Showing Posts Upvoted By wasted.6817:

Is it me or GW2 feel like a chore [merged]

in Guild Wars 2 Discussion

Posted by: Fate.5961

Fate.5961

The PvP daily achievement requirements has been excessively increased (and way out of the way to complete outside of light, normal play). If anything, the PvE daily should’ve been lessened or more streamlined/generalized (say, 30 daily instead of 40 kills in Kryta and Ascalon and a bunch of ambient kills).

I’m very concerned that the development team is implementing ways to make this game more of a grind or adding more time commitment components with every major patch, contrary to the original philosophy of this company prior to the game’s massive success.

Perhaps the time commitment issue doesn’t matter for some of the younger crowd or those with a very flexible schedule. However, I already have a boss and a domestic partner taking my time away from my free time. I really don’t need my (favorite?) gaming company to micromanage my life, either.

There’s so much to do in this game and I like to play both PvE and PvP, despite my busy life. Why not allow me to play what I want, when I want to?

This should stay a fun game, not become stressful, boring grind!

Illustrious Leader of
Love and War [LAW]
http://loveandwar.shivtr.com

Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: ForAce.1943

ForAce.1943

This is MMO, not Single Player game! Come on ppl!

Im hope in this dungeon, will be parts where party must cooperate, and final fight will looks like fight with frog in SAB, where we need some kind of strategy to win.

http://www.gw2info.pl – All informations about Guild Wars 2 in one place. In polish.

I don't understand why dungeon is temp content

in Living World

Posted by: Parlourbeatflex.5970

Parlourbeatflex.5970

Without meaning to steal somone elses idea (cant remember who suggested it) however the best suggestion iv ever heard was to have a story-teller NPC that you could replay any old content for the living story and event narratives.

Think of the amount of content that would be available if something like that were to come out. What with halloween, lost shores, xmas and now living story, theres alot of content that the developers have needlessly deemed as temporary.

Let me set the scene; A player begins his guild wars 2 life late this year. he says, ‘this is a cool game, how long has it been out?’ Another player says; around a year and a half now. The original player then asks, ‘So what content is new? I heard they update every month’, the other guy unfortunately has to tell the new player; ’Yea they do, however most of the stuff they implement content wise is temporary… You get to play it for a month if that… I could tell you everything youv missed but im pretty sure your not gonna like that as anet still havnt added ways to replay them.

USE YOUR IMAGINATION ANET AND STOP MAKING TEMPORARY CONTENT.

(edited by Parlourbeatflex.5970)

8 months and zero optimization

in Guild Wars 2 Discussion

Posted by: Nuka Cola.8520

Nuka Cola.8520

The game needs it badly but instead we get new ridiculously priced items (with juicy RNG) in gem store. Look at Skyrim for example, not only the game looks significantly better (modded of course) but in same amount of time they’ve achieved ~double frame rate. Time to optimize gw2, this is not a looker like Crysis 3 and should run waaay better than it is.

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

Bored players are trouble

in Guild Wars 2 Discussion

Posted by: Veldan.4637

Veldan.4637

GW2’s PvE being boring is I think just from the mechanics of combat and not the repetitiveness. If combat itself is fun, you can spend 1000+ hours and never get bored, I had that in other games. In GW2 though, people may defend the action-oriented easy-accessible combat all they like, but I can’t even play GW2’s PvE for 1 hour without getting bored of killing every mob in exactly the same way.

Bored players are trouble

in Guild Wars 2 Discussion

Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

We all like playing video games, ya?

The challenge, the sense of achievement, the beautiful graphics. We all have our reasons for playing games, but in the end we are really just looking for mental stimulation.

When that stimulation is strong, most of us will dedicate countless hours to a game without so much as a second thought. My Batman: Arkham City “hours played” result is a great example of this, even if it is a tad embarrassing.

What happens through, when a game starts to get boring? What makes a game boring, and what happens to players when they struggle with this?

If you’ll bare with me, I would like to take a few moments to explain my thoughts on the current state of GW2, and what it means for the future.

— What is boring? —

Lets admit right off the bat that boredom is a subjective concept. For some, it can be pure agony to run around killing creatures, yet for others it is a pleasant task to pass the time. Despite this, I think we can all agree to some degree that in general, boredom is doing a task repeatedly beyond a point where most of us would consider it mentally stimulating.

When applied to video games, and specifically MMOs, the number of times a task is done, must directly compare to the reward, or sense of achievement a player feels. For example, I spent countless hours working on certain jumping puzzles, but despite the repetitive nature, not often felt bored. In contrast, I’ve found myself struggling to do simple tasks such as killing 150 periscopes for the monthly achievement.

So, if we can agree that players are more likely to become bored, the longer they must weigh the task being done, with the reward being offered, we can move on.

