I think nobody expects GW2 challenging content to be anything like hardcore WoW raids. If 70% of the WoW playerbase is doing raiding (even to some small degree) then Anet can’t dismiss raiding from GW2.
Sure they can, different game, different customerbase, different things will work. I think GW2 has largely “purged” the vast majority of players with any interest in raids, and I seriously doubt they would ever come back. I don’t think raids would appeal to most GW2 players, any more than it would be a good idea for KCF to focus on making hamburgers because they seem to work for McDonalds. Let GW2 do well what GW2 does well, big open world content that attract casuals.
Yet all MMORPG raids are like that. They all (the best of them at least) have a good amount of all three pillars of difficulty, skill, knowledge and build.
Yes, but I’m saying for that sort of content to function as a significant player hook, it requires significantly more developer attention than GW2 has shown to that sort of thing, and more than I think they’d likely be capable of. It requires constant content updates to keep ahead of the front line, so that you have a fresh challenge before they have burned out on the last one. I think that it’s much more sustainable to abandon that type of content, and focus on content that is more fun even once you’ve got it on farm.
There is no “best” combination for all encounters, in one encounter you will need to do different things than others, that’s why any specific rotation that beats all (like the 11111, or 521112111211152111) is dumb
I was talking more about gearing there, but I’m aware that the way I described it was a bit confusing. My point was that if a given content requires, let’s say, three “A-Type” Healers, 3 “C-Type” Tanks, and 10 A or C type DPSers, then figuring that out from scratch might be difficult, but once you’ve done that and word has spread, it’s just a matter of “Of, we’ve got two Healers, do we have one more. . .ok, Fred, yeah, ok 3 healers, now tanks. . .”
Once you’re at that point, it’s no longer a fun mechanic, it’s just a drab checklist that slows things down when you can’t find the exact members you need, so at that point what is the difference between that and having twenty assorted DPSers that can tank and heal for themselves? I think that’s the beauty of GW2, that is cuts out a lot of the wasted time and BS, and just lets you get to having fun.
The “any team can work” philosophy is going to change, it’s the number one reason for not having good encounters.
I think that’s lazy thinking. I think it’s perfectly reasonable to be able to develop content that can work with any team. I think the best way to do this is with bundles and gadgets. Have combat encounters where you use your innate powers, and anyone can work for this so long as everyone is on their toes, and then change that up with tactical encounters that require roles to be played, but provide environmental tools to allow any character to instantly become the tool needed, without needing to come in as the right class with the right gear. If someone needs to be a dedicated healer, then have a healing toolkit that is equivalent to a relatively well geared healer-specced build. Any Zerker Thief could pick one up and be a dedicated healer, and then it just comes down to the player’s skill at that role.
The turrets in nuTeq sort of fill this role, except that they’re stationary and only six of them for the entire map. The bazookas for Claw work at this even better, although the actual gameplay involving them is more limited. I was sad when they removed the ability to cancel out of the fire shield, because standing right in the middle of the lane and using only dodge rolls and fire shield to avoid all incoming attacks was one of my favorite minigames for a time. I think they could improve Claw dramatically by making both “gutters” deathzones, restoring the ability to cooldown-cancel Fire Shield, and then making his Fear effect a unique one, immune to condi cleanses. Maybe also have some effect that would actively punish people for stacking, like maybe use that new Zerker projectile effect. Anyways. . .
And while “any team can work” applies to current content, it reality it doesn’t, the dungeon meta exists for a reason.
I think it’s inevitable that there will always be a “best” way to do things, but the truth is you can have an entirely non-meta dungeon team and run those same dungeons in perfectly respectable times, so that’s fine. There’s a huge gulf between having a non-meta team that takes maybe twice as long to complete a dungeon path, and a non-meta team that can never make it out of the first room, even with equal player skill.
Imagine if a good deal of the playerbase is already doing the hard mode “quickly” but a brand new player starts playing the game with his friends. It would take him 2 months to do it with his team of players
Typically, once anyone has content on farm (leaving out irrelevant mechanics from other games like attuning and gear grind), everyone has it mostly on farm. I mean, I don’t dungeon much, but it’s only ever taken me a couple of attempts to master whatever the mechanics of a well-understood dungeon is, usually without any pre-planning, just going along with the rest of the group. If I was really struggling I’d watch a youtube video of someone doing it. I doubt it would take anyone two months to master a dungeon that others had already conquered, and if it did take him two months, I doubt he’d ever clear it.
