PS is/was like the main quest chain in quest-based RPGs, while renown hearts and dynamic events are the side-quests. Renown hearts usually (or ideally) frame continously progressing things, like harvest at an orchard or devourer farm, or culling of ghosts, or maintaining a wall. Dynamic events are similar, but revolve around events that happen every now and then. Like a concentrated siege or defense effort, or the route of one merchant, or a mishap in an asuran experiment.
The personal story however, happens only once (per character). That is the story of your character, the whole point of calling it personal story and not “main campaign” or anything else. Everything else is (supposed to be) just the setting.
I dont know if its better or worse to do personal story missions in bunches and episodes instead of continueously with side-missions between them to set up the feeling of the stage that the PS episode is about to play at.
Admittedly there are problems here and there with the whole setup that should have been considered and worked out during development. Like that caravan renown heart in Snowden drifts that the charr owner still havent fixed because its a renown heart instead of an event. Or the original idea of PS instances using the setting of the living world, resulting in the risen armies trying to assault a Lion’s Arch full of Scarlets minions, or Trahearne posing his Pact leadership in a Fort Concordia overgrown with Mordremoths vines…
I think you’re missing the point though. The point is the personal story was never really supposed to be the backbone of the game. Events were. They’ve always said that was the main thrust of the game.
A major tactical error. Events are fun, sure, and I enjoy having them in the game, but they don’t go anywhere. They just sit there and recycle. Sure, you may have a chain of events – but once you reach the end of the chain, where do you go from there?
For example, how many times have you heard:
Sentinel: “Look at this place. Titans, gods, dragons. They’re all the same. All they know is destruction!”
Sentinel: “When crossing the Brand, it’s best to walk softly and carry a big boom stick!”
Sentinel: “Some hate this duty. Not me. We’re the last line of defense against corruption. I take that seriously.”
At least with story missions there’s a sense of movement, of going somewhere, of (ta da) progression.
But, you might say, what happens when the story ends? Where do you go from there? Well, that’s what sequels are for.
I think you’re missing the point though. The point is the personal story was never really supposed to be the backbone of the game. Events were. They’ve always said that was the main thrust of the game.
Unfortunately, the vast majority of events are far too uninteresting to carry the game, and then there’s the simple fact that you can’t even expect to come across events reliably without standing around and waiting for them to start. Of course people will latch on to something, anything else.
If this was done to please a few vocal complainers maybe you should have asked what other people thought first? Or implemented a choice, letting people know at what level they’d be able to play all storyline missions straight through if that’s what they want. I always felt that the storyline gave direction to the game and that levelling between missions was no problem because ususally it was enough to explore the relevant areas and join events or do “hearts” between the mission locations. Now I feel like I’m just gonna shuffle about aimlessly until I’ve gained another 10 levels. It takes a lot of the fun out of the game. (When I logged in after the patch, I noticed the star was gone – I finally got to the required level yesterday and felt that “woohoo finally the story goes on!” Today I actually played the mission, only to find it was the last one of the level 20 missions and I now have to wait another 10 for level 30.)
Btw I’m not too keen on how all the nearest points of interests, hearts, scouts etc start “glowing” when you’re near. It’s distracting and for all the direction the green star was giving me I do prefer to choose for myself what to do next. (Which I can still do of course, but like I said, they’re distracting.)
Changes to reward systems and wardrobes etc seem fine, though. (Haven’t tried the minis, saw someone said they only show up at home – what’s the point in that? I solo, I’m only ever in the home instance if a mission requires it…)
Usually I have a lot of things I wish were different about any given game. With GW2 there have been very few. But I hope enough of us complain so that you change the personal storyline system back. I really don’t see why the wish of a few people who could just wait a few levels should ruin the game for everyone else…
sniff
Since the Sept. 9 patch, I have not played any of my characters except for my level 80 guardian who had already completed his personal story prior to 9/9. I am not playing my other characters because:
A) I am hoping that Anet will revert some or all of the personal story changes as they appear to be overwhelmingly unpopular, and
B) Multiple players are reporting that their personal story quests appear to be broken.
I am afraid that if I do advance any of my characters who have not yet completed the personal story, I may miss some of the personal story quests due either to current bugs in the personal story or due to additional changes to the personal story.
