Showing Posts Upvoted By anzenketh.3759:

Siege Troll Discussion

in WvW

Posted by: manddras.1794

manddras.1794

Well, I was’nt aware there were siege troll…

Since the problem come from, if I understand well, alone player spamming siege ; give power and priority to the squad :

- Disable area siege cap for non finished siege (I was’nt aware there was one actually)
- A player joining a squad loose his ability to deploy siege (why he would do that, if he join a commander)
- A player in a squad build as a priority a siege from his commander.

That’s mean a commander will lead thanks to the mechanics of the game and not only on the goodwill of other player, and thus avoid the troll more efficiently. In addition a commander should be able to force player in his squad to build ONLY his siege by checking a box or something.

But what if a second commander come in and refuse to un-tag even if he don’t have a squad ?
-First, as i said earlier, only his squad is able to build as a priority the siege of his commander, but you can add a requirement by saying that only a squad of 10+ people can do that. So even if player join the wrong squad, he have a chance to build the good siege.

OR

-When two contesting commander are close of each other, they should be able to spawn a box where nearby player vote for the one they want to follow. Like in democracy, if 50%+ of player choose commander one, every voting player join the squad of the winner while he gain a buff like “commander adrenaline” or something, preventing any other constestant to be a commander near him for a span of, let’s say, 30 minutes.

“Commander Adrenaline : you have been chosen to be the leader of your army, any commander tag in a range of 2500 around you disappear on the map for squadless player, you can disable this buff by cliking here”

You can also add build area, for example : only ram can be built in less than 500 unit of doors…

With all these new mechanics, a player can always troll others by spamming siege everywhere but player in squad will basically ignore it. And since roamers don’t follow commander nor build siege to troll everyone, and players following a commander are in his squad, problem solved. I guess…

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

I think what they should have done, was create a new mini area tutorial/adventure for levels 1-10, that are skippable by veteran players, that act as a prequel. This short area could be a real starter/tutorial area for the basics.

While it would be a really good idea, based o their current content release rate they simple don’t have the resources to do that.

Its much cheaper to take stuff away than it is to add it in.

its true that this is cheaper, but is it effective? I dont really feel these changes will retain more players overall, because while it is easier, it is less engaging. You may have gained some players who quit because stuff was happening too fast, but you lost a bunch of players who felt that it was too slow/boring.

The best thing they could do is create a really exciting and interesting tutorial area. This may be hard to design, but if they can, it will pay for itself by greatly increasing the retention rate, by teaching people well, and entertaining them at the same time.

I guess the big problem would be, if this was a super good interesting design, there may be some drop off/dissapointment when people get to the main world, if its less interesting.

But yeah, its probably too late now, they spent a whole bunch of time/resources on this already, to do it again is probably not worth the cost in what else they could be doing.

but its something to think about for next time.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Yargesh.4965

Yargesh.4965

Everybody that hates the NPE is going to take over the discussion after all the fixes have been released I believe. You’re going to see multiple posts by the same people that hate it, and it’s going to seem like a lot more people dislike the new changes, when in reality, it’s just those same people that really want to make their point across. And not that there is anything wrong with posting more than once, it is a discussion after all, but you get my point.

I mean you can see the evidence of it now, with people complaining in one thread over the subject, and then having some of those same people from that thread start up new threads on pretty much the same topic.

I do agree that some minor changes need to happen, but hopefully Anet doesn’t give in to the pressure and make a complete 180 to the NPE, because I believe some of these changes are good for the game.

So I can’t wait to chime in when all the fixes are done. Should be interesting.

I agree with you about this. I think it’s premature to gauge how NPE will play at the current time, because we do know changes are coming.

And yes, you do see some forum members making the same points again and again. That truly is not helpful to the review and discussion, in that the devs would prefer a focused, clear, concise statement rather than realizing “Wait, it’s that same person, saying the same thing for the 19th time.”

