Well, don’t.
Statistically, silent majority only accounts for an average 30-40% margin of error – certainly not enough to warrant invalidity.
Sure there are exceptions to the average but…
Just no. That silent majority logic is wrong.
That is a fascinating statistic, where are you referencing that from?
A 30% margin of error is enormous. The results of any survey with a margin of error in that range would need to be completely disregarded.
I never do this, but this idea is exceedingly pertinent to the idea of making DEs more relevant, repeatable content and it was kind of skipped over: https://forum-en.gw2archive.eu/forum/game/gw2/Rewarding-Adventure-in-the-Open-World/first#post3827855
Of the various things that have been mentioned here, this would be among the easiest to implement but have a big impact game-wide. Please take a look if you have the chance.
This gives me the notion that with a little help at the system level, events can and should be the bulk of repeatable open world content in Tyria.
I’d be very interested in hearing your thoughts on that.
Anthony, I absolutely agree, and I’d argue that it wouldn’t take THAT much assistance at the system level either.
I beg of you, have a look at this idea I floated months ago: https://forum-en.gw2archive.eu/forum/game/gw2/Rewarding-Adventure-in-the-Open-World
And please let me know what you think!
Could you clarify? That sequence is incredibly straightforward in terms of input- there is no “precise timing” required except for initially opening the curtains (pressing “f”) within the countdown, which is server-side.
Can you explain where your progress was hindered more specifically?
How did you get the idea that you had to complete this one vista before moving on to anything else? O.o
You clearly don’t understand what they’ve said if that is the conclusion you have arrived at.
They are designing the maps to use your guild, friend list, and server to group you with other players. You will find it EASIER to play with other members of TxS because the system will automatically group you guys together.
It will be easier to play with some other members of TxS, but not necessarily to play with an (almost) full map of them as people can do now because the game will be assigning non-TxS members who zone to Sparkfly to that same map because they fit the matching criteria (i.e. same server, same guild, on their friends list, even the same language and probably more criteria).
Again, we’ll have to see how it works in practice.
Looks like those guilds will be able to schedule their own runs outside of the daily rotation and trigger the events themselves.
Sadly they’ve already decided to nerf the already meager coin rewards from events in the upcoming patch, so I don’t think Anet will agree with your idea at all.
I can’t follow you onto this limb, really. One imagines the nerf is primarily aimed at the champion loot trains. These activities currently incentivize running the same small handful of 5-7 events over and over again for limitless profit. My idea completely eliminates any (gold) benefit for repeating events altogther.
I agree that we need better rewards for these things, but I think it would be better to suggest more tangible rewards than coin.
I aimed for a degree of practicality. Stuff like unique skins for crossing a threshold for each zone or new achievment progression would involve a lot more work from more departments that just messing with the math that delivers event silver rewards.
I remember a long time ago they added a bunch of new events and were happy to announce it because a lot of us were asking for it. However there was almost no feedback on the new content and Anet figured it meant nobody really cared and they should not bother adding any more.
I saw that bit too and I was incredibly disturbed by the conclusion. Considered in purely pragmatic terms, how is a player supposed to know if an event is new or if they just haven’t seen it before? I know I haven’t done every event in the game; I probably haven’t even done every event in my favorite zone.
It is good idea, and I love it. But I am afraid it is never going to happen.
First of all, it would give too much money for players, and whole game economy would be ruined and inflation would start to raise prices. ANet would need to figure out new gold sinks in that point to keep playerbase poor and prices low. Like jumping to the another waypoint cost 3 gold for level 80 character.
Second, ANet don’t want to see, that players get rich By playing this game, they want that ppl will buy gems in real money and convert them to the game money. If players would get too much gold from the game, they could buy easily gems By game gold and ANet would lost a lot of money in that way. It is not good business to run company in that way. They need incomings to pay sallaries and social security costs, rents, electricity, servers operating expences and so on and so on.
Third Anet is a Company and every Company need to make profit. They can not convert game money to the profit or if their playerbase is rich they are not doing profit.
So your suggestion is great for players, but ANet point of view it is awful scenario.
Forgive me, but if this is meant to be serious, I addressed almost literally every aspect of your argument here in the questions at the bottom. This would not, by any stretch of the imagination, become the most effective gold per hour endeavor in the game. To make “real money” with this, on the order of your typical daily dungeon rotation, you’d be doing 35+ different events in multiple zones over the course of quite a few hours. Which, if people wanted to do that, more power to them as they’d be playing the HECK out of Guild Wars 2, but this would not be the kind of economic upset you’re referencing, especially with the upcoming reduction in champion silver rewards.
It would be possible to also add some incentive to switch up zones. The kill-streak reward could diminish if you’ve done it in a zone earlier that week, so that if you want to keep adventuring and getting the kill-streak bonus, you would move through different maps throughout the week.