— What happens to a bored player? —

I think it’s pretty common knowledge that when humans get bored, they start looking for things to stimulate them. Anyone who has ever went to school, or worked a job can probably recall numerous times when they’ve found themselves doing anything to avoid the boredom of what they’re tasked with doing.

In the video game world, players who find themselves getting bored, must also find something to keep thief brains from melting into a grey goo. The problem is that when a player finds themselves bored with the game they tend to seek alternative forms of stimulation.

For a game company, this can be dangerous. The last thing they want is their player base bored silly. They know that bored players are much more likely to find reasons to complain. They know that bored players will start looking for shortcuts and exploits. They know that these players are likely to spend less time playing the game, and ultimately they know these players are much more likely to move on to other games.

Boredom can be hard to avoid, and because the potential consequences are so high for a game company, its obvious they’re going to do everything possible to keep player happy right?

— All aboard the boring train to Boredtown —

If game companies know that happy players will spend more time, and money in the game, why do companies insist on making them bored?

As we’ve hopefully agreed upon above, repetitive tasks are one of the biggest contributing factors to boredom. Yet MMOs such as this one, continuously add tasks that demand repetition. This repetition is often called grind.

Of course, I don’t have to tell all of you what grind is, but perhaps ANet hasn’t quite figured out that grind, basically means vast amounts of repetition. Now, I’m not so stupid to think that MMOs aren’t about repeating the same task again and again. This is basically what MMOs are.

The problem is that it seems game companies seem to feel the easiest way to create something for player to do, is to give them a task, then ask them to repeat it a ridiculous amount of times. The trick, as you can guess is to find that fine line between doing something just enough times that the player feels they’ve done something, and finding themselves bored.

MMOs unfortunately seem to fail at finding this sweet spot for most players. These companies tend to over estimate the patience level, and time availability of the average player. This is unfortunate, because when companies default to grind like tasks for content, it brings their players just that much closer to boredom.

In my opinion, GW2 is dying

in Guild Wars 2 Discussion

Posted by: The Eternal Grace.3157

The Eternal Grace.3157

First off, let me state that I love this game, but I am also not afraid to be critical of it. Let’s face it: Guild Wars 2 is dying already.

  • Activity is nowhere near what it used to be. Guilds (besides very large guilds of 475+) are slowly collapsing from inactivity. I understand that the intent is that dying or small guilds can merge with others for those who want to successfully do guild missions and other events, like dungeons or fractals, but here’s the thing: guilds are very unlikely to merge because there is no built-in mechanic for this. In order for guilds to merge, one guild literally has to give up all of their progress, influence, merits, unlocks, their guild name, and hard work for nothing. If there was an option for guilds to merge, while actually merging unlocks, influence, deciding between one of the names, etc., this would be much easier for guilds to do, if that’s really what Anet is after.
  • Dungeons are failing miserably. If by “making AC more fun” they really meant “force people to not play AC, unless you want to join a level 80 group that goes for the best group composition”, then they’ve done a fantastic job. I remember when there used to be LOADS of people outside of the dungeon along with guild banner buffs. I did an AC run with guildies the other day, and when we finished the dungeon, there was not a single person outside of our party by the entryway. Really shows how they’ve killed AC…..now people only run CoF p1 (Mostly “full zerker, 4W1M or GTFO” groups) or FotM, which even those get dull after a while.
  • Final personal storyKilling Zhaitan...well, let's just say we can tell you were in a rush to finish the end of the story and leave it at that. If you were hoping to get players to feel very disappointed after climaxing through the rest of the game, you've done a great job.
  • Living Story… It’s a great idea, but I’m going to be honest with you, Anet…it sucks. There’s very little content involved in the living story, and what is there is utterly boring. The sooner you realize this, the better.
  • PvP…I believe Anet is focusing way too hard on PvP right now, especially when even that is dying. Yes, I understand some things need urgent nerfs and such, but don’t neglect other aspects of your game then. Also, don’t make PvE players suffer from PvP nerfs. I’m glad you’re finally realizing that there needs to be a split between balancing PvE, WvW, and PvP.
  • User-friendliness: This is a very broad topic, so I won’t cover much, but things like key-bindings and guild interface needs a lot of improvement still. I mean honestly, if I accidentally have a typo in my guild’s message of the day, why do I have to completely retype the whole thing without at least being able to copy/paste my old one?
  • Many other things as well…I found this video, despite it’s awful cheesiness, to point out actually great points and I really believe you should listen to them, Anet.
    Wake up Anet, your game is starting to die. It’s a great game and it’s a lot of fun, but people are just plain running out of things to do and reasons to keep them involved of the game. I know a lot of my guild will be moving to ES:O when that comes out…can’t say for sure whether I will as well or not, but if you want to keep people in your game, you need to start listening to them and giving your players what they actually want.

