please Anet, not more of the RNG-stuff. Not random loot and not random dropchance. A lot of people have quite little patience and this would only reflect negatively to the forums where people would get more angry each time they don’t get their Skins/Ascended.
Reward the people with something they can work for with a cool mind. I’d rather pay much more for that armor if I can be shure that it would be guaranteed. Why not make a survey of this and ask the people directly how they think of RNG in GW2? You did a survey about german-voiceovers, you could do it again.
You said it yourself: “no one likes grind, no one finds it fun.”
To be fair to ANet, Colin did state in a recent post that for Jan/Feb/Mar they are looking at including a lot more new content in existing maps. I haven’t read the KTR article, but if the author was using Southsun Cove as his example, that’s a flawed perspective; Southsun Cove is far from finished, and ANet has said they will be adding more content to it.
I recommend reading it, his blogarticle is a direct response to Colins statement about the Jan, Feb, Mar-content update.
Game Director Colin Johanson recently stated that this year they are going to make their core game as strong as possible. He was specifically talking about bosses and creatures, but it made me wonder. Here was the game director saying that he wanted to refine the base. Colin could have just plugged all the wonderful new features and content. The big brass only have so many dev hours a day, and to send even a lone dev (the one that didn’t refill the coffee) at creatures that could be “working as intended” gives me pause. Perhaps I am too jaded from Guild Wars 1 as I expect what we got at launch to be it.
pretty interesting article from the formerly ever-positive Ravious:
http://www.killtenrats.com/2013/01/14/gw2-core-event-density/
As I get it he finds the game lacking content bigtime, events pop up very rarely in most areas of the game.
I hate avoiding areas because there is a dearth of events. I love roaming around to fill out my daily on alts or my main, but I hate feeling like I am in a desert of events. Perhaps, looking at Southsun Cove, my understanding of Guild Wars 2 PvE has been always fatally flawed. Perhaps events are meant to be too special. My gut feeling is that the starting areas were supposed to be the norm.
Sounds quite depressing for me, I always loved his articles for his optimism, I hope it’s not gone for good.
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thanks Colin for the response Can you tell us which team will be working on the App?
I wonder why not make the badges something like a currency, so at least players wouldn’t miss badges if they forget/aren’t able to find their loot.
So the moment you kill an enemy you get +1 or +2 to your PvP-badge-currency. You still find a bag of loot at your feet of course
To clarify since I think these two statements could be confusing without context, Linsey is indeed working on designing the system by which we’d add precursor scavenger hunts to the game. We are not actively implementing that design yet, it hasn’t been finalized, and building it that will involve a much larger team.
No conflicting statements here, as a game designer when they are working on something, usually that means they are designing it, as that is their job.
Good catch and thank you for asking for clarity!
I think there has to be some change in communication. People speculate a lot about things they get from you… small bits. There is just too much emphasis on things you are bringing in the future far far away and we actually don’t know much about the things that are coming soon.
What I’m trying to say: people shouldn’t learn from you about things which are sooo far in the future, but instead we should have something to look forward too in the next update.
Emphasize the next patch, on things that are likely to see the light of the day. There must be more of those upcoming near changes/new additions which are 95% in the next patch… why not be more transparent about it? Otherwise people just get disappointed, like hearing from you something which sounds too good to be true (scavenger hunt) and then… “yeah, we aren’t releasing it in the next 10 months”
don’t tell us what’s not in the patch, tell us what actually is (specifics, not like: we are working on the old world to make it more fun; but: we’re doing this and that and try that, but are not sure if this works out).
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First I have to say, coming from GW1, I miss the lore in this game. Maybe it’s still in the works and things are coming in the future, but the way it is now, I see pretty little reference to lore in the game. (where are the collectable books which can be found, bought,… in the gameworld – there was an interview where we heard about this long ago).
Well yes there are small pieces of lore in the game, pretty good hidden for most of the time. It’s quite difficult for me to connect this small pieces I find maybe every few weeks. The idea would be that small book Indy’s father had in “the last crusade”. Each piece of lore you find in the world (dialogues, writings) have a certain place in a book you carry around. Once you “unlock” that piece of the puzzle, you get a lore-entry to this book (maybe with a nice little artwork). You can collect all those bits and take a look at your findings so far whenever you want.
what do you think?
