Some of us have been fighting this battle since the Guild Hall CDI, and continue to fight. However, given that Colin has flat out stated that they don’t consider “guilds” less than 5 people to be guilds, I think we’re pretty much kittened.
And any person that isn’t part of these 5 man “guilds” would agree with him
Of course they would, because they aren’t in those people shoes, and don’t care to put themselves there, because it’s all about “me me me” these days.
The definition of a “guild” cites no body requirement. It is simply defined as “an association of people for mutual aid or the pursuit of a common goal.”
An “association” also defines no necessary number of bodies, only " a group of people organized for a joint purpose."
Last time I checked, a “group” could consist of as few as two people, at least that’s what our education system teaches. So obviously our education system is wrong?
Hell, getting guilds of 5 recognized as guilds was an uphill battle, and that is even supported by the game’s own lore!
Why would i put myself into the shoes of anti socialization? The whole point of guilds and MMO’s to begin with is the Massive amount of players you can interact with. MASSIVE MULTIPLAYER ONLINE . Not COOP online.
There is no justified reason letting a guild of 2 people achieve the same as a guild of 200 or more. What would be the point of even joining a big guild then? You’re just complaining because you can’t get over your anti-social behavior.
Not everyone is fixated on ‘achievements’ as you seem to be, some people od things for the fun not for the supposed kudos they [vainly] think it gives them.
Get over your elitist attitude.
You’re avoiding the question. What would be the point in joining big guilds if you could do everything already as two people.
The elitist argument is dumb. Wanting to be rewarded for bigger effort is sheer logic.
All of you tiny guilds still have a guild hall. It’s called the Guild Initiative Headquarters.
All jokes aside, “guilds” of 1 or 2 people aren’t really guilds. Guilds are designed around a decent quantity of people that earn things fast (for big guilds) or slowly (for smaller guilds) to grow their guild halls, benefits, buffs, etc. In the past, people were able to circumvent this by buying guild influence and “cheating” the system. Now this option no longer exists it seems, so it’s time to come to terms with a few things.
First, grow your guild. Look for a small handful of like-minded individuals that fit with your ideals and the way you play. We’re all special snowflakes and I realize that some people think they will never be able to find someone they like as much as themselves, but you can. There are hundreds of thousands of players out there and I’m sure you can probably find another 2 or 3 that would love to hang out with you.
Second, if you’re the most unique of all the snowflakes in the world and you STILL can’t find someone you like as much as yourself, then please consider a guild “alliance”. You can take turns repping each other and completing your respective guild missions. You only have to put up with them for about 10-30 minutes at most.
Third, small guilds just have to accept that it will take longer to do things than bigger guilds. If I hire an international construction company that employees thousands of workers, I know that the skyscraper I want built will be finished in 6-12 months. If I hire a mom and pop construction company from some rinky dink town, I know that that same skyscraper might take 1000 years to build. It’s just logical.
Lots of people are willing to help folks get their guild hall. After that, you can still do missions to progress the guild — easier if you get help, but some bounties (for example) can be soloed or duoed.
You MUST have participation from a minimum of three guild members for your guild to get credit for missions now. Still technically soloable, and members may get individual credit/rewards (not sure), but you can’t progress the guild with only two.
My guild got 5 members and we are all real live friends.
We made the same guild/clan over in every online game we’ve played.
Due to real life issues, getting married, having baby, looking for better jobs etc.
We are now down to 2 active members, and looks like we will never have our own guild hall. We don’t ask for being a powerful guild, we just want to enjoy every guild functions like other big guild.
The core of being a guild is to grow in size. Two members isn’t a guild. It’s barely even a party. You’re complaing about something that exists in any mmo.There should be some kind of a reward for being bigger. If two people could achieve the same as 200 people, then what is the point of even joining a big guild?
(edited by DaniTheHero.6318)
It seems like most of this is based around guild halls, this is also another reason why Anet should expand on personal housing. Let small guilds congregate around personal housing and have guild halls be a end goal or for medium/large guilds.
Though not sure what people expect when they make a 1-3 person guild, if they make it simple or possible for a small guild to achieve something, it just means a large guild will be done with it in no time. It also disincentivises guilds if something is achievable solo or by a small group.
I don’t want to sound mean but two people don’t make a guild. There’s nothing stopping you from just always being ina party toghether. The entire point of being in a guild is to join a group of people. Wether it’s a group of 10 people or more than 100 isn’t the issue. But two people don’t make a guild. And there is no justified reason to give two people a whole hall instance. So many people complaing about small guilds being unable to shine, but that’s the point. Guilds need to be massive and powerful. A group of 5 or less isn’t a guild, it’s a party. And even if you had the hall. Every upgrade costs about 300G minimum. You really won’t be able to advance much,rendering the hall useless for you.
