I heavily support unique armors and weapons for characters who are important to the story. They did it in GW1 with Heroes. Those guys almost always looked kick kitten and you couldn’t obtain their armors. It allows NPCs to look important. If you look at the charr hero, its nothing special. No special weapons, no special armor. A play can recreate that hero instantly, so it doesn’t feel anything special. The norn on the other hand feels important because it is something we can’t recreate.
Well if we had more options as players it wouldn’t be a big deal. But the game launched with too few appearance options and too many dresses/skirts/coats/whateveryouwannacallthem and they haven’t improved on it since launch (except for adding neon colors that also should have been available at launch).
I have 3 characters, level 80s, that I currently use in WvW. My Guardian, a thief and an ele. All have their own particular skills for particular jobs and I will alternate between characters depending on what type of mix the team requires at any particular time. The upcoming changes being character bound will force me to play only one of those characters, regardless of what is required at the time. That character will be forced to keep up to those that play only one character or be at a disadvantage when fighting those characters, similar in part to fighting someone geared with all ascended versus exotic or lower.
Take someone that plays only one toon, has it maxed to the hilt with ascended gear, plus the enhanced abilities this system brings in WvW and place him against someone that plays multiple toons. That second person is not going to be able to match the first as he has to spread upgrades across all his toons. So as many mentioned people will pick one character only for WvW as they have little choice.
Exactly and they don’t care. Time gates are more important to them than player satisfaction and proper design.
Why do people think that a change to make items account bound on purchase would result in lower prices?
No flipping of precursors. The price would be much lower than it is right now.
Well, I think each map has a commander cap. Though I don’t know what it is.
My problem with commanders is that you can just buy it with gold. Which makes no sense for it’s use.
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Plenty of tears in this thread.
Seems like a good system to me.
Why should an alt character who has never stepped foot in WvW have the ultimate title and the upgrades of something another character accomplished?So much troll packed into one post.
Whatever, you added nothing to the discussion.
And now we are even.
Plenty of tears in this thread.
Seems like a good system to me.
Why should an alt character who has never stepped foot in WvW have the ultimate title and the upgrades of something another character accomplished?
So much troll packed into one post.
I like the character bound thing.
Spamming 2 with a Thief and getting kills won’t show a good rank if you use a Guardian.
Else it’d be misleading to see an high-rank Guardian very noob just because he farmed bads with hasted seekers on a Thief..
I run with a roaming WvW guild. I change my build/profession constantly according to what is needed on any given day.
So they designed unique armors, weapons, hair styles, and possibly faces JUST for two NPCs?
How come computer characters get better cosmetic progression than we do?
Let’s calm down a bit, this isn’t getting us far. Instead let me ask this.
Here are the assumptions that I’m operating under for this question:
1. You feel that PvE and TP have difference levels of gold earning
2. You feel that PvE and TP should have the same level of gold earningWhat would be your plan for implementing a reward system that would achieve what you desire, given the constraint that you may not get rid of the trading post?
Three-tier plan to ease plenty of problems.
Step 1: Make karma actually matter. Let it buy things that players want. Lots of things. Make them expensive so items become exclusive based off of choice of reward. Prestige will come because players HAD to have earned it. Individuality would be achieved by providing a plethora of weapon and armor skin options to chose from. So players would feel accomplished and unique at the same time.
Step 2: Take wide-swinging RNG out of the mix OR have an equally or more valid/effective way of achieving such grand ‘end-game’ items. So when you add new things to the game launch processes like scavenger hunts at the exact same time.
Step 3: Have very high value items that get put on the TP become transformed from Bind-on-Equip to Bind-on-Acquire. So the purchaser would then own the item and would be unable to resell. If you want the gap between TP moguls and the average players (even given the same amount time devotion) to be even remotely minor, you need to put some preventative measures in place to prevent wealth-siphoning systems like precursor flipping (and similar practices) from being so lucrative.
