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Too few players wanting difficult content?

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Posted by: Saylu.8271

Saylu.8271

My point isn’t about multi-player gaming, but rather online revenue stream for milking the money. It doesn’t matter if you are playing a “single player game” in a MMO world, as long it does the job of keeping them occupied for much longer. Online gaming is more real than ever, seems to be all the rage nowadays.

Oh, but it IS about multiplayer (what is multiplayer anyway, forced grouping or just people inhabiting/coexisitng in same game world?) because every dev took WoW route (and every one failed). Leveling is pretty much solo affair and bam, you hit endgame and game turns 180 and you cant do crap without raiding and its just gear grind. And then proceded to wonder why game has 10% retention (probably even lower for Wildstar becuse its hard raid content).

Duh-huh, wheres content for those other 90%? How can you claim something that was never even tried failed to provide any results lol

I ask you again, provide example of what content in MMO you speak of failed to provide what you speak of.

It is funny you mention WoW, but simply decided to ignore it. Which single player games clock more game time than Wow? League of legends, Dota2, D3, COD, all these other shooters games, and many more seem to demonstrate people clock alot of time on online gameplay. My point is online gameplay really.

More often than not you can’t really make things everyone like, compromise are fun stuff. If you hate multiplayer, forced grouping, raiding, please tell the developers about it, I can’t help you there really.

Now please explain what hard PVE raid content LoL, Dota, D3, CoD, and all these shooters have.

But they DO have something in common. Besides being online.

Let’s me guess, you don’t like hybrid? I have no idea what you are arguing about.

What hybrid? Enlighten us all: WHAT HARD PVE RAID CONTENT MOST PLAYED ONLINE GAMES YOU LISTED HAVE.

You sound like a mad gorilla. That wasn’t even my topic or what I was talking about just now.

Too few players wanting difficult content?

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Posted by: Saylu.8271

Saylu.8271

My point isn’t about multi-player gaming, but rather online revenue stream for milking the money. It doesn’t matter if you are playing a “single player game” in a MMO world, as long it does the job of keeping them occupied for much longer. Online gaming is more real than ever, seems to be all the rage nowadays.

Oh, but it IS about multiplayer (what is multiplayer anyway, forced grouping or just people inhabiting/coexisitng in same game world?) because every dev took WoW route (and every one failed). Leveling is pretty much solo affair and bam, you hit endgame and game turns 180 and you cant do crap without raiding and its just gear grind. And then proceded to wonder why game has 10% retention (probably even lower for Wildstar becuse its hard raid content).

Duh-huh, wheres content for those other 90%? How can you claim something that was never even tried failed to provide any results lol

I ask you again, provide example of what content in MMO you speak of failed to provide what you speak of.

It is funny you mention WoW, but simply decided to ignore it. Which single player games clock more game time than Wow? League of legends, Dota2, D3, COD, all these other shooters games, and many more seem to demonstrate people clock alot of time on online gameplay. My point is online gameplay really.

More often than not you can’t really make things everyone like, compromise are fun stuff. If you hate multiplayer, forced grouping, raiding, please tell the developers about it, I can’t help you there really.

Now please explain what hard PVE raid content LoL, Dota, D3, CoD, and all these shooters have.

But they DO have something in common. Besides being online.

Let’s me guess, you don’t like hybrid? I have no idea what you are arguing about.

Too few players wanting difficult content?

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Posted by: Saylu.8271

Saylu.8271

My point isn’t about multi-player gaming, but rather online revenue stream for milking the money. It doesn’t matter if you are playing a “single player game” in a MMO world, as long it does the job of keeping them occupied for much longer. Online gaming is more real than ever, seems to be all the rage nowadays.

Oh, but it IS about multiplayer (what is multiplayer anyway, forced grouping or just people inhabiting/coexisitng in same game world?) because every dev took WoW route (and every one failed). Leveling is pretty much solo affair and bam, you hit endgame and game turns 180 and you cant do crap without raiding and its just gear grind. And then proceded to wonder why game has 10% retention (probably even lower for Wildstar becuse its hard raid content).

Duh-huh, wheres content for those other 90%? How can you claim something that was never even tried failed to provide any results lol

I ask you again, provide example of what content in MMO you speak of failed to provide what you speak of.

It is funny you mention WoW, but simply decided to ignore it. Which single player games clock more game time than Wow? League of legends, Dota2, D3, COD, all these other shooters games, and many more seem to demonstrate people clock alot of time on online gameplay. My point is online gameplay really.

More often than not you can’t really make things everyone like, compromise are fun stuff. If you hate multiplayer, forced grouping, raiding, please tell the developers about it, I can’t help you there really.

Too few players wanting difficult content?

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Posted by: Saylu.8271

Saylu.8271

Btw.:
http://wildstarreport.com/2014/09/03/wildstar-omni-core/

In the true sense of their motto; “The Devs are Listening” Frost discussed how Carbine is regularly looking at and analyzing gameplay analytics. These analytics are focused on playtime, content and reward loop feedback, all of which have shifted their focus from high end content to solo gameplay. Statistics are showing the majority of Wildstar players enjoy solo play instead of larger raids which really caught Carbine developers off guard

Yes, every MMO reports the same thing, and yet in every MMO forums, tiny fraction of tiny fraction of playerbase spew same nonsense demanding raids, hard conent and “unique” rewards.

Hell, even GW2 will have CDI for raiding? WTF for rofl. Its WASTE of resources. Unless its scalable form 1-x players (x=whatever)

And yes, Carbine just prooves how clueless developers are. WS is pretty much dead in the water. But they listened to “community” before launch, and this is the result.

Hell, it took Turbine 7 years to figure it out rofl. But Turbine actually had balls to say what is what. And guess what? LOTRO isnt doing any worse because of it.

I doubt developers don’t know this. It is more about funneling these causal crowds into their MMO genre to better monetize their player base. The theory is that singleplayer brought people to the table but multiplayer kept them sitting down. Short term single player game simply fail to provide the desired revenue flow, mostly hit or miss, very undependable. It is reflection of reality, compromise had to be made, knowing what you want is probably not what they’re truly building.

And, here we go again, you talk like all those who talked about theory, practice has made that theory obsolete long long time ago. And not to mention that that theory was hugly brought up by that same fraction of fraction of players who also proclaimed their “dedication” as proof that game just cannot survive without them.

Hogwash is hogwash.

And yes, building your game on obsolete theories makes you – clueless.

Just look at MMOs released in past few years and how every developer “was taken by surprise/off guard”.

My point isn’t about multi-player gaming, but rather online revenue stream for milking the money. It doesn’t matter if you are playing a “single player game” in a MMO world, as long it does the job of keeping them occupied for much longer. Online gaming is more real than ever, seems to be all the rage nowadays.

Edit: I don’t see why they are clueless. On the contrary, developers are probably adding more single player game content IN an MMO even as we speak. They had been doing it for a while now.

(edited by Saylu.8271)

Too few players wanting difficult content?