I think the problem is that “guilds” are technically groups of people, and 2-3 people isn’t really a group. They overdid it with the guild thing. Having 10,000 guilds of 2 people is pointless, and likely what’s being addressed here.
Now, it looks like we’re done. It seems there is no way to progress our guild, no matter how slowly.
Make some friends? There are tens of thousands of other players out there willing to help you. The only reason why you don’t have a way to progress is because you don’t want to (invite other people, make friends, etcs). It’s called an MMO for a reason.
I wonder what would sales be if ANet was clear its hardore only expansion, and if youre not “hardcore” yo have “other 25 areas to play in”
ANet shold have been frank about it and say in advance that HoT is:
- annoying (“difficult”)
- super grindy
- group only focused
- full of “prepare to have fun” and empty of “fun”
This is the kind of attitude that annoys me. It’s such a knee-jerk reaction to an obviously rushed expansion. If you purchased it thinking otherwise you needed to do more research as I did. If you pre-purchase any game my sympathy levels drop to almost zero but that’s another thread.
Before you get me wrong I’m not saying Anet is without fault here but the customer also has some personal responsibility and accountability to make an informed decision and I get the feeling many got sucked into pre-purchase expecting vanilla open-world in new clothing on release.
At least give Anet a chance to balance things out before you throw your toys out of the cot.
As I stated before this is really the lesser of two evils given the information pre-release, Release the expac as 100% easymode and hardcores will just walk and never come back. They deserved harder content but it wasn’t ready and as previously stated maybe this is a temporary fix until raids are sorted.
Casuals, majority or not, will just take it as a slight hindrance, do something else, and come back in a month when the expansion is no doubt closer to the polished product Anet originally intended.
(edited by fireflyry.7023)
So after 6 days you are able to conclude that the content is too hard? All the mobs are new and you need to get to know their moves and patterns. A lot of people seem discouraged when you can’t beat something in first try. Teq was hard to begin with and so was SW bosses but now they are almost never failed at. Don’t bring up this whiney bs so early. Furthermore as anet stated, era of berserker gear is over (i know you are clad in that). So if you are dying all the time the real issue at hand is your inability to adapt. ANET DON’T NERF ANYTHING!
Keep in mind that a lot of the casual players cannot afford to improve, they have limited gameplay time, real life responsabilities, etc and they just want to relax a couple of hours a week for example.
I have real life responsibilities and limited gameplay time, I’m sort of casual player. But I want difficult and challenging content. I hate those whiners who says HoT is too difficult for them. I’m disappointed by the ANet decision to nerf HoT because now i will never feel that difficulty on my own. Sorry for my english, it’s not my native language.
(edited by Macilnor.7385)
To begin with, this is not a discussion about masteries or hero points, but the expansion as a whole.
We all know there was a large group of people who were asking for challenging content in GW2, and I was one of them. But I think the way they implemented in HoT was something like “They want hard content? We will give them hard content! YOLO!”.
You don’t make a whole expansion cattered just for the a certain group of people, there needs to be a balance. There were other MMOs that went full hardcore and we all know how they ended.
Now you got the situation where the more casual of the players (which are quite a lot) are uttermost frustrated and are not enjoying the content.They could’ve left the meta events in the maps and raids as challeging content, while leaving the general maps accessible for those who are just interested in exploring, gathering, doing little events, etc. That way you would please both groups of players.
Adventures are a good example of content done right, you have the Bronze tier pretty much accessible to anyone, while the Gold tiers will probably be done by those who want a challenge.I don’t think any of the hardcore players really enjoy random packs of elite mobs placed everywhere for no reason either.
The new maps feel like Orr on release, with more leaves. And we all know how Orr ended up, even now after the nerf, the only people who go there are the ones doing the Cursed Shore train and the ones going for map completion.And please think about this in general, do not mindlessy reply, do you think releasing an expansion designed to a single target audience is good for the game in the long run?
Do you think the casual players will quit the expansion maps after the hype is gone? And if yes, how will that affect the game in those areas?Keep in mind that a lot of the casual players cannot afford to improve, they have limited gameplay time, real life responsabilities, etc and they just want to relax a couple of hours a week for example.
this expansion don’t throw any unfair difficulty,you die because either you don’t know CC, or dodge or moving and positioning you have to learn what ever happens and within one month your hands will adapt so please cut the crap.
you die cz of your own shorcomings.
It only feels unreasonably hard because you people didn’t bother to learn the game mechanics on your way here.
This is a completely illogical assumption on your part.
(Same difference.)
I don’t think logic means what you think it means.
Either you know the game’s mechanics and can get through the content or you don’t and can’t.
Want to know the secret to how I know this? Because plenty of people have not only gotten through the content, but also didn’t find it so unreasonable as to complain about it.
Meanwhile, I’m sitting here watching people get steamrolled flat by Arrowheads like Wile E Coyote because they aren’t even dodging the obvious “do not get hit by this!” barrel roll attack while meleeing.
