this is so not D3.
please dont even try to compare both game.
right now the endgame is what the devs posted on their main page;
map exploration
legendary items
dungeon
pvp
wvwvw
how is it flawed?
most people want a “reward”. and as it is it seems there isnt.
my solution provide a different type of reward than gear grinding, and put back the “multiplayer” in mmo, by making the world less feeling like a big npc.
according to me (geez… for what its worth…) the players should be able to reach a stage in which they become the strongest “npc”.
and pvp… this is hard content !
arent dungeon too challenging?
according to the mass they are.
“not worth the reward”, because well, they die too much
my suggestion for an endgame would be an event that takes place in a classroom. there, some risen teacher will explain how the age old mantra of “progression” is a failed one in the MMO market, yet despite this, the users insist on its inclusion into their game.
it would be a great event.
thats why this is the “end game answer” thread.
so far, player reknown, fame, influence over the game as a reward, couldnt be countered.
because once you have better gear, you want even better.
and this is not a strong endgame solution.
they could make the dungeon loot quality scaling depending on the amount of “death” you have.
yup, endgame could mean your toon being the best duelist (a la musashi),
the best king, voted by fellow players.
the dungeon hunter, having a statistic of your dungeon runs.
and whatever else, to pump up your toon ego.
and yeah, some kind of “player controlled endgame” could be awesome.
with the top players really having some kind of influence on the game (and thus attracting enemies and friends!) like in the real world i believe the 50%+1 of people being rational instead of chaotic. so entually the right people would be at top.
^
the idea would be to introduce “part” of that concept into GW2.
maybe i could work there and quit my fashion design job.
im getting bored of it after like 7years. need new challenge!
after a couple of death, you should be kicked out of
the dungeon.
and, make the rewards better.
zergling forever and low reward just make angry players angrier and zergling more.
@dusk
i know you wanna do the right thing buddy, but youre kind of feeding a troll.. :/
@ Bruno
thats why im trying to have new ideas and add on instead of “gear or
cosmetic gear”
my whole train of thinking is exactly about using “fame, reknown, influence on server” as the final reward.
and look at it that way, im trying to put back the “multiplayer” in mmo.
by forming some kind of in game hiearchy, not necessarly based on gear, but: combat skill and socializing.
so that a dedicated player cam eventually get knowned in the world.
it could be a big “court” in which migtiest heroes get to vote on some decision and elect the “king”.
throw in some dueling in there.
and some special cases that requires voting thrown in ny anet,
and maybe.
then maybe.
we will have an mmo revolution.
i think the “objective” could be something else than gear.
and really believe that.
its just an issue about finding the right thing to reward players with.
since its an MMO, my opinion is to put some kind of fame or power/influence in the hands of worthy players.
how could that be integrated into the game is a brainstorming by itself.
maybe duel, maybe special instance player vs boss with timer,
maybe crafting a serie of items..
whatever, and then your player gets power and influence over the server, choosing or voting for things once in a while.
a bit like “eve”, giving some power to the players, making them famous, is the
MMO part that most fantasy mmo dont capitalize on. i think.
well done sarcasm
i still think that fame and recognition (and maybe power/influence over some stuff) on your server, could be an interesting endgame content.
duel is the solution. the more i think about it.
a one point good duelers could hear about other good duelers (could be some kind of “duel board” in major cities, showing whos hot in your “win-lose ratio” category.
then you can try to mail them, arrange a location/time to battle it out.
the system would need some tweak, but it gives a “musahi myamoto” style to it all.
and could be a great endgame content helper.
unstructured dueling im PvE.
to know whos “king” then attach a medal to his onscreen name and let him be a real hero.
actually,
i wouldnt mind dropping the “level” concept in favor of something else.
and when i find/craft gear i am happy, but i dont “farm” it.
im actually happier if i rock pvp, a boss without downing, or a super dungeon run.
and for whatever reason, i can stop to check the graphics, and i talk to most npcs and read books. but i understand this isnt everybodys thing.
never will i “mindlessly farm for gear while complaining”.
and if vistas were just achievement, with no rewards, i would still hunt them.
^
so basically you want more content.
well, like they stated, they cannot put out content as fast as you game….
and, you re maxed out. mostly. as i see it.
and yeah, you are a reward focus player, i quote you: jumping puzzle are fun but the reward is crap.
seriously. you have to realize that you are reward oriented.
i suggest you to start a tight guild with worthy players, share mats with guildies, create a solid pvp team, and train in dungeon (without much reward) just to have the best 5 man team ever for when anet create the right dungeon for you (and it will come).
so basically, become the king.
maybe its time for you to become pvp or wvwvw king.
because you totally own Tyria as it is now.
i’d like to see some kind of dueling available in PVE.
this way some players can let off some steam.
with your actual gear/toon, not with “balanced gear”, just pure unfair dueling.
i think this way some players could prove their worth.
anet could give a statistic for the amount of total duel win, or do some kind of ranking a la starcraft; you only can duel the people that have similar win-lose ratio to yours.
and you can only duel for ranks every players 1/week.
this way we could see who are the “kings”.
