that you are most likely playing level 1-3 to complete? ROFL!
Its called an example O.o
The OP echoes my thoughts exactly. I posted immediately after the changes went in with my utter disappointment of the changes and bafflement as to why some of them were done and just WHO was their test audience? (‘Look Mama! I make kittencat hit big birdy!’. = Perfect!)
I said at the time and I will say again, there is now nothing in the “new player experience” that would make me want to remain to find out all this wonderful game has to offer. Tedium, it is.
GW2 has always been designed for simpletons, have you not ever noticed ‘group up and spam x’ the entire game is based around?
Hearts were and always will be boring as hell. They are even more boring than quests in other MMOs because they have no text or story just “do this stuff m8 kthx” just like events.
Oh and ANet is funny, they are trying to attract toddlers to their game I guess by simplifying everything but are failing by making things more complicated lol like the gem conversion and how everyone thinks TP and stuff is locked before the personal level reward tells you about it.
So dumb… NPE is a fail and the trait unlocking is horrible, I just buy them from merchant 90% of the time. Please devs you obviously never played GW1 so don’t try and copy it unless you know what you’re doing.
(edited by Gimp.9460)
For almost two years (in about one week’s time) I have adored GW2. I’ve dragged several friends into the game. I’ve tried other games, but I’ve always come back to GW2. By now, I’ve spent more than 10 times what I paid for the game at the gem store.
I understand some people being upset about the new traits system and I think it was better as it originally was, but I could live with it. These latest changes though, have left me seriously frustrated. Why the sudden simplification of heart quests? Some weren’t perfect, sure, but the changes have made things vastly worse. Now, quests that were (at worst) a bit unexciting or time-consuming, are utterly boring. For example, Wayfairer Foothills used to be my favourite starting area, but now it’s far too easy and just plain dull. Instead of multiple choice attacks when transformed into a snow leopard, there’s just one attack to keep pressing like a moron. When did the client base for GW2 change from reasonably intelligent teenagers and adults who want a challenge, to pre-schoolers who just want to hit the same key over and over again? ‘Look Mama! I make kittencat hit big birdy!’.
Fixing things I can understand. Removing tedious things I can understand. Making a boring quest more exciting … I can understand. But turning GW2 into a game for little kids or people with an IQ barely out of single figures, I don’t get at all. GW2 was better than all the other MMOs out there, and one of the things it did better than any other game was that it made the whole concept of quests new, varied and intelligent. Now they’re just a minor variation on the quests in WoW, Aion, Tera, ESO and ArcheAge and quests in those games are BORING!
I’m so very, very disappointed. If this is the best you could come up with for improving the quests, you seriously need to consider changing them back to how they were before, because this is not an improvement and people are going to start calling GW2 the ‘game for simpletons’.
There are 728 heart missions in the entire game right now and you complain about the one where you had to turn into a snow leopard that you are most likely playing level 1-3 to complete? ROFL!
Its called an example O.o
I realize that. Though out of all of the heart missions he could have picked in the starting zones, even with other races, he picked that one which IMO was a silly quest anyways.
To the OP, to be fair I do understand what you are saying but just because they made this change does not mean the game as a whole is easy. This is a “starting” area so of course it’s going to be easy. Yes I understand it may get tedious after awhile to wait until level 10 to finally start the personal story but it’s worth the wait I think. Plus, I said it before in another thread I like this change because it gives me an advantage to to level up before getting into the story and I don’t feel forced to move up at a low level. That’s just me though.
I can agree with OP. One skill in every 3 or 5 level? I must admit, leveling up my new ele was one of the most annoying things ever. I didn’t do much damage but instead I died really easily at the beginning, in levels 10-20 or something mostly because I didn’t had utility skills on my back for help!
Another question on quests is simply scaling. Megaoverflow might have worked on somewhere somehow, but not on this game. It’s ridiculous to try get any kind of credit of escorting caravan from location A to location B when there’s 5 at the event’s start and 20 joins in in middle of event. Try then to hit something before they melt!
//edit: Added a bit description why lvling ele is annoying.
(edited by Junkie.7925)
I don’t mind the leveling changes for actual new characters, but they’re still annoying to me in other contexts.
