While i agree that the change has unbalanced the open world, as in, other events arnt really worth their time if farming is your priority. HOWEVER, it was a much needed change and definately improves my hopes for the open world in general.
Remember that this wont be the be all and end all of Anets open world development. I personally think this is a great stepping stone, and if anet can figure out something for the little and non meta events, there would be a bigger influx of players worldwide, rather than bottled into certain events and zones.
There needs to be some very random but very rewarding encounters. Bosses that arnt on a timer or follow the same path of event chaining. Something that would entice people to explore and commit to every event they see. For example say a world champion boss, that has no set spawn location that is triggered by a randomly generated checklist that needs to be completed before he spawns… like an amount of certain mobs that need killing zone-wide or a order in which certains events should be completed. I realise this sounds complicated but there are ways round it. Say if a certain event needs to succeed after another one suceeds, but due to a lack of players it doesnt, just make the system generate another item on the checklist. Simples.
Most importantly, this checklist should be hidden from the player. At the minute there are too many lists that a player feels they need to adhere to. Daily, monthlys are great, but they dont encourage open end exploring. Same as general events (waves remaining etc) not only does it kill immersion it also gives players reasons and excuses to leave the content early. Iv seen alot of folk running away from an event after they participated for 2/3 rounds or waves. When i asked someone about this they told me ‘I knew the event wasnt chained futher and i knew id get gold for doing a few waves’. That in itself is a huge huge problem.
Anet has had problems since launch with the information they divulge to the playerbase. Either it has little detail on a technical standpoint (which meant a large portion of forum starts going mental and wearing the good ole tinhats) or it has far too much detail in the path, structure, end goal and reward for content. Look at wintersday.. i didnt even feel the need to play tixx’s airship instances, just coz i knew the whole story from looking at the holiday/update page.
If the players were to feel like anything could be round the corner – aslong as they play every bit of content they see – i could certainly see the open world being as it should be, the most enticing and immersive content an MMO has ever seen.
(edited by Parlourbeatflex.5970)
Open world loot has never been as good as dungeon loot, and now it is probably on par with it probably better, which imo is a good thing.
Anet stated they wanted a persistent and open world, and these large events get people to go out and travel around the world.
In the end people need to stop complaining about the great loot the elite farmers could always get. Before this I would get a rare every couple of days because I don’t play hardcore enough to do dungeons. Now it isn’t like the elite hardcore gamers are getting more loot, they could always get this much gold much easier from dungeons (CoF)
so nothing has changed except now it is easier for casual players who can’t run CoF hours a day to get gold.
this game is a pure and simple joke in the story department.
A couple of weeks ago I could do the daily in about 15 minutes. Today it took about 45 minutes.
Ok, there were a couple of wierd/funny ones. Daily condition apply. Stand just to the side of the minotaur event in wayfarer’s hills and launch a phantasmal beserker. Done.
I Am a Daily Condition Applier! Fear Me!!!
The problem is that they tied laurels in to the dailies. Put laurels elsewhere and put the dailies back to how they used to be.
Exactly. One ascended piece here, another type of ascended over here, ascended weapons coming from some other part of the game, maybe 6 months from now…
We must remember at all times, Anet does not make grindy games.
This game is actually turning into attention span theater, and where the hell are my keys?
(edited by Herr der Friedhoefe.2490)
Complaining for getting too many rares? I don’t want to live on this planet anymore.
It’s my belief that the developers of this game have great vision and ideas, better than any game I have ever played before. Where they fail is with execution, the game simply has too many bugs and every patch seems to just add more of them to the game.
[CDS] Caedas
Sanctum of Rall
Sorry, I can absolutely understand if you wnat easier access to your pink Quaggan backpack, but PLEASE don’t throw me in with you – I’m a lady and I abhorr pink.
Alas, not all ladies have difficulties getting ‘their’ quaggan backpack.
(You struck a nerve here – I hate all that kinds of industries think they can please all women simply by offering stuff in pink -_-)
As a casual player, I’m thankful I can’t just complete all my dailies on one boring map day after day. They are actually changing, they are still easy. They aren’t as mindless as they were before but that doesn’t make them “harder”.
