I don’t think using a combination of skills available to you as cheesy outs nor the devs simply “allow” it. There are cases of outright exploits but that’s not the case everywhere.
I think that a lot of the tactics you suggested, while not being outright “exploits” in the sense that they would be deserving of a ban, they do seem to be bypassing the intended way of dealing with the fight. Whether ANet chooses to do anything about that is entirely up to them, but if they want the content to actually remain challenging, and that is their stated goal, then they would have to patch out those tactics wherever they were found.
In the “old” dungeons all you are missing if you don’t use the meta builds is time. In the raid you might not even finish it. That’s the big difference.
That’s my point though, why shouldn’t you be able to finish if you lack a metabuild? if the build is given by ANet as an option, why should it not be a valid option with which you can play and succeed? If it is not a valid option with which you can play and succeed, they why would they even offer it?
There is no clear answer, no amount of hours or repetitions, the answer is simple: it depends on the content and the rewards (exclusives) it has. It will be much easier to give up on a jumping puzzle and go ask for portals because a) portals make it very easy b) there isn’t any kind of benefit if I finish it all myself.
We’re talking a raid-like content in this scenario, there would be no shortcuts, workarounds, or “please carry me” options, if you can’t pull your weight then you simple cannot ever get what’s on the other side, and for the purposes of the scenario, you are incapable of pulling the expected weight.
Now, if there was no way to get portals and there was an exclusive reward behind that jumping puzzle, chances are I would try it until I got it no matter how much time it would take.
So infinite time then? If it launched today, you could spend the next few years constantly banging your head against that wall, getting nowhere, until they closed the servers? That’s pretty depressing to contemplate.
I don’t think anyone knows their own limits especially for things they haven’t even tried.
You’d be surprised. And keep in mind, I’m still in favor of mechanisms to “get people to try” things, so I would expect everyone to try everything at least for a little bit. They would just be willing to gauge whether it’s something they can do, or want to do, and then make a decision and have that decision respected.
I see you remember how it all started. So you agree that if I don’t want to grind they should respect it. Remember this part:
I’ve always agreed that they should respect it, the point of disagreement was that I did not feel that it was equally as kittenomeone who genuinely couldn’t do it. If you don’t want to grind then you shouldn’t have to grind, but you are not equally as deserving of special dispensation as someone who genuinely cannot pass the intended content, no matter how determined they are.
It’s like how people can now bring animals on flights just because they get freaked out by flying and the animal helps them calm down a bit. I think that’s ok, they should be allowed that, but if you’re going to draw a line, they are not equally as deserving of bringing that animal as someone who needs an animal to help lead them around, or to detect seizures, or other more serious medical conditions.
If being unwilling and incapable was the same, why all the hostility?
Because again, they are not the same, they should not be considers the same, they are different, but they are both deserving of respect as players and reparation.
So can we come to an agreement then? Players should neither be required to grind nor required to pass high skill bars in order to earn the rewards they seek. If you prefer high skill challenges, then that should be an option, if you prefer a slower and steadier path, then that should be a reasonable option as well, and no player should be forced into one or the other that he does not prefer, or give up entirely on a given reward if he does not.
Way to go to disrespect a crippled man, real cool of you.
I have respect for his accomplishments, but that doesn’t mean that I think he could beat Liadri.
And you doubt there will be the option to punch on a training dummy for ten minutes in a GW2? Dude, are we playing the same game? That is exactly what all world bosses and dungeon bosses are right now. They’re basically just loot pinatas. I doubt raids will be much more difficult. Probably a little more difficult, but not so difficult that you as an healthy abelist man with working eyes and hands won’t be able to do them.
Some world bosses are that way because they are tuned for 150 people. Some dungeon bosses are that way because they allow stacking in corners. If I were a dev working on what was intended to be “challenging group content,” step 1 would be trying to eliminate any of those options. If people can just “punch a training dummy” to defeat the boss, then they’ve failed completely.
I don’t even understand your argument anymore. You don’t have to do activities you don’t want to do, that is the entire point of only cosmetics being rewards.
It would be far more damaging to the game to have little to no incentive to do content then it would be to have some skins locked to that content.
Nobody is talking about “no incentive to do content,” the incentive would eb to earn rewards, it’s just that the rewards would be spread around so that you could do the activities you wanted and earn the rewards you wanted, rather than be locked into a single reward for a single prize. Think of it like an arcade vs. a carnival. In a carnival, you typically have a bunch of booths with different games, each offering a selection of prizes. Want the giant SpongeBob? You have to play the mini-basketball. Want the giant bear? You have to play the ring toss. With an arcade, you typically have a bunch of different games that offer tickets, and then can exchange those tickets, from any of those games, for rewards at the booth.
What I’m saying, is that it should be the player’s choice. Have the carnival’s set-up. and if you want to go for the reward specific to that booth then you can, and it’ll cost you less “wins” to do it that way, but if you really want the bear, but really enjoy basketball a lot more than ring toss, then you can play the basketball game instead, and work towards earning that bear.
He still can’t seem to grasp that raids will be launching with exclusive skins.
PvP will be launching leagues with exclusive skins
Fractals will be improved/upgraded with exclusive skins.
No, I grasp the reality of it just fine, I just disagree that it is the correct choice, and I am pushing for change in that plan.
So in an effort to still try to move in that direction, they moved to another argument.. people might simply not be able to do it, so they should be able to do whatever they are capable of in order to get it.
