This is why we need Hard Mode [HM]
in Guild Wars 2: Heart of Thorns
Posted by: Heimskarl Ashfiend.9582
in Guild Wars 2: Heart of Thorns
Posted by: Heimskarl Ashfiend.9582
Would this have saved all the QQ if they introduced HM like they had in GW1? Allowing the option to have the expansion at a level that is challenging and difficult, requiring co-ordination, and other less dense enemy population and AI maps for those that like to solo or play casually? Better rewards for HM over NM, ofc.
Surely it cannot be that hard to implement with the Mega Server system.
This sounds very cool. Hard mode for those that like it and a more casual approach for those that want to solo.
Win/ win.
I agree, I would love to see that imply to HoT cause it was fun trying to solo them because i have.
This sounds very cool. Hard mode for those that like it and a more casual approach for those that want to solo.
Win/ win.
Development time is a zero sum environment. Time spent on one feature takes away from time spent on another feature. Implementing and balancing a HM system is a perpetual task for ArenaNet, so as long as it’s in the game other content will be cut to make room for it.
I’m not debating whether or not it is a good feature, I am just stating that nothing is ever a binary everyone is happy situation. People who exclusively play non-HM will dislike that content has been cut to support HM, and vice versa.
(edited by Larynx.2453)
in Guild Wars 2: Heart of Thorns
Posted by: Heimskarl Ashfiend.9582
This sounds very cool. Hard mode for those that like it and a more casual approach for those that want to solo.
Win/ win.
Development time is a zero sum environment. Time spent on one feature takes away from time spent on another feature. Implementing and balancing a HM system is a perpetual task for ArenaNet, so as long as it’s in the game other content will be cut to make room for it.
I’m not debating whether or not it is a good feature, I am just stating that nothing is ever a binary everyone is happy situation. People who exclusively play non-HM will dislike that content has been cut to support HM, and vice versa.
I doubt that very much time would be wasted diverted on HM content, since it would be just addition of a couple of mobs here and there, increased damage, health and Toughness/Vitality with perhaps slightly shorter timers on events. Most of that could be automated and really only need to be created at the beginning.
They didn’t go through the entirety of GW1 and re-program it to include HM, they just made the instances load different values for things like foes, chests, quests etc when you entered. Could be exactly the same with Mega Server maps, since they are instances of the world.
It’s easier to do difficulty levels in a game with primarily instanced content like GW1 (and CoH). That’s a problem in an open world.
It’s easier to do difficulty levels in a game with primarily instanced content like GW1 (and CoH). That’s a problem in an open world.
Actually… Why not use the Megaserver system?
Hard mode could be a toggle for your account and if enabled, your character will be put in HM versions of maps, instead of normal ones.
This could work, but will split the player base, so I can understand why it may not be an option to even consider.
This could work, but will split the player base, so I can understand why it may not be an option to even consider.
but we currently have this split: too hard/too easy
(edited by Lyp Sao.1375)
in Guild Wars 2: Heart of Thorns
Posted by: Heimskarl Ashfiend.9582
It’s easier to do difficulty levels in a game with primarily instanced content like GW1 (and CoH). That’s a problem in an open world.
Actually… Why not use the Megaserver system?
Hard mode could be a toggle for your account and if enabled, your character will be put in HM versions of maps, instead of normal ones.
This could work, but will split the player base, so I can understand why it may not be an option to even consider.
Exactly. The maps are already instanced, its just people can come and go from them. Just like you said, if you have HM toggled, then you get the HM version, if not, then normal.
The player base is already split. The issue is that no matter what ANet does a half (lets say 50% for sake of conversation) of them will hate the decision. Those that hate it being hard will not even go to the new areas.
Adding HM solves both problems. People who like to walk in green fields with the sun on their face, solo, will be able to and it doesn’t matter to them if the content is split. Those that want a challenge can have it too, and it doesn’t matter to them if the other players are not there either, since everyone there is up for the challenge.
Population’s already thin. Splitting it between easy and hard mode would make the game more empty than it already is.
in Guild Wars 2: Heart of Thorns
Posted by: Heimskarl Ashfiend.9582
Population’s already thin. Splitting it between easy and hard mode would make the game more empty than it already is.
And when the people who hate the hard content leave and don’t play because its too hard for them to enjoy, then what?
Or when the people who love hard content but it gets nerfed to middle ground leave because its too easy for them to enjoy?
I agree with Kuru – HoT maps have felt very empty.
I was here on day 1 of the game’s release – I’ve been here on HoT day 1 – there’s no comparison.
They’re saying it’s because of how the megaservers work and whatnot – but honestly some maps are completely empty.
They “felt” empty but are not. It’s a megaserver bug. Some maps are full, some are empty.
The last attempt to fix it prevented people from switching map xD
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.