I mean come onnnn. Do I really need to type paragraphs & paragraphs of why? The living world is only good as long as people are waiting for an expansion. Otherwise it just gets boring and old. Alone, it’s not sufficient and it doesn’t stand a chance against these new MMOs coming out.
Arena Net needs sometime to advertise. Something to make some real profit on. The gem store is not going to suffice in the near future. I guarantee it. If you’re active in the community you can tell that people are getting more and more bored and talking more and more about these other MMOs coming out.
This game needs some real new to it. Real content, real story, real endgame…I could go on and on. It needs a real reason to keep the player’s interest in the game, other than just to hold them off until these new MMOs come out. I played Guild Wars for 6 years until this game came out, then I switched over. I was always a huge fan of the lore, style, and philosophy, but now I’m contemplating switching to something new from the direction this game is heading in.
Get it together, Arena Net. This game needs an expansion.
Post-thoughts on Tower of Nightmares/Nightmare Within:
ConcernedUnless expiation come from the living world new areas and new dugions real permenit content. Can even be under the guise of an explore exploring the unknow wilderness.
They won’t! Because they cant! It’s impossible to add expansion like content with live game. And they’ve prove it this year! They’ve added a bunch of stuff but when you sum it all up it’s nowhere near an expansion worth of content.
Updates like the last two are MAX what one living world team can develop in four months. So how in the world can they make something like Orr this way?! I mean three areas with numerous jumping puzzles, a dungeon with four paths, dragon fight, numerous boss fights and dozens de’s that are a bit more then: “kill the carrot that just spawned”!
So should AN do to be truly consistent with its new philosophy of living world:
Cleanse Orr – dragon is dead… Decide about the outcome of all meta events in the game and leave it at its final state. Remove Personal Story. And that’s about it… We have our living world. But what about things to do? Let’s wait another six years…
So what I really mean is that removing stuff is bad. I’ve really enjoyed playing the tower but I’m done already. On the other hand… I would love to play Molten Alliance Facility again. And I can’t understand why Orr can still be infested with undead and the Molten Alliance Facility had to be removed?
What I think is that AN decided to create all this temporary stuff because of some feedback about their world not being so living as expected. So they have listened to some unrealistic expectations and that’s why they are removing stuff?! And I’m really mad about that decision.
And you can just pay with ingame gold so whatever.
If he likes riding champ trains and speed running dungeons then you are correct. But the game was suppose to be fun…
PS. I would love to pay for the opportunity to be able to earn all those skins in the game.
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2 of the new screenshots are called “random instance”. What could it mean?
“Enter rooms within the Tower of Nightmares to brave special encounters—but beware! Things are not all as they seem. You can never know what awaits you within these dark rooms. Will you find yourself face-to-face with Scarlet’s agents, or a much more insidious enemy? It’ll take strength, determination, and a cool head to survive the trials that await you.”
From the release page. So the Tower is a Fractals style dungeon.
So lately I have been getting myself down about the Living World updates and how they just seem meh as of late. I mean seriously, the last few Living World updates didn’t really seem to offer much in the content area. Today though, I had a random thought. Maybe these recent patches have been less “meaty” because they have taken some people off of the Living World teams to work on something bigger?
I mean, if that is the case, that would explain why these last few Living World updates have seemed to be rather light….
I don’t know, I could be completely wrong too lol
Nah… It just takes a lot of time and effort do those updates while the game is live. So don’t expect anything more spectacular.
this must be the best preview trailer till now, it looks goddman awesome and finally a by the looks of it a more darker story. The trailer really gave me goosebumps.
those green krait are really looking good
Darker story – you mean two voiced dialog’s?
Non the less I hope it’s not an instance… And something fun for a change. Not another achievement grind – I’m really tired of those.
This content should have been a 40 man instance!
Or maybe just let guilds invoke those dragon events by spending their merits? This way it would stay in the open world. Canons should be then reserved for the guild members.
Also… It should scale 25 up. 80 is to much… 40 is also to much…
Edit: minor explanation – dragon invoking should start the event instantly after you manage to research “invoke dragon” (or whatever you call it) upgrade with your merits and use it (so the idea is mainly about removing the timers from those events).
