Showing Posts For Roybe.5896:

Guess what A-net is doing the last month

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

I would say:

1. They allowed for no distractions for the playerbase to allow for WvW tournament (four weeks)
2. They also watched the results for the new players coming in under the Free Trial time period (9/25-10/5)
3. Evaluated the results from the Free Trial to see how players responded to the NPE.
4. Planning for improvements/changes to NPE based on results.
5. Someone is supposed to be working on fixing issues with the Personal Story.

As far as what else, pfft, nothing but pure conjecture.

All servers are listed as Very High.

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

We just came out of a free trial time period. They probably did some housekeeping then the new accounts rolled in and filled up the servers. The number might also be a reflection of retention. Until someone stops logging in for a time period they are still counted as a ‘live’ account.

I think I need to take a break...

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Just remember. You can always come back! I’d be sure to log just to not have to pay for content you might want to see at a later date. Other than that, no harm no foul!

anet's lack of transparency

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Thank you for finding those links, Robert. It’s helpful for everyone to see real resources, and those who missed them (or forgot about them) may enjoy reading them.

Hey Gaile! I agree, finding these posts are important! I am always trying to find what this or that person said about something to help keep things on an even keel. Why does the forum not work properly?

Are their plans to fix this singular issue that would help us help you?

This is part of my problem with the level of communication that has been provided. I keep track of daily issues and comments, but in a few months time, when these things get twisted and repeated ad nauseum, there is no way, short of digging through months of posts, to refute silly issues. That is not a job I sign up for. I just ignore the misinformation and move on. Unfortunately, the misinformation gains traction, creates distrust, and away you go.

So to bring this back on track a little, my expectations when it comes to transparency is that a companies forums function properly so I can provide facts to discussions based on developer interactions. Without a proper functioning forum, those that misinform, regardless of intentions, eventually win the theory and stifles those that would be able to help out.

Raids: The to do list

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Just a word of warning before you get yourselves to hyped up:

This is Arenanet/Guild Wars 2. Your expectations of what a raid are and what will be provided, I doubt will be the same thing. A raid in GW2 will probably NOT be a 10-20+ group instance of total wipery.

What I would expect is open world content similar to scale of Jungle Worm or Tequatl, with varying mechanics…the mechanics is what I believe they are bringing in a Developer for. Tied to the ongoing work on the AI (contractor has been on the case since April this year), these improvements to large scale Open World content will be what I expect from ‘raid’ content. It could also be slightly larger dungeons, again focusing on AI and mechanics. Not really what I would consider ‘raid content’.

Magic Carpet

in Black Lion Trading Co

Posted by: Roybe.5896

Roybe.5896

Those are listed as toy. We now have a listing that is different. Travel Item —-item changes how you move through the world-— If this was a toy, like the others, they would be listed as such. Why the new category?

(edited by Roybe.5896)

Magic Carpet

in Black Lion Trading Co

Posted by: Roybe.5896

Roybe.5896

Magic Carpet in BLT listed as Travel Item. No speed buffs! Everyone happy?

Raids are coming to GW2!

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

I have come to enjoy these conversations. My question is ‘Why do you want harder content?’. If it’s for the challenge, that’s fantastic. But I would probably call ‘Malarkie!’ What you really want is higher rewards. We have great, hard content, but it is either skipped to get to the loot at the end of the dungeon, or not even bothered with because the rewards are ‘insufficient’.

Mechanics, roles, etc. do not provide the overarching reason for players to play this type of content. It’s there to provide ego strokes to those that finish them by wearing the flashy shinies. Personally, I have walked off without so many rewards in this game because I forgot to grab the end chest because I had so much fun doing the content and was so happy to complete the content.

CDI- Guilds- Guild Halls

in CDI

Posted by: Roybe.5896

Roybe.5896

I would like to ask if it would be possible for the community to suggest how the funding of Guild Halls would occur? If it would be possible to discuss what would be distressing about purchasing with in game gold, gem store purchases, etc. If this topic is a problem feel free to delete this. I am not wanting to derail the issue, but it might lead to better releases of this if you have ideas on what we find upsetting.

CDI- Guilds- Guild Halls

in CDI

Posted by: Roybe.5896

Roybe.5896

Sorry for your loss Chris. Condolences to you and your family.

So what is this company's focus?

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Retention of old players, induction of new players, and box sales. Along with probably a million other things.

You can’t focus on a million things.

Well these three things are what the devs discuss in public.

So what is this company's focus?

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Retention of old players, induction of new players, and box sales. Along with probably a million other things.

Get rid of the original personal story.

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

With the ever encroaching Living Story, the fact that story timeline is locked to the real life time line, it’s becoming more and more obvious the original Personal Story is becoming irrelevant to new players.

Make books available within the game, diaries, holographic renditions of major events, sell historical renditions of the in game content through the store, add them to Fractals etc. to cover this time period and allow people to learn about and possibly play some if it.

I do not expect my child to relive the history I lived through, and I never expected the same in this game. Personally, I enjoy the Living Story. I enjoyed the impermanence of much of what happened in Season 1. It redefined what it meant to be invested in the game. If I was to busy in RL and had to miss content, that was OK. Although I understand the lack of enthusiasm for this type of storytelling, it was a large part of what made this game unique.

I’m sure that assets can be spent on making the Living Story more coherent within instances, etc., having less of current story creep into the background, etc. I just do not think that this is necessary. Spend the assets in ways to replace the XP and rewards for new players and get rid of a part of the story that is only creating larger playability issues as time goes on. Time marches on, so should the story.

