Feedback: Guild Wars 2 Mac 64-Bit Client
in Account & Technical Support
Posted by: Amethyst Rose.4367
in Account & Technical Support
Posted by: Amethyst Rose.4367
I have a MacBook Pro 2007, 2013 (4GB RAM) and a Mac Pro 2008 (8GB RAM and Nvidia GTX 650) running either Sierra or El Capitan…. the 64bit client seems to run much better initially but over time seems to leak memory. The activity monitor starts out green with memory pressure, then turns yellow and then red causing the entire Mac to slow down. Restarting the game resets this behavior.
I also notice some weird effects from lighting… I was in Edge of the Mists in the green area and the ground in the shade had a weird checkerboard effect, but the ground in the sun light seemed to look fine.
Also the load times seem very long… the old client also seems to take longer to load than the Windows version, but the new client seems longer than even that one… looking at the disk tab of the activity monitor shows the client has read like 5GB from the disk while loading a map, which is far more than the memory the client was even using (3GB) which makes me think this client is reading more from the disk than it needs to while loading maps.
These are just observations from the activity monitory, I don’t really know what it is doing… but thank you for the work and I hope you can fix some of these glitches reported here… it will be much more fun to play on the Mac if you do!!
Ok I am very upset, I don’t like WvW but have done quite a lot of it in the past to get badges for things like the Gift of Battle…. and basically without warning they removed the vendor to buy days before I went to buy it. What are you thinking at Arenanet, stop moving the goal posts!! I had done this work already… and now you have made the currency useless! This is basically the only reason I have badges. If I am forced to do more WvW just to get the Gift of Battle… I am going to be very upset, very unproductive in WvW basically just consuming space. Please stop the lunacy and give us back the vendor so we can spend our hard earned badges.
Gliders don’t auto deploy unless you hold down the jump button. I’ve never made a habit of doing that until HoT, but other people might just do things differently.
I made a habit out of it before gliding and now with gliding it messes everything up. Why didn’t they just give us another button for gliding?
Well we proably should hold off on adding a feature that almost everyone wants so that you won’t unintentionally ruin your JP experience. Makes sense.
These type of comments you should keep to yourself. There is no reason for adding gliding. Since there is nothing in the current zones that require gliding, they were not designed for gliding and will screw up existing content. Yeah … it does make sense.
Well, that was incredibly rude.
Also, I’d like some firm citations of how this will screw up existing content. You keep saying that, but can’t seem to give any actual evidence.
Yes their comment was. It is pretty clear it could mess up existing content or they would have enabled it already. Being able to glide down into places that previously would kill you from fall damage. Areas that were treacherous and are now perfectly safe.
Well we proably should hold off on adding a feature that almost everyone wants so that you won’t unintentionally ruin your JP experience. Makes sense.
These type of comments you should keep to yourself. There is no reason for adding gliding. Since there is nothing in the current zones that require gliding, they were not designed for gliding and will screw up existing content. Yeah … it does make sense.
Please don’t ruin core Tyria with gliding… it will ruin JPs make things that used to be challenging easy… and I just plain don’t like gliding… it is a horribly overused mechanic in the new maps… doing jumping puzzles in the new maps are painful since you start gliding when you don’t want to. Gliding makes me not want to visit the HoT maps, if you ruin core Tyria with it where will I go?
Please I beg you… don’t add gliding to core Tyria.
If it is a mastery track, you can always not get it.
You fail to understand. People like this aren’t happy if they can stay away from the content. They want no one to have it. Because otherwise it ruins THEIR game.
That is a lot of garbage you just put into my mouth. I don’t speak for you, please don’t speak for me.
Sorry, too late, you’ll just have to learn to love it…
Game wide fun should not be limited because of JP…
If you don’t want to glide then don’t glide, that is your right.
You can’t not glide… it does it automatically… you use the same button you use to jump to glide so you end up doing it unintentionally… all the time. If I could disable it I would!
