living story complaints [spoilers]

living story complaints [spoilers]

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Posted by: Duke Nukem.6783

Duke Nukem.6783

so im at the mystic cave now, done every episode of living story and about to finsih, but boy was this episode the worst of them all, so lets take some time to reflect back on all the elements of living story that have been bad to start with and gradually getting worse, my goal with this is to suggest things they should change aswell as discourage anet from even going in a “story” direction with new content at all, that is, content should not be story driven, story should be content driven……make fun stuff and fill in the boring parts i dont wana read after your done anet

1: your characters are totally unlikable , thats probably because they were envisioned as simple boring archetypes with a subtext of anet’s (or atleast someone at anet’s) political views ….yes we all see the unbelievable amount of affirmative action in the living story characters…….if this keeps up brahm will start dating Rox soon. it also doesnt help that the voice acting is ANNOYING on half of them …..i want to strangle marjory and kasmeer every time they speak, mstjoty’s voice is too breathy and kasmeer is just TOO SWEET, people dont act like that

2. most of your living story is filler, you know its filler, i know its filler, just cut it out and i can have a nice happy romp through a 5 minute skippable dialogue and get my dam carapace armor. for example the start of the mystic cave? why were their floating weapons? why did i have to kill them? the posed no threat to me they were just a time waister they were not challenging or fun.

3. this is kinda the same thing but your boss battles are too long, i mean for christ’s sake i escorted the marjory minion safely to the spinny spinny plant monster successfully, why did i have to do it 3 more times? so anet can make sure i was paying attention? i wasnt….i was texting with one hand, you got me, but its not my fault it was boring….most of these bosses just have TOO MUCH HEALTH, dont confuse lots of health with challenging. their are some exceptions tho like the teragriff from the seeking the aspects mission….it had alot of health and took a long time but it EVOLVED as the fight went on adding new challenges and keeping me engaged.

4. reward me adequately, yes the carapace loot is nice but their are some other missions before the final one which eat up way too much of my time and then give me a bag of gems….which had a chunk of ruby in it….i get that we are building to my final quest reward but i also expect not to be handed petty loot as a requirment to get there, perhaps you should just go back to giving me loot in the middle of the quest from monster drops…..atleast then il be less bored while im killing those endless mobs in some missions, now you might say “but people might farm the endless mobs” oh….u mean like they farm the other re spawning mobs in the game?……like everywhere?

personally i think u should just go back to the season 1 way of doing things, a big event with little to no dialogue and some persistent features afterwards, it was WAY MORE FUN than this, but i know the problem with that is the content isnt available afterwards and thats unacceptable, so how about another solution? why dont we have those persistent events STAY in the game on a timer? for example kessex hills can gradually build the tower of nightmare over the course of a month, then a week or 2 for the cleanup event, then back to normal for a while, then start over! the marionette could work the same way, a few weeks of scarlet’s minions rampaging across the world, a marionette week, then an attack on lions arch, then no scarlet for a while till the rotation starts over

does this mess with the story? sure, do i play your game for a story? hahahahahahhaha…..no

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Posted by: JoshuaRAWR.4653

JoshuaRAWR.4653

Points 1, 2, 3 and 4 are all your opinion, not fact.

If you don’t play the game for a story, why do you care about the way the story is handled? Many of us happen to love the way Season 2 went, and can’t wait for it to be expanded upon.

Warrior 80 | Guardian 80 | Ranger 80 | Engineer 80 |
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA

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Posted by: Trixie.7614

Trixie.7614

I love season 2, but I loved season 1 much more. Story should be a text and content should be something interesting to keep you busy for at least 1 day. Those 10 min story dungeons are interesting, but really depressing to know you have to wait 2 weeks for 10 mins of content again.

Yea, I know they are a bit longer than 10 mins.

Glorious Human Master Race

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Posted by: Aomine.5012

Aomine.5012

I find Season 2 is much more interesting than Season 1 solely because the story is MUCH more interesting. You find it filler, but I find it rising anticipation.
All these anticipation leading to one big BOOM is really nice. I disagree you with your point of Season 2 is doing it wrong. The only thing wrong about Season 2 is the lack of new map and new events.

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Posted by: Ayrilana.1396

Ayrilana.1396

The living story has been great so far and feels on par with that of Guild Wars 1, if not better.

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Posted by: PseudoNewb.5468

PseudoNewb.5468

All these anticipation leading to one big BOOM is really nice.

The problem is, you should be talking in the future tense. As is, season 2 is an incomplete story. And that is a fact. We can, so far, only judge is as an incomplete story, and incompleteness is not a good thing. It may be my opinion that Season 2 should have contained at least one complete story arc, instead of having only a few arcs that are all left unfinished till the expansion pack. But I think that my belief that something that is called a season should be considered a complete set and is something that should have some conclusion is rational.

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

My complaint is the pacing, as it has been with most of the rest of the game. The pacing is off, and the cliffhangers are overused due to the breaks we had going on.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

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Posted by: CureForLiving.5360

CureForLiving.5360

I love season 2, but I loved season 1 much more. Story should be a text and content should be something interesting to keep you busy for at least 1 day. Those 10 min story dungeons are interesting, but really depressing to know you have to wait 2 weeks for 10 mins of content again.

Yea, I know they are a bit longer than 10 mins.

We did get content to keep us busy for at least 1 day. Namely Dry Top and Silverwastes. Although they weren’t part of the narrative component (or the 10 minute but not 10 minute content as you call it) they were still released as part of the Living Story.

My complaint is the pacing, as it has been with most of the rest of the game. The pacing is off, and the cliffhangers are overused due to the breaks we had going on.

Cliffhangers are a matter of when you play. If I were to play it now there would be no cliffhangers. Valid point if you’re playing it episode by episode however.
Pacing has been a problem, however I think it was more a product of having a more complicated story then they could develop content for i.e. to fully execute the story at a decent pace would have required a lot more development time and so resulted in us having to get a lot of lore and narrative shoved at us somewhat awkwardly (for example very dense dialog).

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Posted by: Olvendred.3027

Olvendred.3027

tl;dr – the OP wants more loot for shorter/easier missions. He also doesn’t like the ‘story’ part of ‘Living Story.’

As for point 1, the only “political views” in sight are the OP’s. Affirmative action, really?

I have no problem with the voice actors.

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Posted by: Jaken.6801

Jaken.6801

My complaint is the pacing, as it has been with most of the rest of the game. The pacing is off, and the cliffhangers are overused due to the breaks we had going on.

Yeah. Never had problems with the bosses (which were easy in normal, for regular players. just hated the escort thingy. Never tried archievments, though), or any.

The pacing is realy off. It`s funny that Angel (i think) said that we should play all episodes after another, so it won`t feel cut off and off paced.

In my opinion that`s just failure. I mean, it`s not like there is episodic storytelling for a few years now. It`s something that has been around for quite a while.

