This, if it turns into the way things shall be, will mean an endless series of hastily cobbled together, poorly plotted, un-QA’d, marginal quality updates with a lot of shinies to get through quickly, but little larger substance.
We’ll never see the remaining 2/3rds of the core game: Elona and Cantha – as those are too big to plop into a bi-weekly update.
insert buzzer sound here Wrong!
They could easily have 1 team (or more) set aside to work on a ‘larger’ content piece to be released down the road, while other teams work on the smaller arc stories. Development involves a lot of planning, including future planning. for things just like this. Its not ‘develop, push. develop, push’ That doesn’t work, and if that was how they actually did it, the content we got be a heck of a lot more buggy than it is.
Agile development -> many small, collaborative teams working as cohesive whole.
Look at the messy and small scale nature of what we have gotten and it is exactly how it’s been working. develop -> push -> develop -> push -> etc…
Fit me an entire continent with as many zones as the FULL current game has, into this plan…
That’s just Elona. Now do it again for Cantha.
And that is just to get us back to the size of the core GW1 world…
- Can you really imagine putting those in, one zone at a time? Or even half a zone like Southsun…?
That’d be an even worse mess.
Either you leave large empty gaps and come back to them, or it suffers from ‘empires of the small’ – each zone being abnormally small and unusually focused on just one event theme, with odd gates to keep people from walking just outside the village gates…
If you really think they are doing strait develop →push, then you truly have no idea how development is worked. If you think the minor issues they’ve had with the small scale are bad, you have no idea what you would see if they did do straight develop→push without any sort of QA work.
Also, they wouldn’t have to fit an entire continent into a single release necessarily. The story arcs could lead you through one zone (or even 2) at a time. A single story doesn’t have to open the whole of Cantha, or Elona. There are a lot of ways to go about it.
Besides, how do you know they don’t have a team of 5 or 6 people completely dedicated to creating Cantha (or Elona) for later release. This again goes back to development planning, and they have stated that they have the next year planned out already. We have no idea how much they are working on, how far ahead the development is vs release. Everything they want to do is very doable.
This, if it turns into the way things shall be, will mean an endless series of hastily cobbled together, poorly plotted, un-QA’d, marginal quality updates with a lot of shinies to get through quickly, but little larger substance.
We’ll never see the remaining 2/3rds of the core game: Elona and Cantha – as those are too big to plop into a bi-weekly update.
insert buzzer sound here Wrong!
They could easily have 1 team (or more) set aside to work on a ‘larger’ content piece to be released down the road, while other teams work on the smaller arc stories. Development involves a lot of planning, including future planning. for things just like this. Its not ‘develop, push. develop, push’ That doesn’t work, and if that was how they actually did it, the content we got be a heck of a lot more buggy than it is.
Agile development → many small, collaborative teams working as cohesive whole.
Yes, each piece has some bugs, the majority of which are small and easily overlooked in testing. Kitten, my development team has 2 testers, the company we contract for has a fricking FLEET of testers (QAs) and kitten still slips through, even with thorough testing scenarios. (Some of those documents are frippin novels, and downright intimidating!) Its just not possible to think of every out of the box possibility that someone else might have.
Sort of off topic there, anyway, the point is you can easily do ‘large scale’ projects along with the small. In fact, in most agile environments, that large piece will be broken down into many many smaller subtasks, spread out across multiple sprints, each component receiving its own testing, along with full functional and integration testing once the whole thing is done, after which is could be rolled out. I’ve seen it done, I’ve done it myself. Its completely doable.
I do agree that it is [an] aggressive and risky model. However, fortune favors the bold I suppose. Go big, or go home. I’ll be right there to see how it pans out.
Edit: Gods be kittened filter!
Eh. If that’s the case then I’d really like to see them focus more on adding new zones, which is the main reason I’ve been hoping for an expansion. Real zones too, not half-arsed ones like SSC. Likewise, I would accept a complete overhaul of certain existing zones (so that they’re practically new zones), like Orr.
My enjoyment comes from alts and map completion and right now there’s a definite dead end to that content, especially with no expansion. I really don’t care much for what they’ve done with the Living Story so far and I hate all this temporary content.
Actually new zones as part of the future of living story is mentioned here
Along with things like permanent destruction of parts of the world, dungeon overhauls, etc.
