As to the point of this specific release, there are a ton of permanent features and content. From the update of mini-games becoming permanent on a rotation, champion loot, solo queue PvP and leaderboards, dungeon reward changes, currency wallet, PvP leaver penalties (dishonorable), the FX culling system and more! However, we do recognize one of the components is returning content rather than constant, we need one more core event in our portfolio to fill out our ability to pull off the ambitious plans we have for next year. We too want to have an even larger playable content impact as stated in our goals for the second half of 2014, you’ll be see seeing that play out shortly.
All of the permanent “content” mentioned are quality of life improvements. They aren’t new things to do in the game, they are polishes done to existing permanent things. All of the new content in this patch appears to be temporary, right after a blog post you made talked about more permanent stuff. Even the press previews from Guild Wars 2 Hub seemed unhappy and confused as to why the content is temporary. Halloween makes sense as an annual festival, the Zephyr Sanctum makes sense as a returning event, the solo gameplay challenges (with an apparently high skill cap) in a permanent part of the world just seem silly to remove.
Soon, you won’t need to ask “is this permanent or temporary?”, you’ll simply be able to look at story specific parts and know the story goes away when it’s done, and the playable core content remains and changes based on the outcomes of the story. As a player, I’d rather login and experience an event knowing the outcome and the results of the story will create content I can see and experience for years, than have it all go away 2 weeks later, and have no impact.
We’re also looking into options that would allow players to experience the story sequences that will go away as the story moves forward for those who missed them, but this is still a ways off as we look at various options.
It’s like watching someone move in two directions at once and wonder why they are making it nowhere. I’m not sold on the value of removing the instanced story content from the game. I understand the open world stuff has to go, but the instanced stuff (Rox and Braham missions, the dungeons) were no different from Personal Story or Story Mode dungeons. The only reason I can see why this stuff gets removed is to pressure players to play now instead of whenever they want, something you said the GW2 business model didn’t promote (from the “Is it Fun?” blog. "But what if your business model isn’t one based on a subscription, and your content-design motivations aren’t driven by creating mechanics to keep people playing as long as possible? ". I also like “Can we focus our time on making meaningful and impactful content, rather than filler content to draw out the experience?” because it doesn’t describe the snowman/pumpkin/dragon effigy/kite basket/balloon mechanic at all.
The Dev Post in this thread is really good. It is amazing that some people are still complaining. IMO, his post resolves the thread.
The post repeats what was said in a blog from the same dev before the contents of this patch were revealed to be temporary. Look at it this way, the guy says we hear your complaints, you don’t like so much temporary content, we are going to make more permanent content, and the very next patch is revealed to be full of temporary content.
(edited by Shiren.9532)