I appreciate that must be very frustrating to work around the clock, just to experience criticism in forums again and again… I hope you and your crew won’t burn out on that, hearing from other people how things need to be done and that you still haven’t changed this and that. I don’t think I could manage this load of negativity… :-/
back to topic, the thing I was thinking about is not “best gear aka Ascended gear” but rather stat-combinations. At the moment WvW-vendors sell pow/vit/tou-gear which is nice for staying alive longer, but I imagine that professions which are all about condition damage or healing power would rather wear other equipment. I see that you have the trading-post available in WvW, but in order to get enough money to buy it from there I would have to have quite a lot of money (exotic). I actually forgot crafting, but I’m not sure if you get enough mats for crafting in WvW (can someone clarify?). In order to spend your Karma on Carrion-gear you’d have to go to Orr and finish those dynamic elite event if I’m not mistaken.
I just wonder, do you plan on methods to get varied gear in WvW? Karma-vendors when defending a castle for example? Or even new ways to get loot other than badges?
wow this is the sort of communication people love thank you Mike!
I think it was Colin who stated in an earlier interview (during development) that people should never have to leave WvW if they don’t want to. Do you feel that you’ve met this goal so far (or was it a misinterpretation on my part)?
I don’t think there are many people who have more than 50g and do not
a.) play the auction house (flipping orders)
b.) buy gems and change those to money
Option a.) is relatively time-consuming and I don’t like to do this activity when I could be playing the game. This is basically an anti-fun mechanic. Yeah now lots of peope probably would disagree, because this is the way they become rich and are happy with it. Perhaps some of those people even like this activity – find it fun. I can only speak for myself: I don’t like this.
In my opinion, I don’t have the numbers though but I guess depending on the reality in our guild, the difference between the amount of money some rich people have (those who spend most of the time in the tradingpost or with much RL-money) opposed the amount of money poor people have (those who actually are in the gameworld) is far too big.
At least money isn’t everything in GW2.
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I think a lot of people don’t want this fast respawn changed because it works great for farming (I won’t say botting) events. You just stay in one place and kill everything for minutes. Bonus xp from mobs is a good thing, but I’m not sure if xp is what people are after. If there were a higher droprate for Lodestones or other important craftingmats on mobs with bonus xp (for being alive longer than other mobs) this would make people move from place to place.
as it is now people who play the game with the attitude of exploration have a pretty hard time because they want to clear an area maybe to explore the area and find hidden secrets. Or because they enjoy solo gameplay and want to feel good killing champions and groups of mobs by themselves. These people have a problem.
The people who enjoy farming mobs won’t bother. They kill mobs for hours, seing farming that way as a acceptable activity. In my opinion this is not fun. Give better loot to mobs which have those tons of bonus xp, and people would spread out through the map on the look for those mobs – a new way of farming (much more diversified) and people would find new events on their way + get just as much good farming-mats as they would grinding the same path on a map, or even the same spot, for hours.
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in my opinion 95-120s is just not fun… you are more or less forced to move on and when staying in an area for what reason ever, it feels that you’d made no difference.
I’d suggest: increase mob density in certain areas so that people think twice before enganging a battle (like it was in GW1 where you had to plan your movement in order to avoid too hard battles) but decrease respawn rate significantly. You should be rewarded by intelligent pathfinding and some places should be difficult to reach because of mob density. If you made it through those enemies, you should feel rewarded by being able to move freely in this “cleared” area for a couple of minutes – long enough to explore the now new available area. Other people who come by would see what you had accomplished and it would feel natural that there are no mobs for a certain time.
To respawn enemies for a heavy infested area it would be plausible to give the player a kind of alarm, so that he wouldn’t be surprised by invisible creatures spawning in his back. For example a loud centaur-horn 1min before respawn starts. A loud wolf-howl before a pack of wolves returns. Those groups shouldn’t respawn in one place but spread around the area in huts, caves… and they should then meet at a location, form a group and the cycle begins anew.
The way it is now pacing is mostly fight fight fight fight fight instead of fight fight rest explore plan fight fight
Take a look at the achievement-bars I linked in the attachments. Can you tell me which of those is the one with the most progression?
