Showing Posts For Wreave.2138:
Careful about choosing suitors, and political implications/utility: Yep. And indeed, QE 1 had a long list of suitors, which she used to political advantage.
But Jennah? We don’t know. Up to this point, the implication was that Logan was (perhaps unofficially) her intended, and so no other suitors were being accepted. But now… its apparent that Logan was never even unofficially a candidate. Which leaves the three options above – none of which look good.
Thanks for posts on this. In particular, it was useful to see the contradictions between the earlier personal story comments from Jenna (clearly indicating a relationship), and the current (which indicates that the romantic relationship never existed from her side).
Thoughts:
1) There goes the primary straight romantic relationship in the game.
Yes, I know this can be argued. but before arguing: restrict focus to relationships that the player is exposed to directly or hears about regularly over a long period of time. I’d say the romantic relationships that we’ve been exposed to the most have been: Logan and Jenna, Caithe and Faolaine, Marjorie and Kasmeer.
Though at the secondary level (briefer exposure), we’ve seen quite a few straight relationships, particulary in Orr storyline characters: Benn and Jaine (briefly mentioned at end), Benn’s parents, two separate asura couples, Snarl and Galina. And theres the bubbles couple who show up throughout the first season living story.
2) This really makes Logan look like a chump. And an oblivious fool. And it disqualifies him from any substantial leadership role. A huge part of leading is recognizing and managing feelings — a person who can’t do this for themselves in their most personal relationship certainly isn’t qualified to manage large numbers of people.
3) Writing for this game sometimes seems very erratic, as if control shifts between a couple of different people with substantially different plans. First, Jenna and Logan written as a couple, now they’re written as if they never were a couple. Looks like a 180 after someone else took over the wheel.
4) As noted by others above. If Jenna is so kick kitten by herself, and has Anise backing her up, then it makes Logan’s departure from DE’s final fight unnecessary, and thus Snaff and Glint’s deaths tragic also unnecessary.
5) If Jenna hasn’t been (discretely) involved with Logan this whole time, then what has she been doing romantically during the time that Logan has been hanging around in attendance on her? (And that’s what? 5 years?)
a) seeing no-one. Being a chaste, sexless virgin at the most vibrant time of her life, while being in a position where producing potential heirs is almost mandatory.
b) seeing other suitors openly. Which would make Logan even more of a chump
c) having suitors/lovers secretly. Which makes Logan blind.
(edited by Wreave.2138)
@draxynicc You didn’t counter my arguments there. You’re still making a brutally pragmatic argument. (Its actually worse, because the protagonist is committing murder (or assisted suicide) just because the protagonist isn’t sure she would win the fight.)
And you didn’t address my second point, that the theory isn’t relevant because its not consistent with the staging.
… Faolain’s party won out.
Again, I won’t repeat arguments that have already been covered. I didn’t see anything new to add to this.
Pretty good story, huh? The fact that you’re so deeply invested in the nuances of it proves that much at least.
Well… no. It’s a horribly told story. One that breaks my connection to my character since she ends up doing things absolutely contrary to what I would do. And that’s aside from being poorly told in other ways.
There’s a huge difference between being emotionally aroused (happy, angry, etc.) because you feel involved in the story… And being emotionally aroused because the writers broke your involvement in the story. The latter results in players ceasing to care about the story, and maybe ceasing to play the game.
That’s a fairly brutally pragmatic argument. You’re arguing that because the (presumed) hero is too weak to fight the bad guy, then hero should instead kill an innocent.
Interesting… But doesn’t apply here, because if that had been Caithe’s reasoning, then it would have had to be communicated in the scene. Something like Caithe saying “I should fight… But… I’m sure that I would lose.” (To clarify: I’m arguing that if anet writers intended that to be the case, then they would have had to communicate that in the scene. They didn’t, therefore that wasn’t the intent of the writers.)
1) Dissuade Faolaine? No, I never expected that to work. Words alone would not be enough.
2) This has been addressed in several posts earlier in this topic.
@CETheLucid
You claimed that she had apologized. I point out that she has only apologized for taking the egg, not for the other things that she did. Her apology fails to address her greatest crimes.
Killing of Wynne: That’s been argued before in this thread before. The point is that Caithe had the choice to stand up to Faolaine and defend Wynne. She didn’t. She went with killing an innocent instead of standing up to a torturer/murderer.
Slaughter of Centaurs: So you just let that… go? And mock the idea of justice as cover ignoring it?
Re Eir’s death, it looked to me like they were being clever by having it be readable in two ways:
1) She rightfully gives a fellow sufferer a second chance. That’s refused, but she takes her revenge for that. That costs her, but she dies having done the right thing. OR
2) She stupidly and morally wrongly opens herself up to Faolaine’s attack. Her subsequent death was what she deserved for her foolishness.
I definitely favored (2).
But my hopes for a more reasonable story were dashed with the Caithe mess at the end of Episode 2.
Checking to see if/how she apologized…
GW2 Living Story Season 3 Episode 1 complete playthrough!
https://youtu.be/f2eJdcce-WU?t=2353
She apologizes (apparently for stealing the egg). Says that she knows what she did was wrong.
How about: Centaur slaughter, Killing Wynne, standing by Faolaine pretty much non-stop, not revealing the truth about the relationship between Mordremoth and the Sylvarri? Not a word. Basically Arenanet writing team is doing their best to pretend that never happened.
Back to the apology:
1) Is it credible? No. Other Sylvarri had Mordremoth shouting in their head at the same time. The claim was Sylvarri with strong wills were able to resist. Caithe has always been portrayed as someone with a strong will. This is the Arenanet writers trying fix the wreck that they created earlier — with an explanation/excuse that is fundamentally lame.
