Going to be sampling out of context here, but here’s a post from a dev discussing the upcoming Jan/Feb/March updates.
One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided.
Now I’ve said before that I had a laundry list of things in this game that I find flawed, and I’ve had people ask me for that list in the past. Given that the upcoming updates will focus around “strengthening the core game”, I’d thought I would give my own personal list of things I’d like to see improved in these next few months, and see which aspects people agree/disagree with.
Since this is a large list and people will naturally assume I’m making this post for the sake of attacking the devs, I’m going to preface my list with a disclaimer: I love this game. It’s my favorite game of 2012, and I’ve talked several of my friends into buying it to play with me. It’s a great game. But it’s not a perfect game, and there are a lot of areas I (and likely others) feel that there needs to be improvement in.
Also, I apologize for the entire thing being such a massive block of text, but the forum’s formatting doesn’t allow me to add enough spacing to make it more readable. Sorry!
So, here goes:
1. A complete ground-up restructuring of every pre-November dungeon.
Fractals is perhaps the best example of how to do dungeons properly, but it’s still not 100% there. Fractals provides an engaging experience with dungeons that rotate and feel unique, boss battles in the classic Zelda sense that require teamwork to complete, and a dungeon experience that continues to evolve as the level goes up, but it still needs tweaking here and there (as discussed below). It’s not quite as bad as the other existing dungeons, however, which botch things on virtually every level. Existing dungeons are filled with a lot of “cheap shot”, OHKO mechanics designed to kill you for even the slightest mistake or lack of reflexes. This sort of design needs to be done away with, in favor of rebuilding the dungeons to be more like Fractals. I don’t mind a challenge, as it can spur me to try harder and get better as a player. But OHKOs do not promote such a thing, especially if they’re not always avoidable, and they really don’t make you a better player so much as make you frustrated.
2. Redesign and retool the function of Agony in GW2, and fix the lack of lore behind it.
When GW1 originally released with the Prophecies campaign, players were expected to infuse each individual piece of armor to protect from Spectral Agony. This was very unpopular, so a few months later, infusion was retooled such that you only needed to infuse yourself one time for the entire set of armor. One would think that a lesson was learned, there, but yet here we are in GW2, having to obtain separate pieces of gear and grind the dungeon repeatedly for the materials necessary to infuse each individual item with Agony Resistance. You’ve taken Agony from GW1 and made it even worse than it was back then. Agony needs to be seriously looked at, and the grind for AR significantly reduced.
But perhaps most importantly, we need a reason for Agony to even exist. Back in GW1, Spectral Agony was a power specific to the Mursaat, a race of powerful creatures (who may or may not be dead, it’s not entirely clear and that’s likely on purpose) who helped organize the White Mantle. In GW2, Agony is a condition that shows up in the Fractals because….well, we don’t know, because there has been absolutely no stated reason for Agony’s existence as far as lore is concerned. The devs have only said it’s supposed to resemble the power from GW1, but we’ve not actually been told how it came to be in the Fractals or what its purpose is, beyond the OOC mechanics reason of “making the dungeon harder”. There’s a serious lack of lore here and it could use some filling out.
How’d that work out for us so far?
Now let’s try some ideas that will really work.