Well, at a first glance it is really difficult to see imho. Each of those might have a different number of tiers and this is what makes it unintelligible for me. The progress doesn’t equal the length of the bar.
Now I would be interested in the reason why this is the way it is. Wouldn’t it have been easier to indicate the percentage of the achievement?
at a further note another minor thing that bugs me: there is no “recent achieved”-section in the UI. There are moments when I get a new achievement and just can’t find it in the UI because there is no link to the section it hides. It would be nice if a little pop-up stayed in the bottom right corner where the achievements pop up and a click on it would open up the UI in the section the achievement is hidden.
I’m sorry if this sounds like I hate the UI, I really don’t. Love the artdesign, the subtle size of the buttons and the coloring. Just a few small things that won’t leave me in peace
I’m going for Bolt, not sure if I play the auction-house or farm mats at the moment. My question would be:
in which order would you suggest farming the mats for Bolt? What should I try to accomplish first, what last?
I got from the wiki that you get crafting-mats or lodestones from attempts to craft mystic clover… so mystic clover would come before the craftingmats. Can anyone give me a hint or two?
to add something important:
Anet has now the chance to make those battles really as difficult as they should be, because they want to bring the Ascended gear to the people in more varied ways.
Thank you Colin for your statements, always a pleasure.
What I think about Boss-Fights with big crowds of people: make content in those battles for everyone.
for example the possible content for Tequatl:
-) very easy: an explosion destroyed the supply-tanks and ammunition for the heavy weaponry is spread all over the battleground. Return those to the mortars.
-) easy: use the mortars and shoot the boss + defending the mortars from enemies
-) medium: …
-) hard: …
-) very hard: get up close. This part is pretty unvorgiving. People have to learn the animation-patterns of the boss in order to survive the attacks. Otherwise they die. It won’t be possible to get close and survive without having REALLY good movement.
now this sounds not new, but that’s not all. The new thing would be: the boss can only die when each of those steps is done with success. I’d describe it this way: the Boss has a health bar for each of those steps.
-) very-easy healthbar
-) easy healthbar
-) medium healthbar
-) hard healthbar
-) very hard healthbar – for the pro-players
This means: a Boss can’t be defeated only the easy-way (shooting mortars in this example). The really good team which goes toe-to-toe with the dragon has to be successful too. The way it is now there is not really a very hard way, you can stand next to the dragon and nothing happens most of the time. I stood in front of the Shatterer and he ignored me. The closer you are to a dragon, the more dangerous it should be. Take the champions in the open world. Each of those is more dangerous than a dragon currently. This shouldn’t be imho.
more advanced bosses would additionaly have the players to bring all health-bars to 25% in the same minute, else certain health-bars would regenerate.
So people can choose which health bar they want to drain. They can try the close combat route – if that’s too hard and they constantly get killed, they can help in those easier routes. The unexperienced players would cheer for the elite-group. And the pro-players would need the less experienced players too, so that the battle wouldn’t last forever.
The more you participate on a specific loot-bar, the more loot you’d get. Not better loot, but more of it. Doing the hardest part with gold would also be a good choice for cosmetic rewards (like a piece of armor made of dragonscales for example). So in the end every player would get exotics, the easy-route 1, the hard-route 2, the very hard route 2+cosmetic.
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That is not something that will keep people playing long run if the content s not diverse. So Izzy simply does not get it at all.
that’s why so many people still play LoL… sigh The game has 1 map and because of good gameplay (which GW2 definitely has) people still play it.
And technically GW2 has quite different modes in those capture-point maps. Trebuchets, Mantras, Underwater-Maps,… Just respect their decision that they are convinced that GvG would play out bad in GW2.
I can’t say that I’m bored with sPvP at all. In my opinion a few important things are missing, but they are working on those.
