I’d rather see them implement some beneficial things for owning and defending a tower or a camp as a guild.
At the moment there is no reward in defending a tower (unless you have heavily invested in upgrades); you benefit more from flipping itSomehow I think that this game is not what ANet advertised, but considering it does not require a subscription I am OK with it; when a real RvR game will appear, I’ll make the switch, but until then GW2 will have to do.
V.
The problem is there will NEVER be another RvR game. No one is willing to copy the formula exactly as it was presented in DAoC. It’s just the sad fact that with MMOs being mainstream now, there are more “casuals” than “hardcore”. Back in DAoC’s prime, MMO gamers were a tiny subset of gamers and nearly 100% could be calssified “hardcore”. If given the chance to make beaucoup money or make a game with merit….companies will always pick the money.
Definitions related to this post:
Hardcore – players willing to put hours into creating a build and practicing it, who value something they have to work their kitten off to accomplish, making the accomplishment more important than the rewardCasual – players who’d rather something be easy to master, who don’t see the value in having to work to improve and would rather just be given a “reward” without having to really work for it
I’ve got 2 things to disagree with here. Even UO had ‘casual’ players. Even by your definition of ‘casual’ which is incorrect.
Casual means a player who can or will only dedicate a limited amount of time to a game.
Nothing more. Nothing less.
Casual does not mean ’doesn’t care’, ‘wants things easy’, ’doean’t practice’ in it for cheap rewards and no commitments. Casual means “I only have an hour tonight because the kids are screaming, the wife is sick, I need to finish the taxes, so let me get in and do what I can before I am forcefully torn away from the game.”
And casuals do NOT invest money in the game. hardcore do. The 10 hour a day player is who they target. And they use data to guide them. Players all want different things and we all assume what we want is what the majority must want. We tend to back that up with people on forums saying it. But the majority of players will never post in a forum and probably want just as many varied things as a normal subgroup in a demographic does.
In short, MMOs populations have always been a mix of the curious beginners, the ‘casuals’ without enough time to play, and the hardcore player.
Casual players are not lazy, or greedy, or non caring people, nor are they less deserving of consideration. And they do not make up the ‘taget demographic’ that the designers follow.
TBH, the problem is that PvE tends to be much more popular than PvP in ANY form among most gamers, and always has been. Remember when UO split the shards? That was because 80% of their paying population who would spend hours grinding didn’t want some PvP ganker to take their stuff.
If you could look inside their data numbers, I am willing to bet that even in the beginning, about 80% of players spent their majority of time ( a WIDE majority) in PvE. Only 20% of us in almost any game are ‘hardcore’ PvP. That’s why guilds travel from game to game together because it’s so hard to find enough PvP folks.
Until PvP becomes MUCH more popular, we will never see a true RvR game, true. But ias little to do with casuals, and there aren’t any more casuals than before.
Casual is an incredibly subjective term that means many things to many different people. This is why I provided definitions (similar to what you’d see in any legal document) of EXACTLY what I meant by the term. This in no way invalidates your personal definition or understanding of the word. It just applies a context of the idea I’m trying to convey.
Actually, ‘casual’ is an industry term used by gaming companies to describe the demographic I outlined. It is an accepted definition when talking about gamers.
Casual has many meanings, like casual dress, but not all ‘personal definitions’ are appropriate when applied in certain settings. Your definition of ‘casual’ is upsetting to a gamer who considers himself, in correct game industry parlance, to be casual.
Stick to a neutral definition when ‘defining’ groups of people. Casual players are not lazy or not serious about playing the game at the highest levels.
JQQ
