HoT Feedback: A Small Casual Guild Experience
in Guild Wars 2: Heart of Thorns
Posted by: Racurn.5921
Pardon, this is a wall of text and I apparently suck at formatting on this forum.
I have recently (3 months ago) become the guild leader for a small casual guild after our leader stepped away from the game. He stepped away for a variety of reasons, but the most important is that the game itself has become stale. He had been doing the same dungeons and fractals since they were launched. He really only enjoyed one class (mesmer) which has had a tumultuous history and the build I understand he favored the most hadn’t been good in quite a while (shatter). He took a significant break from the game starting just before the HoT announcement and came back shortly after launch. Nothing had changed and he decided he was going to walk away for good (probably) and he stepped aside.
Since taking over the guild, I’ve not been an excellent leader, but it is hard in the face of some daunting challenges for our style of guild. We are a casual PvE gaming community. We don’t stick to the meta, we have a lot of people who aren’t top-tier (skill-wise) players (and that really is ok with us), so the raid so far released is probably going to be a significant challenge for us to finish (we still haven’t beaten Gorseval yet), if we ever do (which is fine, not all content is for all people). I anticipate future raids will be harder, not easier, so I suspect that we won’t be able to beat them either.
So what is a casual PvE guild supposed to do when the end game of our content style is essentially unreachable for us? Well, in the past, we ran dungeons and fractals casually. We collected skins, hunted achievements, shot the breeze, and enjoyed each others’ company. We still do some of those things, but as a leader, I notice that we’re losing members’ attention. As a multi-game community, it isn’t terrible for us (though I think it’s still bad because GW2 is our primary game and the only one we actively recruit in), because they still come into teamspeak when they’re playing another game, but I think it’s a very visceral representation of dissatisfaction with the game that I know several of them love (or loved) that we have almost as many members actively playing another game during scheduled GW2 guild events. It’s not a complaint against them, the content isn’t interesting to them, I totally get that. I think every one of our members has stepped away from the game at some point. I’ve veered off course though, I want to talk about why Heart of Thorns, as an expansion, is not a successful experience, from the perspective of my guild.
Simply put, my small casual PvE guild has nothing to do together.
Why don’t we do raids? We do, but our members are burning out on them. We can beat VG, but we’re struggling rather hard with Gorseval. At this point, our group numbers are such that mustering 10 people requires effort and organization. If one person gets called into work, that might mean we don’t get to raid that night. We don’t raid every night, we raid 2-3 nights per week and adding more raids isn’t going to be adding more content for us to actually play. We’ll still only be eating 2-3 nights on raiding and if the raids get progressively harder, as I suspect they will, we’ll never see them anyway.
Why don’t we do fractals? We do, but fractals, realistically, occupy 1 hour of 5 people’s time per night. In 1 hour, we have finished all the dailies (though I imagine people can do it faster). Not everybody in the guild is interested in fractals and the investment to get into them dissuades a chunk of our members. Many of the fractals or mistlocks are dreaded (not for difficulty, but for length, boredom, historical feelings about them, the ways in which they fight against the way the entire rest of the game is meant to be played), so we mostly stick to a “quick-3” run of each tier. If we only did master tier, we’d get even less out of them. Importantly here, fractal groups are not interchangeable or repeatable. Strictly speaking, we could repeat or do more in a tier, but there’s almost no value there. There is however, no dispute that there is no reason to change members mid-tier. This is important because this is different from how we did dungeons. If we were running dungeons, we could switch people in and out and lots of people could participate based on what they wanted.
Why don’t we do dungeons? The nerf to liquid rewards has been a strong enough disincentive for our guild to basically stop doing dungeons. I’m aware of the math that shows the nerf isn’t that bad (because much of the value is in salvaged gear, champ bags, tokens etc.), but that isn’t an argument that gets much traction with my members. Additionally, dungeons are so stale, so even if the reward is decent, the motivation is low. We used to run dungeons as our go to activity for an evening. We would frequently get 8-10 members in and out of the group over the course of several hours and sometimes even had two groups running. The true virtue of dungeons for our guild was that there were so many paths that were easy enough to be worth doing. Fractals might have decent rewards, but doing them feels horrible. It’s the same 2 fractals for 7 of our 9 fractals (unless somebody needs something) because the others aren’t just not fun, they’re unfun.