Cursor goes missing!

in Bugs: Game, Forum, Website

Posted by: Roybe.5896

Roybe.5896

To add further. My cursor remains on the screen until I move it off the trading post screen then ‘poof!’ it’s gone!

Cursor goes missing!

in Bugs: Game, Forum, Website

Posted by: Roybe.5896

Roybe.5896

With the new patch I am having a problem with my cursor disappearing when i look in the Trading post.

Also am seeing an issue with background graphics in the Trading post loading very slowly.

It's been done now leave thanks

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

I would like to have our actions actually be reflected in the world over time.

IE. Zhaitan is dead, over time (2-3 years) we should see fewer risen in the game.
If certain events aren’t done then we get a spontaneous raid event related to it such as if we don’t do the centaur events in Kessex then a large group raids Queensdale. Or vice versa if over farmed.

Maybe tie this into a meta map system similar to what Dry top has so people realize it’s going on?

I agree with this. My question then is, shouldn’t the personal story be abandoned at some point? Why would anyone need to run the personal story IF the quest line is in the past, the area has been renovated into ‘not Zhaitan’? My point is, everyone wants repeatable content in a ‘living world’. Sorry, but you shouldn’t be able to. If the world changes, stories change and become unavailable. You can say something different, but in a world that moves on, you cannot do that. You can’t fight the wars of your grandfathers, so why, in a game that was advertised as such, should a new character?

Enjoying some of the extra stories, but......

in Living World

Posted by: Roybe.5896

Roybe.5896


Put Taimi on the turret. Set people to kill the incoming husks. During the fight the main boss becomes invulnerable when the roots come up. To fix this either watch for non-firing vines or wait until Braham tells you which one to kill. Once the vine goes down commence the killing! BTW, the main boss becomes invulnerable from ‘eating’ the power from the mini waypoints. That’s what Taimi is attempting to destroy to keep from happening. IF you have enough people, one of you can try to work the turret better..but we’ve found it’s easier to put Taimi on it and just do the rest.]

Can we please kill Phlunt?

in Living World

Posted by: Roybe.5896

Roybe.5896

For those who want to main Phlunt you can petition for this little game (https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-Asuraball-Make-this-official/4438817) to become official and then petition to make the ball look like Phlunt. Story wise it could be a petty vengeance from Taimi where she creates golems/holograms that look like Phlunt for the game.

This is a fun idea—I can’t promise it’ll be anything other than an idea, but if we ever were to go forward with it, I would push hard for it to be called “Punt Phlunt.”

This….must….happen.

http://data3.whicdn.com/images/48934571/large.gif

Attachments:

"Maybe GW2 is not the game for you"

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

GW2 is not what you might consider loyal to itself… it is and it isn’t your game depending on when you log in. It was for me at release, it is not for me now (they moved way to far from the manifesto). It may be for someone who hated the original idea after a few more “feature patches” and who knows… I wouldn’t be surprised if they end up removing WP and putting mounts or any other weird change as long as they can sell another gem. They did become that kind of company.

This isn’t about ‘loyalty to the game’..this is about monetization. If you believe the developers are doing this to spite themselves you do not understand the relationship between NCSoft and Arenanet. NCSoft says this has to be in here, Arenanet has to put it in.

The result we see is how Arenenet is implementing these demands. My belief is they are always trying to keep these implementations as painless as possible for community. Sometimes they succeed, sometimes they fail. Either way this is what we signed on for. We have to wait and see where things go and continuously decide how much we are to become invested into the system.

"Maybe GW2 is not the game for you"

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

You guys do realize the game is overtaxed with minipets…right? Mounts area real problem and not in a personal annoyance way, but in serious gameplay ways.

Mounted players could be able to grief people, by standing around fights so that players behind them could not see AoE tells, walking over players and hiding their sight, just basically be in the way.

Permanent speed buffs while on mounts would be a poor choice for the devs, as this game is not designed to be run through quickly to get quests done and return to the quest giver to get your rewards. By speeding through an area a newly implanted NPC interaction, that triggers new dynamic events, would surely be missed.

Add option to switch off graphical junk

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

I am not understanding your issue. Can you explain why you are against the basic aesthetics of this game?

"Maybe GW2 is not the game for you"

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

As time drags on I find this argument to be even more valid. Take the ‘not enough content/I hate the impermanence of the content argument. This was a hallmark of this game. People constantly complained that ’they missed something’, couldn’t get that achievement, refuse to accept that this WAS the game AND the content. Now we have the lovely checklist to do what you want. A character born today can play the exact content his grandpappy played. Although this wasn’t a dela breaker for me, I was completely saddened when this happend. It means that this game moves closer to others in the genre and that there really is nothing that can determine ones ‘hardcore’ status.

The idea that this wasn’t your ‘normal’ MMO has changed. There will be a day when mounts ARE added…that day will occur when the user base screams in one, whiney, cranky, FOTM MMO, voice demanding it. #OccupyMounts.

why LA ruined in PS?

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

A thought. As the game continues to grow, the original personal storyline becomes more obsolete, seriously who needs to work through a story about killing a dragon that is now two years dead?

With the current changes in the personal story, I’m starting to believe that the personal story will be removed completely from the game or made into something similar to the LS where you can move through it episodically to ‘relive the magic’.

It is something that is NOT neccessary for new player to get ‘the experience’.