Look, my positions have remained consistent. The actual sub-topics being discussed have shifted around because other people raise a question, and I answer it. That does not mean that what I want, or what I believe in has changed significantly, it just means that certain elements of the discussion are set aside while another is being discussed. It’s like if a waiter asks what you want to eat, and you say “steak,” and then he asks “and for your side?” you say “baked potato,” that doesn’t mean that you no longer want the steak, just that it’s not relevant to the topic currently on the table.
Suppose that 10% of the GW2 population will finish the raid and find it enjoyable and “content for them”. My main concern was that the other 90% wasn’t failing the raid because they were incapable to do so. Maybe a 20-30% of that 90% won’t be capable of finishing the raid no matter what they do. That leave us with a 70-60% of players who are perfectly capable of finishing the raid (or any other challenging content) but they choose not to.
Ok, I disagree with those numbers, I would go more with 20-30% would be capable, but just for the purposes of discussion I’ll go with your numbers for now, even if 60-70% of the people just “decided not to do it,” do they deserve no option for earning rewards that they want, without doing content that, whatever their reasons, they do not want to do? And what about the 20-30% of players that even you believe might be completely incapable of passing, do you not care at all that they’ll never receive the rewards they want?
You’re only counting a skill cap there. Time and organization are a factor. I don’t doubt my ability to do challenging content. I doubt my ability to join (or form) a group with a set time and raid until it’s done. Of that 60-70% you hypothesize, how many would WANT to do it, if it didn’t take hours of dealing with other people in a schedule?
I tend to fall into that camp as well. I am not at the highest skill level in the game, but I’m not too worried about my own ability to keep up in difficult content, I’ve done “most of the things” in this game. I’m personally more concerned about the concentrated time and group building involved in this, although I do respect those players who would hit the skill cap, and advocate for them as well.
Ohoni: you’re trying to argue with people who really, truly believe that something they earn can be diminished by letting others have it too. Logic and reason won’t sway people who insist that they need to feel special by making sure nobody else can get what they have.
I tend to agree, but I’m not really debating for the benefits of the participants so much as for the audience. I doubt I’ll ever get one of the hardliners to say “you know, that makes sense, let’s do that,” but that’s not the point. The point is to test and refine my ideas against the best rebuttals they can manage, until hopefully it convinces some people who are not actually engaged in the discussion, but have some means to do something about it. I mean, I could bring maddoc, Devata, and skitz all over to my side, and what would that accomplish? Not a thing. I’m after bigger game.
The idea that a thing can maintain its value when it is trivial to obtain (and all grind methods are tirvial to obtain) is a logical fallacy which does not take in to account the very real economic and physical definition of value and rarity.
I tend to agree on all points aside from your definition of “trivial.” If an item takes a relatively short, but brutal challenge to acquire, I don’t see that as having value different from an item that can be earned via a relatively easy, but time consuming method. The point is that you balance it out fairly. Having to work at something for months is not “trivial,” no matter how low-engagement that effort might be.
Simply handing out 500 tokens for a raid and 1 token a day for logging in and using the same tokens to buy everything absolutely diminishes the value of those items in the same way that handing out a stanley cup to everyone who bought tickets to an NHL game would.
First, nobody has suggested tokens as log-in rewards, just to get that out of the way. Second, if you could get 500 tokens for a raid and only 1 for logging in, then how would that devalue the raid item? I mean, even if the raid item only took 500 tokens, that would still be a year and a third for the other player to earn it. You would not consider that a reasonable time disparity? And considering that the raid would likely require multiple runs to actual earn the item, more like 2500+ tokens by that measure, it would take over eight years to earn enough tokens that way. You don’t think that’s enough?
It’s not about people not having stuff. I don’t care if every single player also has the raid skins. I care that the players that do actually had to earn them in the same exact manner
But just a minute ago you were saying that the entire point is “rarity = value,” and now you’re saying that rarity is entirely irrelevant to you, and instead that “identical effort” is what is important, that it’s important that everyone play how you play, enjoy what you enjoy. Which is it?
That’s what gives them value. They’re trophies, not sensible blue jeans marketed by myriad vendors with varying brand names.
Again, I do not agree that skins should be used as trophies. Trophies are trophies, they are hunks of metal that have no value beyond the status assigned by the act of earning them, whereas skins have value regardless of how they are earned. If the game wants to dispense exclusive trophies in the form of Titles, Outfits, actual trophies in the guild hall/home instance/inventory, then that’s all well and good, but it should not extend to weapons or armor skins.
You don’t care that I have that, but you very much care that perhaps someone will have a shiny armor skin that you don’t.
True.
The position that “I don’t care if others have things and the people that do are selfish jerks” isn’t accurate. You’re worried that other people have things you don’t
Not true. I don’t care that other people have it, and I don’t, I care that it exists in the game and I don’t have it. It has nothing to do with how many or few other players have the item, if it’s something that I want, then I want to have it. And it’s also not about having “everything,” exactly, it’s about having “anything.” I’ve already said that it’s unlikely that I’ll actually care about getting all the raid armor pieces, based on their track record most of it will look silly. But chances are that at least some of the pieces will be pretty cool, and I’ll want those pieces, at least.
just like every person with a legendary had to do world completion,
Or had a few thousand gold lying around.
I realize the idea of trophies, and the use of skins as the highest value and thus most desirable trophies doesn’t make sense to you, but the fact that you’re even concerned that you might not have access to a skin says everything about why they make the best trophies.
And the worst trophies.
you spend complaining about it on the forums, you’d be
done by now.”