The other day I created a new character for a costume contest thing (I didn’t have a female human ranger that I could use for that). I had to level the new character to level 10 just so I was able to put headgear on her. I wanted to spend my time transmuting and dying, not doing Queensdale hearts. :/
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
By now, I’ve spent more than 10 times what I paid for the game at the gem store.
You’ve answered your own questions here.
I dislike that change as well, but if it helps new players, then maybe it’s worth it. I don’t know, I don’t really understand the difficulty of feeding cows with bags of feed lying next to them…
Funny how the fanboy’s only defence is “well it might be worse than it was, but you don’t have to do it for very long”. So removing content, dumbing down gameplay and making it more tedious is fine just because you can skip it?
What’s the point of content if the only defence the fanboys have is “it can easily be skipped”? I guess they thought Anet was spot on then, don’t even need to think about skipping Golem Chess and the like, as it was removed completely, it’s almost like we’re automatically skipping it.
A minor tangent but closely related. All this dumbing down of gameplay is targeting a new playerbase, besides showing a lack of care for existing players, this new targeting playerbase of very low skilled players generally comes with a lot lower level of sportsmanship. Combined this with the destruction of the community feeling with Megaservers, and elimination of the power of the instance opener, this changes the community and interaction with other players for the worse.
The playerbase you cite exists only in your mind. I guess less than 10 % of computer gamers are looking for a challenge in games or an opportunity to exert their mind. You cannot blame Arenanet for this. They are a company, you don´t exclude major parts of a potential market audience. Blame western societies and their fall from grace, post-structualist philosophy becoming mainstream.
I think the only people that have an issue with this are the older players. Which really points more towards a larger end game problem than early game problem when older players feel the need to make alts for enjoyment
. Anyway, i digress. As a new player i really don’t see how this is a problem. They are the same skills you’ll have all the way to 80 in a game where you only have 10 (15 counting alt weapon)skills available at all times. If it had a larger pool of weapon skills you could switch between, i could see a reason it’d be problematic as knowing what each skill does would be more important. But as the fighting system is with how limiting skills are it’s better to spread when you unlock those out while you level or it’ll just be using the same 1-5 from level 1-80.
Also, no utility skills aren’t where the fighting system gets deeper because of their cds they get used maybe once or twice per encounter. And even then, that’s situational so they aren’t needed for a lot of pve outside of their passive effects. Even in pvp, because of lack of active blocking and only two dodges fights don’t last long enough for utilities to be used more than once or twice.
So all in all, the real fault lies in the underwhelming available skills to put in the hotbars.
Having said that, i am enjoying the combat but it’s by no means the reason why i play gw2.
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
Only if you ignore the fact that Drytop mobs are harder than anything else in the game…except maybe Southsun.
OP, the quests that are affected are mostly in the 1-5 level of the zones. Surely this is a tiny percentage of the game.
I dislike that change as well, but if it helps new players, then maybe it’s worth it. I don’t know, I don’t really understand the difficulty of feeding cows with bags of feed lying next to them…
Well, the cows aren’t smart enough to feed themselves. So it was our job to feed them. Then someone decided that it was too confusing for new players to feed the cows (those confusing, changing skill bars).
I don’t know who to feel more sorry for, the hungry cows or the player demographic that is being catered to. O_o
Support your local environmentally friendly farmers.
Asuran Mesmer Mind Tricks: “These aren’t the golems you’re looking for.”
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
Only if you ignore the fact that Drytop mobs are harder than anything else in the game…except maybe Southsun.
I’d say they’re on par with Orrian mobs, except with more HP. It’s a well-made zone. Maybe even the best in GW2. However, it’s not challenging, because you can’t lose. In the worst case scenario, you die and WP back. The WP cost became negligible due to inflation and repair costs were removed, so there’s no real penalty for dying. In that sense, I’d say the only challenging part of Dry Top is the jumping puzzle.
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
Only if you ignore the fact that Drytop mobs are harder than anything else in the game…except maybe Southsun.
