Showing Posts For MikaHR.1978:

Instanced Raids Confirmed [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

Player retention probably, harder content that takes longer to get through, keep pushing out said content over the space of months so people don’t walk away. Like bringing the raid out 2 weeks later than the actual expansion, no one will blow through it Day 1.

So why are all games that used to bet on raids to retain players moving away form them?

Or as TSW and AoC, almost closing shop and desperately trying to sell whatever little of developer studio is left?

Wldstar?

SWTOR?

LOTRO?

Even WoW? THE raiding game?

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Instanced Raids Confirmed [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

How does Anet Justify Raids? We need group content that isn’t just Fractals or Dungeons (which have just turned into Zerker speed farms), that’s how.

We have tons of different stat sets to play with—let’s hope we get PvE content that actually rewards gear diversity.

Who is “we”?

You mean 95% of people that never/once in a blue moon come to the forums and dont give a rats kitten about raids?

Nope.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Instanced Raids Confirmed [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

https://forum-en.gw2archive.eu/forum/game/cdi/CDI-Guilds-Raiding

What other MMOs are doing doesn’t really matter, GW2 players (not all, but enough for it to be worth it) wanted raiding or something similar. It also helps them market to players from other MMOs who like raiding.

I don’t really see what needs justifying here…

Ooooh, ill just point you to Wildstars “players” that insisted on hardcore raiding.

Guess where Wildstar is now.

Sure, if you want to make less people play, you can just make raids.

I didnt hear more about more zones coming, more story coming, more PvP goodies coming nope.

I just heard that living story will move to raids. Which means SERIOUS money investment for miniscule part of population.

And who says the raids will be hardcore raids? It’s a little too early to really tell if raids will be something a majority do or if they will fade into the background like dungeons currently do once a majority of players have the rewards from it.

They boasted “challenging PvE content”. You think they didnt mean raids when they said that?

What do you think, that raiders from WoW will mass quit and come play GW2?

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Instanced Raids Confirmed [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

So, content that pretty much all other MMOs are slowly but surely dropping, content that only 5% of the playerbase does….

How does one justify spending ANY money on that.

5%? Do you have a source for that number? You may want to justify your claim first.

http://www.engadget.com/2014/07/03/turbine-raiders-make-up-the-smallest-player-group-in-lotro/

And LOTRO was all about raiding.

They abandoned raids and dont make them AT ALL any more.

Situation isnt different in other games, based on available data.

The do make most noise on forums though.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Instanced Raids Confirmed [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

Dude just likes to spit in other peoples lemonade is all and there are indeed people like that in this world and in Gw2. Raid system benefits those people who like to raid and does absolutely nothing to those who dislike raiding as it’s not needed for anything since this game has multiple methods to unlock items as is and that won’t change for raids.

So because people simply don’t like raids full well knowing they can simply just ignore them they go about spitting in everyone elses glass of lemonade.

Wildstar all over again. SWTOR all over again. Rift all over again. TSW all over again.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Instanced Raids Confirmed [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

https://forum-en.gw2archive.eu/forum/game/cdi/CDI-Guilds-Raiding

What other MMOs are doing doesn’t really matter, GW2 players (not all, but enough for it to be worth it) wanted raiding or something similar. It also helps them market to players from other MMOs who like raiding.

I don’t really see what needs justifying here…

Ooooh, ill just point you to Wildstars “players” that insisted on hardcore raiding.

Guess where Wildstar is now. Learning on other people mistakes is wise. OTOH just repeating other peoples mistakes because….reasons….

Sure, if you want to make less people play, you can just make raids.

I didnt hear more about more zones coming, more story coming, more PvP goodies coming nope.

I just heard that living story will move to raids. Which means SERIOUS money investment for miniscule part of population.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Instanced Raids Confirmed [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

I can already answer your 9.

For content to be created it has to justify its existance.

So either a lot of people play it for short or few for long. Of corse, the best is content that isplayed by lot of people for a long time.

Since raids are played by miniscule part of playerbase, that part of playerbase need to farm it until their eyes pop.

And how do you do that? Miniscule drop rates. It all comes down to math.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Instanced Raids Confirmed [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

So, content that pretty much all other MMOs are slowly but surely dropping, content that only 5% of the playerbase does….

How does one justify spending ANY money on that.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Seems Like a Good Time to Try ESO

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Hah, every smallest content update in ESO is paid. Wonder what youll do on those forums lol

What? They add an entire new zone for free. I have the basic game (40$) and I have the full content-

At the time of the release you HAD to pay 60+15/month to play that content. Thats NOT free.

And from now on EVERY DLC they release will be paid.

Nothing for free.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Seems Like a Good Time to Try ESO

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

I’ve been a loyal GW2 patron since release. Even spending a small amount of cash on gems every month. Up until now, GW2 has been a great value. But I just refuse to spend 50 bucks plus on Silverwastes 2.0 and some LS updates. Twenty even twenty-five bucks? Yes. Fifty? Not on your life. The value is just not there. The amount of content appears to be very slim for such a high dollar figure.

Especially since I’ve been eyeing up ESO since it released. And now that it’s B2P and discounted, it seems like the better value. Also, most of its bugs have been fixed and it’s received a nice amount of polish as well as new systems. Many of the issues players have complained about are gone.

So I think I’ve off to Tamriel for a while. At least until HoT comes down to a more realistic price based on the small amount of content it appears to be delivering.

Hah, every smallest content update in ESO is paid. Wonder what youll do on those forums lol

ESO is decent game but has no longeivety. AvA is borked beyond repair it seems (since they only made problems worse since launch)

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: MikaHR.1978

MikaHR.1978

Core game is a free bonus to a set Heart of Thorns price to incentivize new players to get the game and not have them pay double.

Your post is pointless.

Nobody misses you. Go away.

+1

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Coil Event Fail Toxicity

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Farmers ARE the problem, always were and will be until ANet (or any other comapny, its not limited to GW2) solves it, because unless Anet gives me dev powah the only thing i CAN do is complain to them to solve it. So far, they pretty much failed miserably, and instad nerfed anything and everything into oblivion.

Its again case of tiny minority having huge negative influence over overwhelming majority.

The day farmers are gone, you will be the FIRST to run here and complain about how you aren’t able to get anything because everything is so expensive on the trading post since no one is farming whatever you are in need of and about how you now need to farm those things yourself.

Please, go there to learn what you really really need to learn about how farmers are important : https://forum-en.gw2archive.eu/forum/game/gw2/PSA-How-Farming-Works/first

Nonsense, drop rates would be adjusted to produce desired number of drops, just like they are now.

But because of farmers drop rates are miniscule.

So yeah, miniscule drop rates are a symptom of the problem.

There isnt anything in the game that cannot be adjusted to desired value, you people write as game is some ethereal existance that devs have no control over rofl.

Majority is being held hostage to tiny minority.

How things happen:

Farmers spot ultra great farm spot
Farmers farm helluva of farm spot
Things get nerfed to oblivion
Farmers move on, and when ordinary player comes along he has no choice but to buy what he needs from farmers, unless he undergoes multiple times worse grind than farmers.

So yeah, either you become a farmer yourself or youre generally screwed.

This also answers the question why they freak out if you disrupt “the farm” (if you didnt get it until now)

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Coil Event Fail Toxicity

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Here we go again with the “farmers hurt my feelings” threads. Sad to say GW2 is built around the premise that one must farm to acquire anything cool or rare in the game…so until they come up with more creative ways in MMOs to gain something cool, farmers will continue to come up with ways in which to acquire the needed items in as little time possible.

I mean, there are people who have been playing GW2 everyday since early launch and never had a precursor drop….so desperate times call for desperate measures.

Maybe anet needs to have a zone with nothing but level 80 mobs on flat terrain that are not linked to a story for people to to farm 24/7, but then the new complaint would be “no one is in any zone doing world events cause they are in zone X farming”

No ANET just need to weed out the players that continually look to set up these failtrain exploits.. otherwise all they will do is keep patching events to the point no one gets loot for anything anymore.

CS and Frosty already have large enough champ rotations and larger events/world bosses to hit throughout the day.. added to that there is a world event boss timer rotation.. there is simply no need to keep defending these failtrain exploits cos of lack of loot.. its purely greed and laziness to go work for the loot legitimately..
Quit with “loot is too hard” in GW2.. .. its one of the easiest games in which to make coin, you just don’t want to put the effort in to do it.

Farmers ARE the problem, always were and will be until ANet (or any other comapny, its not limited to GW2) solves it, because unless Anet gives me dev powah the only thing i CAN do is complain to them to solve it. So far, they pretty much failed miserably, and instad nerfed anything and everything into oblivion.

Its again case of tiny minority having huge negative influence over overwhelming majority.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Ascended Gear and Runes

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Unfortunately ou are spot on, whole gear setup, ESPECIALLY with whole ascended thingy just all but diminished something that should be strenght of the game: class/build experimentation and variation.