Could someone from Anet provide an update on if/when any further personal story changes will be made? At the very least the current personal story configuration appears to have bugs for at least some players.
I too want to register my displeasure with this change. I play very casually and I got into a nice habit of doing a story mission, then letting the living story marker guide me in the general area to explore next. Usually doing heart quests and events along the way would get me the two levels I needed for the next story mission.
Now I log in and I’m a bit of a loss. I have to level up 5 more times to see my personal story again?
Looks like I asked my question in the wrong place… Probably because I couldn’t search properly to see if it’s been asked already.
Here’s the original post. This seems like a pretty basic feature of a forum:
I’ve tried searching the Guild Recruiting forums, and I constantly get no search results. I’ve even tried searching for words that I know are there in subjects and in posts… and still nothing. Is there some trick to making the search work? Or is it just a known problem with these forums?
It’s too bad, because in looking for a guild, I’d really like to search for simple things like the server I’m on, the style of the guild (PVE, PVX, etc.), the atmosphere of the guild (casual, expert, etc.), and so on.
Are there any plans to fix the search feature? I am sure it is useful having so many threads repeating the same topics, because people can’t find the topic already started.
This thread was created “about a year ago” according to the first post. At this time I’m gonna say they have no intention of ever fixing the kitten thing.
I just had to find a thread so I could reference a post in it. I knew 1 word that was part of the thread title. When searching for a single word for anything you get NO results. If you search for the exact full name of a thread you’ll almost always get results. I finally found the thread I was looking for…….ON PAGE 76! If the kitten search feature actually worked it would have saved me a lot of time from having to find it page by kitten page.
Another issue is if you’re typing something into the search box and type too slow it will suddenly say “no results found”, deselect the search box and before you know it you’re going back 2 or 3 webpages in your browser. Try it out for yourself. Type a single letter and wait a few seconds. The stupid thing will automatically show the results even though you never hit the enter button or told it to search.
My personal story on all characters is on pause. I don’t want to miss the Fear plotline.
William S. Burroughs
I like the NPE, the only thing I would like they reverted is the way they made the heart quests idiotproof (if only this could be done, I wouldn’t hate them for making queensdale a theme park for babies).
1. Return Edna’s apple pies, or food buffs in general. I can understand if recipe sheets were removed, as it deals with crafting, and that would take some time to learn, but the pies shouldn’t be a problem.
2. Return bundles, or anything relating to it. It was one of the icings on the cake for this game. I’ve hard golem chess got removed, and goggles are closed off until level 7, etc. that’s going a bit too far in my opinion. If it is confusing, have a little note bubble informing the player they just equipped a bundle, and they can unequipp by using the weapon swap button.
3. Lower the level requirements for skills to stop at 30, when most people will get their elite skills.
4. Return f1-f4 skills, or at least introduce them earlier, perhaps lvl 3-4, with a little explanation of what each class can use the skills for.
That’s all I can think of for now.
Tons seem to be being said about the “NPE” but I have to wonder who the test “new players” were they were working with to give the devs the idea that nerfing virtually everything was going to somehow ENHANCE a new player’s experience. Sorry. I AM a relatively new player. I’ve wrangled one character to 80, only just, and when I play, I actually don’t like to rush to level. I do in fact like to take my time, and immerse in the content surrounding me, explore areas, play side materials, play with my abilities, etc. One of the things I greatly enjoyed about GW2 from the start was the ability to take on challenges at my own risk, to push forward as quickly as I felt a need to, and to drag my feet and take my time when I wanted to as well.
With the current changes- and even worse, the explanations for those changes, I feel as if the devs are suggesting that new players don’t even WANT options, powers, abilities- that we’re somehow window-licking nerbs who all need to be given the BIG BUTTONS version of the game or else we’ll freak out and leave because… “omg- it’s all too confusing!” Seriously? What the heck, devs? I can’t speak for ALL new players, but I can tell you this has done nothing but annoy and damage my experience.
(And btw- goggles are broken from the top down as well as from the bottom up. Low levels are nerfed from using them, and high levels are over-gated, and apparently not allowed to go back. Not sure where I should post that info, in case nobody’s figured it out yet…)
OK. Well, since I didn’t see if there was going to be a more focused thread with/for feedback on the system I will write out my take on the system as it stands right now and hope it gets heard/read here and just assume that is the route Anet is taking on this one:
Up front info – I currently have my test engie up to level 49 and just completed the level 40 story step.
