Showing Posts For SoulSaga.2390:
They give you the illusion that theres a lot to do after 80, but there really isnt. The core mechanics are just the same with a different name and sometimes different look. How many currencies do you have to collect now? It gets a bit ridiculous. Farm chest events for cheap gear you vender 75% of the time…ooh an exotic… which can be bought for a gold or two. Well ok, just spend a little bit of time selling bags and mats and you get those exotics far faster than from a DE. What else? Alt. Alt. Alt. Run out of character slots, unlock a new one, just buy Gems. More currency.
Ok pvp. Always a good end game right? It is, when properly implemented. It is when classes and combat are not about dodging, zerging and DPSing allllll the time.
Look, theres a lot you can do in the game if you are easily entertained. It wont be super varied, it wont be magically different from what you have done since early game… but its there, its just not quality and more power to those who fall under the spell of illusion of choice. When you sit back and look at it, you realize a lot of its like a chore. They sometimes do a good job at hiding it, but its there.
If anything, GW2 is a great procrastination tool. That might change when and if they can manage more depth and hand crafted experiences.
If an aoe only hits say 5 people… That ENCOURAGES the zerg. IF an aoe hits everyone…then that encourages players to spread out, thus dispersing the zerg.
If a few Ele can strongly defend a choke point with aoe…THEN THATS A GOOD THING. It gives the choke point stategic meaning…just as the spartans were able to hold of an entire army of persians, so to should players be able to defend themselves easier when the environment plays to their favor. This will encourage players to i dunno, use longer range skills or abilities, think of alternative strategies…maybe even siege weapons…
Everything Anet has done so far has encouraged the zerg, has encouraged a lack of strategy and environmental meaning. If the game cant handle it, then theres an optimization problem occurring.
It’s something we’re absolutely aware of and want to address in the future, one of my main characters is an engineer so I feel ya on this one. My poor quaggan backpack is visible like 2% of the time I play as I kit swap, never mind my weapon skins.
We’re currently focusing our engineering (programmers, not guys with net guns) resources that could work on solutions to issues like kits/skins on major systems that address issues higher priority and wider reaching like lag in large battles, LFG, custom arenas, spectator mode and so on but this issue is absolutely on our radar.
As always, please post your ideas of what you’d like to see solution wise, we love to see the fun ideas y’all come up with too!
3d Modeler and texture artist here…
I know and I know you know, that in this case the prop and weapon artist would have nothing to do with where you are pushing your “engineering” resources.
While their focus may be on some future content you have planned, setting aside some time to model and texture some new engineer weapons at least would be a step in the right direction. Events like SAB shouldnt be excluding one class over another for there reward focus.
Honestly, I would recommend mozying down over to Valve, sweet talk Gabe some and then see if you can do a bit of what they are doing with the Steam Workshop. He has some interesting ideas on encouraging player generated content. See if you can have the community help create weapon and maybe even armor skins for you. Use user generated content to fill up the game world with a bit more asset diversity. The art direction on some the of weapons has gone away from the theme anyways so it shouldnt be that hard to find acceptable assets from the community.
Furthermore, if time is a constraint which prevents developers from working on core content and balancing for the game (including but not limited to engineer problems)… then events like SAB probably shouldnt have been done to begin with.
Anyways, just some feed back.
Why worry, much of the T3 gear looks worse than the T2. Take for example the Sylvari heavy armor T3 vs T2, or the Norn light armor T3 vs T1-T2.
Some pieces are nice on their own, but the full sets are the least interesting of all half the time.
I dont think its about adding more weapons to the game or for classes in general as much as it is about more skills for players to choose from. This doesnt necessarily mean more weapons. I could mean allowing players to pick their weapon skills like they pick their utility skills.
I agree that it would be nice to unlock all weapons in the game for all classes, but we are still limiting the player to a selection of limited skills which they are stuck with while using that weapon.
(edited by SoulSaga.2390)
Welcome to any MMO forums ever. lol
this
people who enjoy the game are too busy having fun actually playing
You do realize that is flawed logic right?
If you are enjoying something, it means there is an emotional response present. Emotional response can go in a positive or negative direction, but causes the player to “care” or have an invested interest in the game. This means whether there is a positive or negative emotional response, they are more likely to feel the need to express it (especially on forums) as opposed to not express anything at all.
When I see people say “oh those enjoying it are too busy to talk on forums”, it tells me that that person is having whats known as a confirmation bias. It means they seek to confirm and establish their own bias. A bias by definition according to the behavioral sciences, is an interference in rational thought.
You may wonder what the behavioral sciences have to do with entertainment, and more specifically games. My answer is…EVERYTHING. Entertainment and interactivity all come back to emotional responses.
On the subject posted by the original poster, I would argue that there is a legitimate argument to be made against the current state of the game (class balance, design, direction). What you need to understand about game design is that it involves the nature of a game itself, which is challenge. A game cannot exist without a challenge. Now this doesnt mean a challenge cant be easy (thus not challenging at all by perception), but rather that it exists to begin with. A challenge in game design terms is a limitation created by rulesets, that when mixed with goals create the challenge which causes emotional response which just so happens to be needed for immersion. Challenges can be broken up into many types…probably the most common in rpgs is resource management.
It is why mana bars existed, and ammo was not an infinite entity. If you look at Guild Wars 2, they went out of their way to remove much of that resource management challenge outside of currency, which when tied to real money transactions makes one of the worst kinds of resource management.
Classes have very little in choice and consequence, as their traits and skills range from great to pointless. There is a lack of diversity, a lack of tactics (often tactics vs strategy, short term vs long term planning). There is no mana bar to restrict abilities, rather the resource is limited to skill bar space instead… space limitation is good…for games like Tetris when you have limited space as part of the challenge mechanic…but for games with super limited skill slots and long cooldown timers… you get a lack of diversity, a lack of choice, a lack of options for the player to chose in combat.
This makes combat dull, especially when the first half of the skills are limited by weapon, of which you can unlock all in the first level or two of the game. This means tactics dont change much, the pattern of combat stays from low lvl to end game.
So its easy to understand that at the beginning, its fresh…a positive emotional response occurs, but the more time invested into the game, the more progression that takes place…the less positive that emotional response becomes. Its not hard to understand that it turns negative when the design of the game is limiting the mechanics and challenges which can keep players with positive emotional responses. What is the challenge of the game? What is its core? DPS and avoidance, repeating patterns and lack of meaningful challenge. Limited choice means limited play styles. Lack of progression means lack of goal (Skins for weapons are not necessary a character progression replacement).
The end result is you have a weak foundation for the game and thus its not hard to see more alienation occur at a faster rate. That is guild wars 2 in its current state.
(edited by SoulSaga.2390)
The krait getting in the way of the world event farmers….more please.
So you have a problem with players seeking out and participating in world events in order to have a chance at an exotic item? Perhaps you think players should just be pigeon holed into grinding trash mobs for money in which to buy such items on the TP, or “farm” dungeons for dungeon currency… perhaps you think players should have less to do end game as opposed to more.
Think before you speak next time please.