2) Even if I believed it, would it be enough (ignoring her earlier crimes)? No. Just from pragmatic command PoV alone, she’s no longer trustworthy. I simply wouldn’t trust her to do it again.
3) And again, my character would absolutely not be ignoring her earlier crimes. Justice is due.
Just got around to playing E2 yesterday. Amazing, we didn’t even get a choice. Butcher of Centaurs, Stabber of Sisters, Keeper of Secrets that Kill, Egg Thief, Betrayer of Friends…. Any of that a problem? Nope. Just forgive and forget and put her in charge of the very thing she stole.
I’ve had my problems with the story in the past, but this is absolutely wretched. The story that my character participates in is now in no way an extension of me. Its a projection of some Caithe fanfic writer.
See my post comments on this topic for more explanation if you need it. E.g.
An entire tribe of peaceful centaurs, dedicated to Ventari’s teachings… lost everyone they loved. Because Caithe slaughtered them all.
She’s continued to moon over her murderous lover before and after Mordremoth returned.
And just ignoring the sheer moral crimes of the woman, there’s the pragmatic question of would I ever trust her again? Answer: No. I need someone who I can trust at my back.
Story: Awful. You were given plenty of warning about how unhappy we were with Caithe (Butcher of Centaurs, Sister-Killer, Keeper of Secrets that Kill, Egg-Thief). And what do you do? Give us a choice of how to handle her??? Lol! NO! The PC doesn’t merely forget her butchery, doesn’t merely forgive her assault on the PC’s authority and mission, the PC actually puts her in charge of the very thing she previously stole from the PC!
This is beyond “WTF?” and is off into “ROFL ridiculous”.
Remember the old “This is Your Story?” I no longer have any connection to the story, or to my character as you portray her. You literally just killed the story for me.
And that’s on top of:
- Pact? We don’t need no Pact to kill dragons! Me and my 4 man guild can do it!
- Tribune? Yeah, not anything important. He’s better off as a foot soldier.
- “Commander?” What a joke. PC doesn’t command anything not even members of her own guild.
- (But hey we’re keeping the title because it sounds cool!)
- BTW, Taimi the amazing wonder teenager, not only keeps inventing new world-changing stuff, she’s got her own subservient Krew off on exploration missions. She actually is being a commander, unlike the PC.
- And… The Mursaat are our friends now! Lets sing Kumbaya around the campfire!
- And… Unlikely as "our friend the Mursaat) was, it was at least something that any sane person would consider, however warily. But nope… instead the “commander” just totally rules it out.
The HoT story itself was fine. It actually seemed like you were trying to recover from the Caithe (and Taimi) mess in the story leading up to HoT. But now its gone back in the hands of your Caithe and Taimi fanfic writers.
It’s not like Arenanet has to write that much story. How can you have so little work required and still do so badly at it??
To clarify “platform”. These are rocks that appear in the lava pool during the fight. Basically allowing you to melee the boss at ground/lava level. They form a kind ring around the boss, one of them is close enough to the MP to allow you to stand and get the MP.
If they’re not appearing then either a bug, or maybe people aren’t doing something to make them appear (like fight the boss at melee range?).
The Faolain thing I blame on blind love, something any of us can get irl, where we ignore all the evils the person we love does because we care about them that much.
No. 100% No. I wouldn’t fall in love with someone who was malevolent in the first place; and if they turned to it or revealed it was there all along, I would fall out of love immediately. Because… moral compass.
You say that, but believe me, it DOES happen. I have personally witnessed some of the smartest people fall for the worst of the worst. Emotion is a crazy thing mang.
If a person sticks by a lover who is that malevolent, then they’re either uncaring or actually like the malevolence. Again, moral compass — or rather lack thereof.
Intelligence has very little to do with this. A person can be thick as a brick and have an outstanding moral compass and vice versa. Intelligence helps a person see through deception, but it won’t determine whether a person cares about the deception.
The Faolain thing I blame on blind love, something any of us can get irl, where we ignore all the evils the person we love does because we care about them that much.
No. 100% No. I wouldn’t fall in love with someone who was malevolent in the first place; and if they turned to it or revealed it was there all along, I would fall out of love immediately. Because… moral compass.
Mordremoth’s voice only was an issue after he awoke (at end of scarlet story). So it doesn’t apply to the Centaur slaughter.
Murdering people to protect and support those you love is still murder.
But on top of that, she was riding shotgun on a mission to coerce her sister first born (Wynne) into revealing information. Abducting Wynne was just about the first step. The last step was going to be torturing the information out of her.
It has been suggested that Caithe was unaware of that intention, but that would require a level of stupidity that would leave Caithe unfit for doing much at all. Moreover, the end scene where Caithe kills Wynne makes it clear that Caithe was well aware of the violence and cruelty that Faolaine was capable of, so she can’t even claim ignorance.
What gets me is that the writers just never seemed to grasp that slaughtering an entire tribe of peaceful, friendly centaurs because they’re trying to keep you from abducting and torturing information out of your sister, is not little “oops”.
An entire tribe of peaceful centaurs, dedicated to Ventari’s teachings… lost everyone they loved. Because Caithe slaughtered them all.
She’s continued to moon over her murderous lover before and after Mordremoth returned.
And just ignoring the sheer moral crimes of the woman, there’s the pragmatic question of would I ever trust her again? Answer: No. I need someone who I can trust at my back.
Plus holographic wings. Plus the various bladed backpacks.
The gliding comes from holding down the jump/glide key while jumping. Need to learn to quick tap it instead (which I’m still learning to do).
Speed boost only affects you in cities.
Great deal. Bought three. Copper fed in one, Silver fed in next, Queens pass in third. Hadn’t realized ahead of time that the queen’s pass would work in one, was very pleased when I realized it would.