Early Leveling 1-10
Certain changes have since been made to certain things regarding this part of the experience (skill points, etc), but I will comment on them from the perspective of a player coming into it for the first time. The leveling is fairly fast and the tips in the awards window could use both some polishing on the wording so as to not confuse new players about what is actually locked/unlocked or what they are just being made aware of at a given level. I’ve also mentioned before that it is very easy to just click that window closed before ever realizing that the items in that window are clickable for more info. The rewards during leveling here are some nice new additions for starter players as far as I could tell and the level up rewards window is a good change over all IMO.
Although most fights were fairly easy, there were a few times where it was only my knowledge of engie that was able to keep me alive with the limited skills/utilities that I had. Also, the downed state having level gated skills and a complete lack of a tutorial is going to frustrate new players more than just having a downed state in the first place.
Levels 11-20
Mostly flew by for me, and map opening was a breeze, but then again it was never really an issue at this stage. I relaized during this time that had i been playing, say a thief, as a beginning player, that the skill unlocks for all the weapon combos would have been a touch vexxing to learn the nuances of as compared to the old system. i would have been quite confused about everything from the dual skills to weapon swapping and was glad i was running this test on an engie.
Levels 21-30
Now in a groove I start contemplating things like the dungeons and the Personal Story. How are they going to mesh? The game still alerts me to when AC opens to me, but my intro to why I’d want to or “need” to do the story mission hasn’t come up by this point. It was also somewhere in here that my game glitched with the bundle glitch and I ended up with my remaining utilities and my elite. i mention this because I found myself in situations due to the power hills and valleys the new leveling system creates, that i would have categorically died during had I not had the mistfire wolves to do that extra damage, or those other utilies to increase my chances of survival. Read that last part again. Had the game not glitched in my favor, I would have been less able to play certain areas I was in without dying. I can’t imagine a new player with everything working as planned enjoying that experience of repeated deaths after feeling like nothing could touch them.
Levels 31-40
By this point things are now feeling like “normal” for me. Leveling up rewards are still a nice touch. Dungeons and PS are still not syncing. Goggles broken again for players. Trait acquistion is still going to be an utter nightmare for players. Not so much for people first opening the map and exploring every corner of the world, but definitely on their second toon and 100% definitely for anyone running an alt.
Soraya Mayhew – Thief
Melissa Koris – Engie – SF for Life!
And now with no more low level champ farm, and the key farm nerf, the starter zones are basically abandoned except during the time of the world bosses (SB, Maw, Jungle).
Sure the NPE is attractive to new players at first, but when the new players hear about what happened and all the things that the veterans have unlocked effortlessly, they will get bored or jealous and quit.
Even for the veteran like me it’s pretty bad. Today I decided to give the NPE another chance and took out my level 35 charr engineer. It took me over an hour to get to lv 36 and I was doing thing pretty efficiently, hitting events as fast as I could. Sure an hour isn’t that bad yes? But it’s pretty bad if you are playing alone in empty zones. Why bother? I could just take out my 80s and play or if I want to play alone I could just fire up Skyrim.
It will be evident that the NPE is failing soon.
…
It would be nice to know if a one-time tutorial, which deals with all the aspects of the gameplay (like dodging, downstate, healing skills, utility skills, elite skills, weaponswap, etc.), would have the same effect for you, rather than the current implementation.
While I agree that the level-up rewards shift the focus to the leveling, I’m still highly concerned about the changes.The problem with tutorials is that many players skip them…because they’re tutorials. Playing the game will make more of an impression than a tutorial to many people. People are anxious to get through the tutorial to get to the game.
It may well work better for some people but I’m not convinced it would work better for the bulk of the population. And I know from experience, sometimes, some people who need tutorials the most are most likely to skip them.
many times tutorials arent skippable the first time.
Also, how annoying people find it have a lot to do with how well designed they are.
presearing was essentially a tutorial, but it was entertaining
shing jea was a tutorial, but it was entertaining
many games have very good opening levels that act as tutoral AND game content. While at this point i would just call it a day, and move on, even though the beginning of the game is kind of lackluster now, i can’t lie and say they would not be better off creating an actual interesting mini zone for tutorials, which played like an actual game with real, logical pacing.
