Showing Posts For AcidDogZA.4679:

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: AcidDogZA.4679

AcidDogZA.4679

I have been a dedicated Guild Wars player since GW 1 before it was Prophecies
I must say the event this past weekend was easily one of the worst events I’ve ever experienced in the game.

You’d asked for feedback and constructive critisim that you can use to improve future events, but I don’t believe you need to be looking too far from home, just datamine the Silverwastes map to see how to run successful “events”.

It’s been a long time since that content was released and it’s still highly active today, and in essence it’s a giant event map. The concepts that make that map and the associated events a success is clear.
- a pattern that can be learned and then beaten by the players.
- a clear timing schedule for commencement and duration of each activity.
- constant little rewards for hitting interim milestones.
- set locations wherein commanders can lead activities to ensure co-ordination.
- culmination of various little activities into a large singular activity that has the big payoff.

I think this weekend’s events have completely missed the already established success of previous activities and honestly it seems to me, who ever designed or architected this weekend’s event didn’t learn from past success that Anet has had in its own game?

An event like this should never make it into the live environment, your customers should never have to experience failed content like this after 3 years of live. Because you have the formula for success already in hand.

Implement a clear QA process that reviews this kind of content before it goes to live, and asks simple questions of new events, such as do they meet the criteria as defined by previously successful events or systems. If the answer is no, then either can or rework the event.

I would be looking internally to understand what is the approval process for this kind of content getting to live, and really work closely to ensure that between design and development there is a very clear integration and that QA can actually stop things like this getting to your customers. Ultimately, you have an established brand and customer experience that you should cherish and enhance, the damage this does to your brand should be very strongly guarded against.

Good luck with future events!

Collector's Ed/DDE Item Questions [merged]

in Account & Technical Support

Posted by: AcidDogZA.4679

AcidDogZA.4679

Not to be ungrateful because I adore Anet and GW2 but a staff member from Anet should take the time to regularly assure people that this issue isn’t just going to go away. Communicate with us and we’ll be a little more relaxed I think.

Also it might not hurt to look at the quality of support that is coming out here in general. The restoration of deleted account locked items is a GM addressable issue in game in 15 mins. There is no reason to over engineer, and over complicate the solution.

I raised my first in game ticket the week of launch with no response. My second ticket still has no response, not even an acknowledgement to say “we got you, and you’re on the list, we’ll help you as soon as we can.”

Just give me something to let me know where I stand, right.

Collector's Ed/DDE Item Questions [merged]

in Account & Technical Support

Posted by: AcidDogZA.4679

AcidDogZA.4679

I wanted to add my voice as well. I too deleted my first character during headstart when he didn’t have the HoM stone in his inventory as expected. Unfortunately that took all my one time only use DE items with it. I lament that if the HoM stone was there and the hall working as intended I would still have my items… Wish there had been a notification upfront when I bought the DE that certain items were one time spawn only even though they were account locked and couldn’t be traded or thus exploited…