OK everybody!
what would be your suggestion for “endgame” ?
-more gold in your pocket to buy better gear to kick the same monsters so that you
get better gear to kill them faster?
-to get better gear so that you can kill newbs more easily while being afk in wvwvw?
i see a lot of people complaining and most are complaining about “reward/power”.
but i think that they maxed out the content.
so now they play pvp to become the best player ever, or organize server militia in wvwvw.
but as far as pve goes.. dungeons can test your skills. you ll get a reward “once in a while”, but you cant seriously expect to always get better and better gear… that is ridiculous.
anyway, suggestion anybody?
(edited by Avatar.1923)
OK everybody!
what would be your suggestion for “endgame” ?
-more gold in your pocket to buy better gear to kick the same monsters so that you
get better gear to kill them faster?
-to get better gear so that you can kill newbs more easily while being adk in wvwvw?
i see a lot of peole complaining and most are complaining about “reward/power”.
but i think that they maxed out the content.
so now, either the play pvp to become the best player ever, or organize server militia in wvwvw.
but as far as pve goes.. dungeons can test your skills. you ll get a reward “once in a while”, but you cant seriously expect to always get better and better gear… that is ridiculous.
anyway, suggestion anybody?
improve your skill, die less? do some lower level content and get better.
did you get “rewards” in ultima online?
no.
you got FAMOUS for being the best player.
try D3…
that blizzard loot concept is about to die.
this is GW2 manifesto.
and you should understand it, your life will feel better, more free, after that.
^
and how many hours at level 80 must you “grind” for that lvl 80 exotic gear that is such a big step in stats?
basically… many if not all the complainers are “wow players” (or blizzard
employees promoting their twisted concept"!)
to sum it down;
diablo 3. is the dumbest and more raw iteration of the “Wow” concept.
i think we will see a change from it sooner than later.
Ultima Online wasnt about getting the best “gear”, and it has been popular for a looong time.
its just that right now the mmo world is so full of these risen grinders…
its not easy to cure a gambling/drug addict
(edited by Avatar.1923)
“wow” kids are like zombies.
their brain is rotten to the core.
have to give it to blizzard to be able to do that.
but really, i find it kills creativity and make gaming akin to slot machine.
yuk.
Back in the day, mmo’s weren’t all about loot.. then one day an mmo arrived to rule them all.. and 7/8 years later players of these kinds of games have become so used to that standardised way of playing that they can’t accept anything else.
Get over it, or go play something else.
so TRUE,
remember ultima online? that was glorious, and not that much about loot!
spell reagents were it
there was no “better sword with +1 power”.
anyway… yeah… i have to admit, WoW really created a new breed of players.
they must be the same players that are enjoying D3… gosh, redo redo redo redo redo…
maybe the fun ISNT LOOT?
but try to tell them that. they are like risens!
LOL,
when OP said “working hard” i cracked.
game is just fun, and isnt about “working hard” or “stronger gear”.
imo its about exploration and pvp and action gameplay.
i am very surprised to see how many people are gear addicts and play the game as a “job” just because there is better gear available.
but yeah… some people redo the dreaded d3 act 3 more than a thousand time… for gear :/
i am so HAPPY that anet is breaking this mold.
and breaking the blizzardified zombies grinders to death.
so far so good for me!
but i havent been able to do everything since game release.
you guys are not made for this game maybe.
i think he just think that you have no reason to gather since you can buy for so cheap anyway.
i mean. yeah. kind of.
but as more people pay for it, then less will be on market amd prices will go up. (unless some botters….)
oops!
i feel bad for all these players who play 75+hours per week…
i pity them.
this game is huge for 60$.
HUGE.
but i come to realize that there is no way a mmo will survive on a concept different than “loot or level”
sad, really…
“ok anet, give us 100 paragon level :/
i dont care about the nice world, im ok to grind the same map over and over after drinking 6 redbulls.”..
levelling is fun because of the new gear that drops?
no.
its fun because you explore new places, see new boss, try new
things.
game isnt about “gear” and kitten token or whatever.
just wait for more content,
or enjoy pvp, 100%map completion, or dungeon for a challenge.
forget your “reward” mentality.
there is barely reward in a game like nhl13 or team forteress!
