designing for a small percent(raids/leg amor)

designing for a small percent(raids/leg amor)

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Posted by: octolycan.5936

octolycan.5936

why so much effort in raids,
i mean it’s a cool part of the game but the amount of time inverted and now with the legendary armor for less than 5% of the player base, really?

it’s like you sell pizza and 5% of the customers wants burgers and you say, ok lets focus on burgers only for a year and drops all but burgers
you will only get a mayor base of customers angry and a 5% happy

i really dont get why anet do that

designing for a small percent(raids/leg amor)

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Posted by: Conncept.7638

Conncept.7638

Because they designed raids to be top tier content that everyone could play, and said so multiple times before their release, they just utterly failed at making that a reality.

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Posted by: Coconut.7082

Coconut.7082

Because they designed raids to be top tier content that everyone could play, and said so multiple times before their release, they just utterly failed at making that a reality.

Raids are top tier content that anyone can play.

OP you must be working for Anet if you come up with such accurate number like 5%, may I ask what your source is?
Did Anet stop developing the entire game for raids? are all the employees working on raids?

i really dont get why you do that (come here and post pointless kitten like that, throwing random numbers and fake facts)

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Posted by: octolycan.5936

octolycan.5936

anet knows the numbers,
i want to know how much percent its a fiasco?
and they will never admit the numbers but clearly less than 5%

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Posted by: Warcry.1596

Warcry.1596

So why can’t YOU play the raid?

“He shall make whole that which was torn asunder.
Restore that which was lost. And all shall be as one.”

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Posted by: Seera.5916

Seera.5916

why so much effort in raids,
i mean it’s a cool part of the game but the amount of time inverted and now with the legendary armor for less than 5% of the player base, really?

it’s like you sell pizza and 5% of the customers wants burgers and you say, ok lets focus on burgers only for a year and drops all but burgers
you will only get a mayor base of customers angry and a 5% happy

i really dont get why anet do that

So Bloodstone Fen and Ember Bay are raids? LS3 is a raid?

Players who prefer harder content were asking for harder content and ANet obliged, while adding in content that others would enjoy.

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Posted by: Danikat.8537

Danikat.8537

How did you work out that only 5% of players do raids?

I don’t know the exact numbers but I often feel like I’m in the minority by not doing them. I’m in 2 active guilds and it seems like most of the players raid at least occasionally. But it could be that my guilds are the exception.

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”

designing for a small percent(raids/leg amor)

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Posted by: Conncept.7638

Conncept.7638

Because they designed raids to be top tier content that everyone could play, and said so multiple times before their release, they just utterly failed at making that a reality.

Raids are top tier content that anyone can play.

OP you must be working for Anet if you come up with such accurate number like 5%, may I ask what your source is?
Did Anet stop developing the entire game for raids? are all the employees working on raids?

i really dont get why you do that (come here and post pointless kitten like that, throwing random numbers and fake facts)

Yes I’ve heard so many people say that among the loud, repetitive, and fact-void minority which grace the forums. Go in to the actual game on the other hand, and you’ll find maybe one group in a hundred that won’t kick you at your very first mistake and disband after a single wipe.

The raids teach nothing, they provide no learning path, no gradiation of difficulty or progression. They are designed as pass/fail with the only learning method being trial and error that the already learned won’t put up with, and on a timer no less. They are flawed to repeatedly punish for not knowing information that its design failed to make clear or accessible in the first place.

The raids are failures among casual players, both culturally and mechanically. They are the most extreme example of all of the monumentally poor design decisions that were made in Heart of Thorns.

designing for a small percent(raids/leg amor)

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Posted by: MrPuddins.1870

MrPuddins.1870

Because they designed raids to be top tier content that everyone could play, and said so multiple times before their release, they just utterly failed at making that a reality.

Raids are top tier content that anyone can play.

OP you must be working for Anet if you come up with such accurate number like 5%, may I ask what your source is?
Did Anet stop developing the entire game for raids? are all the employees working on raids?

i really dont get why you do that (come here and post pointless kitten like that, throwing random numbers and fake facts)

Yes I’ve heard so many people say that among the loud, repetitive, and fact-void minority which grace the forums. Go in to the actual game on the other hand, and you’ll find maybe one group in a hundred that won’t kick you at your very first mistake and disband after a single wipe.

The raids teach nothing, they provide no learning path, no gradiation of difficulty or progression. They are designed as pass/fail with the only learning method being trial and error that the already learned won’t put up with, and on a timer no less. They are flawed to repeatedly punish for not knowing information that its design failed to make clear or accessible in the first place.

The raids are failures among casual players, both culturally and mechanically. They are the most extreme example of all of the monumentally poor design decisions that were made in Heart of Thorns.