Whats funny about it? Let me get this straight you’re justifying AN’s lack of communication by using an out of context Q&A from a pre-alpha testing phase for a then upcoming expansion and some how thats funny to you.
nah I’m justifying nothing. Blizzard is more transparent and talky to their community despite having the same problems.
do you know this quote:
Question from User: Can you give us a hinty hint hint with what you are gonna do with …bla… ? Pretty please? puppy dog eyes
Dev.-Answer: Love to, but we’ve learned to be cautious since some players can’t differentiate work in progress vs. broken promises.
it sounds like coming from an Anet-Dev but actually this is from Greg “Ghostcrawler” Street (WoW). They have the same problems Anet (and others) have. Quite funny.
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I’m actually quite happy that there are no capes in GW2… I can’t stand those dikittenowels in GW1. Love what they did with the Guild-Logo on guild-weapons and -armor.
btw, I wonder why so much people have a problem with the information-policy in this game, haven’t experienced this in other games; or am I wrong about this? Perhaps a more transparent policy would do more good than bad…
I heard Rift is very transparent in their forums and very talky; Those devs have a pretty decent reputation there. Would love to see this here too.
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^mostly agree, I wonder why Izzy takes his time to write all those answers if they basically say… well not much.
Guild-Wars2.info: Certain PvP game types in the original Guild Wars, like Heroes’ Ascent and GvG, were favorites amongst PvP players. Can you discuss why these game types did not make it into Guild Wars 2?
Izzy: Mainly one of the big issues we wanted to avoid with Guild Wars 2 was creating too many games types, which leads to a fragmented player base and adds a lot of complexity when balancing. This tends to lead to many game-types being left out as it’s impossible to develop new content and features for all of them in a timely manner.
Seeing this the fractals type of content makes sense to me now. It’s difficult to find players for a specific dungeon out of 32, not so difficult to find one for 1 dungeon (fractals). (if you ignore the level-gating which gets much better in the upcoming patch)
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so it’s different to the HoM where you can get those pieces again and again if you delete it accidentally?
If it happens that you “lose” the skin for e.g. the shoulderpieces, you will have to buy the whole set again from the store?
you don’t have to do them again. You just have to go to the entrance.
my opinion:
positive:
-) jp-achievement brings people out in the world if they aren’t exploiting it
-) event-achievement – the same
negative:
-) exploitable
-) fractal-achievement, why won’t dungeons count for this too?
I wished Anet would do an experiment and increase the respawnrate of mobs to 10minutes for a week. Then look at the reaction from the people. In the worst case they could sell it as bug and patch it soon after.
I don’t ask myself: “do I get through alive?”. Well yeah I do. I ask myself: “is it fun to defeat enemies in an area I just defeated 2min ago?” For me the clear answer is “no”.
I just enjoy a battle with the “right” pacing. A lot of action and then a phase with time to retreat, sit down for a moment or two, enjoy the scenery and plan my next move. Not possible with the current respawn-rate/mechanic.
it’s a good tool, would love to see this in the game though.
I wonder why we need an AMA since we have a whole forum dedicated to GW2 and it’s fans / people who play the game. Couldn’t they just answer questions here in the forums in the time they would do the AMA? Or is it the kind of “upvoting” a question thing that is important for the devs? Then I would ask: wouldn’t it be possible to include such a option in the forums here?
but why do they implement tutorials then? In WvW there is a tutorial for example. Everone could look up the mechanics in the wiki… sigh
they could scrap the whole recipe-list from our crafting professions, we should find out all the recipes all the time, wouldn’t it be great? Short answer: no it wouldn’t.
It doesn’t feel natural to me. It’s like playing a new Sim City game and instead of having a decent tutorial in the game you have to go to a Sim City Wiki and check what others found out about the mechanics.
I like that some recipes are a secret and people have to find out, that’s why I made those suggestions in the OP. It has nothing to do with making a forum ingame (such a nonsense) but a easy to use interface like the recipe-list for all the other crafting professions.
/wiki “Mystic Forge” in your chat.
which gets me out of the game. I’m talking about a ingame-interface.
From my experience with my guildies I can say that the mystic forge creates a gap between players. The ones who use wiki and other www-sources regularly and the others (like most of my guildies) who don’t read outside-sources and have no clue how to work with the mystic forge.