Seriously people need to stop complaining. This game is FREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE (minus cost of game) we should be happy we are getting the updates we are and that this game is as amazing as it is. Feel free to go play other f2p games that just put everything into cash shops.
:)
Drax Maus Necromancer
Server – Blackgate
GW2 has some great innovations, or at least areas where it deviates from the norm.
Postive:
1) Dynamic/World events are better (IMO) than Rift or WAR dynamic events. Anything can get stale after you’ve seen it a million times, but RIFT and WAR made it feel like I’d seen it all a million times after the first 10 times. Much better variety and character to the dynamic events in GW2.
2) Basic game design encourages grouping by making nodes and mob kill credit shared.
3) Combat system feels pretty fluid and active. Hardly the first MMO with a good combat system but this is a very necessary ingredient. You definitely feel it in games that lack it.
4) Balance is surprisingly good for the short time the game has been out (although you wouldn’t know it by the volume of complaints on the forums).
Negative:
1) Devs seem trapped between giving people lots of stuff to do and not having the game be the typical MMO gear treadmill. They seem to be leaning towards the more mainstream model of treadmill. Total shame since that market is already well served by World of Warcraft and its various clones. The game is becoming incredibly unrewarding for those who have alts or like to experiment with different gear types, thanks to the slow drip pace of ascended gear acquisition. It was bad enough with the way dyes were designed, but this takes it to a whole ’nother level.
2) Still trapped in a lot of unnecessary “Traditional MMO” ideas, like dedicating the majority of the game world to leveling. Level grinding isn’t fun once you have a grasp on the game’s mechanics, and this is a very inefficient way of using development resources since those areas are poorly suited for use by the majority of the player base. Devs seem satisfied to continue this poor trend by raising the level cap in future content.
3) A surprising number of bugs or half finished features which are obvious, but don’t get fixed for some apparent reason. Example: Pets/Minions/Turrets/Spirit weapons don’t have any way to avoid very common AoE damage, don’t get their owner’s Agony resistance, etc. The lesson that “pets are stupid, they stand in fire, so they must be naturally resistant to environmental damage” has been taught in every MMO that has included pets (including GW1 !), yet this seems lost on GW2 dev team. Result: Lots of players complaining and feeling sorry for themselves over an easily tackled issue.
I am not against creating harder (or you call it interesting/fun) contents, but why would you want to change existing perfectly fine contents? FOTM has this ‘level’ system. Add that to AC and other instances if players want challenge.
Don’t fix that isn’t broken!
There are more different types of players who want to consume the experience of playing a dungeon, than ArenaNet currently caters to with the balancing.
It seems, ArenaNet defines playing a dungeon within a rather strictly defined ruleset of “expert mastery over input controls and a refined ability to read/predict the game”.
All new stuff in dungeons is going to be hard for the first few days. We see it all the time with new content – people fail and get knocked down when they aren’t used to that sort of thing, and they claim it is too difficult.
Give it a week or so for everyone to develop strategies, learn encounters, and build fundamentals, and they will claim it is too easy. Trust me when I say this, the numbers are punishing (but less than they were before), but knowing the mechanics will greatly mitigate the danger.
Give it a week or so huh? That must be why the Temple of Grenth still has an extremely high failure rate?
You geniuses at Anet seem to think that a brutal challenge = fun gameplay. You should take a lesson from Diablo 3 and why so many people hated on Jay Wilson to the point he had no choice but to step down.
[GoF] of Blackgate
I was under the impression that “phase 2” of dungeon changes was supposed to make dungeons more enjoyable and less grindy. Are we are still in “phase 1”? Because the changes to AC – one of the only dungeons that was in decent shape before the patch – made it even less fun and more grindy. And if this WAS your attempt at making the dungeon more fun, how is it that in a month, the only dungeon you guys could make changes to was AC?
Set up a PTR, throw all your changes to dungeons on it at once, and try listening. There are literally thousands of people who are all making the exact same suggestions to your team and giving you the same criticisms – your design philosophy seems to be “more hp, more damage, more adds, more CC” and while I don’t know if most people are unhappy with that I do know that a lot are.