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Posted by: Saylu.8271

Saylu.8271

Btw.:
http://wildstarreport.com/2014/09/03/wildstar-omni-core/

In the true sense of their motto; “The Devs are Listening” Frost discussed how Carbine is regularly looking at and analyzing gameplay analytics. These analytics are focused on playtime, content and reward loop feedback, all of which have shifted their focus from high end content to solo gameplay. Statistics are showing the majority of Wildstar players enjoy solo play instead of larger raids which really caught Carbine developers off guard

Yes, every MMO reports the same thing, and yet in every MMO forums, tiny fraction of tiny fraction of playerbase spew same nonsense demanding raids, hard conent and “unique” rewards.

Hell, even GW2 will have CDI for raiding? WTF for rofl. Its WASTE of resources. Unless its scalable form 1-x players (x=whatever)

And yes, Carbine just prooves how clueless developers are. WS is pretty much dead in the water. But they listened to “community” before launch, and this is the result.

Hell, it took Turbine 7 years to figure it out rofl. But Turbine actually had balls to say what is what. And guess what? LOTRO isnt doing any worse because of it.

I doubt developers don’t know this. It is more about funneling these causal crowds into their MMO genre to better monetize their player base. The theory is that singleplayer brought people to the table but multiplayer kept them sitting down. Short term single player game simply fail to provide the desired revenue flow, mostly hit or miss, very undependable. It is reflection of reality, compromise had to be made, knowing what you want is probably not what they’re truly building.

Too few players wanting difficult content?

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Posted by: Saylu.8271

Saylu.8271

The content already exist, adding more content just shift the ratio. The ratio of easy content vs hard content just favor the former. People keep mistaking “moderately challenging” content for difficult content which they aren’t. Moderately challenging content are more in the middle ground. I can understand why people are arguing for more “moderately challenging” content which actually make sense. For the sake of political correctness, I would think people who argue for actual difficult content is but a small vocal minority.

This game is not for most of you anymore

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Posted by: Saylu.8271

Saylu.8271

@Saylu.8271

You still don’t get it. There is no such thing as a WoW clone really, because nothing in WoW was original to WoW. And it keeps going.

Dungeons and Dragons, the original, was an RPG based on Tolkien down to the halflings. But they changed it by making it an RPG, something someone had never done before that. The change IS what makes it not plagiarism. No one says that the guy who wrote West Side Story plagiarized Shakespeare, even though it’s Romeo and Juliet.

Plagiarism is a very specific thing. It’s when I take your idea and consciously copy it, not unconsciously combine ideas into new forms.

This is how copyright works. In order for something to be copyrightable, it has to be put down in media somehow. Some kind of recording. Written, typed, spoken into a recorder. Something. The act of putting that down in some sort of recorded form makes it copyrighted, even if you don’t include a copyright notice.

But telling something similar and twisting it, or altering it doesn’t mean it’s plagiarism. If that was so, every single MMO would fall under that catagory. Every driving game that has cars in it in a race around a track or a road. Every version of a sport that is derived from another version.

Casting that word around sets a dangerous precedent. Star Wars was created by a Star Trek fan. I wrote a short story paying homage to Roger Zelazny. It reads a lot like his work, but it’s like nothing he wrote. Nothing specific. I tried to take the essence of what he did and do it myself. That’s not plagiarism.

It’s a misuse of the word, which happens to also be a crime in the legal sense. By all means if you think someone wrote something down in some actual physical form and someone else stole it, use the word.

If not, you’re just creating a false impression. It’s simply wrong to do it.

That isn’t entirely correct either. From what I know Wow probably took concepts from EverQuest and other past MMOs. EverQuest is inspired by Dungeons and Dragons. Wow took concepts from D&D indirectly not directly.

Apparently you think “stealing” ideas isn’t plagiarism. Let’s just say we disagree on that.

(edited by Saylu.8271)

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Posted by: Saylu.8271

Saylu.8271

I think you are mistaking copyright infringement and plagiarism. Taking the actual word is copyright infringement. Stealing an idea and not giving credit where it is from is pretty much plagiarism. Many people do this. Plagiarism isn’t necessarily a crime but rather an ethical concern.

But plagiarism is a crime, and it is not stealing an idea. It is wholesale copying of others work and passing it off as your own.

Just an FYI, the dictionary definition of plagiarism does include stealing an idea (and passing it off as your own).

I don’t really care. The legal definition doesn’t. People use words casually all the time, but in this particular case, the word is meant to be derogatory.

Using someone’s idea from a brainstorming session is not stealing someone’s idea, and thus the word wouldn’t fit anyway.

The person who mentioned plagiarism first here made no reference to a legal definition. The legal definition also includes, “ideas.” Perhaps it is different in Australia, but the company, and game, are based in the U.S.

You need to look at whole paragraphs. The person who used it, used it in a derogatory sense. Saying there’s something either immoral or illegal.

I brought up in my response critique groups and brain storming. CDIs are brainstorming. No one posts copyrighted ideas into a CDI. Whether it’s illegal or not isn’t really even the issue.

If you post something into a thread meant to provide ideas, and someone uses that idea, that ideas isn’t copyrighted and thus the word isn’t useful in ANY context.

Why argue when what the poster was saying was categorically wrong? There’s no definition, legal or otherwise that makes it right.

It is a moral issue not a legal one. It is the practice of taking other people ideas and passing it as your own, not giving credit for where it is due. You can’t proof it is your, unique or original, you can’t copyright or patent it. Often you have no idea where the ideas came from.

If they don’t tell you where the idea is from, they themselves didn’t create it or came up with it, would it be ethical to not say anything and make everyone just assume those ideas belong to them? Taking credit for other people work without being obvious.

Ideas are everywhere. Literally everywhere. Having written professionally, I can tell you that there are no new ideas. Everything you write, read, see written are just combinations of things you’ve seen elsewhere.

There’s nothing morally wrong with a company getting ideas from other places. If there was, every MMO that used elves and dwarves would be morally wrong.

Plagiarism is something very specific. If someone is accusing Anet of moral wrongdoing by taking ideas from people who play the game,. they’re completely 100% wrong…period.

They have a CDI people make suggestions well aware that those suggestions might end up in the game.

The odds of any of the suggestions being unique or not having been thought of by other people are negligible anyway.

Every single writer who submits a manuscript to a publisher, submits an outline and usually three chapters, or a complete book.

Sometimes other books come out from those publishers with similar ideas in them. But there’s no way to know or prove where those ideas come from, because ideas are not all that uncommon. Tons of people have ideas. Being able to produce something from those ideas is a completely different story.

Anet produced a game, people suggest things to improve it. If people didn’t want their ideas plagiarized, they probably wouldn’t post them to a public forum. There’s no stealing of ideas during a brainstorming session.

Would it be plagiarism If it isn’t from a brainstorming session, taken without the owner consent or knowledge? Your argument is it isn’t plagiarism, since people willing given those suggestions. However it isn’t the only possible source that people can obtain ideas from. People have little control over those ideas even if they came up with it.

Ideas can be taken from anywhere and used with or without your consent or knowledge. In such instances, when those ideas doesn’t belong to you and you make other assume it does, plagiarism isn’t such as harsh word.

Let’s say some game developer decided to make a guild wars 2 or wow clone, with enough differences to ensure they wouldn’t get sued. It might be legally possible but probably isn’t something ethical to do.