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Here’s my problem with the bolded statement. Before ascended items became part of this game, all of those things that you mentioned were cosmetic and/or on the same scale of power. All the different ways of getting gear all gave you the same quality of gear (exotic). The skin was different, yes. Walking around in full Arah dungeon armor was earned, and was respected. Having that little star next to your name for world completion was neat, and respected. If you didn’t want to do those things, you could still be on the same level as them when it came to statistics.
When ascended gear entered the game, we saw a shift in methods of gear attainment. Ascended gear is flat out statistically superior to exotic gear. When fractals came out, it was no longer a question of being able to play the game the way you wanted to play and still be on a level playing field, it was “Play fractals, or be worse statistically”. This was a massive departure from the pre-ascended tone, message, and motto. Before, you could earn something cool by doing something hard. It was cool, but it wasn’t better. You could earn other cool things by doing other tasks. Again, they did not improve you, they merely let you show off the work you had done.
When laurels came out, there was finally a new way to get ascended items. Except that it didn’t cover back slots. So really, you still have to do fractals to get an ascended back slot. When guild missions came, so too did yet another set of ascended items that were unique from there (and laurels). For those of us in small guilds, the message was basically “Nope! Better join a big guild and leech off them to earn these.”
Laurels are an inadequate solution to providing alternative methods of gear. They are heavily gated on IRL time. In order to get one character geared using Laurels you have to spend ~5 months of getting every single daily and monthly achievement. By the time you’ve done that, I’d wager that ascended armor and/or weapons will start entering the game. For someone that has played over a thousand hours, if you don’t like Fractals or are in a small guild, you will never be able to gear multiple characters in ascended gear unless other methods of attaining them are introduced. Again, pre-ascended there were a multitude of ways that you could invest time to make your character unique, cool, and maximally geared. It’s not a matter of not wanting to put in the time, it’s a matter of not wanting or being able to do one specific kind of content and not having any realistic alternatives.
So to wrap it up, my problem is largely with ascended items. There need to be more ways of acquiring them than whatever specific new content you come out with any given month + laurels. There has been a paradigm shift with regard to how players are awarded for their time, and in my opinion, it is for the worse. I don’t care if I can’t turn into a guild banner because I am not in a large guild, I care that I am gated from getting earrings for two months per character.
Maybe there is something in the works. Maybe there is some grand plan that I don’t know about or is taking longer than expected. All I know is that as it stands, I’m giving up on gearing my characters despite playing them for hundreds of hours because I don’t want to be funneled into one specific kind of content in order to earn the most powerful rewards. I respect that you’re coming on here to talk to us about this, and I respect that you are trying to find a solution that benefits everyone. I think this goes a long way towards helping, but I feel that this entire Guild Mission drama has really highlighted how problematic many players feel Ascended items are and where they might be going. I hope I haven’t been overly aggressive or offensive here, I’m just trying to express my frustrations in a clear and cogent fashion.
As always, I completely agree with you.
This post, like countless others, won’t be addressed. Because it actually touches on real issues. Items that the players actually care about by the majority. Things that we were led to believe pre-launch and have slowly had to learn to let die because that’s not the GW2 we knew and loved.
It’s sad really. Each month that goes by it seems to get worse instead of better. I honestly feel like just grabbing the developers by the shoulders and shaking them. “What are you doing to your game, man!?”
The game has done a complete 360 from how it was presented pre-launch. Most of us were under the impression that the game promoted alts and only horizontal (cosmetic) progression. This couldn’t be farther from the truth now.
New skins. Horizontal progression. How hard is that to implement? Must be near-impossible.
Of course people will feel like that are lose something when they log in and see most of their achievement points gone. But what items do you gain from achievement pts? Nothing.
Nothing….. yet.
You think you’ll like it, anyway. We haven’t actually experienced it yet.
Well, it’s always great to be optimistic, it helps a lot in experiences.
Optimism leads to disappointment.
