I did not say it was a “fact”, however, common sense will tell you that any attempt at unnecessarily controlling players’ time or fantasy is ill-conceived, which both LW1 and the ranger pet thing represent.
It’s also a fact that not having LW1 in the game creates a big hole in the story that should be a priority for them to address.
And yet many people are saying Season 1 was the best living story season and they wish that would happen again. So it’s not a fact that it was a bad decision. It’s only a fact that you didn’t like it.
It’s not about the quality of season 1 as a story. It’s about the decision to do it in a temporary format (shortsighted and badly planned) and then not bring it back when they revised the narrative structure, which I’ve stated multiple times.
It was a bad decision, fact. Smart people knew this at the time, and Anet (Colin) learned it from the ongoing frustration and falloff it caused among players leading to their decision to change they structure for future LW’s and move away from temporary content.
I mean Jesus, people, we’re not talking rocket science here. People love to try to conflate fact with opinion when the facts don’t agree with them. You do this thing commonly where you don’t even understand the point that’s being made and you decide to white knight about it anyway. Super annoying.
While it is completely off topic to this thread….I would strongly disagree. The decision to do S1 in a ‘temporary’ format was both bold and innovative. The fact that many players were/are not able to get out of their fixed MMO mindsets and adapt to the concept that the game world should change and evolve is and was always going to be an uphill struggle.
Yes, it was because they “just didn’t get it”, lol.
No. It may have been “bold and inventive”, but it was also a terrible idea. What it amounted to was Arenanet driving players from the game by trying to control their time and then ruining the cohesion of their own story and wrecking player immersion when people couldn’t or didn’t want to permanently conform their schedules to Arenanet’s.
At the end of the day, the only way to have a truly “living world” in an MMO is to create the world in such a way that the players manage it, like Ultima, Eve, or SWG. In other words, this concept only works in a sandbox that’s player-ran.
GW2 isn’t built that way – it’s a fundamentally EQ-based PvE structure that Arenanet manages, so this idea was never going to pan out and just led to 1.5 years of wasted content development that the game has paid for ever since.
Empty zones aren’t really that much of a problem with the dynamic server system, so you can just set aside that hyperbole.
Would that be the dynamic server system that they promised they were ‘looking into a fix’ 2 years ago? The one that still sends ten different players into 10 different empty maps instead of putting them all together into one full map? The one that is so badly broken that it is responsible for making HOT so solo player unfriendly?
Again, that’s hyperbole. I have way fewer problems with empty maps in this game than I have in every other MMO I’ve played. And it’s only the HoT maps that every present a problem, because they are expansive and altogether difficult for solo players. The way you deal with that is recruiting a friend or two to play with you, or move on to other areas of the game that provide easier content for mostly the same rewards.
A game should be designed to make it as easy as possible for players to maximize their enjoyment of the content – not having those system in place and forcing players to ‘move on to other areas of the game that provide easier content’ is not good design and reinforces the original point of this thread.
Design a whole expansion around group content and forget to ensure that the underpinning game systems support your developments – I refer you back to the supposition of my original post regarding being able to store build templates.