Sure it is “new” to MMOs maybe, but they managed to tell complete small stories in season 1 without that many loose ends.
Even if we excuse them for the the fact that S2 was just setting up the expansion, it is still bad pacing and will always be remembered as “the season that came before the expansion” and nothing on it`s own.
Hey, we even call S1 “Scarlets season”

What do we call S2? Point of no return? No, not realy.

S2 for me for example is: Botched mysteries, loose ends and annoying unnecessary cliffhanger.

No antagonist, a main story which was handled like a side story (which it was. a side story to HoT), several loose ends, no real answers, etc…
There are several problems storywise.

However, in terms of gameplay and presentation the LS was totaly fine. Good new rewards, great design and overall good feelings, except for the facepalm moments in the story.

So yeah, sying that S2 did everything wrong is not a good assessment of the situation.

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Posted by: Brightneon.8175

Brightneon.8175

Well I agree, but you play down just how some battles are way too long and really didn’t touch on all the over powered bosses who one shot kill, soon as player gets knocked over they get hiy with 2-3 more hits that kill. Then there are all the stupid jumping puzzles and environmental toxins that kill. Plus didn’t really touch on fact that respawn is often so fast that that you can get 2-3 of the same “monster” before you killed the first. Yes there some amazing well done monsters, smooth game play but if the boss is unkillable and kills player instantly. There some really really dumb long drawn out rubbish like The Mystery Cave. Light a fire to kill a dragon, not once but over and over. Unable to kill the shadows because soon as you start the constant cycle of ludiciously overpowdered attacks start. Sometimes when knocked over you get pushed towards the dragon and killed. The shadows move too fast and take too long to kill. This is just one of many let downs. 100s of accolades, yeah because they play the first 10 minutes of the game which is great, well thought out and presentation is marvellous. But how many of those patting arenanet on the back played s2 bosses? Or the events where some bosses one shot kill players.

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Posted by: Jaken.6801

Jaken.6801

I don`t remember any one shot kill bosses (berserker maybe? Archievments?).

Sure some fights are scripted to take a bit longer (patting? Maybe a bit. However that is in almost every game. “It`s not even my final form, MUHAHAHAHA” sort of thing. You don`t play a lot of games, do you?), but overall they are usually done in 15-20 min max if you know the drill.

Even the last boss had me more like a ragdoll multiple times, but they never took down more than a third of my healthbar, easy to kite and restore it.

What jumping puzzles? The optional ones? Or are you talking about traversing the lanscape?

The toxin is annyoing, but manageble. I just run out of it.

I think you clearly are not able to use the minimum skills required for playing GW2. Dodge is your friend, run out of circles, heal, kite, observe your souroundings. You know, the usual stuff.

I am aware that these can be tricky. I needed half an hour for the stupid protection stuff with majories bone minions, because my damage output wasn`t high enough.
Even then I was able to finish it.

So you complain about a little bit of a challenge, everyone who knows how to play the game should be able to overcome?

There are dozens of safezones in every encounter. What else do you want?
The endboss even stays vulnerable at the end, so you can finish him off.

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Posted by: Ronin.7381

Ronin.7381

Your name makes me cringe OP, I want my $50 back!

But in all seriousness

My complaint is the pacing, as it has been with most of the rest of the game. The pacing is off, and the cliffhangers are overused due to the breaks we had going on.

Yeah. I’m going to agree here in saying that the pacing has been off. Especially given the amount of lore-density some of these simple episodes were trying to build, it just didn’t dive fully into the important bits in setting things up – not enough or even at all IMHO.

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

My complaint is the pacing, as it has been with most of the rest of the game. The pacing is off, and the cliffhangers are overused due to the breaks we had going on.

Yeah. I’m going to agree here in saying that the pacing has been off. Especially given the amount of lore-density some of these simple episodes were trying to build, it just didn’t dive fully into the important bits in setting things up – not enough or even at all IMHO.

That’s another can of worms, and complaints, I have with the game but I keep it separate from my complaints about the Living World project.

The pacing has been off from the beginning with Frost and Flame taking a full month to fully roll out at a glacial pace with no significant progress until the last gasp of updates.

It was off during Scarlet because it seemed to be skipping over things in order to get to the next big event in the storyline.

It was off during the first third of the second season because it seemed to flow in a pulse rather than a steady rising stream.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

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Posted by: Aomine.5012

Aomine.5012

Well I agree, but you play down just how some battles are way too long and really didn’t touch on all the over powered bosses who one shot kill, soon as player gets knocked over they get hiy with 2-3 more hits that kill. Then there are all the stupid jumping puzzles and environmental toxins that kill. Plus didn’t really touch on fact that respawn is often so fast that that you can get 2-3 of the same “monster” before you killed the first. Yes there some amazing well done monsters, smooth game play but if the boss is unkillable and kills player instantly. There some really really dumb long drawn out rubbish like The Mystery Cave. Light a fire to kill a dragon, not once but over and over. Unable to kill the shadows because soon as you start the constant cycle of ludiciously overpowdered attacks start. Sometimes when knocked over you get pushed towards the dragon and killed. The shadows move too fast and take too long to kill. This is just one of many let downs. 100s of accolades, yeah because they play the first 10 minutes of the game which is great, well thought out and presentation is marvellous. But how many of those patting arenanet on the back played s2 bosses? Or the events where some bosses one shot kill players.

Your issue though, the content difficulty is fair.
Complaining about content being too hard is just silly. If you don’t have the skill or knowledge to do it yourself, ask some friends to help you! This is an Online game anyway.

Also, to my honest opinion, none of those contents are really that hard to begin with. They’re all reasonable for most cases. They’ll be introducing MUCH harder contents in the future expansion (developers said so), because many players agree that the current contents are just too easy.

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Posted by: Duke Nukem.6783

Duke Nukem.6783

I love season 2, but I loved season 1 much more. Story should be a text and content should be something interesting to keep you busy for at least 1 day. Those 10 min story dungeons are interesting, but really depressing to know you have to wait 2 weeks for 10 mins of content again.

Yea, I know they are a bit longer than 10 mins.

yea, i dont care for them at all usually i just want the rewards and the big living world stuff from silverwastes and the even bigger ones from season 1, it doesnt need an instanced narrative to carry it at all

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Posted by: Duke Nukem.6783

Duke Nukem.6783

Well I agree, but you play down just how some battles are way too long and really didn’t touch on all the over powered bosses who one shot kill, soon as player gets knocked over they get hiy with 2-3 more hits that kill. Then there are all the stupid jumping puzzles and environmental toxins that kill. Plus didn’t really touch on fact that respawn is often so fast that that you can get 2-3 of the same “monster” before you killed the first. Yes there some amazing well done monsters, smooth game play but if the boss is unkillable and kills player instantly. There some really really dumb long drawn out rubbish like The Mystery Cave. Light a fire to kill a dragon, not once but over and over. Unable to kill the shadows because soon as you start the constant cycle of ludiciously overpowdered attacks start. Sometimes when knocked over you get pushed towards the dragon and killed. The shadows move too fast and take too long to kill. This is just one of many let downs. 100s of accolades, yeah because they play the first 10 minutes of the game which is great, well thought out and presentation is marvellous. But how many of those patting arenanet on the back played s2 bosses? Or the events where some bosses one shot kill players.

