Great post with a lot of valid points. I hope they improve the game, because I currently cannot talk myself into logging back on after 3 weeks away.
I have every square inch of WvW memorized and thousands of badges with nothing to do. But hey, Joe blow over there just spent $80 and bought Commander, so let’s follow him.
Dude I read everything and COMPLETELY agree with everything you said. My bro and I have been upset with and complaining about WvW for a few months now, basically saying everything you said and more. It’s sad really that the PvP in this game is such a joke because all ANet does is nerf things that don’t need to be nerfed (just to please the few casuals that come on the forums) and add in things while not fixing the main problems.
I’m really hoping they surprise me with this next update and add some depth to WvW, but we’ll see. Even if this update does go well, they’ll still have a long way to go before they make WvW what we all imagined and hoped it would be.
They need to make this game in general more challenging and deeper or it’ll die out before it turns a year old, and I don’t want this to happen at all!
5. The devs, their implementation of and lack of commitment to Wvw
I don’t want this post to be removed, so I will be very choice with this part, despite my massive disappointment with Mike Ferguson and his WvW team. Honestly, you guys have to know that WvW is so far from their priority right now that it’s kind of sad. And if it is a group’s priority, they’re not doing a good job. Let’s review the course of events :
- They always (even 6 months post launch) use the excuse that they had no idea how popular WvW would be. This is hogwash, Wvw was one of the most popular, talked about content pre-launch. The vast majority of the guilds pre-launch were WvW guilds
- It took them MONTHS to remove free transfers, ruining countless server communities in the interim
- Culling has gotten worse since launch. Yes, I know they’re working on it, that doesn’t make it better nore does it make it any less suck during the meantime. The fact that it is like it is in the 1st place is absolutely embarassing
- They have removed rewards from Dolyaks
- They removed the orbs rather than switching the outmanned and orb buffs
- In March, it will be approx 4mo since the introduction of Ascended gear and it’s ability to be earned in WvW
- They are looking to tone down AoE’s, thereby increasing the effectiveness of zergs even more
Mike Ferguson is on record as saying they cannot create larger maps, that the maps we have are the largest they’re technically able to create. And this is the crux of the issue and has root causes in all the others. Not the map size, but the scope of the gametype itself. WvW is a mini-game. A sideshow, a thing you do when you want to knock some heads together for a couple hours then go back to playing the ‘real game’ (pve) or log off. WvW is completely cut off from the rest of the game and while I can understand WHY they did that, you other diehard Open World PvP’ers must understand that because it is cut off, all these other problems exist. Because WvW is a mini-game, they were ok with creating a kittenty Commander system, with guilds being unnecessary, with zerging and casual non-competitive play taking over to the exclusion of all others and also ultimately why it’s ok our rewards suck, there’s no lack of depth or any consequences.
Near launch, Colin Johanson was quoted as saying that the scope of their content releases were going to be ‘impressive’. Let’s be honest here guys, from the past several months this game has been out – are ANY of you impressed with the quality of attention the WvW community has seen? Anyone? There is a reason WvW and sPvP are limping along as it is and the reason for that is that it does not cost $15 to log on. If it did, if you’re honest to yourself, you know that this game would be on its way to a plane of fail rivaling TorTanic proportions.
I told this long story because the WvW pop has consistently dwindled now to where ZvZ is the only way to play. Sure, you can try to play tactical with a small group and ninja an obj. A zerg can take it faster though. Sure, you can try and defend your only remaining objective on the map with the handful of people you have. A zerg will just ram right through you and your defenses though. Due to culling and the way the maps are designed, a zerg will get to a location just as fast and stealthily as a small tactical group (and maybe even more so).
Zergs even have the advantage in fights vs smaller groups, due to the AoE limitation. The AoE limitation is so utterly idiotic I cannot wrap my head around it. Zergs are a valid tatic – they shouldn’t just be the ONLY tactic. AoE limit needs to be lifted/increased and some other mechanics need to go into place to dull the power of zergs and ecourage more tactical play.