Yes, this is a huge break from MMO gameplay, but in the sense of a Living World, I’d find this acceptable.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

IIRC Reknown quests (Heart quests) were put into the game for only a single reason…they were to provide scaffolding to battle the Pavlovian (scientific term meant not a demeaning term) demand for quest givers. In Alpha and beta people would not respond to visual clues. When asked why the burning building didn’t cause a player to stop and investigate, they were constantly told ‘because I hadn’t received that quest yet.’ These items are supposed to be non-existent in areas where the player was trained on how the system worked and weren’t deemed necessary. The success of this is questionable. One interesting thing of note, as a 4k+ hour PvE player I know I have not found every dynamic event within the game yet. Yes, I have full map completion also…it’s just that due to the randomness of dynamic events I have only seen bits and peices of many…not realizing that there was a larger story being told.

I always thought the personal story was, personal. How we, as characters interacted with the world, and gained our ‘fame/notoriety’. This did include being shown the main quest line. However, I did not feel compelled to utilize it as a framework for gameplay…just something to continue when ‘I’ was ‘ready’.

Regarding Level Gating

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

My question really is about market. Has Arenanet actually tried to fix something for a non-existent market? Your issues with the new content is basically, that by attempting to include a wider market, the game becomes standardized and boring.

My concern is that the ‘wider market’ does not truly exist. Yes, people buy things because they think they are a good idea, but once they get into the details of the purchase, they realize that it was a bad decision. In discussing a problem with these folks I wonder if this is ever asked of them. I can ‘cert ainly’ ask anyone that uses my product and stops, what would you change to make it better? However, the proper question that should be asked is, ‘Are you planning on using any product similar to mine, at any time?’ Most people are happy to tell you why they stopped using your product, but what’s not obvious is that no matter how you change the product, if they are not interested in your product at all, nothing you do to add to their entertainment value is going to bring them back…nor retain like minded people.

Can someone check why ‘cert ainly’ is a modded ’kitten word?"

(edited by Roybe.5896)

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

The traits are a different issue, dealing with opportunity costs. By changing the way the players obtain their traits, hunting for all of them, the opportunity costs are tipping towards cash purchase rather than in game play. This is a major departure from one of the base goals of this game, i.e. no one should have to do unnecessary grind to access content.

With all due respect, I think you’re engaging in a psychologist’s fallacy here (if mental state X would lead to action Y, then any observation of action Y proves the actor is in mental state X even if there are other mental states that would also lead to action Y).

The trait system could just as easily been seen as an attempt to implement player demands that ended up not working out well. Namely, since launch there was a big block of players expressing nostalgia for the “skill capture” system in GW1. The new trait system essentially is that system.

I also note it’s kind of weird to describe being expected to play the game as an opportunity cost in terms of game design.

First I’m not really trying to prove anything. I am discussing how things appear to more than just myself, as this discussion was started by someone else’s observation, who by the way, works in the industry, listening to people explaining monetization schemes. I also have hope that these ideas are just failed implementation of good suggestions. Time will tell.

Honestly, everything in life can be measured in opportunity costs. How you make any decision is based on whether one option is better than another. Whether you play a game 8 hours or go to work 8 hours, one is more fun, while the other is a fixed dollar amount. By going to work you are deciding that the pay you receive is worth as much, or more than your game time.

When you play a game that has a cash shop offering things that saves you time, you make a decision to spend the money because your time is more valuable than the cost of playing, or you play the game and get your reward in game because you value the recreation provided more than you do the money being asked for. Case in point, I’ve already seen people suggesting instant level 80 books for leveling alts. They are literally saying, it is not worth my time to level a character, I’d rather spend money to do this and play at level. Even if it is in game gold, they are still making the economic choice to play their level 80 rather than play through the content again.

As to your opening argument of logical fallacy. Yes it can be a fallacy, that perception does not equal intent. Unfortunately, in this situation, all we can do is try to logically ascertain what might be happening. My basis for my logic is that Arenanet is a properly functioning business, able to produce a product that is profitable and is functioning rationally by making changes in its product to increase it’s profitability.

Your assumption is that the company is not functioning properly and is failing at producing a functional product. Personally, I hope that this is the case. This means that changes can occur to repair the situation. As a business person, I am doubtful.

Ultimately, regardless of who is right or wrong, nothing really changes. If your observations are correct, then Arenanet fixes the issues we move on. If it isn’t and those in this discussion are correct, in the end, nothing still changes. We’ll have a few more items in the store, things will be more convenient and the vast majority of players will still be happy. Ultimately, knowing the reasons for what and why things happen, only allows for a person to make a decision on their support of the system.

I’m sorry if this stuff sounds like ‘conspiracy theories’ but decisions like this are made every day in every game in the world that has a pay store that is supposed to be the long term profit generator for that game. Heck, decisions like this are made every day at your local Walmart and corner convenience store. Hopefully, people understand this and argue for the things that will keep the games store on an even keel. When asking about features you want, also think ahead as to how it would help retention and how it could be monetized well within the current system, and fight hard to prevent poor monetization choices. Those are the keys to discussions, those are the real things to fight for to keep the game healthy.

Working as intended?

in Black Lion Trading Co

Posted by: Roybe.5896

Roybe.5896

KK thanks. was trying to track down if it was working as intended. I never had it happen so, yeah.

Working as intended?

in Black Lion Trading Co

Posted by: Roybe.5896

Roybe.5896

Note: The sale was placed with enough being asked for at the listed price, apparently some of the items were partially filled before they could finish their sale. So this is a high churn issue, apparently, which should be rare.

Working as intended?

in Black Lion Trading Co

Posted by: Roybe.5896

Roybe.5896

I have a few friends that generally sell instantly. They noticed today that on a sale of items higher than the demand on the buyer side, the excess items get moved to the current seller list and is charged fees appropriate to the excess listing.