I’d say they’re on par with Orrian mobs, except with more HP. It’s a well-made zone. Maybe even the best in GW2. However, it’s not challenging, because you can’t lose. In the worst case scenario, you die and WP back. The WP cost became negligible due to inflation and repair costs were removed, so there’s no real penalty for dying. In that sense, I’d say the only challenging part of Dry Top is the jumping puzzle.
isnt dieing in itself a failure. Does it need to cost you something in order to count?
Vayne makes a most valid point. Yes they made the starter experiance uber easy but dry top makes it pretty evident its something intended for the starter experiance, dry top wasnt made uber easy compared to other level 80 maps. At best its on par at worst its harder so its by no means the direction they intend to take for the entire game.
Also if you take a peek at the Raiding CDI so far talk by devs has all been about a real challenge and not something a level 1 with common gear can beat
So yeah they’re trying to make sure someone who’s unexperiance who perhaps never played an MMO would find it easy to get started and not give up because they’re overwhelmed (and lets be honest for someone used to just single player games, mmos can be overwhelming in terms of customization and mechanics) but they dont mean to make the whole game at that difficulty level.
Hearts in the starter area were adjusted to meet that requirement but the starter area as the name implies is a starter area.. you dont spend much time there and the rest remains unchanged.
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
Only if you ignore the fact that Drytop mobs are harder than anything else in the game…except maybe Southsun.
I’d say they’re on par with Orrian mobs, except with more HP. It’s a well-made zone. Maybe even the best in GW2. However, it’s not challenging, because you can’t lose. In the worst case scenario, you die and WP back. The WP cost became negligible due to inflation and repair costs were removed, so there’s no real penalty for dying. In that sense, I’d say the only challenging part of Dry Top is the jumping puzzle.
Not to die is the main challenge for me.
But people that never played something like Diablo 2 hardcore, will maybe never
understand that and always think a game is not “challenging” if you don’t die
at least 100 times a day.
I sometimes really wish that ANet devs would give those player simply a
permadeth flag .. and look if they still complain about “too easy”.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
I sometimes really wish that ANet devs would give those player simply a
permadeth flag .. and look if they still complain about “too easy”.
They would still complain that it’s too easy. It’s doesn’t matter how hard the content actually is when people hide in a zerg or cheat their way through.
you know how i feel about Anet’s decision, they are plain and simple patronizing veteran players.
i dunno about you but i would really love to see something improve for a chance, all they do is change the game to make it easier for new players but care jack for veteran players.
we are asking for new skills and all we get is one single new healing skill that, for now, has never bin welcome by anyone.
we ask to improve the trait system and they completely ruin the system to oblivion, we even ask for a bit more flexibility and they just blandly limit leveling even more.
and you want to know the worst thing, all the changes are made so the chinese players can enjoy a game they like, western players are just ignored.
ps. did you know that they are so busy stuffing there pockets that they even forget to extend the license of Anet, look al the way down and check the date
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
Only if you ignore the fact that Drytop mobs are harder than anything else in the game…except maybe Southsun.
I’d say they’re on par with Orrian mobs, except with more HP. It’s a well-made zone. Maybe even the best in GW2. However, it’s not challenging, because you can’t lose. In the worst case scenario, you die and WP back. The WP cost became negligible due to inflation and repair costs were removed, so there’s no real penalty for dying. In that sense, I’d say the only challenging part of Dry Top is the jumping puzzle.
isnt dieing in itself a failure. Does it need to cost you something in order to count?
Well, yes. In most games, you at least have to fight the monster(s) again. That doesn’t work in GW2 for obvious reasons.
Also if you take a peek at the Raiding CDI so far talk by devs has all been about a real challenge and not something a level 1 with common gear can beat
Grinding for a full set of Ascended isn’t challenging, talk is just talk, and raids are for people who like organizing large-scale guild events.