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Posted by: Saylu.8271

Saylu.8271

I think you are mistaking copyright infringement and plagiarism. Taking the actual word is copyright infringement. Stealing an idea and not giving credit where it is from is pretty much plagiarism. Many people do this. Plagiarism isn’t necessarily a crime but rather an ethical concern.

But plagiarism is a crime, and it is not stealing an idea. It is wholesale copying of others work and passing it off as your own.

Just an FYI, the dictionary definition of plagiarism does include stealing an idea (and passing it off as your own).

I don’t really care. The legal definition doesn’t. People use words casually all the time, but in this particular case, the word is meant to be derogatory.

Using someone’s idea from a brainstorming session is not stealing someone’s idea, and thus the word wouldn’t fit anyway.

The person who mentioned plagiarism first here made no reference to a legal definition. The legal definition also includes, “ideas.” Perhaps it is different in Australia, but the company, and game, are based in the U.S.

You need to look at whole paragraphs. The person who used it, used it in a derogatory sense. Saying there’s something either immoral or illegal.

I brought up in my response critique groups and brain storming. CDIs are brainstorming. No one posts copyrighted ideas into a CDI. Whether it’s illegal or not isn’t really even the issue.

If you post something into a thread meant to provide ideas, and someone uses that idea, that ideas isn’t copyrighted and thus the word isn’t useful in ANY context.

Why argue when what the poster was saying was categorically wrong? There’s no definition, legal or otherwise that makes it right.

It is a moral issue not a legal one. It is the practice of taking other people ideas and passing it as your own, not giving credit for where it is due. You can’t proof it is your, unique or original, you can’t copyright or patent it. Often you have no idea where the ideas came from.

If they don’t tell you where the idea is from, they themselves didn’t create it or came up with it, would it be ethical to not say anything and make everyone just assume those ideas belong to them? Taking credit for other people work without being obvious.

This game is not for most of you anymore

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Saylu.8271

No. Don’t leave…. wait…

A dev will soon appear and ask for suggestions and comments! Just put it in easy to read bullets: they’ll look into it and have discussions! Promise!

Exciting™ things are yet to come! Even more exciting™ than colored commander tags! For sure!

I probably wouldn’t be great at giving suggestions anyway. Ive already highlighted what exactly has alienated me and some others from the game. Im sure its not the only problem. There are better people qualified to give the devs useful feedback and they are the ones sticking around right now talking with devs.

It is a greater problem if the devs who are supposedly experts themselves have little ideas on improving their own game. The problem isn’t lack of ideas or suggestions but filtering the good ideas from the bad ones. It isn’t a problem if it is something that the devs do occasionally to find new ideas or something innovative. However if they themselves don’t come up with great ideas to make a good game, it is nothing short of plagiarism.

Actually it’s not plagiarism and this is a topic I know a whole lot about, having spent many years in publishing. Stealing an idea isn’t plagiarism and asking for ideas and using the ones you want certainly isn’t.

If I go to a group of people and say I’m going to write a book, this is how it starts, but I’m stuck, anyone have ideas…and I use those ideas, no one can say it’s plagiarism. It is in fact, brainstorming, which authors do all the time, with colleagues, editors, critique groups, friends even.

They made the game and put stuff in it. Finding ideas on how to move forward, particularly because people will be enjoying those ideas one day has nothing to do with plagiarism.

In fact, at a scifi convention, someone asked an editor from Ace Books, a scifi publisher what’s the best way to get published for a new writer. Her response was find something that sells and write something just like it.

So, yeah, plagiarism is taking actual words not ideas, that have already been put down somewhere in physical form on one media or other. Otherwise there’s no copyright.

I think you are mistaking copyright infringement and plagiarism. Taking the actual word is copyright infringement. Stealing an idea and not giving credit where it is from is pretty much plagiarism. Many people do this. Plagiarism isn’t necessarily a crime but rather an ethical concern.

(edited by Saylu.8271)

This game is not for most of you anymore

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Posted by: Saylu.8271

Saylu.8271

No. Don’t leave…. wait…

A dev will soon appear and ask for suggestions and comments! Just put it in easy to read bullets: they’ll look into it and have discussions! Promise!

Exciting™ things are yet to come! Even more exciting™ than colored commander tags! For sure!

I probably wouldn’t be great at giving suggestions anyway. Ive already highlighted what exactly has alienated me and some others from the game. Im sure its not the only problem. There are better people qualified to give the devs useful feedback and they are the ones sticking around right now talking with devs.

It is a greater problem if the devs who are supposedly experts themselves have little ideas on improving their own game. The problem isn’t lack of ideas or suggestions but filtering the good ideas from the bad ones. It isn’t a problem if it is something that the devs do occasionally to find new ideas or something innovative. However if they themselves don’t come up with great ideas to make a good game, it is nothing short of plagiarism.

This game is not for most of you anymore

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Posted by: Saylu.8271

Saylu.8271

Bye random person. See you in two weeks when you make another copypaste complaint thread.

This game may have problems, and it’s obviously not living up to the ridiculous hype it has generated back in the day but it’s nowhere near as bad as these “OMG THE SKY IS FALLING!” threads make it out to be.

No need for sarcastic comments. Im just painting you a realistic picture of the state and future of guild wars 2. If the living story can’t cater to more than one section of content then guild wars 2 will continue to go downhill. No big expansions, no big features or content that you wanted.

I’m not being sarcastic. You will be back in a few weeks time to complain some more.

What you wrote is a typical copypaste complaint thread that pops up on all MMO forums. It’s purpose is attract some attention, nothing more.

Disregard all the good things, exaggerate every problem, doom and gloom tone. If you are really leaving then just leave. There is no shame in getting bored of a game after two years, you don’t have to look for excuses or c/p them from some other forum clown.

Many points aren’t exaggeration, it is true. What we know is Anet is gonna to focus on living story, open world and its gem store. Everything else is gonna take the back seat. For people who love those, great news. Anet is gonna continue making them. For those that don’t, too bad. They aren’t changing even if it alienate and push away the rest of them. You can’t please everyone.

They are an exaggeration.

Let’s just ignore the new zone because it’s too dry, improved LS/PS because reasons and a new set of achievements because doing those is for nerds. If you disagree you aren’t being honest to yourself. I promise I’m quitting!

That’s pretty much OP in a nutshell.

I don’t think you are being critical about the topic. Which part living story/personal story cater to you, If you are only interested in WvW, sPvP or dungeons? Living story and personal story are largely PvE, which have little to do with the other aspect of the game. It doesn’t make those points invalid even if OP is exaggerating. If he is guilty of exaggeration, you are guilty of something else. Let’s not get into that.

This game is not for most of you anymore

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Saylu.8271

Bye random person. See you in two weeks when you make another copypaste complaint thread.

This game may have problems, and it’s obviously not living up to the ridiculous hype it has generated back in the day but it’s nowhere near as bad as these “OMG THE SKY IS FALLING!” threads make it out to be.

No need for sarcastic comments. Im just painting you a realistic picture of the state and future of guild wars 2. If the living story can’t cater to more than one section of content then guild wars 2 will continue to go downhill. No big expansions, no big features or content that you wanted.

I’m not being sarcastic. You will be back in a few weeks time to complain some more.

What you wrote is a typical copypaste complaint thread that pops up on all MMO forums. It’s purpose is attract some attention, nothing more.