Please don’t ruin core Tyria with gliding… it will ruin JPs make things that used to be challenging easy… and I just plain don’t like gliding… it is a horribly overused mechanic in the new maps… doing jumping puzzles in the new maps are painful since you start gliding when you don’t want to. Gliding makes me not want to visit the HoT maps, if you ruin core Tyria with it where will I go?
Please I beg you… don’t add gliding to core Tyria.
(edited by Amethyst Rose.4367)
I am having this problem too… I am looking at the meta summary… There are 16 green check marks… Plus there are 2 repeatable ones that I have repeated 1 or 2 times which don’t have check marks but should count towards the meta. That should give me 18 (or 19 if the repeatable ones count each time you repeat them) but it is showing me only at 17/18.
So 2 bugs.. not getting credit for at least 1 of the achievements towards the meta… and checkmarks not showing next to the repeatable achievements.
I am also consider requesting a pre-purchase refund… was giving them some more time to come to their senses and offer some sort of restitution… but it is looking more and more likely that is unlikely. Extremely disappointing…. especially since up to this point they had been very good about this sort of thing.
Ugh this new sound is horrible. Please change it back.
To get it over with.
If they waited until HoT came out this issue would take some of the shine off newly released expansion. The longer the wait the less prominent an issue it is, and this way they can try to distract everyone with this pretty meh anniversary sale.
Also as they release more and more details people would have started farming up more karma in advance for things they wanted, as we don’t have that much to do. Doing it now mitigates that a bit.
Its pretty clear they are probably moving karma boosters to HoT content to encourage you to keep playing it so you can get karma faster for the new vendors.
Then they should have delayed the other changes… that are currently making most of the available boosters worthless. Even if what you are saying is true… it is ridiculous since they are piling one debilitating change on top of another.
Can we please get at least an explanation as to why this change was done now? XP boosters are currently mostly useless… until the expansion anyway…. might be of more use when the expansion hits but why in the world wouldn’t this change wait until the expansion? The karma booster was the only thing of use in those… and they get rid of it for no apparent reason and replace it with things that are entirely useless at the moment. Brilliant job.
No, there is a reason. To slow people’s karma gain so it takes longer to farm it up for the upcoming new karma vendors.
That doesn’t explain why “now” … which was the basis of my post.
Can we please get at least an explanation as to why this change was done now? XP boosters are currently mostly useless… until the expansion anyway…. might be of more use when the expansion hits but why in the world wouldn’t this change wait until the expansion? The karma booster was the only thing of use in those… and they get rid of it for no apparent reason and replace it with things that are entirely useless at the moment. Brilliant job.
Currently if all of your characters are level 80, there is no value in any sort of XP booster…. since you get nothing from moving the experience bar past level 80 at the moment. If you have leveled up all your crafting there is no use for a crafting booster.
So what options are you left with? Magic Find, Gathering and Item Booster (which seems like a combination of the previous two)?
Those are pretty pitiful options… My magic find is already in excess of 200. I don’t do enough gathering for it to be of value to me.
At this time we cannot fulfill your request. Please note this was a general change that affected all players thus we cannot exchange the boosters you requested.
I received a similar reply and told them it was unacceptable as well… waiting on another response.
I submitted a support request asking them to exchange my enchanted reward boosters with karma boosters (I have 921) … I encourage anyone else to do something similar.
The June 23 patch effectively lifted condition limits… making world bosses much easier… Anyone should realize that lifting this limit would unlock lots of wasted DPS and make world bosses considerably easier. This should have been evident in any testing they did…. so why was this not corrected before the patch?
Now they have doubled the health of world bosses supposedly and now they are too hard… or well Teq and Triple Trouble at least. Did they even do any testing before picking the numeric value to increase the health pool?
Seems to me like they are rushing to get their changes out… please take your time and get it right so we don’t have these kind of issues in the future. Too little health is better than too much… which is where we are at now.
Right now I am stopping doing my usual events until they sort this stuff out.
Maybe… but for now you get absolutely nothing. Correct?