This actually seems a bit too cheap to me, since 1 copper fed + 1 slot == one copper fed for each character, at a lower price then buying just two copper fed’s.
However… I only owned one silver fed, and probably wouldn’t have bought another (and only got that one as part of a package deal). And I probably wouldn’t have bought another pass.
And this does make something like the home stone more interesting, which otherwise I wouldn’t buy. And it makes the permanent contracts more interesting.
Incidentally, I like the location. It’s exactly where I stored those items.
Ebonhawke Vista is now unreachable due to an invisible wall and/or geometry bug. This is new in winter updated. Sadly it prevent us from using what would be a great jump off point for gliding.
Update: Had this happen again w/o cutting through PvP Lobby. This time, I WP’ed from straits of devastation to Malchor’s Leap, then logged out in a few seconds. When I logged back in, I had been relocated. Checked on login screen and it showed me as being in SoD.
So, it’s not pvp lobby specific, but the game still seems confused about where i am.
There’s some sort of database error involved.
Not sure if the db error goes away after a bit, or if you have to do something to fix it. E.g. logout/in, login/out on another character etc.
Wondering if this is related to cutting through the PVP lobby.
I often go pvp lobby > LA > city portal or wp from LA.
There’s also a weird thing about the PVP Lobby, when I first port in, it looks like I’m stuck in place. But I’m actually not, I can point towards the LA lobby and go forward, and the game will treat me as moving, even though the camera still thinks i’m stuck at the port in point. So, I’ll pop through the LA portal even while the camera is still showing me stuck in place. I’m wondering if this might be glitching their player location info.
After Brief Testing: The PvP Lobby/HoM seems to be involved..
- Go to HoM (PvP Lobby), then exit to LA.
- Log out to char screen. Char screen shows your char as being in HoM, not in LA.
- Log back in. HoM loading screen flashes up briefly, then is replaced with LA loading screen., and player is dropped at the Trader’s Forum.
Basically, I think the game partially thinks that you’re in HoM and starts trying to load you there. But then it decides that you’re not in HoM, at which point it drops you to some default spot.
Could use more testing.
Questions:
- Fixed by waiting long enough?
- Fixed by logging all the way out of the game?
(edited by Wreave.2138)
Same issue. Getting pretty annoying. May be character specific (not sure, I’ve been focussing on one character recently).
Also was looking for merged topic, but couldn’t find one.
Having read through the rest of comments: I like BadWolf’s OP, and I like Drawing Guy’s answer to it. Many of the other posts are good and I don’t think I can add much to them.
To be successful, and MMO has to appeal to many different types of players. This will necessarily involve mixing type’s of players with very different likes and dislikes. There are people who love boss trains and people who hate them. I think that Anet has done a very good job of evolving to find a mix of play and challenges to meet those differing styles.
There are things that I would like to see fixed (stacking and LOS in dungeons, plus useless pets). Hopefully, we’ll see more of that fixed. But Anet has to balance such fixes off against the unhappiness that it engenders. If stacking were fixed, there would be a resultant kittenstorm of players who would be raging about “the removal of something that worked fine, that they were perfectly happy with, and which allowed them to run dungeons fast for gold — which is the entire reason that they’re running them.”
Complaining about grinding in an MMO is like complaining about sugar in a sugartart.
MMOs are time consumers. That’s their primary feature, and its there by necessity. People play MMOs to kill time. But, psychologically they want a reason to play, i.e. there has to be something that draws them to play. Hence, there has to be something that gives them a reason to play a lot — hence… grinds.
GW2 is a game that is dominated by casual grinds. Almost all of this is optional. Collections? Don’t need them. New skins? Don’t need them. Some additional variant of backpack? Don’t need it. Ascended gear? Only really necessary for higher level fractals, which are optional.
(edited by Wreave.2138)
This joke mechanic is incredibly poorly executed. It should be pretty self-explanatory for any game developer that you should 100% NEVER force your players to engage in something that is a temporary event, specifically for a holiday, unless they want to. To force players into something that isn’t part of the core game experience that can effect their overall game-play experience is just wrong, This does nothing but leave a portion of your player base disgruntled and not playing your game, which is exactly what you don’t want with any game! If people want to use it great! But it should never be forced.
^^This. That’s just dead on.
Seriously, isn’t this game-design 101? Its just obvious.
Re Bad Timing/Insensitivity: I’ve got mixed feelings about that, but it comes back to the above. If it were an effect that the player could just turn off, then IMO that wouldn’t be so bad. But bad timing + can’t turn it off? Double aggravation for those personally affected.
(edited by Wreave.2138)
Hmm… Captain’s Airship Pass on sale. Too bad it still has that annoying get-kicked-out when you relog into the game behavior.
I was thinking of getting this for a second character (already have one Royal Terrace Pass). But that annoying auto-kick still hasn’t been fixed. So no thanks.
PS: I actually tested the Terrace Pass, which has the same behavior. If by some fluke, they fixed the Airship, but not the Terrace, please let me know.
I was OP and frequent poster on year-ago topic about this https://forum-en.gw2archive.eu/forum/game/gw2/Map-Completion-Metrics-on-Player-Anger.
Glad Anet is finally getting this right.
One month later still a problem. (Or rather, one and a half years later, still a problem.)
At least I don’t have to sit through a double loading screen, but this continues to be quite irritating.
Irritating bit number two: My character equips the pass (which has no abilities), which puts her in combat stance, and won’t drop that combat stance automatically for a good while (several minutes).
Fix:
1) As others have noted, just do an inventory check before booting the player out.
2) Also allow the player to walk into the terrace if they have pass in inventory.
3) Get rid of the insulting dialog from the guard. Better, add some groveling and respect when you do have the pass.
4) Don’t equip the pass when I double click it.