Shouldn’t the system either refuse the original sale stating not enough demand available, informing them that to sell those items requires additional check marks on lower prices, or only sell the amount listed and return the remainder to them so they can decide what to do? Forcing them to sell at the seller demand side seems a little off.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Sorry, I am quoting this rather than the whole post because I want to look at this:

One other thing I would like to put out there. In this post in this discussion

https://forum-en.gw2archive.eu/forum/game/gw2/Changes-Coming-to-the-NPE/page/7#post4421761

buried in the business/psychology terminology is a very repugnant business idea. By giving someone something, getting them accustomed to it, then removing it, and offering that item for sale is done daily by drug dealers. I find it interesting that this might be a plan for the future, but it’s also distressing. This means that more things that we enjoy can be removed, changed, stretched out to change the opportunity costs involved to tip more players into the gem store with real money than in game currency.

. . . I’m not seeing it happening so much for funneling you to the Cash-to-Gem-to-Gold triangle. I might be able to admit to seeing it done to try to get you playing further abroad and to “persuade” you to stretch wings out and go to places normally not even looked twice at.

And this is specifically talking about Trait Masteries. The NPE seems mostly fine, I’m not finding too much hard-locked which I really should be able to access. And the Elite skill return to 31 now makes it easier to look and go “not too much changed, despite a lot of it changing”.

I just don’t know . . . I’m not a mind reader, at least not at this distance and over the Internet. That requires Patrick Jane.

In a way we do have to read tea leaves. However, in business, you do have one constant. Companies will look for ways to increase profits. There are numbers of ways to do this. Obviously is increase your customer base. This is what is currently happening. By increasing poor retention numbers in the recent new player update, they can on board more players successfully, they have better chances for more ‘box sales’ as well as sales through the BLT. This is logical.

Other changes, commander tags with saleable colors, the trait system, etc. bring up issues that should make people stop and think. Although the tags were changed, the initial offering WAS the plan. This was interesting because there was cover for the company in that the players wanted this, it came directly from the CDI, i.e. a way to delineate commanders in WvW easily. The increased gold cost for the base tag (some consider a monetization issue since gold=gems=real money) with even more gold being spent on the different colors went against the spirit of the request, a minor change to the system to allow a better QoL in game, particularly for a time sensitive part of the game, mainly WvW. I had no problem with the increased overall cost of the tag, being it went from soulbound to account bound. I was not happy about the extra gold required for the colors themselves. As the overall cost came close to require a BLT purchase rather than in game play, since there is more immediacy to WvW than having one for PvE.

The traits are a different issue, dealing with opportunity costs. By changing the way the players obtain their traits, hunting for all of them, the opportunity costs are tipping towards cash purchase rather than in game play. This is a major departure from one of the base goals of this game, i.e. no one should have to do unnecessary grind to access content. Is this the same as grinding for raid quality gear? No. Nowhere near as bad. However, is it similar to be required to complete a map for access to one trait? Yes. Thus the discussion we’ve been having today. By giving someone access to something and then removing it, you are adjusting a players evaluation of the opportunity costs involved. By having something and then losing it, you are made aware of how valuable something is. By adding the ability to buy back that item with either in game gold or direct sales of gems, the game maker is expecting that this ‘new realization’ will bring a sale. It’s a poor way to make a sale, but it does work.

As I stated earlier, I enjoy this game. I am also a person with a degree in business. I am fascinated with the different aspects of monetization and the psychology, merchandising, and morality dealing with it. I am trying to avoid making illogical claims about the path the game is taking, as much as I am trying to be a reasonable person understanding what will be expected of me as a player to provide some level of support to the game. In these discussions I am also hoping that the devs can see why we are concerned and how their actions could be misconstrued in level headed conversations, let alone when those around are screaming that the ‘End of the world is nigh!’

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

I am up to date with the conversation. We are discussing your thoughts internally and continuing to work on the story steps. Once I have some more new I will update the thread.

Meanwhile I just want to communicate with certainty that NPE was not implemented in order to increase monetization from the BLT. It was designed for brand new players to the game. And it is for that reason that we are working with you to understand how to better refine the system.

Chris

Hey there, thanks for the above. Unfortunately, although I am an extremely satisfied player, I do believe that there are many pitfalls that can occur to a game that has our model. I point out places where I think some of these might be occurring and the business reasoning behind them. If nothing comes of them, great! However, if we see one step towards something, then another step falls in line, it becomes harder to ignore. I also understand that things change and that lofty goals have to be changed in the face of reality.

However, some goal shifts, although necessary for a successful continuation of a venture, will cause shifting loyalties to a brand. The more basic the goal, the larger the shift. The discussion I’ve been involved with, dealing with monetization practices in the industry, is one shift that would be so different to the basic design philosophy of this game to actually break it for many that have been with you since the beginning…and that players should be aware of its existence.

I mean no harm in the discussion and am very pleased to hear your affirmation above dealing with the NPE.

It would be extremely calming for the community to hear you say the same thing about the trait system.

Thank you for all the time you put into the game, our community, and these forums. Your family is extremely supportive and I personally thank them for allowing you to take the time with us.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Well, the thing is, once you get to 80, you’re way more likely to start an alt than you are to do most anything else, unless you’re a dedicated dungeon, fractal or wvw runner.

And once you start that alt, you’re faced with a wall of locks that weren’t there before.

At first the player is annoyed. They will go do some of the unlocks, and realize that some of the unlocks are impossible depending on which server you’re on, or what times you play, or if you can rearrange your life to be there when the event happens.

Frustration!

If the player could then throw up their hands, and buy a $20 gem card that would stop him from having to deal with any of that nonsense again…the gem cards would fly off the shelves into eager hands.