yes the bosses are the 2nd biggest gripe for me (behind my hatred of EVERY character they made) its not even that they are hard (though the mystic cave shadow dragon was unkillable in solo) its that they make me repeat boring steps for no reason, why not have a short boss fight that kills you quickly? so you are punished for mistakes but rewarded for precision. the way it is now its just a test of my endurance and boredom

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Posted by: Duke Nukem.6783

Duke Nukem.6783

Well I agree, but you play down just how some battles are way too long and really didn’t touch on all the over powered bosses who one shot kill, soon as player gets knocked over they get hiy with 2-3 more hits that kill. Then there are all the stupid jumping puzzles and environmental toxins that kill. Plus didn’t really touch on fact that respawn is often so fast that that you can get 2-3 of the same “monster” before you killed the first. Yes there some amazing well done monsters, smooth game play but if the boss is unkillable and kills player instantly. There some really really dumb long drawn out rubbish like The Mystery Cave. Light a fire to kill a dragon, not once but over and over. Unable to kill the shadows because soon as you start the constant cycle of ludiciously overpowdered attacks start. Sometimes when knocked over you get pushed towards the dragon and killed. The shadows move too fast and take too long to kill. This is just one of many let downs. 100s of accolades, yeah because they play the first 10 minutes of the game which is great, well thought out and presentation is marvellous. But how many of those patting arenanet on the back played s2 bosses? Or the events where some bosses one shot kill players.

Your issue though, the content difficulty is fair.
Complaining about content being too hard is just silly. If you don’t have the skill or knowledge to do it yourself, ask some friends to help you! This is an Online game anyway.

Also, to my honest opinion, none of those contents are really that hard to begin with. They’re all reasonable for most cases. They’ll be introducing MUCH harder contents in the future expansion (developers said so), because many players agree that the current contents are just too easy.

in the game development world we discuss often the difficulty between CHALLENGE and PUNISHMENT, what makes difficulty fun? when does it stop being fun? the difference is how quickly we can jump back into things after we fail, for example super meat boy is fun because you try again less than 1 second after you die so even a painfully unfair death to a glitch is totally ok with the player because its not punishing (just immediatley try again) but a glitchy death in darks souls will have u throwing your controller through a tv because that stuff can take hours to get back to a point, hell even a fair death is a burden in that game. in living world season 2 we are burdened and punished by bosses that are not just difficult, but borderline unfair NOT because we cant kill them but because they take TOO LONG to kill and we arnt rewarded much for doing things right, i could get up and grab a drink when its ragdolling me with its CC and not much would change, also those unskippable cutscenes, i considered adding them to my numbered list if i didnt underdstand the engine problems behind skipping cutscenes, problem is those pieces are actually moving in the instance your in and the game doesn’t know what to do with them if you actually skip halfway through, resulting in hilarious glitches

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Posted by: Duke Nukem.6783

Duke Nukem.6783

I don`t remember any one shot kill bosses (berserker maybe? Archievments?).

Sure some fights are scripted to take a bit longer (patting? Maybe a bit. However that is in almost every game. “It`s not even my final form, MUHAHAHAHA” sort of thing. You don`t play a lot of games, do you?), but overall they are usually done in 15-20 min max if you know the drill.

Even the last boss had me more like a ragdoll multiple times, but they never took down more than a third of my healthbar, easy to kite and restore it.

What jumping puzzles? The optional ones? Or are you talking about traversing the lanscape?

The toxin is annyoing, but manageble. I just run out of it.

I think you clearly are not able to use the minimum skills required for playing GW2. Dodge is your friend, run out of circles, heal, kite, observe your souroundings. You know, the usual stuff.

I am aware that these can be tricky. I needed half an hour for the stupid protection stuff with majories bone minions, because my damage output wasn`t high enough.
Even then I was able to finish it.

So you complain about a little bit of a challenge, everyone who knows how to play the game should be able to overcome?

There are dozens of safezones in every encounter. What else do you want?
The endboss even stays vulnerable at the end, so you can finish him off.

so this was really arrogant and ignorant the whole way through man, u assume your better and we “must not play alot of games” because we didnt like the season as much, and we are more critical than you. i do play alot of games, i just dont pick up rocks, only diamonds, and i expect them to be properly cut and polished when i do

maybe your playing of “alot of games” has increased your tolerance for mediocrity, but do not try and lower the bar for the rest of us, i have standards

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Posted by: Ayrilana.1396

Ayrilana.1396

Well I agree, but you play down just how some battles are way too long and really didn’t touch on all the over powered bosses who one shot kill, soon as player gets knocked over they get hiy with 2-3 more hits that kill. Then there are all the stupid jumping puzzles and environmental toxins that kill. Plus didn’t really touch on fact that respawn is often so fast that that you can get 2-3 of the same “monster” before you killed the first. Yes there some amazing well done monsters, smooth game play but if the boss is unkillable and kills player instantly. There some really really dumb long drawn out rubbish like The Mystery Cave. Light a fire to kill a dragon, not once but over and over. Unable to kill the shadows because soon as you start the constant cycle of ludiciously overpowdered attacks start. Sometimes when knocked over you get pushed towards the dragon and killed. The shadows move too fast and take too long to kill. This is just one of many let downs. 100s of accolades, yeah because they play the first 10 minutes of the game which is great, well thought out and presentation is marvellous. But how many of those patting arenanet on the back played s2 bosses? Or the events where some bosses one shot kill players.

Your issue though, the content difficulty is fair.
Complaining about content being too hard is just silly. If you don’t have the skill or knowledge to do it yourself, ask some friends to help you! This is an Online game anyway.

Also, to my honest opinion, none of those contents are really that hard to begin with. They’re all reasonable for most cases. They’ll be introducing MUCH harder contents in the future expansion (developers said so), because many players agree that the current contents are just too easy.

in the game development world we discuss often the difficulty between CHALLENGE and PUNISHMENT, what makes difficulty fun? when does it stop being fun? the difference is how quickly we can jump back into things after we fail, for example super meat boy is fun because you try again less than 1 second after you die so even a painfully unfair death to a glitch is totally ok with the player because its not punishing (just immediatley try again) but a glitchy death in darks souls will have u throwing your controller through a tv because that stuff can take hours to get back to a point, hell even a fair death is a burden in that game. in living world season 2 we are burdened and punished by bosses that are not just difficult, but borderline unfair NOT because we cant kill them but because they take TOO LONG to kill and we arnt rewarded much for doing things right, i could get up and grab a drink when its ragdolling me with its CC and not much would change, also those unskippable cutscenes, i considered adding them to my numbered list if i didnt underdstand the engine problems behind skipping cutscenes, problem is those pieces are actually moving in the instance your in and the game doesn’t know what to do with them if you actually skip halfway through, resulting in hilarious glitches

The issue with starting over right before you messed up removes the sense of failure and reduces earning the achievement to nothing but brute-forcing it in hopes that you eventually just get lucky rather than learn the mechanics. This was why I’m against there being the ability to restart immediately upon messing up. However, I’m not against what they did with the motes for episode 5 and 8.