Glad that you have pointed out that they are being obvious and the result is negative (for them and the forums in general).

whats your opinion on the new changes, what if anything would you do to make it more attractive/informative for new players of various skill levels, and vets who dont have 1-20 scrolls?

Lol you are funny. I’ll bite though.
I know I have eight level 80s and I am not remotely the target of these updates.
I know I have taken a character from lvl 1-16 after the Sept patch and found the process smooth.
I know that the game is still enjoyable after two years for me.
I think the game could be expanded.
I think it will be.
I think they could improve pr but I think every company in existence could.
I think being personally insulted by a game is similar to being personally insulted by a tree. Smile, nod and move away from people who say that.

(edited by Yargesh.4965)

Ignoring the playerbase

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The levelling changes for the most part have been met with nothing but derision by the players and LS season 2 has fallen into a massive slump after starting off somewhat promising.

It is beyond me why they had to dumb down the levelling experience even further to make it easier for “new players”. Weren’t we all new players at one point???

….

Give the people what they want Anet..it’s not rocket science!!!

Every veteran was a new player once, but many people left the game before that happened. ANet is targeting them, not current vets. ANet didn’t actually “dumb down the game” — the game still offers the same mechanics it had before the Feature Update. What’s changed is how many new things new players are introduced to at any given time.

If you “get” games or have played a lot, this seems like horrible gating to you. But if you have ever helped a non-techie use a smartphone to do something more than call/text, you have seen what happens: you are 10s into showing them how to add a new app, and their eyes start to glaze over. Two minutes later, you know you can’t show them the difference between Airplane Mode and DND mode until tomorrow.

It’s not that any of the mechanics are complicated, it’s that some people can only absorb new information in small chunks at a time. Me? I prefer getting thrown in the deep end and having the freedom to explore all the options in my own time. But I know a lot more people who prefer a little bit at a time.

IMO, ANet did a brave thing by listening to the feedback from their usability tests and changing the game in ways they knew would be difficult for veterans to swallow. I applaud them for it.

I, do, however, find fault with how it was explained to veterans and rolled out — their due diligence was insufficient. It shouldn’t have surprised ANet that veterans would react strongly, they should have ensured that there weren’t any noticeable “breakpoints,” and they should have ensured that leveling one’s 2nd toon is easier than the first and that leveling the 8th is trivial by comparison.

tl;dr ANet didn’t ignore the playerbase, they actually listened to ensure the long-term health of the game. The problem is that their rollout didn’t do a good job of handling the Old Veteran Experience (OVE).

John Smith: “you should kill monsters, because killing monsters is awesome.”

Where did the term 'toon' come from?

in Guild Wars 2 Discussion

Posted by: Swizzle.7982

Swizzle.7982

The thought process, I imagine, went something like this: Character > Cartoon Character > Cartoon > Toon.

It really does sound dumb.

Misconceptions regarding Level gating.

in Guild Wars 2 Discussion

Posted by: Mister Midnight.9837

Mister Midnight.9837

I can’t even comprehend how you’d manage to ignore enough aggressive enemies that pursue you for 15 levels to not get these abilities just by defending yourself, but I guess some people just run past enemies?

Obviously I can’t say your experiences are invalid as much as you cannot attempt to invalidate mine.

It seems to me a reasonable middle-ground would have been to just reduce the number of kills (Because it isn’t about hits. One hit counts as much as 20 on a single kill in the old system) for those people that…don’t seem to fight enemies as much as most other players?

Misconceptions regarding Level gating.

in Guild Wars 2 Discussion

Posted by: Mister Midnight.9837

Mister Midnight.9837

Leveling alts(s) to level 10 and then unlocking all weapons skills by equipping each weapon is convenient. The rest really seriously do need a good looking in to.

I enjoyed leveling the weapon skills and looking at the list of weapons I could equip and then crafting or finding or somehow getting the weapons I hadn’t unlocked and unlocking the skills. It just sort of felt like a small little accomplishment.

