(edited by Rash.6514)
Why I think you're losing active players
Your post makes many good points, ESPECIALLY about dungeons.
Just a tip about making money: I’ve went from 0 to 44 gold in the bank this week. How? Wandering around normally, doing 3-4 events/day that give a boss chest and running through about 200 jewelery boxes. It’s seriously easy to make money once you stop spending it to level alts and crafting, and the jewelery boxes make karma actually useful for something.
What’s a jewelry box/ Seriously, I’m missing out on this!
http://wiki.guildwars2.com/wiki/Lost_Orrian_Jewelry_Box
Although, there are better ways to make gold from Karma.
For example,
Making Omnomberry Bars nets around 3-4 gold per 1k karma.
Bowl of Baker’s Wet Ingredients is sitting around 2.5g per 1k karma.
Omnomberry Pie….3.5g per 1k karma
Raspberry Peach Bars…4-5g per 1k karma
Rare Unidentified Gray Dye…. 50s – 1g per 1k karma
Bowl of Dilled Cream Sauce… 5-6g per 1k karmaThis is all based on today’s market from TP.
There are other ways as well…
How do you make those from karma?
Check out the recipes. You can’t not make them from Karma.
lol. This post is about as misleading as you can get. Because one item or so is bought with karma in a recipe, the entire recipe is not made from Karma.
Whatever you want to believe. The fact is, on a per karma basis, the recipes will net you more copper/silver/gold per karma than Orrian Jewelry boxes.
I never said that you could make gold from just Karma, but in the process of making those recipes, you will need to use Karma and it is a way to turn it in to gold.
Just because you thought something I didn’t say doesn’t make it misleading. It just makes you bad at reading and comprehension.
lol whatever you say.
You make comments about what you think NCsoft wants to or doesn’t want to do. Have you looked at the NCsoft quarterly report. Guild Wars 2 was their most profitable title.
Not most profitable, most sales. They’ve never released numbers on profits or loses for particular games. Only sales, overall and excluding their overseas subsidiaries (so just Korea).
And yes, B&S didn’t do as well as they expected and appeared to eat into their existing playerbase of their other big three rather than expanding it. Oops.
RIP City of Heroes
i actually read this entire original poster and i thought it was one of those QQ posts. but i honestly was shocked. and it is sad to see small guilds quitting and dis banning because of content designed for guilds that have 50+ active members. guild bounty T1 are near impossible due to the NPC spowns (looking at you prisoner 101) that in order for a small guild to have even that accomplish takes a lot of planning and dedication with coronation. I actually started a guild of my own Lag Killed me (lag) in the orignal gw1 and only had 5 members until Gw2 came out we knew we would not make it. but luckley the alliance i was in decided to make one guild.
Your post makes many good points, ESPECIALLY about dungeons.
Just a tip about making money: I’ve went from 0 to 44 gold in the bank this week. How? Wandering around normally, doing 3-4 events/day that give a boss chest and running through about 200 jewelery boxes. It’s seriously easy to make money once you stop spending it to level alts and crafting, and the jewelery boxes make karma actually useful for something.
What’s a jewelry box/ Seriously, I’m missing out on this!
http://wiki.guildwars2.com/wiki/Lost_Orrian_Jewelry_Box
Although, there are better ways to make gold from Karma.
For example,
Making Omnomberry Bars nets around 3-4 gold per 1k karma.
Bowl of Baker’s Wet Ingredients is sitting around 2.5g per 1k karma.
Omnomberry Pie….3.5g per 1k karma
Raspberry Peach Bars…4-5g per 1k karma
Rare Unidentified Gray Dye…. 50s – 1g per 1k karma
Bowl of Dilled Cream Sauce… 5-6g per 1k karmaThis is all based on today’s market from TP.
There are other ways as well…
How do you make those from karma?
Check out the recipes. You can’t not make them from Karma.
lol. This post is about as misleading as you can get. Because one item or so is bought with karma in a recipe, the entire recipe is not made from Karma.
Whatever you want to believe. The fact is, on a per karma basis, the recipes will net you more copper/silver/gold per karma than Orrian Jewelry boxes.
I never said that you could make gold from just Karma, but in the process of making those recipes, you will need to use Karma and it is a way to turn it in to gold.
