(edited by The Comfy Chair.7265)
With WOD just releasing, and me playing a bit of it, it made me realize even more how outstanding an expansion would be for this game. There were so many old/new players who bought draenor just to experience launch day, which is absolutely massive.
First off, lets not any of us lie to ourselves. The living story is in no way comparable to an expansion in gw2 or any game. Its just too narrow content-wise for an expansion. We mostly get living story instances that explain lore and thats it.
Im pretty sure it would be in Anet and NCSOFT’s best interest to release an expansion, profit wise. Data from a massive poll on the gw2 reddit and from me constantly hearing about how much we need an expansion pretty much says that they could price a mega expansion at 80 bucks and anyone would buy it.
NCSoft is more or less the Blizzard of Korea. Before WoW was released Lineage 1 + 2
were by far the MMOs with the most subscriptions. They both hat around 2 Million
at that time i think, while in the west MMOs at that time nearly ever touched
500.000.However in NA we were proud to have 64.000 players in Lineage 2 2 months after release ..
Here is also a list of the most popular games in Korea from August :
https://www.techinasia.com/south-koreas-top-10-most-popular-pc-games-august-2014/MMO wise its all NCSoft ..
1. Lineage 2
2. Aion
3. Blade & SoulNone of them however is sucessfull in the west. B & S has still not even been released here.
aion made a bunch of money, it just isnt making money any more. On release here, i think it made 1 mill or more. It had 400k preorders alone.
which goes back to my above point that while yeah, gw2 made a ton of money early on. That doesnt mean if they continue to drop in earnings they will warrant large budgets for gw2. When MMOs arent meeting earning expectations, they just reduce expenditures.
The second you said Guild Wars 2 would be right next to Wildstar, a game that didn’t make six months before they laid off people and canceled their holiday updates, you lost any credibility.
Even if Guild Wars 2 spiraled down now (and there’s no real sign of that) it’s far more successful than Wildstar was. Comparing the two on any level can’t be anything but disingenuous.
It’s like saying that if the game hasn’t been moderately successful for the last couple of years, it would have been the same as a failure. Terrible comparison.
im talking about earnings right now, its right next to wildstar in earnings at this moment.
gw #4
ws #5
lineage2 #6
point is, if you think wildstar isnt making enough money this moment, what does it say that gw2 is right next to them in earnings? If wildstar keeps earning at this same pace, it will justify the similar budget to GW2.
past success isnt really relevant to the current product. Ncsoft will just be like, yall were real good at making a new game, go make a new game, dont waste time on GW2, give it minimal updates. If they feel gw2 has peaked in terms of earnings.
(edited by phys.7689)
All I see is that the game still goes South.
All those changes made in regards to the NPE only helped losing players faster in China than GW2 did in the West before we were told how to play.
Yes this game is two years old, but if it wants to exist long enough for us to actually see all six elder dragons, something has to change.
Unless they are satisfied of being #4 of 6, of NCsoft.
B&S is a subscription based game. It has recently expanded into Japan but it’s Korean income hasn’t been stellar.
B&S is free to play in China, you do not even have to buy the game. The Korean version is free till level 16, than if you want to play further you have to pay a sub. So B&S earns more with just the subscriptions from Korean players past level 16 and the cash shop than GW2 does with selling copies and cash shop all over the western world.
Mindblowing.
it wouldnt include china, that would be in the royalties section. It may include japan though.
that aside, you are basically right, except i highly doubt it will get closed, its still making good money, it may just see less resources/more budget crunch.
This year has really been a pretty bad year for gw2 imo. And yeah, NPE failed to retain players in china, and far as we can see in NA+EU as well. But you know, people told them this long long time ago, during chinese beta, when china came out, before they adopted the same things to NA version.
eh well whatevs
Yeah that is what I wanted to say. B&S earnings in the report are just from the subs and the cash shop in Korea (really, MMOs for PC are just not a thing in Japan, there is no money to be earned, so you can neglect the influence). They earn more with that game in Korea than they do with GW2 in Europe, all of America and Oceania…
in their defense, korea is a huge MMO market, the competition is crazy, and its still profitable. Still, they should at least have been sitting at around 2600kmw with the start they had.