Prior to the June 23 update… you used to get a skill point every time you leveled up past 80. You could use XP boosters…. Celebration, Birthday, etc to speed up the process by increasing the XP you got from doing events, kills etc…
However I just tested now and you get neither hero points NOR spirit shards for leveling up if you are already 80 now. What is the point of leveling up now if you don’t get anything for it?
Well they tried to a counter it with the stability nerf. Anyways, I am just waiting for another game to appear since GW2 has lost its direction when it comes to game balancing and new expansions. Elemental borderlands and range heavy armor classes do not really make me want to play this game anymore plus the living story sucks, it really does… not to mention other critics I could also make about the game (mounts being the biggest). I must congratulate their account/interface updating team which has done a great job adding great features over the years now but balancing not great especially recently and story has not interested me at all since the beginning which I was actually excited after the dev interviews when GW2 was close to release.
I haven’t decided my opinion on the stability changes… in some ways they are nice… in some ways they suck…. I don’t like mounts and don’t want them added to GW2 so I am ok with that too… Living story had its ups and downs… don’t really like how Season 2 ended but other parts of it were ok. But the megaservers are in my opinion the worst thing they have ever done… and my opinion is not improving over time it is getting worse.
Making these things random and unpredictable make the game more interesting and might actually populate maps at times
You must be new. World bosses were originally random and it was possible for various ones to be up at the same time. If you were lucky, you could even do the full boss rotation in under an hour. Originally, these bosses didn’t even give decent loot. Two blues and a green was pretty much all you got. Later, they revamped them by giving them a daily bonus rare and increased rare drop rate.
People relied on others to tell them when a world boss was up and websites were created to help organize it. At the time, guildwarstemple.com was the popular choice. As soon as someone said it was up, people would flock to that server to join. If you got into an overflow, you lost your chance, which resulted in people complaining about guesters stealing their spot. People used the last known spawn time to estimate when the next spawn was. Some of the spawn windows were quite long however and people would sit there AFK for hours, both to secure their spot and to wait out the RNG.
While playing an alt in Queensdale one day, I remember the server restarting moments before the Shadow Behemoth was expected to spawn. The restart of course reset its spawn time, but people didn’t know that. This resulted in ~100 people AFKing for 3 hours until it spawned. Funnily enough, I recently watched a friend play WoW and they still do stuff like that there, waiting upwards of 10+ hours with a lot of people for a rare mob to spawn that drops a mount.
Later on, the GW2 API supplied event timers, allowing people to find out exactly when an event was up. It was still random, but you would know exactly when it actually spawned.
After the megaserver change, the API no longer functioned and instead of going back to the archaic system of AFKing for hours, ArenaNet instead chose to schedule them. Truly, nothing is interesting about random spawns and it doesn’t give players any incentive to actually play instead of just standing there, because you MIGHT miss it.
I completely disagree with your entire post Helix. It was more fun when it was random, and it was different random on different servers… so if you couldn’t make it on one server you could guest to another and get it done at a different time. People still AFK for hours for the bosses like Teq and Triple Trouble. You could see which servers had which event pres up… and guest to that server to get it done. The problem was when it was full the overflows would be on a different timer.
Hundreds of people zerging down world bosses in a matter of seconds is no fun and is the curse of the megaserver. Along with sheduled events meaning you may not be able to make it to the events if they are at inconvenient times.
The old system had problems but the new system is way way worse.
Arenanet, please go back to the old system… or fix this one so it isn’t so terrible!
It is a bug when you aren’t being placed in the instance where you are supposed to be. Move it back!
Ever since megaservers were introduced they have been a mar on an otherwise amazing game. When they were announced I was hopeful they would be something good, but they are constantly dropping you into different maps when you want to be in the same one as your party, guild, server, etc… and when you want to get a different map you are always getting the same one. This is not working as intended I don’t think, unless it is ArenaNet’s intention to make their players miserable.
Can we expect a fix so they work as intended, or enhanced so we can actually choose to get a different map… or an option to join a map with people from your server or guild…. and make sure you actually load into the map with the rest of your party?