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Guild missions?… my guild does them all weekly twice (second time for those that didn’t make it to the main one so they also get commendations), plus I see several times in map chat guilds advertising their guild missions with temporary invites to whoever wants to go (so they get their commendations), plus I see several inviting here:
OK, some people run them… Fine. But why? What purpose they serve? It’s just another option for farming. By doing Guild Missions you don’t compete with anyone. You just spend time by playing a random encounter with people you know. So Guild Missions has no place in the structure of this game. They aren’t challenging. You don’t need to plan for them. So there is no satisfaction in doing them. And besides of skin, ecto and silver rewards there is no point in doing them.
Dynamic events… mixed agreement there. Some zones are indeed very low population, but I’ve always seen at least 2 or 3 people anytime I’ve been there doing events, not taking into account the big meta ones that are even now sometimes still creating overflows (at least on yak’s bend at night)
But why they are doing them? They are also pointless… Besides the fact that completing them brings you tiny bit closer in completing your legendary weapon. Formally they were used to level up characters and bring you closer to defeating zaihtan. It was cool and exciting to travel through the world in that quest. Now they are only there to farm whatever you are after.
I guess I’m just not normal then, never even interested into grinding for a legendary, sloooowly leveling up crafting so I might (if ever) get an ascended, but mostly because I do enjoy crafting, and I love playing around with other people, which I still do in this game (of course, it helps being a member of a large guild)..
So you like playing the game. You don’t need a competition or a goal to have fun playing with others. Fine! I don’t have an issue with that.
But I must ask. What is this game about? What’s the goal? What is the structure of this game? How can we compete each other in other way then PvP?
The game should be structured in a way that you are constantly challenging yourself against other players. But here it’s all about farming. And the whole content (new and old) with some minor exceptions, serve that purpose. And that’s why most of that content is broken or dead. They just aren’t good enough farming points.
The title is misleading, he talks about what future MMORPGs should do, but fail to do when they create new mmos. A lot of what he says makes perfect sense, and a lot of his reasoning is my reasoning as well. Watch the first 10 minutes, and if you feel the need, watch the entire 21 minutes. You’ll see the mistakes that Anet made when creating GW2 as well as things they should’ve improved instead of entirely getting rid of.
Pretty bad arguments there… You really think that MMO’s with vibrant colors succeed because of that fact?!(lol) And gw2 is not dead. It’s just broken and is made even more broken with each patch.
First, people complained that there was no “difficult” content, so they made the new and improved Tequatl. Now people complain the event is too difficult and that the events are ghost towns.
Geeezzz… It would be enough to make that encounter summon-able by guilds (maybe with merits?) or instanced and scaled up from 25 people up (not 80!). I’m one of the people that had ZERO fun with that encounter. LIKE 98% of people that was waiting HOURS and played minutes and got wiped! And it gets worst because now I don’t even get a chance to try and beat that encounter!
Waiting is not fun! It’s the reason why trinity was removed from this game in the first place!
As for the current game, no, I do not think it’s irreparably broken. I just think that some players want it all right now, and they aren’t happy with the way ANet is handling their “requests.”
You can think whatever you like. But everything in this game is broken or removed from the game. Guild Missions? Dead. Tequatl? Dead. Farms… Cought… Dungeons? Broken and dead. Dynamic Events? Dead. Jumping puzzles? Broken(camera) and dead.
The only people still playing this are ones that like to farm endlessly for legendary weapon or people that don’t expect much from an MMO – just an empty world to run around endlessly.
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Whats to fix?
The game is delivered as “promised” in the manifesto even though people seem to have read in a lot of stuff that wasnt covered by the manifesto in the first place.
The only real problem with this game is that there are to many individuals that expected something that wasnt promised and they seem to roam the forums posting “Is this game fixable” like threads.
Basically they cant change their expectations and seem to think that changing a wonderful game to suit their own agenda. I assume that people tend to do that rather than implicitly admit that they didn’t understand the concept in the first place.
Are there things to improve? definitely! Is the game in any need of a “fix” due to being broken? Absolutely not!
