Q:
pages.videotron.ca/madfang4/
Q:
I was checking out the dev thread on traits. I read the begining of it seeing how people were not ready for a sudden system change and demanded a rollback.
Why was there a change in the first place?
A:
It was supposed to be added to create a sense of progression, rather than just have traits handed to you randomly for no reason.
It backfired.
The idea is sound. The execution was poor.
I didn’t know it had changed since the first Feature Pack.
Anet felt the playerbase is too simple to understand the original traits, so they dumbed it down. Same way they felt about how players learned gameplay mechanics, they made the NPE.
(edited by Vix.6730)
Was it too complex? Was it abused?
What was the apparent problem with it?
Actually in the case of the trait hunting system, players had been asking for something in that vein.
The problem was, players wanted new SKILLS, which Arena.net doesn’t want to add. So Arena.net borked the trait system as a compromise.
Well they’re sortof like passive skills from what i understand. Was there anything actually broken with the old trait system?
I see, one of those case where it was not broken and they fixed it anyway?
I see, one of those case where it was not broken and they fixed it anyway?
Right, and therefore broke it. Compound this with a lack of new content aside from thin Living Story episodes and you have a fairly good section of the playerbase either taking a break or leaving altogether. Sad times.
To make it appear as if there’s new content in order to disguise the fact that there is, in fact, no new content. See also: collections.
Honestly with the trait system we have now people have yet to truly unlock all the weapon combinations.
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