I don’t think it should be this much of a challenge to do something so basic!
^
It seems they lower the max number of players for labyrinth.
It’s about 30 instead of 150 like normal maps.
Well maybe the limit is 30 but most of the time I went there (and didn’t get a taxi) there were 2-3 people on the map no where even close to 30… doesn’t seem like it is working.
I know this thread has been dormant for a while, but I wanted to add some thoughts regarding this year’s Mad King’s Labyrinth… If the labyrinth is using the megaserver system… why are the maps so much more empty than they were last year. Doesn’t the megaserver try to fill the maps as much as possible? They never seem to close because of low population, like regular maps do but seem to stop filling with people.
Why would you not do the megaserver behavior that I dislike on most maps… on maps that you would actually benefit from being a larger number of people grouped together.
It is like Arenanet is doing the exact opposite of what I want regarding maps…. Mad King’s Labyrinth is one of the few places I would want a lot of people to be put together and it doesn’t do it… yet on most maps I don’t want that to happen and it does it all the time.
Am I missing something here or does everything seem backwards?
Bottom line: I understand that the way megaserver matches players is not always optimal for each individual player, and if you have objections to the way it works, say so. But please accept that there are just as many players who see things differently, and that sometimes you may just have to deal with it instead of dismissing everybody else’s opinion as inferior to yours.
I can’t speak for Phoenixlin but I don’t think that most of the people posting are calling your opinion inferior… but there are lots of people who the megaserver is not working well for… for a variety of different reasons. We are just trying to have our voices and concerns heard by Arenanet. I am glad megaservers are working out so well for you and I would hope that any fixes that help those of us having issues would not negatively affect the way you play the game. But please understand that the megaserver has very negatively affected gameplay for a vast number of players.
Take this with a grain of salt (I know that I do).
Yeah those stats are even higher than I would put it at, but thanks they are somewhat vindicating.
I made a wordcloud of this thread through RSS, although it only gives 1000 posts, so from about the end of April. Thought it would be interesting.
Oh wow that is neat… lol “Vayne” is one of the top 10 most used words.
Thank you that is great.
Retention has a lot to do with the social aspect of the game, which has been reduced.
Just wanted to say how much I agree with this statement above. I’m still catching up on this thread as I’ve not been on the forums that much of late, nor have I been in game for 2 months now, I will likely stop posting on these forums eventually as I’ve lost almost all hope that this game will ever return to the game I loved.
I tip my hat to you, munkiman. While your entire post was great, this one sentence was the strongest for me. I’m sure Vayne probably already threw your words out and disagreed, saying something to the point of “but there are more people so you’re wrong”…. But I know the truth of it.
Quality over quantity of players. Period.
Are there more people in any given map? Yes. But its the same as someone shoving 150 cats into the back of a truck and saying that they are better for it.
Mhmmmmm…. NO.
I agree with both of you as well…. it is definitely the social aspect which has been hindered by megaservers and that is basically what led to the RP tangent I unfortunately helped to grow.
There isn’t much need to argue about RP. One of the only times ANet has really commented on it, they stated they would look into a way to help RP folks with the megaserver changes. So, they at least acknowledge RP is a large enough demographic to consider.
Yeah I agree… I’ve said my bit on it think I am done… sorry for helping us get off topic.
I’m off base. So explain to me how games like this were sold as an RPG (and even listed in Wikipedia as an RPG).
http://en.wikipedia.org/wiki/Dungeon_Master_
Edit: You keep making my points for me. You’re right. 20 years ago there were no MMORPGs and the RPG moniker was already changing what it meant. By the time the game came out, it didn’t mean RPing to most people in the same way it did to me in earlier years.
The industry changed what an RPG was. Don’t blame me for it. So again saying MMORPG is in the name of the program means people are RPing is just a little bit preposterous.
I am not sure what you are going on about Dungeon Master maybe I am not understanding you….
