a) rewards: yeah, I know, just play for the fun of it. Thing is, noone plays computer games like that.
I do. Please don’t speak for me.
sure, isolate a single vulnerable line out of my post and ignore the context. Whatever works for you. Good for you.
Whoa now, let the poster speak for himself/herself:
I’ve tampered with farming keys off and on. Its extremely time consuming.
Hmm…I think ANet do a reset of some sort for end game, and for compensation you will get nothing!!!
But don’t fret, they will have the following planned to make sure the reset is still meaningful: nothing!!!
Anyone have that “Oh this thread again” picture?
This attitude is one of the reasons why ANet do a bad job at retaining players.
Sort of. However these threads are made constantly. I’m not exactly a dubbed expert, but if the first gazillion didn’t do anything to sway ANet – why would the second gazillion?
I think it was Albert Einstein who defined insanity as doing the same thing and expecting a different outcome.
Because then they can’t use the excuse “well, we don’t know why players were leaving!”.
Well, actually they can, because we all know their thoughts on the forum, too.
Anyone have that “Oh this thread again” picture?
This attitude is one of the reasons why ANet do a bad job at retaining players.
Regarding the gem store, I might be wrong, but I’ve read the gem store goes to NCSoft, and since they’re ANet’s publisher, it’s up to them to decide where money is allocated (ie. it doesn’t mean it’ll go back to ANet.
We know that NCSoft counts gem store sales in their earnings report so it’s most likely true.
In any case, neither supporting ANet with gem store sales nor leaving the game without feedback is helpful since neither gives the reason of why.
Unfortunately, some players were expecting another plate of steak in a timely fashion, but instead got small pieces of steak of inconsistent quality served every hour, and now it’s 3am.
What can you do to convince them to come back?
Wow, how low has this company fallen to stoop to operant conditioning instead of just trying to make fun content to encourage players to log in to play.
To be fair, it’s probably because they don’t fully test their work, so no one signed off on this work as being tested and the changes slip through the cracks.
Instead of providing alternative use for dusts (eg. use as a currency for other desirable items), they just nerfed it? After all this time?
Surprised people are happy for such a lazy solution.
It is interesting how many people here seems to be fully aware about how ArenaNets development works.
Another thing that is funny is that when they don’t change things based on feedback (as in not follow their plan and do “on the whim ideas”) people whine about them ignoring feedback.
But now apparently they shouldn’t listen to feedback and just do their thing.Make up your kitten minds.
Who says they can’t change things based on feedback when you have a longer, thought out, plan? Sounds like poor planning if they can’t do that.
Also, learn to read some interviews from the employees themselves, then?
http://www.guildwars2hub.com/features/interviews/exclusive-interview-arenanets-bobby-stein
Bobby Stein: We’ve had to adapt to an entirely new production process to write stories for the live game, which has required us to approach each release’s narrative needs very differently.
The tough thing about the Living World concept is that stories should mostly be self-contained within two releases. That’s not to say that the characters can’t have longer arcs or be involved in subplots, but the immediate stories need to wrap up rather quickly due to some internal dependencies and how we’re dividing up labor and so on. That can make it hard to give the sense that the world is evolving, especially when some of this great new content is removed shortly after it’s been released.
It was either this interview or another that they also mention the story is done after designing their content.
Their story telling techniques are poor due to poor overall planning.
You’d think the personal story, and GW1 would be more than enough feedback on how to shape the next story.
If the time and money they spend on Living Story is the same as what they would spend on an expansion, then the quality would be the same. Either Living Story is ‘good quality’ (since it takes the same time and money), or your expansion is not worth much (as many people complain about the quality of the Living Story releases.
I guess there would be little difference, then. Just how long one would have to wait. You’ve said the game is already ruined because of the Gem Store, so even if they release an expansion, the income will be the same. I still prefer not to wait so long between content releases. It’s not like an expansion will give something better, as they spend the same time and money doing either.
Try baking a cake like this one day:
Divide the cake batter into 10 portions, then start baking 1 portion.
At every 10 minutes or so, add another portion on top of the existing cake being baked. Feel free to make some changes to the batter as you add them in.