Except, at this point of the game… Dulfy.net has detailed guides on the mechanics for all three raid wings, and all of the bosses included. Trial and error is no longer a part of the equation. There are also guilds that will work with you, and help you learn them. There are PUGs that will help, and PUGs that don’t, but that is an inherit part of using LFG. So if you try it in LFG, you are taking a 50/50 shot that you will get patient people who will teach, or people who will kick/leave/quit after the first mistake.

(edited by MrPuddins.1870)

designing for a small percent(raids/leg amor)

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Posted by: Ashen.2907

Ashen.2907

Because they designed raids to be top tier content that everyone could play, and said so multiple times before their release, they just utterly failed at making that a reality.

Raids are top tier content that anyone can play.

OP you must be working for Anet if you come up with such accurate number like 5%, may I ask what your source is?
Did Anet stop developing the entire game for raids? are all the employees working on raids?

i really dont get why you do that (come here and post pointless kitten like that, throwing random numbers and fake facts)

Yes I’ve heard so many people say that among the loud, repetitive, and fact-void minority which grace the forums. Go in to the actual game on the other hand, and you’ll find maybe one group in a hundred that won’t kick you at your very first mistake and disband after a single wipe.

The raids teach nothing, they provide no learning path, no gradiation of difficulty or progression. They are designed as pass/fail with the only learning method being trial and error that the already learned won’t put up with, and on a timer no less. They are flawed to repeatedly punish for not knowing information that its design failed to make clear or accessible in the first place.

The raids are failures among casual players, both culturally and mechanically. They are the most extreme example of all of the monumentally poor design decisions that were made in Heart of Thorns.

Except, at this point of the game… Dulfy.net has detailed guides on the mechanics for all three raid wings, and all of the bosses included. Trial and error is no longer a part of the equation. There are also guilds that will work with you, and help you learn them. There are PUGs that will help, and PUGs that don’t, but that is an inherit part of using LFG. So if you try it in LFG, you are taking a 50/50 shot that you will get patient people who will teach, or people who will kick/leave/quit after the first mistake.

Guides put out by a third party dont contradict what he said. They reinforce his point actually. The game doesnt provide the information, you have to go elsewhere for it.

Are you sure that its 50/50 helpful vs non helpful in LFG groups? Is it possible that its more like 10/90?

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Posted by: OriOri.8724

OriOri.8724

How did you work out that only 5% of players do raids?

I don’t know the exact numbers but I often feel like I’m in the minority by not doing them. I’m in 2 active guilds and it seems like most of the players raid at least occasionally. But it could be that my guilds are the exception.

Less than 25% of registered accounts on GW2efficiency have even a single legendary insight, and even then the vast majority of all legendary insights in the game are held on accounts with more than 4,000 hours played. No way that a majority of players raid. A hard cap of less than 25% of player raid, and the number is indeed likely much lower than that since a lot of people don’t use GW2efficiency

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Posted by: Ashen.2907

Ashen.2907

How did you work out that only 5% of players do raids?

I don’t know the exact numbers but I often feel like I’m in the minority by not doing them. I’m in 2 active guilds and it seems like most of the players raid at least occasionally. But it could be that my guilds are the exception.

Less than 25% of registered accounts on GW2efficiency have even a single legendary insight, and even then the vast majority of all legendary insights in the game are held on accounts with more than 4,000 hours played. No way that a majority of players raid. A hard cap of less than 25% of player raid, and the number is indeed likely much lower than that since a lot of people don’t use GW2efficiency

I agree that it seems highly unlikely that a majority of players raid. But…GW2 efficiency numbers do not establish a hard cap nor does the fact that many people dont use the site establish a raider percentage less than 25.

designing for a small percent(raids/leg amor)

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Posted by: Coconut.7082

Coconut.7082

Because they designed raids to be top tier content that everyone could play, and said so multiple times before their release, they just utterly failed at making that a reality.

Raids are top tier content that anyone can play.

OP you must be working for Anet if you come up with such accurate number like 5%, may I ask what your source is?
Did Anet stop developing the entire game for raids? are all the employees working on raids?

i really dont get why you do that (come here and post pointless kitten like that, throwing random numbers and fake facts)

Yes I’ve heard so many people say that among the loud, repetitive, and fact-void minority which grace the forums. Go in to the actual game on the other hand, and you’ll find maybe one group in a hundred that won’t kick you at your very first mistake and disband after a single wipe.

The raids teach nothing, they provide no learning path, no gradiation of difficulty or progression. They are designed as pass/fail with the only learning method being trial and error that the already learned won’t put up with, and on a timer no less. They are flawed to repeatedly punish for not knowing information that its design failed to make clear or accessible in the first place.