Even in sPvP you have to dish out gold to unlock basic thiings like amulets/traits.

The promise of the game (as you can read in my sig) is unfortunately going away more and more as time passes.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Black Lion Chests count as gambling?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

yawn

I think it was Vayne that compared BLCs to baseball cards? I personally feel it’s an apt comparison and the same general premise. If BLCs are gambling, then by all definitions, so is purchasing a magic the gathering booster pack. Really, if you look at it, it really is the same thing. You invest a token amount of money in the hopes of getting something good in return. The only difference between a black lion ticket and a valuable baseball card or mtg card is the real world value. You can sell the cards, you can’t (theoretically) sell that black lion ticket for real world money.

In my country TCGs are listed in same category as casino games and lottery: luck based games. And as such had same tax attached.

So yeah, you could earn decent student pocket money for selling those

And yes, its gambling, dont try to passit as something else, using loopholes is using loopholes.

On account of Anet…well…everybody is doing it so i dont see a problem with it. It would be different if there was some prederence or such.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

My point isn’t about multi-player gaming, but rather online revenue stream for milking the money. It doesn’t matter if you are playing a “single player game” in a MMO world, as long it does the job of keeping them occupied for much longer. Online gaming is more real than ever, seems to be all the rage nowadays.

Oh, but it IS about multiplayer (what is multiplayer anyway, forced grouping or just people inhabiting/coexisitng in same game world?) because every dev took WoW route (and every one failed). Leveling is pretty much solo affair and bam, you hit endgame and game turns 180 and you cant do crap without raiding and its just gear grind. And then proceded to wonder why game has 10% retention (probably even lower for Wildstar becuse its hard raid content).

Duh-huh, wheres content for those other 90%? How can you claim something that was never even tried failed to provide any results lol

I ask you again, provide example of what content in MMO you speak of failed to provide what you speak of.

It is funny you mention WoW, but simply decided to ignore it. Which single player games clock more game time than Wow? League of legends, Dota2, D3, COD, all these other shooters games, and many more seem to demonstrate people clock alot of time on online gameplay. My point is online gameplay really.

More often than not you can’t really make things everyone like, compromise are fun stuff. If you hate multiplayer, forced grouping, raiding, please tell the developers about it, I can’t help you there really.

Now please explain what hard PVE raid content LoL, Dota, D3, CoD, and all these shooters have.

But they DO have something in common. Besides being online.

Let’s me guess, you don’t like hybrid? I have no idea what you are arguing about.

What hybrid? Enlighten us all: WHAT HARD PVE RAID CONTENT MOST PLAYED ONLINE GAMES YOU LISTED HAVE.

You sound like a mad gorilla. That wasn’t even my topic or what I was talking about just now.

Thank you for not providing anything and proving my point and sweeten it all up with an insult.

You have no point, in fact you have obsolete theories that have been spewed by certain group pf people for years now, and developers….well, they proven things again and again. Its not really a surprise MMOs are on decline since they cannot seem to grasp raids, especially hard raids are huge waste. Along with hard content. Took 7 years for Turbine, Bioware is still clueless, ANet seems to go in raid direction, Carbine…. … …

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

My point isn’t about multi-player gaming, but rather online revenue stream for milking the money. It doesn’t matter if you are playing a “single player game” in a MMO world, as long it does the job of keeping them occupied for much longer. Online gaming is more real than ever, seems to be all the rage nowadays.

Oh, but it IS about multiplayer (what is multiplayer anyway, forced grouping or just people inhabiting/coexisitng in same game world?) because every dev took WoW route (and every one failed). Leveling is pretty much solo affair and bam, you hit endgame and game turns 180 and you cant do crap without raiding and its just gear grind. And then proceded to wonder why game has 10% retention (probably even lower for Wildstar becuse its hard raid content).

Duh-huh, wheres content for those other 90%? How can you claim something that was never even tried failed to provide any results lol

I ask you again, provide example of what content in MMO you speak of failed to provide what you speak of.

It is funny you mention WoW, but simply decided to ignore it. Which single player games clock more game time than Wow? League of legends, Dota2, D3, COD, all these other shooters games, and many more seem to demonstrate people clock alot of time on online gameplay. My point is online gameplay really.

More often than not you can’t really make things everyone like, compromise are fun stuff. If you hate multiplayer, forced grouping, raiding, please tell the developers about it, I can’t help you there really.

Now please explain what hard PVE raid content LoL, Dota, D3, CoD, and all these shooters have.

But they DO have something in common. Besides being online.

Let’s me guess, you don’t like hybrid? I have no idea what you are arguing about.

What hybrid? Enlighten us all: WHAT HARD PVE RAID CONTENT MOST PLAYED ONLINE GAMES YOU LISTED HAVE.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

My point isn’t about multi-player gaming, but rather online revenue stream for milking the money. It doesn’t matter if you are playing a “single player game” in a MMO world, as long it does the job of keeping them occupied for much longer. Online gaming is more real than ever, seems to be all the rage nowadays.

Oh, but it IS about multiplayer (what is multiplayer anyway, forced grouping or just people inhabiting/coexisitng in same game world?) because every dev took WoW route (and every one failed). Leveling is pretty much solo affair and bam, you hit endgame and game turns 180 and you cant do crap without raiding and its just gear grind. And then proceded to wonder why game has 10% retention (probably even lower for Wildstar becuse its hard raid content).

Duh-huh, wheres content for those other 90%? How can you claim something that was never even tried failed to provide any results lol

I ask you again, provide example of what content in MMO you speak of failed to provide what you speak of.

It is funny you mention WoW, but simply decided to ignore it. Which single player games clock more game time than Wow? League of legends, Dota2, D3, COD, all these other shooters games, and many more seem to demonstrate people clock alot of time on online gameplay. My point is online gameplay really.

More often than not you can’t really make things everyone like, compromise are fun stuff. If you hate multiplayer, forced grouping, raiding, please tell the developers about it, I can’t help you there really.

Now please enlighten us all what hard PVE raid content LoL, Dota, D3, CoD, and all these shooters have.

But they DO have something in common. Besides being online.

ES, Fallout, Civ games logged massive amount of hours, more than majority of MMOs (just couple of most popular ones)

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

My point isn’t about multi-player gaming, but rather online revenue stream for milking the money. It doesn’t matter if you are playing a “single player game” in a MMO world, as long it does the job of keeping them occupied for much longer. Online gaming is more real than ever, seems to be all the rage nowadays.

Oh, but it IS about multiplayer (what is multiplayer anyway, forced grouping or just people inhabiting/coexisitng in same game world?) because every dev took WoW route (and every one failed). Leveling is pretty much solo affair and bam, you hit endgame and game turns 180 and you cant do crap without raiding and its just gear grind. And then proceded to wonder why game has 10% retention (probably even lower for Wildstar becuse its hard raid content).

Duh-huh, wheres content for those other 90%? How can you claim something that was never even tried failed to provide any results lol

I ask you again, provide example of what content in MMO you speak of failed to provide what you speak of.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Btw.:
http://wildstarreport.com/2014/09/03/wildstar-omni-core/

In the true sense of their motto; “The Devs are Listening” Frost discussed how Carbine is regularly looking at and analyzing gameplay analytics. These analytics are focused on playtime, content and reward loop feedback, all of which have shifted their focus from high end content to solo gameplay. Statistics are showing the majority of Wildstar players enjoy solo play instead of larger raids which really caught Carbine developers off guard

Yes, every MMO reports the same thing, and yet in every MMO forums, tiny fraction of tiny fraction of playerbase spew same nonsense demanding raids, hard conent and “unique” rewards.

Hell, even GW2 will have CDI for raiding? WTF for rofl. Its WASTE of resources. Unless its scalable form 1-x players (x=whatever)

And yes, Carbine just prooves how clueless developers are. WS is pretty much dead in the water. But they listened to “community” before launch, and this is the result.

Hell, it took Turbine 7 years to figure it out rofl. But Turbine actually had balls to say what is what. And guess what? LOTRO isnt doing any worse because of it.

I doubt developers don’t know this. It is more about funneling these causal crowds into their MMO genre to better monetize their player base. The theory is that singleplayer brought people to the table but multiplayer kept them sitting down. Short term single player game simply fail to provide the desired revenue flow, mostly hit or miss, very undependable. It is reflection of reality, compromise had to be made, knowing what you want is probably not what they’re truly building.

And, here we go again, you talk like all those who talked about theory, practice has made that theory obsolete long long time ago. And not to mention that that theory was hugly brought up by that same fraction of fraction of players who also proclaimed their “dedication” as proof that game just cannot survive without them.

Hogwash is hogwash.

And yes, building your game on obsolete theories makes you – clueless.

Just look at MMOs released in past few years and how every developer “was taken by surprise/off guard”.