Guild Wars 1 was great…I don’t see why so many of the good things from GW1 are missing from this game.

Edit: What I mean by “dying” simply this: Activity is decreasing. I don’t think really anyone can argue with that.

(edited by The Eternal Grace.3157)

Why I think you're losing active players

in Guild Wars 2 Discussion

Posted by: shaktiboi.5194

shaktiboi.5194

Just some simple feedback to Anet; not looking to trollbait or debate folks who reply here. And FWIW, I’m a “fanboy” and think GW2 has been truly one of the best MMOs since the genre began. I’ve been playing them for that long and have played or beta-tested most of them. And I have 5 level 80 chars here in GW2 with three of them fully-tricked out in exotics or better. And I have participated heavily in all end game content, especially WvW. (Well, I never bothered with SPvP; not my thing.)

GW2 had the potential to keep me, my spouse, my longtime casual “family and friends” guild of 9 years, and my longer-time -very large and successful- hardcore PvP guild of 13 years still actively playing even now, past the 5-6 month mark where most of us have finally hit the saturation point. Even in the face of all the new 2013 MMOs that are about to come out (I’m beta testing no less than 3 different ones this weekend.)

But your endgame content frankly fails on three very simple accounts:

1. Your dungeon content has no “middle ground” difficulty level for less skilled players. Some of you will flame this post and say that the dungeon content is “too easy” even now, but I’ve got 20 people from my longtime casual guild who will beg to differ. A guild that did fine even on the middle tier of The Secret World (“elite” difficulty) and in other games struggled -greatly- with the overall difficulty of all GW2 dungeon content. Fractals were a bit better (easier) in the lower sub-10 difficulty levels, but the time investment to finish all three + jade maw to get any substantial reward is too heavy to accomodate the realities of gameplay windows for casual gamers. I’ll say it plainly and frankly: I know he means well, but Robert Hrouda should not be influencing or guiding your dungeon design in any way, because he does not understand the needs or capability of the typical “casual” gamer. Every one of my 20-member casual guild universally hates the standard dungeon design here: the stupid, senseless way they’re made difficult (and too much so), and the terrible “all or nothing” reward design. I’ve never heard good things from my large PvP guild either. Not -one- compliment for the dungeon design here out of the nearly 500 people I know who have played this game. Robert: Are you listening? Do better next time.

2. Money is too tight and the economy is too expensive. I’ve invested more than 1000 total hours in the game and have 5 level 80 characters. I’ve -never- had more than 20 gold in reserve at any one time. I have no hope whatsoever of ever attaining a legendary weapon for any one character. The costs are just way too far out of reach. Outfitting a single character in full exo gear is just stupid expensive and I’ve always resorted to grinding slowly for yellows, breaking them down with BL Salvage kits for ectos, and regularly scouring Orr and FG for ori and ancient wood. It’s slow and time consuming. Ultimately, it has made it -impossible- for me to experiment with different builds and gearing combinations. I’ve had to make a decision every time: will this character be focused on WvW or on dungeons? I couldn’t try the same class in both environments because I couldn’t acquire the two sets of gear necessary to do so.

3. Your “guild challenge” content completely excludes small casual guilds from the process. The unlock costs are incredibly and urealistically high for a smaller casual guild. After 6 months of spending our influence on very little (overall), we couldn’t even afford the very first unlock when you rolled that content out. That was the final nail in the coffin for my small guild. We didn’t enjoy your dungeon content as a group activity, and we were holding on only to see if the “guild challenge” content would keep us engaged. Nope: you left us out in the cold.

Anyway, I’m trying to keep this feedback relatively short. At this point you’ve lost my entire casual guild and my hardcore PvP guild. There are a few of us who still log in a few times a week to mess around and check whether the Daily that day will be fast and easy, but that’s about it. Most of us are already looking for the next game. I suppose you could say “hey, keeping you around for 5-6 months is pretty good for an MMO these days”. And that would be totally true. GW2 is a really strong game. The real point of this post is that if your end-game design were more casual-friendly in the three aspects listed above, you would have kept us engaged for much longer than that.

(edited by shaktiboi.5194)

do you think this game is fun

in Guild Wars 2 Discussion

Posted by: clay.7849

clay.7849

I think this game has tons of time sinks which many people can interpret as a grind. That being said, I do not have nearly as much fun as GW1 and am waiting for another game to take my interest away.

do you think this game is fun

in Guild Wars 2 Discussion

Posted by: dan matthews.2736

dan matthews.2736

lets discuss who is actually enjoying the game at level 80. also, do you consider this game a grind? in my opinion, people are leaving this game because its incredible boring and grindfest at level 80. what do you guys think?

Not a great idea for such a young MMO

in Living World

Posted by: Xriah.5743

Xriah.5743

I can’t help but feel like it’s a strange idea to spend development time on temporary content.