If they had went with an expansion focus, with a small cash shop, i think theywould have made a lot more money. Year 2, i think they could have got 2 million of that 3.5 million coming back for more. Unless the expansion they make now looks like a game changer, it will probably only sell 1million or less.
All I see is that the game still goes South.
All those changes made in regards to the NPE only helped losing players faster in China than GW2 did in the West before we were told how to play.
Yes this game is two years old, but if it wants to exist long enough for us to actually see all six elder dragons, something has to change.
Unless they are satisfied of being #4 of 6, of NCsoft.
B&S is a subscription based game. It has recently expanded into Japan but it’s Korean income hasn’t been stellar.
B&S is free to play in China, you do not even have to buy the game. The Korean version is free till level 16, than if you want to play further you have to pay a sub. So B&S earns more with just the subscriptions from Korean players past level 16 and the cash shop than GW2 does with selling copies and cash shop all over the western world.
Mindblowing.
it wouldnt include china, that would be in the royalties section. It may include japan though.
that aside, you are basically right, except i highly doubt it will get closed, its still making good money, it may just see less resources/more budget crunch.
This year has really been a pretty bad year for gw2 imo. And yeah, NPE failed to retain players in china, and far as we can see in NA+EU as well. But you know, people told them this long long time ago, during chinese beta, when china came out, before they adopted the same things to NA version.
eh well whatevs
So according to this report, Guild Wars 2 is making $5,968,222 per month…roughly anyway.
Seems pretty good for a two year old game without an expansion…to me anyway.
aion is way older, lineage 1 is way older. Its doing as well as blade and soul virtually which has started off with a lot less numbers.
If anet hadnt reached so many people it would be doing ok, but it started high and has consistently sunk this year. blade and soul for example, has been generally stable. Whereas say a blade and soul can still hope to expand, gw2 has basically gotten and lost all of those customers. They wont get most of them back unless they give them something substantial.
B&S is a subscription based game. It has recently expanded into Japan but it’s Korean income hasn’t been stellar. Of course this excludes the royalties from China. Royalties they pointed out as “decreased royalty sales from B/S China” in this report.
Income from Korea – millions of KrW – % of overall income from Korea
4Q13 – 17,887 – 100%
1Q14 – 19,234 – 100%
2Q14 – 16,632 – 86.9%
3Q14 – 17,046 – 86.3%B&S had a three month head start on GW2 and even if we exclude GW2’s incredible 4Q12 income (so B&S has roughly 6 months more income), GW2 still earned 24.5% more than B&S. Not bad for a subscription free game over it’s lifetime.
L1 was South Korea’s UO and AION their WoW. And until this quarter AION’s numbers had been steadily falling. TTM AION’s income was still less than ours. And like B&S, over 80% of AION’s income, excluding royalties, is from Korea.
I’m not ready to put on my DOOOOOOM!!! hat for $6.4 million USD per month (average exchange rate for 3rd quarter was 1023.19 KrW per 1$), equivalent to 427 to 534 thousand subscriptions worth (at $12-15 a month) of income. Again, not bad for a free to play after purchase game.
Just wait for ESO. Okay just wait for WS. Well just wait for the new WoW expansion.
This time for sure.
exactly, blade and soul never had the start up and number of players trying it out that guild wars had, and now, here we are today, with the same revenue. A revenue which has been stable, they arent losing many players for blade and soul. Also korean market + the american market has less gamers than the US+NA markets.
Also as you say blade and soul came out 3 months earlier, and is still bringing in the money.
Yeah, GW2 hit hard, it started huge, could have blown up the world, and now it falling behind a game (in quarterly profits) thats been out longer, has a pay model that most analysts claim is the losing pay model, Hits a smaller market, had less initial sales, less development time(far as i can see 2-3 years versus 5)
gw2 also has continually fallen whereas blade and soul has mostly stayed stable.
Its doing ok, right now, but its trend is downward, and its underperforming based on what it should be doing.