Question: Is there some place where each change and its rationale is clearly explained by a developer? Other than an overall general “we are making it easier” statement?

And i hated grinding mobs for every single skill on every single weapon. I just felt it detracts from doing more fun stuff like events, hearts, collecting mats, doing POIs/Vistas….

Now i have the freedom to do whatever i want and dont have to endlessly grind mobs just to have basic weapon ability use.

you didnt have to endlessly grind monsters, you just had to kill them while doing whatever you were doing.
If you gained great exp while doing so, and was like level 10, the system then makes it so you get them with even less kills.

you can like whatever you like, but unlocking a weapon was no where near endlessly grinding mobs.
i guess the point is you hate killing monsters while you play. Ok thats a valid reason for yourself, but most other people dont mind killing monsters while doing hearts/events/getting mats from enemies, etc.

Yes, it WAS endlessly grinding mobs just to get basic weapon funtionality.

You seem VERY unaware that hearts/events had non combat aspects to them.

“getting mats from enemies” no, from nodes.

Nothing BUT endlessly killng mobs gave basic weapon funtionality.

Now you have freedom to play as you want. If you dont want to depopulate area of lvl1 boars, you know, just because, you dont have to.

But if you enjoyed it – knock yourself out, it hasnt been removed.

And people talk about removing freedom….rofl

What? No it doesn’t. I changed weapon preferences on a level 40 character and unlocked all of my abilities within 5 kills. I had even once unlocked all underwater skills all at once from a single kill on a higher level character that had never ventured into underwater combat.

Uhm, we are talking level 2-5-7-10 here. You know, new player expereince, for new players.

It still wasn’t “grinding endlessly”

I’ve had the first three before even finishing the tutorial on most of the 18 characters I made before the update. I’ve tried every weapon with every class. It does not, never did, take any inordinate amount of time.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Kaz.5430

Kaz.5430

The biggest QoL feature that I can think of, that ‘only’ a Guild Hall could provide is as a Megaserver Transportation system.

If only guild members (or invitees perhaps) can access the hall, then it would be an easy place to gather a large group together and be sure to all be on the same map. There could be an NPC that each player speaks to, and by speaking to them, megaserver system is able to get an exact count of the number of players wanting to travel together to a particular zone, BEFORE they try to travel.

Rather than each player loading a zone independently, and the system using predictive logic to try and group people together, it would know exactly how many spaces it needs to have on whichever map the collective attempts to load.

While obviously cool there are some details that would be required to start talking about this.

  • How big of a group would be required to create one of these zones?
  • Could you join half empty zones or would you always want them guild exclusive?
  • Would zones created for your guild stay exclusive to your guild?
  • etc.

I’d love to see your thoughts on the details of this proposal to talk through some of the issues and see if it is in fact realistic, knowing that obviously you don’t know how the server infrastructure for megaservers works but I’ll try and be here to guide you.

My initial thought was just about ‘prepping’ the megaserver prediction system so that it can either find an existing megaserver with enough space, or make a new one if one doesn’t exist.

For example, TTS could arrange to meet in the Guildhall 30 mins before Teq. The sheer number of them would end up forcing a new map. A smaller guild could do the same, and get sent to a map that’s already got players, but has enough room for them all.

The ability to create a guild only megaserver would be cool, but it would need to be locked behind a pretty hefty price tag to prevent abuse. Otherwise nefarious players could create a bot guild and farm your own server without anyone seeing or reporting.

Monarchy - 15 year old browser-based game and roleplay community
Table Warfare Miniatures - Armatures, Custom Miniatures, Moulds etc.

What did you do to Metrica Province

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Posted by: Ishtar.6457

Ishtar.6457

Asuran species got stupid? That’s preposterous! but i’m not surprised. too many bookah messing around with their sacred ground these days polluting everything.

