Map chat may not be the best source for information.
I am glad you posted here, so we could set your mind at rest.
Facebook may not be the best place for posting announcements.
How about an in-game e-mail?
There are methodologies for testing such multiuser apps.
My main tried to go to the new map, the program crashed, and now I can’t load the game.
They do test this stuff, right?
I have recently leveled two human characters through Queensdale. I did not, even once, feel that the train hurt my enjoyment in any way. How on earth does a minor mobile riot affect my gameplay other than as a minor inconvenience?
I run platform #2 on my ranger, to prove we’re not all idiots. Won it the last six times I was there.
The problem isn’t the ranger class, it’s the idiot behind the keyboard. Alas, you can’t see the player, so you get judged by the toon.
I think it sounds intriguing, even though I’m not big on WvW. I’ll at least take a look around.
As for the irrational Scarlet hatred… well, I don’t share it, and I’m interested to see what her pirates are up to.
After doing the marionette a few times and beating it a couple times, plus collecting several keys and finding Scarlet’s lair, I.. well… I realized I was having fun. This is contrary my initial experience.
I think ANet is getting closer to a reasonable balance between difficulty and reward.
Haven’t beat the wurm yet, so I can’t really comment on that.
So, if we do like the content, we should do it. I really enjoy the Marionette, and do it whenever I am on and it is available.
Keep up the good work, ArenaNet! =)
Exactly my point. Which is why I have no “problem” with the marionette, as long as it’s optional. There’s plenty of game without it.
ANet looks at numbers — they’re a business after all, and there’s nothing wrong with that. What happens on forums is useful, but they won’t make big decisions off of forum rants, and probably shouldn’t. They base their product on what happens in-game, on hard numbers of players doing certain activities.
So the only way to be heard is by how you play the game. Ranting on the forums may be therapeutic, but it’s not very effective. If the vast majority of players avoid certain content, ANet will notice.
I am not playing Tequatl (I did 20-30 runs early, dropped it once it became a ghost-town, got some decent loot), the new wurm (not fun), or the marionette (too frustrating for my limited playing time). I dislike those three encounters as they are, ankitten ot playing them.
On the other hand, there are lots of activities I do enjoy, so I play those. I’d love it if ANet instanced these world bosses; what they have now is not a “living” world, but an annoying one that wrecks zones (aka Tequatl) and requires coordination among random people on overflows. Yuck.
But I make my preferences known in-game by how and what I play. If enough people quit doing content they dislike ANet will likely listen.
If they nerf Celestial gear severely, it will be the final straw, since it makes no sense to do so. I put a lot of times, mats, and money into ascended celestial gear, and will simply leave the game in disgust if they unfairly nerf it.
At the moment, I’m assuming they’ll adjust celestial so it has an equal crit nerf to other armors. I wish they’d respond to the rampant concern and speculation, though.
I’m concerned by the poor communication and behavior of the development team. They were quite inarticulate and disorganized. I don’t expect monks or drones; I do expect people to speak in complete sentences with coherent thoughts when representing a company.
On the other hand, the audience chat was atrociously childish.
What I did glean from the presentation was not all bad, however. The rune/sigil fix pass is desperately needed, for example.
The change to crit makes sense, bringing it in line with other character attributes.
I’m not so sure about the class changes; at least they acknowledged skill activation problems for the ranger and her pets. I’m looking forward to their “big” changes.
I feel kinda dumb for buying these. I some how thought they were rich nodes for the price. Dumb me.
If ANet keeps doing silly things like this, I won’t be spending anymore of my gold in the TP.
OMG WTF why has silver ore doubles cost in like 4 hours. I was going to do some crafting and I was like holy kitten wtf. Can someone explain to me why this is happening?
My guess is speculators.
I’m not a game developer, but I have experience in coding and IT project management, and what Sytherek is saying is important. I certainly would not pay $25 for housing, and I’d bet the $10-20/month I spend on gems is at the high end already. (I have ten character slots, all bag and bank slots, a custom arena, a Royal pass, gemstone armor, a Jade weapon, etc.) I buy lots of stuff from the gemstore, all with real-world dollars.
On the other hand, if I could buy a bonus mission pack in which I travel into the Maguuma to learn the fate of the White Mantle or into the Charr Homelands or north in the Shiverpeaks to fight Jormag, I’d gladly drop $25. As would, I suspect, many more players.