That said, there would be no reason for them to cancel it yet. Its making nearly as much money as blade and soul. However, should this trend continue gw2 will be right next to the wildstar, which many people claim is a failure. (its actually pretty near it right now)
Every quarter, i have said, this is a bad trend, its falling down, and losing people/revenue. And every month you guys seem to suggest that something will change on its own. Especially with the hardcore cash shop focus in this last quarter, (halloween, long sales, bonuses, and an expanding cash shop every 2 weeks) their total profits still going down.
yeah, i would say its time to come up with some new strategies, and make the product appeal more. In fact i really hope they have already done that, because it will be a hard time if they only begin dealing with this now.
That said, i think good content will cure all woes. People will quickly forget the past/problems, as long as you can give them something really good. Of course, i havent seen something really strong for gw in a long long time. (the type of thing that makes people change opinions, or reignites interest)
Today NCSoft presented the earnings report 3Q14. The sales you can fin here:
GW2
- 19.68 biln Won
- -6.6 % QoQ; -20% YoY
- Still strong performance in NA/EU
- Performance in China is weaker than expected.
During the conference call the question came up about an expansion pack for GW2. The answer was:
" The game is now two years old. And therefore in the not too far future we do think that we will have an opportunity to show our plans about expansion packs for this game"
Stream of the conference call: http://cast.calltogether.co.kr/ncsoft/2014_3Q/index.html
NCSoft uses now different phrases to deal with this topic. This does not mean that the expansion pack is right around the corner. But at least they seem to be confident enough to prepare us carefully for more informations in the not so far future.
Ok, I’m back. About Harry Potter…
I think that the whole basis for the presentation in this and other threads about communication has a few pillars. And it’s one of them that I’m thinking about. J. K. Rawlings wrote a series of well-loved books, and I am sure (although I didn’t follow it) that people gave feedback to her on every release, heck, probably every nuance of every release, and that they also provided suggestions for future books. It’s a natural thing: People were highly invested in the series, loved it a bunch, and wanted to know more, or to have input.
In that small sense — and yes, that’s only part of the communication question — I don’t think I’d want our team to communicate about the game’s direction. Like, “Yes, so in the future, all frogs will become sentient, treble in size, and take over Lion’s Arch, leading to the elimination of all non-amphibian races. Yep, yep, that’s where we’re heading with the story.” NOTE: This is NOT where the story is going. This is only a wildly-improbable scenario offered for purposes of… umm… providing a wildly-improbable scenario.
My question: Do you agree that it’s good to not share that sort of information, information related to the actual direction of the game saga as a whole?
If so, then my sense is that you want to know more about the nuts and bolts.
- “Are you looking at XXX new feature?”
- “Do you intend to improve ABC functionality?”
- “Is ### working as intended, or is it bugged, or will you incorporate player feedback to change it?”
Again, this is a small part of the discussion, but I wanted to make sure I was looking at that part accurately. I wondered if generally, no one is asking about the whole “Tell us where the story is going” bit.
Yes, you’re right that we don’t want plot spoilers. We want to know that there’s a direction for the game, and a 6-12 month preview would probably be sufficient. What kinds of content are we going to get beyond the LW updates? Updates on the various types of content people keep asking for (classes/professions, races, continents, skills, SAB, dungeons, new sPvP maps etc.) are what we want.
Namely, ARE any of these things going to happen? We don’t actually know that they are. Development has been much slower than the player base anticipated. At least it seems that way because we don’t know what’s actually in development.
I know the current strategy is to tie all PvE development into the Living World framework. And from that, I get that you can’t really reveal much without actually spoiling the plot.
For example, say you want to release the Tengu as a playable race. Announcing that specifically might be too spoilerific for your tastes because it strongly indicates where the story is headed, so instead say “over the course of this story, you’ll be gaining access to a new playable race” and leave it at that. At least we know it’s coming and we know it’s happening within the time frame of THIS story.
A friend of mine finished his third level 80 toon last week, then turned to me blankly and said, “ummm, what now? What else is there to do?” I had absolutely no idea what to tell him because he’s basically new and missed all of the LW and there’s no roadmap beyond that.