Every month since November I have been checking patch notes to see when you would make good on your promises of making dungeons more fun. Every month since November I have gone away disappointed.
I don’t believe I will be wasting my time reading patch notes anymore.
Seems like a lot of the GW1 players I encounter in these forums are so DRAMATIC. I never played GW1, so I don’t know what is making you guys this way, but kitten – calm down a bit!
I’m a GW1 player.
GW2 was fine for a long time. I even bit my tongue when ascended items were initially released.
However, now we have multiple time gates to statistical advantages with the laurel and commendation currencies. Instead of building on the current currencies (gold, gems, karma, dungeon tokens, and badges of honor), we are seeing stat advantages that reward unskilled/low effort play. Instead, they are essentially saying “log in for one month, get a stat based reward; join a large guild AND log in for one month, get another stat based reward”
That is NOT ok. I’ve defended everything they’ve done, but this is not right. This was supposed to be a game you could put down for a few months and get right back in. What the hell happened.
“A release is 7 days or less away or has just happened within the last 7 days…
These are the only two states you’ll find the world of Tyria.”
Disclaimer: What follows is entirely my opinion. So please, mods, do not bother changing the title. Everyone here knows that I’m only giving my own opinion. No one is going to be “confused”.
Now then….
I was asked recently by an avid defender of this game’s new policies a very simple question: what exactly in this new patch made me so angry? Naturally, I had a nice big list of things prepared and I could have riddled them all off, but as I thought about it some more, I realized that my problem with this patch, and indeed with most of the patches, all really boil down to one thing, one core flaw that defines all of the problems I’ve experienced with this game….trust.
Namely, the fact that I can no longer trust that the developers of GW2 have our best interests at heart. And as a loyal fan of the franchise since GW1, that actually hurts an awful lot to admit, because up until recently, ArenaNet was probably one of the only developers out there that I felt I could trust completely.
But I’ve felt this way ever since the game’s beta, when I saw major issues plaguing the game and the devs completely ignoring those reports, pushing forward with a release of a game that we all knew wasn’t ready yet. And it’s only gotten worse from there. You’ve no doubt seen a thousand rants about November, and other such things, so I’ll try to spare you as much of that as possible. Really, it’s not specific events for me….it’s the general trend of it all. GW2 is still a great game, one that I spend much of my free time playing. But my play habits have changed considerably, and not (in my opinion) for the better.
This game no longer feels like a game that “takes everything I love about GW1”, nor a game that encourages me to “play the way I want to”.
I’ll try to explain my stance, using more recent updates as examples.
1) A lot of people have praised the new dailies as “easier to complete”, but not only is this grossly untrue in many cases, it’s missing the point to begin with. The original dailies were the best model not because they were “easy” or “hard”, but because they were built entirely around the mantra of “play the way you want to”. Kills, kill variety, gathering, events. Things you could do nearly anywhere in the game. You could do them on your Lvl 1 or your Lvl 80, in any map zone you wanted. That provided a massive amount of variety that the new options are utterly devoid of. Kills in specific regions? Dungeon runs? Keg Brawl? These aren’t options that let you “play the way you want to”, they’re options that imply that maybe you’re not playing the game the way the devs want you to.
2) One of my favorite features of GW1 was the concept of horizontal progression. I had come from a lot of MMOs that focused around getting the biggest numbers, then chasing the next set of big numbers, and eventually that grind became too much for me, leading to me falling behind and quitting. GW2, I fear, is on its way towards that same fate. The devs have admitted that they like vertical progression and will continue with it moving forward….which, for someone like me who was disillusioned with other MMOs, that’s a deathblow to the game that “takes everything I love about GW2”, because it’s not taking one of my favorite elements from GW1: the fact that I never felt obligated to gear grind. I could leave, come back, and still be a competitor. Skill always felt more important than stats. Whether you consider Ascended to be a grind or not is personal preference, but the fact remains that it won’t be the end of their progression plans. They’ve said as much. And that bothers me, knowing that I could leave now, come back in two years, and be significantly behind other players in terms of performance, even if I was the better player.