If ArenaNet can give us that for free, then awesome. But passing up on building meaningful content in favor of housing? That’s a scary thought.
I’d much rather get story and more places to explore than I would player or guild housing. And I’d pay for it too…
That makes sense, and it’s occurred to me as well, but I’ve certainly seen my share and a half of completely nonsensical garbage out of all manner of game developers, almost always justified by some variation of the excuse “We don’t have the time/resources to do that. Make do with what you have.” It’s made me…twitchy…over the years >_>
I’m a game developer but not from ANet, so perhaps I can try and clarify. Exactly why does “we don ’t have the resources” make you “twitch”?
Is it that you don’t believe the developers? Is it because you, a non-developer, think these things are easy?
Do you think they should hire more staff? Can they, given the economic model of the game?
A company exists both to pay its employees and make a profit. A great idea may simply not be economically or logistically possible, no matter how much it may make you “twitch”.
Here’s another angle — just how much do you expect to pay, in real dollars, for guild and player housing? Will adding such items improve player recruitment and retention, and if so, to what extent?
For example, I would pay $25 (2000 gems) for player housing that is meaningful and flexible and useful. Would enough players pay that much to justify development by ANet?
ANet must allocate resources effectively to stay in business and grow the game.
(edited by Sytherek.7689)
I agree with the OP I feel the sameway too . They really should make WvW a seperate entity than PvE.
I’m sorry to break it to you, but Anet has stated multiple times that their goal is to bring the playerbase together; more than likely, they’re going to try to encourage more overlap between PvE and PvP/WvW rather than less.
ArenaNet is naive if they think it’s good for the game to force players into PvP. Even sillier, it’s a mode (WvW) where you can either easily get in (odd hours, your server is losing) and get stuck in a queue (prime time or your server is winning). What fun — NOT.
Making PvP mandatory drives many people I know away from the game.
Many players have a problem with just one area of the game — jump puzzles for me are very difficult, but for some people with disabilities they are, quite literally, impossible. Make 5 things and require 4 of them — 10 things and require 8 of them — give people one or two outs for the type of game play that they truly do not enjoy.
Yes.
ANet currently does this with dailies and monthlies.
Let me choose the challenges that best fit my enjoyment.
If ANet ever implements open PvP, I will quit and never buy another ANet product again.
Yes, the Queensdale area is annoying because of the jerks in the champ train. However, 98% of the PvE game is not Queensdale, and I play away from the rudeness of the champ train. Easy and fun.
I cannot get away from PvP jerks in PvP.
Going to be honest and stereotype….
People don’t PvP b/c of Pvpers. They are usually the most toxic group of players to be found in this genre and thus most avoid them best they can, which involves not PvPing.
Exactly. I’m 52, and have no interest in toxic smack talk and don’t want to deal with childish brats. When I want to PvP, I’ll do a bit of WvW.
I used to play alot of competitive PvP in other games. Gamer culture, though, chased me away.
Rewards vs. Content
I just want to talk about this design element/philosophy, since I think it is easily blurred but is incredibly important to growing/retaining a player base.
A reward is what you get for completing a task.
Content is what you do and what you have fun with while you move toward a reward.
A lot of the “horizontal progression” ideas thrown out here are purely Rewards. More skins! More dyes! Guild halls! Player housing!
Rewards are important! Very important! But what I would like to see if an emphasis on how Rewards increase the incentive to enjoy content. Because people like games when they get new shiny Rewards, and they like games where the content is fun even if they aren’t being Rewarded, but they LOVE games and stick with games where they are being given fun and fresh things to do, and also get cool new rewards.
…snip…
I completely agree. Thanks for bringing this up.
One focus is on destination — what rewards they can get. But once the rewards is given, a new destination is needed. It get’s empty; they have no feeling of accomplishment other than “wow, new shiny”. They need new shinies. The least filling shinies often come from buying, not playing.
The Journey requires more developer work but provides more substance to players. It engages their mind, and gives them a great, sharable memory.
A successful MMO needs a mixture of both. Right now, GW2 is mostly destination, not journey.
-snip-
I love reading your ideas, but they make my head hurt sometimes. XD
There is the possibility of offering too many options to players too. Devs have to balance between underwhelming and overwhelming, and having huge varieties of ‘what if’ options could potentially be extremely overwhelming.
I’d rather be overwhelmed than underwhelmed. If overwhelmed, you can always catch your breath and get caught up.