For anything that’s more feature-based, just announcing it when development starts is a good plan. Again, we don’t need specifics, but knowing something like “We’ve started cooking up something that will help with server population imbalance” or “We’re planning a major overhaul to the trait system.” (I suggest this because I, like everyone else, have no idea how long ideas spend in development at Anet, because we never hear anything more than two-ish weeks in advance.)
I’ll use Traits as another example, since that’s the hill I’ve apparently chosen to die on. Telling us that serious efforts to redesign the system have begun would be a god-send right now. Saying something like, “Don’t expect to see any changes before April 2015” would even be something.
And to really help avoid this “I can’t find the link to XYZ quote, they never said that!” just sticky these kinds of development posts.
TL;DR – No spoilers, just tell us what is actually in development.
(edited by felessan.9587)
Wow. I feel it is completely disingenuous to act like this thread is about wanting spoilers for the story. Yeah. I’m going on hiatus from GW2 for a while, in a few days, I think. I’ll log in to get the update unlocked, but I’m going to need a break after the last couple of days of communication.
Just…. wow.
-Mike O’Brien
Because we can’t be angry about both?
~Snip~
I like this idea! Especially since we can’t easily search these forums without google + “site:http://forum-en.guildwars2.com/forum/”.
You don’t even need to go that far, just search Google without adding the forum extension, it will still find it…so maybe they should just add a Google search function to the forum.
For those that keep asking, here’s the forum post about the Precurser Crafting…found it doing a plain old Google search:
https://forum-en.gw2archive.eu/forum/game/crafting/gw2-precursor-recipe-scavanger-hunt-news/3780700Also, as much as it would be nice to get an idea of what they might be working on, that goes against the stated policy of A.net, which is to not talk about anything until it’s ready for “prime time”. I know a lot of you don’t like that stance, but until it’s changed not much is going to be said. Personally, and I’m only speaking for myself here, I could really care less what features are being worked on or are potentially on the way. I look at it this way, it’s a business, a very competitive business and anything that you’re possibly working on that could be revolutionary, you don’t just want to announce so that all your competitors know about it now too, but that’s just me speaking from a business mindset.
Wow, thank you!
And sorry dlonie but kinda feel that this issue is pretty relevant. Fact is I had NEVER seen that, never seen it even mentioned and of course not quoted.
I had more to say but my way with words is simply not on point at 3am
but, there is this area of the forums, News and Announcements… seems like a good place for this type of information, but it seems largely unused. It would have been nice to check in there and see a post, “State of Precursors”, or one saying “Engi backpacks, we understand”, stuff like that. Just letting us know that these old issues are still being discussed just not necessarily handled yet.
Current Status Gaile gets it, and is pushing internally to relax some of the more draconian communication restrictions.
Original post:
Before I get a ton of “Well, I don’t have a problem with this, stop speaking for all of us,”, I’ll make it clear that this is my viewpoint, shared in the hopes that it will put some of my negativity towards this game in perspective.
Simply put, I just have no idea what direction the game is headed.
I love running dungeons. It’s really the only reason I play the game. Get a small group of players together, face a challenge, wipe a few times, learn the fights, and eventually succeed. I love that. You get to know people, you have fun, and develop a little social circle of people to just get on and hang out with. That’s what makes an MMO fun.
My guild is (was, most have left the game…) the same. We had a lot of fun learning the original dungeons in the game, and about 10 months after launch, we had them down pat. Not really much challenge left to them after that point, my “usual” group would clear them out in about 15-30 minutes without even paying attention to what we’re doing.
After we got to that point, we thought “Well, this is an MMO. Surely there will be new dungeons added as time goes on” and we waited. And waited. And waited. Nothing.
Not even a word about the possibility of new dungeons. One by one, my guild lost its core players as they got bored with the same content day after day. They stopped waiting and left for other games with higher content output. I didn’t give up hope and stuck around. Then, two years after launch, they let it slip in a gamescon interview: They aren’t working on new dungeons, and they have no plans to add more to the game.