There’s no question that the new maps are more difficult than the old maps. But that was what people said about Southsun, Dry Top, Silverwastes, and even Orr (when they first got there). Later, the community (overall) figured out how to survive and then thrive with the new maps/content. This typically takes weeks or even months, since it takes us a while to realize our original builds + playstyles aren’t suited for the new content and some more time to adapt.
tl;dr it’s too soon to state whether the game is “too hard” or “just right” or “too easy” now.
Why is it that people who protest this expansion associate hardcore with anything that takes a few seconds or more to think about? Hardcore open world would be if every mob in the game had the potential to kill you as quickly as another player would in pvp (dodges, invulnerability, healing, all included).
The open world in HoT is barely difficult. It makes you have to think and readjust yes, but once you figure it out it’s very simple and easy.
Tbh, I think Anet hit it right on the head in terms of balance. There have been many areas in HoT where I just casually avoid mobs or I could maneuver around them. There are some areas where I have to stop and fight. It’s really not a big deal. I think the people who cry “hardcore” on the forums are the ones overreacting imo.
I feel you. At start of HoT I felt infuriated by how hard mobs are in these new zones. Insta deaths, not being able to progress sometimes and this tree-maze, gosh!…
But you know what? After several days I’ve learned how to run through them, how to mitigate, dodge properly, use all my skills to survive and go further when I’m alone in the jungle. I also try to stick to people. Together we will survive. No other way in this hostile (but so lovely) teritory.
And thank gods Anet is fixing problems with megaserver so you won’t find empty maps.
How about overal idea?
Yes, after all, we do enter hostile enviromnent. Where Mordremoth is the Jungle. He wants to kill us, thus whole place wants us dead. It has to be hostile, harsh, unwelcome. This is what I really enjoy. I’m in a middle of nightmare created by my enemy to take me down. Despite that I prevail and push forward. Against the odds. And I bet when we get used to it we will all be very pleased with the difficulty level. I hope Anet won’t nerf it down… it would be a waste of entire idea of this expansion.
Another thing -how about new players, how to get used to, being casual and similar problems that relate to hardness of new content.
All I can say that there are a lot of friendly people who will help, who will come to you and guide you or help kill that champion who guards your hero challenge. Don’t be affraid to ask on chat for help.
Cheers;)
The content in HoT is absolutely fine, and geared toward meaningful play-time. I’m sorry if you’d rather just pick up a game and blow through it, but a great majority enjoy improving their play-skill and conquering challenges.
Keep in mind that a lot of the casual players cannot afford to improve, they have limited gameplay time, real life responsabilities, etc and they just want to relax a couple of hours a week for example.
I completely disagree. If you are in HoT trying to unlock high level items then this is exactly what is needed to happen.
This is not supposed to be mastered in a day. I thought the enemies were too hard, but I simply figured out the enemies and now I rarely die.
Is it hard? Yes! It’s supposed to be.
Sometimes you have to know when to run away from a fight. Orr is not a similar comparison… maybe Southsun Cove is more a similar comparison.
You dont see people soloing 2 Vet Karka’s for example. Most wouldn’t waste their time and run to the next mob that they can take out quicker.
Use LFG tool. It is your friend.
People throwing around the term ‘hardcore’.
Hardcore players are those that invest a lot of time and money into the game, those that make the game their life and do nothing but play the game 24/7 and who have done most of the content at the highest level.
People who know how to play the game and not die constantly are not hardcore, they’re just average, casual players.
Yes, ‘casual’ players can afford to improve, it doesn’t take a lot of time to hover over the skills and read what they do.
‘’Oh, this skill knocks things back, maybe I shouldn’t push mobs out of all the AoE and that way it’ll die quicker’’.
If someone struggles with that kind of logic then they rightly shouldn’t be able to access or complete all of the content.
Rewarding players who put in a little more effort (not time – effort) doesn’t mean they’re punishing people who don’t put the effort in, the opportunity is still there.
People moaned when Sanctum Sprint was introduced, about them not getting a completely optional achievement because ’I’m casual’ or ‘my wrist hurts’, they all started vilifying people who could actually get the achievement, saying that if you had already won a race, you should stop at the finish line and let other people win.
They wanted their achievement handed to them by other players because they didn’t want to put in the effort of getting it themselves.
Not everyone can do all the content, and there is nothing wrong with that.
If ‘casual’ players don’t like challenge, there’s a whole market dedicated to them on mobile phones.
If you want less challenge tyria has about 25 maps already for ya.
Keep in mind that all this new content is a payed expansion, wouldn’t be an issue if it was added in the core game like SW was for example.
Everyone payed the money for the expansion, not just a certain group of people. And you can’t blame them for that, the expansion was never advertised to be challenging in it’s entirety, just that it will have challenging content.