The raids are failures among casual players, both culturally and mechanically. They are the most extreme example of all of the monumentally poor design decisions that were made in Heart of Thorns.

I’m one of those who actually goes to the game and does that, surprisingly my results are different than yours.
Let me guess, you joined an exp group claiming you are exp (while not being exp, or just semi-exp), failed a basic mechanic and then got kicked right?

The raids teach you enough, every boss has progressing phases and there are plenty of guides on the internet.
No other content in the game gives you actual teaching and mechanic explanation, so raids shouldn’t be different.

The raids are not meant for “casual players”, even though comparing to other games, GW2 raids are very casual, but contrary to your belief, casual does not always mean kitten easy.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

To use the OP’s analogy, sure, they had pizza customers who wanted more pizza, but they weren’t getting any of the burger customers (except for those who also liked pizza). With raids, even if the number was as low as 1% (and by all indications, it’s much higher than 5%), that would be 1% of people they weren’t getting (or retaining) without raids.

I have never been in favor of adding raids to GW2 (for reasons I’ve stated elsewhere). But the fact is: they are in the game now. They aren’t going anywhere, regardless of any of our personal preferences. By all accounts, they have been wildly successful, exceeding ANet’s (and many player) expectations in nearly every way. And because they are designed for a minority, they can be developed by a tiny team, without impacting the rest of the game.

I’m also not pleased that ANet gated the first set of legendary armor behind raids, but again: this isn’t something that they are going to change. They have invested too much time and reputation into it.

tl;dr raids are very successful with the target audience. They take a small team, because it caters to a minority. Like it or not, raids are here to stay.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: maxwelgm.4315

maxwelgm.4315

Even the OP missed the point of his own post. What he first argued and it is arguably a very good point regardless of what you all think of raids, is that it was not the best idea to lock the first 3 legendary armor sets to a raid.

It has been said time and time again by Anet themselves, that armor development is the bulk of development time, among everything else. So all these maps you see being released, all the voice acting, all the beautifully designed environments and all the achievements and all the balance patches? Their development time is actually dwarfed by the effort to develop new armor, according to the devs themselves.

So, it doesn’t matter if you think everyone could be raiding (and I strongly agree to that), what matters it that few people even care to, and the ones that do try come here to complain most of the time. And, as much as we try to argue that the raid team is only 5 people and the others are doing something else, well what are they doing? The legendary armor you actually need to raid in order to acquire! So, indirectly, raids are indeed taking up a lot of development (think of the armor design team having to animate 3 sets of legendary armor: how many original sets could they have released for other modes without these in the meanwhile?).

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Posted by: MrPuddins.1870

MrPuddins.1870

Because they designed raids to be top tier content that everyone could play, and said so multiple times before their release, they just utterly failed at making that a reality.

Raids are top tier content that anyone can play.

OP you must be working for Anet if you come up with such accurate number like 5%, may I ask what your source is?
Did Anet stop developing the entire game for raids? are all the employees working on raids?

i really dont get why you do that (come here and post pointless kitten like that, throwing random numbers and fake facts)

Yes I’ve heard so many people say that among the loud, repetitive, and fact-void minority which grace the forums. Go in to the actual game on the other hand, and you’ll find maybe one group in a hundred that won’t kick you at your very first mistake and disband after a single wipe.

The raids teach nothing, they provide no learning path, no gradiation of difficulty or progression. They are designed as pass/fail with the only learning method being trial and error that the already learned won’t put up with, and on a timer no less. They are flawed to repeatedly punish for not knowing information that its design failed to make clear or accessible in the first place.

The raids are failures among casual players, both culturally and mechanically. They are the most extreme example of all of the monumentally poor design decisions that were made in Heart of Thorns.

Except, at this point of the game… Dulfy.net has detailed guides on the mechanics for all three raid wings, and all of the bosses included. Trial and error is no longer a part of the equation. There are also guilds that will work with you, and help you learn them. There are PUGs that will help, and PUGs that don’t, but that is an inherit part of using LFG. So if you try it in LFG, you are taking a 50/50 shot that you will get patient people who will teach, or people who will kick/leave/quit after the first mistake.

Guides put out by a third party dont contradict what he said. They reinforce his point actually. The game doesnt provide the information, you have to go elsewhere for it.

Are you sure that its 50/50 helpful vs non helpful in LFG groups? Is it possible that its more like 10/90?

50/50 is a generalization of the rate. Each party you click on you have a 50/50 shot of getting an elitist, or a mentor.

Also, the raids themselves do teach you the mechanics of the fights. They just don’t outright say “In situation A, do X, in situation B, do Y, etc etc”. Take Vale Guardian for instance. Before you fight it, it introduces you to the three primary mechanics of the boss fight by having you fight the Blue, Red, and Green guardians. It introduces you to the teleport circles, the green circle of death, and the red traveling orbs, and then those all come together for the boss fight. To mix it up after that, it just throws in the splits and the energy shower phase.