Along with the OP’s idea, I would also like to remind ArenaNet of the perennial suggestion to somehow reward infrequently done DEs and Champs. The content in the corners of the world where people rarely go should have dynamically adjusting rewards, so that players who choose to adventure off in search of the less travelled path will get rewarded for doing so. Imagine Tyria with a player base constantly looking for that Champion or DE that is rarely encountered.
Both awesome ideas as well. There is a lot of potential to tie “bonuses” into a system of this sort because it’s all centered around doing as much stuff you haven’t done before that day as possible. There could even be “Zone of the Day” type bonuses, Zaishen style, where you got a slightly higher rate, or an XP or karma multiplier with your streak in that zone too…
(edited by Hawkian.6580)
Thanks for the support! There are really awesome event chains out there that I know a vast majority of players haven’t seen. I run into people that haven’t done Flame Temple Tombs in Diessa all the time, and that’s one of the freaking daily rare events! It’s such a rich world, jam-packed with stuff and characters and action, and I know this would make the prospect of adventuring across the map more appealing for many.
Potentially Asked Questions:
“You moron. People will just find the most optimal dynamic event paths to do the quickest for gold with the least amount of effort!”
You’ve just described the exact scenario taking place right now within every avenue of content that offers adequate gold reward. This would merely be adding a new lane to that highway, and in terms of time investment, making real money this way would still not surpass other daily methods for pure efficiency.
“What about that happening in the newbie zones? Sure the Queensdale champ train would be gone, but wouldn’t you be replacing it with a constant stream of people doing all the easy events in a set sequence, subject to the same toxic environment?”
Yeah. I’ve thought a lot about this, and I say we just go with Occam’s Razor: this simply shouldn’t be in effect in the 5 newbie zones of the game. Or in more humorous form: No streaking in front of the kids!
“If this wouldn’t actually make me more gold per hour than a dungeon rotation or [other activity x], what’s the point?”
In-game activities don’t have to be the most profitable thing to do to be worthwhile. There’s a “fun vs. reward” dynamic that every player considers constantly during a play session, and the ratio is different for almost every individual who logs in. This simply makes dynamics events- some of the game’s best content- relevant in terms of reward. For my part, I would take advantage of this constantly no matter how outclassed it was by other methods of making gold.
“What about event contribution levels- Gold, Silver, Bronze medals? What about failure?”
Good questions. One way of handling it would be to have only Gold give you the full, n+1, reward, while Silver and Bronze give roughly what they do now, but still increment your streak. I think this would be a good balance between rewarding the prime contributors over tagalongs and tailgaters, but without punishing them too harshly- stick around, get gold on the next one and you get the full reward.
If you fail an event, I’m totally down with giving XP, but you really shouldn’t get any gold for it.
I don’t understand why that happens.
“You’re dramatically upsetting the rate of gold acquisition during the leveling process. You really want first-timer level 30s earning multiple gold per hour?”
No, that’s a good point. I think I’d like it most if the ability to earn “streak” rewards was just something that you unlocked per character by reaching level 80. This would mesh well with the “entire game is endgame” motif- after all, you’re not doing anything you couldn’t have done while leveling- but also provide a new answer to “well what am I supposed to do at level 80?” as suddenly every zone in the game is a newly ample source of fun and profit.
Congratulations on making it to the end of my idea! I’ll take your questions and criticisms now, though beware my concept is completely bulletproof.
Once you break 30 events in my system the gold reward begins to grow quite quickly (4.6g for 30, 8.2g for 40). However, most zones have a total somewhere just a bit above 40 unique events, so that would mean either literally (or quite close to) clearing an enter zone of every dynamic event it has to offer. Frostgorge Sound, for example, has 53 including every Group Event, and every single step of both dynamic events- this would be quite a feat, and you’d be in that zone for hours. I legitimately believe that the ultimate gold-earning potential here isn’t a deal-breaker. Many events have self-limiting timers, and plenty of chains consume time just progressing between individual steps. It wouldn’t be physically possible to just clear an entire zone in an hour- and if someone wants to spend 4 hours in a single zone tackling every single opportunity they find, why shouldn’t they be rewarded as though they’d done, say, 2 hours of dungeons?
Alternatively, if the gold acquisition rate was deemed a serious problem, the streak could just be capped- say after 25, no new events would reward you- though if you left and came back, you could start a new streak with the events you hadn’t gotten to yet that day, starting back at 1. Though again, I don’t think it would be necessary.
Your streak could even be represented as a simple little stack buff in the UI (“Wildlands Samaritan,” “Kessex Defender”) that simply drops upon leaving the zone.
Think about how this new system would feel in practice. You’d get your party or guild together, pick a zone and head out into the world to start adventuring. As you clear more and more of the problems you come across, the gold starts to pile up- the denizens of that zone offering their thanks for your hard work. Soon most of the obvious, high-profile events have been done- but there is more of Tyria in need of help, more insidious evil to fell. So you’ll press deeper into the nooks and crannies of the zone- maybe there’s one underground you forgot about- maybe there’s one you’ve never seen before. Every unique event represents an opportunity to keep your streak alive in that zone, and once you’ve got an “epic streak” going you’ll just be hunting for more to do in that zone. Each explorable map in Tyria is a playground of opportunity. Bonus points if you get some sort of recognition for maxing your streak, literally clearing every single event in the zone, which I suppooooooose could be an achievement, though I’d feel sorry for the OCD-laden out there.