I’m not talking about what was promised and is the game following someones ideology. I’m asking if the broken structure/mechanics of the game can be fixed? I gave a lot of examples of content that is broken or dead.
Let me give you one more example of how AN tried to fix something and broke it even more. It’s about Tequatl. AN tried to create some really hard and epic battle into a game. Raid like content. But they’ve mixed their own sauce and created Raid like content but in the open world. And now this boss can be beaten by 2 or 3 servers(1-2% of players?). So they’ve broken that encounter instead of fixing it. And that’s why I’m asking is AN really able to fix the game.
I don’t consider Tequatl a broken encounter at all. What’s wrong with a single event that only 1-2% of the people can beat? It’s only one or two percent.
Where you see broken, I see fixed.
I considered it broken when it was meaningless.
It’s not broken because 1-2% of players can beat him. It’s broken because only people that happen to be on the right server can defeat him (and that’s 1-2% of people).
PS: He is also broken because he spawns randomly and you have to stand and wait god know how long.
He is also broken because he NEVER rewards players accordingly to effort.
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Whats to fix?
The game is delivered as “promised” in the manifesto even though people seem to have read in a lot of stuff that wasnt covered by the manifesto in the first place.
The only real problem with this game is that there are to many individuals that expected something that wasnt promised and they seem to roam the forums posting “Is this game fixable” like threads.
Basically they cant change their expectations and seem to think that changing a wonderful game to suit their own agenda. I assume that people tend to do that rather than implicitly admit that they didn’t understand the concept in the first place.
Are there things to improve? definitely! Is the game in any need of a “fix” due to being broken? Absolutely not!
I’m not talking about what was promised and is the game following someones ideology. I’m asking if the broken structure/mechanics of the game can be fixed? I gave a lot of examples of content that is broken or dead.
Let me give you one more example of how AN tried to fix something and broke it even more. It’s about Tequatl. AN tried to create some really hard and epic battle into a game. Raid like content. But they’ve mixed their own sauce and created Raid like content but in the open world. And now this boss can be beaten by 2 or 3 servers(1-2% of players?). So they’ve broken that encounter instead of fixing it. And that’s why I’m asking is AN really able to fix the game.
What do you consider “Normal people”?
For example people that play LoL or Starcraft have fun playing and competing in those games. People playing gw2 have fun by standing in LA and showing their new just farmed back piece.
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What would be an example of a game which is not pointless?
For example Gw2 to the point when you complete your personal story. As stated in the first post.
I fail to see how a badly written, boring questline makes a MMORPG ‘not pointless’. Actually, the game would be so much better without it. The storytelling in the zones is much more engaging than the cheesy personal story writing.
I absolutely agree with you. I had much more fun discovering zone stories. But I was making a point.
Some of your problems would be fixed with the following actions.
Most dungeons and zones are empty because of no worthwhile loot.
Every mob on every zone drops same type of loot, so people find the best zone with most farmable mobs and just stick to it until a better one comes along.Anet needs to improve the loot table and give good looking armor/weapons that drop from specific dungeons and zones, hence spreading out the playerbase and making every bit of content used.
Do not get me wrong though, i am saying they need to add good looking SKINS to different dungeons and zones as low chance drops. Skins that have no stats to them(or make them exotic stats as ascended would be too low drop chance)
There you go, a huge world with many different places worth a visit if you want your character to look cool
Brilliant idea… Not!
Dungeons already have unique armor and weapon skins… People play CoF p1. Tequatl has it’s unique skins. And there are 2 servers that can beat him… Everyone else ignore him.
After 12 months all they managed to develop was two(2) armor sets! So that really sounds more like bad joke than a fix.
Brilliant idea!
What would be an example of a game which is not pointless?
For example Gw2 to the point when you complete your personal story. As stated in the first post.
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I think that gw2 did a lot about moving the whole industry forward. But AN failed so hard at making a really good game.
But back to the topic. Is there anything that AN can do to fix this game?
Why do I ask that?