But regarding MMORPG… that term was coined in 1997 by the Ultima Online creator which is the type of role playing game that I am familiar with… so using the RPG in that… it means what I am meaning it to mean. About creating a character and roleplaying… which there was tons of in Ultima Online.
So I am proving MY point not yours. You may be using the old school pre-MMORPG definition of RPG… and that is fine but… I clearly said MMORPG in my post.
You’ve made statements that basically amount to saying I’m making things up, and using conjecture, even when my comments are backed up by industry standards, including the company you worked for. They didn’t call those games RPGs because in the industry they weren’t considered RPGs. RPGs were about stat progression. When that shift happened a lot of people complained about it and there was a lot of talk about it, but of course, the companies one. Today RPG means something different than it meant 20 years ago.
So your insistence that people RP because this is an MMORPG, when you don’t even know what an RPG is by today’s standards, doesn’t hold much weight. You accuse me of speculating on stuff that I know from experience.
You have no idea of what I know or where I’ve been, but you should probably just stop arguing. Every time you say something like people RPG because this is an MMORPG, you are asking for this kind of feedback. Don’t make statements like that, and you won’t get this type of feedback.
In fact, say anything you want now. I’m convinced talking to you isn’t going to end well. Trahearne told me that.
20 years ago there were no MMOs. The MMORPG is a new term… so it doesn’t matter that the usage of RPG has changed over time. And even back then the term RPG has the same basis for RP…. in the sense that you have a specific type of character that you play…. suited to your playstyle or personality…. or the personality of your character.
And I do NOT think RPG meant stat progression… although that was an element in many of them…
I am sorry but you are the one that is completely off base here.
Second Life isn’t a game. It’s a virtual world. It can contain games within it. You still didn’t answer my question. I’m actually stunned that someone who worked for Sierra Online would claim that RPGs today are about RPGing, when in fact most of Sierra’s Online games were adventure games and not called RPGs at all. That’s where the real RPGing took place, if you were looking for immersion.
Games like Dungeon Master, quite popular in its time (you can look up Legend of Grimrock another game like that) had a party of four. But you couldn’t be RPing in it because all your characters moved together and though they all had different skills, none of them interacted with anything in any meaningful way. It was all attacking and solving puzzles, with progression. But it was still an RPG. It was advertised and sold as an RPG.
Immersion isn’t RPing and trying ot say that 20% of people are either RPing or immersion players might actually be right. But I’m pretty sure many of those people don’t have the same problems with mega servers you do, because I’m an immmersion player not an RPer and I don’t have those problems.
SecondLife is a MMO… what we have been talking about here no? Sierra Online made adventure games that were sort of roleplayish but I never claimed they were RPGs did I? Although Quest for Glory may have been considered one….
I am not sure where you are going with all this but I don’t see how questioning my background helps you prove any points?
That’s my professional view as someone who was a game buyer and worked with companies like EA and Sierra Online and SSI on a regular basis. My limited view is a professional view from in the industry. What are you basing your view on?
I looked at the games called RPGs and realized the shift. In fact, most adventure games coming out were more like old RPGs because many of the new RPGs were nothing more than dungeon crawls.
Take a game like Dungeon Master which was an RPG in which you played four characters at the same time. They moved at once. There was nothing in it to say you played in character, because you were four characters. There was no dialogue. No story, besides a flimsy excuse to get through the dungeon. But it was an RPG.
It’s all very nice to disagree with me and all, but this isn’t something I’m making up. Maybe you need to fact check?
I did work for Sierra online in the when I was in college…. currently I make content that is used in video games…. and make roleplay aids in SecondLife.
LMFAO! Now look at who’s speculating. RP ORIGINALLY meant something completely different than it does today and that’s not speculation. All RPG means today is a game with a story in which you have a character that progresses. That’s all it means.
Many RPGs today are single player games. Now you might be calling something RP that’s not RP, for example, being immersed in a game or story…but RP, as in the activity has a very specific definition. I get immersed and into games and story all the time…but that’s not actually RPing and people who do that don’t necessarily consider themselves RPers. I sure don’t.