Do tell me the outcome of the cake.
(edited by BlueZone.4236)
Oh, darn it! Now they’re going to mark this as the highest priority bug to fix, over everything else. Thanks a lot!
I hope your caps lock gets fixed. ; )
I believe we were speaking about delivery models. I don’t think an expansion delivery model would improve the game. You do. I prefer not to wait six months to a year for my content delivery. You do.
Again, a matter of opinion. /shrug
I believe he’s talking about the development process. The living story is proof of a weak foundation, brought on by ‘thought of the month/on the whim’ ideas, whereas an expansion tends to have a clear plan and direction.
According to this:
http://www.reddit.com/r/Guildwars2/comments/25tn0r/17173_interviewed_mike_obrien_fortnightly_cadence/
They’re keeping the fortnightly release.
There was a previous interview somewhere that mentioned how with season 1, other than knowing where the final endpoint of the story is, they have to do things on a whim…so it’s unlikely they’ll be able to make a coherent story.
Add in their split programming code for the Chinese versions, half testing attitude, with the same release cycle as season 1…well…they’ve somehow figured out how to solve those issues, right…?
Are you going to be okay with one or two maps, content drip fed over the span of a year or two, with the same quality of testing?
Consider getting a virtual PhD in agriculture in this game, like everyone else. Oh, them farmers!
It’s the same bug as the previous time the gauntlet appeared.
It’s because
1) ANet don’t fully test their work (it’s their philosophy)
2) Their scripting system doesn’t account for network issues.
eg. you drop out because your machine responded too slow to the server (or the server was to slow to process your message).
It’s also possible when the server gets laggy to place multiple players (and their respective enemies) in the gauntlet at the same time.
It was obvious why they introduced ascended gear the first time round. Seems logical to do the same again now.
Yeah, ok. Things like Scarlet invasion message broadcasting the wrong zone she’s in, Tequatl invisible to all clients, events not trigger, etc, have little to do with a client’s machine.
These are server side bugs. Unless you want to imply the servers accept corrupted data from clients which bugs the server itself, well, that’s just bad programming then.
Regarding the invisibility bug…I dunno, no one thought about what would happen if they dps Tequatl quickly? Sounds like they haven’t tested out their scripting system enough.
As for PTR servers, well I guess we are the PTR server.
Pretty sure they announced at the live presentation of Teq that they hadn’t enough people or whatever the reason was, and hadn’t killed Teq…right then. Why is it an issue now, several months later? Why weren’t you up in arms then?
Not sure how you want me to respond to this.
“Why are you up in arms before they’ve done anything?”
“Why are you up in arms now?”
“Why weren’t you up in arms before?”
Is there ever an appropriate time to give them a good suggestion…?
No, this thread is about their attitude on testing their content in regards to bugs on their content before it’s released to the live servers.
The fact that they have so many bugs is because they clearly do not attempt to see something through from start to finish.
I mentioned Tequalt because that is what Chris talks about, proudly, despite the numerous bugs when it was released.
Remember all the Tequatl bugs?
Here’s why (copy and paste the link, the forum breaks the link):
http://www.relicsoforr.com/?p=3256
Chris WhitesidePlaying that, I don’t know how well known this is, but we didn’t kill Tequatl before Tequatl went live internally. That’s not how we do our reviews or our balance testing. We don’t need to kill it to know how well balanced it is, which is interesting and maybe one day we can do a podcast about that and I can explain how that works.
I’m ok with his opinion that they don’t need to kill it to know how balanced it is, but they do need to kill it to see whether it is killable.
TLDR constructive feedback: Don’t skip testing.
Sounds like ANet should advertise Fractals as infinite grind instead of infinite dungeons.
The leaderboard shows the date of when they last “updated” their AP.
eg. Go to https://leaderboards.guildwars2.com/en/na/achievements/world/Eredon%20Terrace?page=40
and hover over the achievement points, and it’ll say “Since mm/dd/yyyy…”
It’s amazing how there’s people, who stopped playing back in April 2013, are still on the leaderboard with only 4240 AP!
