Showing Posts For Carelius.1430:
We are committed to quality not quantity.
Perhaps it would have been more accurate if I’d stated that you were prioritizing release dates over quality. I get that you guys have every intention to release quality content. You’re all very passionate and committed to what you do, and you obviously want to create things that people enjoy.
However, allow me to make an observation. I’ve noticed that when you discuss future content or features (other than Living Story), you never commit to a release date. My understanding was that this is because game design can be unpredictable: things change, features may not work exactly as you intended, bugs may pop up, or it may simply take more time to polish a feature for release than you intended. And you don’t want to release content before it is ready, hence…you never commit to a release date.
Except for when it comes to Living Story.
Suddenly, every two weeks, just like clockwork, there it is. Right on schedule. How, then, can it be that your priority is on the quality of the release, when you are committed to releasing it on a specific date no matter what?
If you are saying that you now have the ability to make sure that content is ready by a specific date, then surely you have the ability to commit to dates for all your releases (not just Living Story). But of course, we know that this isn’t the case.
So while you may want quality, it certainly isn’t your priority. It can’t be. Not on a specific release schedule. It’s impossible.
This said there is a lot we can and are doing to meet concerns regarding the cadence and really polish the positives we have already achieved in this area.
I would be really interested to know what you guys are doing to meet my concerns regarding the cadence. Because I honestly have no idea how you can do that while simultaneously stating that the cadence will continue unaltered no matter what any of us says.
The cadence is something we discuss frequently. We are a very collaborative team and do our best to never sweep anything under the rug (-:
I’m curious as to what these discussions are like. When you are having these discussions, does it ever come up that many people are vigorously opposed to it? Or is it the impression of the team that the current cadence is both popular and desired? If so, do you have any metrics to back this up?
Finally, a simple question:
Why are you unwilling to adjust the release cadence? What is the reason that it must continue, no matter what anyone says? Can you at least help us understand that?
Yes, yes, yes, yes. This right here – especially the last question. The sad thing is we’ll never get a real, honest answer. Right now this thread feels like a PR stunt. I hope I’m wrong.
Can it really be that dwayna in Arah P4 is still bugged? We got her to 50% and couldn’t get her lower no matter what we tried…always stealthed at 50% hps and healed up. I read a bug post 6 months old on this forum revolving around that exact problem….6 months and nothing have been done about a game blocking bug?
For the record we spent 1-2 hours in P4 getting to dwayna, fought for ½ an hour then (rage) quit… 6 months…
So, tell me how are you supposed to do T4? And wouldn’t it be more accurate to change the veterans to champions? I mean they match the hps and crowd control / damage output of champions. Please test stuff before you throw it out there….
/rant
Ever since Robert Hrouda mentioned that he pretty much handles the dungeon work himself with the help of one or two guys (sorry, but I simply can’t find the post, I’ve looked, trust me. Think it was in January.), I’ve not been able to stop wondering how many people Anet’s invested in the onetime events, and how many on more permanent stuff.
How many new legendary weapons could they’ve made with the manpower it required to create SAB? Could they have created a new frac even? New instances? Heck, could they have added the much craved for 1v1 duels?
To me dungeons (+ fractals), legendaries, Orr, mystic forge weapons, skins etc. are the end-game content and that portion of the game has pretty much been at a stand-still ever since they released fractals, even to a point where it’s beginning to feel stale.
It seems they’re keen on the one-time events, and not so much anything else relating to PVE (beside patches and now guild missions). I mean SAB is fun enough, for a couple of days, and it spices things up, but compare that to the hype alone of new legendaries.
Before this becomes a rant, I’ll stop. Anyone else feels the same way? A-net, care to reply? Put my mind at ease by telling me that you’re working on new skins, legendaries, fracs?
:P
Edit: … And working a couple of new skills for each profession as well? Talk about spicing things up …
(edited by Carelius.1430)
Thx for the reply, shows how much I know :P
I think you’d grow tired of using the rifle after a time. It’s a one trick pony (button #3), and ranged – wars are built to go melee :P
That said, you’re a hard kill for any mob if you spec for some armor/health and run around ranged…
The two other banners have been buffed in both of their respective areas (170 precision, 15 crit damage, for instance), yet the tactics banner provide 170 healing, yet only 10% boon duration, still. Am I missing something? Why not the upgrade from 10% to 15% boon?
Darker nights, agreed. Love the Snow Fractals (although that’s, like, really dark).
I whole-heartedly concur with the OP. A-net’s gone about it the wrong way. Legendaries should simply be about the stuff of legends.
Two examples:
1) In fractals a dude is running around with Twilight, cool. Then he begins to play and it becomes obvious that he’s good at the TP game, not the actual game. Major anti-climax.
2) Someone posts their solo run against Lupi as a thief; downed twice, yet he/she wins the day. ( https://forum-en.gw2archive.eu/forum/game/dungeons/Thief-melee-solo-Lupi )
To me it’s obvious who should be closer to wielding the legendary weapon.
(And yes, eventually all will be able to solo Lupicus if that feat granted you a Legendary, but it’s just an example.)
Sure you need money to buy components etc. (perhaps not the ton you need today) but that should be peripheral, not the core of the process.
The core is soloing a (hard) dungeon, earning the respect of other players based on your skill (the political system in Tera sounds really interesting), unlocking enough achievements, and then going on an epic quest once you have all the components, which, in the end, will grant you your legendary weapon. And I don’t mean the usual personal story quest, I mean something bad kitten where you need skill to beat a legendary monster in the end (the monster could be based on the weapon or previous choices in the quest). I’m just riffing, but when I see a legendary I want to know that the player earned it through talent, skill and sweat – not money.
I could probably create a Legendary (at least all of the components required except for the precursor), yet I don’t think I’d feel any real accomplishment if I did. Because I haven’t really done anything other than hoard money. Why not put the Legendary on the pedestal the word deserves, A-net?
The title pretty much says it all – when I try to send items the following pops up: “unable to find recipient” (Yes, I’ve spelled their names correctly). After several attempts my attempts are “suppressed”. Likewise, I can’t receive stuff.
Please help (been going on for a couple of days now)