In fact level gating will often be bad pacing in terms of teaching. Leveling is not representitive of a players skill or understanding, it just represents time, and everyone learns at different paces.
to be honest, the real reason they probably locked skills is for pacing, and rationing out abilities, to make people feel “rewarded” for leveling.
theres a common teaching idiom about how unlikely it is to learn through osmosis, and thats essentially what level gating skills/traits is.
In fact level gating will often be bad pacing in terms of teaching. Leveling is not representitive of a players skill or understanding, it just represents time, and everyone learns at different paces.
BOOM. We have a winner my friends!
And time spent playing for the unlocks is exactly what they decided to keep constant in this update. It was clearly too fast for some and is far too slow for others.
Content delivery mechanisms are what need to be improved so that players fully experience the game but are not blocked off from it because of an arbitrary representation of experience based upon time from an admittedly-failed leveling scheme.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Is there any menu where I can look for past feature descriptions? I’m missing the old Hints menu where you could see the hints discovered. I think it would be useful to new players to check how a specific feature works if they missed the pop up message when it was unlocked.
I am really curious about the focus group they tested on too. We know nothing about them or who they are. I haven’t heard from anyoen who was in the focus group or what exactly they did.
Did the focus group actually test these changes out? Or was the focus group polled and Anet assumed this is the content they would enjoy based on polls?
A proof that such a focus group actually existed would be nice.
The question that needs answering, is when arena net did the player testing for the new player experience, what audience was targeted?
What should have been done, is to determine what types of players spend money on guild wars 2, and a test audience of that type of player selected for new player testing.
Just guessing, but going by the reaction to the rather extreme dumbing-down of guild wars 2 NPE, the wrong audience was tested.
I have to agree with another comment — guild wars 2 lost a lot of its “character”. If the new player doesn’t experience the real guild wars 2, and instead just gets yet another mmorpg, how can the new player differentiate between guild wars 2 and the rest of the crowd?
Obviously some of the changes are ok — weapon skills per level instead of use — many players just aren’t used to the new model, and any change can be upsetting.
Some of the other changes — no map completion stats when the zone map is displayed — are simply bizarre.
I am really curious about the focus group they tested on too. We know nothing about them or who they are. I haven’t heard from anyoen who was in the focus group or what exactly they did.
Did the focus group actually test these changes out? Or was the focus group polled and Anet assumed this is the content they would enjoy based on polls?
Made a new character today.
Everything was going pretty smoothly until level 6 at the lv7 heart(help Lexi Price) then it seems like all the XP fell off a cliff. Part of the problem might be one of the worse heart in the game(train with the militia at Claypool). This is not a new problem since that heart has always been terrible. It just doesn’t help since nothing you do there give any experience whereas most other hearts you will do a bit of fighting as well.
Gated weapons skills was pretty annoying since I could usually unlock 1 full set by around level 5 or 6. Now it requires level 10. In theory this wouldn’t matter if the leveling pace is supposed to be faster but it doesn’t feel any faster. The only part that seemed faster was once the PS unlocks the exp seems very high. Went from 10 to almost 13. Not a particularly smooth experience, more like a roller coaster.
I probably wouldn’t have cared on a staff elementalist since Meteor Shower is an awful skill most of the time.
For weapon unlocks a combination of the old and new would be better.
1) remove the level gating or at least move it lower
2) unlock by slots across all weapon sets simultaneously like the new system
Level 15 for weapon swap might be fine for someone’s first character but for an alt this feels very far away.
From my experience playing a new character:
1. Unlocking skills all at once per weapon was more confusing for me, and more boring. Previously fights didnt feel like grind because I was unlocking skills along the way, and I had more time with one skill to feel what it did. Now I get a bunch at once and am slowed down by having to read every tool tip over and over and I don’t remember what each skill does as well.
2. Not gaining skill points each level… even with the big message saying i’m being rewarded and that i’ve “unlocked” things (many things arent locked to begin with) I dont feel each level is giving me progress toward new abilities.