If you know the API for the leaderboards, I’m sure you can scrape AP information from those web pages. You won’t get an overview of the whole population, but it’s still interesting to see.
I think some of the state of success will depend on how ANet will react to a Chinese version of the snowflake incident and karma vendor incident, because there’s bound to be one somewhere.
If you actually cared about the achievement, then you had more than enough time to get them.
“My gaming schedule tells me I can keep up with the grinding pace, therefore everyone can keep up, too.”
“Everybody gets a trophy” syndrom
Exactly! We’re here to work. Keep up the grinding pace.
If you actually cared about the achievement, then you had more than enough time to get them.
“My gaming schedule tells me I can keep up with the grinding pace, therefore everyone can keep up, too.”
Logged on to see the changes with the wardrobe.
Just noticed all the living story skins (eg. Toy weapon skins, Holographic Dragon Wing Cover, etc), which I converted into PVP skins (ie. before the wardrobe changes) have now disappeared.
I guess they just want us to regrind them.
Nice.Unless it’s a bug, those skins should unlock the moment you go into the Hearts of the Mists. I forgot to do that as well and was wondering where all my PvP unlocks were until I remembered the patch notes mentioning that.
Hmm, that’s odd because now it unlocks.
I actually did enter Hearts of the Mists before, however, I went PvE-> WvW -> HotM.
This time I went PvE -> HotM and it unlocked them (in fact previously it only unlocked the equipped PvP gear). I guess it was a bug, then.
Thanks for making me double check it.
Logged on to see the changes with the wardrobe.
Just noticed all the living story skins (eg. Toy weapon skins, Holographic Dragon Wing Cover, etc), which I converted into PVP skins (ie. before the wardrobe changes) have now disappeared.
I guess they just want us to regrind them.
Nice.
(edited by BlueZone.4236)
Hmm, I wonder what’s the primary motivation for people from low population servers guesting out to a higher population server? I wonder if it’s because their server is…thriving, lol
It’s still there. It’s buggy (not surprising, really) on what triggers it.
Try entering your home instance.
We removed glory and match reward chests early to prevent a flood of PvE players from coming into PvP just to fill their wardrobe. While the our team would LOVE everyone playing PvP, some super smart economist peopleguys said it would have negative repercussions on the in-game economy or something.
Like with every other removals, the game economy is more important than a player’s past efforts/rewards in their eyes.
What a shame, really.
To be fair, half the “effort” and “pain” is to stay awake while grinding.
Unfortunately, I can’t win that battle.
Legendary Weapons are an impressive meld of art and effects. They show off your accomplishments and allow you to change your character’s footprints, projectiles, and much more. They’re designed to stand out and show everyone that you are a true master of Guild Wars 2.
Oh, you!
Considering it takes 4 months to make a small “Living world” content, if they did intend to do something big, now would actually be the right time.
However, GW2 seems to distancing itself from GW1, so it’s unlikely you’ll see something.
I think the fundamental issue is that the LS only provides temporary content for the major part.
Many of the things I see personally, are descent amounts of content. I would like to think that if you mashed the LS all together, and shoved it into a single patch, it would equate to expansion level content, however because most of it temporary any way, it makes no real difference.
The major difference is what I stated in my above prior post.
This game as of logging in today is almost identical to the game that was released a year ago.
Regardless of the reason – that is a VERY large problem.
The game is not the same as it was at release, there has been permanent content added to the game. At least it’s not like when other games release an expansion and everyone forgets that the game exist and only play the expansion content, how is that any better? And it is a VERY large problem with expansions.
Agreed. Unlike expansions where players solely play the new content because they’re tired of the old content, ANet encourages you to play the “living world” (ie. flavor of the month map) and forget the rest of the game due to the time constraints on the new content.
And repeating a small amount of content stales out that content faster than repeating a large amount of content.
Expansions are like professionals baking a cake.
Living world/story are like professionals building a cake from crumbs, and hundreds of chefs and customers screaming at on how to build said cake.
But this game is dying because people want pizza! What were we talking about, again?