Oh and while youre at it, please provide example of this astonishing elaborate endgame solo content on which developers spent so much resources like they do on raids. Just for clarity on what exactly didnt provide “revenue flow” or some such.

While OTOH, raids/hard content is proven waste of resources.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Black Lion Chests count as gambling?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

lawman and taxman havent yet cought up with these practices in MMOs.

They will eventually.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Raids are coming to GW2!

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Hope that GW2 devs are smart enough to not even consider it unless its scalable content from 1-x players (x=whatever)

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Btw.:
http://wildstarreport.com/2014/09/03/wildstar-omni-core/

In the true sense of their motto; “The Devs are Listening” Frost discussed how Carbine is regularly looking at and analyzing gameplay analytics. These analytics are focused on playtime, content and reward loop feedback, all of which have shifted their focus from high end content to solo gameplay. Statistics are showing the majority of Wildstar players enjoy solo play instead of larger raids which really caught Carbine developers off guard

Yes, every MMO reports the same thing, and yet in every MMO forums, tiny fraction of tiny fraction of playerbase spew same nonsense demanding raids, hard conent and “unique” rewards.

Hell, even GW2 will have CDI for raiding? WTF for rofl. Its WASTE of resources. Unless its scalable form 1-x players (x=whatever)

And yes, Carbine just prooves how clueless developers are. WS is pretty much dead in the water. But they listened to “community” before launch, and this is the result.

Hell, it took Turbine 7 years to figure it out rofl. But Turbine actually had balls to say what is what. And guess what? LOTRO isnt doing any worse because of it.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

To sum up Harper’s point(s) so far:
In adding unique rewards linked to challenging content, a player would not be forced to obtain a special pet, title, or cosmetics, as it would not reduce or hinder their viability/desirability of their class nor the ability to play the game as such.

Yet many oppose adding challenging content with unique rewards – even if it would not constitute gear threadmill or other forms of vertical progression – merely because they would
1) feel "compelled/forced to get it (however that is an ’it’s all in your head’ issue), and/or
2) they might not be able to obtain it (although it is generally agreed that completionists are a minority of the playerbase).

However these same players have no issues with pvp-only rewards nor with gem-store additions, and much else with the ill-designed rewarding system (the most rewarding content atm seems to boil down to Tp flipping, Champ train, EOTM and Ascended mats, which can be summed up as rather boring and extremely unchallenging ways of playing the game).
Dat sense, much logic.

No. Vayne specifically seems to okay ascended gear as if it were somehow any different than cosmetic rewards (pvp-only rewards were not mentioned, from what i can see). That is only Vayne, though. I think it is equally bad as the unique rewards tied to difficult content. And while i do agree, that not everything is okay with gemshop, and that the reward system in this game is not that good, the fact that you can buy most of things for gold is actually okay (as it allows for getting them through multitude of options, instead of locking them behind only one).

Yes, farming is boring, and a better reward system is desperately needed. Some gemshop problems (like having lot of more valuable items from the shop hidden behind rng, for example), as well as disparity of introducing new skins to gemshop compared to the game should also be looked at. But at the same time having unique rewards hidden behind high difficulty content (or any single narrow playstyle) is also bad – whether they are purely cosmetic, or offer stat advantage.

There’s no hypocrisy in this.

by doing it the way you suggest, you ensure that the game will always be about whatever is the most effecient gold farm.

If everything is tradeable (which im not saying is the worst thing in the world) you should actually go out of your way to make items directly obtainable through specific playstyles.
Then people will be trading value based on what they feel items(different tasks) are worth. If everything is obtainable anywhere, and buyable, you essentially assure that the only measure will be how much overall gold you can grind in the easiest way possible, Which will tend to make anything boring and degenerative after awhile.

Really?

So in your mind, doing anything you want is this awful thing, while pigeonholing rewards at (whatever) narrow niche is awesome.

Yeah, no. Do you ever wonder why you dont HAVE TO clean toilets to get a TV?

thats what gold is for.
gold is supposed to the means of exchange whereby people can choose the value of various activities.

Now if a small % of non essential reward is dedicated to people who have certain playstyle, that isnt horrible.

I find it odd though that people complain about this idea, when they have already gated essential items AND high value cosmetic items, behind specific playstyles.

Once again it comes down to the completionist who wants things easily versus the people who want challenging content. Both are edge case players.

The problem is the completionist who wants things easily, has an overall negative effect on the economy and design of the game when you cater to him. While the challenging content player does not.

And still you dont understand. Its NOT about few people that want it this or that way lol. In the big picture they DONT really matter.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

snip snip snip

And you are absolutely right, the peopl who only want to do most efficient thing will always do most efficient thing, whatever that may be, easy/hard/long/short it doesnt matter at all. But since those are really small group, they dont really matter.

You dont ever look at big picture and just look at small pieces. Unfortunately devs cannot afford that as they have other 99% too satisfy to, in more than 1 way.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

To sum up Harper’s point(s) so far:
In adding unique rewards linked to challenging content, a player would not be forced to obtain a special pet, title, or cosmetics, as it would not reduce or hinder their viability/desirability of their class nor the ability to play the game as such.

Yet many oppose adding challenging content with unique rewards – even if it would not constitute gear threadmill or other forms of vertical progression – merely because they would
1) feel "compelled/forced to get it (however that is an ’it’s all in your head’ issue), and/or
2) they might not be able to obtain it (although it is generally agreed that completionists are a minority of the playerbase).

However these same players have no issues with pvp-only rewards nor with gem-store additions, and much else with the ill-designed rewarding system (the most rewarding content atm seems to boil down to Tp flipping, Champ train, EOTM and Ascended mats, which can be summed up as rather boring and extremely unchallenging ways of playing the game).
Dat sense, much logic.

No. Vayne specifically seems to okay ascended gear as if it were somehow any different than cosmetic rewards (pvp-only rewards were not mentioned, from what i can see). That is only Vayne, though. I think it is equally bad as the unique rewards tied to difficult content. And while i do agree, that not everything is okay with gemshop, and that the reward system in this game is not that good, the fact that you can buy most of things for gold is actually okay (as it allows for getting them through multitude of options, instead of locking them behind only one).

Yes, farming is boring, and a better reward system is desperately needed. Some gemshop problems (like having lot of more valuable items from the shop hidden behind rng, for example), as well as disparity of introducing new skins to gemshop compared to the game should also be looked at. But at the same time having unique rewards hidden behind high difficulty content (or any single narrow playstyle) is also bad – whether they are purely cosmetic, or offer stat advantage.

There’s no hypocrisy in this.

by doing it the way you suggest, you ensure that the game will always be about whatever is the most effecient gold farm.

If everything is tradeable (which im not saying is the worst thing in the world) you should actually go out of your way to make items directly obtainable through specific playstyles.
Then people will be trading value based on what they feel items(different tasks) are worth. If everything is obtainable anywhere, and buyable, you essentially assure that the only measure will be how much overall gold you can grind in the easiest way possible, Which will tend to make anything boring and degenerative after awhile.

Really?

So in your mind, doing anything you want is this awful thing, while pigeonholing rewards at (whatever) narrow niche is awesome.

Yeah, no. Do you ever wonder why you dont HAVE TO clean toilets to get a TV?

And you again proved that you are not interested in actual content but only the reward.

Unfortunately, people asking this have proven again and again (even in this thread) that content or difficulty isnt really what matters.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Not quite.
It’s purely an objective matter that your statistical performance is not affected by cosmetics, titles, or minipets (unless they’d by some rather silly decision grant the user special bonuses).
It is however subjective to say you feel forced/compelled to play challenging content just so you can have everything completed. It is also subjective to say players would feel disenfranchised if a couple of such features were to be implemented (some might, but you cannot say with certainty how many that would be, nor can you prove it would have serious negative impacts on the game, i.e. gemstore revenues).

My point, which is basicaly Harper’s point, is that adding in challenging content with unique rewards would not hinder you to play your game, because it’d be completely optional and would not add to vertical progression. That is pure logic. Now, if I take your approach to putting everything in % and playerbase minority vs majority , I dare say that the number of vets who would benefit from such change would dwarf the number of disappointed completionists by far, and it is an estimate I consider quite accurate.

But to say that the only fact is intentionally misleading. It’s a fact that completionists exist. That’s not theory, that’s a fact. It’s a fact even that some people will do content they don’t enjoy to get rewards. If you think those aren’t facts, I’m not really sure what to tell you.

The fact that your statistical performance isn’t increased or decreased is mostly relevant to min/maxers and people who care about stats. Are they are majority? A minority? Clearly, you’re one of the people to whom stats are massively important, so you come to the erroneous conclusion that it’s okay to have rewards that other people want, because they don’t need them.

But you don’t need those stats, even if they are better. It’s not a fact that you need them. It’s your desire for them. It’s that you want them. It wouldn’t be okay to you if these rewards gave higher stats. And that’s the difference. There are people who care less about stats and more about minipets or skins. That’s also a fact, by the way.