5 (Bonus Points)) Allow me a revenge punt on the guard. Or replace them with new guards whose dialog says the old guys got fired for incompetence.
As is clear to all of us who aren’t busy explaining away evil, Caithe is fully responsible for the slaughter of a tribe of peaceful centaurs. Moreover, she did that while on a mission to abduct and the force (probably through torture) information out of a first born Sylvari.
Frankly, I (my PC) would want to kill her for the massacre that she committed. Possibly, I would pass judgement to remaining centaurs of that and related tribes, and if they allowed some lesser punishment (such as serving as guardian for the centaur tribes for rest of her life), that would acceptable.
Separate from that is the issue of the egg, which I certainly regard as being under my protection. (And obviously I do not trust Caithe after what I’ve seen in the memories.) My highest priority would be getting it back. (Yes, rating above giving Caithe the justice she richly deserves.)
The truth is GW2 story is poor at times and outright awful at other times.
1) Caithe is presented as a good and noble person in love with a mass murderer and torturer. Umm. No. That’s just stupid. And love is not that blind or that stupid.
2) Caithe is presented as a good and noble person — after committing the massacre.
3) That the massacre is presented as “just a misunderstanding” or “dark places”. Caithe would have to be very, very stupid to not know what was going on when going in. And Caithe isn’t anywhere near that stupid.
4) Pale tree forgives Caithe. For death of Wynne (at Wynne’s request) — okay that’s somewhat believable. Massacre of centaurs though? Impression that I get is that it didn’t even cross anyone’s minds. Ventari’s ethics? Not so much.
5) Any reaction from the PC or Caithe’s friends to her slaughter of a tribe of peaceful Centaurs? Not much. “Wow, she’s been in some dark places.” I mean… that’s it??
6) Here’s the cake. After going to all that effort to chase her down, after slaughtering a whole tribe of centaurs, they have her at their mercy… And she just runs off with none of them making the slightest effort to catch her. Seriously?
Here’s where this idiocy is going:
1) Caithe turns out to be doing the right thing. PC may have a harsh word or two, but will accept whatever Caithe does.
2) Caithe’s slaughter of centaurs is never mentioned. Or if it is, it’s presented as “not her fault”.
2) Caithe’s finally gets over her love for Faolin. Yay?
Much as I despised WoW’s infatuation with Garrosh, this may actually end up being worse.
**Spoiler** The lack of choice in the end
in Battle for Lion’s Arch - Aftermath
Posted by: Wreave.2138
While the info might be useful, I simply wouldn’t trust anything that she said to be true, and more importantly, I’d be concerned about some last minute escape, evil button pushing, etc. Hence, immediate kill would be my choice.
I remember one game like that. Villain begins evil monologue, and you can just stand there and listen to it, or… rush right in and start whacking on the guy. Very satisfying kill.
And in truth, if the player hadn’t wasted time at the end, then perhaps s/he would have had enough time to turn off the kitten ed drill.
There’s a more subtle (wrong) clue. Then NPCs tell me they want me to take the lead, so reasonably they would be behind me, so that I can lead them towards the boss. By that clue, the direction to go is up the stairs, not down.
Other (wrong pointing) clue. In the cinematic we see Scarlet on top of the drill machine, hence it pretty reasonable to expect to go up and out onto the roof to finish the fight.
Third (wrong pointing) clue. In progressing in instances, you generally tend to proceed in same direction. Since we just ported up, I would expect to continue moving up.
Personally… When they said they wanted me to lead, I started heading up, but then noticed that they weren’t following me, and then turned around and went down. (The reason that I was more cautious and double checked what the NPCs were doing is that I’ve made the exact sort of mistake as the OP in the past.)
Re the green star: It appears in solo instances to show you where to go for your personal story. If its in a solo instance that is not related to your personal story, then it shows the exit. This is bad and sloppy design.
The whole point of a quest pointer like the green star is to show you where to go for the quest. The whole point is to hold the players hand and tell them the right way to go. Which means that its failing miserably here since its actually pointing the wrong way to go. What Anet should do is just not show the green star in solo instances that are unrelated to the personal story.
Now could you argue that a more careful player should not make the mistakes? Sure. But its besides the point. Given the miscues, its inevitable that notable percentage of the players will make the wrong choice here. And that’s Anet’s fault. Part of design is to be aware of the cues that you’re handing out — and to make sure that they are the right cues.
(edited by Wreave.2138)
As I pointed out in my previous post, I could come up with some reason why PvPers should do dungeons. But it would perfectly obvious that would be contrived, since dungeons really have nothing to do with the gameplay of PvP. I.e. that would then be as contrived as the WvW for map completion currently is.
PvP/WvW players DO HAVE TO DO dungeons, for the Gift of (Dungeon), to make a legendary.
Facts are your friend.
Reading is likewise useful. From my earlier post:
E.g. suppose that in order to get a high level player kills achievement, you had to go visit each dungeon to read books in them on the history of the Mist war. No matter how you cast that, it would be a requirement to do something quintessentially PvE in order to achieve what is otherwise a high level PvP achievement.
I’m not talking about the legendary here.
What about those people that only want to play PvP but also want to obtain a legendary. Having to 100% however many PvE maps there are sure does sound a lot worse than 4 WvW maps. But that’s just my opinion, like yours is yours.
Well obviously its all about opinions. How well we like a game is an opinion. Of course, how much we’re willing to pay Anet for that game is a consequence of such opinions. So opinions are obviously pretty important.
But to clarify, IMO there’s a good argument for providing both pure PvE and pure PvP paths to getting a legendary. However, I recognize that there are counterarguments for that:
- Legendary is cosmetic. Since you can have equally good ascended weapons. (There are definitely pros to a Legendary, and it obviously very desirable for status, etc. But still… it’s not required.)