3) The devs have a tendency of giving out no information, or worse, wrong and conflicting information. We’ve been told that the precursor system was actively being worked on, and then Colin comes along to tell us that it’s not even likely to happen until April (at the earliest). Colin comes along and talks about how they’re working on new rewards systems that could yield precursors (getting people’s hopes up that the laurel system would have some manner of obtaining them) and then backtracks on it within days. We’re told that the devs are working on condition damage, and yet not working on it. That culling will be fixed, and then a patch comes out and makes it worse. That AoE will be nerfed across the board, and yet on a case-by-case basis. I don’t feel as though I can trust the developers themselves any more, because they don’t say the same things, and some of the claims they do make are later revealed to be outright false or misleading.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
This is my personal opinion, don’t bash on me. If anyone disagrees with me, atleast be civil. This game has ZERO competition for hardcore gamers. There is no real ’’goal’’ to acomplish, It’s like Anet said ‘’ Here are kittenloads of stuff to do, now do whatever you want’’ But it doesn’t work like that. People want a purpose to play and a goal to aim for, to obtain the things that makes them stand out. Even if it’s only cosmetic.
1. Let’s start with the PvE: Dungeons doesn’t even have the rewards that everyone wants. I’m not talking about items. I’m talking about achievements. Like the ‘’Worlds first 80’’ or ‘’Servers first whatever’’ Those are the things people want.
Let’s take sports as an example. We’re in the Beijing olympics, Mens 100m Finals. Every sprinter has been training day in and day out since they were 10 years old. They gave up all the fun in life just to accomplish this world record. And then suddenly someone breaks the world record and the whole crowd goes crazy, his name is printed in every newspaper and gets famous all around the world.
Now let’s go back to Guild Wars 2. The hardcore players that break records, the famous gamers that puts in heart & dedication into the games they play. 30 hours of straight grinding just to accomplish something spectacular. And what do they get in return? Absolutely NOTHING. This is why all the famous players quit. The famous gamers that stream and advertise your game gets nothing in return. This is why Guild wars 2 is dead on twitch… No competition at all.
2. The PvP: Like come on…. It’s like you Anet released a game that wasn’t even finished. There is absolutely no competition in the PvP. No ladders, No achievments. No one knows whos the best PvPers, because there is no system that tells you that. The PvP lacks variety. No Arenas, No deathmatches… What the hell?! The game needs INGAME ladders… Not the useless ones posted on forums. The people that actually play your game to the max and stream everyday to give to the community gets nothing in return. Why Anet? Just why?
Instead of fixing these issues, Anet implents useless new items that no one wants. Useless stuff in the gem store. Rushes into fixing stuff problems, that end up getting even more kittened up. If Arena net really wants to make this game an E-sport you guys have to top it up a notch. Because this game lacks basic features.
Anyway, Don’t get me wrong. I love this game and i think it’s the best MMORPG on the market. But it still lacks basic features that makes the game interesting to play. This is just constructive criticism.
Whats the purpose of champ/vets? Delete them already. I have no clue hiw anet came to the conclusion that its a good idea to have high hp mobs drop kitten. All I know is they are wrong and should at least end the boss mobs misery, nobody wants to touch them pffft.
Inside every chicken is a dragon screaming to jump out… you have been warned
OP I totally agree, there seems little point chasing Vets, Champs and .. yip Dragon when you can run around Maps picking up Rares and high level Mats from the most insignificant critters. I to like to hunt them pesky chickens as I have found them to be excellent loot droppers.
One thing that puzzles me though is.. where do they put all them Shiny Swords, Shields, Staff, and Heavy armours.. it must be a Dr Who Tardis in those chickens bellies
Chickens can even hurt you after you killed them! Fear the chickens!
Currently playing Heart of Thorns.
There is enough truth to the chicken comments to stick and enough good humor (I hope) in presentation to help make an honest point in a positive way. Open world, event rewards, have been overly nerfed. Those chests need to mean something. Roaming events and chains is one of the things I really enjoy doing in game, one of the few uniquely done features in GW2, as there are other games with better dungeons by a long stretch in “my” view. I would like to see them remain a viable alternative to play as rewarding as anything else rather than marginalized. Doesn’t mean it will happen, but I wrote my piece.