It’s actually pretty brilliant from a operant conditioning standpoint. Assuming they unlock the traits in the gem store. If they don’t, then I have no idea what they’re on about with the trait changes. It’s just frustration for the sake of frustration.

Well the player can buy gold with gems and use that to unnlock traits.

You have to remember that in this game every gold sink is a potential revenue stream.

It’s a gold sink, not a revenue stream. Revenue stream implies that there is some level of profit. Trading gems for gold is an appeasement tactic that costs the company profits because the exchanger did not supply the business real money.

This is a problem for this model because, I believe, more people play the ‘avoid to pay’ game, more than they offer money to buy in game gold. To maintain profitability, the ‘avoid to pay’ game necessarily has to become painful enough to warrant the exchange for opportunity cost, i.e. make it so long to reach your goal that it’s less painful to pay 2-6 hours of paid labor than the 50 hours of gameplay to make your goal. By increasing uncertainty in the availability of products in the gem store, you also increase this pressure.

My problem right now is that there is no way to gauge how far this monetization plan will go. This is one reason why the devs have to hold their cards so close to the vest…remembering it might not be their choice to do this, NCSoft is running the show. If they are moving down this path, and they tip their hand to soon, the ‘smart money’ will abandon ship immediately.

One other thing I would like to put out there. In this post in this discussion

https://forum-en.gw2archive.eu/forum/game/gw2/Changes-Coming-to-the-NPE/page/7#post4421761

buried in the business/psychology terminology is a very repugnant business idea. By giving someone something, getting them accustomed to it, then removing it, and offering that item for sale is done daily by drug dealers. I find it interesting that this might be a plan for the future, but it’s also distressing. This means that more things that we enjoy can be removed, changed, stretched out to change the opportunity costs involved to tip more players into the gem store with real money than in game currency.

(edited by Roybe.5896)

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

And it really, really looked like you think we’re stupid. That accounts for a great deal of the more rageful player comments, too.

Personalizing these changes is the problem a lot of people are having. You are not the target of these changes. Stop thinking that every change is for, about, or deals with you personally. Stop being offended that others might need to learn things differently than you. Stop being hateful to players that need these tools to learn by calling them names.

Note that your other points are valid and salient, whether or not I agree about them, but this one statement says a lot about peoples self centered expectations and the general ‘gamer’ culture’s overarching problems.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Something has been tickling the back of my mind since the April update, which became clear focus after the 9/9 update.

It is my contention that Anet has brought economic behaviorists on board, and has attempted to overlay the reward/punishment monetization/skinner-box system of F2P games on top of the existing infrastructure, and these current changes are a precursor to skills and traits being available on the gem store.

Before I get elbows deep, it’s only fair to mention that I studied this type of industrial psychology while pursuing my PhD in bioethics, ergo I may be seeing shadows in the cave, and assigning malice to actions that may just be incompetence. Also fair to point out that I’m on the board of a software publisher, (one that shares no market space with Anet), and we constantly get pitched by monetization “gurus” who talk about their methodologies, so I have more than a passing acquaintance with this type of game theory.

Monetization and Skinner-Boxing of games can range from things like Zynga’s CEO’s theory of “fun-pain”, which we don’t see much of in GW2, to premium currencies, which all MMOs have always had, to pay-to-win like Korean grinders, but the most powerful of all the skinner-box techniques is Reward Removal. (See Puzzle and Dragon as an example of a masterfully designed money extraction skinner box. )

Research has shown that humans like getting rewards, but they hate losing what they already have much more than they value getting the reward. The effect is more powerful the longer the person has had the reward.

Traits are an example of this playing out; Players who have had the game for long enough that they have leveled a character in the original system valued the trait system. Traits were a reward for playing the character. Therefore, when traits were “removed”, i.e., placed behind artificial barriers, players felt “robbed”, “cheated”, and as though “Anet hates it’s players”. (To borrow phrases I’ve seen lobbed about the forums.) Hiding the story quest until lvl 10 is another example, as is removing all the fun stuff to do in the starter zones.

To effectively monetize your playerbase with this technique, you have to tell the player they have earned something, and then later tell them that they did not. The longer you allow the player to have the reward before you take it away, the more powerful the effect becomes.

If, for example, traits went on sale in the gem store today, we all know that people would buy them. Sure, people would complain, and some people would quit the game, but the vast majority of people who are not going to do 65 different things to unlock their traits would just buy them, or ignore traits all the way around except for accidental unlocks.

Therefore, my premise is that the reason 400 response threads about traits have been completely ignored, while pushback on level gating skills resulted in changes, is that traits are going to be a monetized part of the game.

Anything that is a huge gold sink is already monetized.

Confusing faucets and sinks for the economy do not equate to monetization, unless you are making the point of purchasing gems to convert to gold, which IS monetization. The 300 gold cost of Commander tags MIGHT be monetization IF the ultimate outcome is that people forego the opportunity cost of time in lieu of gems. I’ll predict that this won’t be the case, since Commander Tags are not useful to most people and that 300 gold should only take about 40 hours of game time to accrue, if you maximize your mat farming/champ runs properly.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

The old system works FINE. Revert ALL the changes except for the level up reward.

Old system doesn’t work fine though. The old system works fine for you. Colin was quite definitely sure that it wasn’t good enough after having tested it. Which means that their testing is greater than any one person’s opinion. Changes had to be made.

All that’s really on the table here is altering the changes, because it won’t be reverted.

