stop thinking of yourself as a non elite player. You can beat everything they will make. Peoples beef hedges on the idea that they cant do this new content. As long as it doesnt require a whole slew of players (which isnt about challenge btw) you will be able to beat it.
Maybe, but will I want to? Will it take numerous failed attempts along the way? Will earning the rewards require only one completion of the content, or (as would seem more likely) dozens of completions of the content, even if one were plenty to tell me I had no interest in doing it a second time?
I’ve been playing another game lately, Marvel Heroes, and they recently put in a difficult “trial” event to block people off from being able to access one of their higher end open world zones, essentially similar to if ANet forced you to complete Liadri before they’d allow you to enter Verdant Brink. I do have concerns that they might add content that I have no interest in, but also lock rewards behind that content that I have significant interest in.
any normal person should be able to beat it if they put the time/effort/thinking into beating it. Liadri is not impossible for any normal player. Neither is fractals. Just like when this game first came out people could barely handle story mode monsters, and no one could beat a dungeon in 1 hour, people learn, adapt, get better, and get better at teaching others. Now people can do a dynamic event like tequatl consistently, speed run dungeons, and play jumping puzzle mini games for fun (sab)
I’m much better than I was when I started this game, and things that were once scary or challenging I can now handle with ease, but I didn’t get that way by slamming my head against a wall until it stopped hurting, I did it by continuously beating relatively easy content until I got better and more efficient at it. I do not want more Liadri stuff, or if they do add it, I want to be able to skip it without missing out on anything I would want.
In many of your comments, if you come with some idea that is supposed to be a solution you always leave out or simply change conditions and metrics (not saying you do this on purpose). Maybe in that way the solution does then work for you but it’s not really helpful.
You made up the 6 months numbers and even after I corrected you on that in the next comment you again use it.
Six months is a reasonable turnaround for them to be able to continue producing the game. It’s not the number you would like to use, but it’s the number that I think is appropriate to the situation, and since we’re both speaking in hypotheticals, neither is “correct.”
Also the complain about the current reward system has nearly every time been explained with multiple reasons why people dislike it and then you come with a solution that at best fixes one of them. Connection between item and content for example is still lost in your last ‘solution’, just as rewards guiding you from one place to another and so the chase for rewards experience is still gone.
The “connections to content” would be available for you to apply as you see fit. Do you see the Pact Fleet weapons as being connected to Silverwastes content? Make the reward you set for yourself something related to the Silverwastes, like every time you loot a piece of Luminiscent armor you reward yourself with a Pact Weapon, or if you complete the Skritt JP without falling, or if you get the entire gold coin achievement.
Because solution based on different conditions and metrics are not really helpful. Now let’s move back to the question at hand instead of this secondary solution to work around a system. You can simply use a smaller scope (only items that are already and would get into the gameworld itself) while I keep it with the bigger scope (all items).
Why don’t we agree to all stick to the smaller scope, because the larger scope isn’t something we hold any power over.
No, for me they are not fine at all. Not even as a learning experience. Different tastes for different people.
Agreed, even Fractals take too long for me, a three hour raid is just a complete non-starter. I might invest up to two hours on a raid, ONCE, but it’d better not take anywhere near that long on a second attempt.
Other then that i don’t mind there being a seriously timegated other way to get the reward. But the optimal way to get a reward should always be do the content that the reward belongs to.
I don’t disagree with that at all. The point at which I disagree is when people either say it should be the only way, or that the difference should be SO vast as to make the secondary option meaningless, such as that it only unlocks a secondary option six to twelve months after the primary, or the primary option only takes an average of ten daily tries while secondary options would take months of constant grind, etc. The primary option should be the easiest for those who are willing and able to run that type of content, but the secondary option should not be cruel to those who don’t.
Because if that is the case you directly draw people away from that content, and that affects me and my ability to find groups for it.
Now here’s where we do disagree, because from my perspective, you don’t deserve to have those players available to you. They are not playing the game to make it easier for you to find a group, they are playing the game so that they can have fun. The pool that should be available for you to group with should be entirely people who want to be there, not people who feel bribed to be there, and if the game mode cannot support a healthy population of people who want to be there, then maybe that’s a game mode that doesn’t deserve to be supported by the developers.