Actually you’re thinking of setting high expectations, when you do that then you’re bound to be disappointed. An example of being optimistic is if the patch still had culling limitations and instead of focusing on the negativity you focus on the positive note that you can see more and customize culling to a degree. That way, you stay a bit happier.
High expectations. Hmm. Does just believing what they told me count as that? Because I’ve tried that since launch and it hasn’t worked out so well for me.
Ascended weapons may be available from guild content at some point in the future, but that hasn’t been decided yet.
I think I just vomited a little in my mouth.
Which is sad, because on the whole I like what the blog was trying to convey.
I’m pretty sure if we had ascended weapons, there would be a ton of ways to get them.
By previous experience of items, you guys have favored very specific routes to obtain ascended gear (usually accompanied with time-gates). Is this a route you guys are happy with and plan to continue using?
Edit: Unnecessarily snarky. Rephrased.
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Are the skins bind on acquire or bind on equip?
Also, will there be new armor available too?
You think you’ll like it, anyway. We haven’t actually experienced it yet.
Well, it’s always great to be optimistic, it helps a lot in experiences.
Optimism leads to disappointment.
Not necessarily. If a company is worty of optimism, it actually leads to matched expectations.
I haven’t been disappointed by a.net yet.
Must be a wonderful world that you live in.
Put on the back burner with no ETA.
You think you’ll like it, anyway. We haven’t actually experienced it yet.
Well, it’s always great to be optimistic, it helps a lot in experiences.
Optimism leads to disappointment.
Risingashes himself suggested a linearily increasing salvage title which would drastically reduce the amount of achievements it gives.
tier 1: 100 salvages
tier 2: 200
tier 3: 300His 25k points would be nerfed to 8000 or so. Personally, I support his suggestion.
Percentage based off of your total other points is way more elegant, better scaling, and is more fair for everyone with much harder to achieve ‘achievements’.
I likely won’t be at the top, but I should be pretty near it I think. I currently have 7,138. Only 300 of them are from salvaging.
No idea what the cap will be for that, but I think is should definitely be under 500. Well really the best way they could do it would be to have it % based off your total points, something like 5%. So if you have 1,000 points you can have up to 50 additional points from salvaging (etc). I think this would be a great system that will expand with the life of the game and the players.
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You think you’ll like it, anyway. We haven’t actually experienced it yet.
I really wish they would add new armor skins already
And preferably with more pants options.
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What’s easier to make?
A game that is easy and takes long to finish or a game that is challenging? Challenging content is more difficult to make because you have to test it a lot. Easy content doesn’t require much testing. You just have to test that it works. Making easy content is less costly and less time consuming.
Someone at Arenanet slashed the development budget. Big time.
Yeah, that’s pretty much what it boils down to. They cut the live-team resources to pitiful levels.
Great video, thank you for posting.
Guild Wars 2:
The base ideas all appear to be intrinsic.
The implementation is almost always extrinsic. Especially since around November.
Extrinsic gameplay is FAR easier to create. It consists of a string of carrots to entice us to keep playing. It requires the developer to design in a far different way than intrinsic gameplay. It makes the designer ask questions like: “How long can I make the player grind to get this reward before they question it or even quit?” and “How small of a reward can I provide to satisfy temporarily but make the player willing to grind for for another one?”
Intrinsic gameplay is hard to design, hard to implement, and hard to balance. It takes time and talent. It makes the designer ask questions like “Would the player enjoy this content even if no reward was given?” and “How much replayability does this content have via fun alone?”
GW2 has loads of ideas that were marketed to us (and/or perceived by a large chunk of the playerbase) as intrinsic. A hard gear gap that was easy to get to, a flat leveling curve, mini-games, eSport grade PvP, and large open field battles in WvW. Of these, WvW is the ONLY one that has stayed true and lived up (kind of) to the hype. The removal of culling is going to be a huge leap towards a very high dosage of intrinsic gameplay. But with the same patch, they are possibly going to run that into the ground too. They are implementing ‘progression’ into it. Which will be minor and passive effects at first, but will lead into active skills later. This is a dangerous line.
