That was not my intention. I just presented facts that apodicticly show you were using data horribly wrong and therefore cannot be used to keep up your argumentation seriously.
Context is relevant. Initially I ~ said casual team content gets played by more players than hardcorecontent. Someone disagreed without giving reasons. Now I could have just written “lol”, but I tried to be constructive and give at least some reasons.
Reasons are not proof. You are right that gwefficiencies data is not correct. It just indicates player behaviour, but it’s not correct data.
But when one side gives no reasons and the other side gives at least some crude reasons (raid players also did fractals; more casuals than hardcoreplayers in most games; gwefficiency)…yeah.
Sure, feel free to critize the data. But as I said: I agree. It’s far from precise data. The point the still stands until you are able to give better data which indicates the opposite.You don’t get the difference, do you? That’s sad! T1 people show up in GW2efficiency because they will get it done even after hours but rather very easily in minutes.
I ~ said more people do easier teamcontent (fractals) than hardcorecontent (raids). You ~ said “but it’s easier”. So what? That’s what I said.
Bias in your interpretation of data.
Not really. I just said easier content gets played by a bigger amount of players. Raids also have achievements or legendary armour. I was only refering to “players playing the content” and not to “players who love the content and would play it even without rewards”.
Ok, then maybe you start to realize that this isn’t possible at all. Everyone with a little bit of knowledge in software programming knows that.
The same company was able to some years ago. I think this proves you wrong.
It’s a design decision. You can create high quality content which gets handpainted by the pope himself or cheap and fast content. Every 12 year old can create a first person shooter level in 2 hours if you give them right tools.You have to make compromises. Anet is not in the position to create content slowly. Players have already complained in 2013 about lacking content. After the first LS didn’t delivered enough content players startet to beg for a (full) expansion (GW1 style). We got “half” an expansion.
Quality content is nice to have, sure. But did we really needed 4 huge meta event maps but no simple “exploration” maps? Is a new pvp ending screen for pvp, new heart of the mists, new LA, 2 new frog races, the 5ths trait system rework necessary? Is it clever to rework old fractals or wouldn’t it be better to add new ones instead? LS lake doric: the final story in CM could’ve also been a new dungeon path.
Sometimes you have to make compromises. The new open world maps already do so.
You can have some “perfect” content, but a single perfect map is not going to keep players busy for 10 years.You weren’t standing up and fighting for your content in the past. The small community that wanted a challenge did so after years of asking. I don’t see your people here or elsewhere (reddit and so on).
Actually I asked since long ago ( a lot) for easier teamcontent (even my first post in the english forums is asking for it). Also for more difficult teamcontent. I think even a question by me got delivered to an interview with Anet. So there’s that. And many others did the same. But more casual players are not that active, they rather leave the game and play WoW or whatever instead.
I think for many years Anet had the idea that everyone should play open world content. But open world content can’t replace instanced content. It’s a difference if you heal your teammate up because he is low hp or if you spam your heals because some zerg-member might be low hp.
Imho this resulted in many players leaving the game. Playing with friends and family is a strong reason to play a game – or to leave it.
Triple trouble can’t replace raids and fireelemental is not going to replace easy teamcontent.Some perspective is needed here and a valid comparison, the comparison is what we used to get versus what we get.
I’m not sure if 0 is a good comparision. A company shouldn’t be proud of “we release more content than zero content”.
I think Anet released 9 fractals in 2012. If they would have released a similar amount each year GW2 would be in a much better shape now.
This is just an opinion and not one that I share. There are diminishing returns on content like fractal and I personally see absolutely no reason for 45 fractals. There’s no way they could do so with enough unique maps, encounters, etc. Also, the “casual group play” audience really doesn’t need 45 fractals worth of content to memorize. What if there are fewer players playing fractals when there are 45 of them because they are too overwhelming for the casual audience than if there were 15? Still worth it?