3. The level up menu gives vague, incomplete information and if I want it off the screen quickly there’s no way for me to figure out later what it was telling me. It takes up the whole screen so if you impulse click on it in combat there’s no time to hover your mouse or click the things it wants you to. In my opinion a true tutorial in controlled instances would be better than these obtrusive, only half-informative, and easily missed pop ups.
4. Some world-building dialogue/heart quest options have been removed (the inquest no longer try to recruit you, no golem chess, you can’t feed bear cubs or play as a sylvan hound). What drew me to gw2 was its world, characters, visuals. These charming details help it stand out from the “kill 45 crawfish to proceed” competitors. Their absence is missed.
5. I am seriously not looking forward to buying/unlocking all of my traits.
https://forum-en.gw2archive.eu/forum/game/gw2/Game-Updates-Traits/firstTHANK YOU FOR LISTENING!!
I completely agree with this post. This is how I felt playing the NPE.
|Seasonic S12G 650W|Win10 Pro X64| Corsair Spec 03 Case|
The question that needs answering, is when arena net did the player testing for the new player experience, what audience was targeted?
What should have been done, is to determine what types of players spend money on guild wars 2, and a test audience of that type of player selected for new player testing.
Just guessing, but going by the reaction to the rather extreme dumbing-down of guild wars 2 NPE, the wrong audience was tested.
I have to agree with another comment — guild wars 2 lost a lot of its “character”. If the new player doesn’t experience the real guild wars 2, and instead just gets yet another mmorpg, how can the new player differentiate between guild wars 2 and the rest of the crowd?
Obviously some of the changes are ok — weapon skills per level instead of use — many players just aren’t used to the new model, and any change can be upsetting.
Some of the other changes — no map completion stats when the zone map is displayed — are simply bizarre.
I have decided based upon my impression of this thread and recent comments from Chris that changes are closer to their actual design. I do not know everything in relation to the NPE as I have veteran goggles on. However I am in a unique position to have a wife that recently picked up the game.
Due to this I will revise my feedback I posted in in the following thread:
https://forum-en.gw2archive.eu/forum/game/gw2/Learning-Curve/first#post4389552
Revamped Hints
These are extremely useful. However I am unsure about their effectiveness. Your testing should have proved if it is true or not.
Gating of Weapon skills
I understand why this was done to reward the player. I think that gated systems are not vary rewarding they always feel restrictive. Nor do I find it educational. I do not feel that it teaches me the profession. I was leveling up a elementalist from level 1 in the new system I understand the mechanics of fire well. The reason behind this was that I was required to go a entire level focusing on that single skill.
However for the remaining elements of the elements I don’t understand them well at all and find myself going back to fire frequently. I have not had the focus with the other elements like I have on fire.
I think the old weapon unlock system excelled in this area. On my thief I learned what the skills did as I unlocked them. However they unlocked a bit too fast if I was not paying attention. Perhaps return the old unlock system and slow down the progress of unlocking them.
I do think this may annoy some veteran players I am not sure how to satisfy them. Perhaps once you have unlocked a weapon for a profession on the account it is unlocked for the entire account for that profession.
Frequency of events
I think the events in the beginning areas need to be increased a tad. This is to keep refine the pacing in the starting areas.
Bundles and changes to starter areas
I understand why it was done. You don’t want to front-load a player who is just learning their skills. However now some of them are quite silly or feel toyish. Entertaining a cow, fumbling with a toolbox. Also some interesting ones were outright removed. Protogy and Golem chess in Metrica province. I feel that the cows and repairing golems should actually be collector heart events. And the events that were removed should be re-added elsewhere. Please add the flavor back to the beginning areas.
(edited by anzenketh.3759)
Hi All,
I am up to date with the conversation. We are discussing your thoughts internally and continuing to work on the story steps. Once I have some more new I will update the thread.
Meanwhile I just want to communicate with certainty that NPE was not implemented in order to increase monetization from the BLT. It was designed for brand new players to the game. And it is for that reason that we are working with you to understand how to better refine the system.
Chris
Chris
I know you’ve probably read this already or are already aware about it, but please think about this.
Why has each new character to overcome the leveling process, when you only want to educate new players?
New players might need help with the game mechanics once, but not every time they create a new alt.
I know you want to make leveling more rewarding, but instead you’ve made it feel more like something that has to be done as quickly as possible to become somewhat potent. Leveling feels like work that has to be done before we get to the fun stuff.