To speak for myself: I don’t like the design-choice that infos like that aren’t in the game. There is a community playing the game, why can’t there be a way to let people know of such recipes IN the game?
example (spontaneous, sure there are much better ways):
-) when you’ve found a new recipe, you get a recipe-unlock in a mystic-forge-interface-tab. Now you can share this recipe with your guild, your friends,… whoever you like. When shared, the person can open a crafting-window when visiting the forge.
-) you can buy a “recipe pergament” which has 4 empty slots. You put in the ingredients of one of the mystic-forge-recipes. If the recipe exists, the pergament transforms into a new pergament: “recipe of …(item you’ll get out)…” without losing the materials you put in. Now you can sell this recipe in the trading post or give it to your friends.
-) Link it in the chat and others get an unlock for it in a new register, if they click it.
What do you think about the design-decision to use Wiki in order to be most efficient? Do you mind leaving the game in order to find out new recipes, write them down/remember them and return to the game then? Or do you think that only the ones who use those sources earned their Legendaries?
@Delofakitten: sounds interesting, I’ll have to try this. Do you have a clip of this in action?
I think the numbers of healing (the green numbers) should count x10 towards contribution and buffs shared with others should get a certain amout too. I’m not sure why this is such a problem to implement…?!?
which team at Anet is working on achievements?
I really like this take on achievements:
http://www.dofus.com/en/devblog/posts/achievement-system
for example:
- Avoid repetitive actions (in general): Achievements are supposed to be an alternative to “Grinding” and “Farming” (kill the same monsters over and over for example), and therefore shouldn’t reward the killing of 10,000² Arachnees. We see achievements as missions; a player should be able to choose and complete an Achievement without feeling compelled to go through a repetitive and unpleasant task. The only exceptions we allowed in this case were achievements that can be unlocked naturally during the normal progress of a character (completing 1000 Challenges for example).
- No undeserved shortcuts: the quickest way to unlock an Achievement should be a noble journey that requires skill. For instance, an Achievement that requires 100 critical hits could be completed quite quickly on a Poutch (no challenge) rather than during interesting battles. This means achievements like this should not be created in the first place.
- Some cosmetic or material rewards can only be unlocked if you have a high score.
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I love the idea of the HoM, you reward people who reached certain goals in the game with cool titles, even cooler armor- and weaponskins, minis and pets.
Do you think there will be such a nice designed HoM in GW2 in the future? Is it even possible with the current system which rewards you with points? Do you like the point-system? (personally I have no idea why points… points allow what? Compare your score with your friend? is this really well thought-out? Is there actually one who likes the point-system? How could you expand this point system into an interesting feature rather than just a comparison of points?
I just don’t feel any need to get an 30point achievement before a 10point one, since it makes no difference to me if I have 2030 or 2010 points on my account. This is a bad numbers game in my opinion.
My question to Anet would be: How do you plan to evolve this system in the future? Is it a core part of the game for you like it is for some of your players? (I see quite a few people who started achievement-hunting after they got their lv.80 and aren’t interested in dungeons or WvW).
this is how I see it:
I loved the feeling of progression I had in the instanced GW1-Missions. I killed mobs in a certain location and now felt safe in that area. I could retreat to those areas if it got a bit too difficult and it felt like I made a difference.
Respawning of mobs feels very artificial for me in general. Jeffrey, you want people to move on to another area if they killed a mob, respawning mobs are not the way to do this in my opinion. Farmers just stay in the same area and farm those respawning mobs, this is how botters survive too.
In GW1 you had some empty areas too when you played in a zone, that wasn’t a big problem for me. I definitely see it as a problem in GW2 when the area isn’t cleared by yourself but other players. I really would suggest a different way though.
example:
The world is dynamic already because of dynamic events. You could make the dynamic events the source of new mobs. Everytime an event starts those waves come from nowhere and occupy an area. What you could do: make some of the mobs split from the wave and return to the places where mobs are missing. But until there is no event in that area, there is no “mob-respawn”. This would feel more natural in my opinion.
example2:
introduce “breakout events” for mobs, where a big group of enemies patrols an area and some stay behind those areas where mobs are missing. There is this one event ( I think it was in Blazeridge Steppes) where a mobgroup of 10+ mobs with a champion-leader strolls around and it’s not a too easy task to defeat those. Love it.
am I the only one with that problem? No response is kind of disheartening
the latest interview with the developers was very insightful, it was mentioned that new WvW-Maps / recreation of current maps needs just too much ressources and it would last about 6 months to create a new map.