The giant, obnoxious "GET MORE GOLD" button

in Black Lion Trading Co

Posted by: Hannelore.8153

Hannelore.8153

I haven’t even noticed this button yet despite hearing about it, so it must not be that giant and that obnoxious as everyone makes it sound.

Daisuki [SUKI] LGBT-Friendly Guild Leader | NA – Jade Quarry
I’m usually really sweet… but this an internet forum and you know how it has to be.
/i’m a lesbiab… lesbiam… less bien… GIRLS/

CDI- Guilds- Logistics and QOL

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Posted by: timmyf.1490

timmyf.1490

I find it a bit funny that the discussion has gone in two completely different directions:

1) Reduce the number of guilds people can be in.
2) Let people earn influence for all five of their guilds.

I don’t think either of these are helpful. It makes sense to have representation tied to influence. It also makes sense to give people flexibility to play with diverse groups of players.

As a guild leader, I have several guild members that bounce between guilds. This is for a variety of reasons. We’re a primetime-NA guild, mostly, but we have a handful of players who play during the daytime here. Well guess what… a guild with only 2 members online isn’t all that much fun! So some of our members have an alternate guild they join during the day and then they come back and rep us at night.

This isn’t a problem. This is a GOOD thing.

If you want to make guilds more useful, you need to give guilds things to do together. GvG is helpful for guilds that enjoy PvP. I doubt I’d be able to get my guild to GvG much.

There’s probably some sort of equivalent for PvE, but I don’t want to say the “r” word here. At least not yet.

I know this isn’t a nice thing to say, but if people don’t see a point in being in your guild, it’s probably because your guild doesn’t offer anything. Instead of pointing fingers at missing mechanics, perhaps you should talk to your guild members and see what it is they want and whether you’re providing it. I just ran a guild survey recently to identify what people like and dislike about my guild. I asked what activities they’d like to do more of. I took that feedback and scheduled new events to meet that demand.

Anyway, I don’t think there’s any shortage of reasons to be in a GOOD guild. I just see so many guilds that are “join for buffs, 400+ members, everybody welcome, [I just want your influence and numbers so I can feel important].” Those guilds – to me, at least – have zero value. But it’s not the game’s fault.

Karaoke – Guild Leader – [MEGA] Super Mega Happy Fun Time
www.getunicorned.com / northernshiverpeaks.org

CDI- Guilds- Logistics and QOL

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Posted by: timmyf.1490

timmyf.1490

I don’t like picking on people, but Rebound, I hope you and others will find these comments helpful. This certainly isn’t limited to you; this is a pervasive problem on these CDIs.

I see a lot of this.

Associated Risks
Honestly i don’t see any.

But your suggestion was…

Proposal Functionality
Make the number of guilds u could join max 2.

You don’t see any risks with that change? What about people who are in more than 2 guilds now? What about people who have guilds for different game modes… I could no longer have a guild for PvE, a guild for WvW, and a guild for sPvP. Heck, if I so much as have a guild for an extra bank, that limits me to just one guild!

Guys, PLEASE think about ways in which your proposals could:

  • Hurt existing players by forcing them to change behavior
  • Be exploited or abused
  • Change the game balance by being excessively rewarding or unrewarding

It’s fun to think “I have the best idea ever and there’s nothing wrong with it and everybody will love it and it won’t do anything bad only good yaaaaay!” but that’s rarely the case.

Even as a guild leader, I don’t want people to only be able to rep 2 guilds. That change would absolutely tear some guilds apart.

Karaoke – Guild Leader – [MEGA] Super Mega Happy Fun Time
www.getunicorned.com / northernshiverpeaks.org

CDI- Guilds- Logistics and QOL

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Posted by: Zesbeer.8365

Zesbeer.8365

Guys, PLEASE think about ways in which your proposals could:

  • Hurt existing players by forcing them to change behavior
  • Be exploited or abused
  • Change the game balance by being excessively rewarding or unrewarding

It’s fun to think “I have the best idea ever and there’s nothing wrong with it and everybody will love it and it won’t do anything bad only good yaaaaay!” but that’s rarely the case.

some wise designer once told me that the difference between a good designer and a great one is if you can come up with ideas and then be able to look at your idea and figure out the risks/downsides to the idea you proposed.