So your suggestion that they give no reward means you don’t need them is just your opinion. You don’t need higher stats, but you’re basically saying you would if they offered them.

That’s what we’re arguing about. You think your way is the only way. I think the issue is more complex.

thing here is, the game already does this. They already lose customers based on having the best rewards behind repetitive simple tasks.

Now i understand you have agreed that it may not be right, but you theorize it may be best for business.
I disagree whole heartedly, most casual players, are either satisfied taking longer, or are perfectly ok with their being higher levels of something that only people with more time/interest/energy can achieve.

Do 10 year olds quit lego because they make advanced lego kits IN ADDITION to their low end kits?
DOes the existence of high end super detailed expensive car models make people quit buying matchbox cars?
Does having optional super hard to beat bosses in final fantasy 7 make people not finish the game?
The most played facebook game right now has like 2000 levels and has extreme difficulties in addition to normal difficulty.
Do you think the casual players here are unique? somehow they are not heavily invested in the game, but are heavily invested in possible item dropping?

lets be honest, this is a battle of hardcore players of different types, because for the casual player something that requires them to grind 2000 hours, is probably a lot more unlikely than something that requires them to master hard levels that last 1 hour each. In fact most of those players will be able to be carried by people good enough.

If only 5% of the population is interested in raids in LOTRO, i think only 5% of the population is interested in getting every visual/mini/title in the game. So its a battle of the completitionist who doesnt like hard content versus the people who like hard content, neither of them = the majority of players.

You really dont understand crux of the matter after all these posts.

Anyway, this is prime example of tiny miniscule minority being extremely vocal on the forums. And im glad you mentioned LOTRO, because you know what: they dont make raids in LOTRO (AND thats after they promoted those heavily since launch AND had extreme rewardsa as bribes aka wasting a huge amount of their time on it) any more despite extremely vocal forum warriors.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

This is why someone not very well versed in the game should not “explain” things to noobs.

1. i guess he feels exponentionally dumber playing WoW if thats the case. have you xplained him that in the old system it was actually much worse and that he had to unlock EACH skill on EACH weapon individually AND that he probably wouldnt have those skills anyway?

2. how is feeding the cow makes you feel any more or less stupid than dancing for a cow? Also look at 1, he had same skills as he would have had before.

3. Since the game showers you with gear now i bet you what you want that most people will have avrage bigger stats than they had before, AND you can play naked….if youre skilled. have you “explained” that to him too?

4. What does story starting at lvl 10 has to do with 3 or 4 or any year olds? So if exact same story starts at level 5 it would be awesomly mature now? Does it maybe have anything to do with your “explanation”…yeah

5. If he didnt have anything to do at lvl 6 then im afaraid hes a lost cause becuse thats how GW2 plays you go look out for stuff. If anything (and your frind proved it) it seems that avid WoW players need even MORE hand holding than NPE brought (not really surprising considering how WoW is)

snip

High horse? rofl My beloved system? Where do you get these gems?

Next time be objective about changes, and yes, “avid WoW players” wont have a good time in GW2. With or without your “explanations”

Translation: I can’t respond to any of your arguments, so you’re just a loser!

There was some kind of argument there?

I rest my case.

You had some kind of case?

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

I don’t the think the personal story was as well received as Anet wanted it to be. We all know what people thought of Trahearne and the Zhaitan fight. We’ve all seen people talk it down. While it did have people who liked it, many many people disliked it. The open world has always been the strength of this game.

I think Anet really wanted to shift the focus to the world and away from the story.

See personal story isnt great, but its actually generally better in the first 20 levels, (depending on your race/choices) But it does provide a backdrop or narrative.

The open world on the otherhand isnt that strong early, its ok, but its not stirring. Also the open world actually loses more with the arrow. Its good for completion, but its bad for making you feel like the game is free and open.

What they really needed to have, was an open world means of leading newbs. Lets think of some newbie like dynamic event chains that tell a story, The truth is the dynamic event system is one of the main strengths, and a well crafted chain in the beginning could be a lot more satisfying than the starter story, and hold them over till level 10.

They should also kind of make it clear when your next personal story missions will unlock.

point is, if they want to keep people, a more riveting starter experience will probably go further than a more easy one, imo.

They are actually steamlining early play experience with NPE (doing exatcly what you want them to do) so now you complain its not streamlined enough? And needs even MORE hand holding than it already has?

By forums i thought “everyone” hates hand holding.

its not about streamlining, its adding an actual adventure/narrative to the starting area, that no longer exists now that story starts at level 10. Its actually the opposite of streamlining, its about adding depth and substance to the starter experience.

i dont know why i respond to you though

Its actually streamlining and more hand holding, because you acknowledge noobs cant handle the freedom they are given (as ironically “avid WoW player” example also confirmed).

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

yeah, but the reason there is no risk is because anet didnt want to design it so people might fail. In order to have risk, you need to have a chance of failure.

Not really. There are a lot of lesser-participated events that are impossible to fail and yet difficult to succeed. If you don’t succeed then they just stick around, not being beaten, for hours if necessary. You may not be able to fail it, but it might take a while if you aren’t very good at it. The real kicker, the thing that makes events frustrating, is when you’re working diligently towards success, and then either the enemy just gives up and goes home, or the entire group wipes and everything resets. Those are fun stealers.

Now that doesn’t mean that the encounter shouldn’t be able to kill you, that you shouldn’t have to keep on your toes to stay alive. You might get knocked down, so that people have to wake you up, you might even die and have to rez (relatively near by) and run back (perhaps costing you more in WP fees than you earn if you are really terrible), but eventually the action should complete.

So your suggestion is to make sure that hard content isn’t repeatable for rewards. Meaning people who want hard content unable to get any reward for replaying their content. While people who like easy content can spam “1” all day, every day, and still get rewarded.

No, that’s not what I said. Of course the hard content would offer a repeatable reward, just that the repeatable reward shouldn’t be that much greater than any other repeatable reward. If the challenge is in making the event easy, then once you do that, you get one huge payout, then the content is relatively easy, so you get the smaller, easy mode payout. If you enjoy doing it, do it, it will pay out as well as anything else you could be doing, but you don’t deserve a huge bonus.

And at that, you think good rewards are a minipet that you can’t sell and a title. How’s this for an idea: replace all rewards from world bosses with a single, non-sellable minipet, and a title. No reward after that. You can still have your easy content fun! (Or are you only in it for the reward? Because that’s what ‘you’ keep accusing ‘us’ of, when we’re the ones actually doing thing that effectively don’t even HAVE a reward like level 50 uncategorized fractal champ solos, when for the most part you guys are chasing the most rewarding zero effort zerg farms).

So how would you do it?

How would you design repeatable hard content that even once you have it on farm it does not provide significantly higher reward per hour than running the other content in the game?

And no, you do not deserve the right to get consistently higher reward just because you enjoy hard content.

Your whole post, especially that last paragraph, is saying that you don’t think demonstrating player skill should have better rewards than not demonstrating any player skill.

Eh, I think that’s a slight exaggeration of my position, I don’t think demonstrating high player skill should have better rewards than only demonstrating moderate player skill. You should still have to display some skill, just not a crazy amount of it. Normal mode, not hard mode.

One will always carry greater rewards than the other in the long term.

Ok, then if that’s the case, and there must be a disdparity, then obviously you would make the more rewarding content the one that the most players can achieve, since that would make the most players happy. Clearly you wouldn’t want to make most rewarding the activities that only a small minority can achieve, how silly would that be?

bah lost most my post.
you need to give rewards to encourage proper play, if yu designed a good game, proper play should make people happy. From a game design perspective rewards dont exist to make players happy, they exist to make people play the game in ways that make the game better to play.
The game itself is to make people happy.

sorreh for fake +1ing you

We all know very well why bribes exist. So no, “make it and then must bribe them to play it” philosophy is one i will never agree with.

If content cant stand on its own 2 legs then its NOT worth making.

But anyway, number of people who want this is miniscule anyway, so no matter how you want to spn it in the big picture its waste of developers time. IF they decide to waste some time on it you should be very grateful. Asking for something spcial on top of that or better rewards jsut spells false entitlement.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

We are now up to 3 weeks.

Can someone from Anet point me to the official ‘what happens at every level’ guide please?

Up to now, we can only assume that what hasn’t been changed yet is exactly as it is meant to be. If that is the case there are still issues with what is left and the messaging is all over the place about it. There are also still some bugs that need to be worked out.

We were told that there were bugs, misinformation and that somethings were not implemented correctly. We were never told what exactly fell into each of those categories. I feel that a map of the new leveling system along with what exactly the NPE is supposed to contain will help drive feedback in a constructive direction.

Please may I have this ‘road map’. Surely constructive, informed feedback is the goal. If it is not implemented as intended then feedback on it is virtually worthless. Surely you can tell us what it is supposed to be right? I mean it’s live, it’s not like I am asking about future development.