And two things that are universally extrinsic by their very nature are time-gating and RNG.
With time-gating you are physically forcing your player base to wait for water bottle drips of rewards. Like with laurels/ascended gear and guild missions. This is pseudo content. It’s made to seem like the content has more girth than it actually does by purposely shackling the player down. Only letting them get rewards when you want them too, punishing players for playing your game more than X amount of hours, and crippling players that take breaks for other aspects of their life. It’s the worst kind of game design possible for the players, but one of the best kind for business. It let’s the company push very little content over a very long period of time, saving a ton in resources. This is currently being done for what appears to be a way to put a large chunk of their work force on expansion content, which we will have to pay for.
RNG is gambling, which is also inherently extrinsic. The goal is not to pull the lever, but to get the prize. The easiest way to prevent players from obtaining a reward (as a whole, since statistically a few will get lucky) is to make something random with a low chance. This makes players have to keep gambling away their time and money for just a sliver of a chance of getting what they want. This is also wonderful for business. Instead of spending time creating content to play through (like a scavenger hunt) all that is needed is a randomly generated number. That’s it. That’s all the work done, just like that. For the player this is not only really un-fun, but it’s also very expensive (like buying gems with real money for chest keys) and underhanded (using natural human flaws like compulsion and addiction to profit from).
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It is Gated Content which anet enjoys releasing because they said something along the lines of players are finding themselves bored quickly
Because it makes it seem like they are adding more content than they are. They could say ‘We are adding enough content to keep players occupied for months after each patch! They don’t even have enough time to finish it before the next path!".
And that’s because their live team is far too small to be able to produce the amount of content that they needed to can in time for the rushed release.
But it combines the two best things about the game into one event: RNG and a time sink. What more could you ask for really?
I do hate other MMOs and I do think this MMO is MUCh better than others. Why? Because of the lack of kill stealing and node stealing, for one thing. The quest system in most MMOs, which I can’t stand. The level process which does require you to do a lot of bullkitten before having fun. I had fun from a very low level in Guild Wars 1. There are very few MMOs that give you events like the Shadow Behemoth in a starting zone.
YOU claim the main thing is the 20 level cap. I don’t think that’s a main thing. It was never a main thing for me. What was the main thing for me was that I could play the game and enjoy it and not think about leveling at all, unlike most MMOs. And guess what? I play Guild Wars 2 exactly the same way. I don’t think about level at all. That’s a choice, not something that Anet betrayed anyone on. Not like you get to max level and suddenly you can raid and PvP.
We don’t want player to grind in Guild Wars 2. This is perhaps the most disingenuous part of your entire post. A single line taken out of context, used to prove a totally fallacious point. Take the entire paragraph, read it and then tell me that line explains the paragraph. Colin is talking about combat grind, or grinding to level. Killing stuff to level. He’s talking about changing the way that people view combat. He’s NOT talking about grinding for gear, and no one with even the most basic grasp of the English language could construe that he was, if you take the entire post into account.
We do not want to build the same MMO everyone else is building. And they haven’t…for numerous reasons. It’s very different from many MMOs, so different many people try it and can’t figure out what to do. The breadcrumb trail found in almost every MMO is not there, the standard quests are largely gone and people are lost. If it was the same as every MMO people wouldn’t be lost.
This is simply an opinion stated as fact, but you know, I watched the same manifesto you did and have a completely different opinion. And your argument would be a lot more sympathetic if you didn’t take one major part of your diatribe out of context. It makes me question everything about all your other claims.
First, I didn’t take anything out of context. He said that, I quoted that, I replied to that. In parenthesis did I put words in his mouth? No.
About GW1: So you can name just ONE thing he could have been talking about that just you liked and you think that constitutes saying “We take everything you love about GW1 and put it in a persistent world”? And implying that doesn’t even take max gear at level 20 is definitely trying to twist the truth to fit your argument. GW1’s only remarkable things in PvE were very specifically connected to how fast you got to the stat plateau. Period.