4. The lack of Rewards/Progression/Depth/Consequence
This is probably the biggest reason why my once thriving, very competitive WvW guild is dead. WvW has no rewards, progression, depth or consequence. During the span of Titan Alliance, we had 31 straight wins. What did we get for it? We got burnt out, member attrition, guilds dropping the game after one month and a whole bunch of other stuff. Now I know you might say, ‘Well that’s your fault, you should have played more casually’. No, that’s wrong. Any great online game caters to both the hardcore and the casual and those in between. You can not blame the participants who competed in a competitive event and say they tried too hard.
The progression is WvW is nonexistent, though they are attempting to fix that with the WvW only abilities. That still doesn’t address the lack of depth and consequence in WvW. At the end of our run in WvW, we looked at our wins and thought, ‘What now?’ What do we get for winning? Surely we must get SOMETHING, since those in sPvP get something for winning and those in PvE get something for their efforts (and for our’s). We got nothing, there was no difference between winner or loser; they got the WvW bonuses too, even if only a few % less than us. WvW had nothing to mark that you and your guild were there and that you fought for the glory of your server. In the end, WvW simply doesn’t matter.
Furthermore, the game simply does not reward those in WvW ANYWHERE NEAR the same that they do those in PvE. and even the rewards in PvE suck. Check it:
- BoH award you a total of 1 variety of gear set, out of how many in the game?
- BOH drop incredibly sparingly, the drop rate on these need to increase dramatically. When you need to play for hours and kill dozens of players to get the same # of BOH you get from opening a jumping puzzle chest, your rewards are kittened
- For many of those who truly bought this game for WvW, WvW is a massive money sink and not at all as gold positive as PvE. Adding a WP in WvW costs 1.5g. Fortifying walls is 2g. Buying a cannon upgrade is 40s. Repairing is 11.5s. You only get about 1.5s from taking/defending an objective and 98 copper for taking a sentry. You do the math.
- Dolyak XP/gold was temporarily removed at launch due to being too lucrative, but never balanced and re-added back to the game.
- Spikes
- Barbs
I could go on and on.
That statement was made towards people who said that the November patch changed loot. Which it did not. The problem has been from the beginning, not from that day. So the statement still holds true.
You know what man, you can defend them, and they’re going to say whatever they PR people tell them to say, but as someone who has been around since ~August I can tell you without a shadow of a doubt that something changed in November.
We already know they were messing with loot tables in the November 1st patch, where they increased unid dye drops. They probably meant to decrease it and “fat-fingered” the entry. Perhaps this is the patch that screwed things up and it took a couple weeks for people to really notice. Perhaps it was the November 5th patch which again, messed with the loot tables by decreasing the drop rate for unid dyes. Perhaps the Nov 14th patch for DR in dungeons had other consequences or was further reaching than they let on. Then there’s the infamous Nov 15th patch, which had all kinds of loot changes…most notably…
- The mighty Zommoros has slightly increased the drop rate on Legendary precursor weapons from the Mystic Forge from both Rares and Exotics. WRONG
- The drop rarity of Rare and Exotic weapons from certain places in the world (champions, veterans, and players in WvW) has been increased. Rares and Exotics should be much more likely to drop and every champion should be guaranteed to drop loot. This was to ensure that world loot drops were not a significantly worse way of acquiring rare and exotic items than crafting and running dungeons. WRONG
- The amount of loot that drops for downscaled players has been increased. You should now be able to receive level-equivalent loot until you are fighting at a downscaled level that is less than 2/3 of your actual level. You should also receive loot a greater percentage of the time as well as receiving a greater percentage of experience, gold, and karma. For level 80 characters, this means level 55+ areas will be able to drop level 80 gear and give about 75% or so of the other rewards. Previously, these areas would give level 77 gear at best and closer to 60% or so of your rewards. Not sure if this is working, but lots of messing with loot here
Then comes the Lost Shores event where veterans and champions essentially drop nothing for most people. I believe Nov 19th was the first report of the veteran/champion problem I saw, on Reddit, wasn’t it? The chest at the end had incredible rewards but not unreasonable if one had logged in and participated for the entire weekend…much to my wife’s chagrin. If you only logged in and participated on the last day, perhaps you didn’t deserve full rewards.