Without the Tank & Healer concepts, this game is an action based combat MMO. It just doesn’t work well for an MMO. Everything is too chaotic, and it feels like a game where everything can be zerged. It was good in theory though, but it wasn’t executed as good as it should have been. They threw in traditional mechanics for bosses, when in fact, they needed to re-imagine them with the Action Combat in mind. They can still save the concept of No Tank & No Healer, but trash mobs & boss mechanics, will need to be changed and adapt to this different playstyle.
very well said.
its the current mecanics that dont gel too well with the fast paced gameplay.
the game need to help players to organize themselves before a big fight.
thing is… devs have to be careful.
its true that those freaky no-lifers playing 24/24 are a bit whinny…
but, eventually, the mass will come to this conclusion too.
the best thing to do for Anet is to release new content just before the main mass finishes the current content.
this way, they keep the current players addicted, and new players have even more content to go thru!
the heavy playing minority is, while good beta-testers, unsatiable. like druug addicts. they consume it too much, they want more, they feel bad, rinse and repeat.
Friends, this game IS NOT A GRIND.
there is not much of a reason to grind, its marginal and you only do it if you want to.
endgame is simply about PvP, seeing new region an gathering mats, doing events here and there, a dungeon when you feel the time is right and can gather a good party.
and wait for new content.
you have to realize that the average player is about lvl 30 at max right? with 30-40h played in 3 weeks, which is a lot already.
you can eat up all the content, but then, yeah, the game is about pvp, or grind or a new toon. its your choice.
be grateful they dont give you the illusion of progress by rerunning the same
area over and over.
the are good enough to let you be free.
which is AWESOME.
286h in less than a month.
you are a minority, and anet wont help you cathering to your addiction.
unless another company, that creates games that are
like slot machine, always the same content but the illusion of progress.
take it easy! GW2 cares for you!
i havent done dungeon in GW2 yet.
but, loot aside, not thinking about “reward” whatsoever.
speaking strictly “gameplay”; are they fun ? i mean…. is it like a good action sequence that keeps you edgy ?
not holy kitten trinity.
but roles?
mods are bots ?
;) hehe
by giving different players “things to do” or special buff can lead to a mor organized dungeon.
like i said; 1 player can be given a special too to use cannons,
1 player could have an aura that slow movement of ennemis around him.
1 player could have a pack of mini bombs that he need to drop into the
golem boss once he pass a certain stage of health, otherwise he regen.
yup. bots everywhere…
some people can be so lame. but lame is the most of the human race.
if the game can find a way to give players a specific role in the dungeon/events/wvw to help organize the chaos that clearly nobody seems able to control.
it would be awesome.
roles dont need to be “healer tank dps”, they could be event/ dungeon related purpose, things to do.
Personally think they need to add a trinity system for dungeons, one which turns on when you enter the dungeon. Someone who is support specced receives a big increase to healing, someone who is defense spec essentially is a threat magnet and target for monsters and someone who is DPS spec just does damage.
This way almost all classes could take on at least 2 of the above roles (in some classes they could do all 3, a Warrior for example could tank/support/dps) and it wouldn’t interfere with PvP balance.
It was a nice thought trying to remove the trinity but what happened instead is mechanics, difficulty and group coordination took a complete nosedive and a huge step backwards.
VERY INTERESTING.
the idea of choosing “role” when you enter a dungeon could lead to some pretty sweet design elements… roles choice options could be different depending on the dungeon.
and could be funky, like 1 player could have a tool to use cannons, 1 player could have a revive wand, 1 player could have a au aura of slowing aroud him…
and what else…
and, it will add some talk before the dungeon, to get to know the others.
well, dynamic event boss obviously only require zergling as you dont even know what kind of player/build are tagging along.
for dongeon, i havent tried them yet, but i believe the greatest potential for pve is with those.
and social interaction can lead to fun situation….
like a need or greed on a cool item, or a choice of tactic to use, or voting for a group leader, or whatever else the mechanics can help to do.
it can be FUN.
we are not saying “forcing players”.
but merely, ENCOURAGING social aspects.
ex: in a DE, there could be a leader, and that leader alone can type and it will appear on top of everybody screen. leader could be selected by having more total karma aquired so far, or whatever else.
without definite “LEADERS” that can “CLEARLY” get their msg to the team.
itll be chaotic.
or some kind of event that leads to an “instance” in which before it starts the present player can discuss.
maybe the instance could be multifaceted, and players need to assign themselves to a specific duty; some player killing the pirate captain, while another team is clearing the deck, while another team needs to fire cannons.
before the event would start, there could be some kind of chat room to decide who does what. and each mini event within the main event could affect the other and the quality of the loot at the end.
“need or greed” on big boss loot chest, with unsellable soulbound gear/items?
that would at least put some talk in the game after a big fight.
as long as these loots are mostly cosmetic and styled. could be ok once in a while.