It sounds like they have some really elaborate plans for what they would like to do, and where they would like to go, with the living story…
….and I plan to be along for every step of that wild, crazy (buggy) ride!
Ok, so here’s my 2 cents….
I have no issue with the temporary content. I like the story arcs, I like the effect possibly for the world. Living story has potential to be a great thing.
However, I do see the gripe as it pertains to the time limit. To me, its ok to miss some of the stuff. I’m perfectly willing to go look on the wiki for the backstory I missed, since (let’s face it) each arc leads into the next. To me, the events you attend and those you don’t are the ‘life experiences’ of your character/account.
Other’s don’t necessarily see it this way. They don’t want to miss out on the content because its time gated, and they have lives.
There is a potential solution to this, which I think might acceptable to most, but it would take a lot of work and patience – let them overlap. Yes, eventually it has to have a finite end point, just lengthen it.
I realize there are some technical issues with doing this, such as making sure people do them in the right order, certain things needing to removed from the world for the next one, etc etc. I don’t have all of the details ironed out, but I’ve put a decent amount of thought into it (not that anyone really cares).
Instead of just 2 weeks, and then boom, gone, let them run….say, 6 weeks, but still releasing the new story arc each 2. During the first 2 weeks, the story achievements would run like normal – beat the pinatas, light effigies, that sort of stuff. After those 2 weeks, the things that need to be removed from the world, can be. Yes, this locks out the ability for late comers to get the achievements, but the ‘important’ part of the arc is the story…the information you need for the next one to make sense, that can be left in, since most of it is (or can be) instanced. For those that have completed it, it would just ‘poof’ like normal. When the late comers have done it, it can then ‘poof’ for them as well. There are a lot of details, but I just wanted to give the general idea of my thought line. I could go into a lot more depth to address all the pros and cons, and potential issues and solutions, but I won’t right now.
Ive gone through….well, I have no clue how many dragon coffers. No ticket here either. I chalk it up to the RNG hates me. I guess it’s paybacks. It loved me in GW1, haha. Me thinks their % chance might be just a tad low though. Bump it up a notch Anet!
I quite liked the dungeon and the new jumping puzzle though, or don’t those count?
its not a Permanent dungeon, so in 2 weeks time we dont have it anymore, so no.. the JP does, but thats like a one time thing
And if it were a perm dungeon no one would be playing it in 2-4-or 6 weeks anyway. So where’s the big deal?
Static content gets boring (search any number of threads kittening about this) yet at the same time, you’re not happy with the temporary ‘living’ content because its not just left to gather dust when it loses its luster for the masses?
Kittened if they do, kittened if they don’t. Poor Anet to be ‘blessed’ with such self-centered players.
precisely what I want. Anything that I receive via achievement or event I’d like to be available in the HoM just as the stuff from gw1 being in my HoM. Also, I’d like to have the ability to start collecting and displaying things in the HoM. I think the last time I went there was at the start of the game.
Well, maybe not in the HoM. There are people that don’t have a HoM after all. Maybe some sort of merchant in your home instance or something though.
I’m pretty sure you can still go to HoM. There is a merchant in the pirates cave in LA that sells a portal stone to HoM. They may not have the items from GW1, but I’m pretty sure they can still go there. The home instance is boring anyways. I don’t think I ever went back after my personal story. I still remember back in the BWE where you had a merchant there who would turn your dye seeds or whatever they were into an actual dye, and it would take 24hrs to do that conversion per dye unless you paid him with a gem store item. That was…tedious.
From my perspective HoM doesn’t really fit for this though. Your HoM was your legacy. Now it’s destroyed. Cold, and abandoned (and theoretically not truly accessible through the base story since Jormag ran all the Norn out of that area). If you don’t have a legacy, why go there? (and honestly, its kind of dumb that you can)
If we’re building a new ‘monument’ (in a sense) with our achievements, then we need someplace ‘new’ for it, if it works similarly.
Although, they might just treat it like a new currency and we might just get a new merchant in LA too. There’s a few ways they could go with this, so I guess we wait and see.
Wow, I’m kind of speechless…
I mean really? This is an issue?