Why don’t we do map meta-events? This is complicated. There are a lot of reasons. Some of it is that our guild is small and insular. We don’t like the pressure to join squads and several of the maps put a lot of pressure to join squads (DS, TD in particular) for head counts and other logistical crap. These maps can fail and rewards are significantly reduced due to things it is hard for our guild members to control. This is incredibly discouraging for organizing our small guild into doing something. If we spend 60-90 minutes on a Dragon’s Stand map (for instance) and get squat out of it, that’s not a good evening. Additionally, the rigid structure of these maps means that we have to get in at the right time, or waste a lot of time on a map to wait for the right time. Sometimes it’s a challenge to even all get onto the same good map. Sometimes the map isn’t in the right stage when (rarely) people feel like doing it.
Some of it is that none of the rewards from these maps feel rewarding for the time invested. If you’ve got a specific goal, it’s nice to see the incremental progress, but it can also be really disheartening to realize that you just spent a fair chunk of time (depending on the map and costs of things you want) getting only one quarter or one third of one of several things you need. If I spend an hour getting one third of one sixth of one collection, I can expect to spend twelve to eighteen hours getting one skin, which may not even be the skin you wanted, but is just one more piece of the thing you did want. And ultimately, none of the maps really reward a successful small group’s accomplishment. Either the event is zerged and our merry band of 3-7 doesn’t feel like we accomplished something (yay we beat the dungeon path!) or the reward we do get is incredibly individual (yay, I got this collection piece I needed). Put another way, there’s no reason for us to do open world content together. There’s very little group feeling to those event chains and meta-events. Even if you had several small groups running around and individuals mattered more, the map would finish way ahead of schedule and thus you’d be stuck waiting, doing nothing.
In short, why did this expansion fail, for us? There is nothing to, long-term, occupy our time that feels rewarding and fun as a group. The expansion failed to provide us with casual PvE content and took away what casual PvE content that we had. Raids are challenging for us, fractals don’t occupy time like dungeons used to, dungeons don’t feel rewarding, and the new maps are too rigidly structured with too little of a reward feeling for the time invested. Many of the long term goals introduced in HoT (read: collections) are things that you can’t even effectively help people with. They’re something for me to do, but they’re not something for us to do.
I fear for the future of my guild. I have made some great friends through this game and I’m sure I’ll stay in touch with some of them (via the magic of the internet), but I think that my guild will continue to burn out and walk away from the game if we don’t see some sort of casual PvE group content. And… I don’t have much faith that ArenaNet will provide that content to us. We’ve heard nothing to suggest that we’re going to get new repeatable casual content (sorry, fractals will probably still have the same problems after you introduce new ones).
Many of my guild members have openly stated that they only play because of our community and/or that this is their last MMO. The next time they walk away, they’re probably gone forever. That is… sad. That’s life, especially in MMO communities, but, I’d like to preserve our community as long as I can. These people really are awesome and my life is richer for having known them. I’m trying to be optimistic, but even our recruiting is suffering. And, to be honest, I have a hard time coming up with an advertisement for our guild that can really ‘sell’ our guild without misleading perspective members, after all, what PvE content are we actually doing? If we aren’t a PvE guild, what are we? We don’t PvP or WvW. We’re mostly just awesome people shooting the breeze that also happen to be doing random things in the same digital environment, sometimes together, but these days, frequently alone.
I enjoyed lots of things about Heart of Thorns, but three months later, the game is stale again and this time I have even less to do with my friends. I’m not asking for ArenaNet to fix this problem, I understand their business model isn’t about long-term constantly accessed account retention, but more of a new-account churn fueled venture, but I’m hoping that my feedback isn’t completely ignored. I’m hoping that my opinions find an ear or at the very least, that I’ve given voice to something somebody else also feels.