If you look back at older MMOs like Everquest or World of Warcraft or City of Heroes(RIP), they contain a seemingly bottomless pit of content. Years and years of updates and expansions stacked on top of one another make for a wealth of content that newer MMO’s can only hope to obtain in time. Even if it ends up being largely unused as the players keep up with the ever advancing endgame, it allows newer players to see and explore the past. Kind of like how the Southsun Cove is now. It’s fallen into obscurity, but newer players who wern’t around for the event have the oppourtunity to discover the area and explore it.

There are still so many areas of this game that can be filled out. Why spend time on this when you can make more permanent additions to your game and use them as selling points? Just from past updates, I get the impression that the dev team is spread thin enough as it is without tacking on tasks that only have a temporary impact. Spend those resources elsewhere like patch QA, bugfixing, mini games, new zones, polishing the personal story, balancing skills and traits, etc. I think that would be appreciated more than what were getting with the living story now.

Finally Understand who GW2 Demographic is!

in Guild Wars 2 Discussion

Posted by: Ezeriel.9574

Ezeriel.9574

As I fall into the 35-40 demo, allow me to speak for my brethren that think super adventure box is the most kitten thing I have ever seen in my life.

This is supposed to be a game of epic world vs world pvp.. instead we get hello kitty adventure island.

Character balance needs work, the engineer class is crud, WvW is about as interesting as a game of leap frog.. or watching people jog... and we already have a pointless mini-game; it’s called S-pvp.

My father taught me that you don’t start a new project you finish the last one.

Anet never finishes anything they start, and the fact that our "expansion’s worth of content" is super adventure box, makes me want to stab babies with a coat hanger.

If you need me, I’ll be watching Game of Thrones. I can’t take any more of this kids stuff.

The only way to play the engineer is to exploit it.
Playing the engineer “as intended” is simply not viable.

Short? Very Short?

in Living World

Posted by: Tuck.4095

Tuck.4095

These “living events” seem to be more of a joke if anything. I think this update is a nice April fool’s day thing.

Frost And Flame Part 3 Comments

in Flame and Frost

Posted by: Brutal Arts.6307

Brutal Arts.6307

After finishing up Rox and Brahms stories I figured I’d make a thread for people to post their compliments/questions/critiques/concerns.

On the plus side Rox’s story was alot better than I thought. Since you barely have to look at her the whole anime eyes thing never really bothered me. The baby devourer is pretty cute though. As a ranger she was also actually useful in combat. I could sit back and she’d be able to tank things for quite a while. Voice wise it was a bit atypical but not grating, the more I heard it the more it grew on me.

Brahms story was complete kitten, especially his character and “background”. I assume the same person wrote both and phoned it in for this part. Mechanically he’s a guardian with a mace and shield. His symbols are worse than untraited ones and his shield 5 is also less than useful. His voice was equally abysmal, enough that I considered turning off the sound.

I honestly thought this would be the other way around since I normally love Norn and dislike the Charr but there it is.

Both missions played out exactly the same. Kill things, walk over here, kill some more things, kill a gold ringer.

The reward was also lacking. Fortunately this means I won’t have to repeat it for a measly 2k karma and 2 bags of coins once a day.

All in all I’m filing this part of the Living Story with the rest; under K for kitten.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

Sick of RNG, Nothing rewards skill, Long Post

in Guild Wars 2 Discussion

Posted by: FearMeOrBeerMe.6587

FearMeOrBeerMe.6587

Just my rant. Deal with it. It’s been said before. Other people saying it doesn’t make me feel better like this does.

If i get a DEV reply just answer this. Why does skill offer no reward? But time and repetition do.

Nothing in this game rewards skill. You can gear up in exo’s in a couple days that look terrible but have the stats of the most expensive sets so sure theirs no REAL gear grind… whatever…. So let’s talk about the thing’s that are expensive. Acquiring them is based on RNG. Named exotic, RNG, pre-cursor, RNG, Fused weapon, (extra terrible RNG), what else… endless anythings…. fractal skins… yea anything of value represents RNG. I don’t even look at legendary’s and respect the player because their three possibilities that player could represent. Someone who got lucky (no relation to skill) and got an early pre-cursor, someone who sat in CoF for hours because theirs only two methods of efficient farm (that dont require the use of a certain ‘middle of the night program’ or botting) those being TP manipulation (with current market require a lot of gold already or just good RNG) and CoF farm. Or someone who played for a long time being very stingy. None of those are fun.

Named exotics, want em. RNG. Or run magic find in dungeons and be a leech to all those around you who have real skill and are min maxing. Fix magic find, was implemented in a terrible way. Or at least give us an inspect function. If i see magic find gear in frac 30+ (or hell 20 +) they need to get booted. Even having them link gear is pointless. 90% of people have multiple sets.