People paid or rewarded to post here?

in Guild Wars 2 Discussion

Posted by: EnemyCrusher.7324

EnemyCrusher.7324

Yes, Anet has paid posters, they’re called employees, and their names show up with a big red thing on the left.

Seriously though, Anet makes great decisions all the time (in addition to some bad decisions), and the 1% of players who aren’t happy with them take to the forums to bash them, while the other 99% happily enjoy the changes. The forums show a much, much higher distribution of negative feedback than is represented in the total player base.

Light of Honor [Lite] – Founder / Warmaster
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson

LFG sellers

in Black Lion Trading Co

Posted by: insanemaniac.2456

insanemaniac.2456

tax evasion is a federal crime in most countries

we must imprison these felons!

JQ: Rikkity
head here to discuss wvw without fear of infractions

CDI- Guilds- Logistics and QOL

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

[Guild Ranks and Permissions]

MUST HAVE: separate permissions for “guild invite” and “kick from guild”

for example: Guild leader can set it up so junior officers can have the permission to invite people to the guild, while only senior officers can kick people from the guild.

“admin lower ranks” would be reduced to promoting and demoting lower ranks.

Why?

prevents griefers from kicking everybody in the guild once they’ve jumped through the hoops to become officers

tl:dr

3 separate permissions:
1: invite to guild, 2: kick lower ranks from guild, 3: promote and demote lower ranks

– The Baconnaire

(edited by Forgotten Legend.9281)

CDI- Guilds- Logistics and QOL

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Posted by: XarOneZeroNine.2374

XarOneZeroNine.2374

IMO, the best way of having loyalty to one guild while also allowing multiple guild functionality is simply to have alliances.

You may only represent one guild, but guilds that share similar interests can ban together and share resources and rewards.

For me the whole point of being in multiple guilds is because their interests are different. I am in a dungeon guild, a WvW guild, a guild with friends that migrated here from other games etc.

For two or more guilds to form an alliance their interests would overlap and make staying in one guild easier for that particular purpose, but would not solve the issue of different people having different interests all together.

My guildmates from my dungeon guild pretty much abhor any form of PvP so I would be wasting my time asking them to come to WvW or join a sPvP match with me. The WvW guild I am in is pretty focused on WvW. 90% of influence and merits and whatnot goes to helping the Commanders and the WvW cause.

Truncating the number of guilds that people can join is not an option that I would like to see entertained. Nor would I like to see ‘upkeep’ added to players in multiple guilds.

People were upset when fractal levels were reset / taken away. It was a mistake. Take away something else and taking things away become a trend…

CDI- Guilds- Logistics and QOL

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Posted by: munkiman.3068

munkiman.3068

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.

Jon

Yeesh. Like i said before, features of a guild are primarily social. I personally don’t think you can manufacture “loyalty” by adding removing or changing features. Single guild systems you were always dealing with guild hopping and certainly, players needs change over time, which makes staying in a guild with a certain focus no longer relevant. It’s the social aspect that keep people sticking around.

If you’re going to talk tools and features for helping guild leaders imbue a way to help players in said guild “get to know us better”, it really comes down to VoIP being the most powerful tool and that’s not something i’d even want to see in the game.

[TAO] Founder/Owner and Administrator for the NSP Server Website

CDI- Guilds- Logistics and QOL

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

[proposals]

A: MUST HAVE: see all guild chats all the time in chat window. each person chatting would be preceded by their currently represented guild tag: for example: [XIII] Forgotten Legend: And bacon to you too!