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Posted by: Aomine.5012

Aomine.5012

Well I agree, but you play down just how some battles are way too long and really didn’t touch on all the over powered bosses who one shot kill, soon as player gets knocked over they get hiy with 2-3 more hits that kill. Then there are all the stupid jumping puzzles and environmental toxins that kill. Plus didn’t really touch on fact that respawn is often so fast that that you can get 2-3 of the same “monster” before you killed the first. Yes there some amazing well done monsters, smooth game play but if the boss is unkillable and kills player instantly. There some really really dumb long drawn out rubbish like The Mystery Cave. Light a fire to kill a dragon, not once but over and over. Unable to kill the shadows because soon as you start the constant cycle of ludiciously overpowdered attacks start. Sometimes when knocked over you get pushed towards the dragon and killed. The shadows move too fast and take too long to kill. This is just one of many let downs. 100s of accolades, yeah because they play the first 10 minutes of the game which is great, well thought out and presentation is marvellous. But how many of those patting arenanet on the back played s2 bosses? Or the events where some bosses one shot kill players.

yes the bosses are the 2nd biggest gripe for me (behind my hatred of EVERY character they made) its not even that they are hard (though the mystic cave shadow dragon was unkillable in solo) its that they make me repeat boring steps for no reason, why not have a short boss fight that kills you quickly? so you are punished for mistakes but rewarded for precision. the way it is now its just a test of my endurance and boredom

“UNKILLABLE IN SOLO” LOL
I killed him a total of 7 times with 3 different classes Solo. (Meaning all classes can easily beat it without any trouble)
(The other 4 times is because I messed up the Achievement, and it’s FASTER to just kill the dragon and restart, rather than watching the story again.)
Meaning it’s a boss that is doable by all profession
Not to mention I got all achievements from episode 8 “SOLO”

This is clearly a L2P issue more than anything else.

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Posted by: nGumball.1283

nGumball.1283

I don`t remember any one shot kill bosses (berserker maybe? Archievments?).

Sure some fights are scripted to take a bit longer (patting? Maybe a bit. However that is in almost every game. “It`s not even my final form, MUHAHAHAHA” sort of thing. You don`t play a lot of games, do you?), but overall they are usually done in 15-20 min max if you know the drill.

Even the last boss had me more like a ragdoll multiple times, but they never took down more than a third of my healthbar, easy to kite and restore it.

What jumping puzzles? The optional ones? Or are you talking about traversing the lanscape?

The toxin is annyoing, but manageble. I just run out of it.

I think you clearly are not able to use the minimum skills required for playing GW2. Dodge is your friend, run out of circles, heal, kite, observe your souroundings. You know, the usual stuff.

I am aware that these can be tricky. I needed half an hour for the stupid protection stuff with majories bone minions, because my damage output wasn`t high enough.
Even then I was able to finish it.

So you complain about a little bit of a challenge, everyone who knows how to play the game should be able to overcome?

There are dozens of safezones in every encounter. What else do you want?
The endboss even stays vulnerable at the end, so you can finish him off.

so this was really arrogant and ignorant the whole way through man, u assume your better and we “must not play alot of games” because we didnt like the season as much, and we are more critical than you. i do play alot of games, i just dont pick up rocks, only diamonds, and i expect them to be properly cut and polished when i do

maybe your playing of “alot of games” has increased your tolerance for mediocrity, but do not try and lower the bar for the rest of us, i have standards

Most people have liked season 2, both the story and the boss fights. You are, sadly, in a minority. So instead of insulting others as having a bad taste while everyone should follow your fancy standards.

Also, you seem to not have enough experience in the game, new player? the boss that you are talking about is totally soloable.

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Posted by: Jaken.6801

Jaken.6801

I don`t remember any one shot kill bosses (berserker maybe? Archievments?).

Sure some fights are scripted to take a bit longer (patting? Maybe a bit. However that is in almost every game. “It`s not even my final form, MUHAHAHAHA” sort of thing. You don`t play a lot of games, do you?), but overall they are usually done in 15-20 min max if you know the drill.

Even the last boss had me more like a ragdoll multiple times, but they never took down more than a third of my healthbar, easy to kite and restore it.

What jumping puzzles? The optional ones? Or are you talking about traversing the lanscape?

The toxin is annyoing, but manageble. I just run out of it.

I think you clearly are not able to use the minimum skills required for playing GW2. Dodge is your friend, run out of circles, heal, kite, observe your souroundings. You know, the usual stuff.

I am aware that these can be tricky. I needed half an hour for the stupid protection stuff with majories bone minions, because my damage output wasn`t high enough.
Even then I was able to finish it.

So you complain about a little bit of a challenge, everyone who knows how to play the game should be able to overcome?

There are dozens of safezones in every encounter. What else do you want?
The endboss even stays vulnerable at the end, so you can finish him off.

so this was really arrogant and ignorant the whole way through man, u assume your better and we “must not play alot of games” because we didnt like the season as much, and we are more critical than you. i do play alot of games, i just dont pick up rocks, only diamonds, and i expect them to be properly cut and polished when i do

maybe your playing of “alot of games” has increased your tolerance for mediocrity, but do not try and lower the bar for the rest of us, i have standards

1. I admited that these are problems people have. Did you even read what I have written? I even said what my problems were.

2. These are problems which are easily manageble by understanding the game fundamentals.
I run a very casual build. I am no special uber mega master player.
I never had problems in the game, simply because I understand the basics.
I can look into every of these encounters and tell you the save spots, when to to dodge and everything.

I have to admit, I played a lot of games over the years, which will make certain situations a bit easier to understand for me, however my skill level in general is very casual.
I don`t go for big trophies. I don`t go for archievments. I use walkthroughs, if I am lazy.

3. I was even implying that these fights are mediocre at best (even more so, for people who play some third person action games). They are only difficult if you go for Archievments, or go all glascannon berserker (+ if you have general problems with the games basic controls of moving out of circles and using your dodge)

4. Some playstyles work better, some not. You have to adapt.
I was talking about the protection thing with Majory. The bone minions. I hated it. My playstyle is not suited for quick killing. I play slow and steady.
However I can still apreaciate it.
It took me longer because I was unwilling to adapt. The same thing you are apearently doing.
I didn`t changed my playstyle and it took me longer than many others.

The difference between us is, that I don`t wine about it. Though I go on about lore and story issues, so I am even less perfect as you discribe me

5. I was adressing Brightneons issues, which by all means were quite a mess to read.

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Posted by: Azrael.4960

Azrael.4960

Am I the only one that kinda lol’d at the “mystic cave shadow dragon was unkillable in solo” part?

Pretty much the entire rant has boiled down to “I want easy, or perhaps even easier, mode fights with minimal to no story and avalanches of loot at the beginning, middle and end of each part”.

I could probably recommend a few games along that line.

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Posted by: Ayrilana.1396

Ayrilana.1396

Am I the only one that kinda lol’d at the “mystic cave shadow dragon was unkillable in solo” part?

Pretty much the entire rant has boiled down to “I want easy, or perhaps even easier, mode fights with minimal to no story and avalanches of loot at the beginning, middle and end of each part”.

I could probably recommend a few games along that line.

There’s always been a thread or two that have popped up every time an episode had a boss fight that requires more than face tanking it and spamming auto attack. I remember the thread(s) about the statue boss being impossible to solo with _ class.

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Posted by: guan.1748

guan.1748

for me its not that the boss fights are easy or hard its that they are boring. I lost the will to even care about the story while fighting mystic cave shadow dragon thing. most of the boss fight in this season have been boring when they should be epic. its started to make me feel far from excited over guild wars.

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Posted by: Duke Nukem.6783

Duke Nukem.6783

for me its not that the boss fights are easy or hard its that they are boring. I lost the will to even care about the story while fighting mystic cave shadow dragon thing. most of the boss fight in this season have been boring when they should be epic. its started to make me feel far from excited over guild wars.

EXACTLY, why did they make them take so long? thats not hard thats boring

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Posted by: Duke Nukem.6783

Duke Nukem.6783

Am I the only one that kinda lol’d at the “mystic cave shadow dragon was unkillable in solo” part?

Pretty much the entire rant has boiled down to “I want easy, or perhaps even easier, mode fights with minimal to no story and avalanches of loot at the beginning, middle and end of each part”.

I could probably recommend a few games along that line.

There’s always been a thread or two that have popped up every time an episode had a boss fight that requires more than face tanking it and spamming auto attack. I remember the thread(s) about the statue boss being impossible to solo with _ class.

difficult is not the same thing as “long” but as for the shadow dragon fight it seemed to me like the only way to solo that was to wait till the stabilty buff FINALLY landed on the spot i was going to go, it was random, not skill based at all

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Posted by: Duke Nukem.6783

Duke Nukem.6783

Well I agree, but you play down just how some battles are way too long and really didn’t touch on all the over powered bosses who one shot kill, soon as player gets knocked over they get hiy with 2-3 more hits that kill. Then there are all the stupid jumping puzzles and environmental toxins that kill. Plus didn’t really touch on fact that respawn is often so fast that that you can get 2-3 of the same “monster” before you killed the first. Yes there some amazing well done monsters, smooth game play but if the boss is unkillable and kills player instantly. There some really really dumb long drawn out rubbish like The Mystery Cave. Light a fire to kill a dragon, not once but over and over. Unable to kill the shadows because soon as you start the constant cycle of ludiciously overpowdered attacks start. Sometimes when knocked over you get pushed towards the dragon and killed. The shadows move too fast and take too long to kill. This is just one of many let downs. 100s of accolades, yeah because they play the first 10 minutes of the game which is great, well thought out and presentation is marvellous. But how many of those patting arenanet on the back played s2 bosses? Or the events where some bosses one shot kill players.

Your issue though, the content difficulty is fair.
Complaining about content being too hard is just silly. If you don’t have the skill or knowledge to do it yourself, ask some friends to help you! This is an Online game anyway.

Also, to my honest opinion, none of those contents are really that hard to begin with. They’re all reasonable for most cases. They’ll be introducing MUCH harder contents in the future expansion (developers said so), because many players agree that the current contents are just too easy.

in the game development world we discuss often the difficulty between CHALLENGE and PUNISHMENT, what makes difficulty fun? when does it stop being fun? the difference is how quickly we can jump back into things after we fail, for example super meat boy is fun because you try again less than 1 second after you die so even a painfully unfair death to a glitch is totally ok with the player because its not punishing (just immediatley try again) but a glitchy death in darks souls will have u throwing your controller through a tv because that stuff can take hours to get back to a point, hell even a fair death is a burden in that game. in living world season 2 we are burdened and punished by bosses that are not just difficult, but borderline unfair NOT because we cant kill them but because they take TOO LONG to kill and we arnt rewarded much for doing things right, i could get up and grab a drink when its ragdolling me with its CC and not much would change, also those unskippable cutscenes, i considered adding them to my numbered list if i didnt underdstand the engine problems behind skipping cutscenes, problem is those pieces are actually moving in the instance your in and the game doesn’t know what to do with them if you actually skip halfway through, resulting in hilarious glitches

The issue with starting over right before you messed up removes the sense of failure and reduces earning the achievement to nothing but brute-forcing it in hopes that you eventually just get lucky rather than learn the mechanics. This was why I’m against there being the ability to restart immediately upon messing up. However, I’m not against what they did with the motes for episode 5 and 8.

yes the motes are exactly what im talking about here, imagine having to do the ENTIRE glint lair mission over for failing an acheivment? i wold riot, but no, you are incorrect to say that being able to IMMEDIATELY start start a fight over ruins the difficulty, it has no bearing on the actual fight at all, if it feels easier its because you are better able to take advantage of the knowledge you acquired last fight, because the quicker we rehears our knowledge the quicker it becomes concrete to us. infact i would wager this kind of thing makes the game MORE challenging because less players will feel the need to consult a guide the first time through because they feel they arnt being punished as much, its more immersive and people wont want to stop.

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Posted by: Ayrilana.1396

Ayrilana.1396

Am I the only one that kinda lol’d at the “mystic cave shadow dragon was unkillable in solo” part?

Pretty much the entire rant has boiled down to “I want easy, or perhaps even easier, mode fights with minimal to no story and avalanches of loot at the beginning, middle and end of each part”.

I could probably recommend a few games along that line.

There’s always been a thread or two that have popped up every time an episode had a boss fight that requires more than face tanking it and spamming auto attack. I remember the thread(s) about the statue boss being impossible to solo with _ class.

difficult is not the same thing as “long” but as for the shadow dragon fight it seemed to me like the only way to solo that was to wait till the stabilty buff FINALLY landed on the spot i was going to go, it was random, not skill based at all

I’m not referring to the ones about unskippable cutscenes. I would have linked the threads but the archive is now hidden.

yes the motes are exactly what im talking about here, imagine having to do the ENTIRE glint lair mission over for failing an acheivment? i wold riot, but no, you are incorrect to say that being able to IMMEDIATELY start start a fight over ruins the difficulty, it has no bearing on the actual fight at all, if it feels easier its because you are better able to take advantage of the knowledge you acquired last fight, because the quicker we rehears our knowledge the quicker it becomes concrete to us. infact i would wager this kind of thing makes the game MORE challenging because less players will feel the need to consult a guide the first time through because they feel they arnt being punished as much, its more immersive and people wont want to stop.

You don’t understand what I was arguing which is probably why you’re still saying it doesn’t ruin the difficulty.

Imagine that you’re playing a game that let’s you save at anytime you wish. You then encounter a very difficult boss with mechanics that must be learned to beat it. Rather than learn the mechanics, you play it and make constant saves each time the fight is going desirable. When it doesn’t go desirable, you just re-load to the previous save. You continue to do this until you’ve beaten the boss. At no point during the 100’s of attempts did you learn the mechanics as you relied on luck and brute-forcing your way through the boss encounter by abusing the save feature. There was no sense of failure.

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

You don’t understand what I was arguing which is probably why you’re still saying it doesn’t ruin the difficulty.

Imagine that you’re playing a game that let’s you save at anytime you wish. You then encounter a very difficult boss with mechanics that must be learned to beat it. Rather than learn the mechanics, you play it and make constant saves each time the fight is going desirable. When it doesn’t go desirable, you just re-load to the previous save. You continue to do this until you’ve beaten the boss. At no point during the 100’s of attempts did you learn the mechanics as you relied on luck and brute-forcing your way through the boss encounter by abusing the save feature. There was no sense of failure.

It’s known as “save skitten”, and is also “save stating” like with Super Mario World ROMhacks – often treated as THE way to beat the really tough ones like Kaizo. But also the only “sane” way to tackle combat in the original XCom games – save every turn and if you eat a grenade or half your squad gets panicked by an unseen alien, quit and reload. I admit to using this trick early on because it’s so soul-crushingly hard to survive them anyway. If I ever streamed a game, though, or did a Let’s Play? Would probably not do it.

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

It’s why I somewhat love throwing tough fights to players in my D&D campaign – while they know I’ll make sure not to just squash them, they also know there is a definite chance they will make it out alive. Not intact, per se, but alive – one time I did have a character lose an eye until they could get it regrown. (And it was not cheap.)

But video games? Tough call. In a lot of senses the earliest platformers and games had a sense of difficulty because of soul-crushing instakills. What do I mean? Mega Man 1, Guts Man; Mega Man 2, Quick Man; Castlevania Whichever, the Godd*** Bats or Medusa Heads over pits. Baldur’s Gate: Tales of the Sword Coast, that darn demon at the end of the extra content . . .

. . . but then there’s the insanity which is “I Want To Be The Guy: The Movie: The Game”.

There’s a fine balance of difficulty where you can put checkpoints or restarts just often enough not to be frustrating but not too scarce as to make you want to scream when you die/fail. A lot of games don’t get it right. And some even tend to rely less on skill than on getting that lucky combination to come off which gets you through.

They’re not very fun to do.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

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Posted by: Taygus.4571

Taygus.4571

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

That doesn’t make sense…you’re not restarting to just before you mess up, you’re restarting the actual fight, but skipping all the dialogue or fight scenes that reached that point.

You’re skipping stuff, you’ve figured out already.

take infiltration and staying invisible, they could’ve had a “save” between each section, and that would not make the next any easier, it just saves you repeating the steps you’ve already mastered.

for some reason, I had quite of bit of trouble with that one, mid way. with the big golem and 2 little golems. I had no trouble getting to the point, having to repeat the rooms, didn’t increase the challenge, didn’t make it more fun…didn’t increase feelings of accomplishment…no it made me groan out loud, and think about quitting and not bothering to pick it up again.

It’s not harder because they make you repeat the rooms, just boring.

And this I think is one of the biggest complaints with LS2.
hidden arcana, did it right, with an emote before each boss, but that’s because the achieves were different through out.

I do think for the next LS..a check point between scenes etc would make repeating less frustrating.

take the centaur episode.
if you die to togan, you can restart and just fight him, without fighting all the centaurs, this works for the challenge achieve, but it doesn’t let you restart the dodge achieve. It should, without fighting all the centaurs again,…they’re not hard to fight, they don’t get harder to fight.

Also..it’s very hard to brute force your way through these bosses. Even if we had continual saving. They have very specific mechanics…you really can’t just get lucky.

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Posted by: Ayrilana.1396

Ayrilana.1396

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

That doesn’t make sense…you’re not restarting to just before you mess up, you’re restarting the actual fight, but skipping all the dialogue or fight scenes that reached that point.

You’re skipping stuff, you’ve figured out already.

take infiltration and staying invisible, they could’ve had a “save” between each section, and that would not make the next any easier, it just saves you repeating the steps you’ve already mastered.

for some reason, I had quite of bit of trouble with that one, mid way. with the big golem and 2 little golems. I had no trouble getting to the point, having to repeat the rooms, didn’t increase the challenge, didn’t make it more fun…didn’t increase feelings of accomplishment…no it made me groan out loud, and think about quitting and not bothering to pick it up again.

It’s not harder because they make you repeat the rooms, just boring.

And this I think is one of the biggest complaints with LS2.
hidden arcana, did it right, with an emote before each boss, but that’s because the achieves were different through out.

I do think for the next LS..a check point between scenes etc would make repeating less frustrating.

take the centaur episode.
if you die to togan, you can restart and just fight him, without fighting all the centaurs, this works for the challenge achieve, but it doesn’t let you restart the dodge achieve. It should, without fighting all the centaurs again,…they’re not hard to fight, they don’t get harder to fight.

Also..it’s very hard to brute force your way through these bosses. Even if we had continual saving. They have very specific mechanics…you really can’t just get lucky.

Please re-read what you quoted from my post or preferably my entire post. Nowhere did I state players would restart to just before they messed up.

As for the Asura lab stealth instance, the point of the achievement is to go through the entire lab without being spotted.

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Posted by: Taygus.4571

Taygus.4571

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

That doesn’t make sense…you’re not restarting to just before you mess up, you’re restarting the actual fight, but skipping all the dialogue or fight scenes that reached that point.

You’re skipping stuff, you’ve figured out already.

take infiltration and staying invisible, they could’ve had a “save” between each section, and that would not make the next any easier, it just saves you repeating the steps you’ve already mastered.

for some reason, I had quite of bit of trouble with that one, mid way. with the big golem and 2 little golems. I had no trouble getting to the point, having to repeat the rooms, didn’t increase the challenge, didn’t make it more fun…didn’t increase feelings of accomplishment…no it made me groan out loud, and think about quitting and not bothering to pick it up again.

It’s not harder because they make you repeat the rooms, just boring.

And this I think is one of the biggest complaints with LS2.
hidden arcana, did it right, with an emote before each boss, but that’s because the achieves were different through out.

I do think for the next LS..a check point between scenes etc would make repeating less frustrating.

take the centaur episode.
if you die to togan, you can restart and just fight him, without fighting all the centaurs, this works for the challenge achieve, but it doesn’t let you restart the dodge achieve. It should, without fighting all the centaurs again,…they’re not hard to fight, they don’t get harder to fight.

Also..it’s very hard to brute force your way through these bosses. Even if we had continual saving. They have very specific mechanics…you really can’t just get lucky.

Please re-read what you quoted from my post or preferably my entire post. Nowhere did I state players would restart to just before they messed up.

As for the Asura lab stealth instance, the point of the achievement is to go through the entire lab without being spotted.

and that’s my point, being able to restart in the room you messed up, doesn’t take from getting through the entire lab unspotted.