Like many, I roam the lands of Orr, I stride the lost shore seeking fortune in events waiting eagerly for a temple run or the cumulation of a major chain where there shall be a boss that drops a big, fat, chest that occupies half my viewing screen. This sounds so wonderful to me and perhaps you too, whom roam the last shore, whom prefer to roam events in an open world rather than portal into a dinky little fractal. Dinky, I tell you.
But you see my good Sirs, my good Mrs. there is a problem and pronounced now more so than ever with Camp Penitent thoroughly bugged. People no longer value your events so much as to run them in preference to grinding mobs. That massive chest? It gives a few greens and blues and a tiny bit of coin for a ton of sometimes worthless effort. Yet now we can stand at a way point, even when an event is unbugged, and grind mobs of chickens, chickens I tell you, and receive moldy bags, valued ingredients, and even yellow rare or exotic items far more commonly than from your temples, your high Orrian wizards, or your vaunted dragons, no matter the magic find.
Good sirs, you have inadvertently produced a game where your risen chickens provide better loot than your dragons…
Can this really be allowed to stand? Are you secretly a front for Bojangles? For that greasy KFC? And I must write that, this is not a situation that can be solved with a NERF. You see from my point of view the open world roaming from one dynamic event to another is one of the few features you have that make your game UNIQUE. And, unless you want the open world abandoned in favor of those morbid dungeon runs, those dinky little fractals, participation needs to be adequately rewarded and of equal value.
I hereby request that you consider buffing the loot from those massive chests in Lost Shore and elsewhere so that they not only fill my screen but load my inventory with wonders. For now sir, I am heading back to the Lost Shore, and back to grinding chickens as no one sees the value in karma or chest of little comparable worth.
Chickens I tell you… And not dragons.
Thank you.
I bought GW2 because I am, or rather was a Guild Wars 1 player.
To be perfectly honest, I had high hopes for this game, especially after they said it will be guild wars 1 with open world. I expected to see greatly improved mechanics from gw1. But did they manage to deliver? Umm, nopes, not really. I might say I am slightly disappointed with the game. By no means it can be called bad, it’s actually very good, especially compared to other titles on the market. But the thing is it misses alot of features from GW1, features that made the previous game so great and enjoyable. And if those features are there, then they are simply nerfed. Like guesting for example. In gw1 you could play with everyone around the globe, and here you are stuck with european or US playerbase.
Moreover, the game seems less social than it’s predecessor. it’s funny since gw2 has many solutions that should make it perfect for player interactions. What happened though is that everyone pretty much treats you like a bot.
My friend’s list in GW1 was full (and i really made so good friends) and here it’s pretty much empty.
Anyways, enough of complaining. The game is good, but I strongly hope it will get better with future expansions and that Guild Wars 1 players eventually get what they expected.
Dungeons in guild wars 2 are no fun.
Horrible rewards except for token gear for the time spent.
Horrible fight mechanics, ie, being 1 shot, being beat down in 3 sec with 3k armor after your 2 dodges are gone.
Triple AAA mmorpg with combat and rewards worse than a free to play korean grinder.
If it werent for tokens, people wouldnt even step foot in these horrible dungeons.
Yeah dungeons really suck in GW2. That’s why I quit. It’s a part of MMOs I really enjoyed. I went back to WoW and ran some Heroics – tons of fun where effort => reward.
Cheers.
Updated every Monday
GW2 has many things going for it but not the Dungeons.
Before I say things that may seem like speaking without respect to the Hardcore player base and developers a brief intro would work well right about now.
I use my name Axe, Axel, Axeom etc in every mmo I played for the past 9 yrs. I am an all kinds of player. From 15 hrs a day to 25 minutes a day craft and log off depending on my life situation transitioning from Bachelor’s Degree to masters and now job. So yes I believe I can give a reasonable feedback as to what Dungeons are for me and after 9yrs shifting through all the AAA mmo’s and various f2p ones I can provide sufficient reasoning as to why I think the Dungeons in this game are absolutely horrendous when assessed with a couple of things in mind.