Shortly afterwards, reports of drastically reduced loot from both open world DEs, such as the Plinx meta in Cursed Shore, and dragon chests start to pour in.
November was a busy month for them and for them to even suggest they didn’t change loot is a complete falsity. What they really mean is that they didn’t change loot in any way they didn’t expect…other than the unid dyes of course…meaning they meant to lower drop rates.
I expect next week’s patch will improve veterans and champs, as per the November notes, however only slightly, but I don’t expect much else to change. i.e. Open world DEs, boss/dragon chests, dungeon chests, chest granting unnamed champions, etc.
(edited by Leamas.5803)
Colin said: “Just a reminder, blue is the absolute minimum champs can drop, they have much better odds of dropping good loot than regular mobs, and once you’re properly getting kill credit for them hopefully this becomes more visible.”
I don’t understand why green can’t be the absolute minimum for champions. It takes so long to kill them, that it’s far more efficient to do almost anything else in the game for rewards. Why set up a system where it’s more profitable to kill trash than champions?
That’s a nice little recounting of what happened but you left out a few points:
- Anet acknowledged the possibility of a problem.
- Anet felt the existing thread was insufficient and wanted more data. This doesn’t mean they ignored the thread they closed, more is well… more not the the same stuff they have.
- They created a stickied thread with an Anet post to start it to make it more apparent, official, and hopefully get noticed easier.
- After declaring it an “X-files level conspiracy” they kept working on it. Seriously, think about that for a moment. The problem they found didn’t jump up and slap them in the face after they gave up. No, they kept looking in to the problem.
- Once they found a problem (may or may not be ’the problem) they were big enough people to admit it publicly. Again, think about this. They created another sticky post to say “Hey, we were wrong. There is a problem. Sorry about that.”
Just the fact they made a post to say “We were wrong” is more than you ever get from most companies. Heck it is more than you get from most people.
Sorry but if you’re going to talk about what happened you have to give credit were it’s due and Anet IS due some credit here. Sure they aren’t perfect but the way you tell it it’s like they covered their ears screaming “LALALALALA” until the code jumped out and slapped them forcing them to fix it. Which is obviously impossible and it’s disrespectful to the hard working people at Anet to ignore the time they put in to checking and double checking loot tables and lines of code to hunt down what amounts to a bug.
Colin just confirmed the “loot bug” and guess what, DR has nothing to do with it.
https://forum-en.gw2archive.eu/forum/game/gw2/Update-on-Loot-Drops-Investigation/first#post1462956
It took months, but we finally have vindication. Good job Anet, can’t wait for the next patch.
Focus discussion/feedback/tears of joy here.
I just wanted a AAA MMO with no sub made by ArenaNet. And it’s awesome.”
You’re playing with a random generator. The fact that your loot is not good always does not mean that there’s something wrong with it. I ran CoE for days now getting only blues. Went to metrica province to complete my daily, smacked a mob and got a yellow. It’s random. Sometimes you get unlucky for days, sometimes you get real luck streaks.
A valiant but futile effort. People don’t understand randomness.
You’re right that we do have a lot of currencies. We certainly know we could improve the experience here
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
IMHO: Until 5 players can take 5 of any profession or any mixture of professions and complete pre-programmed content (IE: PvE) with in +/- 20% the amount of time (fastest/slowest) this game is horridly unbalanced.
The last few day’s I’ve spun up Crysis2 and HL2 to ready myself for Crysis3 (midnight tonight). Tomorrow I’ll be playing a high tech FPS and GW2 (and its issues) will be but a memory.
I cut my gaming teeth on Adventure&ZorkI,II,III.
i7-2600K/8G/GTX570SLI/WIN7/Stereoscopic_3D
WARNING: LONG POST, but worth it. see TL;DR for major points
TL;DR:
1. Commander is an absolute mess
2. The roles/rewards/recognition of Guilds in a game called ‘Guild Wars’ is lacking
3. WvW has devolved into ZvZ (ZergvZerg)
4. The lack of Rewards/Progression/Depth/Consequence
5. The devs, their implementation of and lack of commitment to Wvw
Hey all,
I’d like to share with you some of the viewpoints I have with WvW, what it’s become and why it will never reach (not in its current state and with the level of developer attention) what we (many of those who bought gw2 primarily for WvW) had hoped it would become during pre-release and the BWEs.
