(edited by Skipster.7086)
Why is ANet making it harder on new players?
“Honestly, the crafting is the biggest deal for me. I get extremely bored leveling out in the world, and the 10 levels I got from crafts were a huge relief.”
You being bored isnt making the game less accessible for new players.
You get experience for everything in this game – even walking to an area you havent discovered.
[JQ] Jade Quarry
people who get into the game will probably enjoy the longer ride with their first character as content was quickly outleveled before.
Why do you endure playing a class to 80 you hate?
The Karma nerf – no idea what to make of it: Is the impact really that high? As far as I remember, the huge amounts that came with karma consumables wasn´t in the game for a good while after launch.
Laurels – why do you assume they are gone for monthly as you cleary have read about the probable cause?
At least for the crafting, pretty sure you still get 10 levels if you craft to the newest max craft level of 500.
It isn’t becoming harder, my friend is enjoying the game MORE because of these changes.
It isn’t becoming harder, my friend is enjoying the game MORE because of these changes.
Care to explain why? I can’t see how lowering karma intake and crafting leveling would make the game more enjoyable. Not trying to be a jerk, I just wanna know.
“Honestly, the crafting is the biggest deal for me. I get extremely bored leveling out in the world, and the 10 levels I got from crafts were a huge relief.”
You being bored isnt making the game less accessible for new players.
You get experience for everything in this game – even walking to an area you havent discovered.
Maybe not BRAND new players, but it definitely doesn’t make it any easier to level. I just want to know why they thought this decision was needed.
people who get into the game will probably enjoy the longer ride with their first character as content was quickly outleveled before.
Why do you endure playing a class to 80 you hate?
The Karma nerf – no idea what to make of it: Is the impact really that high? As far as I remember, the huge amounts that came with karma consumables wasn´t in the game for a good while after launch.
Laurels – why do you assume they are gone for monthly as you cleary have read about the probable cause?
No I’m not saying I don’t enjoy playing a certain class, I just enjoyed being able to take a break from leveling in the world to level via crafts. I don’t understand why the nerf was needed.
Karma – Maybe it was never intended for people to have that much Karma, if that’s the case I understand, but the Karma flow has been at it’s pre-patch rate for about 80% of the release, so I doubt it could be something they didn’t expect.
Like I said with Laurels, it’s probably unintentional, I was just looking for answers – or if anyone can confirm it’s just a double-monthly bug.
At least for the crafting, pretty sure you still get 10 levels if you craft to the newest max craft level of 500.
I know, but leveling 400-500 isn’t nearly as casual as 1-400, and will probably cost at least 10x as much. I just don’t understand why they thought it would be better to nerf the leveling, instead of extending it.
If you now get 9 levels for crafting to 400 on each discipline, can’t you get 8 levels in the starting zones to make up for that? 9 × 8 =72 levels from crafting. Not sure how difficult getting your first 8 levels out in the world can be.
Or even if you only get 8 levels per discipline… I rather enjoy getting the first few levels on a new character. It certainly isn’t difficult. Just exploring the cities gives 7 or so levels.
At least for the crafting, pretty sure you still get 10 levels if you craft to the newest max craft level of 500.
But it will cost you 200g more per craft.
Or even if you only get 8 levels per discipline…
You get 7. For all 8 disciplines, including those that can’t be raised above 400 for the moment.
Remember, remember, 15th of November
I think decreasing Karma drop is one huge issue for new and casual players. You can get first decent Exotic armor from Orr to 252 000 karma points. Before this nerf, you got enough Karma for it in 56 days just doing dailies. Now you will get same amount of karma in 420 days. And all other Karma what you can get from the game is totally too small amount.
Not all players are able to play this game 24/7, they need to go work too to earn their living. So in this way Anet made sure that those players who does not have enough time to play this game, dont even deserve have decent armor or any other Karma product.
New players are nearly in same situation. They dont have enough gold nor karma to get good armors.
Well maybe Anet want that people start to put their RL money to the game and buy gems and change them to gold and lower gold to gem prize in that way. But not all players have RL money either to put some MMO game.
“This game doesn’t have any end game.”
“This is boring game, with no challenge whatsoever.”
“I leveled very quick, got my armor, finished Personal Story, now i don’t have anything to do anymore.”That’s why. Arena net, as Colin Johanson stated, made a mistake with making game too easy, by making armor and weapons too simple to aquire. Now we can see that devs are working on repairing that. So kudos to them.
I see those are the main contents of the game now…….It all makes sense.
Well maybe Anet want that people start to put their RL money to the game and buy gems and change them to gold and lower gold to gem prize in that way. But not all players have RL money either to put some MMO game.
Bingo. Preparations for East market launch.
best statistical loot in the game. We want everyone on an equal power base.”
Well maybe Anet want that people start to put their RL money to the game and buy gems and change them to gold and lower gold to gem prize in that way. But not all players have RL money either to put some MMO game.
Bingo. Preparations for East market launch.
Ive thought of another good name Money wars 2
“This game doesn’t have any end game.”
“This is boring game, with no challenge whatsoever.”
“I leveled very quick, got my armor, finished Personal Story, now i don’t have anything to do anymore.”That’s why. Arena net, as Colin Johanson stated, made a mistake with making game too easy, by making armor and weapons too simple to aquire. Now we can see that devs are working on repairing that. So kudos to them.
