Showing Posts For Scoops.8614:

Guild Hall still too costly.

in Guild Wars 2: Heart of Thorns

Posted by: Scoops.8614

Scoops.8614

Perhaps we simply miss a guild tax system as those you can find in games where guilds need hudge amount of ressources to develop facilities.

It would be very useful because from HOT, construction of the hall and manufacture of guild consumables are expensive.

An adjustable tax from 0% to X% of all money received (quest) or droped by players representing a guild would be useful.

Each guild and players could agree on a % automatically charged to feed the guild wallet…
A choice of 0% means the absence of joint effort and therefore a choice not to enjoy the fruits of this collective effort.

This feature would allow players to manage guild Investments without forcing them to:
– Either hold tedious accounts about members’ participation, avoiding recovery.
– Either leave the bulk of the effort to weigh on part of the guild, while the other part only enjoy.

Incidentally it would avoid any tension between players about collective effort once the tax rate agreed.

This would be subject to abuse. World of Warcraft did the same thing and you started having guilds springing up bombarding the player base with guild invites, getting people in the guild, and then filling up what would become the guild master’s personal piggy bank.

A better system would be something like a ‘crediting’ system where if a guild does content together, they get credits that count towards a selected objective, like the ones where you need to come up with 250 seaweed or 50 elonian leather.

Unplayable Solo

in Guild Wars 2: Heart of Thorns

Posted by: Scoops.8614

Scoops.8614

^^ That’s a load of nonsense. Just because you don’t like HoT doesn’t mean the maps were clearly made for the minority of players. Your sensationalism does not make the impact you think it does.

You and the poster you responding to don’t seem to get it; I got this tingling intuition that Anet did not design the maps to be ‘very solo friendly’ in the first place. In fact, I know so, otherwise they would not used the word ‘challenging’ to describe the expansion in the first place.

yep, and that backfired on them
note, that the very first thing they did after launch, was a massive nerf to the new zones
they wouldnt do that, if they had a good, or even mediocre feedback
this isnt a hot dog stand , they need 100.000s of players
PAYING players
a few full instances wont cover that

Nothing backfired on them. The new zones were not designed for a minority of players. That makes no sense.

The problem is that you have four maps with nearly identical core design.

Get groups, do meta. If you want to do something other than the meta, that’s unfortunate. You have the solo story quests and then you’re done. That’s it, that’s all she wrote.

This leads to two problems: First, the content will inevitably need to be nerfed into oblivion at some point because people will get tired of it, and unlike with, say, the ruins of Orr, you can’t just negotiate around it. If you want those Maguuma masteries and hero points you don’t have many other choices- granted, you can complete the hero points through WvW, but that’s its own ball of yarn.

The second? If you don’t like chasing giant orgies of players around doing group content, there’s not much you can do. In the original game you had other choices, and multiplayer content of varying scale. Heart of Thorns doesn’t do this, and it goes out of it’s way to punish players who would prefer something a bit more casual. And I don’t even mean in that, “condescendingly easy” sense either.

Raid teaching runs: Proving accessibility

in Fractals, Dungeons & Raids

Posted by: Scoops.8614

Scoops.8614

Our guild runs teaching runs as well. Everyone is welcome. We will even buy them the right exotic gear. Interest has been remarkably low. We did get a couple people VG kills who thought they would never be able to.

Thought I am sure these are not the type of people that are complaining the raid is too hard. They just do not have the interest.

Its a vicious cycle.

People don’t raid because they have no experience, and GW2’s PVE community is notorious for being a bunch of screechy children when it comes to dealing with mistakes. Which completely taints the entire mode of game play unless you’re working out of your friends list.

Even with the most unremarkable, simplistic encounters from which it’s almost impossible to fail, people will still find something to whine about.

And so because they have no experience, they don’t raid.

It helps nothing that the game does nothing to really introduce players to actual raiding.