First of all, to establish my credentials (not bragging just establishing experience): I was the founder and GM of ‘The Royal Guard’, in its heyday a midsize (~60 members) T1 WvW guild and Titan Alliance member (for those of you who remember what THAT was). I’ve fought and led many, many battles; seen tips and tricks galore; been a part of and observer to scandals and drama; took part in server community building and all that good stuff.
Why WvW will never amount to what the Open World PvP Die-Hard fans wanted
1. Commander is an absolute mess
The implementation of the Commander mechanic is an absolute mess. So let’s get this straight – players who grinded PvE or paid cash for gems > gold (as being an all out WvW participant wouldn’t net you that type of wealth at all) pay 100g and get to lord over other players in WvW? This is ridiculous. I have seen commanders make the absolute kittentiest calls only to get rebuffed when calling them out, because “they’re Commanders.”
Back in beta they were called on over and over again to change this mechanic: require badges instead, or kills, or tower captures – ANYTHING that was actually related to WvW and showed you had experience. We were rebuffed and instead we have a system that discourages the devs to create a guild raid system, encourages inexperienced individuals to lead WvW, encourages zerging and hobbles tactical play and engenders an attitude of petulance that simply because you have a blue icon – you know what’s best.
The WvW devs should honestly be ashamed that Commander is in the game the way that it is right now.
2. The roles/rewards/recognition of Guilds in a game called ‘Guild Wars’ is lacking
Spare me the lore argument. The game is called guild wars and the guild component as it relates to WvW is undercooked. The buffs and the siege weapons you can get from the guild upgrades are great, truly they are, but that’s where it stops.
If we take bay, garri, sm or what have you – does that do anything for our guild? So our banner is hanging from some parapets, what of it? Do you know whose banner that is? Are the NPCs named after us? Do we get influence or gold or karma over time for holding onto an objective? Does it announce in map chat that xxx guild has captured and claimed xxx objective? Do we have a system that allows us to form groups larger than 5 or at the very least see all guildies on the map? Is there any mechanic at all, other than an indistinguishable banner, that recognizes guild achievements in WvW? is there anything – at all – that truly benefits WvW guilds and significantly encourages guilds in this gameplay?
The answer to all of these questions are No. The guild buffs do not significantly encourage guild gameplay in WvW as they apply to pugs as well. They’re a ‘set-it-and-forget-it’ mechanic. No one knows which guild just gave them 5 different types of buffs neither do you need to be in that guild to get them. I’m not advocating that you should – but it just goes to show that guilds really lack scope and purpose in WvW.
3. WvW has devolved into ZvZ (ZergvZerg)
When I first started playing WvW in the BWE’s and the weeks and months after launch, zergs were a valid tactic, a tool to be used, but could be tactically outplayed using coordination. More often than not, at launch the guilds in TA were outnumbered vs the guilds from other alliances, notably Ascension Alliance, due to HoD bandwagoners and queues. I remember going against devastating, brutal zergs; even when you beat them they’d come back again and again knocking on your door over and over and over like a battering ram. Like a heavyweight boxing match they’d just keep bashing you again and again until you felt like you couldn’t take anymore. As soon as you finished the last of a zerg, regrouped and got your bearings – they were on your doorstep again. It was awesome.
Once when our homeworld garrison was occupied by Ascension, my guild and 2 other TA guilds were assigned to take it back. Using about 5 guys to attack Bay and draw swords, the rest of our motley crew hit garrison for all we were worth. Eventually they were too slow getting back to garri and we ninja’d it from them. It was a great feeling.
(edited by Eclipses.7152)
Not only did they push out the supposedly big WvW patch, they also toned down the expectations for it. I’m not expecting to be overwhelmed by it. The best case for me is that ANet makes the game tolerable enough to stick with until TESO comes out, but ANet’s lack of responsiveness on key issues doesn’t make that very likely.