This is a video game, its fantasy. It’s poking fun at the issues in the real world, and you can see this in ALL kinds of games, not just this one. Kitten, comedians do it all the time in their jokes, and that’s ok.
If you are finding that you are having (real, honest) issues with this stuff, then you might need to take a step back and breathe. The game is intended to be fun and laid back, not taken seriously in any real sense of the word. Its for enjoyment, the separation of fantasy from reality. If that line is blurring, then I think you need a break.
precisely what I want. Anything that I receive via achievement or event I’d like to be available in the HoM just as the stuff from gw1 being in my HoM. Also, I’d like to have the ability to start collecting and displaying things in the HoM. I think the last time I went there was at the start of the game.
Well, maybe not in the HoM. There are people that don’t have a HoM after all. Maybe some sort of merchant in your home instance or something though.
(And to the person who asked, fear not! The next blog post talks about rewards like crazy.)
Coming to the game, Aug 2017. An extra blue from every world chest and a guaranteed blue from every level 70 and above champion.
Honestly, there shouldn’t be a guaranteed anything from a given chest. No guaranteed rare, etc.
I’m with you, prefer HoM style re-usability.
Every two weeks? I plan to go on leave this month. I don’t want to miss anything
Plz dont release temporary things these days
You realize this is the reality of a living world? That things evolve, change and continue even when you’re not around? Just like life.
Are you going to miss out on things? Yeah.
Is that necessarily a bad thing? No.
Think of the events like the life experiences of your character, or your account. They help make you unique, just like your real life experiences make you as a person unique. Its the same concept.
The point is, they don’t need to stop work on ‘x’ in order to pay attention to ‘y’ necessarily. That’s the whole point of having teams.
Quote a point in my post where i say the opposite.
Then explain why Living Story is getting a 2 week schedule while other parts of the game barely get any update (compared to the Living Story pace of content flow)
That’s the point.
Give the rest of the game, which does need help, the same importance of Living Story if it’s true they have enough ppl to work on multiple things at same time.Because right now it seems that it isn’t wokring that way.
I look at the patch notes for the updates, we have a decent chunk of ‘other stuff’ being touched in my opinion. As the article goes on to state, with the more frequent updates (and the additional hiring) things like pvp and wvw will be getting more frequent updates as well.
Can everything be done all at once? No, sadly that’s not how programming works. The more intricate the code, the more complex the interaction, the longer its going to take to tweak, to diagnose whats causing a specific issue, and then to fix that issue.
They have been adding stuff to wvw, they have been trying to make it more fulfilling with some type of progression. They are introducing a new pvp map (in either the next update, or the one after? Have to go reread that). They are paying attention, they are working on it. It just can’t all be done ‘as fast as the fans want it’ it’s just not possible. Sure, it may ‘feel’ like they aren’t doing anything, like they don’t care or aren’t working on the other parts, but its not the actuality of it.
We, as the fans and not the designers, are missing the broader scope of the project. There is a lot more happening than just what we see and the tidbits of info we are fed.
Tbh, i think they’re focusinga bit too much on all this Living World stuff.
Granted, it’s nice, but has 2 core issues:
-it’s not permanent content (so far)
-it doesn’t fix issues that base game still have.Examples?
-Dungeons are in a bad state. Reward/time/effort ratio is out of whack (and no, i’m not talking about cof p1. it’s all the other 23 paths, that need to become more appetible.), metagame has depressingly become a DPS race, due to lack of depth in encounters..and there are still way too many bugs. Ah, and fractal is still waiting for new stage plus rebalance of current ones. And tokens, still needs to have other uses (inb4 core/lodestoens from vendors)
-Open world is empyt outside the boss chest event farming – and those events needs improvements too, most of the time it’s 40ish players spamming attack to a dmg sponge for 10 mins, then collecting reward. Not very epic.
-spvp…uh…well, i’ll skip the listing of issues. To name a few: unbalance, single and boring game mode, lack of rewards.
-wvw has a single but huge issue. Its treated as a mere extension of PvE – while actually it’s the main endgame mode of this MMO right now, even with all the issues (zoneblobbing, lag, bugs, unbalance, lack of rewards) that it have.
-gief us housing gvg anf more guild managing things. Give commander tags more tools. Extend some currently char bound stuff to be acc bound, stop punishing who plays on alts.