Just because you thought something I didn’t say doesn’t make it misleading. It just makes you bad at reading and comprehension.
lol whatever you say.
I’m sorry, did my genuinely helpful post that does indeed net you more gold per karma than orrian jewelry boxes offend you or are you just that condescending and rude normally?
Your post makes many good points, ESPECIALLY about dungeons.
Just a tip about making money: I’ve went from 0 to 44 gold in the bank this week. How? Wandering around normally, doing 3-4 events/day that give a boss chest and running through about 200 jewelery boxes. It’s seriously easy to make money once you stop spending it to level alts and crafting, and the jewelery boxes make karma actually useful for something.
What’s a jewelry box/ Seriously, I’m missing out on this!
http://wiki.guildwars2.com/wiki/Lost_Orrian_Jewelry_Box
Although, there are better ways to make gold from Karma.
For example,
Making Omnomberry Bars nets around 3-4 gold per 1k karma.
Bowl of Baker’s Wet Ingredients is sitting around 2.5g per 1k karma.
Omnomberry Pie….3.5g per 1k karma
Raspberry Peach Bars…4-5g per 1k karma
Rare Unidentified Gray Dye…. 50s – 1g per 1k karma
Bowl of Dilled Cream Sauce… 5-6g per 1k karmaThis is all based on today’s market from TP.
There are other ways as well…
How do you make those from karma?
Check out the recipes. You can’t not make them from Karma.
lol. This post is about as misleading as you can get. Because one item or so is bought with karma in a recipe, the entire recipe is not made from Karma.
Whatever you want to believe. The fact is, on a per karma basis, the recipes will net you more copper/silver/gold per karma than Orrian Jewelry boxes.
I never said that you could make gold from just Karma, but in the process of making those recipes, you will need to use Karma and it is a way to turn it in to gold.
Just because you thought something I didn’t say doesn’t make it misleading. It just makes you bad at reading and comprehension.
lol whatever you say.
I’m sorry, did my genuinely helpful post that does indeed net you more gold per karma than orrian jewelry boxes offend you or are you just that condescending and rude normally?
I’m normally worse. The mods keep me in check here.
Casual is a very diversified expression. If you find it hard, to get exotic gear, then you doing it wrong. You gain Karma naturally. Almost everything gives Karma. It takes about 1 week to get a full exotic set, when I hit 80 with one of my characters. I play around 2-3 h/day.
In our guild we breeze through the content. I think the dungeons are super easy. If you have problems, even with CoF1, I really don’t know how you play.
Here comes the point: Games can’t be for everyone. It simply can’t.
It is no offence. I don’t think ppl who think stuff is too hard, are stupid or whatever. But they must accept, that some parts of the content isn’t designet for them.
‘would of been’ —> wrong
GW2 is lacking in one thing that GW1 done right, the fun factor. i done countless dungeon runs not because i wanted something from it, it was because it was fun and challenging, In GW1 the challenge was in the game mechanics in GW2 the challange is in the insane pool of HP, there are some fun dungeons like cof (what can i say this dungeon is smarter then the other).
The amount of grind in this game is insane, the daily grind and the monthly grind that should be done in order to get the laurels that will give us access to ascended gear, Anet created time gating and a boring one. and we shouldn’t forget that this game was announced as a game without grinding.
The little things bother me like:
In the open world the challenge is the insane respawn rate, in GW1 it was knowing the rauts of the enemies.
In GW2 if a player pull too far it will reset the enemies, in GW1 it would separate close groups, something that let the player think on how to tackle the problem.
When the game came i couldn’t get enough of it, i constantly played but now i’m looking for other games. This is the only game that iv’e seen where patches made it worst.
(edited by Rhinala.1739)
Here comes the point: Games can’t be for everyone. It simply can’t.
This would be good advice for ANet. At some point they need to decide who they want to make this game for. Trying to design it for everyone is leaving a bad taste in many people’s mouths.
I’d like to redirect people to the original topic which is “Why I think you’re (Anet) losing active players.” Presently, the discussion has devolved into a few people arguing about opinions and statements by others. We need constructive comments about what aspects of the game may be causing people to leave. Whether or not the game is failing (or not) isn’t the topic.