True, much rather ‘over’ than ‘under.’
Too much complexity drives non-forum players away. My wife, for example, has a lot going on in Real Life, and just doesn’t want to play a game that is more lifestyle than recreation.
Casuals are important, too.
Role diversification.
I’m not that interested in player housing; it has no actual gameplay.
Role diversification adds to gameplay.
The reason why people don’t play gw1 despite the obvious fact that it’s superior to gw2, is because the can’t. The population isn’t there.
Gosh, if all the chronic naysayer’s actually played GW1, wouldn’t that solve the population problem?
I mean, you keep saying GW1 is better; prove it ANET by playing it! Vote by filling the GW1 servers! Buy GW1 stuff! Show them how much better GW1 is, if that’s what you really think.
About 240g at the moment, with probably 1000g in mats.
There are those of us who played GW1 before coming to GW2 and remember a lot about it very fondly. In my opinion, GW2 is a whole new game that even with all its problems, is still far and away better than the constraints of the old GW1 game. I don’t want to play GW1 in a shiny new box. I want to play GW2.
That’s exactly how I feel.
I loved GW1. I love GW2. There are a few aspects of GW1 I would like to see in GW2, and many of those are being addressed in the CDI threads.
Chess, checkers, poker, retro gaming… I can name a lot of “old” games that haven’t been “updated”, yet which are quite popular and still played.
Will you compare yearbooks to Facebook next?
GW2 is an improved GW1.
Your definition of “improved” is rather dubious.
GW1 wouldn’t be dead if all the complainers went back to play it. If there are so many GW2 complainers, couldn’t they prove GW1 is a better by massively playing the original game?
How often still do you play your favourite video games that haven’t been updated in years?
In fact, doesn’t the emptiness of the old game prove that GW2 is better for the vast majority of players?
Let’s see again when GW2 has almost reached the 9-year mark like GW1, shall we?
GW2 is vastly improved over GW1 in my opinion. Just because our opinions differ does not make either of us wrong.
Yes, I play a lot of old games over again. It’s called GOG.com — I just played thru Hexen II again, and am working my way thru Icewind Dale atm.
Judge GW2 against GW1 at the same age.
Because gw2 was supposed to be an upgrade, not an entirely new game of questionable merit.
I always thought GW2 was supposed to be a new game.
Where did they say it was just going to be an upgrade?
Chess, checkers, poker, retro gaming… I can name a lot of “old” games that haven’t been “updated”, yet which are quite popular and still played. GOG.com is an example of people playing lots of older computer games.
GW2 is an improved GW1. I’m willing to bet there is a lot of GW1 code in GW2… the engines are quite similar. And comparing a 1.2yo game to one with 4 times as much development is a recipe for disappointment.
GW1 wouldn’t be dead if all the complainers went back to play it. If there are so many GW2 complainers, couldn’t they prove GW1 is a better by massively playing the original game?
In fact, doesn’t the emptiness of the old game prove that GW2 is better for the vast majority of players?
Because they promised GW2 would take everything loved about GW1 and use in GW2?
So… I’m still confused. GW1 is still there. You can play it any time.
ArenaNet took nothing away from you. They just gave you more by developing a GW2.
When I have nostalgia for GW1, I go play GW1. Really. I still gave fun with it sometimes.
I like both games. Why don’t the “I want GW2 to be like GW1” folk just go play GW1?
80 norn female ranger (main, continuation of GW1 main)
80 norn female necromancer
37 asura male engineer (currently being leveled)
36 human female mesmer
21 human male elementalist
As you can see, I’m not big on alts. 90% of my play-time is with my ranger.
Keeping it simple:
1) More meaningful skills
2) More places to explore.
3) More character customization
1. Legendary Armor SKINS and Legendary Dyes – Have a way to earn this and make it very difficult. Once you earn this and unlock it, it saves to your account in the same spot as your Zenith skins. As for dyes, make dyes account bound, not character bound.
With all due respect… legendaries are probably for <5% of the GW2 population, because of their insane cost. They are considered, by the majority, as a horrible grind and an item that shows not the professed skill of a player, but his grinding activities. I’m sure if the developers come up with legendary armour/legendary dyes… it will end up costing 2000 gold too. In that perspective… they would be a huge letdown, as the legendary weapons are.