-plus, general bug polishing and balance across professions and across wordl/dg is needed hard.
^this is just to name things on top off my head.I’m happy to see new stuff and new features every 2 weeks. Living World is a nice concept. And it’s improving every release.
But please, put it at hold for a couple of months and focus on your base game.
First permanent (aka static) content is not dynamic. It does not create a ‘living world.’ Could we use some lasting impact on the world with the living story? Yes. We’re starting to see some of this – Southsun meta event, new jumping puzzle (which changed the GFields map slightly), etc. Hopefully we get more small things as the story arcs continue, but it will take time.
Second, For the 100th time…. different teams. I’ll say it again, DIFFERENT TEAMS. That’s why they can give us polish, bug fixes, skill tweaks, AND living story in the updates. Different teams doing different parts of the code. Its called AGILE development (iterative and incremental development, where requirements and solutions evolve through collaboration between self-organizing, cross-functional teams)
They have a ‘dungeon’ team, for example, they may or may not be working on a dungeon overhaul. They did it with AC, the others may yet be coming. [Didn’t we hear something about this already though? I really dont recall, but I thought something was mentioned] Maybe we’ll hear more on this in the upcoming blog post.
The point is, they don’t need to stop work on ‘x’ in order to pay attention to ‘y’ necessarily. That’s the whole point of having teams.
Edit: Now that ive read the linked news page, I point your attention to the following:
“We’ll refine and update existing content and locations, we’ll overhaul our explorable dungeons to make them more exciting, update our reward systems, add new fractals, create new activities, and turn our world’s giant bosses into even more epic encounters.”
and
“. We’ll create events that change the landscape of the world forever, leaving behind epic monuments, destruction, new playable content, and fantastic memories in their wake. "
That pretty much covers a lot of the big complaints…
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Word of note to people considering this axe, it is by far the most lacklustre of the trio. The model itself is very nice however the animation is incredibly underwhelming. I suggest anyone debating whether to buy it or not go find a video of it being used somewhere and check it first, even if you are a person like me who doesn’t like to spoil the surprise. It is much worse than even the Sickle.
I really could care less about the animations. They are a nice additional, along with the nifty skins but what I’m really after is that unlimited use. I hate having to buy harvesting tools all the time (and sometimes it seems like I’m stopping every hour to buy new ones) Or carrying 3-4 different sets, so I don’t “waste” the more expensive ones on low level harvests, just grrr. Simplicity is lovely….
ROFL
priceless
Tying mounted heads to slayer achievements is the best thing ever. Finally a reason to finish them off…
(Thinking about it, probably shouldn’t be made available for any of the sentient races…)
This is actually a decent idea, and yeah, prob not a good idea for the sentient races…
That interview was actually posted up in February – but there is a ‘future of the game’ update promised for July so hopefully we will get some more info soon on what is coming up in the next few months.
Yeah, I’ve been waiting for the July Blog update. I don’t follow all the info and interviews as closely as I did pre-release (life don’t allow that much free time anymore sadly).
“exclusive new armor skins, weapon skins and permanent account bonuses”
Yummy….. I can’t wait
“[i believe] we are the fastest selling mmo in the west” & “we are continuing to grow” -straight from the dev’s mouth. doom sayers go home! muahahahahahaha!
On a side note, I’m interested to see/hear about this upcoming guild and wvw stuff they are doing. More detail from would have been nice. kitten teasers…
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They’ve pretty much stopped giving ETAs, unless it’s practically done and ready for the next deployment. Due to so many rude, obnoxious people when they don’t meet a deadline [something that happens in business commonly], at most all they tell us know is ‘When it’s ready’
So basically you want a team survivor mode…..
The infinite gathering tools are so popular that I’d expect them to release them on a regular basis. Expect a new infinite mining pick, with a new animation, later this year.
They did a redux of the sickle during last weekend’s sale, or maybe it hadn’t been pulled yet. I just remember seeing it. So I’d assume that they’d bring them back on occasion to sell more of them, as well.
Of course, as the stories progress, we might get other skins/animations too.
Raids have been mentioned recently, along with one of the dev’s stating that they were developing their own twist on it. [Think this was on reddit somewhere. I remember seeing it and saying ‘huh ok’, but I’m not going to go hunt it up]
Player housing has been on their to do list since before launch. It is also an upcoming feature that has been on the wiki since launch as well.