(edited by Hawkian.6580)
It’s not an uncommon topic: how do we make just playing out and about in the open world of Tyria more rewarding?
Seems the suggestions forum is gone so I’ll just drop this here…
So, I’ve thought about this a lot and I like my simple solution so much that I’ll permanently be a little bit sad unless something like it happens one day. This all stems from the idea that Dynamic Events in Guild Wars 2 are the meat, potatoes, veggies and dessert of the game. They’re great, and a ton of work was put into them. They are primarily unique to GW2 in that even games with similar contrivances (Rift and Wildstar each have their variations, as I understand it) are rudimentary in comparison.
There are so many. In every zone, so much content that is underutilized at best and entirely ignored at worst. Ignored! Some of the best content in the game, completely passed by, not even touched once a day. There are event chains in this game I absolutely love, some that can even last upwards of an hour, ultimately rewarding you with 20 or so silver and a few blues, greens and mob drops. This is a shame because even a player like me, who is happy to do content for the fun of it rather than the reward, will triage activities based on reward. In other words, if I’m choosing between two types of content, both of which I substantially enjoy, I will far more often choose the more lucrative one.
I attempt to solve this problem by unifying a few different concepts:
- Playing in almost any zone of the game should be substantially, and in some ways equally, rewarding
- Dynamic Event completion (success) should provide tangible rather than incidental rewards
- Adventuring throughout a zone clearing many events- making an impact on the fabric of that zone- should carry a sense of gameplay momentum with it
- Doing many different events should be rewarded greatly; repeatedly doing the same events should not be rewarded at all (thematically, the same idea as the changes to dungeon rewards)
- Ultimately, the best currency that can be delivered as a reward is always gold, because it’s the language of the trading post
I have framed this idea largely in cold, mathematical terms, but perhaps my favorite thing about it is that it makes a fair bit of sense in roleplaying terms, especially compared to the existing system. I’ll touch a bit on that again at the end.
Here goes.
Each unique dynamic event completed to success awards n silver, where n = the number of unique dynamic events completed in that zone. Repeating completed events would earn you no silver reward at all (XP/karma unaffected).
Put more simply: every new event you do in a zone earns you one more silver than the one before.
This would reset upon leaving a zone, and your “streak” potential for each zone would reset on the daily timer.
So as an example, if you go to Metrica Province and do 1 event it gives you 1 silver, do another event and it gives you 2 silver, do another and it gives you 3 silver, for a total of 6 silver for having done 3 unique events in that zone. The formula for how much you earn by doing how many events would be: (n * (n+1)) / 2.
So if you continue adventuring in that zone:
- 10 events will net you a total of 55 silver.
- 20 events will get you a total of 2 gold, 10 silver- on par with a run of COF1 + SE1.
That seems like a lot of gold for “just events” at first, but think about it: if you’ve completed 20 unique events in a row in a single zone, you are a force in that zone. You’ve severely shifted the battle lines with the centaurs in Kessex Hills, you’ve taken out a ton of Branded threats in Blazeridge Steppes, you’ve given the Inquest a run for their money and driven them from the Infinity Coil in Mount Maelstrom. There’s no doubt this would take longer than a couple of the easiest dungeon paths- but if you didn’t mind spending the time, you could keep going.
Under the existing system, event silver rewards vary by zone (and are apparently being further nerfed per devaluing champ trains), but 20 events would get you somewhere in the ballpark of 70 silver, and you’d be rewarded just the same even if you just repeated the same 4 events five times.
No, see, there’s already a way to make content difficult: play it using white gear. I told someone, who was asking for a dungeon hard mode, to do that. He refused, unless he got a special shiny for doing it. Tell you what, you run around in only white gear for a week, and I’ll actually believe you when you say you want legitimately challenging content, and not just bragging rights.
Well that’s a bizarre thing to bring up. What you are referring to is nowhere close to legitimate challenge, but a self-imposed artificial challenge, also referred to as a handicap. This is actually unrelated to the difficulty of the content itself in that any content can be artificially made more challenging this way regardless of how tough it was to begin with.
I have, in fact, done that, by the way, in a dungeon (AC Story) that had become rote with my guildies in fully-decked out 80s. Not white gear actually, but naked. It was fun, but certainly not at all the kind of experience I’m referring to when thinking of “challenging content.”
moiraine, it’s possible you are not a native English speaker so I’m sorry if I’m misinterpreting you, but: there’s nothing wrong with this encounter filling a particular niche.
I keep getting the impression that it’s regarded by some as a failed experiment because of how infrequently he is killed on the servers that have not coordinated to kill him regularly. But this falls apart because it was not designed to be completed every time it occurs by whatever haphazard group happens to be present.
