Sounds like a personal problem… Its not anets problem or anyone else that you are too stubborn and give up easily and rely on others to carry you… You give up but you still want the reward….sounds reasonable…
It is Anet’s problem if it leads to player burnout. It’s their job to keep as many people as engaged as possible. Activities that cause unnecessary frustration should be avoided.
WoW was the number one game (with a vast difference) even when Blizzard said only 2% of their population was doing their raids.
Yes, but it did not hit those stratospheric levels until well after that. It peaked in 2010, when Cataclysm launched. Really though, WoW makes a poor example in any MMO debate, because it’s an outlier result in almost every category.
You know more than half the population of WoW has done some raiding right? The myth of hard content being inaccessible is just a myth.
Once they made raiding accessible, yes, but that doesn’t mean that the majority of players enjoy raiding, and especially not that they enjoy “hardcore” raiding, and even more importantly, it doesn’t mean that people who like GW2 like raiding. If you enjoy raiding, that’s fine, but don’t project that onto others.
When players are asking for CHALLENGING content, they are not asking for content which is harder than fractals / current dungeons for the individual skill of the player (how fast they can dodge and what reaction time they have) but the content to offer challenges through mechanics and build choice.
I don’t know, I think that ultimately those other mechanics and build choice are very weak elements in an MMO. I mean, for the front line teams, finding out what the best builds to use, and the best ways around the mechanics is an interesting puzzle to sort, but once that job is done, there is no play to it, you just look up the correct answers and check the right boxes. After the “puzzle” has been solved once, there is no “play” left to it. The only way to keep that remotely interesting is to keep making new puzzles faster than the players can complete them, which is unrealistic for the GW2 dev team. Ultimately, once the puzzle has been solved, there isn’t a whole lot of difference between requiring a dozen different builds and just requiring one, the important part is that you have the “right” combination, so what does it matter if that combination is “536748542” or if it’s “111111111?”
I do support more engaging encounters, where players have to do more roles than just DPS as fast as possible and avoid the red circles, so long as these encounters are well communicated to the players, but I don’t support systems designed to require a lot of trial and error to guess what the developer’s intent was, or ones that require a specific combination of players to complete. I firmly believe in GW2’s “any team can work” philosophy, because it promotes a friendlier and less exclusionary community, and I also believe that the keys to solving any combat scenario should be clearly spelled out, so that you can figure out what to do even if its your first try, and the only trick is actually doing it.
The “If challenging content is harder than fractals it will be bad and alienate players” is a dumb argument. Challenging content shouldn’t in any way or form be like a higher level fractal.
Ok, fine, I was just trying to use an example relevant to the game, but my point is, content that most players are incapable of doing tends to drive most players away.
You are missing the whole point (again). Even if Hard content has a 100% chance of dropping an item, not everyone will beat the content quickly. Even when the playerbase starts beating it, it will take (if it’s properly challenging) weeks or months to put it on “farm status”. Yet the “Easy” version, by being easier, will go on farm status way faster.
But once it goes on farm status, the the rewards will start piling up on the hard mode side. There is an elegant solution to this, I think. It would be connected to the leaderboards system. Attach a leaderboard to the content which tracks all completion times. Make it so that the reward rates of the “easy mode” methods of acquiring the loot, whatever they might be, are directly tied to some average or median completion time of the hard mode, whatever balance point would give a good idea as to the expected pace of the content. That way, if nobody is beating it at all, then the easy mode option would not work at all. If only a tiny portion of players can beat it, and only some of the time, then the easy mode would only offer it as a rare drop, or require a large expense. If most of the front line folks can beat it nightly, then it would be relatively likely you could get the item via the easy path in under a month of reasonable effort. If the content ends up “on farm” then it would be easy enough to get the reward within a week or less, etc. It would be directly tied to actual player metrics.