Interesting to see some of it coming out though. We’ll see how it works out.
We need a ‘playable evil’ FACTION for why? WTB WoW clone? WTB C&C factions clone? If you want to play the antagonist, there are plenty of other games which allow you do that.
[I realize Horde isn’t evil, but in the given example, technically neither are any of the aforementioned races]
I have two 23" widescreens that I use. Of course, I do web/software development for a living and when coding, 2 monitors is almost a must for me. Makes it nice for when I play though. I can have the game on one window, and wiki/forum/whatever open on the other. (Or GW1, if I’m hanging out in that simultaneously)
Not raging as yet, but I haven’t tried out all of my characters as yet either. Still, if I find something ‘broken’ or that I don’t like, I try something else and move forward.
“The only true constant is change”
I think the general use of the terms ‘casual’ and ‘hardcore’ are far too vague. Yes, to many there is a very stereotypical definition for each type, but it’s not accurate, as most aren’t. The only truth in a stereotype is that [some of] the characteristics defined exist, to some extent within the individuals being labeled. It can be some, it can be all, but most will never know because they can’t look past the label to see the actual person.
Casual and hard core are categories of players, and within those main categories there are several sub categories of player types. Some are good, some are bad:
The player that wants a legendary, and accepts that it’s just going to take them some more time to achieve it because they can only play 2-3 hours a week.
The dungeon runner that realizes PuGs are not all awesome, and accepts that when he opts to PuG, he might fail. That some of the members may be a little more skill challenged than he is.
The intolerant min/maxer that feels they know best, and that everyone should do as they say.
The locust that devour content and then shout ‘gimme gimme gimme, more more more!’
Just to give a few examples….
It is the nature of all things, games included.
Can most of these various play types get along? Generally, yes. It depends on the person and their attitude towards others honestly.
Can the game offer, and sustain both ‘casual’ and ‘hardcore’ content? Again, yes, given time and patience. Remember, Rome was not built in a day (or even 10 months).
Hmm….as I said when people were discussing the leaked skills, some of it looks interesting. I haven’t had a chance to log in and play (stuck at work, bah humbug) so I can’t comment on how they affect me.
My main is an ele, my farmer is a Ranger (go ahead, do a double take). We’ll see how the bow changes affect the ranger (who runs pigs as her pet -gasp of horror from other rangers-). It may or may not bother me overly much, but I can swap back to sword/dagger if I feel ‘underpowered’ and swap one of my birds back in. -shrug-
Maybe I’m too laid back about how much damage I do. Still, skill adjustments are just another challenge to meet and overcome, in my book. 35 minutes to go…..and then the hour drive home…. before I can patch. =)
This is nice. Now I can just buy the gems on my account and send what I’m buying to my husbands account. It was a pain to have to get both his CC and mine in order to purchase gems on our accounts, since it wouldn’t allow me to use the same card on 2 accounts ( so annoying, but understandable). Being able to just gift what I’d be purchasing on his account anyway is just so much easier.
I can see some conditions being viable on objects, burning for example. Poison could potentially have corrosive qualities and therefore potentially also work. However, conditions like bleeding would be unrealistic (even for a game with giant talking horned cats).
I don’t disagree that some conditions should have an affect on objects, but I don’t think they all should.
Why only some?
From a metagame standpoint there is no reason that a condition build should take longer to destroy an object. It isn’t as if it would give them some sort of unfair advantage over direct attacks. Unless I’m missing something, all they want is to have the same time to kill on objects as non condition builds.
From a lore, or making sense standpoint. We already bleed, poison, and ignite rock, plant, fire, and construct based creatures regularly. I mean just how on earth do we poison a golem… or bleed it for that matter? We also can light fire elementals on fire.
There is a reason immunities are a thing of the past in popular MMOs including this one. It isn’t fun to have to respec just to fight a certain set of enemies.
Same goes for objects. A-net has already agreed to this… at launch even, It’s just taken them a long time to get it done. I cant see why though.