First of all: NOT BECAUSE OF ASCENDED GEAR!!! This topic is NOT ABOUT AC GEAR!!! Just wanted to make that clear. And to the real reasons why I think the game is beyond fixable state:
1. Whole world is dead and pointless with exclusion of few farming places.
2. World Bosses are broken (because of so many reasons that it’s really hard to sum it all up).
3. Whole PvE meta is broken (damage over defense, conditions are useless).
4. Dungeons are dead and pointless with exclusion of few farming places.
5. Living World has no story and it’s more about farming something. And is a really good example of the reason why standard MMO quests are not in this game.
6. The game can’t be expanded because it would only spread the community even more and make the world even more dead.
7. Main reason to play PvE now is to farm for AC gear that has no real use (just makes the game even easier).
8. Or to farm Legendary weapons – waste even more time at doing the same thing over and over again without having fun.
To sum it all up: all that what this game is after completing personal story is POINTLESS and really feels like a waste of time. The game has no structure or anything that would keep normal people around.
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It suppose to be dangerous to use… But in typical PvE fight you will more likely get less damage in Frenzy then without it. And if you fight more monsters at the same time then it gets even more likely.
That’s pretty bad balance if you ask me…
This will NEVER happen. The game is for people playing it and not for those trying to be part of its development.
I must agree with everything you said. In last update the whole story that we got was few sentences of dialog. And that’s it… What’s even worst is that we didn’t get any information from it. Just a promise of information. The only cool story was published on the website.
I really don’t know how they didn’t realized before launch that there was nothing in the game that can keep players engaged after completing personal story and killing Zaihtan. And that it’s impossible for them to put additional stories in the game with the systems that they currently have (instances and cutscenes) because it takes to much development time. Or maybe they assumed that farming for legendary is everything players need to be happy? If so then here is a news flash for you: it’s not!
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“When I’m walking down a road and I see a small cave in the distance and there’s no point of interest, vista, skill point or heart in there, I have literally no motivation to explore there. Now, if there was the possibility of me finding a quest in there which would nicely reward me I might have the motivation to explore the world a bit more.”
Why do you need some sort of reward? Sure, if there’s nothing there but a couple of mobs, that’s boring. But just adding something of interest, a neat sight, a little story played out in the environment, some NPCs talking, an easter egg or unique mob, etc. would be enough for a lot of people.
There are things like that hidden in caves in this game. Even something as simple as a rich ore vein, or some character you can talk to.
It doesn’t happen all the time (because if it did, it wouldn’t be special) but it does happen.
But there is no lore or story tied to that vein or chest is it? And is that vein a start of a longer and more complicated story? No… It isn’t.
For players of Guild Wars 2 the word “quest” is constantly thrown around as a hot topic and flash word where people just mindlessly bash without even thinking what it actually means.
People forget that Baldur’s Gate also had quests
I totally agree with you. There is nothing in this game that tells you the lore. And quests could fix that. But it is probably never going to happen. Instead we are going to get more achievements (like find 10 things on this huge map – doesn’t it sound familiar to you?).
Good. Seriously don’t any of you see how horrible it would be to have good looking ascended armor? You would never be able to transmute over it since it is so costly to get the skins back if you change your mind (either un-transmute stone x6 or make a new ascended set).
In my opinion Anet went the right way by making them vanilla and not nullifying all the other awesome skins in this game.
Ugly armor + ca$h $hop stones = profit.
= Free to play
I just wanted to throw this video out there, because it succinctly describes many of the reasons why Anet’s recent content additions (such as Twilight Invasion) have not been much fun:
It’s easier said then done… Trust me. I’m sure that all of the AN designers know everything that was said there. Everything in that movie is said in general sense – it does not say how to solve all of the problems you get when actually developing a game.
Like: the guy says that you shouldn’t surprise a player with something that he can’t predict. But you are a designer – you are never surprised by anything you just did. How should you know when the player is going to be surprised? How should you know when some mechanic are clear and when they are clear only for you?
That guy in the movie makes it all sound so simple. Just follow the rules and your game is going to be awesome. But it’s not so simple! Because there are hundreds of problems with executing his master plan.
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I made a suggestion a long time ago, to add a feature from Guild Wars 1, a Dungeon Master’s Guide.