The way this has shaken out was inevitable. If you as a player want to participate in this content, it’s not a big deal.
If you want to kill him and are on a server that does kill him consistently, great. You’ll probably need to give yourself some time beforehand to make sure you get a spot, and the window varies from server to server, but otherwise you’re all set.
If you want to kill him and are not on a server that kills him consistently, you can join one of the kill squad guilds specifically for this purpose. Or you can rally your guild and lead an overflow yourselves. Make squads, assign roles, give instructions in map chat and drop helpful items. It’s actually pretty kitten fun.
If you do not want to kill him, just leave him to terrorize the Splintered Coast and go about your day.
Never make content too hard for rares.
The question is silly on the face of it because you should simply do what you want to do and no one can convince you of what it is you want to do.
7. Main reason to play PvE now is to farm for AC gear that has no real use (just makes the game even easier).
Wow. No, it is not.
Heya! You just need to join/post groups with the specific criteria you’re looking for. I have no problem at all with at-level newbies to AC in any group I post, but other people might be looking for 80s only. You have to read and use the description feature to make sure you get the group you want.
It’s no longer true for Tequatl. Looking at the site posted by the guy above, some servers have only killed it ONCE. That kind of seems like badly designed content to me.
Many servers haven’t downed him yet. And a lot of the smaller servers got help from other servers or the TKS guilds on the forums. Because they couldn’t do it themselves.
This is completely unconvincing to me.
I understand that before and for the vast majority of world bosses still, success was simply a foregone conclusion. You showed up, you got loot. Perhaps this was considered “we;;-designed” content for some because it simply ensured rewards for all via participation. To others, like myself, this is considered lazy content offering no intrinsic reward regardless of how much shiny loot or gold you got for showing up.
Bringing down Tequatl is entirely dependent on the participants in the fight coordinating, knowing the fight, assigning roles, and to a degree, playing skillfully on an individual level. Of course success would not be assured to every server that haphazardly attempted it with no effort to organize, and of course not every server will be able to kill him as consistently or as often. How this equates to “badly designed content” is beyond me. On the contrary, if it had been released as billed- a challenging open world boss requiring a lot of coordination- and every server had just beaten him on the first try without any trouble, I’d have considered it very poorly designed in contrast.
Again, it’s unreasonable to expect every server to be able to accomplish this kill equally. Server communities are not the same. Any server is capable of taking him down, but the effort in structured coordination is the key ingredient.
The most important thing- and stay with me here- is that for any individual player this is not a big deal. If your server isn’t capable of killing him but you desire to do so yourself, you can simply join one of the organized guilds specifically developed to include like-minded players to take him down. There is literally nothing stopping you, due to Guesting, Multi-guilding, and no arbitrary limitations on participating in the event.
I can sort of sympathize with the “for people that liked the old teq, this is taking content away” point. But the old Teq was… pathetic. Not just “not hard,” but AFK-autoattack easy. Tequatl, the Sunless Dragon, lieutenant of the Elder Dragon Zhaitan, was a complete pushover.
I don’t think all or most or even close to a majority of the content in the game should be like this, but I also don’t think “because some people liked it the way it was” should be a rationale for not changing anything. It’s too limiting creatively, for one.
My last few tries at Teq ended up with me zoning into an overflow and seeing about 5 other people. The event starts and like 6 of us run around and kill stuff. As a few minutes pass more people arrive but by that time it`s a total clusterkitten.
I don`t want to have to guest on a different server just to get a kill. I`d prefer to win it with faces and names I see on a daily basis, my servers brothers and sisters.
If you refuse to join a guild like TTS or guest to another server that is reliable, you gotta organize your brothers and sisters to do so! That’s the only was this can work. Does your server have a forum? A teamspeak/vent/mumble server? A big presence on reddit? It wasn’t just accidental that some servers were able to rally together and kill him, and continue to do so now… their communities took action!
Nobody likes difficult content, it’s a myth.
There are 2 different sets of players; those that want easy content and those that want exclusive content.
The first set wants the game to be incredibly easy so they can relax, socialize and generally progress with minimal effort.
The second set wants content that is tuned specifically for them so they can beat it and subsequently brag about it to players unable to beat it.
Notice, no where in there did I say either set wants difficult content. When given the option of being handed a $100 bill or being given a days worth of work and being paid $100 for it, no rationale person is going work when they can get the same reward without working.
That’s wrong. In, like, a lot of ways.
First of all, there are way more than 2 different sets of players. WAY more.
Second of all, of course some players want difficult content. Content with some form of legitimate challenge is my favorite in this or any game, and it has nothing to do with “bragging to those who can’t beat it.”
Third of all, in the case of Tequatl specifically, I absolutely want as many people to beat it as possible. I, in fact, do everything I can as an individual player to help others do so, no matter who they are! The fact that it isn’t an instanced raid makes it less exclusive, not more. I know this concept seems impossible to grasp but an enormous amount of exclusivity and class/gear/guild elitism was par for the course in traditional raiding.