They started off building a different MMO that everyone else was building and then progressively (starting in about November) have when through the same process. What do other MMO’s have that “people that hate MMO’s” would not enjoy? One of the main ones is gear grind. And that’s exactly what ascended gear is. Another one is questing. And that’s exactly what hearts are.
Here are some quotes that are not talking about combat at all but specifically about loot. There is nothing skewed or taken out of context. These are the full quotes. These quotes are what we were led to believe. This is how they marketed the game to us. If they didn’t want us to believe something different from their “intentions” they should have worded it completely differently. As it’s written here, it’s says one thing and they did something else entirely with ascended gear.
“Fun impacts loot collection. The rarest items in the game are not more powerful than other items, so you don’t need them to be the best. The rarest items have unique looks to help your character feel that sense of accomplishment, but it’s not required to play the game. We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.”
https://www.guildwars2.com/en/news/is-it-fun-colin-johanson-on-how-arenanet-measures-success/
“Here’s what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game. Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games — we leave the grind to other MMOs.”
-Mike Obrien, President of Arenanet
People have different definitions of grind and fun. They assume the devs have the same definitions as they do. Those who are upset ignored the context where those words were used in the manifesto (in reference to quests and combat).
Well if the terms are subjective then if I think they are a lie, they genuinely are lies (to me) right? If the terms are objective, then what is their predefined definition?
Why use subjective terms to market for any other reason except to be able to back peddle when the bottom line needs it?
The developers were quite specific in the manifesto video what they meant by grind. It’s not their fault that specificity was omitted or ignored when the word was circulated. They called simplistic combat systems found in older MMOs a grind. They said in older MMOs you had to go through the “boring grind” before you got to the “fun stuff”.
I keep hearing how the devs promised “no grinding for gear” yet there was nothing in the manifesto about gear.
Some quotes from the video starting from the beginning:
“…and if you hate MMOs you’ll REALLY wanna check out GW2.” (Implying that the typical things players hate about MMO’s would not be present).
“We take everything you love about GW1 and put it in a persistent world…” (One of THE MAIN things about GW1 was a hard level cap and very easy to obtain end game gear. In fact, that’s the only thing about GW1’s PvE that was truly unique to the game. In fact, what else could you name that they could be talking about?)
“We just don’t want players to grind in GW2.” (Pure marketing talk or lies, one of the two).
“We do not want to build the same MMO that everyone else is building.” (This was related to the personal story directly, but it’s more enforcement that this game is really meant for the non-typical MMO players).
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Ok, that’s cool. I’m ok with them dying. They are much easier to res than me
If my illusions hit someone with retalition, who gets hurt me or them?
Any of the monk pants set would be awesome. I also really liked Kurzick Warrior armor. Necro had some really cool pant options as well.
This game uses WAY too many dresses, butt skirts, and trenchcoats.
Like others have said: mounts make no sense at all in this game. I really hope they aren’t added. It just becomes an eye sore because they take up so much screen space.
Some DE’s happen close to hearts, yes. DE’s are good. But Hearts are not. And if there are no DE’s at the time, which happens FAR more often than there being some (or enough to finish) than it’s just normal questing 90% of the time. With limited resources to combat cooperation on top of it all.
Lying is subjective for everyone except the person telling the potential lie, unless the person openly admits to the lie. There is no way to no for sure, so you have to use context clues or evidence if you are trying to identify a lie. And if they deny, it doesn’t mean they didn’t lie.
In either case, it doesn’t matter when talking about companies instead of people. They marketed and sold a product with specific guidelines and promises that they went by. Fundamentals for the entire product. They have changed them since then and a lot of the customers feel betrayed, no matter what their intentions were.
The lack of trinity was a pretty big mistake on Arenanet part. Essentially all the classes play like DPSers with some added utility. Yes sure in theory there is still teamwork but its as if you decided to run a dungeon in WoW with 5 warlocks. Maybe they could do it with some awesome teamwork.