There was misinformation. It was coming from players.

Players claimed you couldn’t dodge, or used the TP, or use an Asuran gate even at level 2. They were wrong to say it, because when tested it was obvious you could. People were confusing what you could do and when you were told about it.

People said you couldn’t get vistas, when what was true was they didn’t appear on your map. That’s the misinformation being referred to.

Since I’m sure that changes are being made to both a roadmap and player feedback I’m not sure how the original plan is going to help you much.

There was also some misinformation in the patch notes, caused by ambiguity like the phrase “starting zone,” which didn’t actually mean an entire level 1-15 map, just the small area immediately around where you load into the game.

It’s clear things have already changed. From Mark Katzbach:

  • Skill challenges now unlock on an account-wide basis rather than a per-character basis as originally intended.
  • Skill Challenges are now visible at level 13 instead of level 15.

These are specific changes they made in regard to our feedback. The original plan isn’t going to help much now.

There was no missinformation on Anets part, there was no “low level zone” it was low level area, all missinformation was brought on by “community”

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

This is why someone not very well versed in the game should not “explain” things to noobs.

1. i guess he feels exponentionally dumber playing WoW if thats the case. have you xplained him that in the old system it was actually much worse and that he had to unlock EACH skill on EACH weapon individually AND that he probably wouldnt have those skills anyway?

2. how is feeding the cow makes you feel any more or less stupid than dancing for a cow? Also look at 1, he had same skills as he would have had before.

3. Since the game showers you with gear now i bet you what you want that most people will have avrage bigger stats than they had before, AND you can play naked….if youre skilled. have you “explained” that to him too?

4. What does story starting at lvl 10 has to do with 3 or 4 or any year olds? So if exact same story starts at level 5 it would be awesomly mature now? Does it maybe have anything to do with your “explanation”…yeah

5. If he didnt have anything to do at lvl 6 then im afaraid hes a lost cause becuse thats how GW2 plays you go look out for stuff. If anything (and your frind proved it) it seems that avid WoW players need even MORE hand holding than NPE brought (not really surprising considering how WoW is)

snip

High horse? rofl My beloved system? Where do you get these gems?

Next time be objective about changes, and yes, “avid WoW players” wont have a good time in GW2. With or without your “explanations”

Translation: I can’t respond to any of your arguments, so you’re just a loser!

There was some kind of argument there?

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Game where everyone has everthing gets really boring really fast (this is also one of the main factors why people leave this game)

People dont demand better gear , they just need posibility to show off . If I have to spend over 2 hours to complete some content I want to get better reward then pug running cof p1 in 10 min .

For example
fract lvl50 = 20g+higher chance for ascended drop
cof p1=1g

Casual who cant finish fract lvl50 doesnt miss anything , he just get it slower .

Tell you what, youll get a title “fractal pro”. You can show off that if THATS what you really want.

Or even better, let ANet time fractal runs and fastest time group gets unique title, but as soon as record is broken title goes to new group. Isnt that unique enough? And you can be sure that filthy casuals will never have that title.

And you are a bit confused, ANet (or any developers) goal isnt to speed up “hardcores” progress and slow down “casuals” progress, quite opposite, slow down hardcores and speed up casuals to keep them at roughly same spot.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

These so called “few players” can go pick up Wildstar then, or play any Korean mmo in the market today. Guild Wars 2 ever since the start has been so relaxing, I don’t want to see it go along some hardcore path to get the best items that gives a significant advantage on almost all situations.

Yeah god forbid challenge in a videogame.

Not really the point. Plenty of people have challenging lives. They don’t need MORE challenge. Getting up in the morning and working is a challenge.

Every job I’ve had in the last 30 years has been ridiculously competitive. I don’t play games to prove myself or challenge myself. I play games to relax and unwind after proving myself and challenging myself all day…or I did before I was retired anyway.

It’s okay for people to play games just to have fun.

LOl. Come on Vayne. Do you really believe this? Some people have a challenge just getting out of bed in the morning? Give me a break man….seriously Vayne, you’re reaching with this one.

I don’t see what harm it would be to have some areas where people could work together in small groups to do more challenging content and get elevated rewards. As long as this content didn’t provide game breaking gear, what’s the harm in it?

I don’t get why so many are against this line of thinking. No one is advocating across the board harder game just some further challenges within the game as it is today.

I’m not reaching at all. Do you realize the age of the average gamer is now over 30. It’s a different generation.

Why do you think raiding games are on the slide. No one has time for that stuff anymore…well not no one, but much fewer people. We’ve grown up, gotten married. I’m 52 years old, not 16. I’m past the point where I need to push my boundaries, and you know, that’s strongest when you’re younger and fades as you get older…for most people anyway.

And more women are playing the game these days. My guild is like half women. Half. The women in my guild aren’t looking for serious competition.

I’m reaching because you think kids are the people playing these games?

Give ME a break.

I’ll be 40 in April. I’m not a kid either but I still like raiding.

I don’t understand why this game cant have things for casual players and for players who want something more to do.

I don’t get what the big deal is?

the jelly haters ,who know they will never be able to complete challenging content because they are too bad to use more than 1111111, are so egoistic that they dont grant other players their fun and rewards. thats the big deal here.

Really? How in the world did you get it completely backwards,

its YOU who wants to deny other people rewards for doing what they find fun, thats what all the fuss is about.

If you find hard content fun, then fun is all reward you need over anyone else (you know, like people who find challenge fun actually do). Asking for better rewards just unveils whole poor attempt at “fun”.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

This is why someone not very well versed in the game should not “explain” things to noobs.

1. i guess he feels exponentionally dumber playing WoW if thats the case. have you xplained him that in the old system it was actually much worse and that he had to unlock EACH skill on EACH weapon individually AND that he probably wouldnt have those skills anyway?

2. how is feeding the cow makes you feel any more or less stupid than dancing for a cow? Also look at 1, he had same skills as he would have had before.

3. Since the game showers you with gear now i bet you what you want that most people will have avrage bigger stats than they had before, AND you can play naked….if youre skilled. have you “explained” that to him too?

4. What does story starting at lvl 10 has to do with 3 or 4 or any year olds? So if exact same story starts at level 5 it would be awesomly mature now? Does it maybe have anything to do with your “explanation”…yeah

5. If he didnt have anything to do at lvl 6 then im afaraid hes a lost cause becuse thats how GW2 plays you go look out for stuff. If anything (and your frind proved it) it seems that avid WoW players need even MORE hand holding than NPE brought (not really surprising considering how WoW is)

snip

High horse? rofl My beloved system? Where do you get these gems?

Next time be objective about changes, and yes, “avid WoW players” wont have a good time in GW2. With or without your “explanations”

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Because calls for “harder” content typically comes packaged with this sort of elitist bullkitten that makes us not want you to have what you want because you want it.

That’s a generalization. I could say that current dungeon farming is filled with elitism, yet dungeon farming is mindless easy. Elitism will be there regardless of content.

In the end, harder content being more rewarding comes to common sense: it’s simply fair that players who work harder deserve better rewards. Of course, “work harder” might mean different things to different players, and by no means should it imply that players should be forced to do a specific piece of content to ever get a good sense of reward.

But if the entire game is driven by instant gratification, there’s no long term satisfaction, fulfilment or sense of acchievement neither.

What common sense? If i want to run marathon ill “work” towards that goal and have personal staisfaction and pat on the back. Same as someone doing 5 km. I never saw marathon runners demanding better rewards than those doing 100m sprints. So i ask you again: what common sense?

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

I don’t the think the personal story was as well received as Anet wanted it to be. We all know what people thought of Trahearne and the Zhaitan fight. We’ve all seen people talk it down. While it did have people who liked it, many many people disliked it. The open world has always been the strength of this game.

I think Anet really wanted to shift the focus to the world and away from the story.

See personal story isnt great, but its actually generally better in the first 20 levels, (depending on your race/choices) But it does provide a backdrop or narrative.

The open world on the otherhand isnt that strong early, its ok, but its not stirring. Also the open world actually loses more with the arrow. Its good for completion, but its bad for making you feel like the game is free and open.

What they really needed to have, was an open world means of leading newbs. Lets think of some newbie like dynamic event chains that tell a story, The truth is the dynamic event system is one of the main strengths, and a well crafted chain in the beginning could be a lot more satisfying than the starter story, and hold them over till level 10.

They should also kind of make it clear when your next personal story missions will unlock.

point is, if they want to keep people, a more riveting starter experience will probably go further than a more easy one, imo.

They are actually steamlining early play experience with NPE (doing exatcly what you want them to do) so now you complain its not streamlined enough? And needs even MORE hand holding than it already has?

By forums i thought “everyone” hates hand holding.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Changes are sometimes for the better, and sometimes for the supposed better (which end up being worse).

I invited a friend of mine to test GW2 during this free “weekend”. He is an avid WoW player but decided to try a game without subscription. He was so eager to play… Until he tested.