Agreed. However, I do not think the game is losing active players at a concerning rate. I think that every game loses active players, and obviously this game is no different. Primary reasons why I see this happening:
1. Burnout: over-played too much to the point that you need a break / are bored
2. Unexpected: The game wasn’t what someone expected, and they did not enjoy it
2.a) This can be a great many things, but I would say that the biggest is they expected more end game content (i.e. Raids), less grinding, less gear progression, more gear progression
3. Other games caught their eye: A lot of great games have been coming out and are coming out soon
4. Other real life concerns: It’s April, for many that means exam time. The summer is coming up soon and that could mean vacations, summer jobs etc which may bring people away from the game (at least temporarily)
Anyway, I do not think there is anything ‘game-breaking’ that is driving away people in the loads. There may be certain aspects of the game that a bunch of people hate, but another bunch of people love.
While the OP said that he wouldn’t want to troll he does exactly that. “Why I think you’re (Anet) losing active players” is a bit like “When did you stop beating up your kids?”. In both questions there is a statement hidden. In the OP’s case: “Anet loses active players”. And it is double-troll because every game loses active players, without any exception. Even the imaginary ideal mmorpg would lose active players, for example due to natural death, bankruptcy or other real life issues.
The question is: Does the player number dwindle faster than it is natural after the initial player surge? That is a question we can only speculate about. I like to speculate as the next guy. And my personal perception is: No. The number of players I see in lower level areas seems to rise, not to decrease. But of course I did not count – and I would be grateful for hard numbers.
If my personal perception is true this thread is moot. That does not mean that this game is perfect but it means that it must do more right than wrong.
The things that has driven the 2 RL friends that have played are this:
No LFG tool/party tool/dungeon tool. This should really be basic UI at this point in any online game.
One of my friends was completely lost when I told him he couldn’t be a tank, but I don’t think this needs to change. Roleless combat works in this game, but pretty much this game exclusively.
The other quit after he realized there was nothing to do at end game except grind for a legendary or run fractals all day. He’s not into WvW the same way I am, and I can see where he is coming from. At 80, there really is nothing to do in PvE.
Personally what I see driving people away is the lack of bug fixes over long durations of time and lack of options at level 80. We get filler content like SAB and F&F, not meaningful bug fixes or improvements to WvW which has been neglected since release.
RIP my fair Engi and Ranger, you will be missed.
I don’t really understand the nothing to do at level 80 in pve complaints. It is the same for every mmorpg except for raiding, is that what they want?
As for a LFG tool, while technically there is one I agree that it is pretty woeful. I would have thought at the very least it would have had the functionality of what they had in GW1.
First post is actually really good, simple change in modus in dungeons and adding different rewards to it would be a great step forward. Also the time on fractals should be shorter with a simple modus, or medium modus, rather than just hardcore modus.
Or add current ones as hard and for the people still thinking them to easy add Hardcore (Cof 1 really needs it lol).
First 2 posts are rather good posts though, wish they do something with it…
GW2 is lacking in one thing that GW1 done right, the fun factor. i done countless dungeon runs not because i wanted something from it, it was because it was fun and challenging, In GW1 the challenge was in the game mechanics in GW2 the challange is in the insane pool of HP, there are some fun dungeons like cof (what can i say this dungeon is smarter then the other).
The amount of grind in this game is insane, the daily grind and the monthly grind that should be done in order to get the laurels that will give us access to ascended gear, Anet created time gating and a boring one. and we shouldn’t forget that this game was announced as a game without grinding.
The little things bother me like:
In the open world the challenge is the insane respawn rate, in GW1 it was knowing the rauts of the enemies.
In GW2 if a player pull too far it will reset the enemies, in GW1 it would separate close groups, something that let the player think on how to tackle the problem.
When the game came i couldn’t get enough of it, i constantly played but now i’m looking for other games. This is the only game that iv’e seen where patches made it worst.
It’s the difference between an open world game and an instanced game. What you want is an instanced game, because some of these things can’t be done in an open world game.
Take the respawning of mobs. In an instanced game they can stay dead. In an open world game, they can’t because there’s someone half a minute behind you who needs stuff to kill. This is the same reason for leashing.