Now if solo games can be RPGs and no one is actually RPing in them, then 100% of those RPGs are played by non-role players.
This isn’t just speculation. It’s a gross misintepretation of the entire genre. This isn’t Dungeons and Dragons anymore, which I used to play. What RPing has become is completely 100% totally different.
20% of people don’t RP in RPGs, unless you’re just talking about immersion…which isn’t RPing.
No it didn’t mean something completely different… the role meant the class you played. Rogue, Fighter etc…
That is your limited view of things… but I come to expect that from you.
You don’t make changes out of ignorance and uncaring. If you don’t care, you don’t put effort into changing something that was working before. They have a reason. My guess is town clothes sales didn’t meet expectations and weren’t worth continuing. My guess is the mega server was created to keep people playing the game, instead of leaving it from seeing a dead world.
An MMO with low retention rates for new players…is an MMO on a bad bad road.
You’d be surprised how many decisions are made out of ignorance. There was almost no town clothing! And most of my friends had what little they had to offer.
RP as defined by RPers….people who engage in the activity is not immersion. I’m an immersion player and because RP has other connotations I’d never use it to describe what I do.
Immersion as in always in character.
Come on. I don’t even agree with the majority of Vayne’s points here (though I do agree with some of them), and I like to RP (For the toast!), but 20% is an exceedingly high estimate. I’d wager the RP community is closer to 1% than 20%. There are legions of people who play MMORPGs and have absolutely no idea what the RP stands for. RPG describes a genre of game that attempts to emulate the old tabletop RPGs. There are decades of computer-based RPGs that predate the first MMOs, and even MUDs.
Actual roleplay has very little to do with the MMO crowds, Vayne is spot-on.
And I don’t disagree with the majority of what you said there, but 1% is ridiculous… I guess it also depends on what you define as RP…. that definition itself can swing the % vastly. There is a wide spectrum of casual roleplay… just pretending to be your character while doing the content. Roleplaying with other players in that manner…. complete immersion.
If you say complete immersion… sure 1% is probably accurate. Roleplaying with others probably brings it to 10% and casual roleplay I think brings it to 20%.
That is my 2 cents… but the whole idea of RPG going back to MUD and single player RPGs is all about getting into character and acting things out like you were that character. That is roleplay.
Players who just create characters to kill things are not roleplayers… and that is the majority of the players I am pretty sure.
Yep, that why I said everyone can decide for themselves. Because it is unknowable.
But if you look at the RPers and what they’re saying, and they’ve said it from the beginning…Anet completely ignores them. They’re like the red-headed stepchildren of Guild Wars 2.
Now if you were a developer, and 20% of your playerbase was doing something, would you really ignore them? Not without a good reason.
That’s called an educated guess.
You’ll find people do unreasonable things call the time… and maybe there is some greater context that neither of us is seeing explaining Arenanet’s decision making process that we are not privy to. So I can see both things as possibilities.
Either 1) They have a good reason why they are not doing it and we just don’t know what it is or 2) There is no good reason and they are hurting themselves out of ignorance or not caring.
There are plenty of real world examples of both these things happening everywhere you look. Assuming that it is because there just aren’t very many roleplayers does not have a sound basis in fact.
(edited by Amethyst Rose.4367)
You know what I love about you? You attempt to make completely reasonable assumptions sound unreasonable.
Do you know what an educated guess is? It’s a guess that’s informed by experience. That’s all it is.
I’m arguing with someone who thinks 20% of MMO players RP. 20%. Do you believe that’s accurate?
MMO I am pretty sure comes from MMORPG which has RP in it. So yes I think 20% is a reasonable guess.
I’m going by years and years of experience. It’s possible that Guild Wars 2 flies wildly in the fact of tradition from other MMOs, but considering how badly this game supports RPers I don’t why anyone would support that concept.
Very few games even have 10% of their playerbase as RPers. Even I’ve RPed from time to time…but I’m not an RPer. Any more than doing a dungeon every now and again makes me a dungeon runner. It’s not what I do. It’s not how I play.
