Showing Posts For Crovack.3761:
Better to kittenhe exodus of players. If there isn’t anyone playing, who cares what the divide is between what is left?
Deherch, my friends and I are on the same page. We loved GW2 in beta, the combat system is amazing. There are some tweaks to classes that can be used for balancing and such, but all of that is typical mmo stuff.
The fact that an optional system (the DR system) is being left in place for weeks while it’s broken is absurd. It’s a mistake that it’s implemented at all when it wasn’t working, but it’s a choice to leave the system in now while it is broken. ANet is consciously deciding that they’d rather punish players who did nothing wrong than fix the problem.
Ask anyone who’s gotten 6 tokens and 2 silver for their first time doing a dungeon in a week if they care that others can clear dungeons quickly for good rewards: they don’t. They’re upset and not playing because THEY were directly hurt by this; and ANet continues to act as if we’re bothering them by wanting it fixed. Just look at how many new threads have to be closed constantly from people experiencing this – and that doesn’t even begin to include the number of players who are hurt by it via connection to others. In my group of friends, we’re going to go play another game rather than play one where some of us get full benefits and others’ get shafted completely, so now instead of 1-2 people not playing your game because of this, you’re looking at 5+.
There’s SO much potential in GW2 for it to be an amazing and groundbreaking game in the market the likes of which there is no compare. But Deherch said it best
“broken = broken”
We’re currently not anticipating a hotfix for this problem. It is more likely to be fixed during the normal Monday patch.
Now it’s “more likely” to be fixed?
Can you just post a big announcement to everyone when it is ACTUALLY FIXED so we can stop having hopes dashed patch after patch as you delay fixing the issue yet again till Monday and then may or may not resolve anything.
If you can’t implement a working system, REMOVE THE DR SYSTEM TILL YOU CAN FIX IT. You’re hurting the game more with the system in place than you ever did allowing people to “exploit” by running dungeons legitimately and quickly. (I’m fine with closing bugs that allowed non-intended running of dungeons in fast manners, but the idea that you’re being punished for being faster than some artificially created presumption of dungeon time requirement is silly on it’s face and even more ridiculous when combined with the overwhelming oppression of ‘innocent’ players as a result of this makeshift failure of a system.)
Not yet beyond memory. We’re looking into tech solutions for displaying the paths you have run, but our resources are pooled more heavily in fixing bugs, exploits, and other issues before features like this will be worked on.
As a note though, I have brought this very thing up many times. I’d like to see a way for it to work with our achievement system without making a massive slew of achievements that clutter up that UI with even more information.
Are there existing character flags for these or would they have to be worked into an existing system? IE: Could you simply alter the color of dungeon path text during the selection process based on completed/not-completed?
Example: I have complete runs 2 of a dungeon, but not run 1 or 3, so I see:
- Route 1
- Route 2
- Route 3
You could use colors instead of bold, but the same principal applies.
While I understand in principal the idea that patching is not something to be taken lightly, we also have a playerbase that has been sitting on it’s hands waiting for ANet to fix it’s dungeons. From dungeons that simply could not be completed due to bugs, to others with exploits – the initial state of dungeons was abysmal. This, to an extent, is understandable. The fact that people in the same group can’t all get into the same dungeon at times still existing, however, is absurd.
The problem then worsens in when ANet decides to fix the exploits AND add a DR system to the game that is simply not working correctly. It hurts a HUGE number of “innocent” players. You’ve now made it to where people who were excited about the idea of doing dungeons finally, now find that they can’t get rewards from them. You then promise a patch for last Monday to fix this – and that patch doesn’t work.
At this point, a hotfix is more than warranted. At this point, if nothing else, you should REMOVE THE DR CODE UNTIL IT CAN BE FIXED. You’re treating your playerbase like some sort of communist regime that would rather imprison tons of innocents than let one guilty person go free.
I could, point blank, care less if others are able to for a short time run dungeons faster than the “DR” intends them to and get rewarded for them. I do, however, care that right now my friends and I are more and more discouraged from playing the game at all. Pushing back the next “this should fix it” patch till Monday and not even attempting a hotfix is just more evidence of the oppressiveness of ANet towards its players. You’re more concerned about the people exploiting than you are about the people who aren’t and your zealous attempts to fix the exploiters have harmed more innocents than is acceptable.
It’s decision like these that lose you players, and I hope that when Monday’s patch comes and there’s still some bug, that you don’t then just put off fixing it for another week. Some of us are trying VERY hard to keep playing your game in an enjoyable manner, but you’re making it very difficult. Even more so when you keep pushing potential fixes till AFTER the weekend and thus leaving us with one more weekend where we won’t be playing your game.
“Diminished Returns system.”
This right here is a perfect example of the poor customer service from ANet. People attempt to report a BUG in your poorly tested and rushed out DR code, and your initial response is 3 words long. It comes across as arrogant and worst of all ignorant. Please, if you’re going to have people from ANet interacting with your players, perhaps JonPeters isn’t the right choice.
People assume that things said by ANet members come with knowledge backing them, even if they’re rude; in this case you failed on every level.
How can this not be priority #1. Ask Blizzard how they do it, anything. Instead your adjusting tokens, nerfing dungeons for people who run it too fast and all kinds of things while the majority of people can’t even get a group into the same instance??
We have multiple teams working on different things. In the case of this issue, we have programmers working on this solution since it is purely based on background things.