1~ the guild i am currently representing must stay gold in colour, other guilds will show different colours. (the other four guilds could all show in the same color, say green, as long as it’s not the same color as the represented guild)

2~ the guild i am currently representing is the guild chat that i participate in. (being able to chat in all 5 guild chats isn’t necessarry at first, but would be really cool)

3~ guild chat no longer gets wiped from my chat log when i swap characters.

B: MUST HAVE: the guild i currently represent must show it’s message of the day in chat when i log in, and then when i switch representation, the new message of the day from the newly represented guild shows in my chat log, with the appropriate guild tag

C: MUST HAVE: every guild i am in receives a percentage of influence. i can be in 5 guilds. all five should get influence from everything i do, all the time, even if i’m representing a different guild.

1~ the guild i am representing at the time receives X influence for my activity

2~ the other guilds would receive say X/3 influence for my activity

[extra commentary:]

guilds should have to earn my loyalty, instead of demanding 100% rep from me. sure i get benefits from joining a guild, but i trade influence for those benefits. this is a game. i am no one’s slave. no one gets to be my boss, and that includes demanding 100% rep from me. no way no how. threats don’t foster community, helpfulness does. and if you only help me because i give you 100% of my guild influence, you’re not helping me at all.

if i want to be in one WvW and a different PvE guild and a different sPvP guild and a different guild for RP, i should be able to. every guild isn’t going to specialize in every game mode the same way. and if every guild of which i am a member gains a little influence from everything i do, i think they’ll be more forgiving if i’m representing another guild for a few days doing an activity that the main guild doesn’t really enjoy..

– The Baconnaire

(edited by Forgotten Legend.9281)

CDI- Guilds- Logistics and QOL

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Posted by: Nabrok.9023

Nabrok.9023

I see a variety of comments on feeling more attachment to a specific guild and a lot of talk of the # of guilds people are a part of and the fear that is causing a lack of attachment. This lack of attachment keeps players players from being compelled to belong to any of their guilds instead of being compelled to belong to all of them

With all due respect Mr. Peters,

I believe the ability to join multiple guilds on this game is should not have existed at all. Very simply, it discourages guild loyalty and defeats the entire purpose of joining a guild in the first place.

Guilds are supposed to be a dedicated, close knit group of people. An ideal scenario would be a flourishing, active community in-game AND outside of the game, supported by communication programs such as IRC/forums/voice. The system now? Guilds having half the people not representing. Highly inactive/non-existent offsite interaction. Guilds are typically a hi-bye affair in the game.

People who say “I represent this guild today for WvW, then that guild tomorrow for PvE”this isn’t how guilds are supposed to work. In my opinion anyway. Guilds are groups where people do different things together – not a “I come as I like” place. People who represent different guilds on different days as and when they like are akin to clan-hoppers.

But obviously, this isn’t just the fault of guild hoppers alone. The guild system design in this game is absolutely sub par – you want people to know as many different groups of people as possible, but do not allow players to participate in the chat of guilds they are not representing. This, to me is the biggest problem about the guild system, because it renders useless the participation of a player, simply because he/she does not know what is happening in other guilds.

I respect your decision to give people the ability to join multiple guilds, but I still believe it was a wrong one.

I can understand where this is coming from. I have played many MMORPGs which adapt the one guild per character system. So, basically, players will put their main characters in the main guild. Not only that, guilds in some MMORPGs have very limited slots. So, their alts might not even be allowed in the guild.

The players belonging to those guilds are much closer to each other in comparison to the players in Guild Wars 2. Perhaps, players are forced to interact with each other and these forceful interactions breed meaningful interactions.

Sadly, in guild wars 2, I have observed that many guilds are being treated like a service or running like a service provider while players are just numbers to perform certain activities. This type of guild is pretty meaningless, dull, uninteresting and pointless.

Some people might think that this is just a game and doesn’t have to get that serious into it; attachment, sense of belonging, loyalty, pride, etc. However, I think that a game can only be truly fun and interesting if people get that serious into it.

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs you, for lack of a better term, “home” guild.