Disregard all the good things, exaggerate every problem, doom and gloom tone. If you are really leaving then just leave. There is no shame in getting bored of a game after two years, you don’t have to look for excuses or c/p them from some other forum clown.

Many points aren’t exaggeration, it is true. What we know is Anet is gonna to focus on living story, open world and its gem store. Everything else is gonna take the back seat. For people who love those, great news. Anet is gonna continue making them. For those that don’t, too bad. They aren’t changing even if it alienate and push away the rest of them. You can’t please everyone.

If by open world you mean entirely new maps/zones, then that’s ok by me. But if all that means is more LS, then I’m pretty much done.

As a primarily exploration and immersion based player, I live to open up new areas – this usually means new zones and dungeons.

Sorry it is probably the latter. It is rather the concept of bringing people together like meta events which involve players interaction rather than exploration.

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Posted by: Saylu.8271

Saylu.8271

Bye random person. See you in two weeks when you make another copypaste complaint thread.

This game may have problems, and it’s obviously not living up to the ridiculous hype it has generated back in the day but it’s nowhere near as bad as these “OMG THE SKY IS FALLING!” threads make it out to be.

No need for sarcastic comments. Im just painting you a realistic picture of the state and future of guild wars 2. If the living story can’t cater to more than one section of content then guild wars 2 will continue to go downhill. No big expansions, no big features or content that you wanted.

I’m not being sarcastic. You will be back in a few weeks time to complain some more.

What you wrote is a typical copypaste complaint thread that pops up on all MMO forums. It’s purpose is attract some attention, nothing more.

Disregard all the good things, exaggerate every problem, doom and gloom tone. If you are really leaving then just leave. There is no shame in getting bored of a game after two years, you don’t have to look for excuses or c/p them from some other forum clown.

Many points aren’t exaggeration, it is true. What we know is Anet is gonna to focus on living story, open world and its gem store. Everything else is gonna take the back seat. For people who love those, great news. Anet is gonna continue making them. For those that don’t, too bad. They aren’t changing even if it alienate and push away the rest of them. You can’t please everyone.

"Do what now?" or "Why I'm not good at this game"

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Saylu.8271

Then the correct sentence would be “mot people know how to press the dodge key-bind”.
(It’s playing on words, I know)

But people aren’t bothering to learn.
Yesterday I was in the harpies fractal 19, with a mesmer that seemed competent enough. Except, he wasn’t ever using feedback. Half-way through the fractal I got tired of it and said “feedback works on harpies ^^” to which he said “oh really ? I didn’t know” and then he started using feedback.

Feedback reflects projectiles. It doesn’t take a genius to guess that arrows and lighting orbs are projectiles.
Some might say “well a lot of things can’t be reflected now !” to which I’ll answer “at least try it once to find out if it can be reflected…”

I’m sure a lot of us have stories of players needing someone else to state the obvious such as :
-step out of the red aoe circles
-you see Kholer charging his attack for 3 seconds ? Dodge it
-you see Kholer spinning and doing a lot of damage to you ? Step away
-don’t stand in Frost’s ice ray. Move around him. It’s faster to move around him if you are really close to him.
-don’t stay in front of CM p3 first boss.

If you get killed over and over again, you should start thinking what’s killing you and how you can dodge that. Instead of doing the same mistake over and over and over again.

This remind me of the time I got called an internet bully for teaching people to play the game in league of legends. Apparently telling people they are bad, is not being nice. Getting better at the game isn’t on their mind and they just want to enjoy their game.

"Do what now?" or "Why I'm not good at this game"

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Saylu.8271

If you actually take a moment to read what your skills do (which most people should be doing…), some of them mention combo fields. People who don’t care aren’t going to think beyond the numbers they see at the top of the box but those who are actually curious about the game can probably put 2&2 together.
There are two halves of a combo field. Both are clearly labeled on the skills that utilize the field. The only unclear thing about them are what effects they cause. Those are stated in big white text whenever they do interact. Doesn’t really seem that complicated to me.

If you have never play this game would you know what is a combo field and what to do? The tool tip mention combo fields and people are suppose to magically know what is a combo field and what to do. No. It isn’t intuitive at all.

Think about that for a moment. Then read it again and think over it again.

You should read it again. Nothing wrong with what I say

Most monsters are pretty telegraphed as far as when they’re going to attack or what kind of attack they’re going to use (AC spider queen rears back before she shoots poison aoe + immobilize ticks as an example). I’m not saying people should know immediately how to deal with a situation their first time, but everything aside from some of the dungeons and wurm/teq are pretty straightforward in that regard.

Nope. Large deadly moves are telegraphed, many attacks are not. Range pistol attack from a champ would have little telltale sign and you need split second reaction to dodge it.

Not getting killed in melee if you don’t have the ability to soak the damage isn’t really a problem with dodging/not dodging. That’s a pretty big part of any mmo/rpg. If you’re squishy and can’t avoid the damage, don’t stand where you’re going to get downed/killed instantly. Common sense I’d hope.

You have no idea what I am talking about. Gw2 utilize Invincibility frames to deal with burst damage, take that away and you have little in form of defense to deal with burst damage. Other games utilize other form of defense like multiply damage mitigation layers and burst healing.

"Do what now?" or "Why I'm not good at this game"

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Posted by: Saylu.8271

Saylu.8271

It doesn’t have to be manual OR action based tutorial. You can have both. In fact, it is preferable to have the manual for deeper information, but for tutorial missions to have the basics.

My idea for teaching the players things would involve 3 things:

#1: A text that says what something is.
#2: NPCs that performs unsaid actions alongside of the players
#3: A voiceover explaining the concept that is being taught.

Combined with a manual, this will give players a resource to which they can defer, should they forget what is being taught. This would take place in an instanced mission based on class, and the more complex concepts would be taught at later levels. Should a class lack something from the lesson, an environmental weapon can be used to provide anything that is needed.

The goal being to move the game concepts from “teaching” mode to “exploration” mode. Once a player understands a combo field (personally, I’d use smoke for the tutorial, since stealth is pretty big), then it isn’t too much of a hop before the player starts experimenting with their own fields and finishers. Then, the player isn’t trying to memorize for at test or a lecture, but just trying to see what happens when a particular attack hits a particular field. And thus, by seeing it happen, they learn what happens.

It isn’t necessary to teach a player about EVERY class, or about all currently used team tactics. It is only important to teach players the fundamentals, and then when they see those tactics they’ll understand why players do what they do. Of course, some subjects such as experience gain don’t need an instanced mission to teach.

The means of play are important, though. If you just say “push V to dodge”, then players aren’t learning something. It is important to teach that dodging, blocking, reflecting, and invulnerability are meant to be an active form of defense, and not to rely on passive stats like other MMOs do.

I don’t agree with GW2 problem is with the teaching but rather the game mechanics are not intuitive. If you have never play GW2 before how would you know about combo field? People do not know what is a combo field. People do not know how each skill interact with a combo field. It is like hidden secret room you would never find it unless you accidentally stumble on it or look up a guide.

You are wrong. Most people know how to dodge, many people can’t dodge properly to avoid damage. It require knowledge of monster attack pattern, observation and quick reflexes. Invincibility frames is a crutch in action rpg. It allow people to perform risky moves with no damage or penalty. GW2 focus on Invincibility frames as its form of defense is also its bane. Any slow reaction or lag and you will take the blow to your face.