The percentage of the playerbase that is self-identified as RPers is usually in most games very small. You don’t have to believe that, but that’s what past information has shown.
If you think somehow this game, which isn’t friendly to RPers (according to most RPers I’ve seen post) somehow bucks the trend and has more RPers by percentage than the rest of the industry, you’re perfectly welcome to believe that. I have no problem with it.
My suggestion that most people should just make up their own minds on what they believe is because I’m not going to change your mind and you’re not going to change mine.
When I have tried out other MMOs most of them have several worlds dedicated to roleplay…. that to me indicates there is a pretty significant amount of people interested in doing it. Why Arenanet decided to not do that, is a mystery to me… so while in other games all of the roleplayers would gather on their own servers… here in GW2 it is more diluted and they are spread out among all of the servers more.
People should and will of course decide for themselves but I am going to still point out when you are spouting unsubstantiated or unprovable or unknowable things as fact in the thread.
(edited by Amethyst Rose.4367)
Most disingenuous response to date.
Guy says I knew nothing about it, but everyone else was mad, so I felt I had to post about it, which is exactly what happened, and you’re saying you don’t see mob mentality there.
He didn’t understand what he was complaining about. This thread angered him in spite of not really understanding, incited him to post.
Other people took the time to message him and explain to him the ups and downs (and no I wasn’t one of them) and he completely withdrew his post. He’s not alone.
Mob mentality is a very real thing. I brought it up in this thread, because of that thread. It’s not a theory. It’s not something unknown. There are also psychological studies that show that people who are unhappy will complain more than people who are happy will defend. But you know, it’s all just my crazy opinion. There’s no evidence for this stuff at all. It’s all wild speculation, right?
Post the thread and I’ll decide for myself… I am going on what you are telling me about this thread…. and quite frankly I have a hard time believing almost anything you tell me since it is so far askew of what I believe about things to take your word for how this thread went.
Even if you weight it, it doesn’t come NEAR 20%. More to the point I don’t believe and I don’t even believe most RPers believe 50% of TC RPs. Nor do I believe 10% of other servers RP. You’re not anywhere near 20% in my opinion.
And I think most people would agree.
And I disagree with you on most of those counts… and saying “I think most people would agree” does not really help your argument. It is basically just saying “I have run out of things to support me so I am going to make up a bunch of hypothetical people to agree with me”
I actually think that it is less than 50% on TC and higher than 10% on all the others… but I was just using those numbers as an example.
No the guy who posted didn’t really know anything about the issue and admitted as much. But he still felt strongly enough to demand that Anet turn him back. He had no idea anyone liked it.
Edit: Obviously the positive responses came AFTER he felt urged to make that post.
Well I don’t see that… if there is any mob mentality in your example it is him switching sides to be like the other people in the thread. Thus the pro-megaserver people are the mob.
Here’s some food for thought for you.
A week or so ago, there was a post demanding that Anet kill the mega server. The guy who posted it had about 12 responses before the three was closed. 2 were against the mega server and 10 were pro.
But then something really amazing happened. The OP removed the first post before the thread was closed.
Someone suggested he was censored, but then he came back into the thread, again before it was closed and said, no I removed it myself. He was incensed, not because he believed the mega server was so bad, but because of everything he read about it in that thread. Apparently he started talking to some other people who all liked the mega server and after hearing what they had to say he ended up agreeing and removing his OP.
This is why I brought up mob mentality.
Not sure how that demonstrates mob mentality even if that were true (which again you show no evidence regarding this) … unless the pro-megaserver people are the mob?
I’ll let others make up their mind if they want to believe that 20% of this game RPs.
Edit: Your math is faulty anyway. Let’s pretend there are 12 servers, each with 10 people on it. That’s 120 players. Now if 50% of one RPs thats 6 people. If 10% of the other 11 RP that’s another 11 people. Which makes it 17 people altogether out of 120.