Jon

A primary guild for one person may not be the primary guild for another. We already have a way to commit to one guild. Those who choose to rep 99% of the time in my guild get a rank with a few extra privileges. I don’t see a need for more mechanics here.

We just need to see guild chat so that we know what a guild is doing.

Sure, we can go through and whisper all the non-repping members, but this is cumbersome and doesn’t work that well for "hey, I just jumped into BG BL, anyone want to join me?‘. They also don’t get to see the “flavor” of the guild through the general guild banter.

Guild loyalty/participation first comes from guild communication.

“I’m not a PvE, WvW, or PvP player – I am a Guild Wars 2 player”
Tarnished Coast – Dissentient [DIS]
All classes

"Leveling as a Reward" Experience Crippling!

in Guild Wars 2 Discussion

Posted by: Serophous.9085

Serophous.9085

after leaving the starting opening scene lv 2 I can still:

Go to wvw by hitting ‘b’
get a crafting profession
talk to a trading post rep
gather materials
access my bank
equip items of blue quality

It popping up in the leveling is just telling new players about it. If you are a vet, you can ignore them cause they are just there to tell new players features around the game.

You're pulling a RuneScape

in Guild Wars 2 Discussion

Posted by: Porterhouse.6304

Porterhouse.6304

Personally, I would have also said they are pulling a Star Wars Galaxies. There is a great link to the death of that game here…

http://www.mmorpg.com/gamelist.cfm/setview/features/loadFeature/714/gameID/6

Some great quotes from that article. Do they seem familiar to GW2?

“The problem is summed up nicely: Antagonizing your existing playerbase in the hopes of attracting a mythical “audience who doesn’t play, but will once we make these changes” almost never works. The “silent majority” never materializes, and your current base is alienated due to changes that they did not want.”

“While marketing campaigns no doubt contribute some assistance, true marketing comes from word of mouth. The veterans of a game are the ones who bring their friends and family to these games, and in turn they recruit more. You need to retain veterans in order to get them to bring in new customers. The veterans are also those who help out the new players to achieve veteran status themselves. We gamers all have our stories of starting an MMO, being completely lost and clueless, until a veteran came along and provided their insight and wisdom on how to progress in the game. A marketing campaign cannot achieve this, no matter how slick. With substantially fewer veterans to help out new players, their chances of sticking around are reduced, and fewer subscriptions are retained.”

I can easily picture a bunch of suits, who have never played a video game in their life, sitting around a large office table trying to come up with idea’s on how to boost sales. And if you’re not a Yes Man, you loose your job.

We’re already riding the death spiral.

You're pulling a RuneScape

in Guild Wars 2 Discussion

Posted by: Chameleon Dude.1564

Chameleon Dude.1564

There was also the issue of a businessman being put in charge and then investors taking over the company with a majority share – trying to force online subscription, micro-transactions and store bought game time cards at once, but yes… all of this is still relevant.

Attract new players by actually improving the game or large amounts of new content.

CDI- Guilds- Logistics and QOL

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Posted by: Lucius.2140

Lucius.2140

Proposal Overview:

Guild chatt message of the day.

Goal of Proposal:

Communicate an important daily message, like a recordatory to guild members every time they connect to the game.

Proposal Functionality:

  • Agregate a small text window in the guild tab, so that autorizated guild members can edit one guild message.
  • It spam in the guild chat of a member who just logged in, but not in the guild chatt of the alredy connected.
  • The message is wrote like this:
    “Guild message: Dont forget to check the guild callendar for the day and time of the guild missions”.
    “Guild message: Check the guild bank for free food buffs”.
  • Limit number of characters in the message, perphaps between 80 and 120 characters, letters, etc.; im not meaning words.

Associated Risks:

  • Spam
  • Inappropriate language

Communicating with you

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Posted by: phys.7689

phys.7689

There are definitely bugs and some external miscommunication with the system and I want to listen some more before discussing.
Chris

This is interesting.