It’s a book that has an empty entry for each dungeon in the game, so that’s 33 entries for Guild Wars 2, including Story Mode. Each entry is “filled” when the player finishes a dungeon for the first time, it can be an excellent way to add some much needed Lore/Story, giving a brief description of the enemies and main antagonists encountered in each dungeon. It can also act as a Quest Journal of sorts.
Then, the players can exchange the book at various completion levels, for rewards. Much like a repeatable Dungeon Master title, but with a great reward in the end.
I wonder why it didn’t make into the game… That’s one solution that would actually work.
If they make content, they need to make it rewarding enough.
good content should be its own reward. Too many players require a bribe to try out new content.
Dude… If don’t care about the rewards then you shouldn’t be in this discussion! It’s not an issue for you! So just stop interrupting!
One more thing. People aren’t playing dungeons for fun anymore! They play them ONLY because of the rewards. And it’s a rewards design flaw that people didn’t play that path.
Eh, speak for yourself? My friends/guildies and me play dungeons for fun. Actually, it’s the only thing keeping some of us in the game.
So the CoF p1 path must be the most fun path of them all!
The flaw at work here is located within the players, not the game.
It’s human nature to find the fastest/easiest path and exploit it… there’s very little any game dev can do to combat this, players will always find a way.
For example in WoW you get additional reward for completing random dungeon – this prevents dungeons(paths) from getting abandoned. And it’s just an example… You can do a lot to fix this kind of issues.
Every new reward system is fundamentally flawed… I’ll just give you examples of a reward and what is actually rewarded:
Champions bags – farming easiest champions (go to queensdale).
World Boss chests – farming easiest bosses (don’t you ever run Temple of Balthazar!).
Daily Achievements – complete easiest achievements each day.
Monthly Achievements – complete easiest achievements and be done with it.
Jumping puzzles chests and bags – complete easiest and shortest JP’s each day (some JP are completed in 5 mins and other in 2 hours and all of them give you the same reward).
Dungeons rewards – complete easiest paths (run CoF p1).
In all of those systems AN assumed that all of their content is equally hard. And that is just not true.
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Hey everyone. I know there’s some folks upset by the decision to make this new level 80 path in Twilight Arbor take the place of the Forward Up path. I hear the complaints directed toward that fact. That said, there’s several reasons why we came to the conclusion we did.
From a lore perspective, the story of Twilight Arbor repeatable is a lot like a “what if?” situation. Who gets to the Nightmare Tree first? Scarlet is now present in the arbor, and that presence has a very tangible effect on how the Nightmare Court can pull off their race to the tree. Because of that presence, the possibilities are narrowed, and Fyonna will not be able to make it to the tree in time.
From a design standpoint, we want the Living World updates to change and have an impact on the world. Earlier in the year, Colin gave the example of blowing up a dungeon and replacing it. This is very much that example in action. Because the explorable paths of Twilight Arbor were very similar from a content perspective, we made the decision to create a new path to revitalize one of the existing ones. Forward Up was one of the least played dungeon paths in the game, and was the best candidate for doing something like this.
I know my explanation won’t make everyone happy, but I hope it at least gives you some insight into the decision we made. Everyone on the team is really proud of how the new path has come together, so I’m hoping you give it a try on Tuesday and let us know what you think.
Ok, so you explained why you chose this path to be removed… But you forgot to explain why you even consider removing any of the paths?!
One more thing. People aren’t playing dungeons for fun anymore! They play them ONLY because of the rewards. And it’s a rewards design flaw that people didn’t play that path.
Well, I am so down about not getting my wings. I only needed One more daily Boss Week to get my wings but apparently dailies stop at reset before patch day. I thought because the Boss Week would be around practically around for another day I’d be able to get my last thing done. Now I wish I had one more achievement left on my list instead cause there is still time to do thous.
Anyone else so close to getting the wings, but now never getting it?Maybe just because of my loss, but I’m not sure how I feel about Achievement Prizes being required to do dailies. I mean, if they wanted us to do the event, they could have had an achievement for us trying Tequatle a certain amount of times. At least than the achievement would still be available to obtain seeing Tequatle pops every hour.