Pre-cursor, RNG the mystic forge AFTER grinding or abusing the system (event farming which was nerfed and CoF)

Fractal Skin, RNG. 500+ fractals complete 1 character, I’d say close to 100 on the other. No skins. People have had WAY worse. But I see people get skins all the time. RNG. No rewarding skill. Skins should be token based anyways. In fact. Why the hell do you get a random one and not a token to turn in to get a choice item. Warrior gets fractal dagger. RNG the skin, RNG the type. No skill involved. Want double daggers. Have fun with RNG.

Fused Weapon. RNG. Wanna increase your chances. Be exploitive. Do key runs. (this is done by creating a human warrior and taking commoners path) get lvl 10 story done get your key and delete character. Rinse repeat. Can be done in sub 20 minutes.Or Farm CoF to trade for keys. Since mindless farming that excludes most classes is fun (thank god i have a warrior, sorry rangers)

Fixes:
Give inspect function

Pre-Cursor at 5k a net points would be fair. Or Break the pre-cursor itself into several pieces that have definitive non RNG methods to acquire. Charged lodes are ridiculous btw. Want em, farm those specifically. Or farm CoF for hour and hours.

Fractal skins no longer skins, make them tokens for skins
Fractal skin token @ first fractal 50 completion or 500 completed. Better Yet. Token when the following completed: 100 complete 20+, 100 30+ , 100 40+

Non-rng method for fused. We get it, you need to make money. Then tell us drop rates and give non-rng method to acquire requiring skill. Not just time and luck. Say. Complete so many specific dungeon paths in a set time limit. That would be fun (since they are all so simple speed runs would be more entertaining for those bored @ end game with no content to do), or instead of that( or to allow for different play style ) complete X many specific dungeon paths without being downed/dying
———You failed entirely when dev posted something like “we dont want the gem store to posses items that cannot be acquired using other methods” sure you can get black lion keys without buying them…. but look at the COPPER price of chests… and compare that to the drop rate of keys….gotta either gold exchange (gem prices SKY-ROCKETED and un-realistic for non end game players), pump money in (good marketing, it worked… but the whole dont want the gem store to have items etc… contradicts)
K i’m done, haven’t proof read just ranting
I’ll prob be leaving this dying game for ESO and hope for the best their unless theirs some SERIOUS additions and fixes to allow for skill.

(edited by FearMeOrBeerMe.6587)

Vizunah/Desolation/Seafarer (2.03-???) T1 EU

in Match-ups

Posted by: Sacrx.6721

Sacrx.6721

TO THE WIRE WE GO VIZ. Russian holiday!. In mother Russia viz gets morning capped.

Red Guard – Ultimate Dominator World First 25/6/13
if carlsberg played Guardian.

Daily/Weekly Gated Content excludes Players

in Guild Wars 2 Discussion

Posted by: Lady Lozza.9670

Lady Lozza.9670

The new daily system and the new guild mission system is gated. I use this term because there is a hard limit to the number of laurels and guild commendations you can receive for any day/week/month.

The reasons for this is obvious – it artificially slows players down from being able to achieve the items of higher costs. This is good for some casual players, an office worker in a 9 to 5 job can probably spare an hour every evening to do their dailies, they can probably manage their monthly without putting in any extra time – so it’s not hard for a working player to earn 40 laurels a month.

Guild commendations similarly have limits though those limits depend heavily on the size of the guild involved. I’m not going to go into the size issue which is covered by more threads, all that one needs to know for this topic is that players can earn X commendations per week (where X is dependent on guild size and a few other factors).

I’m going to hazard a guess and say that Anet has forgotten a portion of the working player population in the design of the new daily laurels and weekly guild commendations. Not everyone can earn 40 laurels a month, or X commendations a week. And those of us who cannot have no way to make up for that loss. The people I’m talking about are people like me, the workers in the resource industry.

We need mines, and oil rigs, and CSG, because these industries produce the metals we build our PCs with, and the electricity we run them off. Those of us who willingly work in this industry don’t work a 9-5 job in a city office, we work in remote locations with little to no internet access, long hours, and typically spending only one week of every month at “home”.

Now some of you might say we are paid well for our time, and in general we are – but we can’t buy laurels, we can’t buy the chance to do the dailies we miss. In short in one month we can make 17 laurels maximum, regardless of how many hours we can put in. In my one week at home I might well be able to put in more hours of play than an office worker can in one month, but I am severely punished by the game for this style of play.

Anet if you want to support players who don’t have the time to grind out high level gear, why are you gating ascended gear in a way that punishes those of us who spend time doing necessary jobs in remote areas where game play every day simply isn’t possible?