So you’d prefer Arenanet to make a big fuss on a huge patch and then subsequently release it full of bugs resulting in a terrible experience.
Gotcha.
Nope. I would have preferred that they didn’t short sheet the game by buying an outdated game engine and scrimping on the bandwidth they purchased. I would have preferred that they had the smarts to code the game so that more of the rendering was handled locally instead of having to be sent each time another player came into view. I would have preferred that that they gave players options for how much of the ability effects were displayed so that there was some control over how much extraneous garbage needed to be processed at both ends. I would have preferred that they were more communicative with the WvW player base to acknowledge key problems, explain what needed to be done, provide some sort of expectation on when they might be fixed, and then actually follow through.
What we’ve gotten instead, six months after the fact, is a promise for a fix that has been watered down and pushed out. That “big fuss” already happened (the Habib Loew post), and the patch is supposed to fix the bugs and terrible experience that already exist …. or have you somehow not noticed all the threads complaining about culls and lags?
Stormbluff Isle [AoD]
It seems very odd there have not been any moderator posts in the past few days/week to touch on some more details of the WvW update. I would figure if Anet wanted to have a truly successful WvW “makeover” they would have to keep open communication with the community that plays WvW 24/7.
So this is that opportunity since most players do NOT use GW2 twitter or if there are any other social sites that Anet prefers to use instead of their own official domain.
(No quoting/posting updates/status from a month ago, that would just make you look silly to say the least)
What baseline can we expect, this is a very simple question that should be able to receive a really simple or even detailed response that might be similar to a table of contents. Granted Anet will say “We cannot tell you what we will do because even we do not know until the last minute”. Which is true somewhat, but mostly that is used to make it seem like they have no idea what CORE elements of WvW will be addressed.
For example: (Anet, you can list with bullets what main issues you would like to address
- Culling
- WvW reward
- Badges of honor reward
- Dynamic event credit reward
- Dolyak guard npcs not efficient/effective
- Siege blueprints being soulbound but still able to transfer between characters (seems like 2 people in the same department disagreed on this solution which is why we can trade the blueprints by dropping them but yet they are “soulbound”)
- Bigger or new map(s)
- Rework npcs such as Grub/Champion Tree/Mosquito event/Quaggan/Temple
- The water in the Borderlands that every single person hates
- Is the “glitch” where the waypoint is available for 1-3 seconds after Repel Enemies event going to be “resolved” with this patch or is that still a method we can use to reinforce falling Keeps
- Is Outmanned buff going to receive an update? We all know how pointless that buff is and HAVE known since release of this game 5months+ ago
- Will Orbs come back? If not what are we doing to replace them? WvW has become even more stale since the removal
- ADD THE OPTION IN REPORT FOR HACKING/EXPLOITING PLEASE
- Resolve current queue issues that have recently been reported but have not been addressed recently
- Current WvW titles are far out of the limit of many if not everyone who plays GW2, all kittentalk aside nobody can rack up one of those titles in 6 months – 1 year unless 24/7 focused on that single title
- Guild claiming currently has no purpose unless to activate guild buffs when under attack, why can we not see who claimed the location and or have additional options upon claiming a Keep/Tower/Camp
- Additional rewarded loot for killing enemy commanders (and/or higher loot table)
- Invulnerable zones/anti camping zones that reach into supply camps in the Borderlands (These are not a big issue by any means, but lots of people are ….. and believe this is hacking/exploiting and I’m sure that’s racking up the bug reports/paperwork, would be efficient to remove so that frees up time for whomever has to read all those support tickets)
- Address siege locations that “cannot be countered”, remove or maybe even add more
- More high ground/cliffs everywhere, Borderlands and Eternal
- Incentives for WvW both for guilds and for players (The virtual score that may or may not get reset has no bearing on if my guild is in WvW, rather if we feel like doing pvp together we go into WvW, which is always
. But we are not an entire server and at many times servers lose even when there is enough active population, but not enough actually in WvW due to score and/or seeing a map 100% another color or the fact that there have been literally no incentives to WvW (other than PvE world bonus maybe? I personally don’t believe anyone has seriously considered those that valuable enough for PvE players to get into WvW.