But the average run of the mill encounter/boss/world boss etc doesn’t use any team work. So called ‘easy’ teamwork isn’t there – and none of the other systems whether the combo system or the utility skills really compensate.
The end result is that the learning curve for this game is all messed up. Its either ultra easy all casual – but tricky in certain PvP situations/dungeons etc. I hate to break it to Arenanet but the holy trinity (group roles) really WAS a step forward for MMOs.
The rest of their problems – lack of progression etc can be fixed. But this fundamental design error weakens the game dramatically. I guess even GW1 had roles.
I feared it wouldn’t really work when I read about it – and it doesn’t. World Bosses are just zerg fests/buttom spams. That’s because as I explained before if they balanced it to be hard you might need some really tricky teamwork or like say a "burn’ team of all skilled glass cannons.
World bosses are zerg fests because scaling doesn’t work past a certain number and they aren’t instanced.
Also, the lack of trinity is the only thing that they have stood firm on and it’s the best thing about the entire game. Well, no trinity and active combat.
They stood firm on no monthly fee, beautiful scenary design, active combat, a branching storyline (storylines do branch), dynamic events, and a whole plethora of other things they said. People forget so easily.
Ah monthly fee, but with that they said that the gem store would be cosmetic ONLY. They changed the FAQ on wiki a couple months before BWE1. Then they gave players the ability to buy gold and boosts with cash. Whether that’s negative for you or not, is a different topic.
Everything else you mentioned is questionable.
For example:
-DE’s, while better than questing for sure, are accompanied with hearts. If you want to get a legendary (the PvE end-game) you have to do hearts. Hearts are exactly like old-style quests. Fetch/Kill 10 rats. They are even anti-team work because you can’t share the limited supply of slowly respawning collection items.
-Branching storylines. Oh, how wonderful they are…. until about level 30. Then it’s no longer a personal story, it’s Trahearne’s story. One where your decisions don’t matter because the entire path is identical in the end and he gets the most of the credit. Nothing you do prior to level 30-40ish matters or even is mentioned later in the game. It’s disconnected and disjointed. Quite far from “My Story” as was marketed.
What else?
People have different definitions of grind and fun. They assume the devs have the same definitions as they do. Those who are upset ignored the context where those words were used in the manifesto (in reference to quests and combat).
Well if the terms are subjective then if I think they are a lie, they genuinely are lies (to me) right? If the terms are objective, then what is their predefined definition?
Why use subjective terms to market for any other reason except to be able to back peddle when the bottom line needs it?
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When, if ever, will we see our prior achievement points be rewarded towards
laurels?
Towards laurels, never. They said this already.
But separate achievement point rewards, I’d also like to see.
This would be a great way add additional content. A sky map. Maybe we can go to wizards tower eventually.
How many people actually work on spvp?
Numbers plz.
Word on the street is 4.
I doubt they have 4 full time developers devoted to sPvP unless we talk about map designers. They are putting as little of their work force on the live team as possible. Most of the resources are being used for expansion content.
The lack of trinity was a pretty big mistake on Arenanet part. Essentially all the classes play like DPSers with some added utility. Yes sure in theory there is still teamwork but its as if you decided to run a dungeon in WoW with 5 warlocks. Maybe they could do it with some awesome teamwork.
But the average run of the mill encounter/boss/world boss etc doesn’t use any team work. So called ‘easy’ teamwork isn’t there – and none of the other systems whether the combo system or the utility skills really compensate.
The end result is that the learning curve for this game is all messed up. Its either ultra easy all casual – but tricky in certain PvP situations/dungeons etc. I hate to break it to Arenanet but the holy trinity (group roles) really WAS a step forward for MMOs.
The rest of their problems – lack of progression etc can be fixed. But this fundamental design error weakens the game dramatically. I guess even GW1 had roles.
I feared it wouldn’t really work when I read about it – and it doesn’t. World Bosses are just zerg fests/buttom spams. That’s because as I explained before if they balanced it to be hard you might need some really tricky teamwork or like say a "burn’ team of all skilled glass cannons.