- Its a meta meta achievement. I.e. its achieved by doing lots of different stuff.
Net/net I’d still prefer separate pure PvE and PvP paths, but I find it a closer call than on the issue of contaminating achiements with requirements that don’t belong in them.
Edit: This thread is full of people who have never tried or thought about trying WvW, yet absolutely reject the idea despite this. What is so devastating about having to do new or different content, with the possibility of finding that you actually enjoy it?
- Actually most the complaints in the topic are from people who have tried it — at length and have found it very difficult on their server because of the way color rotation works, or just due to a complete lack of interest in PvP on their server.
- The other major complaint about it is being co-erced into doing it. Hence ‘trying it’ is no answer at all. It’s the very fact that we’re being arm-twisted into doing it that ticks us off.
Edit 2: @ Wreave are you seriously trying to argue that exploring the WvW maps have absolutely nothing in common with any of the other maps you have to explore in the world? Running around finding waypoints, vista’s and area’s of interest in Eternal Battleground is like playing golf to win the world cup. Oh right, okay.
Of course, you’re not bothering to pay attention to Colins statements that I quoted in the very first post. His point is that the WvW for map completion is there specifically to drive PvEers into WvW, and keep them there long enough that some of them will start to like it. He says clearly, that if there were another way that was as good at converting (some) PvEers to PvPers, then he would be willing to drop the completion requirement.
As I pointed out in my previous post, I could come up with some reason why PvPers should do dungeons. But it would perfectly obvious that would be contrived, since dungeons really have nothing to do with the gameplay of PvP. I.e. that would then be as contrived as the WvW for map completion currently is.
(edited by Wreave.2138)
The biggest (and most maddening, by far) problem that I have with this whole issue is that the OP (and others with the same opinion) cannot seem to tolerate those who think general PvE is being forced upon them.
Really? I haven’t said anything at all about that. So IDK how you conclude “cannot tolerate”.
However, several posters have raised the “PvP has as much pain” argument, so I’ll address it:
Two issues here:
1) Achievements for achievements sake. Supposing that achievements were NOT linked to legendaries. I.e. you only got something cosmetic (title, pet, etc.) plus sense of accomplishment out of it. In that case, people would have zero reason for doing achievements that they’re not interested in. I.e. PvPers would have no reason for doing maps if they weren’t interested in doing maps.
2) However… achievement contamination. Its fine if a jumping achievement only requires jumping to accomplish max level on the achievement. But if the designers add something really unrelated to it (e.g. PvP), then they basically ruin it for people who really love the main thing that the achievement is about, but hate the extra unrelated thing. For this reason, designers usually don’t contaminated achievements in this way. It would be like requiring soccer players to play and win a round of golf in order to win the World Cup. It just doesn’t fit — its not what aficionados of soccer want.
So on this issue: The PvE exploration achievement is contaminated with PvP in an explicit attempt to drive PvEers to PvP. There is no reverse situation for PvPers.
(E.g. suppose that in order to get a high level player kills achievement, you had to go visit each dungeon to read books in them on the history of the Mist war. No matter how you cast that, it would be a requirement to do something quintessentially PvE in order to achieve what is otherwise a high level PvP achievement.)
Now, if GW2 did have such achievement contamination for PvP achievements, then I would agree 100% with complaints about it.
Conversely, if PvE players could get 100% world completion without having do PvP stuff, BUT still had to do substantial amount of PvP in order to make the legendary… Then in that case, both PvPers and PvEers would be in the same boat — i.e. both able to achieve their quintessentially PvP/PvE achievements without having to dabble in the other game mode. But we would both have to do a lot of work in the other mode in order to make the Legendary.
That at least would be equal for both sides and I would have less of a beef with it.
Personally waiting seems to be the best bet. Your side will eventually own the keep you need when it’s on your side, probably within 30 minutes of logging in, those things are CONSTANTLY being flipped. The other keeps and towers will be yours in one weeks times, which is probably less time than it takes you to clear every other zone, so it shouldn’t be THAT big a deal. The only difficult stuff to clear is SM castle since the weaker sides don’t capture it as often.
The frustrating thing about posts like this is that it has already been answered repeatedly on this topic. Just because things flip that easily on your server does not mean that the same thing happens on other servers. As other people have posted, on some servers, things don’t flip.
One the basic rules of life: Not everyone is in the same situation that you are.
(Note: The difficulty with non-flips on servers is probably not a problem with my server. My issue is with being coerced period.)
@TheNinjaCupcake: All MMOs try to get PvE players to start playing PvP. Presumably there’s a strong financial incentive to do that. One explanation that I’ve heard is that PvP players are “stickier”, i.e. easier to keep than PvE players. PvE players will get bored and leave once they’ve done all the content (which happens relatively quickly), while PvP players will stick around as long as there are other players to fight and the PvP combat is sufficiently interesting.
Compare that the flame armor conflict, where ANet just didn’t have a strong financial incentive to sell the human armor skin to other races (yes, it had some incentive, but not a strong one). Hence that was a decision that was easier for them to revert.
Again, personally I understand that business rationale for coercing PvE players to play PvP. But just because I understand it, does not mean that I am not personally angry about being coerced, and it doesn’t mean that that my regard for (and willingness to give money to) ANet is not substantially reduced.
To be clear again… My dominant emotion in response to the map completion requirement, is not fear or trepidation of WvW or PvP in general. Its strong anger at having PvP stuff shoved into an achievement where it simply does not belong.
And for those who just say, “Try it, maybe you’ll like it.” you’re missing my point. Now that its required for the Map Completion achievement, I very intentionally WON’T do WvW. I will leave that map completion at 95%, and every time that I login, I will see that achievement banner; and every time I see someone with a gold star by their nameplate, I will be reminded that ArenaNet thinks its okay to try to shove a playstyle down my throat just to fatten their own pocketbook. And I’ll remember how much that ticks me off.