The factors are:
1. Time spent compare to gains over that time period or small to large gain at the end of time period. Gains being essential Im sure most understand or the point of investing said time would be a total waste. So gains could be in various forms such as constant flow of loot, or eventual encounter based loots from bosses or mini bosses or large/rare loot from end bosses. Well I wasn’t able to tell very well as to how good the loot system is with my 3 attempts at the dungeons which I failed MISERABLY 2 times but the loot is not very good in the dungeons. They lack motivation simply put.
The dungeons feel rough because of the wipes mostly and how difficult to diagnose the systems can be. The feel right now is too much time is being spent for barely any reward or satisfaction. Im doing a dungeon because I know there’s a chest somewhere and the mob drops will be better than the ones in the surface and maybe I’ll lvl up faster. So we have this system in every mmo where:
We have A SPECIAL REWARD for those who face THE DUNGEONSSSS etc etc but are you willing to face the challenge? This is the typical scenario in all mmos. Dungeons are a special place where you can lvl faster, get better lootzzz etc etc but you have to sacrifice something in return. Generally some of your time, some resources like potions etc and most importantly concentration level and team work or lets say game play skill. The better co-ordinated the team the better you’ll do . But this so called game play skill and co-ordination depends strongly on the Developers set mob hp, mob dmg, boss hp etc and the inherent game systems which I believe atm are not working too well. Time spent is atm not equal to anything worth gaining. The joy is missing and player control over team co-ordination is quite missing too. Will explain in my next point.
(edited by Axeom.7584)
I have found that Dungeons are extremely difficult and unpleasent for new or ‘causal’ players. I grinded out a few runs of AC on my Guardian to get the Ghastly Sword/Shield, and honestly.. I couldn’t wait till it was over, I hated every second of it. If you have a group of friends that are experienced and can guide you through as suggested above, then it will probably be pretty cool, but for an inexperienced player grouping with the general public, Dungeons are just awful IMO.
I believe that it’s only going to get worse now with the changes they have made to dungeons. Preventing people from using waypoints during fights now makes it so people don’t want inexperienced players, they only want ‘pro’ players in Dungeons. Sadly, ANet is working to push more inexperienced or causal players out of Dungeons completely, and they are succeeding. The good news is that Dungeons aren’t a necessity, the awards are all exotic and those can be had through crafting and the Trade Post. Some of the Dungeon skins are really cool, I would love to get the Citadel of Flame armor, but with as much trouble as I had in AC, I probably have no business going anywhere near COF.
If you’re lucky enough to know people that can help you, then by all means take the opportunity. Eventually, Dungeons are going to be strictly for the ‘elite’ only.
Ever since Fractals and Ascended Gear came out, everything is becoming a complete mess.
Its sad how the game is becoming more complicated. Som people were right…fotm-ascended gear should of never made it to GW2 period. End of story
Dungeons are usually my favorite part of any MMO’s PvE experience. However, after playing through all of AC’s paths several times, I almost never play dungeons in GW2. It does not seem to be worth the experience or drops unless you are already level 80 and have nothing better to do. And why make a dungeon accessible to level 30 players when you need either very good gear or a few level 80 players to complete it in a timely manner? In my small amount of experience, dungeons in this game are far too difficult and do not appeal to the casual player in ANY way. I do not have time to find a very experienced group to run dungeons regularly with and i certainly do not have the time to get killed over and over playing with other lvl 50 noobs like myself. This new waypoint system will only exacerbate my problem. Edit: Also, in path 1, if you are killed by the stairwell with the fire, you can’t rez. One of my party members got stuck on the stairwell and could not rez because of the new system. We were stuck trying rez him for 5-10 minutes.
(edited by Ardawg.7039)
Great. So you guys punish the more casual among us who don’t have 5+ 80s farming that node every day. And you now reward those people with multiple 80s who farmed it like mad.
Speaking as someone who is not in favor of removing the ori node, I’m confused as to how removing it somehow “rewards” those people who farmed it like mad. Did you expect ANet to remove all of the ori from our banks?
Removing the node rewards nobody, regardless of any past interactions with it.
It is simple. They have full stock of this material which cost around 2,5s before patch. Now it will rise to let’s say 5-6s and the people who has the stock will sell it for biiiiiiig money. And the rest of us, who went there twice or thrice a week will be even more poor than before.