In old games, it was quite easy to troll people by running around, getting half the zone to follow you and then run by some poor, unsuspecting guy who doesn’t know what hit him when 30 guys suddenly zero in on him in passing. That’s the reason for the leashing mechanic. It’s sort of important to have.
The same thing with having complex groups of enemies in Guild Wars 1 in the open world. You had heroes. You don’t here. You can’t have a group of guys with a healer, a minion master and an ele, in case someone is soloing. Again in an instanced game with heroes you can.
But you can’t have 8 heroes in this game, because if you think the lag and culling is bad now, imagine how bad it would be if everyone in a zerg had their own personal zerg with them.
People who played Guild Wars 1 as their primary game don’t see why these things are necessary in an open world game..but they are. And since Guild Wars 2 was designed to be open world, I don’t see how it can really change to suit you, which is unfortunate, because out of the true MMOs, this one is my favorite.
GW1 wasn’t the first MMO that i have ever played and i understand what you mean.
let me please elaborate:
In old games, it was quite easy to troll people by running around, getting half the zone to follow you and then run by some poor, unsuspecting guy who doesn’t know what hit him when 30 guys suddenly zero in on him in passing. That’s the reason for the leashing mechanic. It’s sort of important to have.
In dungeons enemies get reset if you pull them 1 meter to far, preventing a lot of tactical options. i agree that the enemies should reset in the open world to prevent grifing.
Take the respawning of mobs. In an instanced game they can stay dead. In an open world game, they can’t because there’s someone half a minute behind you who needs stuff to kill.
The normal respawn rate in GW2 is 90 sec -240 sec faster then any other game that i know, in many cases an enemy spawn right after you kill it. this spawning rate kill immersion.
Even if it will be keaped at 240 is fine by me.
The same thing with having complex groups of enemies in Guild Wars 1 in the open world. You had heroes. You don’t here. You can’t have a group of guys with a healer, a minion master and an ele, in case someone is soloing. Again in an instanced game with heroes you can.
I’m sorry to say that seeing enemies standing still waiting for me to kill them is not immersive and isn’t logical, even a short patrol and maybe meaningless conversation between the NPC’s can do wonders.
why cant we have complex enemies in dungeons why do we need to kill an enemy with a huge HP pool ? Why cant we have champions that are actually interesting in the open world?
People who played Guild Wars 1 as their primary game don’t see why these things are necessary in an open world game..but they are. And since Guild Wars 2 was designed to be open world, I don’t see how it can really change to suit you, which is unfortunate, because out of the true MMOs, this one is my favorite.
I understand why those systems are important but in my opinion thy should be tweaked in order to have better experience. in dungeons those systems should not be present in order to give the player better flexibility.
(edited by Rhinala.1739)
@Rhinala
They’ve redone the dungeon bosses so they have longer leashes…at least most of them. Today I did SE and the boss at the end of ..whichever the Asura path is used to leash just past the steps. You can pull her much further now.
Adjustments are being made. The problem is, I don’t really think those adjustments will ever be enough.
For example, I’m pretty sure all the servers have the same general respawn time for creatures. On a server like Tarnished Coast, a busy one, that’s less of a problem because in a lot of places you NEED a high respawn rate. IN other servers it could be much more of a problem.
Sure, stuff needs to be tweaked. But probably not as much of it as most people think. The respawn rate in Rift was also commented about quite frequently on their forums. There’s simply no way to get it right.
For everyone person who hates it, someone else likes it.
For everyone person who hates it, someone else likes it.
Proof?
They’ve redone the dungeon bosses so they have longer leashes…at least most of them. Today I did SE and the boss at the end of ..whichever the Asura path is used to leash just past the steps. You can pull her much further now.
Adjustments are being made. The problem is, I don’t really think those adjustments will ever be enough.
For example, I’m pretty sure all the servers have the same general respawn time for creatures. On a server like Tarnished Coast, a busy one, that’s less of a problem because in a lot of places you NEED a high respawn rate. IN other servers it could be much more of a problem.
Sure, stuff needs to be tweaked. But probably not as much of it as most people think. The respawn rate in Rift was also commented about quite frequently on their forums. There’s simply no way to get it right.
For everyone person who hates it, someone else likes it.