Should they both be 50%? That’s completely unreasonable, if there is a 50% in Arah P4, it should be 0.5% on the World Bosses. Arah P4 can only be done once daily, and takes 40 minutes to 2 hours (depends on group) and also for many parties has a probability of failure, defeating events in Cursed Shore takes minutes, has no possibility of failure, and you can do it while leeching and spamming 1 while everyone else is doing the work. Why should they have the same chance, or even SIMILAR chance? Their chances should be VASTLY different.
I fully agree on that. But ok, it takes you ~80 minutes to run the dungeon route, once a day, and you have a 50% chance. Ok. Then the reasonable alternative would be to have a daily reward achievement, kill X number of Cursed Shore world bosses (a number determined to take roughly the same amount of time, and only including the interesting ones), and once you did you would get a chest similar to the dungeon chest, with perhaps a 25% chance of the cool item, or maybe a bit less, but something reasonable.
Now ideally it would not be a daily achievement, because that would be a huge block of time to be spent doing one task, so I would prefer to be able to break that up over several days, but maybe an achievement that would not reset until you completed it, but could only be completed a maximum of once per day and would black out until the next reset.
Or maybe it wouldn’t be a drop at all, maybe all events drop “Cursed Tokens” that you can buy the item from at a vendor, and as you would have a decent chance of getting the item you want out of 2-3 dungeon runs, or ~4 hours, the item would be priced around the point that maybe 5-6 hours of dedicated map events.
Now I agree that if it’s just a random drop, the RNG can be relatively lower, but the basic idea is not that it should be comparable to “kill one dungeon boss = kill one world boss,” it should be “spend one hour in a dungeon = spend one hour actively running serious open world events,” give or take.
No, those activities are a plague. Enough is enough with how many rewards they offer for the effort they require. Unless they get 1 token every 2 weeks and you need 50000 tokens to get an item, this will never work.
The core of this game is open world dynamic events. If they actively start to shun players that enjoy that gameplay, the population will implode. It’d be Wildstar within the year.
And doing the easy content has only player Bs. The difference in the time needed for both is player A in challenging content vs player B in the easy content. If you base your comparison on both player Bs (those who do it effortlessly) then you give no chance for player As to do the content. You are saying is fine if player A who finds the content moderately challenging can take 2 months to get the reward, while if he did the easy mode version he would’ve gotten in 2 weeks (like the player B in hard content). That’s plain wrong and unreasonable.
I’m saying that players should play what they enjoy. If player A just wants the reward, and has a hard time with the content, then maybe he should do it the easy mode route, get the item he wants, and move on. Or maybe he could then start doing the content anyways, for the “reward” of having completed it, which is more valuable than any trinket.
It’s unreasonable for them to put black lion skins in regular gameplay yes. So boring grinding content that allows faster access to those skins (better gold/hour ratio) will always be the go to method for them. So let’s add some rewards that can’t be acquired by those activities, they have enough rewards already.
I do try to avoid repeating myself, I really do, but I think I already covered this one:
Again, the total quantity of rewards distributed is ENTIRELY irrelevant. What matters is whether the rewards one actually wants are distributed to the people who want them. If you can earn 99% of the content in the game through casual means, but 1% of it is locked behind difficult content, that is zero comfort to the people who don’t care about that 99% of content and only want the 1% stuff. If you tell me “you can have anything on the McDonalds menu that you want, but the fish sandwich is only for people that can show a certificate of marathon completion,” then that would still suck for me, because I like those fish sandwiches, and the availability of the rest of the menu really doesn’t help.
So if farming gold can get you 100% of black lion merch, but not a set of Luminescent armor, then the fact that gold can get you any BLTC skin you want is entirely irrelevant to someone who wants the Luminescent skins. It’s not a “you get one but not the other so it’s fair,” when the individual has no interest in what he is able to get. So while I don’t favor making all items available through gold, I do favor allowing all items to be earned through at least three completely different methods, at least three types of content, perhaps more, that allow the players to choose which content type best suits their playstyle.
And pretty much any method in the game can make you gold too, so it’s not like you can never get BLTC merch from dungeon running, it just might take you a bit longer than chest farming, so it’s already the “Arah vs. Cursed Shore farming” scenario we were discussing above.
“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”