Is there any reason to pick the 2 month but harder version?
That would be up to the player. As I said, you shouldn’t do the harder version if the only reason you’re doing it is to acquire the reward. That should not be the reason to do it. If all you want is the reward, take the easier path, no harm in that. You should do the hard mode version because you WANT to do the hard mode version, because your reward is the sense of accomplishment in having completed it yourself, regardless of the reward. The tangible reward should not be the goal, it should just be something you get along the way to the goal.
Balancing rewards should never be about “does this make the task worth doing?” It should be about “if they are doing the task because they want to, will they feel that they are wasting their time?” It should be about making sure that while they pursue the content they want, the work they put in does not leave them behind other players running easier content. To this end, content where they are designed to fail it many times before eventually completing it, should at least have various milestones or other reward mechanisms that mean that even when they fail it (after an ernest effort), they still make some reward equivalent to the time they invested. Even if player A runs through easy mode daily and clears it, and player B runs through hard mode every day and hasn’t yet fully completed it, by the end of that first month player A might have gotten the unique reward already, but player B should not be far behind him, if at all, in terms of generic loot/gold.
Also it’s unfair for those who go the “farm way” too. I wouldn’t be so happy if something took me 2 months to get, but after some players managed to beat it, it became easier and easier and easier. That wouldn’t make any kind of sense either.
That is almost inevitable in most content, and in life as well. People work really hard to get something the first day or week, and then over time people develop easier methods and anyone can get it. People who want to play early pay full price for a game, people who don’t care as much wait for a big sale. Same thing. You would know that this is how the system works going in, so if you are a “hardcore grinder” who really wants to get the item first, then you would work really hard at it, and get the item as quickly as possible. If you were lazy you would know that it would become much easier as time went on, and would essentially be “waiting for the sale,” and acquire it then. It’s fair so long as it’s clearly explained.
A) Anyone with any skill level or ability will do the same open world events in the same time frame. No amount of skill or ability can help with it.
Possibly, although they can always include fail conditions (meaning nobody gets credit for time spent on that event), and they could also include personal milestones, things where each player is responsible for accomplishing specific tasks along the event, but these can be tricky because you don’t want people “kill stealing” these. I think the phasing they use with Adventures is good here, they can add things that players need to do that each player only sees and interacts with his own copy during the event, meaning nobody else can interfere.
Also, events that are not on exact timers can vary wildly in the time they take to complete based on how the group works it. Have you ever tried the Temple of Grenth events in Cursed Shore? The difference between a mostly expert group and a mostly incompetent group is massive, and failure is definitely an option.
One team might do the entire Arah (all 4 paths in 1 hour) while another one might only finish Arah p4. With which one will you compare then?
Closer to the “best time,” but not too close.
I only said to not include any other rewards to that type of content, it’s already rewarding enough.
And again, “reward” is not a generic quantity. There is no quantity of reward that is “enough.” All that matters is whether the specific reward someone wants is available via that means or not. If the player can get 99% of the rewards via open world content, but the reward he wants is part of the 1% he can’t, then the system has failed him.
That doesn’t mean someone should get all the rewards by staying only in their comfort zone. I’d love to be able to get all rewards with the login rewards, but I can understand why something like that is unreasonable for a game.
Again, that is an entirely pointless strawman and you should be better than that. It was bad and you should feel bad.
Now on the topic of “comfort zones,” I’ve already expressed that I think it’s reasonable to offer rewards based on people trying new content, for genuinely participating in it for a few hours or so, but beyond that the game should respect the player’s choices, and if the player decides that this content is genuinely not for him, then the game should respect that and not continue to try bribing him into it. Rewards that involve a large investment of time should allow you to invest that time in an activity of your own choosing, rewards that require you to invest your time the way the game wants you to should only demand a small amount of your time to earn them.
you spend complaining about it on the forums, you’d be
done by now.”