Now excuse me while I be a sad poop…
You have two more weeks to do it… All LS releases last a month. That name is just misleading.
Some people can really be frustrated about things that really doesn’t matter. The game needs to be fun. If that’s true then everything is fine. And sticking some ideology to a game does not make it any better.
^ yes!
that’s why we say no to vertical progression!horizontal progression is good!
vertical progression bad!
Go to BLTC and for example sort Sigils by prices… And then tell me if you see horizontal or vertical progression.
In most MMO VP grows with the game and gates content. And I don’t see anything bad about it. It’s just like in any other open world game – there’s always something that blocks your progress.
Everyone knows that currently damaging conditions simply aren’t working right now when used in large groups. I know that are some implementation problems with fixing it.
What I suggest might be an easy way to fix the issue. So here it is:
Make all damaging conditions, that wouldn’t have an effect because of over stacking it, to apply some part of that damage instantly.
I like the new one more.
Bosses got harder? Didn’t notice that…
Just finished the Shatterer event… It was so disappointing seeing people run to his right leg as usual. After 6 minutes it was all over. He can’t do any harm to anyone attacking him. All his skills are just useless. You just stand there and auto attack for few minutes.
Hmm… I think that if you’re not interested in any of the rewards then you don’t need to farm anything.
That’s all well and good, but that doesn’t solve the problem (as I see it). Every hour of manpower, every dime of the Living Story budget, every art asset, every design idea…every resource that goes into making content designed to give the reward-crowd a reason to log in is a resource that could have been, but wasn’t, spent giving the content-crowd a deeper experience.
Imagine that instead of updates every two weeks, updates with about an hour of story content and endless hours of farming temporary events for temporarily-available achievement points, mini-pets, and backpacks we had updates every six to eight weeks with hours of story, actual voiced dialogue for our characters, fewer menial tasks, and more permanent content. I don’t speak for everyone, but I’d certainly be happier with the latter.
Of course that AN could give almost everything for free. Remove AC gear and all difficult to get rewards. If they do that than it would be exactly as you suggest: “people would play less”. Good luck finding people to fight World Bosses, champions, dungeons or Invasions then.
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To quote the great Tyler Durden, “This game has you grinding content you hate for rewards you don’t need. This is your game, and it’s dying one Living Story content update at a time.”
I loved what this game was envisioned to be. I loved what this game was at release. I was all in with Guild Wars 2 because efforts were made to make it something different than what the rest of the genre was offering…a game to be played because it’s fun, not because of carrots.
With each Living Story installment I see buckets of achievement points offered for menial tasks, rewards being locked behind time gates, and a reversal of the developers’ self-stated measure of success shifting from “is it fun” to “does it keep players logging in”.
I’m not against a Living Story, I’m just against the way it’s being utilized. I feel the Living Story should be used to deliver compelling content and game improvements, not as a system to deliver a never-ending stream of rewards designed to inflate the daily log in metric.
Hmm… I think that if you’re not interested in any of the rewards then you don’t need to farm anything.
For example to play Queen’s Jubilee only for fun: you could just check out story instances, check out the pavilion for a minute or two, complete gauntlet and complete few invasions. If you feel like you NEED to play for gold or other rewards then you’re the problem, not the game.
Of course that AN could give almost everything for free. Remove AC gear and all difficult to get rewards. If they do that than it would be exactly as you suggest: “people would play less”. Good luck finding people to fight World Bosses, champions, dungeons or Invasions then.
Here’s what will really happen.
As the other spawning mobs drop nothing, no one will bother with that bit of content- you will see the same as what happens now, a lot of people standing around while a few do the pre events.
Then when the dragon spawns 100 people suddenly appear at the spawn point as people log in to their toon that is parked at the spawn spot.
If the final 25% is where the rewards are at, that’s when these toons will start helping.
Unless it’s all over in less than 15 minutes and the rewards are quite amazing, after a few goes the champ train farmers will just not bother and go back to champ farming. Then the spawn will be like karka queen which rarely if ever gets done as it’s ‘too hard’, for which read ‘I can no longer press my auto attack button’.