What's happening to gems?

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Posted by: Saylu.8271

Saylu.8271

Anet placing new skins on gem shop only make gem increase in value. There is more demand for them and not enough supply into the gem market. People who buy gem are usually for their personal consumption and not usually traded for gold. Gem price is going to go up and up. More and more people is realizing that.

"Do what now?" or "Why I'm not good at this game"

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Saylu.8271

experience gain?

It’s quite interesting that you pick up on Experience Gain. You listed questions you’re always being asked. One I am always asked is “what’s the fastest way to level up?”. One week later, by the same person, I’ll be asked the same thing, then again after another week, and again, and again. Each time that player might have only increased 2 levels, or not at all. I’ve never considered GW2 to be a game that you need to rush to L80 for as conventional leveling through maps, story, and dynamic events is much more enjoyable than any other MMO I’ve played. As such, I’ve never cared what the fastest way to level up is – I’ve done whatever I enjoyed

This reminds me of the n00b train days in RS. Of course, the question in that game was more of a “how do I gain money?” thing. The game has a thriving trade market where materials are gathered, bought, and sold en mass, but whenever I’d tell players to gather materials and sell them to other players, it just didn’t “click” with them. So, on a daily basis, I’d get asked “how do I make money!?”. The scary part was, that these guys would tell other people to just ask Blood, so I’d get random n00bs I never met asking me stupid questions, like how to win fights.

The defining feature of these players were their young age. Many of them were elementry school kids, and thus didn’t have a spirit of independence. So, they’d go in game and find the first person they latched on, and were too attention deficit to remember anything other than how to beg for money. It was a strange thing where, for some reason, people couldn’t pick up on the whole “kill cows for leather, sell leather” thing. I called it “n00b train” because they would use the follow command, and in one instance I had 3 people following behind me.

This is, in part, why I think a game manual isn’t a sufficient on its own. It is also one of the reasons why I think color coded combo fields are a good idea, enemies should utilize field combos starting at the mid 20s, and there should be instanced tutorial missions, probably part of the personal story or living story. The ideal situation would be that, as a player plays through the game, they would pick up on these not-so-subtle mechanics in the game, either by being shown through NPCs or by being subject to them via enemies. Then, when a player gets to later levels, the game mechanics aren’t so much an encyclopedia of knowledge they have to read up on, but second nature.

Anyway, the thing with experience gain in this game is that, while it is really easy to gain experience via crafting, gathering, exploration, dynamic events, etc, a lot of people come from a different gaming background. In this different background, killing the same 3 mobs for hours on end is the only way to level. These players need to actually be told that “Yeah, pretty much everything you do in game gives experience, especially exploration, so just go nuts”. Not only for better player retention, but also because if all of our teaching tools are scattered about the open world, then players need to actually see them to learn from them.

I don’t agree with you. Learning is a long and tedious process. It is pointless to spoon fed people information if they unable to learn on their own. You can lead a horse to water, but you can’t make it drink. If they don’t actively apply what they know and seek out new knowledge to improve themselves, they will just remain stagnate.

I also do not agree with you if you think the responsibility of teaching players lies with the developers. Developers only need to teach them the basic, players need to explore the game on their own. I am not sure what their view on this, let see if we can see some of their comments on this.

Increase vendor price for ascended rings

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Saylu.8271

Selling ascended trinkets shouldn’t be meant to be profitable. They should change them to be unsellable before people start complaining that they accidentally sold their ascended trinkets.

Why shouldn’t they be profitable? Any other rarity of trinket is, to one extent or another. To paraphrase Taygus, at least put WvW-centric and Fractal-centric players on par with folks that speed run dungeons over and over.

Why unsellable? Accidentally vendoring an ascended piece of gear is the same as accidentally vendoring a legendary or expensive dye drop. Just be careful. And if you do accidentally vendor something you can buy it back if you catch it quick enough.

By your logic, running dungeons should drop ascended equipment as well. As it currently stand fractals of the mist is a good source for ascended equipment while other dungeons are not.

Ascended equipment are hard to craft, account bound and can’t be salvage and is sold for minimal price. Anet intention obviously isn’t for you to get those ascended equipment so that you can vendor them. Make them unsellable so people will get the idea.

“By my logic” ?

I don’t understand how you got that from what I said. I didn’t say a thing about expanding the ways anyone can get ascended trinkets. The current sources of ascended trinkets are just fine by me.

What I mean by comparing dungeon runs to Fractals or WvW is: Dungeons make a player good money and often green, yellow or orange gear that they can use or sell. Sometimes for quite a bit of gold. At the very least that player can salvage a blue, green, yellow or orange for mats that are useful in one way or another. Or they can put 4 similar pieces in the forge for a little pseudo-gambling entertainment. Or I suppose they could also sell them to an NPC if they don’t care about maximizing their money.

Ascended trinkets come from activities that are every bit as valid, difficult, intensive and time consuming as dungeons. A player can use them (maybe), sell them for the price of a couple teleports across the map or…..well, they might make a nice paperweight or doorstop.

It just strikes me as wrong that the “most powerful and exclusive” trinkets in the game are often the most useless.

Personally I’d love it if they were salvageable for anything from (too common IMO) bloodstone dust or a chance for dark matter, empy fragment and/or dragonite or a rare chance at a deldrimor ingot or spiritwood/damask. (Even though the last two would be a bit illogical). I have five 80s, all with all the ascended trinkets I need and then some. But I’d love to turn unused ascended trinkets into mats towards my ascended armor sets.

You wanted different activities to be on par on each other. Fractals have a chance to drop ascended equipment and dungeons has better gold reward. If you want fractals to have both ascended equipment and gold reward, it would make dungeons obsolete and pointless to run dungeons. To make it fair, either increase gold rewards in fractals and allow ascended equipment to drop in dungeon or remove ascended equipment drop from fractals and increase the gold reward in fractals. So which option do you want?

(edited by Saylu.8271)

Increase vendor price for ascended rings

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Posted by: Saylu.8271

Saylu.8271

Selling ascended trinkets shouldn’t be meant to be profitable. They should change them to be unsellable before people start complaining that they accidentally sold their ascended trinkets.

Why shouldn’t they be profitable? Any other rarity of trinket is, to one extent or another. To paraphrase Taygus, at least put WvW-centric and Fractal-centric players on par with folks that speed run dungeons over and over.

Why unsellable? Accidentally vendoring an ascended piece of gear is the same as accidentally vendoring a legendary or expensive dye drop. Just be careful. And if you do accidentally vendor something you can buy it back if you catch it quick enough.

By your logic, running dungeons should drop ascended equipment as well. As it currently stand fractals of the mist is a good source for ascended equipment while other dungeons are not.

Ascended equipment are hard to craft, account bound and can’t be salvage and is sold for minimal price. Anet intention obviously isn’t for you to get those ascended equipment so that you can vendor them. Make them unsellable so people will get the idea.

I’ve done alot of fractals.
I’ve never gotten anything but rings. They’re easy and quick to come by in fractals.(no I don’t want a nerf. ) gold on the other hand is very slow to come by if you mainly do fractals.
Same for exotic equipment. I want it, currency wise, to be on an equal footing with dungeons..why is that so bad?.