And then when I visit the store and and weigh whether or not to buy something, I’ll remember that again, and I’ll choose not to spend my money when I otherwise would have. And when some other game comes along that allows me to play PvE without shoving PvP down my throat, I’ll say “Yes” to that more easily than I would have otherwise. And when I’m ready to go do some PvP, I’ll go to that game rather than GW2.
Now obviously not everyone has my extreme reaction. There are plenty of people for whom Anet’s coercion method will work. But as responses on this topic show, I’m not the only one who is quite angry with this type of coercion, and I’m not the only one who is curtailing PvP/spending as a result.
For folks who don’t understand that, you just don’t understand the value of a good grudge. Contrary to what you may have heard, aggro is useful in life.
I understand a business decision that allows screwing over some customers if gain from other customers exceeds the loss from those you treat poorly. But my question for ArenaNet is: Are you actually measuring that? Are you getting a good feel for the number of players who are really ticked off about this? And for what impact that has on your sales?
I don’t understand why people feel that they should be given something that they don’t deserve. 100% Completion is just that…completion. Asking for the WvW parts to be taken out is the same as asking for vista to be taken out.
The problem (as has been quite clearly stated already), is that WvW doesn’t belong in a PvE achievement. The issue is that it doesn’t belong in the meta. And if that weren’t obvious enough, ANet has said that already (see the quotes from Colin in my OP). Colin is quite clear — the requirement is there to force players into the WvW part of the game in the hopes that some of those players will stick. And he’s willing to replace it (in other words, the requirement doesn’t naturally belong in the achievement)-- if there’s some other thing that will achieve the same goal.
The requirement simply isn’t about completion. It’s about converting PvE players to PvP players.
But the thing about humans, is that a lot of don’t being pushed into doing stuff we don’t want to do. Some of us in fact in fact get really kittened off about that. And a kittened off customer is just not good for business. And that’s something that Anet should be paying a lot more attention to.
Wreave I appreciate your long thought out post, however I do have a few issues.
1) I am not a PvP player, I am PvE with a taste of WvW basically I am one of the people who these metrics talk about I guess. Don’t PvE players also perpetuate this us vs them mind set by thinking all PvP players are mean or don’t don’t also do PvE content?
You’re strawmaning. And no, recognizing the attitude does not create the attitude.
Regarding put downs and derision, they’re absolutely common in the PvP posters that I’ve seen in forums across various MMOs. But no, “common” is not the same as “everyone”.
The fact that PvP vs PvE is the strongest division in gameplay does not mean that everyone belongs in one camp or the other. I’d say at least a 1/3 of the players do both regularly. At least. But it still provides the strongest and most striking division between player mindsets.
2) I don’t believe it could really be a complete surprise to anyone who made it all the way to 95% that WvW us involved this information is in many sources as stated by debs and quoted in this thread, as well as on the wiki or the forms.
Well, I made it to 70% without realizing it, and I’m not a complete nitwit. If I hadn’t happened to read that article recently, I could easily have made it close to 95% before it struck me as odd that I wasn’t as close to 100% as I should be. Keep in mind that:
- GW2 generally does a very good job of separating PvE from PvP.
- The world map shows map completion. Why would completing all zones in the displayed world map NOT grant 100%?? That just doesn’t make sense. If other (non-map zones) were required, then that fact should be indicated on the main map.
3) you do get a reward for the percentage you complete as you already get a reward from each zone you complete. It’s not like you can get to 95% without getting any rewards.
100% is the meta for completing all of the individual zones. The meta should not include stuff that is not representative of the smaller achievements. It would be like Rare Mob meta that required 95% rare mob kills, and 5% crafting doohickeys and selling them on the TP. That last 5% just doesn’t fit and would feel forced, especially to someone who loves killing rares and hates crafting and trading.
4)I guess I can’t help but see people making threads about the same thing over and over again complaining, but I voiced my opinion and you have a right to yours good luck with your crusade. Even though the devs said they are never going to change it.
Hmm… Well this is my first thread on the topic. So what you’re seeing is a lot of different people unhappy with the same thing. And one thread does not qualify as a crusade probably. And devs did not say “never”.
It’s funny cause my whole issue with this thread it’s I’m on the devs side, I don’t see why encouraging players to try new things and experience e this open middle ground as a bad thing. It makes the community more of a connected community with different ways to play and less of different games under the same title.
Because they’re not encouraging. They’re coercing.
Now where you draw that encourage/coercing line is debatable. But we do have clear example of encouraging already (Mist warriors hawking the Mist war, achievements under dailies and monthlies, etc.) But I laid out the basics of achievement design, and by those design rules, PvP simply should not be mixed into what is clearly a PvE meta. Putting it in there is done only to get people who really want that Meta to do something other than that meta. And “coercion” I think is apt description of that level of force.
Metrics is used because you can’t get a proper polling of players on their likes and dislikes.
I’m willing to bet the “all the things you liked about Guild Wars” came from metrics.
The problem is not with metrics in general. If I were there, I would running as many metrics as I could. The problem in this case is that measuring “how many times did this result in PvE players starting to PvP” is much easier to measure than “how many times did this result in PvE players playing the game less or outright quitting”.
Example: In July, Rift was having server or internet problems that resulted in very bad downtime for a day. I threatened to cancel my sub if they didn’t fix it soon enough. They didn’t and I canceled. The did fix it a little later, but I just didn’t have enough motivation to restart it and then I quit playing the game altogether. But server issue wasn’t really the problem, that was just the last straw. The real reason that I quit was something that they did with the lore a year and half before that, that so ticked me off that my threshold for quitting the game was much lower.