Edit: That is what I would refer to as the raids teaching you. Now, if the raids not telling you how to counter or evade those certain things is what Concept meant by them not teaching… All I have to say is that there is no point in having the hardest content in the game tell you how to beat it. That’s something you have to figure out by actually engaging in the content. And people in the community being jerks about people making mistakes or wiping is not ANet’s fault. That is solely a player-community issue.

(edited by MrPuddins.1870)

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Posted by: IndigoSundown.5419

IndigoSundown.5419

How did you work out that only 5% of players do raids?

I don’t know the exact numbers but I often feel like I’m in the minority by not doing them. I’m in 2 active guilds and it seems like most of the players raid at least occasionally. But it could be that my guilds are the exception.

Less than 25% of registered accounts on GW2efficiency have even a single legendary insight, and even then the vast majority of all legendary insights in the game are held on accounts with more than 4,000 hours played. No way that a majority of players raid. A hard cap of less than 25% of player raid, and the number is indeed likely much lower than that since a lot of people don’t use GW2efficiency

I agree that it seems highly unlikely that a majority of players raid. But…GW2 efficiency numbers do not establish a hard cap nor does the fact that many people dont use the site establish a raider percentage less than 25.

While there is no certainty, I do find it interesting that on a site seemingly designed to cater to the hard instanced content play style, so small a percentage of subscribers have LI. Are we sure of that percentage?

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Posted by: Mysticjedi.6053

Mysticjedi.6053

I’m bored, so I’ll feed the troll.

Not a lot of time is being put into raids. There is a small group doing it and it is not distracting from any other content being released. This has been stated multiple times.

Raids are not difficult. People have beaten VG with green armor and less than 10 people. They are mechanic based. Understand the mechanics and patterns and you win. What they require is time to learn those mechanics and you actually have to play the raid rather than watch to get a full feel for it.

My suggestion join one of the many raid guilds or find some finds and go at. If you don’t win the first or 100th time no biggie keep working. It took my group almost 3 months to beat VG. Now I consider a group awful if we don’t beat it the first pull. Has it gotten any easier? No. I put in the time. Do the same and you’ll find it is not hard content at all. It is just not mind numbing stand and hit 1 content.

What your real beef is with is legendary armor being available through raids. However, legendary armor should be based on some amount of skill and not who can farm the best which is what weapons really are about. Armor development and backpiece development are steps in the right direction.

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Posted by: OriOri.8724

OriOri.8724

How did you work out that only 5% of players do raids?

I don’t know the exact numbers but I often feel like I’m in the minority by not doing them. I’m in 2 active guilds and it seems like most of the players raid at least occasionally. But it could be that my guilds are the exception.

Less than 25% of registered accounts on GW2efficiency have even a single legendary insight, and even then the vast majority of all legendary insights in the game are held on accounts with more than 4,000 hours played. No way that a majority of players raid. A hard cap of less than 25% of player raid, and the number is indeed likely much lower than that since a lot of people don’t use GW2efficiency

I agree that it seems highly unlikely that a majority of players raid. But…GW2 efficiency numbers do not establish a hard cap nor does the fact that many people dont use the site establish a raider percentage less than 25.

While there is no certainty, I do find it interesting that on a site seemingly designed to cater to the hard instanced content play style, so small a percentage of subscribers have LI. Are we sure of that percentage?

https://gw2efficiency.com/account/statistics/statistics.legendaryInsights

Look for yourself. Less than 25% of all accounts registered on GW2efficiency have one or more legendary insights.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

How did you work out that only 5% of players do raids?

I don’t know the exact numbers but I often feel like I’m in the minority by not doing them. I’m in 2 active guilds and it seems like most of the players raid at least occasionally. But it could be that my guilds are the exception.

Less than 25% of registered accounts on GW2efficiency have even a single legendary insight, and even then the vast majority of all legendary insights in the game are held on accounts with more than 4,000 hours played. No way that a majority of players raid. A hard cap of less than 25% of player raid, and the number is indeed likely much lower than that since a lot of people don’t use GW2efficiency

I agree that it seems highly unlikely that a majority of players raid. But…GW2 efficiency numbers do not establish a hard cap nor does the fact that many people dont use the site establish a raider percentage less than 25.

While there is no certainty, I do find it interesting that on a site seemingly designed to cater to the hard instanced content play style, so small a percentage of subscribers have LI. Are we sure of that percentage?

https://gw2efficiency.com/account/statistics/statistics.legendaryInsights

Look for yourself. Less than 25% of all accounts registered on GW2efficiency have one or more legendary insights.

TY.