1. " So I have to wait to unlock skills? That’s stupid. " I explained. " Right, I didn’t know I was too dumb to read a description or try more than two skills at a time… "
2. " I am dancing in front of a cow… I feel stupid. " I explained about the bundles being too complex. " I can use a credit card but not a bundle when a message pops up, right. But it’s good: I can’t use more than two skills so… "
3. " No stats bonus while leveling? There’s no need for leveling then. " I explained the stats burst. " Ok, so you’re strong, then weak, then super weak, then strong, then weak, then super weak. Why don’t they just buff stats at lvl80? "
4. " There’s no story? " I explained level gated story parts. " I didn’t realize this game was made for kids between 3 and 4. "
5. " I’m bored, I’m only level 6 and I have nothing left to do… "

And that’s how a new player received NPE.

This is why someone not very well versed in the game should not “explain” things to noobs.

1. i guess he feels exponentionally dumber playing WoW if thats the case. have you xplained him that in the old system it was actually much worse and that he had to unlock EACH skill on EACH weapon individually AND that he probably wouldnt have those skills anyway?

2. how is feeding the cow makes you feel any more or less stupid than dancing for a cow? Also look at 1, he had same skills as he would have had before.

3. Since the game showers you with gear now i bet you what you want that most people will have avrage bigger stats than they had before, AND you can play naked….if youre skilled. have you “explained” that to him too?

4. What does story starting at lvl 10 has to do with 3 or 4 or any year olds? So if exact same story starts at level 5 it would be awesomly mature now? Does it maybe have anything to do with your “explanation”…yeah

5. If he didnt have anything to do at lvl 6 then im afaraid hes a lost cause becuse thats how GW2 plays you go look out for stuff. If anything (and your frind proved it) it seems that avid WoW players need even MORE hand holding than NPE brought (not really surprising considering how WoW is)

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

1. I’m not a fan of “hard” content. I like challenge, but not challenge that assumes that a large number of players will never be able to do it. Challenge should be enough that you have to pay attention, learn certain patterns, and get things right most of the time, but should not require perfection.

2. Having an event in which you need to get something right 12 times in a row, and failing it even once can kill you, is not “hard,” it’s just tedious if your succeed and frustrating if you fail. The best content follows the rule of three, do one activity successfully, then have to do it a second time with slightly more complications, and then do it a third time with even more complications. All three rounds should be forgiving of minor stumbles, and you should never have to repeat the same sequence more than three times in an event (I’m talking broad objectives, I’m not saying each boss should die in three hits).

3. DPS checks are not hard. If content can be done easily when everyone is in full Ascended Zerk, but not when everyone is in full tank greens, then that is not hard content, it’s just gear-check, and nobody should be proud at succeeding in it. You didn’t do well, your shorts did well. Content should scale to the stats of the group, with better stats allowing you to win it faster, but not being necessary to overall success.

4. If content requires large masses of people to succeed, but having a minority of the players fail can cause the entire thing to fail, that is not hard content, it is just frustrating content. If at least half the people know what they’re doing, an event should succeed, the more people that know what they’re doing, the faster it succeeds. In large group events, difficulty should be measured on a personal level, on whether you can survive the action, not on the average skill level of the entire group.

5. Hard content is not “superior” content, it’s just content some people like more. If you are the type that enjoys “hard” content, that does not make you better than those that prefer casual, and you do not deserve better rewards just because you enjoy “hard” content. Anything achievable via “hard” content should be equally as achievable using “casual” content, it just might come to you faster, for example if a “hard” event takes more time and has a greater chance of complete failure, it might reward twice as many tokens towards a cool reward, allowing you to acquire it faster, but there should not be rewards that can ONLY be gained through hard content.

6. If you have to bribe people to do “hard” content with cool rewards, then people don’t want to do “hard” content, they just want cool rewards. If this is the case, then you just shouldn’t have “hard” content because that’s clearly not what the players want. You should reward players adequately for the time spent, they should never say “I would do that but I’d make half as much as if I did this other thing,” but so long as they are adequately rewarded, if they still don’t want to do it, then they don’t want to do it, make it more FUN, not more rewarding.

7. As for breaking up the zerg, this is not hard to do, so long as you force it to happen. So long as everyone can move in a pack, they will move in a pack, because it’s the path of least resistance. The only way to avoid it is to make events in which you MUST engage multiple spread out targets at once, in which even 150 people on one only is impossible to win with, and you also need to convey this information clearly to the players. If they have to bang their heads against the wall or visit an outside blog to figure this out then you’ve failed, the event trackers need to make clear that some people need to go left and some right, and how many are needed at each, so that a totally new player who doesn’t know the event can figure out at a glance where he will be most useful. You have to balance out rewards and difficulty between events, otherwise people will just overload the easiest/more rewarding path.

This is win post.

1 example of an extremely bad piece of content was new pavillion, from design, ingame feedback and rewards.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Why GW2 just isn't working

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Its not me who claimed its just “balance” “imbalance” and nothing in between. Theres is actually a lot in between and Anet should strive to get things MORE to the balanced side of things and LESS imbalanced side, while you claim it doesnt matter at all (which is actually false as my example somewhat showed)

What does bring things more to the balanced side mean? as long as it is unbalanced any changes you do unless those changes bring complete balance you have neither helped nor made things worst. Those changes will not matter.

Example lets say they make everyone’s gear equal like spvp. does that make things more balanced?

not really no. while such a change may result in some fights be more fair it will result in other fights who where more on even footing before the change to become less fair.

If absolutely every thing is equal then sure, equalizing gear would make things more fair. But in WvW there is not such thing as everything being equal. one fight might have a group with smaller numbers and that group might actually bridge the gap a bit with better gear and now that was taken from them. Did that bring balance? no. Of course the opposite can also be true and it might make things worst, 100% agreed. But thats the thing Unbalanced is Unbalanced. It can either be all balanced or no change will have a net effect on anything.

Nonsense. So lets say they focus on getting population more in line. So does imbalanced gear make it worse or better? Bingo, gear is one of the factors of imbalance (as its set up right now) much much more than it was before.

Aspiring to balance makes game better for vast majority of people, and no, introducing new imbalance factors doesnt add to that goal.

It would be like saying huge buffs for winning side isnt big deal, because once in a blue moon highly disatvantaged side might be winning so it would bring “more balance”. You just DONT do that.

You just dont introduce new imbalancing factors and say “hey, its imbalanced already so no big deal”

Lets just make warriors alpha class that does 3xmore damage, has 3xmore health/armor, does 3x more healing and has perma boons. But just because its slightly imbalanced now it doesnt matter, you know, imbalanced is imbalanced, so why bother?

And if imbalance is such a non factor – why are there 3 tiers in www? I mean, just make everyone can face everyone because imbalance is imbalance, so nothing you do will make it more balanced.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Why GW2 just isn't working

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

THIS is what i would call an “invasive” cash-shop.

What we have in GW2 .. you can play for days without even notice the shop at all if
you just sell / buy via rightclick from your inventory / bank.

buying pieces of UI in SWTOR is very invasive
inability to use purple gear in SWTOR is very invasive
only 3 rolls on loot/week in flashpoints in SWTOR is very invasive (its gear based game)
only 5 warzones/week in SWTOR is very invasive (since its gear based PvP)
extremely low credit cap in SWTOR is extremely invasive
not being able to use higher tier abilities in EQ2 was very invasive (dont know if they changed it), and many more in EQ2, it was terrible all around
labor points in AA are incredibly invasive
land owning in AA is extremely invasive

only 3 games and things that trump anything in GW2 by few orders of magnitude.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Why GW2 just isn't working

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Yeah, provided all things equal, so you will have to deal with losing maybe 1/1000 encounters base on that for a few days tops (as that is ow long it takes to get full exotics IF you dont already have those when you ding 80 which is very easy to do also)

So its not certain death? Oh my. Bad players are bad players, ascended wont help, and good players do it nekkid? So what was your point really?

I would like to add a bit to this I am replying to you mostly to build on your argument as this is mostly directed at KarlaGrey. We’ve been told since day 1 that WvW is intended to be unbalanced and thats the truth nothing can ever make it balanced.

A fair fight doesnt exist in that game mode. Now you may argue that okey fair enough but isnt this something thats making that unbalance worst? and the answer is no. Unbalance cannot be better and cannot be worst. Its like darkness you cannot have more dark or less dark its just a state.

if you have a group of 10 vs 11. the group of 11 people are all in exotics, the group of 10 people are all in exotics except for 1 who is in ascended gear for example ascended gear would have brought balance to the fight… in truth though it will not matter it is not what will decide the fight, all lot more factors come into play. WvW is something where you can easily find yourself in a situation where you are massively under powered or overpowered depending on group sizes, situation you’re in and what siege equipment each side has access to and what you’re worried is a potential 10% unbalance? A single Trebuchet hit might put you back 10k health and you’re going to worry about the 100 extra damage advantage ascended gear is giving your opponent?

in WvW Ascended gear is just 1 small factor against many other factors some of which are way larger factors you’ll face that just arent really “fair” in the strict sense of the word.