A large part of the free to play mentality has always been if you can’t put in the hours you can pay to have cool stuff. But if Joe Blogs (living and working in NYC) and I both put in 30 hours of play a month Joe is rewarded with double the progression towards top level gear. Equal “work”, but very unequal “pay”.

GW2 revolves around grind and time tables..

in Guild Wars 2 Discussion

Posted by: Pennry.9215

Pennry.9215

I come from games with hard lock-outs. You either just couldn’t go back or you could but would get nothing.

The time it takes to get the gear for one character isn’t all that bad. But coming from sales pitch of playing your way and anyone able to be anything, it just doesn’t jive. The game fits the many characters mentality very well until you get to Ascended gear. Luckily you don’t need it, but it does add up and can help (who doesn’t want to be the best possible?).

My biggest complaint is the addition of daily chests and weekly(?) guild rewards. This takes me back to log in, do your dailies and weekly, log out. Heck, this month’s “Monthly” was easily completed by the third day of the month.

What a "casual" player really is, in my view

in Guild Wars 2 Discussion

Posted by: Geniekid.2645

Geniekid.2645

A casual player isn’t someone who logs in for fun every now and then and expects to be able to jump into end game content with their hardcore friends. He doesn’t want to be catered to (pitied) like that.

A casual player is a just hardcore player who doesn’t have as much time. He wants what the hardcore player wants – to be a worthwhile. He wants to be a valuable addition to any party whether it’s a dungeon, regular PvE, or in WvW. He understands that it will take him longer, but he’ll get there eventually and be on par with the hardcore player in terms of value to others. He doesn’t mind if you occasionally raise the level of “best gear” that let’s the hardcore player increase the gap between them.

But you have to be careful ANet. If you move the gear treadmill too quickly he’s going to see that either 1) he will never be able to reach parity with the hardcore player at any point in time or 2) every time he does, you raise the standard of gear and he has to grind it out all over again.

ANet, two things make me think you’re going to handle this better than the designers behind other games who’ve faced similar problems. First, you’ve said you’re going to upgrade Legendaries to stay “best-in-slot” which is good for the casual player because he can rest assured knowing all the farming he’s doing right now isn’t going to be overshadowed by the next patch. Second, you’ve already done a great job making sure your “best-in-slot” items are somewhat on par with your much more accessible second-in-class items, which shows the casual player he can still be a valuable addition to any party even while he’s trying to get the best gear.

I urge you to be careful about how you’re making the game accessible to “casual” players. We don’t want handouts or artificial mechanics that make others include us. We want the time we’ve spent to mean something, just like a hardcore player does. Give the hardcore players the gold medals because they’ve spent more time and they deserve it. Just make sure our silver medals still mean something.

9/11 Blacktide vs Desolation vs Vizunah Square

in WvW

Posted by: MagnusLL.8473

MagnusLL.8473

Hey Magnus, another thing came to my mind. Do you know why exactly are numbers so important and defining in WvW?

Because hardly any group uses tactics.

So it all ends down to zerg clashes where you have some skilled people on one side, some skilled on another, some low lvls on one side, some low lvls on another, all with mixed random professions. But there is no group organization. What is considered tactic is attacking tower A instead of tower B, but let’s call that strategy; I meant combat tactic.

While this is generally true, the main reason numbers are so important is because several game design decisions are absurdly zerg-friendly, so it’s no surprise that almost everything devolves into zerg vs zerg.

The most obvious example is the rez mechanic which makes it impossible for a smaller group to fight a bigger one through a war of attrition. Either you manage to kill all the enemies in one go or you lose.

Another problem is that maps are small and travel is fast, so you can afford to have your main force on a map deployed in 1-2 zergs and you will still have plenty of time to respond to any threat which might materialize on any part of the map.

Or the way a bigger zerg can carry more supplies and thus build more siege wherever they go. Or the inefficiency of siege weapons against big zergs unless you build dozens of them, and how fragile and easily destroyed by AoE they are. Or the fact that the bigger your empire is, the easier it becomes to manage its logistic and keep everything supplied instead of the other way around.
Far, far too many zerg-friendly systems in the game right now for it to be anything else than a numbers’ game, unfortunately.

Also, let’s be honest here: the main “tactic” I see used (and this includes us btw, at least the groups formed by our best WvW guilds) is the turtle ball, which isn’t really a tactic but rather an exploit of absurd weaknesses of the game engine. I understand why everyone uses it since it’s too powerful to pass up but it’s pretty lame to fight mostly static fights against invisible enemies.

Anyway: yes, a smaller group using good tactics can win an engagement against a larger group if the numeric difference isn’t too big. However, in terms of map positions, this seldom changes anything. You can buy yourself a few minutes until the enemy reorganizes, but after they respawn and move back to you, you’re back to square one.
You need manpower to attack and defend and if you don’t have it, yeah you might be able to win a few engagements, or even many of them, but you won’t be able to hold control points. At a bare minimum you need scouts + constant defense of supply lines + manned siege weapons just to hold “your” tower for any period of time on a borderland map where you are outnumbered and start with nothing, and the enemy can simply bring its bigger main zerg on your tower/supply camp whenever he feels like it. Good luck expanding in such a situation.