Now, aside from actually asking me, what metric would they have as for why I quit paying a sub? The only obvious correlation is with the network issue, but in fact, that wasn’t the real reason.
Regarding metrics for design: Some, but far from the majority. GW2 design was based on philosophy, which in turn was based on experience with GW1 plus the designers previous experience from other games.
Now, post release… Yeah, I think that metrics have played a larger role in design (as it should).
It’s just that when using metrics you also have to keep a firm eye on your blind spots — the things that metrics can’t easily measure.
I’ll point out GW2’s design is strongly focused on supporting the PvE mindset in the regular world, in making players “glad to see other players”. E.g. individual mining nodes, rezzing, separate loot, etc. But jamming PvP (WvW) play into PvE meta doesn’t fit that philosophy. I’m surprised and very disappointed that its in there.
Kitrine, like I said I’ve seen this discussion many times since it shows up for every MMO where the game maker pulls this sort of thing. So I’m a little jaundiced about having to explain something that seems perfectly obvious to me.
Let me give some theory: Good achievements encourage you to do things that you already want to do. They’re sort of desire-enhancers. They give you a little psychological extra push, and they help you recognize when you’ve hit the goal. If an achievement is for something that you don’t really want to do, then you most likely won’t do it. (Unless, 1) there’s a substantial reward for completing it, or 2) you’re extremely obsessive about completing stuff.)
Second point. There are fundamentally different types of players playing the game. Consequently, different types of achievements appeal to them. Categories reflect these different tastes, e.g. Slayer vs Crafting vs Exploration vs. PvP.
Third Point: Meta achievements should be fully consistent with their subachievements. E.g. a Rare Mob meta would have you kill all rare mobs. Such an achievement basically says, “You did your thing, in a really big way. Gratz!”
In short, Achievements should not be commanders demanding that we do things, rather they’re more like watchers/heralds that note and celebrate that we’ve completed something that we want to do already.
The division between PvE and PvP players is the strongest division between player types in the game. Granted, there are other divisions (e.g. between solo and group players), but PvP vs PvE is the strongest. That division is there because the two things appeal to primarily different impulses — to compete or to cooperate. This fundamental division indicates that PvP achievements should very separate from PvE achievements.
But.. Game companies frequently jam PvP into PvE metas. Why? Because PvP players are stickier. PvE players dislike this, sometimes intensely, but companies keep doing it anyway. And the only reasonable explanation for that is that companies expect to make more money off pvp players, and they’re willing to alienate some PvE players in hopes that they’ll get some PvE players to start PvPing.
In short, achievements, especially meta achievements, should be celebrating what the player likes to do. They should not be about coercing the player to do something that they don’t want to do.
(And side note, when achievements start mixing in stuff that doesn’t belong, they actually become disincentives rather than incentives. Because the exploration achievement mixes in pvp stuff that doesn’t belong, it actually discourages me from doing things that I would otherwise do, because the crowning achievement for that is denied to me unless I do something that I don’t want to do — and which doesn’t belong in the achievement — namely PvP.)
Kitrine to speak to your specific example.
1) Vistas and jumping puzzles fit the fundamental mindset of PvE. So they generally fit well with the category.
2) They are present in all of minor achievement, i.e. in all of the zones where you do exploration, and all of the zones have vistas which have a fair degree of jumping involved. I.e. its not the case that you can do 95% of the achievement and then suddenly find that you can’t do the last 5% without doing something completely different.
3) Attitude. You complain about “whining” twice in your post, complain about silliness of PvEers and then strawman a PvE position. That’s reflective to me of the issues many of us PvE’ers have with PvPers. The endless put downs. That’s why a lot of PvE’ers avoid PvP — cause we just don’t like the attitude that comes so consistently with it.
BTW, I’ve seen this discussion on multiple MMO, so I’ve seen all of the standard counterarguments.
XXX is supposed to be hard.
Answer: Well mapping really isn’t hard. It’s just thorough. But it’s inherently a PvE achievement, not a PvP one. If that’s not clear enough, Colin makes it clear in his quote that its there specifically to get PvE’ers into PvP.
XXX is supposed represent the whole game:
Well, no its not. If it were thorough, then it would include all of the other PvP maps. And again, see Colin’s quote.
XXX is not that hard! I managed it with a little luck.
Good for you, but, 1) its still coercion, and 2) its harder for other folks who are on servers that are weak in PvP.
XXX we all have to do something we don’t like. PvPers have to run dungeons, etc.
No matter what similarities there are between PvP and PvE mechanics, they are very different both in play and in psychology. There are people who play both, and there are people who do not want to touch the other with a 10’ pole. MMOs should respect that and quit trying to coerce one type of player to be the other type of player.
(edited by Wreave.2138)
Wait. Map completion requires WvW maps too? WTF?
I had a friend find this out ~5 months into the game after reaching ~70% world completion. They never logged in again.
^This^. Is Anet looking at this sort of metric? How could they? The problem is that they don’t have access to info on the causative event — the player finding out about the requirement.
MMO players have been exposed to this sort of coercion in multiple games. And we’re sensitive to any other MMO trying to pull the same stunt on us.
WoW is awful at this. First time I ran into it was on their winter holiday event. Where essentially it required the PvP newb to intentionally handicap whatever poor team they ended up on. It made me so furious, that I resolved both not to do any PvP and not to do any more holiday achievements. And thus every holiday, I was again reminded of how angry I was at Blizzard for shoving PvP in a PvE achievement I would have otherwise loved.
Rift had a similar problem with epic quest chain (sort of the story chain) on the Defiant side. A huge beautiful and very cool set of PvE quests — but 2/3 of the way through — a requirement to go play and win a PvP battleground. It ticked me off, and I never seriously tried to finish a quest line that I otherwise would have loved.