100vs10 is more imbalanced than 20vs10, and 20vs10 is more imbalanced than 11vs10.

So yeah, there IS such thing as more and less imbalanced.

In any case, they should make it more balanced than introduce more imbalancing elements. Blowuts suck….for everyone involved.

100vs10 is pretty much lost cause. But 20vs10, those 10 can still have hope if they play better/try harder they have a chance to win.

its not that simple.

100 vs 10 may seem very imbalanced but what if the 100 people are nothing more then button mashers while the 10 are experienced players? You can find plenty of videos of small groups winning against larger groups. There is that one video I saw when a single guy feared an entire zerg that was after him off a ledge of the castle he was defending using spectral wall

now obvously 100vs10 will nearly always result in the 100 winning sure but being more / less balanced isnt a simply a matter of who is going to win.

if 100 vs 10 results in 20 kills for the 10 before they succumbed it would still have been a more balanced then the 20 vs 5 if the 5 only got 3 kills before they died for example.

I think could say 100vs10 have worst odds then 20 vs 5 but you cannot really say which one is the more balanced because balance isnt just about the numbers, its about the skill, all the stats that come into play, the situation they’re in etc..

Its not me who claimed its just “balance” “imbalance” and nothing in between. Theres is actually a lot in between and Anet should strive to get things MORE to the balanced side of things and LESS imbalanced side, while you claim it doesnt matter at all (which is actually false as my example somewhat showed)

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Why GW2 just isn't working

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

P2W is self explanatory.

That means you don’t know the definition.

I don’t think you want a “definition”, but rather an explanation of what’s Pay-to-Win in ArchAge.

What you’ve typed here just seems like an attack, it’s the herald of a discussion devolving into a fight (the kind where no one convinces the other party to their side (fully or partially) or admits they were wrong (without explaining they weren’t actually wrong), and it’s just a self-serving document of how right they are).

You are free to think what you wish. I cannot correct your thinking. he calls Archeage P2w. I explain that it is not, by using a commonly accepted definition.

Now while anyone can " explain how Archeage is pay2win" for it to have meaning one needs to first work on a definition for pay2win, that everyone can accept.

I offered a definiton everyone agrees on. You and the previous Poster just say " oh we all know it’s pay2win, and can explain how."

The thing is. Either something IS pay2win, or it is not.

But to do so, first you need to provide a definition for pay2win. Neither you, nor the previous poster have.

I have.

Then you say that this will devolve into some kind of fight. Why?

Because I try to use Logic, and knowledge, define the terms being discussed?

I can see that someone that does not understand what pay2win really is, might not wish to engage.

Either way, you ans the previous Poster have demonstrated that all you kno about AA is what you have accepted because of Confirmation Bias. That and a few reddit posts..

" labor points"

Let me clue you in… if Labor Points and potions, makes Aecheage Pay2win. Then Experience Boosters, crafting experience boosters, keys sold in cash shop to open Bliack Lion Chests…etc… anything NOT a cosmetic Item on the BLTP..makes Gw2 …pay2win.

I couldn’t find your definition for Pay-to-Win, would you link it, please?

Also I haven’t typed anything about ArchAge.

This definition was actually linked by someone that said AA was pay2win. he tried to use this definition to prove it.

When I explained that if you actually break down the definition of pay2win, and try to apply it to AA , AA is not pay2 win. BUT, the ONLY way that you can warp and twist, and Loosen the definition of pay2win, so that Archeage fits that definition, it can also be warped, twisted and Loosened to Gw2 does as well.

many interpret Pay2win as simply " purchasing advantage with cash." Under that definition One can say that a crafting exp booster can " lead to pay2win since it means a character can max his crafting abilities sooner than someone that doesn’t use cash" which is what people that TRY to use " The AA labor potions" as pay2win.

If that is pay2win, so is buying a crafting xp booster. That you can subsequently buy on the cash shop.

here’s the definition the guy used. Until I showed that AA doesn’t meet the criteria, then he backpedaled and said.." well forget that definition"

http://www.urbandictionary.com/define.php?term=pay-to-win

“Games that let you buy better gear or allow you to make better items then everyone else at a faster rate and then makes the game largely unbalanced even for people who have skill in the game without paying.”

PS: I only post the definition so you see I didn’t Pull it out of my rear end. And explain how i even became aware of it. it was posted by someone trying badly, and failing to explain How AA is pay2win, with that definition.

It is not my intention to respark the debate, since that is derailing the thread.

This is My last post on this thread about AA or Pay2win.

AA fits the criteria perfectly. You grasping and disbelieving wont change that fact. And yeah, laboor points (however obnoxious they are) are just a small part of it.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

I was working on my new Thief today, and I just did the first group of personal story quests (the ones that open at level 10). After I finished, I felt very lost and then I realized why. When I had been leveling my other characters, the next personal story step was in the top right of my map, like a goal to aim toward. I could try it at a lower level and if I died, go and gain a level and then try again. This took up a lot of my gaming time because I used the personal story as a framework for my entire leveling experience. Until this change I had no idea how much of an influence the personal story was for me as a leveling mechanic.

I understand the reasons for putting the PS in segments, it does make sense from a writer’s perspective so the player can see the entire mini plot all at once, without breaks. I think that is a good thing. But the change in how it is presented, and the complete lack of a PS after one segment is completed, has caused me to log off right afterwards because I don’t really have a goal at that point and “just leveling” isn’t really a goal for me.

I’m not sure how much of an impact this is going to have on my experience with gw2 in the long run, and there are a lot of other leveling issues that I think need to be addressed first, but it was something that I didn’t expect to be an issue yet is.

I think you’re missing the point though. The point is the personal story was never really supposed to be the backbone of the game. Events were. They’ve always said that was the main thrust of the game.

By having the personal story there all the time,. what they did was give people the wrong message about the game. Because at some point personal story ends, and then there’s nothing.

They’re retraining people to play the game differently for a reason. I used to see people post all the time about how they felt that they weren’t high enough level for their personal story, and they felt they were doing something wrong by being underleveled. Having it there, as it was, affected those people, in addition to affecting people like me, who feel like it breaks immersion to have to stop doing important stuff to do not important stuff. Save the city…but help some farmers first, because you’re not good enough to save the city.

But again, the thing you’re talking about here is probably the very thing Anet is trying to prevent. That’s why the brought in the new content guide.

actually the personal story was designed to guide you into the areas you were most likely to be around certain levels, and direct people to content.
That has changed now apparently, but it actually was designed to work with your level and your progress to guide you.

I’m not sure I agree with this interpretation.

I actually agree with phys, but it was probably doing its job TOO well (too much hand holding) as people thought, PS is here so im supposed to be here as well.

I think the PS was added to offer variety to the leveling experience. So people wouldn’t all have the same exact history. I think it was designed to follow where you’d be, rather than to lead you. It’s a subtle different, but it’s a difference.

Nah, because every new story step was higher level in a very specific area, so naturally, people went to the story, not the other way around, roaming around the area and stumbling upon it.

Also, the non removable reminder in tracker was constant…..reminder of it. It clearly showed “higher level -> that way”. And thats what people did.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

I was working on my new Thief today, and I just did the first group of personal story quests (the ones that open at level 10). After I finished, I felt very lost and then I realized why. When I had been leveling my other characters, the next personal story step was in the top right of my map, like a goal to aim toward. I could try it at a lower level and if I died, go and gain a level and then try again. This took up a lot of my gaming time because I used the personal story as a framework for my entire leveling experience. Until this change I had no idea how much of an influence the personal story was for me as a leveling mechanic.

I understand the reasons for putting the PS in segments, it does make sense from a writer’s perspective so the player can see the entire mini plot all at once, without breaks. I think that is a good thing. But the change in how it is presented, and the complete lack of a PS after one segment is completed, has caused me to log off right afterwards because I don’t really have a goal at that point and “just leveling” isn’t really a goal for me.

I’m not sure how much of an impact this is going to have on my experience with gw2 in the long run, and there are a lot of other leveling issues that I think need to be addressed first, but it was something that I didn’t expect to be an issue yet is.

I think you’re missing the point though. The point is the personal story was never really supposed to be the backbone of the game. Events were. They’ve always said that was the main thrust of the game.

By having the personal story there all the time,. what they did was give people the wrong message about the game. Because at some point personal story ends, and then there’s nothing.

They’re retraining people to play the game differently for a reason. I used to see people post all the time about how they felt that they weren’t high enough level for their personal story, and they felt they were doing something wrong by being underleveled. Having it there, as it was, affected those people, in addition to affecting people like me, who feel like it breaks immersion to have to stop doing important stuff to do not important stuff. Save the city…but help some farmers first, because you’re not good enough to save the city.