TBH, Renown Hearts have always been a bad mechanic. They take away from the dynamism of the open world and put structure and direction where they really don’t belong.
you know how i feel about Anet’s decision, they are plain and simple patronizing veteran players.
i dunno about you but i would really love to see something improve for a chance, all they do is change the game to make it easier for new players but care jack for veteran players.we are asking for new skills and all we get is one single new healing skill that, for now, has never bin welcome by anyone.
we ask to improve the trait system and they completely ruin the system to oblivion, we even ask for a bit more flexibility and they just blandly limit leveling even more.
and you want to know the worst thing, all the changes are made so the chinese players can enjoy a game they like, western players are just ignored.ps. did you know that they are so busy stuffing there pockets that they even forget to extend the license of Anet, look al the way down and check the date
If they didn’t make the changes for veteran players, then there’s no way they can be patronizing veteran players.
Drytop is a new zone and certainly doesn’t patronize veteran players.
What you’re saying is changes to the early levels of starter zones is patronizing veteran players. I say you need a thicker skin.
I did not think the changes to starter zone hearts accomplished very much. Take the L3 WFF Bear Shrine heart. Feeding the cubs used to require: click the trap or catch a fish; run to a cub; click on cub; click to feed cub. Now: click on trap and watch fish appear and cub swat it. New mechanic is one simple action, old mechanic is four simple actions. Neither mechanic is hard.
However, I I also don’t think heart changes are a big deal. New players won’t know the difference and vets can either level past the starter area rapidly or use an instant “I’m level 20” item.
But nobody will ever get to struggle with evil bunnies again. They’re so timid now… :/
William S. Burroughs
I did not think the changes to starter zone hearts accomplished very much. Take the L3 WFF Bear Shrine heart. Feeding the cubs used to require: click the trap or catch a fish; run to a cub; click on cub; click to feed cub. Now: click on trap and watch fish appear and cub swat it. New mechanic is one simple action, old mechanic is four simple actions. Neither mechanic is hard.
However, I I also don’t think heart changes are a big deal. New players won’t know the difference and vets can either level past the starter area rapidly or use an instant “I’m level 20” item.
I think Anet does what they often do. They completely overcompensated. They’ve been doing it since Guild Wars 1.
I did not think the changes to starter zone hearts accomplished very much. Take the L3 WFF Bear Shrine heart. Feeding the cubs used to require: click the trap or catch a fish; run to a cub; click on cub; click to feed cub. Now: click on trap and watch fish appear and cub swat it. New mechanic is one simple action, old mechanic is four simple actions. Neither mechanic is hard.
However, I I also don’t think heart changes are a big deal. New players won’t know the difference and vets can either level past the starter area rapidly or use an instant “I’m level 20” item.
I think Anet does what they often do. They completely overcompensated. They’ve been doing it since Guild Wars 1.
Yeah, I can’t disagree. They overcompensate and the forum overreacts. :O
Most every game I have played has gone the same route. What happens is the first wave caps out and newcomers are in a hurry to catch up. They can entice more of these newcomers to stick around if they lower the difficulty curve during that catch up period.
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
Only if you ignore the fact that Drytop mobs are harder than anything else in the game…except maybe Southsun.
I’d say they’re on par with Orrian mobs, except with more HP. It’s a well-made zone. Maybe even the best in GW2. However, it’s not challenging, because you can’t lose. In the worst case scenario, you die and WP back. The WP cost became negligible due to inflation and repair costs were removed, so there’s no real penalty for dying. In that sense, I’d say the only challenging part of Dry Top is the jumping puzzle.
isnt dieing in itself a failure. Does it need to cost you something in order to count?
Well, yes. In most games, you at least have to fight the monster(s) again. That doesn’t work in GW2 for obvious reasons.
Are you talking about corpse runs ? That is really a very outdated concept and i
only know it from Diablo 1 and 2, Ultima Online and Everquest. In Everquest 2
there also was the chance to get rid of the xp-debt when running back to your
corpse, but that was removed the same like that awful group-debt we had at the
start.
But i will never understand why people need harsh punishments to avoid dying.
In EQ2 nearly all my character were in the top-lists with the best kills vs. death ratio
and that was my personal challenge. Tanking ever dungeon without wipes and
not dying 10.000 times on some stupid raid-mobs.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
Is 15-60 minutes of gameplay really worth all that drama ?
Not by itself. However, the goals and quality of NPE are telling of the direction this game is going in.
Only if you ignore the fact that Drytop mobs are harder than anything else in the game…except maybe Southsun.