Its immersion breaking for many. A post can’t bleed, it has no blood, and there is precedent for the handling of things like this. Destroyer foes don’t burn, for example. They are immune to burning because they are fire (makes sense logically). Logically, they have a higher resistance to fire based attacks as well. We have foes that are immune to bleeding (think it was an earth elemental I’m thinking of, I’ll have to double check later), to blind (dredge), to stun, etc.
Now, should a condition based build do less damage to objects than foes, potentially logically yes, depending on the object and the condition being used (burning against a post for example, should do a heck of a lot more dmg than burning against a rock). (and if I’m playing conditions I should expect this). Should there be a way to offset this, so that concerns such as yours are addressed? Yes. Do I have the answer? Not off the top of my head.
Yes, this is a fantasy game, but even fantasy has limits of acceptability. Even in fantasy there is a level of ‘realism’ that is necessary in order for your player/viewer/reader to be comfortable. For their logical mind to apply plausibility and believability to the environment and accept what is happening. IF you step outside this comfort zone, solid support of why such things are possible need to be clearly defined, in order for immersion to remain for your user, otherwise you ruin what you are working towards, and lose your target’s attention. [The fact that I remember this from my creative writing and game design courses is astounding to me]
Edit: On a side note, Golems are simply robots, they can ‘bleed’ in a sense. Although their ‘blood’ is lubricant – oil, or hydrolic fluid, or whatever. Ever seen Short Circuit? When the robot gets damaged, they say he’s “bleeding,” same concept.
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Actually, I’d love to fight Shiro gain, for the third time.
Or who knows, maybe Abadon didn’t actually die, maybe he is behind all the elder dragons.
As far as I’m aware, the elder dragons predate the old gods (if I remember my lore). Perhaps its possible that some of the gods even got their powers from the dragons themselves (my theory) since some of the lore states that gods like Abaddon received their powers from yet older gods (wiki). There is a lot of story/lore that we don’t know.
Considering how Abaddon was the defining catalyst for the first 3 games, it’s very possible that there are grander schemes in the story that are not yet revealed. Makes for an interesting theorycrafting session.
Still, I don’t think I want to see any more of Shiro or the Lich. They were brats in the Realm of Torment. Pretty sure we killed them sufficiently (again). Although…I do wonder what happens to a soul that gets killed in the afterlife….
There hasn’t been any big news coverage about lay offs, or firings, or large (since synonym I wanted to use is filtered glowers at anet) exodus that I have found. Most likely, as with all companies, people have just migrated to ‘better’ jobs. It is common in this industry. Rarely is there a lot of advancement opportunity as most employers will simply hire to fill the position, as such, in order to ‘grow’ people will change jobs.
Well in the context of the passion that people said was lost on this game just after launch I’m sure I’m not the only one who wonders if this occurred in the main pre-launch development team. Not saying this is what happened but one cannot deny it would certainly explain alot if it is the behind the scenes story.
Possibly, but not really any way to know the why or how behind a lot of it. I don’t ‘feel’ as though the team has lost its passion, but I look at the game from a different perspective, I’m sure. I do feel that they seem to be a bit misguided in their decisions.
There hasn’t been any big news coverage about lay offs, or firings, or large (since synonym I wanted to use is filtered glowers at anet) exodus that I have found. Most likely, as with all companies, people have just migrated to ‘better’ jobs. It is common in this industry. Rarely is there a lot of advancement opportunity as most employers will simply hire to fill the position, as such, in order to ‘grow’ people will change jobs.
I want Kasmeer’s hair moreso then her armor, to be honest. As far as I can tell, you can’t get that hairstyle in game currently. :o
No, you can’t. However, you know as soon as they offer it, everyone and their brother will have it. XD
Smarter AI would make this more interesting, however…
Most mobs do move out of my aoe.
Several mob types dodge roll to avoid attacks – bandits, pirates, etc
Some mobs do use blocks and/or interrupts – centaurs, krait, etc
So, some basics do exist.
Kasmeer’s face makes me think Jessica Alba in the cutscene for Hard Boiled. No thanks…
Now her armor on the other hand…..oh gods yes please, I’ll fork over 800 gems for that…
I can see some conditions being viable on objects, burning for example. Poison could potentially have corrosive qualities and therefore potentially also work. However, conditions like bleeding would be unrealistic (even for a game with giant talking horned cats).