Yes, because obviously when people asked for more content, the solution was to add gear grind.
Remember, remember, 15th of November
“This game doesn’t have any end game.”
“This is boring game, with no challenge whatsoever.”
“I leveled very quick, got my armor, finished Personal Story, now i don’t have anything to do anymore.”That’s why. Arena net, as Colin Johanson stated, made a mistake with making game too easy, by making armor and weapons too simple to aquire. Now we can see that devs are working on repairing that. So kudos to them.
Yes, because obviously when people asked for more content, the solution was to add gear grind.
And most pointless gear grind in history of MMOs mind you. You get bigger stats for sake…of getting bigger stats rofl
best statistical loot in the game. We want everyone on an equal power base.”
“This game doesn’t have any end game.”
“This is boring game, with no challenge whatsoever.”
“I leveled very quick, got my armor, finished Personal Story, now i don’t have anything to do anymore.”That’s why. Arena net, as Colin Johanson stated, made a mistake with making game too easy, by making armor and weapons too simple to aquire. Now we can see that devs are working on repairing that. So kudos to them.
Yes, because obviously when people asked for more content, the solution was to add gear grind.
And most pointless gear grind in history of MMOs mind you. You get bigger stats for sake…of getting bigger stats rofl
Why don’t they add 1 stats to every new amour tier they release and theyll go like OMG ITS AN AMOR WITH +1 STATS its an added advantage!!!WE MUZ GRIND FOR IT
The designers are putting new players at a disadvantage with luck accumulation and ascended weapons but for none of the reasons you mentioned All the changes you mentioned seem like necessary balancing of broken features that continued to undermine the reward system the longer they persisted. XP reward for crafting should balance other xp rewards in the game rather than balance xp gained by players six months ago.
people who get into the game will probably enjoy the longer ride with their first character as content was quickly outleveled before.
Why do you endure playing a class to 80 you hate?
The Karma nerf – no idea what to make of it: Is the impact really that high? As far as I remember, the huge amounts that came with karma consumables wasn´t in the game for a good while after launch.
Laurels – why do you assume they are gone for monthly as you cleary have read about the probable cause?
No I’m not saying I don’t enjoy playing a certain class, I just enjoyed being able to take a break from leveling in the world to level via crafts. I don’t understand why the nerf was needed.
Karma – Maybe it was never intended for people to have that much Karma, if that’s the case I understand, but the Karma flow has been at it’s pre-patch rate for about 80% of the release, so I doubt it could be something they didn’t expect.
Like I said with Laurels, it’s probably unintentional, I was just looking for answers – or if anyone can confirm it’s just a double-monthly bug.
I dont know where your getting the laurels thing from, Everyone i know that completed the monthly got laurels, the only people that didnt are people that completed it twice and they still got laurels the first time, just like its always been (if you complete pve and pvp monthly you only get laurels once) this is not new, this is not a change. You are overreacting massively
“This game doesn’t have any end game.”
“This is boring game, with no challenge whatsoever.”
“I leveled very quick, got my armor, finished Personal Story, now i don’t have anything to do anymore.”That’s why. Arena net, as Colin Johanson stated, made a mistake with making game too easy, by making armor and weapons too simple to aquire. Now we can see that devs are working on repairing that. So kudos to them.
Hindering the leveling of new players doesn’t change the complaints of the people already at 80, I don’t see how that could be the point in what they’re doing.
people who get into the game will probably enjoy the longer ride with their first character as content was quickly outleveled before.
Why do you endure playing a class to 80 you hate?
The Karma nerf – no idea what to make of it: Is the impact really that high? As far as I remember, the huge amounts that came with karma consumables wasn´t in the game for a good while after launch.
Laurels – why do you assume they are gone for monthly as you cleary have read about the probable cause?
No I’m not saying I don’t enjoy playing a certain class, I just enjoyed being able to take a break from leveling in the world to level via crafts. I don’t understand why the nerf was needed.
Karma – Maybe it was never intended for people to have that much Karma, if that’s the case I understand, but the Karma flow has been at it’s pre-patch rate for about 80% of the release, so I doubt it could be something they didn’t expect.
Like I said with Laurels, it’s probably unintentional, I was just looking for answers – or if anyone can confirm it’s just a double-monthly bug.
I dont know where your getting the laurels thing from, Everyone i know that completed the monthly got laurels, the only people that didnt are people that completed it twice and they still got laurels the first time, just like its always been (if you complete pve and pvp monthly you only get laurels once) this is not new, this is not a change. You are overreacting massively
The laurels were more of a question, the rest of the post still stands – and I don’t think making a forum post with concerns is an overreaction.
The designers are putting new players at a disadvantage with luck accumulation and ascended weapons but for none of the reasons you mentioned All the changes you mentioned seem like necessary balancing of broken features that continued to undermine the reward system the longer they persisted. XP reward for crafting should balance other xp rewards in the game rather than balance xp gained by players six months ago.
The crafting is the main thing I am upset with, and that has been in the game since launch. It’s by no means broken.
For real people, I’m just looking for an answer as to why they chose to nerf crafting XP, that’s all. I don’t enjoy the karma change (and the laurel thing was just a bug), but the XP nerf from crafting is really the only thing that doesn’t make sense to me.