Finally, I don’t particularly find any merit in your analogy because I don’t play videogames for the same reason that I want to acquire cash.
I belong to the subset of players you do not believe exists. Easy content, regardless of the degree to which I can get immense reward for little effort, is boring and unappealing to me.
edit: Catalyst and Immanuel, if you two are interested: http://www.reddit.com/r/Guildwars2/comments/1nt5cn/official_statement_of_tts_tequatl_terror_squad/
A-net will not dare to make an expansion for this game.
Many many MANY ppl are unhappy with the game and if an expansion came out and force ppl to spend money to keep playing, most of them would simply quit the game for good.
This is maaaaybe the most hilarious theory I have heard yet.
You have correctly identified a very cogent point; it is not intended for the average player to regularly complete. It is very difficult content.
No the actual fight is not really difficult. Take this from a player who spent years raiding in WoW and some other MMOs.
sigh. I meant from the perspective of someone who has not spent years raiding in WoW and some other MMOs. Certainly it’s some of the most difficult content in this game. I agree with you that if you include the whole of Videogamia in the equation that it is not very difficult.
The difficulty comes from having to camp overflows to be able to fill them with your guildies to be able to rely on people who will listen to commands. And from forcing people to spend like one hour waiting for the actual fight to happen.
I don’t agree that that’s where the difficulty “comes from” and the majority of the kills I have been present for were on my home server with a coalition of guilds and many, many random attendees who get better with each subsequent attempt. “Forcing people to spend like one hour waiting” is also certainly not a source of difficulty, though it is annoying how long before he spawns my server hits hardcap. Fortunately, I’ve also had better and better luck leading or assisting in overflows this week.
Which has led me to forgo this fight for the time being, unless it is a weekend. I got the title, but can’t justify spending more than an hour of my precious game time on a given weekday to just stand around waiting for this boss to spawn. If it wasn’t for that, I would certainly go visit Tequatl more often, since the fight is a nice change from the usual boss fight in GW2.
Well, that all makes sense. You have to spend the time doing what is most worth it for you! Opportunity cost and all that.
I never played WoW, so forgive me for asking: If only large, organised guilds kill Tequatl in overflows with any regularity, isn’t that exactly the same as instanced raiding?
WoW had better boss mechanics and you didn’t have to worry about some random guy screwing it up for the rest, but other than that, you’re right.
No it isn’t, and the original proposition of “only large, organized guilds in overflows” being able to kill him is fallacious. An individual random guy also cannot screw the event up luckily (I was originally concerned about this too, but it turned out not to be a factor- trolling this event takes more coordination than just one kitten).
It is similar to instanced raiding in that it depends on people knowing the encounter and organizing to complete it. The differences, all of which I count as advantages, over traditional instanced raiding, should be really obvious to anyone who isn’t just willfully trying to make them seem the same.
I’m probably enjoying myself a lot more because I don’t consider what the general community deems as BiS gear as the only/ultimate reward. My reward comes from immersing myself in the game, meeting new people and just having a good time with guildies and other players (WvW and PvP included).
And I’m geared with rares and exotics and I still can’t see what the big fuss is all about in ascended gear incorporation. I’d say it’s more to work on and look forward to. Enjoy the game man, don’t stress yourself out.
Hi there, you belong to the “gets it” category :P Feel free to add me to your friends list if interested.
The intention was to provide a challenging open world encounter requiring heavy coordination by large groups of players.
See, that is exactly where they dropped the ball. “Open World” and “Challenge” do not mix, at all. Hence why we got people trolling with the turrets and such.
In my experience, this issue which cropped up in the first few days largely evaporated due to the dedication required to pull the griefing off successfully (a server can win with one or even two completely rogue turrets for the entire fight as long as the others are on point). It was also addressed systemically in last week’s patch.
Again, I would agree that they had dropped the ball if very few servers had successfully completed the event at this point, or if no servers were able to do so regularly. But we have seen him killed over 700 times on the main servers alone, and a very healthy scene of untracked kills by organized players on overflows. I just don’t think the point holds water.
Tequatl wasn’t fun before the changes and he isn’t fun now, except now there’s exactly zero reason to even go there anymore. So, uh, good job at discouraging people from certain content I guess?
I mean, what WAS the intention here? Because if they wanted to have WoW-style raid bosses, they should’ve gone with WoW-style instancing for it.
Tequatl wasn’t fun at all before the changes. Now, the fight is one of my favorite pieces of content in the game. Whereas before I had exactly zero reason to go there, I now love to get in on a fight about once every other play session. They did a very good job at discouraging certain people from certain content, yes.
The intention was to provide a challenging open world encounter requiring heavy coordination by large groups of players. Based on my understand of WoW-style raiding, which was heavily dependent on class slotting, a fixed maximum number of participants, and gear gating, it has little in common with this other than what I imagine was a similar feeling of satisfaction on success.
it’s frustrating and time consuming for the average player, not located in a full server nor in a huge guild
You have correctly identified a very cogent point; it is not intended for the average player to regularly complete. It is very difficult content.