World bosses are zerg fests because scaling doesn’t work past a certain number and they aren’t instanced.
Also, the lack of trinity is the only thing that they have stood firm on and it’s the best thing about the entire game. Well, no trinity and active combat.
Saying that he’s saying something “completly wrong” means that you are sure that he IS wrong when he state the devs lied, but as you have already highlighted no one know what they were thinking when they made the manifesto.
So you’re using an hyperbole too, aren’t you?
He may be right or he may be wrong, we will never know, all we know is that we bought the game because of that manifesto and we were expecting something “a bit” different xD
(And it WAS different, then november came…)Anyhow, we are off-topic so let’s just stop here >.> we’re both right and wrong the truth lies somewhere in between.
He’s completely wrong to make a statement of fact from something he doesn’t know. That’s not hyperbole it’s fact. It’s an unwarranted assumption. I’m not exaagerating what he’s saying. He’s calling someone a liar and it simply can’t be proved. And since a manifesto is only a statement of intent, there’s no reason to believe it’s a lie at all.
Also hyperbole is an exaageration in order to make something sound worse than it is. Calling someone completely wrong by saying something unprovable as fact is in no way hyperbole.
The person you quoted didn’t say they lied.
The thing about lying, is that you can keep lying to cover up your lies since no one ‘knows what you were thinking’. Maybe they had intentions to do something one way but do it another.
In that case, actions speak louder than words.
As a company, and not as a person, misleading your customers is poor service. It doesn’t matter what your intentions are/were. It matters what you say and what you do. And they said one thing and did something else.
When will we get new armor sets? When we do, will we get more pant options?
Getting 80 in a week (after 10 taken out from laurels) is more than 11 per day. There is no way to “farm” these since they drop randomly. In lower level zones they drop more frequently, but no where near often enough to make 11 a day. Even if you played for 11 hours every day, getting one an hour is extra exceptionally unlikely.
lol with those fanboys. If you don’t like something you PAY for, you have the right to express your opinion. If the owner disagree, then the owner is free to return the expended money.
Making a complaint about a product you paid for and didn’t like is perfectly fine. Hanging around that products place of business and/or existing customers for seven months and whining about it is pitiably obsessive.
Like it enough to play, but upset enough to post.
How is that hard to understand?
I think cosmetic rewards should be given out for doing specific tasks or accomplishments in the game. They shouldn’t be interchangeable. Stats, however, should be able to be acquired in all kinds of ways.
Reduced endurance regen is a really good idea. However, that would actually require quite a serious skill overhauk to balance that out.
This should be added to OP:
*If you wanted an exact copy of Guild Wars 1… this game isn’t for you.
Fixed that for you.
I liked GW1. Wouldnt want a clone anymore. GW2 is fine.
No you didn’t, at least not for me, or for some of my friends…
We wanted GW1 with better graphics and persistent world. But GW2, with beautiful graphics and persistent world, is nothing like GW1… all those little details that made GW1 the greatest MMO (for me and my friends) is all gone…
It’s just a mix of different MMO’s, with a brand new quest system (which is epic btw… but not enough to be as great as GW1)
Ironically, the people that use that excuse (“just play GW1”) are the people that just want a clone of every other MMO out there in this game too.
To OP: The first half of your list is extremely true and the second half is extremely false.
The first ones are basic principles that they marketed the game with or are things (like mounts) which make no sense at all to be in the game.
The second ones are promises that they have made but haven’t. They need to be in the game and should be.
So if you want the first few, there are plenty of games that will take your money. If you want the second few, this game is definitely for you, it’s just not there yet.
I love the new change that’s coming. I like playing a Theif that only uses stealth occasionally like how other professions have access to their defense skills.
However, the not losing agro thing is not very fun when playing as a mesmer with much shorter stealths.
They seem to holding off all the good stuff until an expansion or something. Meanwhile we get Living FedEx Story.