But again, the thing you’re talking about here is probably the very thing Anet is trying to prevent. That’s why the brought in the new content guide.

actually the personal story was designed to guide you into the areas you were most likely to be around certain levels, and direct people to content.
That has changed now apparently, but it actually was designed to work with your level and your progress to guide you.

I’m not sure I agree with this interpretation.

I actually agree with phys, but it was probably doing its job TOO well (too much hand holding) as people thought, PS is here so im supposed to be here as well.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Why GW2 just isn't working

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

Yeah, provided all things equal, so you will have to deal with losing maybe 1/1000 encounters base on that for a few days tops (as that is ow long it takes to get full exotics IF you dont already have those when you ding 80 which is very easy to do also)

So its not certain death? Oh my. Bad players are bad players, ascended wont help, and good players do it nekkid? So what was your point really?

I would like to add a bit to this I am replying to you mostly to build on your argument as this is mostly directed at KarlaGrey. We’ve been told since day 1 that WvW is intended to be unbalanced and thats the truth nothing can ever make it balanced.

A fair fight doesnt exist in that game mode. Now you may argue that okey fair enough but isnt this something thats making that unbalance worst? and the answer is no. Unbalance cannot be better and cannot be worst. Its like darkness you cannot have more dark or less dark its just a state.

if you have a group of 10 vs 11. the group of 11 people are all in exotics, the group of 10 people are all in exotics except for 1 who is in ascended gear for example ascended gear would have brought balance to the fight… in truth though it will not matter it is not what will decide the fight, all lot more factors come into play. WvW is something where you can easily find yourself in a situation where you are massively under powered or overpowered depending on group sizes, situation you’re in and what siege equipment each side has access to and what you’re worried is a potential 10% unbalance? A single Trebuchet hit might put you back 10k health and you’re going to worry about the 100 extra damage advantage ascended gear is giving your opponent?

in WvW Ascended gear is just 1 small factor against many other factors some of which are way larger factors you’ll face that just arent really “fair” in the strict sense of the word.

100vs10 is more imbalanced than 20vs10, and 20vs10 is more imbalanced than 11vs10.

So yeah, there IS such thing as more and less imbalanced.

In any case, they should make it more balanced than introduce more imbalancing elements. Blowuts suck….for everyone involved.

100vs10 is pretty much lost cause. But 20vs10, those 10 can still have hope if they play better/try harder they have a chance to win.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Why GW2 just isn't working

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

You have no idea what geared easily means.
Besides, I was actually on my way to get an exotics rabid set from Orr, until I ran out of karma and was left with no real alternatives (karma jugs gone) of obtaining it again (zvz is out of the question, as I do not participate in such attrocities in an excuse of a game mode).

As for the rest, I have no intention on repeating myself, so feel free to refer to my previous on the liability to the team part.

Also, nice try on the skill-in-dungeons part.

Sorry, exotics are so easy to get that anyone that actually complains about THAT….yeah.

WvWvW is a numbers game, if you want “real” pvp you go to spvp (ganking noobs in www, lol, yeah, i wonder why its not rewarded, but name gives it away WORLDvsWORLDvsWORLD, and sorry, but you are not the world), and guess what: FREE EXOTICS (and many other stuff).

Im sorry, you might complain about ascended (and rightly so) but about exotics…nope, you have absolutely no case there, especially claiming that you need to buy gems to get exotics, that makes it even more funny.

It is nice, because pretty much the only way youre liability in dungeone is if you…have a lot of room for improvement.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Add Dry Top Reward Mechanics to ALL maps

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

ooooh, no. Its same thing like pavillion. And, i called it right back then. This kind of maps should be rare exception.

And they again messed up rewards, though not as bad as pavillion, but not much better.

No, not really, this isn’t about the clock game, it is just about a basic progression across a map, everyone can participate to it just by doing events anywhere on the map. Pavillion was a zerg run, clockwise scramble against a clock, nothing the same if it is built right.

One problem I see with this suggestion is that some of the Dry Top events fail even with a fair number of people. If every map had similar mechanics, there would not be enough players in all of them. How fun would Dry Top be if only a few people were there? As it is, some maps have things for small numbers of players to do. Sometimes I prefer playing like that. I would not want every map to require a mass of players to get things done.

This is not an issue with the reward system, it is an issue with how the events are designed, which can potentially be changed on the fly, so it should not be an issue.

It is the same template as pavillion. Wih all the same quirks and same “if its not gold”=“if its not t5+ map” crap.

And no, redesgning whole map with events cannot be done “on the fly” lol

What happens when dry top indeed becomes….dry top (and how its set up its self destructive system). 1 odd maplike that isquite enough for a long long while.

Again you seem to have failed to understand this at all.

No I am not suggesting a tier system, read past the title.

And yes they can, and have, changed events MANY times on the fly, in various patches. the events get changed, not the map, which is what you seem to be misinterpreting, and that line I wrote was only for the events that are not balanced properly to its scaling, hence the quote to Indigo

Reading comprehension…

Really, go to your FIRST post and read it. Thats EXACTLY what you propose (no. of tiers is irrelevant, is it a “bar” tier or “number” tier is irrelevant)

I dont think “on the fly” means what you think it means……

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

I was working on my new Thief today, and I just did the first group of personal story quests (the ones that open at level 10). After I finished, I felt very lost and then I realized why. When I had been leveling my other characters, the next personal story step was in the top right of my map, like a goal to aim toward. I could try it at a lower level and if I died, go and gain a level and then try again. This took up a lot of my gaming time because I used the personal story as a framework for my entire leveling experience. Until this change I had no idea how much of an influence the personal story was for me as a leveling mechanic.

I understand the reasons for putting the PS in segments, it does make sense from a writer’s perspective so the player can see the entire mini plot all at once, without breaks. I think that is a good thing. But the change in how it is presented, and the complete lack of a PS after one segment is completed, has caused me to log off right afterwards because I don’t really have a goal at that point and “just leveling” isn’t really a goal for me.

I’m not sure how much of an impact this is going to have on my experience with gw2 in the long run, and there are a lot of other leveling issues that I think need to be addressed first, but it was something that I didn’t expect to be an issue yet is.

Actually i think you touched on the one of the reasons why it was changed, it was too “hand held” and deterministic where it would send people, people just followed the story and stuck around that without going off the beaten path.

Without that hand holding youre “free” to roam around whole map, not just small segment determined by your PS.

On the other hand, those who were all over map felt compelled to go back to certain areas every few levels to do PS.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Why GW2 just isn't working

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

pvp or www. Becuse now even from spvp you get exotics, and if were talking www…..sorry, but running casually around www for few days youll get enough gold/karma/badges for full set of exotics. Sorry, but back in the day i had more karma/badges than i knew what to do with, let alone now. But one thing is certain: you DONT need to buy anything in gem store to achieve that.

Idc what you can get NOW. When I played, you could get very little, and as for wvw…
running around casually in a ZERG is most definitely not the playstyle I will ever lower myself to, nor something I can even begin to associate with pvp. If you wanna ‘run around casually’ solo or perhaps duo as an undergeared condi necro you will not be getting very far.
You most certainly don’t need to buy anything – you can simply choose to not play instead, because the alternatives typically involve the type of grind that is likely to elicit frustration and boredom.

Oh and sorry that you feel offended at the notion of “nab-friendly”, but my guild runs are all nab foriendly. You were saying? You choose who to play with, if you choose to play with with jerks, thats YOUR choice.

Feel offended? Perhaps you should work more on your reading comprehension, because it leaves much to be desired. Unless it’s the fanboy PoV that’s affecting your ‘judgement’.
My guild runs were also ‘nab friendly’ (as in, we’d take anyone along if we’d dabble in pve), point being? I said I don’t WANT to be a liability, not that there’s no one who wants to carry undergeared players. You should honestly consider asking someone to explain to you what the posts you’re replying to actually mean, or try to convey.

@ Arachnid, +1 ad infinitum, I couldn’t have agreed more.

GW2 has one of least invasive cash shop in industry and no sub. It goes as far as lot of people complain theres “really nothing of interest in cash shop, just fluff”.

Gw2 is subtly invasive so subtle that most people overlook how invasive it actually is. Someone could write an article analysing the systems and how successful it has been for anet whilst all the while screwing players over as much as other f2p games.

Word. Sheep getting sheared without as much as realizing it.

Sooooo, you want to skip ANY opportunity to get geared very easily (which seems awfully importan to you) and then complain theres absolutely no easy way to get geared.

ROFL

Or you can just get easily geared in a day or 2 and merrily continue (which most people do IF they actually care about gear at all). There are very few special snowflakes that just whine about nothing.

If theres any requirement for dungeons its skill. Greens are NOT a liability rofl. I can see why its confusing to you, and why youre angry with GW2. No gear crutch.

And yeah, when something is so “infinitely subtle”….well you may check out what it is then.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”