Without incentives this has created a catch 22 where if a server loses, morale drops, participation drops, server’s ranking drops, server drops whole tiers, people transfer, dead server until massive alliance comes and makes active again. Granted with paid transfers, not every situation will immediately result in transfer, but with weeks of terrible participation in WvW combined with constantly losing, players will either leave Guild Wars 2 (which many have) or they will just leave WvW (which far too many have)
(Again please no quoting from 1 month ago or even 2 weeks ago; issues like culling and queue and maybe a few others require constant update as those ARE game breaking, but this thread is not to agree/disagree on these topics as much as it is to help Anet create their own “table of contents” of what they KNOW will be updated)
After reading reports in this thread, we spent more time investigating our rewards system. As I mentioned a few weeks ago, we verified that all loot tables are indeed working correctly in the game. Since then, we continued receiving reports that there seemed to be an issue, so we extended our search to all systems that created opportunities for you to get items from loot tables. Here we found an issue that we were able to verify was consistent across everyone who reported problems:
The rules by which you qualify for credit for an event or for experience when killing a mob are different rules than those used to help determine if you qualify for loot. Some of these were set up to be unintentionally restrictive, and as such you could kill a creature with a lot of health (this was most noticeable on champions) and not qualify for loot, despite qualifying for all other credit.
For the February Flame & Frost: The Gathering Storm release we will be repairing this issue to ensure more players are capable of earning loot credit for kills. This should fix the issue such that you got credit for killing a champion, but received no loot from it. Once fixed, all champion mobs will correctly always drop 1 blue or better loot item, and all veterans will have a chance of dropping loot better than regular mobs as outlined in the November release. Please note, it is still possible to kill a creature and not do enough damage to qualify for loot (which is the only way you won’t get loot for a champion), it is also still possible for veterans to not drop loot at all, since they simply have better odds of dropping loot than normal creatures but no guaranteed drops.
On top of this, we’re also updating some of the loot in various areas of the game for the February release that should make specific areas more rewarding. We’ll cover this is in detail with the February release notes.
Thanks very much for all your feedback and reports, that information has proved incredibly useful!
I want mobile siege equipment other than a golem! If it has wheels I want it to move!
I also want my dolyak escorts to be rewarded with karma!
Excess supplies that towers and keeps get should be pooled into repairs by the workers.
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
Only a WvW player would read a 6 page thread called ‘Only a WvW player…’
mesmer (Petroline),
ele (Apple Scruff), engineer (Andersine And), ranger (Dafydd Black), thief (Pi Jensen).
Only a WvW player would check their map to see the situation and get insta-ganked.
Only a WvW player waits excitedly for the January patch…then the February…then March… =[
Only a WvW player knows what it’s like to be the victim of a 2v1 every day of their lives, and believes they’re the only ones this happens to.
Because 1 person can defend it from 3 people with those guards and the supervisor?
Yes, I’m sure it’s been said plenty before, unfortunately I couldn’t find where or by who so I’ll just go ahead and say it here…
I don’t think world versus world should be required for map completion.
For me, the reasons are: I don’t have a computer that can handle wvw, my friends who I play with don’t have computers that can handle wvw, and I don’t find wvw entertaining. Now, if it was just run up and knock on the door of the forts/keeps/castles, I would happily suffer the humiliating lag-deaths that would ensue, but it’s actually taking the forts and then completing minor jumping puzzles that’s impossible for me. The badges, not as bad honestly. Just sit on siege weapons long enough, you’ll get the kills. However, the feats that require dexerity and a good internet connection are impossible (not that I dislike jumping puzzles in general, as long as I am not having lag/latency issues, they’re a rewarding challenge).
But no, when you sit for 30-45 minutes taking one fort with a random zerg of people, unable to do much but run back after dying or spend money on siege engines that also die for no apparent reason (until you check the combat log, that is), only to be stopped by a juvenile level jumping puzzle, it is extremely disheartening. Add in that your friends didn’t join you because they refuse to wade through the lag fest, and you just have a very, very sad time.
Please, think of the turtles. Because every time a panda gets sad, an octopus dies.