I felt cheated. I spent more than a year waiting for content that they knew a lot of us wanted, but they knew it would never come. And we only found out because someone slipped up in an interview. To this day, we have no idea what they intend to add. New races? Professions? Opening up a new continent? More PvP maps? WvW improvements? We have no idea.
I don’t need exact details about what content is on the way. I (and many other vocal players on these forums) just want to know what sorts of content ArenaNet is even interested in developing. Basically: Will we ever see the content we want to play?
tl;dr What does Guild Wars 2 hope to accomplish in the next few years? What is ArenaNet’s development focus? Will we see more than new open world PvE zerg maps and “accessible to all” (read: impossible to fail) living story instances? From the overwhelming negativity on the forums/reddit (not to mention glassdoor), it sounds like ArenaNet would benefit greatly from sitting down, figuring out what their goals are, and communicating that with their customers.
BTW, I know we had a raiding CDI and that we can probably expect a few raids, which will make me happy. But that’s only one aspect of a large game that at the moment, feels aimlessly adrift.
(edited by dlonie.6547)
From the very first that I’ve learned of Legendary Weapons, and how they were forged, a crease has arisen to my brow. That they are -forged- in the first place, is a clear inclination, that they have been greatly wronged, for by definition of the word ‘legend’, they cannot be crafted, no matter the means. No, a legendary weapon, by its nature, is a powerful weapon, used by a great hero of ages past, to preform world altering deeds, and thus, become a legend. And this cannot be possible if it is so named (legendary) the very moment you complete its construction, the very moment you tie off the the hit’s new silk wrap, after having spent hours hammering it against the anvil, so to speak.
Don’t get me wrong, I believe they -must- be hard to obtain, but it is with the means that I find fault. They should be EARNED, not bought by a player with more money then they know how to spend, or crafted after endless grueling hours of farming and grinding away until your soul melts, your eyes fall out, and your fingers are mashed into a twisted crumpled heap.
Rather, there could be a mega achievement, requiring you to fulfill certain conditions, such as: Dungeon Master, World Map Completion, Personal Story Completion, and whatever else you feel should be thrown in; that, upon completion, would unlock a special legendary story-line.
This story-line would have an India Jones theme, of adventure, mystery, history, and action, in which old lore, current lore, and new lore, could be touched up on and expanded, told through a mixture of challenging Story Instances and Open World Events, that culminate in a final instance, or even a dungeon, where-in the Legendary Weapon has been hidden and protected, requiring you to pass a number of enemies (possibly, Forsaken, White Mantel, and/or Mursatt) and traps, to get to, and escape with, the legendary weapon.
Upon completing this final instance/dungeon, the Legendary Weapon that was successfully retrieved (you could even make it possible to fail) would then be the property of the instance owner (only earned once per character, on the first time that character completes the final instance/dungeon, and requiring each character to fulfill the prerequisite requirements and story steps.)
That, would be a epic adventure worthy of a legendary; giving the weapon depth, history, and prestige.
I say go play it. You’re wasting your time here, unless you’re a brand new player. I’m not saying that to be mean, but if yer lookin for any kind of change or reaction here, just stop, because they don’t care. If you have a level 80, then you’re just not in their target demographic. They’ve proven that.
The Marionette had a good balance. There was incentive to succeed with the event but players were still rewarded with materials from lane mobs which could be made into keys. Those keys were used on chests at a different location which didn’t conflict/compete with completion of the event.
Partial success was still rewarded but killing the Marionette resulted in the big chest. With SW the rewards for killing all but Indigo’s Silver and Gold bosses is really not so bad. The incentive to kill all the bosses is a bit lacking.
Biggest problem with open world event right now is that they don’t reward completion of said events, they reward during the event.
This is why champion farming has been so popular, this is why the chest farm was so popular, what we need is what we got with crown pavilion this year (people were rewarded for finishing an event, the faster the better).
If the good loot came from killing the boss after the breach, I bet people would be completing the event rather than farming side-things.