However, if you are personally interested and are not on a server that is organizing for it, I highly recommend joining one of the kill squad guilds in your region. They seem to be very welcoming and provide many opportunities to get in on a kill.
(edited by Hawkian.6580)
Just take a look here, and see how many Server have killed him not just 1-5 times in total.
It can’t be good if you have to guest on other servers just to get an event done, and then even join a guild there and follow them into the overflow.
I hadn’t looked at this in a while. I can’t fathom how you could possibly think the data here supports your case.
There are 32 servers. All of them have managed to kill him at least once. 75% have killed him more than once. 50% have killed him 15 times or more. 25% have killed him 25 times or more. The top 5 servers combine for a total of 461 kills. This doesn’t include any of the many, many kills on overflows either by organized guilds or individual servers crossing over.
I don’t know how you could look at that and identify the event itself as some sort of design failure. If anything, some servers have been doing better than I expected. What that data indicates clearly is that a server’s ability to defeat Teq rests solely upon that server’s population organizing the community interested in the encounter to consistently pull it off. Not every server will be capable of this, as a matter of mathematical near-certainty. But if you are on one of the servers that is not and still want the chance to kill him, you can easily join one of the aforementioned guilds.
There is plenty of content available that does not require anywhere near this level of coordination. It is not supposed to be an event where success is a forgone conclusion. For my part, I hope more encounters like this (and even tougher ones) are added over time, while a baseline of “very easy” remains for the majority of the world bosses.
This isn’t accurate. Like all areas of the game, it varies dramatically server by server. Mine remains hardcapped for the ~1 hour period prior to the first and second post-reset attempts.
If your server is not organizing to attempt the kill on a regular basis and you still wish to have a chance to take him down, I suggest joining one of the excellent kill squad guilds in your region. I have been in overflows with them and they are generally very competent.
However based upon ANet’s current trend, expect all the bosses to turn into tequatl — that’s their ‘raid’ system.
Also inaccurate. You can validate this just based on the changes to other bosses that accompanied Tequatl’s. Yes, you can no longer literally AFK at the Golem Mk. II or Fire Elemental. Are they anywhere remotely on the same level as Teq?
There are over 20 daily world boss events right now. You can expect some to become difficult- at, near, or even moreso than Tequatl. You can expect others to become slightly more difficult. You can also expect new ones, of varying difficulty. The final thing you can expect is for a majority of them to remain ludicrously kitten -easy.
It’s not unfathomable for a segment of the population to want a few large-scale, very difficult encounters like this that take actual coordination to complete.
(edited by Hawkian.6580)
Hm, what’s wrong with condition damage in the new dungeon?
Repeated bad experiences, but I am more commenting upon the generally disgusting attitude that someone has more of a right to take part in an event because of a guild tag… treating open world content like a raid is stupid. That attitude doesnt come from one person, it comes from a collective.
I am not blaming the people that join the guild, I know how frustrating it is to repeatedly fail teq, and the original purpose behind creating a teq only guild makes sense, but this attitude of “guild only” isn’t fair, and it isn’t fitting in an online community that has always been praised for being friendly and inclusive. The way that the overflow system works is awful, and the primary cause of all teq-related pain and suffering, but you cannot blame random players for the failure of an event, who are you to say that they aren’t contributing enough? or that someone else has a “right” to their spot? That attitude makes me incredibly angry.
It goes directly against the whole “servers as a community” attitude. why not spread the information about teq attempts? why not encourage more people to take part? why not help them?
The attitude makes me incredibly angry too. I’m telling you that you’re misplacing blame. The attitude of “guild only” isn’t fair, isn’t sanctioned by the game’s design, isn’t admirable, is totally disruptive, is just generally a kitteny thing to do, etc. It also shouldn’t happen, and it’s not a failing having to do with the concept of the guilds in the first place but in the awful approach that the individuals involved in your bad experience (s? you say repeated now but you only mentioned one) are taking.
I’ve had only good experiences with them and I’ve never seen them yell at non-guildmates (I’m not in any of them myself) to leave so that they could get spots. To do so is not only unrealistic but counterintuitive because the more people that succeed and learn what to do, the better the chances on every overflow. Again, it’s not an inherently elitist scenario. On the whole they are giving more people an opportunity to take Tequatl down, not less.
I totally agree with the reasons.
I stopped TQ even before completing a kill. It just took to much of my time.
I don’t even know when will I complete achievements for it cause noone goes there. It would be great if it salled properly, but getting organized 80+ people with top gear…Yes, the worst thing that happened to the game and definitely worst world event.
I have to say I enjoyed other world event bufs, but this… Nope, Its horrible…
I’m sorry, but this is just kinda silly.
If your server isn’t pulling together to organize and beat Tequatl, but you’re still interested in doing it, it’s perfectly valid to join one of the kill squad guilds and get a crack at him that way.
Still no answer/confirmation on this eh?