I don’t disagree that some conditions should have an affect on objects, but I don’t think they all should.
1. ) Dungeons are boring, lack of “exciting” and “meaningful” loot.
2.) Bosses are tiny and often overshadowed by larger scale characters.
3.) Waaaaay too many 1 shot mechanics. Takes away from interesting gameplay.
4.) Zero personal progression and a severe lack of “Reward”.
5.) Once you hit the gear wall, and have all exotics……. thats it…. lame.
6.) No large scale organized PVE, dare I say raids…… Inc Flame.
7.) Sorry excuse for world bosses with zero exciting loot.
8.) skins are only sooo exciting for soooo long….. /sadface.Seriously, I love the art, lore, gameplay, but is that really enough to make someone log in and stay logged in? Trying to re invent the wheel can only go so far. I would love to see this game get more than a hundred views on twitch, and more people logging in and playing. But having to use a website to find a group for PVE content was kinda the nail in the coffin for me. What are some of everyone’s thoughts on this? I mean let’s all take our “Fan-Boy” frame of mind out and be no partisan on this topic and get some good discussion going, and who knows maybe arena net will take notice.
1 All dungeons, no matter how dynamic, no matter how interesting the mechanics, will eventually get boring if you do them over, and over, and over again. Even if you add ‘meaningful loot’ they will still be boring. The only difference is that you will tolerate the ‘boring’ in order to obtain whatever ‘loot’ item you are after. As such, perhaps implementing some type of dungeon specific skin would make you, and others like you happy. In GW1, there were skins you could only get from UW, FoW , ToPK, and even DoA. [Chaos axes, eternal and storm bows, torment weapons, dhuum’s reaper (near the end), etc] Perhaps a DoA style mechanic for a dungeon skin (gemstones to armbrace to weapon) would be sufficient, since trying to do a specific skin per dungeon might be a bit much to ask.
2 Boss size…. I don’t see an issue here. The foe doesn’t need to huge in order to be a badkitten. In fact, many will sometimes underestimate their foe is they look, small, meek, or petite in any way. Appearances can be deceiving, and I like that not all bosses are huge hulking beasts. Its unrealistic, even in a game, to expect them to all be monsters that stand out like a sore thumb. For asura bosses, it’s ludicrous. Can you imagine if Canach had been larger than a max sized Norn? The ‘go big or go home’ theory for bosses doesn’t really work….
3 1 shot mechanics…. I don’t have this issue, but perhaps its the class I play and what I’m doing. Even when I scale down in lower zones, it still takes 3-4 hits to kill a foe. Yes, 1 shotting everything is boring as kitten, I won’t disagree, but since some of us don’t have the issue, maybe its a class balance thing. That very much would need adjusting in order to alleviate the issue.
4 Our personal stories could use more depth, yes. Overall, we could use some more depth to the world, but we might yet get there. I don’t have an issue with ‘lack of reward’. This seems to be an recurring problem for you. The game really isn’t about the loot, and it shouldn’t be.
5 This is how it was in GW1, and I like that they kept this in GW2. Once you reach the top tier of gear, that’s it. No more ‘prepping’ to play. Most grind is cosmetic, and therefore optional. I am rather pleased with this personally.
6 Not going to flame you for this. I agree we could use some larger scale, challenging content to keep us engaged. NOT WoW style gear locked raids, mind you, but something reminiscent of UW, FoW, Urgoz, and the Deep pre-Nightfall would be nice.
7 Again with the loot I see. I like the world bosses. Yes, I’ve done them many times (even before the guarenteed daily rare), and continue to do them (several times a day). Just for the enjoyment of killing them. For the enjoyment of their implementation and graphics. I think the loot is fine, the game is not about the loot.
8This is intentional design. The game is almost entirely cosmetic based, like it’s predecessor. If skin hunting is not your thing, then perhaps you are playing the wrong game, or maybe you’re just burnt out with what you have. (Not trying to be a kitten here, just looking at this from the game perspective of what is offered vs what be being looked for) There are many games out there about stat progression, gear locked raiding, etc. This is not one of those games, and many of us [and not just the ‘dirty casuals’] are very happy with that.
http://healbotblues.brainflush.com/healbot-blues.html
Anybody remember these?