This year we’ve received two brilliantly designed zones – Dry Top and The Silverwastes. Both promote map-wide co-ordination to achieve the best possible rewards; and both are dynamic and generally fun to play maps. To start with, I’d like to say a big thank you to everyone involved in the creation of these zones and the majority of players I’ve encountered while playing them.
That being said and done, I believe a few minor changes here and there are needed – and I mean needed!
- Geodes, Bandit Crests and any future currencies of their type belong in the wallet; not our inventories. Clutter is one thing, but it really does make it a hassle to swap these between characters and causes quite a bit of frustration when you reach tier 6 favour in Dry Top and realise your Geodes are on another character.
- The same goes for Zephyrite Lockpicks and Bandit Skeleton Keys. We need an account-wide keyring, similar to the wallet; especially if there are plans to add more zones with their own keys (which I hope there are!).
- Remove Piles of Silky Sand. It’s clutter and a waste of time. Tweak the drop rates a little to make up for the loss of the occasional currency item or key… but we don’t need the sand. If that’s really asking to much, make it so we only need one pile to use them, not ten; then make them ten times as rare – at least this way we won’t have seven of them taking up space.
- Coin Collector and Lost Badges: let us click on the achievements to open up the respective map and show us the coins/badges we’ve already found – the same goes for any similar future achievements (and possibly ones like Dive Master). Plenty of players just use guides to do these in one go anyway, so it’s not as if it’s trivialising the achievements.
- Adjust the placement of a few Lost Bandit Chests. I don’t want to ruin anyone’s farm here, but let’s be honest – certain places have an abundance of them while others are left out. Evening this out so all four keeps are just as desirable to defend would be nice. At the very least, either bring some of the further out chests at Amber Sandfall a little closer, so chest farmers actually contribute a bit more; or relocate them to other keeps. Again, I’m fine with people farming; but seeing Lightbringer Osa dying repeatedly with so many players present is a bit annoying.
That’s all I’ve got for now, since I genuinely think that these two zones are some of Anet’s finest work; but I feel that these few changes would make them even greater – and I hope everyone else agrees. If anyone’s got any further suggestions, criticisms or the sort – go right ahead.
Sooo, if I got this straight. Simply because some neckbeard(s) bug reported that their female characters were stretching at inappropriate times we’re now stuck with female idle animations that have us only looking around and nothing else? Is this one of those, “cause it breaks my immersion” arguments?
I still see countless mesmers in the immobile standing position despite still in motion after using their blink skill all the time. A bug I’ve lovingly dubbed “hover mode,” and that has been in effect since day one. We going to disable blink now? C’mon… Really? Can we have our idles back now?
Commander to [SLVR], Housepet to [GH]
(edited by KStudios.2850)
Player Based GW2 2nd Year Statistics
Lets go:
- # of new weapon types: 0
- # of new weapon combinations: 0
- # of new weapon skills: 0
- # of new races: 0
- # of new professions: 0
- # of new dungeons: 0
- # of new Guild Missions: 0
- # of new reachable dragons: 0
- # of dyeable weapons: 0
- # of new legendaries: 0
- # of lore to legendaries: 0
- # of craftable precursors: 0
- # of guild housings: 0
- # of players in Cantha/Elona: 0
- # of cape skins: 0
- # of new usages for dungeon or fractals tokens: 0
- # of characters who changed race: 0
- # of ascended rings salvaged: 0
- # of fixes for merge-kicking: 0
- # of fixes to 25-conditions in PvE: 0
- # of attainable Tribal armor pieces: 0
- # of attainable Halloween backpiece/Witch Hats: 0
- # of Halloween 2014 weapon skins: 0
- # of outfits converted to armor: 0
- # of developments to Orr story: 0
- # of developments to personal story: 0
- # of new minis instead of any of this: 49
- # of Human Female animations removed: 4
- # of players requesting SAB: 6,945
- # of times Jory called me “doll”: 1,988
- # of paths sold for gold: 254,269
- # of Fractal levels we took from players on reset: 8,984,441,658
Such wow.
So there you have your Player Based GW2 2nd Year Statistics
EDIT: Updated for comments. PvP/WvW not even mentioned, not enough space.