Absolutely agree to this. I’m a recent convert from LOTRO, and the cosmetic system there (while not perfect) is something I would love to see emulated in GW2.
For those unaware, LOTRO has a separate “wardrobe” bank for storage of purely cosmetic clothing/armour. It also has separate a separate section of your character window for cosmetic outfits that override the appearance of your actual equipped gear. For ANet, via the micro transaction market, you can purchase more space in the cosmetic bank and more empty tabs for cosmetic outfits. It also encourages players to spend more time/money on cosmetics collection/purchasing as they know the cosmetics will actually be put to use.
This is an exceptionally good idea that’s well thought out and brings the kind of awesome flexibility and collectibility I experienced in DCUO to GW2.
But whilst I’ve up-voted it, I still don’t see it happening.
ArenaNet probably believe that at the moment, if they leave it the way it is, it will foster infinite investment in fine transmutation stones.
Of course, it doesn’t really work that way, but in theory it does, and that’s good enough for their economist.
Let’s debunk the theory:
Once people have spent a huge amount of gold or time on one particular style, ArenaNet know that players will do a lot to keep that look, even pay for the privilege.
What ArenaNet DON’T see is that it stifles experimentation in both style and gameplay, as players are reluctant to throw away in-game time and gold as well as real world cash in order to try a different build whilst retaining the look they’ve invested so much in.
Let’s face it, even if you’re really fond of your Tier 3 Cultural set, you’re not going to spend 120 gold every time you acquire a new set of armour in order to give it your favourite look.
ArenaNet would LOVE it if you did, but players are so cash poor in this game, this’ll never become commonplace enough for them to profit off of it.
So eventually, because you’re reluctant to change your aesthetic style in order to try a new build, and because acquiring new, top-tier gear requires a big investment of time, chances are, the majority of players will get locked in to one build. And over time, you’ll get bored of that build.
And when you get bored enough, you’ll stop playing.
If you stop playing, you stop paying.
Adopting the OP’s idea would solve this problem and add a whole swath of new goals for the player base to pursue and encourage investment. Sure, it would also require a lot of work on the art team’s behalf in order to keep things fresh and interesting, but hey, you have to work to make money.
And there’s the other rub: now the game’s out of the door, it’s hard to justify spending more money in order to make more, and people like publishers and shareholders aren’t interested. They want their money, and they want it now for no further investment.
That’s why you see the crap you see in the gem store.
That’s why we have copious amounts of RNG.
That’s why we have the current, callous aesthetic model.
It’s all about investors interested in short-term gain with no interest in better, longer term gains through fostering good relations with the player-base.
Therefore I may take some time replying to you.
What about the “day capping problem” ?
Regards,
Oceania
(edited by Mif.3471)
- Fix pet F2 responsiveness.
- Fix pet AoE survivability.
- Fix pet AI so that they don’t run off to random, far-away targets.
- Explain the 40ms shortbow nerf and why each shortbow#1 attack is a lot longer than 40ms.
- Adjust dps on longbow so that other longbow classes can stop laughing at us.
- Explain why BM traits are scattered everywhere instead of the BM tree.
- Fix ‘obstructed’ error with bows.
- Regardless of ETAs, can you please tell us that you acknowledge these problems? Everybody understands you can’t fix things with the wave of a wand, but it would mean a lot to everyone if they knew you were aware of these problems. Not saying anything only leaves us to assume that the developers don’t agree with our suggestions – and that’s OK. Just give us confirmation/closure and we’ll stop nagging.
Is that enough for you?
(edited by Moderator)
Anet has been working hard on changes to WvW and PvP.
Wait what, you mean the silly titles and PvE content no one actually wants but that will still be added into Wv3? They surely are working hard!
3 1/2 months since the Oct. 23, 2012 post that changes are coming. Not w word since then. If you’re still hanging on to some little spec of hope then chances are you will be forever. Move on to another class or cough something else. I moved on and am having leaps and bounds of more fun and for free I might add. I stopped wasting my life away here hanging on to that thread of hope. Granted I visit once in a while to see what’s going on.
Sorry to burst anyone’s bubble.
» My current Guild Wars 2 game annoyances