Showing Posts For Kageru.9124:

Great Jungle Wurm is way too hard

in The Origins of Madness

Posted by: Kageru.9124

Kageru.9124

It’s a lot of development effort put into a complicated encounter that will be completed by what, a couple of hundred players? And they’re not going to keep doing it because with no gear progression there’s no real reason to farm it (how other games get recurring value out of raid content). It’s GW2 aping other games that focus on raid content and offering nothing novel to fit the environment, mechanics and flavor of GW2.

I find it disappointing… but also sort of inevitable.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Kageru.9124

Kageru.9124

On more thinking I don’t care if they want to make raid content. I’m not interested (been there, done that), I think it’s a poor use of developer time, but it’s Anet’s game and they have the numbers on player involvement and success rates.

However I’d like it off the main “living world” story. That’s meant to be the evolution of the world, a PvE story, and should be as inclusive as possible. So Wurm is fine, having hardcore optional material as bonus levels on the story is fine (even better if identified as such), but having raid content block completion of the story… not a good idea. Once a player disconnects from the story they’re less likely to care about the next instalment.

So why do people still fail marionette?

in The Origins of Madness

Posted by: Kageru.9124

Kageru.9124

A lot of the more dedicated players don’t realize what “average” skill level means, and how half the players are below that. If you’re discussing tactical positioning, DPS optimisation and trait / weapon interactions you are not anywhere close to being an average player.

“How do people fail” is simply chest-beating or an even poorer grasp of the issue.

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: Kageru.9124

Kageru.9124

It’s always this way DeWolfe, the forums are a self-selected sample of the most dedicated players. I would expect the vast majority of GW2 players have never checked out the forums and certainly do not read them regularly. These more dedicated players want hardcore content (because ego has been attached to in-game achievement and / or they’re bored) and they want people to know about it (forum boasting and the demand for exclusive signs in game of their achievements). This has been the case since EQ1.

In the end though Anet has the tools, and I’m pretty sure interest, enthusiasm and successes in these new events has involved a subset of the server population and rapidly dropped. Whether this is through the skilled / dedicated getting what they want and moving on or the less skilled / dedicated giving up.

Stop blaming other players, plz

in The Origins of Madness

Posted by: Kageru.9124

Kageru.9124

The acrimony and growth in hostility was inevitable at the design stage… challenging content only works with a set group in a controlled environment where you can work together to improve. It doesn’t suit a public encounter with a shifting cast in a casual game.

Plus the more hardcore will finish off their achievements and move on (they’re goal oriented after all) causing the event to either be abandoned or the skill level to drop.

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: Kageru.9124

Kageru.9124

Your suggestion has only one flaw. Casuals will whine in forums “Why do we have to get bad rewards than that small portion of community? We are the majority, give us everything and give them immediately!”

And the hardcore will whine, “It’s not hard enough! the normals can do it… and we need gear progression to make it more obvious how good we are”. The Casual / Hardcore debate has been going on for decades.

The original GW2 design was not for a hardcore game, it’s being perverted into one. The best solution I’ve seen was normal mode and hardcore mode in Wrath. Have wurm and marionette being reasonably easy in open world and drop tokens for a hardcore attempt on a much upgraded instanced version that gives some ego-title or skin.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Kageru.9124

Kageru.9124

Well executed but a dreadful idea. It seems all MMO’s go this way when the developers get desperate at falling activity and starting pandering to the forum hardcore. And thus you get hardcore content (which GW2’s classes and public zones, plus previous flavor don’t suit) and class balance dominated by elite PvP concerns so it’s bland and zergy.

Here’s a hint for the hardcare (that will be ignored), most people who play GW2 don’t read the forum, they play a game to relax, gather some resources for crafting, explore a bit, earn some new skins to play dressups. They didn’t sign up for a raid game, and if they wanted one they’d be playing the dominant raid game (which is not this one). Their ego is not attached to their in-game skill so “working hard and failing often to get better” in a game is just a confusing misunderstanding of what games are for to them.

Have raid content, if you must, but off on the sidelines not as part of your prime feature which is the living world. Make dead content like Wurm (so funny seeing 3 people show up for it in Aussie prime-time) but off to the side with a “for raiding guilds on high pop servers only” signpost.

The sheer arrogance of “we’re training our players…” wow, what happened to you guys? The original GW2 design was a game about exploring, naturally wanting to jump into dynamic events that seque’d into stories. It was interesting and different. Trying to be another raiding MMO, which you will never win at, is a tragic misallocation of effort. Come up with a better solution, something that suits the original design and isn’t competing directly with all the other raid oriented MMO’s.

No time to participate/different time zone [merged]

in The Lost Shores

Posted by: Kageru.9124

Kageru.9124

Of course it may well be they enjoy trolling their player-base. Putting valuable drops on a random roll for a one time event is guaranteed tear harvesting.

The one time event, and how i'm not gonna be in it

in The Lost Shores

Posted by: Kageru.9124

Kageru.9124

Stupid design. The computer doesn’t mind running the event several times so everyone can participate and get rewarded (once!), lag gets spread out and bugs aren’t such an annoyance. As opposed to the “purity” of it being a one off event that tells large sections of your player base it’s not for them.

Run the event 4 times over a day and the issue largely vanishes and nothing of value is lost.

Precursors, really?

in The Lost Shores

Posted by: Kageru.9124

Kageru.9124

Hey, at least you got to see the event and have a chance. Most people here are at work through the “one off” event.

Incredibly poorly thought out in just about every way.

Dissapointed with phase one.

in The Lost Shores

Posted by: Kageru.9124

Kageru.9124

Timed, one-off events in a global game are sort of dumb. On the positive side I missed out on the bugs and lag due to being asleep.

The phases need to be longer so everyone can participate (and they can be bug-fixed since most seem broken). And combining it with a free trial weekend was not too clever.

On Botting and What We’re Doing About It

in Guild Wars 2 Discussion

Posted by: Kageru.9124

Kageru.9124

What you are doing about bots doesn’t seem to make them feel threatened in the slightest. Rampant and numerous characters botting and hacking with no concern anything will happen to them. Watching a character shooting a guardian scepter attack that moves like a bullet, at huge range and then teleports to loot is just sick.

At the very least put a “hacking” category into the report field. So it can join the rest of the massive pile of reports you can’t keep up with.