It wasn’t for me, personally, but I guess I just don’t understand what the reasoning would be for not bringing it back.
Um.
I don’t have any experience with the EU guilds because I’m in NA, but I’ve been in overflows with TTS, just coincidentally, three times now. I assisted the map and two out of three times even commanded alongside them. Everyone was exceedingly helpful and generally kind, glorious victory was achieved, Tequatl steak was shared.
You have correctly identified that anyone attempting to “claim” an overflow and kick other people out is ridiculous. However, you have incorrectly ascribed this kittenbaggery to the idea/concept of the Teq hunting guilds rather than an isolated incident with the specific instance or even individual with which you interacted.
The irony here is that, far from facilitating elitism, my contrasting experience with the Teq hunting guilds has been that they are marvelously inclusive, giving pointers from experience and raising the general knowledge of people on the map with them- so that even if it’s a fail those that participated will know the fight a little better. Most importantly, they give people who are interested in killing Teq who wouldn’t otherwise have the chance a shot at reliably getting it done.
So, to sum up, the person who asked you to leave “their” overflow was dumb as is anyone who agrees with that approach. However, you shouldn’t have painted the guild as a whole (and the conceptual motivation for such guilds in general) with the same brush. Generally speaking I think they’re great.
Yes.
It’s the first game I’ve had more than one “endgame” character in since GW1.
I should say first that I sympathize greatly with you at being frustrated that the content you wanted to play was unavailable when you logged in to play it. On the individual level, if you haven’t been paying attention to the release dates, I can understand disliking that they do things this way especially if you didn’t realize a certain activity was temporary.
However, on this point:
I simply don’t understand why new content is added only to be removed a month later. Forcing players to play the new content by locking out everything else might get bodies where you want them, but I guarantee you’ll have far less long-lasting playerbase than if you released permanent content.
I want to stress that such a guarantee might be ill-conceived. ArenaNet hasn’t elected to incorporate temporary content with a rapid release cadence on a whim; they study actually player behavior through metrics and concurrency trends, and have structured their approach around that. To clarify, it’s the difference between reacting to what people say they like on a game’s official forums, and what can be demonstrated with data. It’s not a coincidence that there’s a fairly consistent rate of complaint about it on the forums- when discourse on the forums is not what fueled it in the first place (you may certainly disagree that this is a good thing, though in general listening too much to the official forums has its own dangers).
Secondly while many games have attempted the approach of slowly-released, static and permanent content, a majority of these games have failed to sustain the long-lasting playerbase to which you are referring. In contrast, this different approach is as of yet functionally untested (outside of GW2’s success so far), and that makes it a lot harder to guarantee anything… we’ll just have to see how it goes.
Anyway, sorry again about your experience and I hope you return when you hear about an addition that intrigues you.
The release page is up now, https://www.guildwars2.com/en/the-game/releases/october-15-2013/
But it doesn’t seem to be listed. Kinda weird, I thought people really seemed to enjoy it!
This is just amazing and hard to believe at beginning that anet releases new contetnt pretty much every 2 weeks. For some mmo takes more than year to release new content and that’s also just an expansion. If anet releases that much content, what if they run out ideas? That’s what I’m afraid of. Also where do they get this amount of money to accomplish something amazing like that, I mean, there’s no monthly fees and gem store doesn’t really make you wanna use use it, alltho currency exchange is kitten nice feature too so you can buy gems for in-game money. How is this possible, this is kitten amazing and so hard to believe but it seems that it’s possible.
I don’t think “running out of ideas” is actually a real concern. It’s a lot more likely that there will be a myriad of ideas for the whole game’s lifespan- but some of them you’ll like, and some you won’t. I agree with you that the game is a stupidly ridiculous value.
There’s still TONS of unexplored material relating to the Dragons, the Mursaat, Palawa Joko and other GW1 elements, additional major areas like the Ring of Fire, Crystal Desert and other continents… plenty to keep the creative brain occupied
Money from GW1 to create GW2. Money from GW2 Gem/Ca$h $hop (virtual items you don’t actually need to play) to fund new “content”. Don’t forget some of the GW2 profit will probably go towards Wildstar so eventually the GW2 cow will run dry. NCsoft is a real gem.
I don’t think I understand any of this comment but I’d just like to point out the “GW2 profit will fund Wildstar” theory as a bit ludicrous. NCSoft might use some portion of its total revenue share for promotion and infrastructure that exceeds the profits garnered from any individual game, but Carbine will have to be profitable as a development studio on its own to survive, and more importantly NCSoft has no incentive to lessen the quality of a successful profit center to assist another studio. Even if you look at them in pure “greedy financial monster” terms it’s a silly claim.
Fear not! As with the vast majority of Living Story releases, you will be scaled up to 80 to participate in the exclusive content (such as the Mad King’s Labyrinth). The most recent two releases have been a bit atypical in that they simply added permanent, high-level difficult content, which doesn’t kick you up at low levels.
I really enjoyed the September break, sure we had SAB and Teq but those had nothing to do with LS and those were actually fun.