4) Don’t give up, this game WILL surprise you. My girlfriend and I were completing the Hirathi Hinterlands last night and came to the final skill point and point of interest we needed in the North East of the map. We’d done tons of events during the evening but not really seen many people other than ourselves. We get to the last bit and a massive gate is closed and won’t open so we figure it’s something to do with an event that was just starting. Before we know it we’re fighting a Champion Hirathi, then holding off hordes of Centaurs, then we go back into the main bit to see 3 Champion War Beasts and all of a sudden we’ve gone from 5 of us doing the event to 25+. Once we took the beasts down we had to destroy this massive Earth Elemental thing followed by another Champion Centaur.
It took about 30 mins to do all of it and it was really intense at times but I really have never experienced anything like it. It has completely relit my love for this game and I can’t wait to find more events like this.
Sorry to ruin the magic, but that centaur boss is tracked by every boss tracker website (eg. GW2 Stuff), and those people that appeared out of nowhere at the very end were just world boss farmers (since that’s the only part that gets flagged). They just wanted their daily chest…
Does it matter? If there’s people like that around then that means that these events will stay alive. I probably won’t return to Hirathi Hinterlands for a while now that I’ve 100%‘d it, but as long as the ’Event trackers’ keep going there then new people will continue to experience the event like I did rather than missing out on a brilliant part of the game. I don’t give a kitten if people want a chest or not, what does it matter to me if 25 different people are there for different reasons, so long as we kill a boss it makes no difference.
I don’t understand your point.
Yeah, it ain’t that special in the end. And wow, at that attitude.
I would like to know your definition of ‘special’ as you seem to be hard to impress. The OP raised concern that he never got to do group events so I shared with him one of the experiences I’ve had so that he would have some reassurance that PvE is not always empty. Whether they’re genuine players or event trackers it doesn’t matter, it would be very difficult to co-ordinate having 25+ people in one area at the same time without the help of event trackers.
First couple of months of game release was special. Lots of players everywhere.
Anyway, if you’re impressed by this, I guess you’ll have a blast farming with the Queensdale champ farmers. You’ll fit right in.
4) Don’t give up, this game WILL surprise you. My girlfriend and I were completing the Hirathi Hinterlands last night and came to the final skill point and point of interest we needed in the North East of the map. We’d done tons of events during the evening but not really seen many people other than ourselves. We get to the last bit and a massive gate is closed and won’t open so we figure it’s something to do with an event that was just starting. Before we know it we’re fighting a Champion Hirathi, then holding off hordes of Centaurs, then we go back into the main bit to see 3 Champion War Beasts and all of a sudden we’ve gone from 5 of us doing the event to 25+. Once we took the beasts down we had to destroy this massive Earth Elemental thing followed by another Champion Centaur.
It took about 30 mins to do all of it and it was really intense at times but I really have never experienced anything like it. It has completely relit my love for this game and I can’t wait to find more events like this.
Sorry to ruin the magic, but that centaur boss is tracked by every boss tracker website (eg. GW2 Stuff), and those people that appeared out of nowhere at the very end were just world boss farmers (since that’s the only part that gets flagged). They just wanted their daily chest…
Glory is a currency used in PvP. Coin is a currency used PvE/WvW.
Glory boosters are used to boost glory gain. Coin boosters are used to boost coin gain.
Glory currency is being phased out in favor of coin currency.
Therefore, the logical step is glory boosters being converted into deleted boosters.
Many western mobile apps and games these days do worse things than what’s in the Chinese version, so no, the “different culture” excuse doesn’t fly.
They’ve already said they’re going to follow the same business model as the western version, anyway, so we’ll get the same outrage here but people will say the complaints are the minority.yeah, many mobile games do, but do you see those games making as much money? That mobile revamp of the dungeon game that u literally can’t continue playing without paying real money? Yeah, that game isn’t doing so well
Also, we are the western version ;P
The successful ones, yes. Search up Candy Crush, for example.
Ignore the specifics of the game type, they’re following the same business model.
EDIT: there’s even a few posters here that expressed interest in implementing the VIP system, so don’t be surprised how similar the culture really is.