Never read them before just now. I must thank you for posting these
A Norn walks out of a bar…
You’re quite welcome. I thought they were great when I stumbled upon them a few years back. They could only be better if he did some for GW2. XD
-cries-
oh gods not jumping puzzles.
wtb pocket mesmer with ports!
Staff ele is my main, she’s the one I farm with, the one I just run around and help people with, just plain goof off on [and at 80, she’s still wearing blues insert horrified gasp here. I really should look at gearing her, but….oddly, I just can’t bring myself to do it yet.
I also am building a mesmer, but I’’m not quite as ‘into’ the GW2 mes, and I was GW1. I played rupter/controller in GW1 and for me the GW2 is nothing like it. I’m trying to adapt, I really am…but it’s not going so well, lol. Maybe I just haven’t found my weapon set yet….
Many of us neither need, nor desire gear grind in this game. GW1 vets didn’t desire it in GW1, and don’t desire it here. It’s not how we [loose use of the ‘we’ here, I am simply speaking for those I know, not for all] desire to play.
We do not wish to be locked into an endless cycle of never ending stat climbing. It does not contribute to the game, it does not make the game better. For those that would argue that you need stronger stats to take on harder content, I tell you plainly, no you don’t. You can have challenging content, without always needing to ‘prep’ for it by having to grind gear.
Please note that the keyword here is ‘challenging.’ Gear progression, aka stat progression, only allows for foes with bigger numbers. That’s not challenging. It’s not interesting. It’s simply going to be more of what we already have (what people are already kittening about). What we need are smarter AI, interesting mechanics, better implementation and required usage of support and control builds. Things that will require thought, tactics, and patience in order to accomplish the task. Simple stat progression and gear grind won’t do this.
Sadly, the day GW2 implements the traditional WoW hamster wheel, I will walk away and weep for what could have been a wonderful game.
I’ve used ‘bookah’ lol hadnt even thought about that.
Sometimes I wonder how much of this ‘leaked’ stuff is actually on purpose just to see the reaction….
Real or otherwise, I’ll wait until I can actually play with some of it before I make any judgement calls.
http://healbotblues.brainflush.com/healbot-blues.html
Anybody remember these?
just something for players who think they aren’t good players:
a good keybind AND/OR a nice gamepad work wonders. I absolutely saw a huge increase of skill when I look back at the release compared to now. I use this: http://img.clubic.com/02283070-photo-logitech-g-series-logitech-g13-1.jpg and it’s like magic. The best thing: my thumb controlls my movement WASD via the small joystick. The gamepad is great for every PC-game also, so I’d recommend it to everyone out there who still plays with the keyboard.
just to give some casuals hope, you will get better. You will get a lot better using keybinds / gamepads. You may not notice it that much because it consists of thousands of tiny steps, but others can see the difference clearly.
I’ve actually tried this with not much luck. I bought a Nostromo, but the issue comes down to the fact that I am srsly handicapped with my left hand. As yet, I’ve not been able to overcome this issue (I don’t WASD, I use the mouse to move). I’m trying, but its amazingly frustrating.
I’m on AR, and I admit there have been times where someone has run in to join a battle, and I haven’t said ‘ty’. Generally speaking, I don’t think about it. (I’m usually either not paying attention or so goal focused that my brain isn’t really ‘in the moment’ its 6 steps ahead) Of course, in these instances, I didn’t “ask” for help either.
If I ask for help, I always make sure to say thank you to those that came, because kitten it…my mother taught me to ask nicely, and say thank you afterwards!
Now, if I’m down and someone reses me (asked or not), I do try to say ty every time, since it does only take a split second to say.
Common courtesy does go a long way, and its only polite to thank your helpers/rezzers, but sadly, like common sense….common courtesy aint all that common (in RL or online). I’m going to have to agree with Vayne on blaming the parents.
rofl
oh wow, I haven’t done anything even remotely like that. Heck, I haven’t had this issue since I had nightmares about dying on my survivor years ago in GW1. Just don’t have the time to eat/sleep/breathe the game anymore.
Although….I was having a dream this morning about being chased by dragon coffers. Screaming ‘buy me buy me, you know you want to’ It was disturbing. Still….not on the same level as the OP….he’s definitely got me beat.
. . .
snicker
Plz dont release temporary things these days