I had hoped that GW2 was beyond this sort of problem — e.g. by making PvP optional in Daily’s and Monthlys. But now I see that they’re not. It’s a shame.
From googling, I see that this topic has been discussed before, and from similar discussions in WoW I pretty much know what sort of fluff happens in these topics, so I won’t have much to say about that.
But I’ll say this. What makes me quit MMOs is when designers do something to really really kitten me off. Minor annoyances are not an issue, and I’m okay with design choices that I don’t like.
But big stuff — especially trying to coerce me into doing something I do not want to do, just makes me dig in my heels. And I don’t forget it. Ever.
Now I understand the business desire to get players try out PvP, and I find it credible that data metrics do show some conversions happening. But…
The problem that I have is that this sort of coercion really, really kittenes me off. And getting that ticked off is the sort of thing that makes me quit playing a game and makes me resolve not to play it.
Now I appreciate the value of metrics. But will your metrics measure how many people have as negative reaction as I do to this sort of thing? And that this negatively impacted our willingness to work on the map completion achievement or resulted in our quitting playing the game at all?
I’m not asking that rhetorically. I’m saying really, How would you measure that?
Because if you can’t, then you’re only getting half the story. You’re seeing which players you’re converting to PvP players, but you’re not seeing which which players you’re converting to players-who-quit, or to players-who-play-less, or to players-who-are-less-willing-to-give-you-money.
Take my case: I was about 49% on my main a week or two ago, when I started focusing on map completion. Currently I’ve got map completion to about 70%. But now that I know about the requirement, here’s what I’ll probably do:
- I’ll probably dig my heels in and decide not to do the WvW 5% at all.
- Quite likely I’ll quit trying for even 95% completion, given that I won’t be getting 100% completion.
- Every time I log in, I’ll look at the world banner and be reminded that I won’t be getting 100%, and I’ll be irritated.
- While this alone won’t be enough to cause me to quit or switch. On the play/don’t-play/play-something-else scales, it will way heavy in the negative. Likewise when I’m deciding whether to buy something in the store it weigh strongly against buying stuff.
Now, how are your metrics going to measure that? Since (other than this post), how would you know about the causative effect (me finding out about the WvW mapping requirement)?
I’ve recently started focusing on map completion, planning to get to 100% before too long. Then today I ran into this:
http://www.reddit.com/r/Guildwars2/comments/1uvnye/dolyak_express_first_answers_to_our_questions/
Achievements: Are you going to change the Map Completion to remove the requirement of WvW?
”We currently have no plans to do this. We’ve been doing a lot of work lately to try and bring our three core game types: PvP, WvW, and PvE more together in their systems of progression, rewards, and unlocking to try and give the game more of a sense of everything you do ties back into the growth of your character. We feel like WvW is a really good middle-ground between PvE and PvP and want to encourage people to think of the mists as part of our world they should explore and experience, we might consider adding the PvP lobby to world exploration for future characters for example to help give more incentive to visit there as well.That being said, we’re always looking at the systems and features we have in place, and as you’ve seen since we launched if we find something we think is better, we’re not shy about replacing a current system if we find something better for the players, but accomplishes our same goals. Our over-all goal is to encourage all players to experience WvW, to have goals that keep them there long enough they might fall in love with it and take that on as a separate game time; should we find other ways that are as effective as we’ve seen world complete is for encouraging play there to see the different maps, that is just as easy to understand and uses existing systems like world complete, we’ll certainly consider them. It’s something fun to brainstorm on our forums and see what kind of ideas players might!” ~Colin Johanson
Wait. Map completion requires WvW maps too? WTF? Okay, starting to get ticked off.
Googling around finds more threads on people unhappy about this. E.g.
https://forum-en.gw2archive.eu/forum/game/gw2/100-map-completion-not-going-to-happen/first
And this in particular stands out:
http://dragonseason.com/Front/tabid/124/EntryId/211/Lunch-with-Colin-Johanson-Part-II.aspx
What are your thoughts on the PvE aspect of WvW, including jumping puzzles and world completion?
Colin: For the jumping puzzle, I would prefer that they not be in the WvW map and it’s a separate thing. Especially when there’s a queue like that and people are trying to get in. It disconnects players from the content that they are trying to play. How we answer that is going to be interesting. There’s a lot of different ways that we can separate that out, but in long run it’s very unlikely that that will stay in the WvW map where it’s eating up population queue. We’ll go somewhere else and we’ll have to figure out the best way to do that. “World Complete” is an interesting one. We’ve seen from our data metrics, that because [WvW] is on “World Complete”, there’s a bunch of people who play WvW because it takes them there to actually get to know it and they end up having so much fun, that they stay.
Not Getting Our Mails? Yahoo, Gmail, Hotmail & more.
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Posted by: Wreave.2138
So my post immediately above was pretty long.
I’ll make this one short:
Have you tried adding our sending addresses to your address book or your approved senders list? Did it work? Did it not work, or only partially work?
That was one of the first things I tried. I added noreply@guildwars2.com. Made no diff. Auth emails still failed to arrive.
I also tried adding a filter rule to force mail to go into my mailbox (not spam mailbox). Worked fine for the few pieces of spam mail I get. Made no diff on auth emails.
Not Getting Our Mails? Yahoo, Gmail, Hotmail & more.
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Posted by: Wreave.2138
I’m still condering the possibility that the problem is on ArenaNets end — i.e. perhaps there’s an internal problem that is preventing ArenaNet from actually sending the emails for some yahoo users. I had hoped that Gaile would post more info here about what ArenaNet is doing and what they have done in working on this issue, but I have yet to see that.
As several of us have noted the Remove Authentication button is grayed out. Is that by design? Or is it a bug? If it’s a bug, perhaps it actually its actually related to why we’re also not getting authentication email.
I’ll make this one short: