have not played since 2012

have not played since 2012

in Players Helping Players

Posted by: aeneq.1760

aeneq.1760

No point making this thread into another “Whats wrong with the game” there are plenty of them around already and they all come down to the “Sense of achievement” issue in endgame scenarios.

have not played since 2012

in Players Helping Players

Posted by: Locuz.2651

Locuz.2651

Because despite big cheers from commercial reviewers for beeing so revolutionary and breaking with all conventions, they forgot to make a game that is actually fun and engaging to play.

Well it got them the reviews, it just didnt get them the players.

The people are speaking. The question is if anet will realise what they have done wrong.

Think about this for a second.

Why do you think that reviewers where so possitive about GW2? As a reviewer you are “forced” to look at the game as a whole. You are forced to sit back and enjoy the wide variety of content this game has to offer.

Where the current generation of MMO gamers is pigeonholing content that gives them the shortest route to the “pot of gold”; the fastest way to level or best gold per hour (CoF farming anyone). Its a totally different mindset that makes this game very monothome to play.

If they revised the drops/incentives system it would 100% change the way the majority of players play this game. Even if the actual content was identical and just as good.

And what would you think about this game if they added proper incentives?

- If jumping puzzles and mini dungeons gave BiS (level specific) rewards.
- If all dungeons paths had unique incentives that where on par with all other dungeonrewards in terms of value.

have not played since 2012

in Players Helping Players

Posted by: tigirius.9014

tigirius.9014

Because despite big cheers from commercial reviewers for beeing so revolutionary and breaking with all conventions, they forgot to make a game that is actually fun and engaging to play.

Well it got them the reviews, it just didnt get them the players.

The people are speaking. The question is if anet will realise what they have done wrong.

Think about this for a second.

Why do you think that reviewers where so possitive about GW2? As a reviewer you are “forced” to look at the game as a whole. You are forced to sit back and enjoy the wide variety of content this game has to offer.

Where the current generation of MMO gamers is pigeonholing content that gives them the shortest route to the “pot of gold”; the fastest way to level or best gold per hour (CoF farming anyone). Its a totally different mindset that makes this game very monothome to play.

If they revised the drops/incentives system it would 100% change the way the majority of players play this game. Even if the actual content was identical and just as good.

And what would you think about this game if they added proper incentives?

- If jumping puzzles and mini dungeons gave BiS (level specific) rewards.
- If all dungeons paths had unique incentives that where on par with all other dungeonrewards in terms of value.

I totally agree with this. People don’t like to grind, people like to farm but not grind there’s a big big difference here between the two.

It’s sortof like the skills system they use. They claimed to not make you swing a sword and then swing a sword again but then they made the system require that we use the #1 abilities almost exclusively in ever weapon and even on every kit.

The rewards system is the same as the combat system. They claim to not want people to grind however they make some of the most needed T6 materials the absolute rarest things in the game, not dropping off of mobs for about 25% of the players and then require stacks of 250 to do anything meaningful with them, including the T5 mat – T6 mat conversions.

Meanwhile there are no rewards for salvaging whites blues or greens unless you happen to be chosen as a special one by the algorithm they use (because let’s face it that is totally not luck, I mean I have pretty average luck in RL but never have I experienced such horrendous drops in any other game I’ve played especially when it comes to crafting materials even when restricted to raids and heroic dungeons), there design flaws in how you get rewarded for currencies (laurels being only available 1 per account per day) but they made the higher end gear available thru this method furthering delay with the promise of a content cutoff from individuals who don’t have the properly maxed out resistance on their gear, and even the system of finding lost treasures in the world was corrupted by the RNG system (which should be called the FNG system for all the good the R does for some of us R = random and random =/= the guarantee that every time a drop falls you get hardly anything for your efforts, it’s more like F = fixed because you’re almost guaranteed to get low end drops before DR sets in so there’s a double cutoff occurring on some people’s accounts).

It’s not going to be easy but they could start by allowing the whites blues and greens the chance to actually drop the rarer T6 mats, reducing the number of T5 mats needed to convert to T6 and allowing Greens the chance to drop ectos when salvaged, and change the drop rates in the karma boxes so they are guaranteed never to drop nothing. That would improve the system all around immediately.

Balance Team: Please Fix Mine Toolbelt Positioning!

have not played since 2012

in Players Helping Players

Posted by: Dirkle.1204

Dirkle.1204

hey! I am new to this game lvl 10 and I was just looking for people to play with or to get info from. my char name is My Critz so get ahold of me if you would thanks