Whereas tokens and exploit fixes/nerfing/buffing is largely a design thing with code support for things we currently aren’t capable of (see: DR system). We’re actively working on an assortment of issues, and I guarantee you that the party functionality is top priority for a team of very dedicated folks.
I think his point, and it’s a valid one, is that you all took the time to add a faulty DR system to the game in such a rush as to cause huge issues for people it wasn’t intended to effect and discouraging huge portions of the playerbase from playing at all. This is then combined with seeing an issue that has existed since day 1, an inability to get a part in the same dungeon consistently, lies unaltered and prevalent.
While these aren’t completely shared resources, the prematurely pushed makeshift DR system seems to have caused far more issues than it solved problems (let’s be honest, all you all needed to do was put a lockout on dungeons OR just wait to implement it till you had tested it and worked out all the bugs). Leaving the ability for people to farm dungeons faster than you’d like hurts less players than forcing an incomplete set of code that harms innocent players.
Current state of dungeons: costing you players
We’ve had a group of 80’s that refuse to participate in the current state of GW2 dungeons. There are simply too many other games out right now that have working viable endgames. Now hearing that instead of fixing the issue, it’s once again getting pushed back another week… is discouraging.
We may be back if at any point you all have a working release of your game.
“Monday’s patch will be the start of our efforts to correct the problem.”
Any ETA on information about this patch?
CM and TA story were to easy.. agreed… but now, by buffing EVERY mobgroup and nerfing the rewards, its gone from “to easy” to “why bother”.
It’s a knee-jerk reaction. This wasn’t a thought-out well tuned idea for the health of the game, it was what the team could manage in an immediate response.
The question is, does ANet realize that responding to a tap on the knee by kicking the players is a bad response? Will they “fix” this and bring it back in-line with a reasonable experience, or will they stand behind this absurd action like it’s dogma and loose huge chunks of their playerbase in the process?
I know, for certain, that myself and at least 3 close friends (possibly 4) who will be unlikely to continue our play in GW2. This patch, if unaltered, changes GW2 from a game we enjoyed to one we no longer can. If this wasn’t your intention: please, fix it.
@nicolebsb
The only thing that changed regarding rewards was if you ran the same dungeon 3 times a row, you can still do 2 a day or do multiple dungeons.
You’re flat out wrong. Many dungeons running them the first time of the day will no longer net you anywhere near the same gold or exp. They also made many dungeons significantly harder.
“The only thing that changed” – just goes to show you that someone can be so fanatical in their belief that they don’t even pretend to play with facts. The devs, who’re wrong about what they’ve said versus the actual implementation of this patch, still even admit that the dungeon difficulties were tuned up AS WELL as altering their rewards.
You’re simply wrong- the devs have posted contrary to your post, and anyone who’s spent time doing dungeons since the patch has evidence against your post.
You know, the defense-of-ANet posts might at least sound better if they were written by people who had any clue about what they were talking about. But then, the posts from the dev claiming 25k hp pools certainly proved that knowledge of GW2 was not a requirement for this forum.
2/10
There were changes that needed to be implemented, as 4+warriors could clear it in 8-10 minute runs. I can completely understand that 6 clears per hour with time left over to vendor was faster than intended and higher rewards than anticipated.
That said, the way they fixed this was over-the-top. There’s 5 of us who played together constantly and now feel like our time is meaningless in the game. We enjoyed challenge, but not chain-deaths to untunned frequently buggy content. We enjoyed finding ways in which we could apply skill and strategy to attain goals faster.
ANet’s continued to make knee-jerk reactions that at this point just cost it 5 players. I thought it was amazing how SWToR lost so many players in the first 30 days, but ANet sure wants to top their record for fastest disappearing MMO population.
P.S.: No idea why ANYONE would do a pickup group with strangers now. This is the worst possible thing to do for casuals.
(edited by Crovack.3761)
This was them balancing the cooking job to match the other crafting jobs.
Or more appropriately, their failure to properly balance cooking – but once again, it’s the players’ experience that is ruined by their failures. Given the significance in scope of repeated changes lately, it’s obvious GW2 was not ready for launch and these constant unannounced “fixes” to their game simply create a playerbase filled with dashed hopes and ruined experiences.
I’m not the only person who had to forgive ANet for other mistakes lately and now sees this as the last straw from a company that should know better. Shame!
In a series of questionable updates recently, this one is by far the worst. I simply cannot understand how ANet is so out of touch with its playerbase not to see how this would simply upset people. EVEN MORE SO when it is done without any communication to the players.
I imagine this is a nerf, not a bug.
ANet seems to wait until anyone finds the “best” way to do anything, be it to level cooking, to farm events, to buy gear, to convert karma to gold, and more. They seem to see “min-maxing” as “exploiting” and have given out bans (or not given out bans), rushed patches without notice of content and continue to cause players displeasure.
My fiance was in tears after sitting down at the Master Chef and popping a Crafting Booster with all her “other” ingredients that she’d worked all day to farm, and then get a “new game version in 3 minutes” updated. She, like everyone else, logs out and patches then back in to find all the essential components to her crafting gone.
This is the kind of rediculous treatment of the playerbase that costs the game players and ruins a game’s reputation. Everyone, myself included, had such high hopes for GW2 but as ANet continues to ignore GLARING problems with the TP and other aspects of the game and focuses instead on creating a volatile and unpredictable game for its playerbase, the result will be GW2 looking more like SWTOR than the new WOW.
I’d love to see how many players continue playing GW2 after the first 30 days, but as there’s no subscription numbers it’s unlikely we’ll see the sharp drop off created from this dreadful management style.