That’s assuming 50% of TC RPs which I don’t believe, and 10% of othr servers RP which I don’t believe.
Edit 2: And there are 24 US worlds not 12, so the math would be even greater. TC would have 6 RPers, each of the other 23 would have 1, or 29 RPers out of 240 players. Which isn’t really 50% of the population, even if it were true that 50% of TC RPs.
No you need to weight the high population servers such as TC higher… that is the whole reason people were complaining about the lower pop servers being empty.
Also after looking at the thread that Hamfast posted… there is apparently another roleplay server Piken Square.
(edited by Amethyst Rose.4367)
Being on TC and saying there are a lot of RPers is like going to a ping pong match and saying there are a lot of ping pongers. Of course there are a lot of RPers on the RP server. There are also a dozen other servers.
Now I can pretty much guarantee the percentage of TC that RPs isn’t 50% anyway. But even if it was, that would still be less than 20%, way less, of the population.
However, I seriously doubt even 20% of TC RPs. You hang out with RPers so of course most people you know RP. I have a guild of 150 people and out of that guild even though we started as an RP guild, less than 5 RP.
If it was 50% on TC how would that be less than 20% overall… you are assuming that there are no roleplayers on any other servers? If it was 50% on TC and 10% on the others it would be pretty close to 20%. No?
Anyway my point is that any one of our experiences in GW2 is a very small sample size and not necessarily representative of GW2 as a whole. So while your experience is quite valid…. projecting it onto the rest of GW2 is a flawed argument without some sort of independent unbiased sampling.
But most people don’t RP OR take surveys. Estimates of RPers is probably a whole lot lower than 20%. The problem is the people who participate online outside of games is generally about 15%. That means 85% of the population doesn’t and my guess is most of that 85% is not RPers.
It’s like people think raiders are so prevalent, but recently we found out in a game like lotro according to the devs, raiders are only 2% of the population. Polls always show them to be much higher. That 2% are the loudest, most demanding segment of the forums. Not making this up, a lotro dev said it.
So even though polls shows that raiders are 15% of the population, 2% of the number the devs gave. That’s how useful those polls are.
If you think 20% of this game’s player base RPs, you’re very much out of touch.
Well I haven’t seen any of these surveys and you aren’t posting links to your “facts” but if I were to take my personal account for how many there are… it would be about 50% since I came to guild wars with a bunch of roleplayers. That is how I ended up on Tarnished Coast because it had been the unofficial roleplay server. (I actually started on Jade Quarry because I liked the name but switched to TC to be with all my roleplay friends)
So it is all perspective… so by cutting that down to like 20% I think I am being pretty realistic. Just because it isn’t your experience doesn’t make me wrong and you right or vice versa.
Also just observing people not roleplaying doesn’t mean they aren’t roleplayers… lots of it is done in whispers or private instances as well.
Valid point. Players who are not roleplayers GREATLY outnumber players who are roleplayers. If you don’t think that’s a valid point, then there’s not much to be said anymore. I’ll let others determine whether that’s true or not.
Valid point: People have complained about the old town clothes. Not once or twice. There are have many threads about how useless those town clothes were. Why? Because you can only use them in towns. Which people stay in towns most? RPers. Town Clothes were relatively useless to people doing champ trains, dungeons, WvW, etc.
Valid point: If Anet was making money with town clothes as they were, they probably wouldn’t have changed it. They changed it for a reason. Not just to kitten off RPers.
Unless you think they changed it for NO reason.
What I am about to say is completely unsubstantiated by any surveys but I would say roleplayers account for 20% of the player-base. Just from my personal experience. 20% is a significant amount… and that is assuming ONLY roleplayers were interested in town clothes…. which is also not the case…. since I am not one and I was always wanting them to release more town clothes and they did not. I would have bought them if they did. So if we include people like me… say another 20% of the players… that is 40% total. Seems like a pretty high percentage if my numbers are anywhere close to accurate.
They were not making money on town clothes because of one simple fact… they were not making town clothes.
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