(edited by Korossive.7085)
Getting pretty old watching it be denied over and over and over, when I and many other people log and complain about the skill delay and general poor performance ever since the stupid mega servers.
Stop trying to cram everyone into one server to make it seem like the game isn’t dead/dying. You get this super surge of people in your new content and then it just gets bogged down in the crap.
Your servers cannot handle what you are trying to put it through.
Might want to make that your new priority Corporate Anet, because I know it is you that are throttling your staff from providing the resources they need to make this a stable game.
I have no hate for the developers, because you can only work with what you are provided, I am almost certain the Corporate is what is doing all of this based on what I have read about Ex Anet employees saying.
My immersion is broken when Rytlock jumps into the ghost hole in one of the LS instances! I don’t like seeing my character spaz out in the background!
You mean the hole that doesn’t appear? Last few times I’ve done this the ground doesn’t break and Rytlock just jumps into the solid rock. o.o
Hmmmm… Have you submitted an in-game bug report for that?
So the animations were temporarily removed to be worked on and reincorporated in a way that allowed them to perform normally in the game but to stop (or maybe change) during cinematics. But getting to a place where the animations could be configured on a more fine-grained basis took more time than anticipated.
So the fact it was officially stated some time ago the animation missing was a “bug” is now officially countered with the fact it was removed.
Was kinda hard to sell that an entire frame set of animations going missing was due to a “bug”.
Yeah, it being a “bug” was very strange. But I could go with Gaile’s explanation; I think it’s reasonable. I’ll take it as one of those “we’re upgrading to serve you better” things.
I don’t know what was said previously, but doesn’t “bug” work in the context of this situation? It wasn’t intended that the animations play during particular moments. They played. That sounds bug-ish to me. (Unless you’re suggesting that their not playing was called a “bug” as if someone thought they should be playing rather than that they were intentionally disabled. That could be a simple matter of misunderstanding, misuse of the word, or miscommunication. It seems rather a minor point to me.
Again, for clarity: Because the animations were not appropriate for the setting, they were disabled. They will be re-enabled when they can operate as intended. We don’t have a timeframe for this at the present time.
Better solution would be doing it the other way around. Enabling it and then add the fix later.
In addition the walking animation can also be fixed as this is no problem in those situations.
The stack meta is much more problematic to the quality of the dungeon experience than the zerk meta. Both, however, speak to a different form of bad content design.
They also added alot of background noise in the base that makes it feel like stuff is actually going on, all the npc’s walking about etc. You can also talk to quite alot of them, even if it’s just small talk. I feel like they have been one-upping themselves compared to the older episodes. Even the difference between Dry Top, which is a cool zone in itself shows they have learned.
agree with you here OP. only problem i have with the map is the lack of waypoints since if you die at blue or amber you got to literally run across the entire map to get back.
At first, I thought only one waypoint is inconvenient. But now I feel its a good thing. Dying means something there. Don’t die.
Also. “out there in the wilderness”, away from the base camp, people have to work together and help each other. Which means rezzing other players.
The lack of waypoints supports the atmosphere of the map. I like it.
Greetings.
That remastered “Crystal Oasis” song from gw1 was my most favorite music. I literaly start crying when I heard that there:-)
Tekkit’s Workshop
Since everyone is curious. The shiny foil candy wrapper event is now over, Prizes will be mailed out within a few days.
I along with many many other plays would really like to be able to change our display names.. I don’t see a problem with it or why why can’t at the time. (unless it reveals personal information). Games like World of warcraft allow this but only let you change it once so everyone isnt constantly changing their display name. If SOME people are allowed to do it, why isn’t this an option? Maybe have it show your old display name beside your changed one for a month after change so people get used to it and only have a one time change so people dont constantly change it. I made the mistake of just typing mine randomly when I created this account.. and I REALLY wish I could change it. Just something to think about.
EDIT: I’m NOT talking about Character names.. Im talking about ACCOUNT names.
(edited by lolzertank.1928)
oh god…………….. u are one of “those” people