(edited by BlueZone.4236)
Many western mobile apps and games these days do worse things than what’s in the Chinese version, so no, the “different culture” excuse doesn’t fly.
They’ve already said they’re going to follow the same business model as the western version, anyway, so we’ll get the same outrage here but people will say the complaints are the minority.
Considering the poor quality control, ANet will merge as many changes as possible to try to reduce the bug count.
Also, we won’t get the VIP system, but maybe we’ll get some sort of royalty system instead.
It’ll most likely happen again this year, and they’ll probably fold in some of the Chinese version changes into this version (ie. slower leveling, more locks on abilities, etc).
Grinding, nerfing, and outright removing (without compensation) is easier to implement than making quality content.There is no point in those changes since everyone and their grandma has multiple 80 lvl characters.
New players, new alts, new bots, new troll accounts, old players leave (even if it’s just to take a break). No point?
Heck, maybe they’ll raise the level cap so everyone can be affected as well.
Hmm…when I took a break to play other games back in 2012/2013, apparently so did many other people, causing ANet to panic and bring in the daily grind and ascended treadmill.
It’ll most likely happen again this year, and they’ll probably fold in some of the Chinese version changes into this version (ie. slower leveling, more locks on abilities, etc).
Grinding, nerfing, and outright removing (without compensation) is easier to implement than making quality content.
That was the whole thing that made the fight challenging, you couldn’t just run away and hide.
Pretty sure he’s referring to the camera whenever you move to the edge due to the dome restricting your view, rather than the fact you’re stuck in a smallish area.
So you want to enable the chinese client on the west?
No way! I came up with those ideas myself…not.
Anyway, haven’t read through the entire thread, but my real suggestion is that the reworked boss fights be locked out (account bound, to avoid repetitiveness) until you pass an easier solo instance version of said bosses (or something that’s very similar), which blatantly explain the mechanics needed to fight the bosses.
They can improve the average player skills by disabling many abilities until it’s been drilled into their heads after many repetitive actions.
They should do something like:Disable Weapon Skill #2 until level 2
Disable Profession (F1) Skill until level 5
Disable Offhand and Two-handed Weapon until level 7
Instant death until level 9, where they unlock Down State/Rally
Cannot wear Masterwork Equipments until level 14
No Traits until level 20
Unlock Elite Skill at level 50What about staff guardians facerolling the content in open world / champ trains / WvW?
Oh right … champ train … it’s sooooo rewarding in Queensdale (XP, loot, coin) that it’s overshadows every other options. And if you take into consideration that human is the most played race …
Good point!
Here’s some more:
No Vistas until level 11 (no free XP!)
Can’t use Salvage Kits until level 15
Can’t create and join guilds until level 16
No access to Trading Post until level 17.
No access to Asuran Gates (waypoints) until level 18
No Jumping Puzzle chest access until level 21
Level 35 to access WvW
Level 45 to access PvP
Possibly 50% more exp needed per level
Remove all skill points at 1-15 maps
Personal story starts at level 10
They can improve the average player skills by disabling many abilities until it’s been drilled into their heads after many repetitive actions.
They should do something like:
Disable Weapon Skill #2 until level 2
Disable Profession (F1) Skill until level 5
Disable Offhand and Two-handed Weapon until level 7
Instant death until level 9, where they unlock Down State/Rally
Cannot wear Masterwork Equipments until level 14
No Traits until level 20
Unlock Elite Skill at level 50
People would give positive feedback for bugs that work in favor of the players, but ANet would ban them, unfortunately.
Well, I have a bunch of ‘I voted for Gnashblade’ badges sitting in the bank. I don’t even remember them telling us they would be useless, later (they probably did), so should I expect some kind of reimbursement? I got them from playing a certain part of the game. Now they are useless! Darn!
Just about as useless a comparison….no?
Each support token (unvoted form) could be vendored for ~1s each at the end of the event. Some people had stacks of them. Some trashed them before the event ended. Some wasted time voting through the clunky dialogue window.
Wonder how many people still remember that? I know who were the real winners were in that event.