So wow, much… wow.
One would expect that they’ve tested their game enough before release and they came to the conclusion that it worked. And apparently it did, that’s why you, I and everyone else is still here. The NPE got, as far as I understood that, developed solely based on opinions from people who didn’t continue playing but participated in a survey why they didn’t continue playing. Those people however, who stopped playing and participated in the survey, are a very small minority of people who tried this game.

Yes, they tested their game before release. However, they tested it on the game playing public that has a high interest in PC based MMO’s.
They are either moving the game into the non-MMO crowd (console players that are having a hard time adjusting to the controls in a PC based game, for example) or into the non-gamer crowd completely (people that do not know how to WASD, let alone dodge).

If you change the game to please a minority but annoy the majority, you’ve done a bad job making this game desirable for the majority. And that’s what these NPE changes are all about.

We, on these forums are nowhere near the majority. We might be more informed, but we are no where near the majority.

Thats no moon...

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

I wager it’s a “new moon”. That is, a moon which has rotated so it’s covered in the planetary shadow.

So every month we have an ever increasing lunar eclipse?!?! WHOT?

how many dailies should i do/do u do?

in Players Helping Players

Posted by: Roybe.5896

Roybe.5896

Do whatever makes you feel comfortable! If you are feeling discomfort over this then figure out where your discomfort lies and address that by adjusting your expectations to be more in line with what you are comfortable doing.

Dailies, to me, aren’t that big of a deal. I find if I play an hour or two a day they ding. I might have to shift focus for a few minutes to finish one or two, but for the most part I just get the ding and move on.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

The old system works FINE. Revert ALL the changes except for the level up reward.

Old system doesn’t work fine though. The old system works fine for you. Colin was quite definitely sure that it wasn’t good enough after having tested it. Which means that their testing is greater than any one person’s opinion. Changes had to be made.

All that’s really on the table here is altering the changes, because it won’t be reverted.

So wow, much… wow.
One would expect that they’ve tested their game enough before release and they came to the conclusion that it worked. And apparently it did, that’s why you, I and everyone else is still here. The NPE got, as far as I understood that, developed solely based on opinions from people who didn’t continue playing but participated in a survey why they didn’t continue playing. Those people however, who stopped playing and participated in the survey, are a very small minority of people who tried this game.

Yes, they tested their game before release. However, they tested it on the game playing public that has a high interest in PC based MMO’s.
They are either moving the game into the non-MMO crowd (console players that are having a hard time adjusting to the controls in a PC based game, for example) or into the non-gamer crowd completely (people that do not know how to WASD, let alone dodge).

These were markets they either did not consider, or more likely, thought the games learning curve was able to allow these people the ability to learn as it stood. Once they did the exit interviews with this demographic they found the system needed to be redesigned to accommodate the lack of familiarity that these groups had with the genre…and this game isn’t even a standard of the genre..it’s so different that most MMO players still balk today at a lot of the features.

This is not white knighting for the company, but it does explain what they are doing. You might disagree with the implementation, but they are also trying to accommodate some of the more annoying issues with the changes for the long term community. However, the base changes will not change as they have been shown to help new players learn better (by stated research done by the devs). As long as this leads to stronger retention numbers, this is a one and done set of changes, with possible small changes to increase that number more. If not, total reworks might come again in the future to attempt to help this metric.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Well, the thing is, once you get to 80, you’re way more likely to start an alt than you are to do most anything else, unless you’re a dedicated dungeon, fractal or wvw runner.

And once you start that alt, you’re faced with a wall of locks that weren’t there before.

At first the player is annoyed. They will go do some of the unlocks, and realize that some of the unlocks are impossible depending on which server you’re on, or what times you play, or if you can rearrange your life to be there when the event happens.

Frustration!

If the player could then throw up their hands, and buy a $20 gem card that would stop him from having to deal with any of that nonsense again…the gem cards would fly off the shelves into eager hands.

It’s actually pretty brilliant from a operant conditioning standpoint. Assuming they unlock the traits in the gem store. If they don’t, then I have no idea what they’re on about with the trait changes. It’s just frustration for the sake of frustration.

As a business person, I like the idea and wish I could work in your field…just to hear these pitches on monetization (a term which always reminded me of terms like carnies and rubes). As a sudden flash of insight, companies should talk to carnies about the tricks of the trade! They know them all!

did someone else notice

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Completely stolen from https://www.ocf.berkeley.edu/~mbarrien/jokes/english.txt

…If you’re studying English and it confuses you, think about
the confusion it has for people who grew up speaking it:

English is a crazy language

If pro and con are opposites, is congress the opposite of progress?

There is no egg in eggplant, no pine or apple in pineapple, and no ham
in hamburger, English muffins weren’t invented in England or French
Fries in France. Sweet meats are candy, while sweetbreads, which
aren’t, are meat.

Exploring it’s paradoxes, we find that quick sand works slowly, boxing
rings are square, public bathrooms have no bath, and a guinea pig is
neither a pig nor from Guinea.

Why is it that at writer writes, but fingers don’t fing, grocers don’t
groce, humdingers don’t hum and hammers don’t ham?

If the plural of tooth is teeth, shouldn’t the plural of booth be
beeth? One goose, two geese-so one moose, two meese? One index, two
indices-one Kleenex, two Kleenices?

If you have a bunch of odds and ends and you get rid of all but one,
what do you call it?

If the teacher taught, why isn’t it true that the preacher praught? If
a horsehair mat is made from the hair of horses and a camel’s-hair coat
is made from the hair of camels, from what is a mohair coat made?

If a vegetarian eats vegetables, what does a humanitarian eat?