Going to be interesting to see how it pans out after the initial rush, and how much complaining happens when you are booted to an overflow map with only 40 people and that turns out to be an auto fail, or how low population servers cope, or what things are like not in prime time.
I don’t know what’s the players limit on that map but it’s around 120 so it’s not possible to defeat Tequatl without most of the players participating. And it’s not so easy to just drop in at the end because map is going to be full at that moment.
I’m more concerned about that we still going to need that silly boss timer to know when the event starts…
GW1 vets (including myself)
How many hours have you spent on gw1 PvE? 100 or 1000 hours?
2.7K hours
I’ve also spent a lot of time playing gw1. But most of it(like 98%) on GvG and other PvP modes. Why? Because, besides the campaign, I considered the whole PvE experience as boring grind! There was no progression in that game. Just many different ways to farm gold and few ridiculously hard challenges. It wasn’t fun or rewarding game to play (at least the PvE aspect of it). So I really wonder why you want that kind of gameplay back?
You spent 2.7K hours playing campaign and completing quests? I don’t think so… So what were you doing over so many hours?
Actually I have played 11k hours in gw1 not to mention I was gone from the game for at least a good half a portion of its lifetime to play a seiging game like SB/AoC. I have to disagree with your no progression conclusion as they have have very definitive progression. The game itself is built on a ladder system which defines the whole progression of the game. With you playing 98% in GvG, you should have understood the whole concept already as GvG is strictly part of the ladder system.
I’m not sure what you mean… Whole PvP part of the gw1 was flawless. But I don’t what you mean by saying: “I have to disagree with your no progression conclusion as they have have very definitive progression. The game itself is built on a ladder system which defines the whole progression of the game.”. Could you be more specific?
Apparently, you think PVE was boring and I don’t like PvP. But just as you want people who “want to grow their favorite character” to be satisfied, I want Ascended to be the final ceiling for gear grind. I believe both preferences must be respected and a middle path found. A-net needs to find a way or risk losing part of their playerbase.
If I wanted gear grind, I’d have stayed with another MMORPG.
My answer on gameplay time is accurate. 2.7K hours on actual PVE and not AFK or farming either.
Regarding the gameplay, I like GW2 the way it was (up to the Queen’s Jubilee patch). I just think its time for them to release the next chapter and not try to keep us logging in by introducing more time-gated grind.
Not going to debate this. I’ve said my piece. You’re welcome to your opinion too.
Sorry that I sounded so harsh. People on this forum just assume that AC gear is bad and that is it – without any debate about it. So I really appreciate your reply. Personally I’m not sure If I want more gear progression.
(edited by HiddenNick.7206)
GW1 vets (including myself)
How many hours have you spent on gw1 PvE? 100 or 1000 hours?
2.7K hours
I’ve also spent a lot of time playing gw1. But most of it(like 98%) on GvG and other PvP modes. Why? Because, besides the campaign, I considered the whole PvE experience as boring grind! There was no progression in that game. Just many different ways to farm gold and few ridiculously hard challenges. It wasn’t fun or rewarding game to play (at least the PvE aspect of it). So I really wonder why you want that kind of gameplay back?
You spent 2.7K hours playing campaign and completing quests? I don’t think so… So what were you doing over so many hours?
(edited by HiddenNick.7206)
GW1 vets (including myself)
How many hours have you spent on gw1 PvE? 100 or 1000 hours?
IMO, GW2 doesn’t need that kind of progression. It needs a new class, maybe a new race, new weapons and skills for each current class and most importantly, new permanent content like the next dragon.
And what about players that want to grow their favorite character? You can’t just say to them: “find another game”. That’s not the solution.
What bosses? Patch notes lists: Megadestroyer, Golem Mark II, Fire Elemental. What about others? Temples? Other Dragons (I doubt that)?
So the next release is on 17th of September and the preview on twitch is on 20th. Why? All recent previews were a day before launch. All but one… Queens Speech.
Is it possible that the patch is more then what it appears to be?
Sorry but I did not buy an MMO for minigames.
Well, GW2 was announced with minigames (bar brawl? polymock?)
and no grind
No grind? lol! Gw1 had a lot of grinding. What did you expect? And why?