Not only that, but you’re even empowering this mindset. It’s like:
“Oh you don’t like leveling? Let’s make leveling quicker, so you don’t have to deal with it that long.”
That’s an easy way to fix the unrewarding and boring leveling experience, but it’s definitely not the best one.
(edited by HHR LostProphet.4801)
Trouble is, many of us existing players actually like complexity. That’s what keeps us making alts, keeps us trying new builds…
The NPE works directly against this. The trait change works directly against this.
There’s a fundamental mismatch here, and I’d love to hear ArenaNet talk about it. Or even acknowledge it…
Absolutely agree. I feel better that not only I think in this way.
Right, I’ll throw my question in…
Is there even a point in discussing returning some old functionality and content to hearts and events? Bundles, the usual bunnies in Wayfarers, the Inquest shark in Metrica, the golem suit in the very same Metrica, putting out fire with water, picking up mines in Plains of Ashford, feeding cows, rooting grubs out with rakes in Caledon, countless others?
I just completely fail to imagine how such a bland leveling experience, consisting solely of combat and pressing F can be used to attract more players than the old system, I really do.
William S. Burroughs
Part 2 (Message are limited to 5001 characters …)
6) Character & Story : I noticed a great improvment in the Living Story Season 2 , more dynamic and more character development but this put in relief a big problem in theses parts. I , most of time , don’t care about the heroic character because of a lot of little things.
A simple example is the Rytlock sword mission , all the instance they say “don’t let this mob approach the zone” , but all of them just don’t care about him and strike useless ghost.But each time i’m on the ground rox run all the entire zone for to help me to revive even if i don’t need it.
Conclusion , when it happend what happend to Rytlock i’m supposed to feel concerned but my only though is “Pff stupid Npc doing stupid things”.
Same for Logan who’s supposed to be a heroic figure but always say “go to the fight i rest here” even in front of a door on the ex-Lvl8 Human story ^^’.
I think a good “new player experiment” should more focus on implication in the Storyline (Like in Living Story S2), and not in a Shiny gps and Storybreak each 2 feet , things who put him far far far far far away of the story.
7) The new aptitude Locking system (Buy them in gold or do the “mission” for to unlock them) : I think this is horribly confusing for a new player , again a “go everywhere but not in the story” thing , and sometimes there is no logic about the mission and the reward. (same logic that to loot a dungeon armor by going in a pvp match … Sometimes i feel you want so much people do what you want they do that you forgot that logic and story is a native thing of Guild Wars , I didn’t buy GW2 2 times for his fabulous store, but because it was the new chapter of Guild wars.)
Of course i understand that the development of a game need money , and i’m not basicly “against store” , i understand it’s important but … The gem for Gold thing and the Black Lion Key Farm was the good junction between the “Paid things” and the “you can do it by playing” , fight it mean fight a good part of players who will buy the game , character slot and extensions.
In my opinion This NPE look more like an New Anti-Farm Experience (with visual irritating addition :p) but i’m pretty sure people farm because they have nothing else fun to do , so blocking them after more than 1 year and say “go E-sport” is like rejecting a big part of your original fans.
I think you’re in a dangerous path because Guild Wars 2 would not exist without Guild Wars and … doing new things is normal , but force player to do what you think they have to do is , for me, a Kill-comunity thing.
I’ll stop here, because it’s already too long and i’m really sorry about my bad english.
Just, please … , think that if a foreigner original fan feel the need to come here do a post in a language he don’t use well … it’s perhaps that you touched something too important , and to force people to go where you want thinking “it’s better” is an attack to their freedom to play like they want.
Mmorpg , Massively multiplayer online Roleplaying Game
I like Guild Wars, and even if i’m so so with Guild Wars 2 i liked a lot to run everywhere , kill things on the way, farm when i see spot , just live an adventure , and i really like the design of the world … let us play and live
.
I haven’t read the discussion, I don’t really want to spend any more time with this. But my problem is the existence of level gating and unlock quests/requirements. Tiered utility skills, traits since april and this new player experience all are incluced.
Those are just not something I want to ever experience for any reason, and it’s even more jarring when things are changed in the middle of things.
I loved the freedom so much.