Showing Posts For Squirry.6290:
- New player experience/teaching the game better. We want players of all experience levels to enjoy the game, not just the hardcore. We’ll talk more about this stuff later, but we want to make sure all players enjoy the game. Custom Arenas will help here as well, because players can find arenas where they feel comfortable, and play the game with the same players every day while they learn the game, etc.
And that’s where I lost my last ounce of interest for this game. The problem is not getting to it. That bit is really easy. That problem is that the PvP you’ve created in this game is boring and two-dimensional. The actual fighting is awesome and the mechanics are solid, but being forced to play a game mode that removes focus from the interesting combat and instead focuses on a half-baked capture mechanic and a whole lot of mobility just makes it boring to a whole lot of people.
Are there some that like it? Certainly! Is it many? Nope. And you can see that very clearly. And you already knew this, because we were all telling you what a horrible idea it was back in beta.
The problem is not introducing new players to PvP. The problem is that the system you’re introducing them to is not very interesting or entertaining, and will only appeal to a very small subset of MMO players. You’ve made a game mode that people do not, universally, enjoy. That’s on you. We tried to warn you and give you constructive feedback, from the word go. But YOU chose that route. And now you’re paying the price.
It’s still not too late to focus development on actually making the PvP fun and pleasurable to play, but it’s not going to happen as long as you keep you hands over your ears while manically repeating “5man cap-n-hold is fun, 5man cap-n-hold is fun, 5man cap-n-hold is fun, 5man cap-n-hold is fun, 5man cap-n-hold is fun!”.
The PvP you’ve made does not appeal to a very large group of players. It’s not a question of exposure or introduction. It’s a question of bad design and stubborn arrogance.
hey Evan, can u guys add the Dota-type gameplay to WvW??? that would be freaking sick! without the gear progression of course. it could be placed where the borderlands intersect with EB. you could add a small map in between that has tower defense mechanics. convoy rolls out with your faction (ogres or dredge or whatev) consisting of support/ranged/siege npc’s and u have to defend it.
This sort of implementation is the one thing that would made me play GW2 again. As it stand I have not logged in for close to two months simply because the PvP is boring me out of my skull.
But they’re not going to do it. We all told them during beta that forcing the same (bad) game mode on every single player, with no choice for variation, was a REALLY bad idea, but they insisted that it absolutely had to be that way.
When we then tried to explain why 3-point-cap-n-hold was a bad choice they brushed all feedback away with faulty logic and hollow rhetoric. It was frustrating then, but I figured that they perhaps had some data and information that I did not, and that was the reason they went this route.
Apparently they did not, because we can see clearly now that they made the wrong choice. Despite TONS of elaborate and constructive feedback they went ahead with a model that pretty much everyone warned them about. And now we’re all paying the price. We, the players, are the much poorer because we got a worse game than we had to, and they, as the developers, gain less success and make less money because they made a game that was worse than it had to be.
And all because they were too arrogant and/or stubborn to listen to critique while they still could.
A bloody shame, really.
I expect that they will do absolutely nothing, while repeating their delusional idea that necromancer is very good at attrition fights and keeping enemies from getting away, and that’s why they need to to be bad at everything else.
This is an unusually insightful post. For whatever it is worth: I commend you for a well-constructed explanation of a solid analysis.
There’s a lot of dissatisfaction among necro players regarding the class. Some claim that it’s underpowered, but that is not an argument I’m willing to go into.
What IS pretty clear though, is that necromancer is a class that’s riddled with several times more bugs and broken traits than any other class and suffer from a weak and unsatisfying playing experience to compensate for the power of death shroud.
I do not personally believe necromancers to be underpowered, but there are VERY few viable builds and the few that do work does not feel very good to play. This is about feel, not power. To many of us, the necromancer is simply not fun to play despite how much we love the concept, theme and stated design of the class. We are punished with horrible weapon sets and lackluster support skill lineup because deathshroud was changed from an alternate downed mechanic to a toggleable state. And it’s VERY powerful, for sure. It just means that the rest of the class has to be extremely unfulfilling to play, or we’d be WAY above the power curve.
So my best suggestion for finding a more positive perspective on sPvP is to play another class. When a high amount of die-hard necro fans are forced to admit that they simply feel better playing pretty much ANY other class in sPvP, despite being inexperienced with those classes, there’s a fair chance that you might have a similar experience.
A final reiteration: I don’t give a toss about power debates here. I don’t need a class to be powerful to have fun playing it. The core of this is that the necromancer FEELS really bad to play AND has a minimal amount of choice in builds and playstyle due to excessive bugs and design flaws. I suspect that you will have a more pleasant experience with any other class. I know I had.
1/10 – Way too obvious