To put it in a different way, now that the general consensus is that HoT is a little challenging, do you think casual players will buy it? And if not, are there enough casual players around to hurt ANet income on the long run, or at least not reaping the full monetary benefits of what they could have?
Because ANet’s profits affects all the players and all the game.
Ya I don’t know what to say I guess. It’s challenging for me without being unbearable, but I’ll respect that for some people it may be over that line. I’ve played a few mmo’s over the years and normally the world combat is so easy, it’s a snooze fest. After awhile if it’s all easy I just get bored, but that’s just my take on it.
This is why we need Hard Mode [HM]
in Guild Wars 2: Heart of Thorns
Posted by: Heimskarl Ashfiend.9582
Population’s already thin. Splitting it between easy and hard mode would make the game more empty than it already is.
And when the people who hate the hard content leave and don’t play because its too hard for them to enjoy, then what?
Or when the people who love hard content but it gets nerfed to middle ground leave because its too easy for them to enjoy?
You were not expected to be playing through HoT the first time with the Elite Spec, it was expected that you would use your Elite Spec on a second play through. I knew that the ~200 HP I had on my 6 characters was NOT going to completely unlock the Elite, how did I know that, I listened and read what Anet had to say in the lead up to HoT. No matter them saying they didn’t clearly state the intent, it was. I knew the Beta unlocks were only for testing purposes to get feed back and find bugs/issues. This is a problem with everyone having short attention spans and not comprehending what they are being told. All of this was known to us, everyone just ignored the signs…so you get what happened, the number of points needed reduced. I no longer have incentive to even do the majority of Hero Challenges in HoT for any of my characters, I’ll just do enough of the Communing ones to reach 250 and viola’, complete.
(edited by Zaklex.6308)
I was okay with the 400 point unlock, but a whole lot of people weren’t, so I can unerstand why anet went this direction. It’s a compromise that keeps the progression element, but adequately addresses the percieved lack of reward for doing all those old world hero points, and gives people the option of getting in to Hot and playing it with a fully functional elite spec on their belived and most accomplished characters.
It’s a good half measure. They’re still retaining the idea that the elites require significant play investment in a character, but better rewarding preparation and giving options.
I would have been sad to see them go account bound or permanent unlocks, but this method is pretty alright. You still have to put in a good amount of effort on a character to hit that unlock, but if you already put in a lot of effort it’s better rewarded now, and if it isn’t you have good options for the current and future elite specs. Get them fast by doing more challenging content, or get them slow by doing a lot of core points and a few easy 10 point challenges.
This means, as we move forward and more and more elite specs are released, you have good options for alts, and good long term progressions for characters you care about having every single one.
250 is a pretty nice sweet spot for still keeping it a meaningful amount of progression, but not making that progression feel like a lengthy gate with not much choice in how to accomplish it.
I understand what you’re saying, but I don’t think this was the right solution.
The biggest problem I have with it is that this is a sign that this will FOREVER be the standard.
GW2 will always be about instant gratifiaction. It makes me worried about raids.
I’m worried about the game as a whole not just raids based on this.
The idea that it was taking too long four days after launch doesn’t make sense to me. Four days isn’t long enough for people to really get a sense of how things will be in the long run. Once I had some masteries under my belt and a decent understanding of the maps, getting those points became a lot easier. Each character after will be faster because I’ll have masteries that expedite the process and I’ll know the maps better every time through.
Now if you’ve done the preperation, you can immediatly have the elite spec for exploring the jungle. It feels like using a bunch of tomes to get to 80 and then playing the game. I guess this is the point where most of us differ. I voted for progression.
You also talk about the lack of reward for doing old world hero challenges which agree with. However, I think now they’ll be even more trivialized because you can get so many in the Maguuma that you don’t need many old world points.
What if they just balanced the amount of points you get from each challenge accross all the maps so that difficult challenges reward more points and easy challenges like the channeling ones give less. Then you could take your time getting a lot of easy ones and a few kittenes. Or you could quickly get all the kittenes and a few easy ones.
Then how did you get nearly 400 HPs? You must have done WvW or Tyria?
The only ones I can’t get to are like the one or two that are in poison regions, and maybe one or two that you need leyline gliding for? Plus the 100 or so points I started with.
I for example have 27 characters and it will take me forever to unlock elite specialization on them even at 250 points.
So… don’t?
All that stuff you listed is irrelevant, you’ve still nearly earned 400 HP since release thus you have not been playing the expansion casually. And I’m not overestimating anything, it has been all I’ve been working on since release so I know exactly how much time it takes and you’re playing considerably more than me, and I’ve been playing more than the average casual.
Regardless of how much you actually played, there is no way for you to know how much I’ve played. You’re making an awful lot of assumptions. Which aren’t true. And you refuse to take people’s word for it as if they’re lying. That’s no way to hold an argument.