That’s sort of a funny way of looking at it. “Stuff I like won’t be considered part of it, but everything I don’t will”
All of the stuff added in the content releases is part of the living world; it’s not going to all be directly related. It’s all going to be very different too, and some parts you’re (each of us) going to enjoy more than others.
Woo! Another mask for my mesmer’s collection! <3
I can’t wait!
My mesmer collects them as well, high-five!
Puzzled that Reaper’s Rumble is apparently not coming back? I don’t really understand that one. It wasn’t really my thing personally, but I thought people liked it!
If your server community has moved on, then you have the extremely valid approach of joining one of the kill guilds to be able to hunt him regularly.
This isn’t the case for every server, by the way.
I think it’s for the best that people who feel the rewards are inadequate just indeed move on, and those who are interested in killing him regardless can continue to do so. The idea that the fact that it requires a lot of people and organization means it shouldn’t be an open world event strikes me as a little sad, and counterintuitive. Many people enjoyed the way it required server communities to pull together to have a chance at victory.
Some of you might be misinterpreting the event as one that should be beaten with clockwork regularity, like the Shadow Behemoth. But that’s not what he’s about. The fact that he might not be taken down on a consistent basis on your server doesn’t necessarily mean there’s something wrong with the encounter itself. And again, if your server is no longer interested in coordinating to do it, I recommend joining TTS or equivalent. They welcome all comers.
Tequatl was fantastic for a few reasons. It was the first thing outside of WvW that required any kind of server cohesion and organization. And the race to improve and see how your server could do on the leaderboards was really exciting if you had the community for it. Additionally, it fostered the communal forming of like-minded individuals into the kill squad guilds like TTS, which both provided an opportunity for those whose home servers couldn’t do it, and also guaranteed a good baseline of skill. If you still haven’t gotten a kill under your belt, I highly recommend joining up, it’s very satisfying.
I’ve helped kill him a number of times now, both on my home of SBI and on overflows with TTS, and it’s been a blast.
As much as we all like to whine about the rewards not being that great, I have to say that they’re probably at about the right level. When it comes to the people who would do it only if there were better guaranteed rewards, I sort of simply prefer that they just write it off and not show up in the first place. Since cooperation is the main thing needed to win. I like the idea that the people who do show up will be the ones who want to get him down regardless of how it will benefit them personally.
Calls for him to be reverted strike me as excruciatingly short-sighted. I don’t know what would give the impression that an Elder Dragon champion is meant to be easy, and he wasn’t just that before- he was pathetic. There are plenty of easy ways to get in-game shinies remaining.
You certainly need a guild to get the most out of the game. It would alleviate a lot of the problems you have.
However, while prepared to answer the question posed by the thread title, the actual content of the first post reads a lot like “I don’t enjoy anything that was in the game when I was playing before, is it completely different now?” And the answer to that would be no.
They didn’t forget me.
No, they are not afraid of an expansion not selling.
There’s nothing precluding the possibility of a traditional boxed expansion one day.
There’s no equitable “trade” to speak of, as the OP leaves out the consideration that Factions cost money, whereas we’ve received everything in the ~20 content releases there have been so far for free. Factor in the additional caveats that GW2 was a far bigger game than Prophecies+Sorrow’s Furnace to begin with and costs more to operate, and that GW1 was missing an entire primary mode of play in WvW, didn’t have races, and was in fact not an MMO at all, and looking back on what we’ve had given to us for free seems pretty impressive. Again, there’s no “trade,” but it seems to me to be a pretty successful experiment so far.
More than anything it would appear that you simply don’t like the content that has been offered and specifically the storylines involved, which is fair, but seems to be neither a problem with quantity or quality per se. And again, there’s nothing keeping them from at some point producing a traditional expansion if need be in the future.
So, beyond the horrible skins, anyone consider how awful the stats were? 1-5 points to main stats across the set. Considering the time/cash investment to make the weapons, I’d have hoped for more on the armor. Part of the reason that most MMO players stayed on the treadmill was that going up a tier in gear actually made you better. Here we get a marginal increase in stats, with no AR slots mind you, for a ton of effort.
Again Anet fails at balancing work with reward. Don’t give us stuff to do just to keep us busy. Make it rewarding and fun (cuz crafting is awful)
SIGH
If GW2 had a monthly subscription fee I would have left the game a long time ago.
-_-
If GW2 had a monthly subscription fee I wouldn’t have come within a city block of considering playing it.
GW2 is now F2P and there are still some P2P games but not many and there are many F2P games.
Guild Wars 2 is not F2P and such a claim is ludicrous. It is rather simply and explicitly B2P.
Well, it was by a pretty healthy margin the least-frequently run dungeon path in the game. An annoying, not particularly unique, merely-decent-at-best path with a downright broken boss is being replaced by something novel and exciting. And it’s being altered for story reasons, which is all the better as there was nothing of note inside from a lore perspective anyway. This is exactly the kind of thing Colin stated could happen as a result of the world evolving over time.