The way it looks to me now: we won’t get a new WvW-mapdesign.
Here a suggestion: work on the maps in tiny steps, allow a steady growth to each of the 3 borderland-maps. Working on this piece by piece would give you also enough time to do the balance right.
So in each of the bigger game updates (like Wintersday, Halloween…) there could be a new setpiece in each of the 3 maps. So as time goes by we could see quite different maps in a year or two. Just allow the maps a growth instead of staying the same the next years.
Then we basically come to find out they aren’t even thinking about starting to work on the issues that are important to me.
Fixed that for you. Sure, a lot of people have different things that are important to them, tons of people have a issue with rewards and culling (me included, and I’m kind of a positive person) – problems Anet adresses next.
Things that are important: -snip-
Things they are working on: rewards, culling
Does anyone see how these lists don’t match?
again, how can you claim to know what’s most important? A lot of players want WvW-rewards come on par with PvE-rewards. Anet stated (before the game was released) that you shouldn’t have to leave the WvW mode to play WvW. As it is at the moment you’ll get the best gear for WvW in PvE-zones and I’m very happy that they adress this. When WvWers get equal rewards for playing WvW, much more players will play this mode and aren’t forced to play content they don’t enjoy, PvE for example.
Culling is really gamebreaking, this needs to be adressed with top priority.
If you can’t see that this takes quite a lot of recources, then I don’t know what to respond anymore.
-So no new maps in the near future
-1 week cycles for matches will continue
-Culling is being worked on
-We have talked about population issues but don’t design for it
-Paid transfers at some point in the future, but transfers are not that big of an issue
-Progression/rewards in Feb patch
-Live scoring no time soon (via website)
-Nothing major till feb patch.
-No UI changes (raid tools etc.)
-No changes to commander system
—> crowd: OMG I’M GONNA LEAVE, THEY SUCK,… BLAH
(I smell troll, those guys probably didn’t watch the clip)
for example:
-So no new maps in the near future —> perfectly fine explanation why this is the case
-1 week cycles for matches will continue —> no problem here, it works fine
-Culling is being worked on —> what more can you want?
-No UI changes (raid tools etc.) —> again, perfectly fine reply from Anet. You shouldn’t play the UI in GW2. (on a personal note: what would it be good for anyway, you can’t target friendly players and heal those, you can interact with anyone else on your server without a huge raid-window.)
-No changes to commander system —> they said that they would love to iterate on that “green system” but of course it takes time.
So really a positive interview all in all. They are working on a lot of things in WvW and everyone who actually watched the clip should be able to get this.
I’m not sure if this is a bug:
If I right-click a name in the chat-window sometimes(!) I find the option “invite to party”. When I try this an error-message is the result, which states: “the player is already in a guild”.
The other option which works sometimes(!): click on the small triangle above the party-window and write the name of the player which I want to invite to my party. Sometimes there was this guild-error-message but most of the time it works.
Now what is going on here?
looking at the guardian and whith that what “defensive potential” means, I say: what were they thinking? Do they want only Guardians and Warriors to be able to have a tanky role?
I got an achievement a few minutes ago, It said: agent of entropy. It’s really puzzling if I have to go into the achievement-section and look for this achievement quite a time to know what it was.
My suggestion: do it the way other games do it: if you click the achievement, the achievement-section is opened and you’ll get directed to the last achievement automatically.
OR
Show the last 5 achievements in a statistic
goes to show that no one at Anet tests mesmers for patches, they made balance chances and not 1 person decided to test them out in tpvp
At least not in a live environment. They have their own servers, it’s probably different there. We all saw the differences from Beta to Live
yeah, but until those other 29 are in the game, we still only have 1 when no holiday is happening. Halloween and Wintersday was very close together, what’s the next one?
As the statue in Lions Arch gets recreated I wonder if it’s actually the same or a new model. Since there are quite a few very creative and genius designers out there I suggest you do some kind of competition where people put on their creations of a new “Lions Statue” in the forum.
People could vote for their top 5 and Anet pics one of those for the new design.