Other trinkets are best got via guild commendations or laurals, and actually, no not fractals.
Time wise, I’ve played fractals more than world bosses.

However I’ve gotten 2 ascended boxes via world bosses. ….so fractals isn’t the best way to get ascended equipment.

Like I said. MOST people who get an ascended trinket drop think “ah crap, why couldn’t it have been an exo at least!”
Thats bad.

Maybe limited ring drops to only fractals lv19 or less. (meaning take them out of the loot table for higher fractals… hich should increase other useful drops…maybe…). Most people by then have all the trinkets they need.
Same for WvW & PvP, after a certain rank, take them out of the loot tables, and hopefully increase slightly the drops of other ascended equipment.

Thats of course if they really don’t want to allow ascended equipment to be salvageable… (not entirely sure why..maybe because we can’t craft ascended trinkets yet).
__
If you take away the option to sell, getting one as a drop, will suck even more!.

People do fractals for ascended equipments or rare fractal skins not for gold. I would ask something more meaningful. The attributes of ascended equipment that drop are often not the ones that are desired. It is problem that is often bought up but not address by Anet.

Increase vendor price for ascended rings

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Posted by: Saylu.8271

Saylu.8271

Selling ascended trinkets shouldn’t be meant to be profitable. They should change them to be unsellable before people start complaining that they accidentally sold their ascended trinkets.

Why shouldn’t they be profitable? Any other rarity of trinket is, to one extent or another. To paraphrase Taygus, at least put WvW-centric and Fractal-centric players on par with folks that speed run dungeons over and over.

Why unsellable? Accidentally vendoring an ascended piece of gear is the same as accidentally vendoring a legendary or expensive dye drop. Just be careful. And if you do accidentally vendor something you can buy it back if you catch it quick enough.

By your logic, running dungeons should drop ascended equipment as well. As it currently stand fractals of the mist is a good source for ascended equipment while other dungeons are not.

Ascended equipment are hard to craft, account bound and can’t be salvage and is sold for minimal price. Anet intention obviously isn’t for you to get those ascended equipment so that you can vendor them. Make them unsellable so people will get the idea.

Increase vendor price for ascended rings

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Posted by: Saylu.8271

Saylu.8271

Ascended Trinkets are better than Ascended armor or weapon – they give you the most boost for the buck, as it were. I think they are fin the way they are.

Sure. If you don’t have all your accessory/jewelry slots already filled with ascended stuff the drops are great. I’m sure plenty of people would love them. But, like I said in my OP, I and many of my WvW-centric friends have all of our jewelry slots full of ascended trinkets. Between drops and previously buying them with laurels. In which case more ascended trinkets are as useful as grey vendor trash is.

If we can’t auction ,give to friends or salvage them (preferably for ascended mats to craft other gear or put on the BLTP) at least I think we should get more than 4s, 95c for them.

Other characters you have? – they don’t drop enough to make a huge difference.

Well, if they don’t make a huge difference, can we please get a bit more worth to them and make fractals/WvW on par with dungeon earnings, thanks

Selling ascended trinkets shouldn’t be meant to be profitable. They should change them to be unsellable before people start complaining that they accidentally sold their ascended trinkets.

"Do what now?" or "Why I'm not good at this game"

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Saylu.8271

The OP mentions that Social Darwinism doesn’t work but if the game wiped the new players more often they would be forced to learn.
As it stands now you’re NOT forced to learn anything. You can complete dungeons even if you’re terrible at dodging and have a sloppy build.

The game should be more punishing.

This is a point that I will admit. One of my favorite games is Dark Souls, which as anyone who has ever played knows, just teaches you the basics of controls then drops you penniless onto a dangerous, apathetic world. The obstacles serve to make you tougher, and as you play through the game you learn from your repeated deaths.

Death is a better selective pressure than boredom. By far. Death inspires ingenuity, boredom inspires escape. But, while a harsher system would encourage more self discovery by the players, this has a pretty big drawback, too.

I know a lot of people who hated dark souls, and/or have no desire to play it. Not everyone turned left into the graveyard then yelled “CHALLENGE ACCEPTED!”. The unforgiving world is an inspiration to seasoned, hardcore gamers. But to casuals, it is a foul stench that serves as a preemptive warning.

So, while I do want the game to be harder, I also have to realize that just making the game harder will alienate a large portion of the GW2 customer base. While you can solve the lack of knowledge problem by driving away everyone who doesn’t know, this is not a profitable or desirable solution.

Besides, I think Dark Souls did a better job of teaching mechanics where it counted.

I don’t think making the game harder necessarily teach people to play. Anet decision with the new trait rework is probably a typically example how making the game harder, doesn’t really teach people how to play. In fact I think it inhibit exploration of skills and traits. People need the relevant skills and traits to learn from them. New players generally have less skills and traits to work with. If you have irrelevant skills or less skills for the task, you don’t necessary learn much from them. Or worse you start to rely on skills that aren’t best for the job because certain skills aren’t available. When people are ignorance of which skills are best for the job, and you force them into the habit of using inferior skills. It only cause problem later, they will be reluctant to change, unable to evaluate which skill is better.

Death doesn’t necessary make you play better. In team play, the burden of death often fall on their teammates rather than themselves. It is their teammates that need to pick them up or finish the fight. Death trigger a fight-or-flight response, good player will raise to the challenge. The problem is with your mediocre or bad players, it destroy their self confidence, they run, they hide, they blame their teammates, they blame the boss for being OP. They wouldn’t improve or ended up playing worse than before.

(edited by Saylu.8271)

"Do what now?" or "Why I'm not good at this game"

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Saylu.8271

I believe both that increased difficulty can be a better teacher and that GW2 could do a better job of providing information about the game. This issue is not a dichotomy.

Thats something I dont know about. I like more difficulty but I make no assumptions that others do too.

It may teach better but that is under the assumption that most want to learn or want something more difficult. Dont confuse difficult with new

There most certainly is a dichotomy with regard to players who want greater difficulty and those who don’t. I used the word can rather than will for precisely that reason. Some people will react to difficulty by figuring out a better way to do things. Others post on forums about the game being “too hard.” Still others quit. Similarly, better conveyance of information about the game will not teach those who don’t want to learn, either.

It is funny when I think about it. I didn’t really learn about combo field until I am at lv 80. And that is only when I look it up. Knowledge don’t drop out of nowhere. People like to point out how easy it is. However, I would think the causal PVE environment is a blessing rather than a curse. It’ll let people fumble around.

To most people, GW2 is just a game. They don’t consciously try to get better at the game, they learn things as they go along. If they do get better, that is great, if they don’t, they don’t think much of it. Making things harder only make thing worse, if they don’t have the knowledge, skills or practice to deal with the situation, it scare them into playing defensively or avoid it.

"Do what now?" or "Why I'm not good at this game"

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Saylu.8271

Just look at how often people use knockbacks at ridiculous moments when a melee train is trying to nail a mob. It’s common sense not to do that, it shouldn’t need a long old tutorial to realise that is for the main part an idiotic thing to do, and yet it happens time after time after time again.