As I said, I had 0 trouble in the other rooms, even the boss room was fine.
having to repeat the the 2 rooms prior to the 3 golems, didn’t make those 3 golems harder.

it didn’t change, it didn’t make it more challenging. I knew what to do with the previous rooms, It was just repeating for the sake of repeating and THAT is boring..

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Posted by: Ayrilana.1396

Ayrilana.1396

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

That doesn’t make sense…you’re not restarting to just before you mess up, you’re restarting the actual fight, but skipping all the dialogue or fight scenes that reached that point.

You’re skipping stuff, you’ve figured out already.

take infiltration and staying invisible, they could’ve had a “save” between each section, and that would not make the next any easier, it just saves you repeating the steps you’ve already mastered.

for some reason, I had quite of bit of trouble with that one, mid way. with the big golem and 2 little golems. I had no trouble getting to the point, having to repeat the rooms, didn’t increase the challenge, didn’t make it more fun…didn’t increase feelings of accomplishment…no it made me groan out loud, and think about quitting and not bothering to pick it up again.

It’s not harder because they make you repeat the rooms, just boring.

And this I think is one of the biggest complaints with LS2.
hidden arcana, did it right, with an emote before each boss, but that’s because the achieves were different through out.

I do think for the next LS..a check point between scenes etc would make repeating less frustrating.

take the centaur episode.
if you die to togan, you can restart and just fight him, without fighting all the centaurs, this works for the challenge achieve, but it doesn’t let you restart the dodge achieve. It should, without fighting all the centaurs again,…they’re not hard to fight, they don’t get harder to fight.

Also..it’s very hard to brute force your way through these bosses. Even if we had continual saving. They have very specific mechanics…you really can’t just get lucky.

Please re-read what you quoted from my post or preferably my entire post. Nowhere did I state players would restart to just before they messed up.

As for the Asura lab stealth instance, the point of the achievement is to go through the entire lab without being spotted.

and that’s my point, being able to restart in the room you messed up, doesn’t take from getting through the entire lab unspotted.

As I said, I had 0 trouble in the other rooms, even the boss room was fine.
having to repeat the the 2 rooms prior to the 3 golems, didn’t make those 3 golems harder.

it didn’t change, it didn’t make it more challenging. I knew what to do with the previous rooms, It was just repeating for the sake of repeating and THAT is boring..

As I said before, the entire point of the achievement was to complete the entire instance without being spotted. You have little ground to argue for a checkpoint for this particular instance. If you don’t want to do the achievement as intended then don’t do it.

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Posted by: Taygus.4571

Taygus.4571

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

That doesn’t make sense…you’re not restarting to just before you mess up, you’re restarting the actual fight, but skipping all the dialogue or fight scenes that reached that point.

You’re skipping stuff, you’ve figured out already.

take infiltration and staying invisible, they could’ve had a “save” between each section, and that would not make the next any easier, it just saves you repeating the steps you’ve already mastered.

for some reason, I had quite of bit of trouble with that one, mid way. with the big golem and 2 little golems. I had no trouble getting to the point, having to repeat the rooms, didn’t increase the challenge, didn’t make it more fun…didn’t increase feelings of accomplishment…no it made me groan out loud, and think about quitting and not bothering to pick it up again.

It’s not harder because they make you repeat the rooms, just boring.

And this I think is one of the biggest complaints with LS2.
hidden arcana, did it right, with an emote before each boss, but that’s because the achieves were different through out.

I do think for the next LS..a check point between scenes etc would make repeating less frustrating.

take the centaur episode.
if you die to togan, you can restart and just fight him, without fighting all the centaurs, this works for the challenge achieve, but it doesn’t let you restart the dodge achieve. It should, without fighting all the centaurs again,…they’re not hard to fight, they don’t get harder to fight.

Also..it’s very hard to brute force your way through these bosses. Even if we had continual saving. They have very specific mechanics…you really can’t just get lucky.

Please re-read what you quoted from my post or preferably my entire post. Nowhere did I state players would restart to just before they messed up.

As for the Asura lab stealth instance, the point of the achievement is to go through the entire lab without being spotted.

and that’s my point, being able to restart in the room you messed up, doesn’t take from getting through the entire lab unspotted.

As I said, I had 0 trouble in the other rooms, even the boss room was fine.
having to repeat the the 2 rooms prior to the 3 golems, didn’t make those 3 golems harder.

it didn’t change, it didn’t make it more challenging. I knew what to do with the previous rooms, It was just repeating for the sake of repeating and THAT is boring..

As I said before, the entire point of the achievement was to complete the entire instance without being spotted. You have little ground to argue for a checkpoint for this particular instance. If you don’t want to do the achievement as intended then don’t do it.

I don’t understand why you’re so against the checkpoint?
all it does is save some time.

Like I said i had 0 trouble in the rooms prior, what does repeating the entire instance, prove exactly?

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Posted by: Ayrilana.1396

Ayrilana.1396

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

That doesn’t make sense…you’re not restarting to just before you mess up, you’re restarting the actual fight, but skipping all the dialogue or fight scenes that reached that point.

You’re skipping stuff, you’ve figured out already.

take infiltration and staying invisible, they could’ve had a “save” between each section, and that would not make the next any easier, it just saves you repeating the steps you’ve already mastered.

for some reason, I had quite of bit of trouble with that one, mid way. with the big golem and 2 little golems. I had no trouble getting to the point, having to repeat the rooms, didn’t increase the challenge, didn’t make it more fun…didn’t increase feelings of accomplishment…no it made me groan out loud, and think about quitting and not bothering to pick it up again.

It’s not harder because they make you repeat the rooms, just boring.

And this I think is one of the biggest complaints with LS2.
hidden arcana, did it right, with an emote before each boss, but that’s because the achieves were different through out.

I do think for the next LS..a check point between scenes etc would make repeating less frustrating.

take the centaur episode.
if you die to togan, you can restart and just fight him, without fighting all the centaurs, this works for the challenge achieve, but it doesn’t let you restart the dodge achieve. It should, without fighting all the centaurs again,…they’re not hard to fight, they don’t get harder to fight.

Also..it’s very hard to brute force your way through these bosses. Even if we had continual saving. They have very specific mechanics…you really can’t just get lucky.

Please re-read what you quoted from my post or preferably my entire post. Nowhere did I state players would restart to just before they messed up.

As for the Asura lab stealth instance, the point of the achievement is to go through the entire lab without being spotted.

and that’s my point, being able to restart in the room you messed up, doesn’t take from getting through the entire lab unspotted.

As I said, I had 0 trouble in the other rooms, even the boss room was fine.
having to repeat the the 2 rooms prior to the 3 golems, didn’t make those 3 golems harder.

it didn’t change, it didn’t make it more challenging. I knew what to do with the previous rooms, It was just repeating for the sake of repeating and THAT is boring..