Now as I’ve said, I think there is a role to play for “come on, try it” rewards, designed to entice players into attempting new content, but they should be something that pretty much anyone can earn very quickly, once they’ve had time to see what the content was like and determine whether they enjoyed it. The role of any rewards beyond that, the ones that do take significant combinations of skill/time/effort, should not be used to “entice” players into trying content that they do not enjoy, but rather to reward players who are having fun and enjoying the content so that they do not feel that their time would have been more efficiently spent elsewhere.
That’s why the quantity of loot should be balanced better, so that after a night of hardcore dungeon running you don’t think “that was fun, but I could have made more money Silverwaste farming,” but at the same time it’s not so much that people are in it for the loot, “I really hated that, but at least I’m one step closer to the wizard’kitten. I really wish I’ve been Silverwaste farming instead though.”
But I would still go for / prefer the option where a percentage of the items are in fact not tradable and so only available for doing the content.
Which still does nothing for whom that small percentage of items you’ve locked out are the ones most important to that player.
See Ohoni, you just have a BELIEF that 5-10 % of the ppl will FAIL and NEVER TRY AGAIN. When its been PROVEN to be the exact opposite. You think ppl just gave up when the new teq arrived or TT or marionette? NO, they continued playing it. It was fun, had a chance at cool rewards and now look, Majority of the population can do it (minus mariontte, not ingame anymore)
I don’t know that these are great examples though. People did the Marionette because it was limited time content, so you might as well take every chance you can get while it was there. If they’d left Marionette in its original form (I think there were significant improvements they could have made), then even if it was on a 3-4 hour rotation I doubt you could get more than one map’s worth of players on it. Teq is reasonably successful now, but mostly because people have it on farm at this point, if you’re on a reasonable sized map it’s very hard to fail it, regardless of your personal skill. Neither event really challenges the individual like a much smaller scale event might. It would be more informative to see how many players beat Liadri, or how many got a full set of Luminescent armor, or similar individual challenges.
YOU have NO DATA on how people would respond. You’re just making up things and believing that straight up only 10% of the population will succeed and the rest will totally fail and quit the game…
As Astral were hinting at, what if 100% of players could complete the content? Do you really believe that this would be content that would satisfy the hardcore players ? What would be the point of difficult content if it’s content that anyone can do?
You think majority of the population has a legendary? I don’t think so, but anet made it
Full ascended gear? nope, but anet made it
Fractal skins, teq hoards, etc etc? nope, I doubt majority of the population has gotten it.
Certain titles, skins, dyes, etc etc? I doubt majority of the population has all the fancy stuff. But its still being added.
Your agenda only suits you. Outside a handful of people, no one is going to just “give up” and quit because they couldn’t achieve a new reward….
As I said many pages ago, I believe the number of people who would say “they’re adding a cool new piece of armor to that content I never want to do? That’s it, I’m out of here!” and quit the game, would be relatively small. Insignificantly so. But the more impassable barriers you put in front of someone, the more frustrated they get overall, it will erode the positive feelings they have for the game and make them more likely to eventually just “ghost,” just stop playing because they don’t feel like playing, rather than rage quitting in a sudden storm.
It’s also worth keeping in mind that ANet not only want to keep players happy enough to not quit, they want to keep them happy enough to keep buying stuff. I know that in cash shop games I play, the amount I spend is directly proportional to how happy I am with the developers. It’s as much a charitable donation as it is a practical purchase. If I think the company has been doing right by me, I am very generous about picking up anything remotely interesting to me, while if I feel that a company is really sticking it to me, I might buy the occasional item I can’t live without, but I will avoid any purchase I can do without.
Actually Dungeon Armour was available in PvP at launch – they were tied to ranks or tournaments. The has more significant meaning for PvP characters then – CM armour meaning r60 (which was a lot higher than the current r80).
True, I have about a dozen or so random dungeon armor pieces unlocked because of what tiny amount of dabbling I did in PvP before the wardrobe patch.
“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.”