I notice it when people are doing this at champions and world bosses events. You do realize some of them are doing it on purpose so that it screw over other people damage. Some of them aren’t in a party. It is a matter of “I am range and you are not.” It is a matter of "I am screwing up your damage so I have better chance at getting credit for this. " It is matter of conflict of interest.

"Do what now?" or "Why I'm not good at this game"

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Saylu.8271

Except they don’t even educate you about combo fields beyond that one time it pops up in Hints.

You don’t have to teach people about the complex nuances of high-end gameplay (because those come from experience) but you do need to give them a solid foundation on which they can build upon.

The very fact that we don’t have this foundation is the reason why PvE is in such a dismal state at the moment.

People are generally fine until they get to high-end dungeon and certain world bosses where there is a huge difficulty spike.

Since this game doesn’t really have tutorials to teach people to play the game, I am under the impression that developers believe the burden of knowledge fall on the players themselves to learn how to play the game.

The OP mentions that Social Darwinism doesn’t work but if the game wiped the new players more often they would be forced to learn.
As it stands now you’re NOT forced to learn anything. You can complete dungeons even if you’re terrible at dodging and have a sloppy build.

The game should be more punishing.

@To all who replied to my post – the main issue with GW2 is that it has generated a lot of player entitlement – “I’m level 80, I should be able to finish this dungeon”.
“I should be able to win in SPVP”. “I should be able to do good in WvW”.

No you should not. I dislike what the player base for this game has become. People want to do good at the game without putting in any effort at it.
Newbie players in sPVP that call a class or another OP but they don’t even have 20 matches played.
Newbie players wanting to be " 1337 dungeons speed runners" but they haven’t even bothered to figure out what their class should bring to a dungeon.

This is happening because GW2 was too “forgiving”. I remember GW1 was much more strict – you didn’t have the proper build or at least something that was thought together properly or viable you would wipe and keep on wiping until the game kicked you out of your dungeon.

I am under the impression that people who like difficult content are the minority. Nothing wrong with catering to the larger casual crowd. When this game is about playing how you want to, if you make most of the game inaccessible and difficult, you are just alienating your players. Making punishing content only make the game not fun and frustrating. Challenging doesn’t necessarily mean hard or frustrating. They need to make content that are enjoyable and fun.

Why Future of Living Story will Succeed

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Saylu.8271

It is too soon for judgement. I wouldn’t praise something I haven’t seen yet.

A question about GW2

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Saylu.8271

All the last patch/update of gw2 have made the game harder. Trains are gone (queensdale and old frostforge) and dungeons are getting harder (some of the old tactics dont work anymore). People are quitting the game because best itens are almost impossible to buy and the best ways to make gold are being destroyed by gw2. From my usual group of friends to create a party (about 13 people), only 3 of them keep playing everyday since the last update. Im getting frustraded too and i just dont get what is the point of this.

thanks.

People were crying to remove champ train in Queensdale and FG. And now they got their wish people are complaining why is it remove….just amazing.

They are obviously two different group of people.

[suggestion] $15/month = no diminished returns...

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Saylu.8271

News flash!! You can buy gem and sell them for gold. Why do you pay to farm gold when you can pay to get gold directly? Are people addicted to farming?

People are addicted to doing things the way they have done things in the past.
The concept that you posted would not be acceptable because they did not do that before.

Preposterous. Anet obviously doesn’t want you to grind for gold.

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[suggestion] $15/month = no diminished returns...

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Saylu.8271

News flash!! You can buy gem and sell them for gold. Why do you pay to farm gold when you can pay to get gold directly? Are people addicted to farming?

3 big economy problems

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Saylu.8271

Inflation is ONLY when currency loses it’s value. Everything becomes more expensive, not just luxury items and especially basic items.

I don’t think you answered correctly when I ask about inflation. Someone pointed out "Inflation is a sustained increase in the general price level of goods and services in an economy over a period of time. " which I think is more accurate.

Po-tay-to, Po-tah-to

Point being the term inflation is tossed around every time an item moves significantly.

But for dye speculation leading up to the April 15th patch affected dye prices very little. What happen on patch day wasn’t market speculation. Same is true with spikes caused by pump and dump schemes started on Reddit and linked to a post from here.

I have already pointed out what you say about inflation isn’t really correct and isn’t the same. I didn’t really comment on those examples of prices hikes. Seem like speculative bubbles, except you are telling us, those people aren’t really speculators.

3 big economy problems

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Saylu.8271

But you haven’t explained how market speculation affects price!

http://en.wikipedia.org/wiki/Tulip_mania

I was asking Saylu specifically to explain relating to our TP. I was curious if he was just parroting a phrase he heard as a cause or if he was mislabeling one type of activity as another. Since he hadn’t replied to that question, I’ll finally elaborate.

In general an individual speculating should have no impact. If I price all my sell orders for mithal at 1s it has no bearing on the current price. Same is true if I start to accumulate, gradually, well below it’s supply rate, an item whose price I think will skyrocket at a later date.

The problem comes when it’s en masse. Your wiki link, which I referenced myself in a post months ago about the dye balloon, is an example of players in a market chasing a price up. It’s a “Look, the Dukes are trying to corner the market on frozen orange juice, they must know something” moment. That’s when it’s bad. When supply drops within an hour to 1/10th of it’s previous levels, which causes a price jump and makes it a self fulfilling prophesy.

The “real” speculators were buying dyes during the month before that with little movement on the price. They sold within the first day after supply plummeted and prices shot up. All of those players who bought on patch day weren’t speculators and what they were doing wasn’t speculating in any sense of the word. Mass hysteria may be a better term.

“A person is smart. People are dumb, panicky dangerous animals and you know it. " That describes the TP to a T.

I did say “Market speculation isn’t necessarily bad, excessive speculation is.” Someone already explain how market speculation affect price so I don’t think there is a need for me to.

I don’t think you answered correctly when I ask about inflation. Someone pointed out "Inflation is a sustained increase in the general price level of goods and services in an economy over a period of time. " which I think is more accurate.

An individual speculating have “little” market impact. An individual farming gold have little impact. When lot of people are farming gold, you will see a substantial impact. It is the same with speculating. Saying there is none is incorrect.

(edited by Saylu.8271)

3 big economy problems

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Saylu.8271

Biggest problem with the economy is that you can make money out of nothing (relatively speaking, you put effort and time into but the system doesn’t have a fix amount of currency, new currency enters the system from nothing). It leads to massive inflation, and thus that rewards seem unrewarding. For example if we increase activities / event rewards the inflation would increase and the rewards would become useless again. TP works as a mild gold sink, but unless we’re able to have money leave the system as quickly as it comes in we’ll always have inflation. Now that I think about it Gold -> Gems is also a decent gold sink, although stock wise there’s only so many things to buy.

You are looking at things at the wrong angle. You have to look at the concept of scarcity of resources and unlimited wants. When goods are limited and there is competition for goods, the goods goes to people who will pay the most for them. Doesn’t matter how much gold is in the economy, they goes to the people with most gold. Doesn’t matter if a item double in price, people with lots of gold can still afford it. Doesn’t matter if a item reduce by half, people with no gold still can’t afford it.

Our economy is all about exchanging goods and service for money, or theoretically nothing.