(This is another example of absurd design btw: it’s impossible to strategically flank an enemy. You have to always attack from the same direction because there’s only one spawn point. Sure you can try to flip a tower/keep other than those closer to your spawn by surprise, but it will be impossible holding it for any decent amount of time anyway. So if you want to expand, the direction of expansion is fixed, which means the enemy outnumbering you knows all too well on which points he has to prioritize defense. And which tactic is ever going to help you if you are 20 vs 40 and all their 40 are on top of your first tower, fully upgraded to T3, filled with supply and a dozen assorted siege weapons?).

Let’s be honest here, we’re playing an alpha version, not even a beta. Hopefully they can fix some of this stuff but I doubt it’s going to be quick.

[MOVIE] Power Necro vs Thief (balance discussion)

in Thief

Posted by: Oozo.7856

Oozo.7856

First half covers thieves. Second half covers warriors with a warrior versus thief duel at the end.

I thought you might be interested in seeing the fight from the other side and it also has some relevance when talking about balance which has been a hot topic as of late.

IMO, thieves need to be dangerous. Fighting thieves is my favorite fight because of the threat they pose, so I really need to be paying attention and play well or I’ll get face-planted by a good thief and this is something I appreciate since I play these games for the challenge.

So, I really don’t think the damage thieves do is a major balance issue. Every player should make sure that they have defensive measures in their build to counter burst. Yes, I get stomped by thieves when all of my defensive CDs are down but that is the nature of a game with cooldowns. Thieves also do equally poorly when their defensive CDs are down.

Do I think that thieves are perfectly fine? No. But, again, it’s not the damage that is a problem. I see two problems. Certain thief builds have too much mobility which removes too much risk versus reward from their gameplay.

The other thing I think needs to be looked into are the 1115 pistol/dagger thieves that save all of their initiative for cloak and dagger and just autoattack people to death over time. It’s cheese. It’s not skillful. It is far too effective. And, trust me, it will remain that way even after rendering is fixed.

Ranged damage mixed with stealth has always been an issue in MMOs. What keeps a melee thief that heavily uses stealth in check are AoEs. But, AoEs are not effective against pistol/dagger. If they are built for stealth and survival they can regularly suceed in 1vNs as we’ve seen in several thief movies. Some of those thieves are legitimatally good, but some are not and are being carried by cheese mechanics.

The real culprit here is cloak and dagger. This ability needs to be adjusted or changed to prevent 1115 cheese and something else needs to done to compensate for melee/backstab thieves who are more dependent on stealth.

This is how I see things because I fear that Anet might be looking at the wrong things based on player feedback, which isn’t always (heh) accurate.

[Anonymous Defender] on Youtube
Solo & Roaming Group WvW Movies

Battle of the Titans - BT, Desolation, VS

in WvW

Posted by: Phara Miu.2816

Phara Miu.2816

People who have put in 600 hours into WvW are a little burned out, its commen that you get a little burned out.
There are many things that needs to change in WvW to make it more fun.

Any1 playing WvW with massive time investments knows culling is a very gamebreaking bug.
But its not only 1 thing, WvW is getting a arcade feeling to it, the honeymoon is over and its daily business.

Log in
Cap and defend
Log out
Nothing to show for then bragging rights.

More rewards are needed to keep fighting for stuff other then Tier 1 / 2 /3 etc etc
Iam sitting at 200k karma but nothing to spend it on.
Red vs Blue vs Green, almost no faces to remember.

So you reached Tier 1 and won it, was it worth the blood sweat and tears ? yes it was
Is it worth keeping it up ? no it takes to much dedication to remain #1.
Effort versus reward issue also comes into play offcourse.

Desolation needs more WvW guilds to many times outmanned buffed kicks in, this is not good for a server that fought its way to T1.

Combine this into 1 feeling and you see the results.

It doesnt mean GW2 WvW is bad, it just needs adjustments asap before wvw guilds move to PS2 or to TESO next year.

Blacktide is awesome and have alot of dedicated WvW guilds, but ask members to put in hours and hours of play to remain #1 and you will ask for a burnout eventualy unless you have more WvW guilds that can take over the losses of players getting a little time free to do other stuff

Are the doors all gone??? [Merged]

in Halloween Event

Posted by: AnthonyOrdon

AnthonyOrdon

Game Designer

Haunted Doors are the only way into the Mad King Labyrinth and Clock Tower. Normally they are one-way conduits, but ever since Act II started, someone of them have started becoming two-way doors. This anomaly is usually quite temporary and resolves itself in time.