The way to tackle the respawn problem is fairly easy, and had been suggested by a lot of players, Anet need to use dynamic respawn system, the more players in the area the faster the respawn rate and vice versa. There is a similar system for the dynamic events, Anet should tweak it in order to fix the respawn problem.
(edited by Rhinala.1739)
For everyone person who hates it, someone else likes it.
Proof?
Pretty much every thread on these forums. lol Count the number of people who like compared to the number of people who dislike. Most threads are around 50/50. Anecdotal for sure, but then again it was a figure of speech. Only someone looking to start an argument would take that 100% literally.
They’ve redone the dungeon bosses so they have longer leashes…at least most of them. Today I did SE and the boss at the end of ..whichever the Asura path is used to leash just past the steps. You can pull her much further now.
Adjustments are being made. The problem is, I don’t really think those adjustments will ever be enough.
For example, I’m pretty sure all the servers have the same general respawn time for creatures. On a server like Tarnished Coast, a busy one, that’s less of a problem because in a lot of places you NEED a high respawn rate. IN other servers it could be much more of a problem.
Sure, stuff needs to be tweaked. But probably not as much of it as most people think. The respawn rate in Rift was also commented about quite frequently on their forums. There’s simply no way to get it right.
For everyone person who hates it, someone else likes it.
The way to tackle the respawn problem is fairly easy, and had been suggested by a lot of players, Anet need to use dynamic respawn system, the more players in the area the faster the respawn rate and vice versa. There is a similar system for the dynamic events, Anet should tweak it in order to fix the respawn problem.
I’m not so sure that’s as easy to program as you think. There might be a whole lot more variables than that. Players, for example, passing through an area would change the spawn rate of the area, even though they’re long gone. Yes, it’s been suggested, but I haven’t seen any MMO do it.
Can it be done? Maybe. Maybe it should be. Maybe it’s too much work. Since I"m not a programmer, I don’t know. But I’m pretty sure if it was something so easy, some MMO would have already attempted it.
So how could it be achieved for the event system, this system check how many players are in combat in the given area and adjust the event accordingly, it increase the spawning of the enemies grant better abilities to the enemies. this system do more then what is asked for the spawning system.
So how could it be achieved for the event system, this system check how many players are in combat in the given area and adjust the event accordingly, it increase the spawning of the enemies grant better abilities to the enemies. this system do more then what is asked for the spawning system.
If you haven’t noticed, the event system isn’t really doing it’s job either…reference events like the Claw of Jormag or any of the meta events in low lying areas. They simply can’t scale up enough.
As I said, it might be harder to program than you think.
Actually I don’t think Rhinala is attacking the game at all. I don’t particularly disagree with her. I really do believe if it was as simple as it sounds, someone would have done it already.
Sorry if you find that unreasonable..oh and thanks for talking for me.
@Vayne: this isn’t an argument we are having a nice conversation.
Another thing that i wished GW2 had is the DDO dungeon system where a player could chose the difficulty of the run between casual, normal, hard and elite.
(edited by Rhinala.1739)
@Vayne: this isn’t an argument we are having a nice conversation.
Another thing that i wished GW2 had is the DDO dungeon system where a player could chose the difficulty of the run between casual, normal, hard and elite.
I agree that dungeons should have variable difficults, with variable rewards for different difficulties. I think there should be solo dungeons too, like some games have. More options for players aren’t usually worse.
And yeah, I’m having a fine and friendly convo with you. You have to excuse Clay. He assumes because I treat him a certain way, I treat everyone that way. lol
Another thing that i wished GW2 had is the DDO dungeon system where a player could chose the difficulty of the run between casual, normal, hard and elite.
The main issue with dungeons is that they forgot about them… Now, in Dev team’s own words, they want to strengthen their open world game…. Maybe some day, in the far future, they will go back and give some extra love to dungeons
Another thing that i wished GW2 had is the DDO dungeon system where a player could chose the difficulty of the run between casual, normal, hard and elite.
The main issue with dungeons is that they forgot about them… Now, in Dev team’s own words, they want to strengthen their open world game…. Maybe some day, in the far future, they will go back and give some extra love to dungeons
I thought they said they were reworking all the dungeon bosses. I’m sure I heard something about that.