In what other language do people drive on a parkway and park in a
driveway? Recite at a play and play at a recital? Ship by truck and
send cargo by ship? Have noses that run and feet that smell?

How can a slim chance and a fat chance be the same, while a wise man
and a wise guy are opposites? How can it be hot as hell one day, and
cold as hell the next?

Have you ever seen a horsefull carriage or a strapfull gown?

A house can burn up as it burns down. You can fill out a form by
filling it in. Your alarm clock goes off by going on.

When the stars are out they are visible, but when the lights are out,
they are invisible. When I wind my watch I start it, but when I wind up
this message, I end it.

…More humor for those confused in learning English:

ENGLISH

We’ll begin with box, and the plural is boxes;
But the plural of ox should be oxen, not oxes.
Then one fowl is goose, but two are called geese
Yet the plural of moose should never be meese.
You may find a lone mouse or a whole lot of mice,
But the plural of house is houses, not hice.
If the plural of man is always called men,
When couldn’t the plural of pan be called pen?
The cow in the plural may be cows or kine,
But the plural of vow is vows, not vine.
And I speak of a foot, and you show me your feet,
But I give a boot – would a pair be called beet?
If one is a tooth and a whole set are teeth,
Why shouldn’t the plural of booth be called beeth?
If the singular is this and plural is these,
Why shouldn’t the plural of kiss be nicknamed kese?
Then one may be that, and three may be those,
Yet the plural of hat would never be hose;
We speak of a brother, and also of brethren,
But though we say mother, we never say methren.
The masculine pronouns are he, his and him,
But imagine the feminine she, shis, and shim!
So our English, I think you will all agree,
Is the trickiest language you ever did see.
I take it you already know
Of tough and bough and cough and dough?
Others may stumble, but not you
On hiccough, thorough, slough, and through?
Well done! And now you wish, perhaps
To learn of less familiar traps?
Beware of heard, a dreadful word
That looks like beard and sounds like bird.
And dead; it’s said like bed, not bead;
For goodness sake, don’t call it deed!
Watch out for meat and great and threat,
(they rhyme with suite and straight and debt)
A moth is not a moth in mother.
Nor both in bother, broth in brother.
And here is not a match for there.
And dear and fear for bear and pear.
And then there’s dose and rose and lose —
Just look them up -- and goose and choose.
And cork and work and card and ward,
And font and front and word and sword.
And do and go, then thwart and cart.
Come, come, I’ve hardly made a start.
A dreadful language? Why, man alive,
I’d learned to talk it when I was five,
And yet to write it, the more I tried,
I hadn’t learned it at fifty-five!

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Something has been tickling the back of my mind since the April update, which became clear focus after the 9/9 update.

It is my contention that Anet has brought economic behaviorists on board, and has attempted to overlay the reward/punishment monetization/skinner-box system of F2P games on top of the existing infrastructure, and these current changes are a precursor to skills and traits being available on the gem store.

Before I get elbows deep, it’s only fair to mention that I studied this type of industrial psychology while pursuing my PhD in bioethics, ergo I may be seeing shadows in the cave, and assigning malice to actions that may just be incompetence. Also fair to point out that I’m on the board of a software publisher, (one that shares no market space with Anet), and we constantly get pitched by monetization “gurus” who talk about their methodologies, so I have more than a passing acquaintance with this type of game theory.

Monetization and Skinner-Boxing of games can range from things like Zynga’s CEO’s theory of “fun-pain”, which we don’t see much of in GW2, to premium currencies, which all MMOs have always had, to pay-to-win like Korean grinders, but the most powerful of all the skinner-box techniques is Reward Removal. (See Puzzle and Dragon as an example of a masterfully designed money extraction skinner box. )

Research has shown that humans like getting rewards, but they hate losing what they already have much more than they value getting the reward. The effect is more powerful the longer the person has had the reward.

Traits are an example of this playing out; Players who have had the game for long enough that they have leveled a character in the original system valued the trait system. Traits were a reward for playing the character. Therefore, when traits were “removed”, i.e., placed behind artificial barriers, players felt “robbed”, “cheated”, and as though “Anet hates it’s players”. (To borrow phrases I’ve seen lobbed about the forums.) Hiding the story quest until lvl 10 is another example, as is removing all the fun stuff to do in the starter zones.

To effectively monetize your playerbase with this technique, you have to tell the player they have earned something, and then later tell them that they did not. The longer you allow the player to have the reward before you take it away, the more powerful the effect becomes.

If, for example, traits went on sale in the gem store today, we all know that people would buy them. Sure, people would complain, and some people would quit the game, but the vast majority of people who are not going to do 65 different things to unlock their traits would just buy them, or ignore traits all the way around except for accidental unlocks.

Therefore, my premise is that the reason 400 response threads about traits have been completely ignored, while pushback on level gating skills resulted in changes, is that traits are going to be a monetized part of the game.

This is an interesting read. Frightening too, actually.

What I find interesting is that this does not hurt the level 80’s only those working on alts. So people do not venture into alts as much, meaning fewer sales of character slots, but with the shear amount of skills available, and needed, it would be a ‘convenience’ item, to save time (designed into the game to be more than slightly punitive). Interesting point and something to think about.

Note: Both the hunting for skills and the unlocks for sale WERE available in GW1.

Who likes the new leveling changes?

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

I have 18 or so level 20 tomes…and do not have any reason to level through the system. That said, I also realize these changes are not aimed at me, a ‘seasoned veteran’. I am waiting to hear from new players in a few months that are retained from the new content to tell me what they thought. So is Arenanet. If they do not see retention increase, then they will address the issues and make changes. Here’s a real thought though….what if nothing Arenanet does fixes retention rates for new players? Pretty sure server shutdown will be inevitable then.