Chris is saying there has been external miscommunication about the new system. Could it be that you guys realize you went too far with the removing of functions and level gating it too extreme, and it was not supposed to dumb down the game quite this much?

no, most likely what he means is that some of the things the game says are locked, arent actually “locked” and they figure thats a major issue.

however, i think he is mistaken, the bulk of the complaints are about the things that actually are locked, not the suggestions the game gives out.

Complaining about pressing 1 over and over?

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Posted by: AlexEBT.7240

AlexEBT.7240

“In most games, you go out, and you have really fun tasks, occasionally, that you get to do, and the rest of the game is this boring grind to get to the fun stuff. ‘I swung a sword. I swung a sword again. Hey! I swung it again.’ That’s great. We just don’t want players to grind in Guild Wars 2. No one enjoys that. No one finds it fun.” ~ A Sword Swinging Backpeddler

And people wonder why Anet won’t talk to them. A quote from a four year old video is still being quoted today and used as a weapon of sorts.

Anet should just shut up and stop saying anything. It might come back to haunt them.

Yes, the manifesto is qouted to this day because this is what got many of us excited, the manifesto really sold the game for them, this is what we wanted and unfortunately Anet did a 180 on their initial vision.

Complaining about pressing 1 over and over?

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Posted by: Vayne.8563

Vayne.8563

“In most games, you go out, and you have really fun tasks, occasionally, that you get to do, and the rest of the game is this boring grind to get to the fun stuff. ‘I swung a sword. I swung a sword again. Hey! I swung it again.’ That’s great. We just don’t want players to grind in Guild Wars 2. No one enjoys that. No one finds it fun.” ~ A Sword Swinging Backpeddler

And people wonder why Anet won’t talk to them. A quote from a four year old video is still being quoted today and used as a weapon of sorts.

Anet should just shut up and stop saying anything. It might come back to haunt them.

Please delete. Thanks.

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Posted by: Yenn.9185

Yenn.9185

I’m pretty sure I would have bought this at release no matter what.

Although I wonder what I would have thought of the game if it had started out this way and ended up the way it was.

You probably wouldn’t know any better since you’re new to the game. If I were a new player and have played other MMOs, I would probably just think of it as a learning experience. Putting it in perspective compared to other MMOs leveling system, this is nothing.

Learning Curve

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Posted by: PookieDaWombat.6209

PookieDaWombat.6209

Oh, i also forgot to add the level up window pop up thing:

It actually took me a few times of it coming up to realize that the things that popped up were clickable to get more details about each of those things. New players will also probably miss a lot of info if that isn’t cleaned up and made more obvious.

[OTR] – Greck Howlbane – Guardian
Soraya Mayhew – Thief
Melissa Koris – Engie – SF for Life!

Learning Curve

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Posted by: PookieDaWombat.6209

PookieDaWombat.6209

I will be testing this out tonight. i will really want to see how fast the 1-15 leveling is now, but I also want to honestly ask these questions of Anet and I want straight forward answers to each bullet point. Not rhetoric or some company line.

1- How does slowing down skill progression thus teach new players about fields and combos?

2- Will there also be tutorials for Necro shroud skills, underwater combat, ranger pets, Engie Toolbelts, Ele conjured weapons, Engie kits? If not, why?

3- Once a new player reaches level 10 (and say only has their first weapons) and they get a new one (with all the skills now unlocked) how does that teach the new player how to suddenly use 5 new skills they never practiced with? Specifically how does this not fly in the face of the very reasons you’ve stated in these forums for that slowed skill progression.

4- How does slowing Utility acquisition until almost half way through the leveling experience benefit a player in areas that less utilities means higher chance of death? Were those higher areas also made easier to accommodate this change?

I honestly would like to know the answers to these questions.

[OTR] – Greck Howlbane – Guardian
Soraya Mayhew – Thief
Melissa Koris – Engie – SF for Life!