But there are other forces at work this Halloween. Look for special holiday meta events in Queensdale, Kessex Hills, and Gendarren Fields. Once these are completed, a massive blast of spectral energy will cause all the doors in the zone will swing open and remain open for a long time. After about an hour, that energy will finally deplete, and the events will have to repeated again.

Casual Crafting of Permanent Halloween Weapons

in Halloween Event

Posted by: BowmasterSol.3457

BowmasterSol.3457

Hey there everybody. I have decided to make a new thread to again help out the GW2 community. This time I will talk about the new weapons. If you enjoy this thread, then take a look at my a Halloween Act 1 thread here: https://forum-en.gw2archive.eu/forum/game/halloween/Halloween-Act-1-Informational-Aid-With-ToT-Locations/first#post541430

So there has been a lot of negativity going around on the topic of the permanent Halloween Weapons. Casual players feel like they have been left out or have been given an impossible task. I will come out now and say it to you directly:

You can do it at your own pace. (I believe in you! Believe in yourself! )

Yeah. That probably wasn’t convincing enough for you, so let’s take a look at the creation process. In bold are the Halloween event mats that can only be obtained at this time (unless you buy from the TP after the event).

Gift of X (Spiders, Souls, Moon) Recipe
-250 Candy Corn
-40 Elonian Wine
-10 Piles of Crystalline Dust
-100 X Rare Halloween Mat (Chattering Skulls, Plastic Fangs, Nougat Center)

Gift of X (Spiders, Souls, Moon)
-500 Dungeon Tokens (varies for gift)
-250 Orichalcum Ingot
-20 Ectoplasm
-100 Lodestone (varies for gift)

Weapon Craft (Mad Moon, The Crossing, Arachnophobia)
-Gift of X
-Eldritch Scroll
-100 Mystic Coin
-20 Superior Sigil of Night (20 Ori Ingot, 20 Lodestone, 2000 Candy Corn, 20 Ecto)

Let’s see how a casual player would go about obtaining and crafting this weapon. First the Halloween specific items:

Candy Corn: Readily accessible. People are swimming in this stuff.
Rare Halloween Mats: These can be obtained from Halloween mobs, regular ToTs, and Personal Tots. Just from Personal ToTs alone (which you can get 16 per character per day for a total of 80 solely with Act 1 locations) you should be able to get at least half of these.

That is all a casual player needs to obtain during this event for Halloween stuff. If you need help with this, I recommend you see my Informational Aid on Act 1.

And now for the rest of the mats that are non-Halloween and may be obtained at your own pace

Elonian Wine: For a long term goal, 10g could be achieved in a month with casual play. This makes the gift recipe comparable in price to others and I don’t see anything wrong with it at all.
Piles of Crystalline Dust: Cheap on the TP and not that hard to get at all.
Dungeon Tokens: Assuming you are casually playing doing 1 path a day 3 times a week, then this too can be completed in a month.
Orichalcum Ingot: If you make mining the nodes a task on your checklist when you get to play, you can accomplish this within 1.5 to 2 months, assuming you aren’t playing every day.
Ectoplasm: You basically need one successful salavage of a rare 76+ weapon each time you play the game to meet your checklist for the day. This can be easily done within a month or 2.
Eldritch Scroll: You can gain an extra skill point easily each time you play on a lvl 80 character. This can be accomplished within a month or 2.
Mystic Coins: Buy them off the TP or get one each time you play. Gain 20 for completing monthly. This can be casually completed within 2 to 3 months.
——-

So far, all of the above items can be obtained without excessive farming. Sure it may take 2 or 3 months to achieve the gathering of the mats, but this is a long-term goal.
Now let’s take a look at what is currently the limiting factor for most players:

Lodestones. The reason for their high price value is their low availability. The reason for their low availability are the low drops rates in combination with the few mobs that drop certain lodestones. Glacial and Molten lodestones are fairly accessible, while the others are not or currently only made via the mystic forge.

So what is a casual player to do? Simply just wait. We know that additional content updates will come, expanding the world by adding new events, zones, mobs, and dungeons. It is inevitable for these lodestones to drop in price once specific content is released. For example, once we start the fight on Jormag more lvl 80 zones and mobs will be added to the game. This will increase the availability of Corrupted Cores and Corrupted Lodestones, which in turn will lower the price.

So the method to minimize time investment and frustration obtaining these lodestones are to simply wait. Of course if you want the item now with the current pricing and availability, players should expect to pay or play a lot more to get them.

I hope this has been a constructive response. Do remember the GW2 works around a different philosophy then other MMOs. If you work with their philosophy, then the game is quite enjoyable and entertaining. Making a long-term goal into a short-term goal will naturally make it a grind.

Knowledge is power.

(edited by BowmasterSol.3457)