I’d say they’re on par with Orrian mobs, except with more HP. It’s a well-made zone. Maybe even the best in GW2. However, it’s not challenging, because you can’t lose. In the worst case scenario, you die and WP back. The WP cost became negligible due to inflation and repair costs were removed, so there’s no real penalty for dying. In that sense, I’d say the only challenging part of Dry Top is the jumping puzzle.
isnt dieing in itself a failure. Does it need to cost you something in order to count?
Well, yes. In most games, you at least have to fight the monster(s) again. That doesn’t work in GW2 for obvious reasons.
Are you talking about corpse runs ?
No, I’m talking about the checkpoint system used in most single-player games. Corpse runs are a horrible idea, because instead of punishing you right away they make the next hour of your gameplay miserable.
A good example of well-done death penalties is GW1. Dying was a relatively big deal, but you could get back into the game right away.
A good example of well-done death penalties is GW1. Dying was a relatively big deal, but you could get back into the game right away.
Really ? I only tested a standalone expansion of GW1 once, and i simply hated it because
i died more than in any other online game ever because i was so dependent on those
stupid mercs .. and dying once mostly meant restarting tha bloody instance because
else you sure died even faster the next time.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
A good example of well-done death penalties is GW1. Dying was a relatively big deal, but you could get back into the game right away.
Really ? I only tested a standalone expansion of GW1 once, and i simply hated it because
i died more than in any other online game ever because i was so dependent on those
stupid mercs .. and dying once mostly meant restarting tha bloody instance because
else you sure died even faster the next time.
If you mean Factions, it had some serious difficulty curve issues. After the newbie island you got tossed in an area full of murderous lvl 20 mobs that required way more experience than newbies had. I still liked it, but it was too challenging for a beginner. Nightfall, on the other hand, had an excellent difficulty curve.
GW2’s new modus operandi seems to be recruiting those who were scared off by the difficulty of Facebook games.
This made me laugh as much as it made me cry when i realized how true it is.
Why the sudden simplification of heart quests? Some weren’t perfect, sure, but the changes have made things vastly worse. Now, quests that were (at worst) a bit unexciting or time-consuming, are utterly boring.
Have not seen this in Dredgehaunt Clifts or Kessix Hills or Lonar’s Pass or Fields of Ruin or …
For example, Wayfairer Foothills used to be my favourite starting area, but now it’s far too easy and just plain dull.
Ah, okay. Well maybe you need to go into the actually challenging areas. Starter areas are for, well, players just starting out in GW2. Which you are not. The quests in starter areas are intended to be simple, not because people are simple (though many are) but to ease them into exploring the world they are in now.
We vets don’t need that level of hand holding but then this is not focused at us after all.
Good luck.
Peace.
It would be nice if the New Player Experience truly only applied to new Players and not to new Characters created by existing Players. The NPE should only happen once per account. Subsequent characters should at least have an option to remove the training wheels faster.
you know how i feel about Anet’s decision, they are plain and simple patronizing veteran players.
i dunno about you but i would really love to see something improve for a chance, all they do is change the game to make it easier for new players but care jack for veteran players.we are asking for new skills and all we get is one single new healing skill that, for now, has never bin welcome by anyone.
we ask to improve the trait system and they completely ruin the system to oblivion, we even ask for a bit more flexibility and they just blandly limit leveling even more.
and you want to know the worst thing, all the changes are made so the chinese players can enjoy a game they like, western players are just ignored.ps. did you know that they are so busy stuffing there pockets that they even forget to extend the license of Anet, look al the way down and check the date
If they didn’t make the changes for veteran players, then there’s no way they can be patronizing veteran players.
Drytop is a new zone and certainly doesn’t patronize veteran players.
Drytops is a baby step area, not even challenging in the slightest…..
What you’re saying is changes to the early levels of starter zones is patronizing veteran players. I say you need a thicker skin.
……it’s Anet that needs a thicker skin, i have bin banished for the most non-sense reasons just because i speak out when something is a betrayal on their end.
also, you need to look at the big picture, not just at one single thing.
again, they are patronizing veteran players.