My Problem with Living Story Achievements
I hear you on that but I think Anet is deaf to or just doesn’t care that a rather large percentage of their loyal player base are completionist at heart and that making it impossible to complete things is very irritating to them. Of course many Anet employees I have watched on youtube and such seem to have the attitude that if the player don’t like it then to bad..we make the game..it is our game not theirs ..they just play it. I also personally feel that be a completionist goes hand in hand with being a collector and they also make that impossible for their players as well. I wish they would make these perspectives a priority when designing content. It isn’t even that difficult to do. They partially do it already.
Why is there so many character bound things. It is frustrating when they make things like Gauntlet tickets character bound then decide out of no where to make them account bound! Why was this mistake made in the first place? And why wasn’t this fixed asap with one of your Ninja updates instead of waiting until the second part of the living story update? Why are stacks only 250 and not 999? Why is inventory so limited but you keep adding so many item and many types of the same items like Karma items..How many types do we need? Common sense would dictate to atleast make the karma item consolidate into each other for the sake of inventory..why make the game unnecessarily painful? Do they want less players? are they trying to make other games more appealing?
The living story should progress through each character like their personal story does. this would make the personal story which is in desperate need of help more satisfying and at the same time give people the option to play the game at their pace instead of being driven by stress of losing out. You can only drive people so far before they realize that giving up the game gets rid of the stress. Games are supposed to be fun. I am not sure they know this.