As I said before, the entire point of the achievement was to complete the entire instance without being spotted. You have little ground to argue for a checkpoint for this particular instance. If you don’t want to do the achievement as intended then don’t do it.

I don’t understand why you’re so against the checkpoint?
all it does is save some time.

Like I said i had 0 trouble in the rooms prior, what does repeating the entire instance, prove exactly?

If you’re referring to checkpoints in general such as with each boss in Glint’s domain or for the Season 2 boss, I’m for them. However, players cannot have the ability to instantly restart upon failure for reasons I’ve stated multiple times. They have to beat the boss as what currently exists.

If you’re referring to that particular instance, I’ve stated why multiple times. The point of the achievement is to complete the entire instance in one go without being spotted. Having checkpoints would take away from the point of the achievement. It would be no different than you asking for checkpoints in GW1 missions.

Instead of arguing for checkpoints, how about tackling the real issue: unskippable cutscenes. Solve this problem and I doubt many people would care about checkpoints except for specifically long instances such as Glint’s domain where an achievement doesn’t spread through the the duration of the instance.

(edited by Ayrilana.1396)

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Posted by: Taygus.4571

Taygus.4571

..no need to compare to gw1, I’ve not played it.

and the need to beat the boss after you’ve lost the achieve, is more infuriating than restarting.

and I get it… complete the entire instant.

but answer me this, if you can do the previous rooms perfectly…what do you gain by repeating the them?

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Posted by: Rognik.2579

Rognik.2579

..no need to compare to gw1, I’ve not played it.

and the need to beat the boss after you’ve lost the achieve, is more infuriating than restarting.

and I get it… complete the entire instant.

but answer me this, if you can do the previous rooms perfectly…what do you gain by repeating the them?

It’s not about gaining anything, it’s about punishing you for failing. It’s not the best policy, perhaps, but that was the choice. Plus, using a challenge mote wouldn’t reset the fact that you have been spotted after the first discovery. It might be that mechanically, a challenge mote wouldn’t work here.

living story complaints [spoilers]

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Posted by: Dante.1763

Dante.1763

Id love to have a way to reset the instance at the start of the lab in meeting the asura, just so i wouldnt have to keep entering and exiting, i have long loadings screens and having to go through those and the cut scenes has gotten very old.

Dont have a problem with the difficulty though, none of the bosses where to difficult to solo and after thinking and figuring out the mechanics, quite easy. Achievements not so much but it sure feels good to get one!!

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

living story complaints [spoilers]

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Posted by: Duke Nukem.6783

Duke Nukem.6783

Am I the only one that kinda lol’d at the “mystic cave shadow dragon was unkillable in solo” part?

Pretty much the entire rant has boiled down to “I want easy, or perhaps even easier, mode fights with minimal to no story and avalanches of loot at the beginning, middle and end of each part”.

I could probably recommend a few games along that line.

There’s always been a thread or two that have popped up every time an episode had a boss fight that requires more than face tanking it and spamming auto attack. I remember the thread(s) about the statue boss being impossible to solo with _ class.

difficult is not the same thing as “long” but as for the shadow dragon fight it seemed to me like the only way to solo that was to wait till the stabilty buff FINALLY landed on the spot i was going to go, it was random, not skill based at all

I’m not referring to the ones about unskippable cutscenes. I would have linked the threads but the archive is now hidden.

yes the motes are exactly what im talking about here, imagine having to do the ENTIRE glint lair mission over for failing an acheivment? i wold riot, but no, you are incorrect to say that being able to IMMEDIATELY start start a fight over ruins the difficulty, it has no bearing on the actual fight at all, if it feels easier its because you are better able to take advantage of the knowledge you acquired last fight, because the quicker we rehears our knowledge the quicker it becomes concrete to us. infact i would wager this kind of thing makes the game MORE challenging because less players will feel the need to consult a guide the first time through because they feel they arnt being punished as much, its more immersive and people wont want to stop.

You don’t understand what I was arguing which is probably why you’re still saying it doesn’t ruin the difficulty.

Imagine that you’re playing a game that let’s you save at anytime you wish. You then encounter a very difficult boss with mechanics that must be learned to beat it. Rather than learn the mechanics, you play it and make constant saves each time the fight is going desirable. When it doesn’t go desirable, you just re-load to the previous save. You continue to do this until you’ve beaten the boss. At no point during the 100’s of attempts did you learn the mechanics as you relied on luck and brute-forcing your way through the boss encounter by abusing the save feature. There was no sense of failure.

The same would occur in this game if players had the option to immediately restart the fight if they messed up. They could keep restarting the fight and attempting until they eventually got lucky. All of these fights are very simple so it would only be a matter of time before they succeeded. Like in the previous example, the sense of failure was removed.

in my opinion video games were much harder and better made back in a time when developers actually had to plan around the “save anywhere” feature its something we really need to get back to so that we can once again properly separate difficult from tedious

living story complaints [spoilers]

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Posted by: Vayne.8563

Vayne.8563

..no need to compare to gw1, I’ve not played it.

and the need to beat the boss after you’ve lost the achieve, is more infuriating than restarting.

and I get it… complete the entire instant.

but answer me this, if you can do the previous rooms perfectly…what do you gain by repeating the them?

GW 1 was worse. If you failed a mission you had to restart it period. There was no save your spot. If your party wiped you were starting over.

living story complaints [spoilers]

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

..no need to compare to gw1, I’ve not played it.

and the need to beat the boss after you’ve lost the achieve, is more infuriating than restarting.

and I get it… complete the entire instant.

but answer me this, if you can do the previous rooms perfectly…what do you gain by repeating the them?

GW 1 was worse. If you failed a mission you had to restart it period. There was no save your spot. If your party wiped you were starting over.

Bear in mind, a lot of missions in GW1 were also kinda short. Though difficulty spiked in a few places, and some where incredibly long (Prophecies missions notably were the offenders here).

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

living story complaints [spoilers]

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Posted by: Fext.3614

Fext.3614

1: your characters are totally unlikable

Amen to that.

living story complaints [spoilers]

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Posted by: Fext.3614

Fext.3614

.yes we all see the unbelievable amount of affirmative action in the living story characters

Well if you mean the lesbian romance, this is not necessarily a bad thing. In ME1, for example, I really enjoyed the lesbian romance between my female character and an alien. And which is more important, it felt good, nice and natural.
The problem is poorly or naively written “affirmative action”, which is the case of the living story.

living story complaints [spoilers]

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Posted by: Vayne.8563

Vayne.8563

..no need to compare to gw1, I’ve not played it.

and the need to beat the boss after you’ve lost the achieve, is more infuriating than restarting.

and I get it… complete the entire instant.

but answer me this, if you can do the previous rooms perfectly…what do you gain by repeating the them?

GW 1 was worse. If you failed a mission you had to restart it period. There was no save your spot. If your party wiped you were starting over.

Bear in mind, a lot of missions in GW1 were also kinda short. Though difficulty spiked in a few places, and some where incredibly long (Prophecies missions notably were the offenders here).

Some were short, but some living stories are pretty short too.