Content Please

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

They are attempting to do this with LS. People just do not like it for whatever reason. With the changes to the season list in your hero menu, all this content is not only replayable by anyone at anytime, but also has it’s own achievements. I do not know what people expect to get out of an expansion that cannot be delivered via the LS. Anyway, I am not against an expansion. I just feel that the current model will provide the same content more efficiently.

The key word in your statement is “attempting”. The effort they put in LS2 compared to LS1 is huge: this story is far far better (I’m addicted to this game’s lore). Yet, players need something to transform their character: new skills, fighting styles, etc. Achievements are not that important (to me), because I don’t feel like repeating content “because I have to”, I would prefer to unlock some achievements during my first play and go “holy Grenth, I missed one!” rather than go “I just finish this part, gotta do it once or twice more to finally get something”.

As a comparison, I wouldn’t mind having the whole Elona part delivered on a two-year timespan if I can take my character from Crystal Desert to Kamadan. Yet, as far as now, we didn’t get meaningful things outside the gem shop. While I have paid for some stuff (flesh is weak), I don’t feel like buying anything more: my characters are somewhat the same, in somehow the same maps (only one awesome map), so I don’t wanna pay further if it’s not invested.

If Anet delivers a race and a profession during the Living Story, and some new skills and weapons, the opinion of the Living Story will change drastically.

It’s not that Anet could or couldn’t. It’s that so far, they haven’t. At least they’ve introduced a new zone. It’s a start.

I do agree. LS2 is far better than LS1, and adding a map is a good starting point. However, to some (me included), the pace seem a bit too slow: while we are sometimes barely affected by the changes they’ve made so far, our characters are doing the same things over and over again. Introducing new skills, for example, could be easy: while going into Maguuma Jungle, we discover new people with unknown skills, and we’ll have a tiny mission to do/a tiny fee to pay to unlock it.

It is time to get some things done: there are 5 more dragons to kill, and at this rate, I don’t think we’ll be done before 2030… I assume I would be done by that time ^^

Yes, ‘attempting’ is the operative word. My point is, that no one is giving the devs a chance to do this. They responded to all the people screaming ‘permanent content’ and still do not get recognized for the complete redesign of the game to accommodate those people. Everything in LS is now permanent. Major maps have changed and are slowly returning to a different state. That’s how it is guys, NYC wasn’t rebuilt overnight from 9/11, it’s taken years to get back to form. In game disasters are going to move at similar speeds.

The ‘fact’ that is not enough is a personal opinion. If the same cohort now screams that, and demands a content expansion, then they will start to make an expansion, or spend more time on an expansion, and let the game stagnate even more. More time wasted to do this rather than giving us a steady stream of updates. Personally, the problem with this game isn’t that the devs do not listen to us, as far as I’m concerned they listen to much and mistakenly think that those that complain the loudest really have everyone’s interest at heart.

Why do we have the current ‘outrage’ over a patch that changed the game in a way the devs found from players who are leaving in the hopes that they would stay? Because ‘no one asked us for permission’. Let’s wait and see how new players react. I’m certain if they hate it, move on, etc. there will be further refinements.

no macros?

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

If it’s just for a musical instrument, no one is gonna find out and ban you anyway.
for gameplay it wouldn’t really be viable to just macro quee up skills lmao.

edit: wow the amount of white knighting.

I only see people explaining that this is spelled out in the ToS. The OP asked two question. The more worrisome was that they did not seem to understand that their macro’s would have a detrimental effect on PvP experiences. This was more important to address, rather than whether they could play an instrument with their macro’s. I agree, that is not a problem, but the latter is. This isn’t blindly sticking up for the devs..it’s just trying to convey that the use is against the rules in the ToS. At that point I beleive, no one cares what the person does in game…it’s their problem.

Feedback related to starting areas

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

I would like to hear from NEW users..ones that started AFTER the patch. Those are the people with the most powerful opinion about the starting areas, since this stuff was designed for them, with THEIR input.

We can say what we do and do not like, but it’s all about efficacy at this point. Our opinions are moot if it works to retain new players.

did someone else notice

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Are you telling me Legos, deers, and sheeps aren’t actual words too? :O

Yep!

no macros?

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Not understanding a games Terms Of Service before spending money on said game might be the issue here.

many games do not allow for the use of macros within the game environment. Particularly when there is PvP involved. Read your games ToS before purchasing hardware!

New level rewards are confusing

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Since the patterns not repeatable or understandable, that makes the in game points more valuable, leading people to them to gain those skill points.

BTW, I never counted my leveling points as important to leveling my skills. I always hunted down the skill points in the game. I counted the level dings as a bonus, not a means to the end.

Severe lack of Guild Bank access post-patch

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

It appears life in the cities is more convenient? :P

Content Please

in Guild Wars 2 Discussion

Posted by: Roybe.5896

Roybe.5896

Each season will introduce new content, maps, races, etc. People do not like it, they want a large pack.

Actually most people just want something rather than barely anything. I wouldn’t mind a large pack (even if it’s a boxed version I have to pay) but if they release the same amount of things in-game “for free”, slowly but still with a rhythm (not something, nothing during a year, then another thing), I’d be surprised and pleased.

They are attempting to do this with LS. People just do not like it for whatever reason. With the changes to the season list in your hero menu, all this content is not only replayable by anyone at anytime, but also has it’s own achievements. I do not know what people expect to get out of an expansion that cannot be delivered via the LS. Anyway, I am not against an expansion. I just feel that the current model will provide the same content more efficiently.