Why Did We Need Megaservers?

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Saylu.8271

The reason is simple. You can’t have megaservers if you let people choose where they want to go. People will stay on their home servers or stay on good/highly populated overflow and avoid bad/low populated ones. Not only do they need to move people from lowly populated overflows to highly populated overflows. They need to move people from good/highly populated overflows to bad/low populated overflows. You can still taxi to highly populated ones. However, the main idea is remove the options to easily pick the best ones so people can be distribute into other overflows without much difficulties.

An Open Letter to the Orders of Tyria.

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Saylu.8271

He is too apathetic to make a good super villian. However, I never like him. I want Trahearne to die of a tragic death in a future expansion so that he can get out of the big picture.

Top 5 Favs Titles!

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Saylu.8271

1)
2)
3)
4)
5)

I never like having a title under my name.

new character = no fun?

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Saylu.8271

Honestly, currently leveling an engineer. I don’t have a problem. And if I need skill points I got 70+ in scrolls collected by my previous characters, which I haven’t touched on this character. Plenty of skill points in the world to visit. And oddly enough I use skill points on skills and there a limit you can use for skills, the rest is currency.

Honestly, you got your cheese moved and now you’re ticked. I understand but the devs want players out in the world they created than running the same set of content every day ad infinitum.

Many of us created our characters before the updates and got most of the traits for free. New players or characters have no choice but to do the quest or pay the cost. The huge advantage in traits rest of us have is what we are talking about. None of my old characters have to do these quest except for the new traits. Old characters compared to the new characters. Grinding for a bunch of traits and being force to do a bunch of quests that you don’t want to doesn’t make the game more fun.

Pinky: Gee, Brain, what do you want to do tonight?
Brain: We are doing something different today – grind the world bosses Train!

new character = no fun?

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Saylu.8271

Some people talks full of it without ever trying to level a new toon under the new trait system…

With no extra skill points and gold, how is this appealing to new players? Old player hates it new players find it dull and tedious. Badly implemented Anet.

The problem with the system is the skill points cost. I find it ridiculous, it cost a few hundred skill points of unlock all the traits. Although it isn’t necessary to unlock all trait, I find it distasteful how it is done. Players are compel to do these quest or pay a huge cost to get them.

new character = no fun?

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Posted by: Saylu.8271

Saylu.8271

No, this change was put in so players are forced to participate or pay to choose traits, since they got rid off the gem store reset and no longer charge for doing a respec on your traits. If you choose to level in one zone running the same content continuously they you can pay for your traits. Otherwise go out and explore Tyria and do the content the devs created to acquire the traits you want.

So no fully leveled and traited out character via crafting anymore for free.

It isn’t exploring, it is more like a quest. Do this task to get this trait.

What the Cantha District in DR looked like

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Posted by: Saylu.8271

Saylu.8271

Some westerners can’t tell the differences. Asians see themselves as different groups, distinctly different from one another.

What the Cantha District in DR looked like

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Posted by: Saylu.8271

Saylu.8271

Just found out what that place was. It was a district within Divinity’s Reach before the Great Collapse.

http://wiki.guildwars2.com/wiki/The_Great_Collapse

What the Cantha District in DR looked like

in Guild Wars 2 Discussion

Posted by: Saylu.8271

Saylu.8271

I went on to read the Manifesto again (good old fashioned nostalgia about when I was REALLY excited about GW2 coming out) and I discovered something that I hadn’t really taken notice of before.
- It seems to be a picture of Divinity’s Reach and the Canthan themed (Asian? Never heard of it. Give us Cantha… and Elona) district that was supposed to have been there.
https://www.guildwars2.com/en/news/guild-wars-2-design-manifesto/

- On a side note: If I were asian, I’d be angry of the fact that the district prepared for me and my culture was made into a hole in the ground and later rebuild into the Pavillion for the amusement of other cultures and nationalities… just to share with you where my priorities would lie (Lets not make the Canthan/Asian themed content to accommodate the asians… or, if you will, lets exclude the asian themed content to make the asians feel welcome…)

It wouldn’t be unusual though. From what I understand, Cantha is ruled by a tyrant Emperor. Elona is plagued by Palawa Joko and his undead armies. Refugees in Krytan from other continents wouldn’t be unusual, although sea travel is difficult with Zhaitan Minions. Cantha styled building wouldn’t be something unusual either.

(edited by Saylu.8271)

new character = no fun?

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Posted by: Saylu.8271

Saylu.8271

They should have make trait unlock account wide. Unlock conditions seem to be same for all classes. I don’t like that idea I have to repeat something I have already done, pretty annoying if you have many characters.

Buy Gems, you Cheapskates!

in Black Lion Trading Co

Posted by: Saylu.8271

Saylu.8271

Gem price will only be going up. Those gold sellers in the game only make things worse.

new character = no fun?

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Posted by: Saylu.8271

Saylu.8271

I honestly have no idea how it’s possible for anyone to have trouble getting skill points. Every single time you level up that’s a skill point.

-confused-

Skill points are accumulated over time. Some people have a few hundred skill points on their other characters but when you start a new character, you began with nothing. You need those skill point to unlock new skills, you wouldn’t want to waste them on getting traits that you can otherwise get for free.

Chaos of lyssa 2400g

in Festival of the Four Winds

Posted by: Saylu.8271

Saylu.8271

Anet has kinda went way off into the deep end with the drop rate on this especially since this is temporary content, if it was permanent and we had endless chances at getting it then sure I wouldn’t have a problem. Since it’s temporary content (yes I know it’ll be back in a year) I see the drop rate as kinda ridiculous. Atm it’s 2500g which is basically straight up buying legendary territory yet the other back items are no where near this rate. I could live with it being rare enough to be a few hundred gold which I still don’t have but at least then it would be as least a bit more obtainable.

With the recent nerf with drop rate and rewards, it is in line with what they are trying to do. Not that it is something everyone would like.

Why the Guild Wars 2 Internet Hate?

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Posted by: Saylu.8271

Saylu.8271

Every game have its own QQ threads. If we don’t QQ about GW2 in GW2 forum, what are you expecting people to do here?

Would it be bad for the AI to be smarter?

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Posted by: Saylu.8271

Saylu.8271

1. The reason why they have huge health bars and ridiculous damage is because their AI is terrible.

2. The reason why they have terrible AI is because it is difficult to scale up the “AI Intelligence” when there is more people (open-world), as lazy as ArenaNet is atm they don’t want to, and it’s obviously 1000x easier to make them scale up in HP and damage.

3. The game tries to appeal to the “casual” audience, most of the game is just sit there and smash your buttons until something dies. In this case a dumber AI works better.

Why is there a need for smarter A.I. ? It is hard to make A.I. smarter than a human. When you do, they can be absolutely brutal. Teq, which people consider hard, isn’t even smart. The game isn’t specifically design to kill you, there is always lot of leeway for you to beat them. Dumber A.I works better if you want them to die quickly and drop loot, game developer aren’t trying to kill their players.

(edited by Saylu.8271)

Would it be bad for the AI to be smarter?

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Posted by: Saylu.8271

Saylu.8271

Do GW2 community want harder content in the first place? They are sending mixed signal when a bunch of people qq about content being too easy and another bunch qq about content being too hard.