Where Guild Wars 2 went wrong for me.

Where Guild Wars 2 went wrong for me.

in Guild Wars 2 Discussion

Posted by: Jordan.6157

Jordan.6157

Hi

I haven’t played this game for a couple of weeks now because quite frankly it got boring way to fast. This is why it got boring and where I personally think Anet went wrong:

  • Dungeon gear requires dungeon specific tokens meaning if you prefer one set of stats rather than the other you must farm one dungeon explore rather than choosing between all the dungeons to play. How it can be fixed – Make 1 dungeons token and it can buy all gear. It’s pretty simple and has been done in practically all sensible games. No don’t say “but guild wars 2 is different and stop trying to make it like other games” because quite frankly dungeon tokens in general are already a copy but they have done an aweful job with them and I would much rather prefer it to be like the other games than this tragic new specific guild wars 2 rubbish. Sorry.
  • WvWvW seems to do nothing to detract mobs. Zerging is fine by me if it’s tactical to claim a point fast but a giant group moving around together is not a zerg but a mob. (zerg = tactical). I really personally think this takes away the value of WvWvW combat wise when you find another mob and social wise. There is very few social interactions when moving in a mob rather than your toons being close to eachother. Smaller groups would definitely promote more social aspects and communication and would generally make it more tactical and enjoyable. But that is my opinion. If you like walking around in a mass mob doing nothing skillful to take down your rivals then I pity you.
  • sPvP is too linear. Why does every game seem to follow the same boring progression trend. It proves nothing but lack of identifying skill and makes skilled players feel left out if they do not play much. Only games I have really ever seen that have changed this boring line from 1 – 2 – 3 – 4 etc is halo 2 and halo 3. You could go up and DOWN ranks depending on your wins and loss. Your kills and deaths and your ranked position in the game. You would get paired with your own skill level aswell and it would make spvp alot more competitive and entertaining in random joins. Possible tpvp has its own ranks along side spvp. Anyway in halo 3 (the most played halo online, more than reach (which adopted the boring 1 -> 2 -> 3) method) was still playable for socials because they would all be the same rank, they wouldn’t have elitists jerks in their games etc being dicks in chat. Simply this system is better and in my personal opinion it feels ALOT more rewarding when you rank up.
  • Dungeons require too much “skill”. Sorry but avoiding all damage is nearly impossible and most the time it’s some unavoidable AoE that prevents your team mates from even reviving you. I hear this is all going to be fixed so I really don’t have an issue with it.

Anyway please remember this is all my opinion.

Thank you.

Where Guild Wars 2 went wrong for me.

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Posted by: HyJinx.4896

HyJinx.4896

I couldn’t make it past your first bullet…
After reading that all I got out of it was that you like the hard to get dungeon gear but want to be able to do an easier dungeon to get it. Maybe if you try harder to actually do something on the game instead of leave for a few weeks and hope for the best you might get somewhere

Where Guild Wars 2 went wrong for me.

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Posted by: nofo.8469

nofo.8469

On point one, would be ok but the dungeons aren’t even close to balanced in terms of difficulty, people will always take the path of least resistance.

In this case that means CoF and AC.

Point 2, agreed, although you can do small PvP successfully its fairly rare and zerging actually rewards you more. Most times while roaming in a small group you are either ganking stragglers or dodging the enemy zerg.

Not going to touch point 3 because if I wanted arena gameplay I would play a game with dedicated servers.

Point 4, Not many dungeons are like this tbh, there are a few dungeon paths that are designed badly and the difficulty isn’t even close to normalised but there are generally easy or relatively easy options for every dungeon. Even in Arah you can do things like kite lupus back to the waypoint to make it borderline impossible to wipe.

Where Guild Wars 2 went wrong for me.

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Posted by: monepipi.5160

monepipi.5160

I think the dungeon idea is pretty good. That way people can have variety in their choice of dungeons. It gets boring running a particular dungeon for the 20th time. Of cos, the amount of tokens needed for each piece of gear would have to be adjusted. Certain paths should be tweaked as well, especially those buggy/super lengthy ones.

SPVP needs more maps with different mechanics. (like capture the flag, etc). Also some of the maps are too cramped, like Capricorn. There is also no reward for defending a node, which leads to everyone just taking nodes and then immediately running off.

I disagree with dungeons being too hard. The learning curve for some of them is a bit steep, but after the 1st few runs it gets really, really easy. It also helps a lot to get appropriate gear and know where to stand. Sometimes I can even alt tab and chat on msn while running a dungeon.

Where Guild Wars 2 went wrong for me.

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Posted by: Jordan.6157

Jordan.6157

I couldn’t make it past your first bullet…
After reading that all I got out of it was that you like the hard to get dungeon gear but want to be able to do an easier dungeon to get it. Maybe if you try harder to actually do something on the game instead of leave for a few weeks and hope for the best you might get somewhere

Sorry but your ignorance is just frustrating. All dungeon gear from every dungeon is the same level stat wise they just have different stats. That makes them all the same however surely you would consider it unfair for a condition damage player to do a harder dungeon over a toughness player? Just because that is the stats they want. But that was 100% not my point in the first place. My point was that people get bored of doing the same thing over and over and it’s the worst system out there in MMORPG games. Here is an example of a good game dungeon wise and I regret saying this but world of warcraft. Each dungeon varies in difficulty. Some are more difficult than others but the outcome in rewards is still the same. Why do people run it? Maybe because Blizzard have successfully found a way to prevent farming the easiest dungeon…. oh ye… lock out from the dungeon after completing it. But arena net have already come up to a solution they just need to make it dungeon specific. Diminishing returns. If you farm the same dungeon again and again your token loot is falls dramatically. Did I solve your issue now of "OH people will farm easy dungeons for the “hard to get” gear". Please………. spare me.