Also, consider that there are people like me who have no interest in legendaries at all. The lack of interest is due to ubiquitous skins, boring acquisition, and no interest in bragging. I’ve talked to quite a few players who don’t care about legendaries. And I don’t see something silly (unicorn arrows?) as progression.
Also, legendaries progress to the same small number of limited points.
I want progression that makes my character stand out, rather than “progression” that makes me like everyone else.
Hard mode is just rehashed content. Boring. And yes, I did vanquishing (hard modes zone clears) in GW1, where it served to revitalized low-level zones to a limited extent. I wouldn’t complain if we could solo-vanquish zones in GW2 for really nice awards.
But I wouldn’t want ANet to spend a lot of time implementing hard mode.
I’d rather see a gradual and constant addition of new level 80 material and zones.
No trinity, please.
The trinity is old, tired, and restrictive.
ANet, please do not change things. We don’t need the trinity.
Skill points — a big “yes” to using them as a currency for horizontal progression. They are earned at a steady rate through playing most aspects of the game.
The biggest horizontal progression device for me would be proper implementation of a cosmetic appearance system. I know it’s supposedly in the cards, but it’s still a huge deal. In all honestly, GW2 could borrow Lord of the Rings Online’s cosmetics systems lock, stock and barrel and I wouldn’t complain one bit. LOTRO also shows that a game with a built in cash shop can easily be profitable without the use of silly transmutation crystals. (for those unaware, in addition to offering exclusively store bought cosmetic appearance items, LOTRO has multiple cosmetic outfit tabs for each character which a player can purchase more of as well as a wardrobe that holds purely cosmetic versions of items which a player can purchase more room in).
LotRO has the best wardrobe system… tabs for setting and selecting wardrobe looks, and a tab for armor that sets your stats. The best system I’ve ever seen for CRPG armor.
I quit that game when it went F2P/P2W, as a warning to ANet.
Perhaps I’m weird, but I don’t give a skrit’s rump what other player’s think of my characters’ outfits or titles. I like having nice armor and weapons for my own enjoyment and sense of accomplishment. My ascended weapons, for example, have been reskinned with dragon or dreamthistle designs because of my personal taste and aesthetic. No one looking at my characters would know I’m using ascended equipment.
Mini-pets? Nah — they keep disappearing whenever I change areas, and they just add to screen clutter and lag.
Titles? Maybe, but the current title vary from the meaningless (Golden) to the wildly-difficult.
Fancy weapons? There’s so many legendaries in game, and they just clutter the screen for me.
For me, horizontal progression involves actual gameplay: going new places, having new skills, having new experiences. I want progression that is meaningful without it being a power gain. No more levels — instead, give me more things to accomplish, more places to see, more interesting monsters to perforate with my bow. Give me a home instance that reflects my accomplishments in a meaningful way.
Ascended gear is only progression if you like the skins or magenta lettering — or if you think the minor stats increase matters in a game mode you play (such as WvW). Otherwise, there is no reason to get ascended armor.
Which is fine. In GW1, obsidian armor was pure vanity, and that’s fine.
But ascended armor is not progression for many players I talk to, or me. I’ve looked at it, and see no reason a non-WvW player like me should go thru the pain to get it.
So what’s meaningful progression for me? Most people in this thread are focused on ascended armor; what about those of us who have no interest in grinding it?
And I have posted ideas, only to see them lost in the ascended frenzy.
I use “GW2 Event Timer” on my Android tablet; you can grab it from the app store. It’s never been wrong, and it tells me which events are running and their real-time, live status.
One game i can think of is Blade of Darkness. Like GW2, each weapon had its own skills. Even the same kind of weapon (for example 2 1h swords) could have different attacks (and combos), and there were “legendary” weapons with their own skills too. One also had “enviromental” weapons like arrows for the bow (something like the Southsun Survival), weapons that drop from enemies, and even attack with the limbs of the dead enemies.
Yes! Blade of Darkness is one of my favorite games of all time; the combat / weapon system was fantastic, engaging, and fun.
And thinking m ore on GW1, I agree that we need more primary weapon skills. CHOICE! Give us choice in our skills. I don’t need 200 greatsword skills; let me mix-and-match from a selection of 10 skills.
Idea: Let my main buy tomes of knowledge from a vendor for, say, 5 skill points — which I can then use to level alts?
Excuse me, which “tradable level up books” are you referring to?
I mean account bound level up books, the tomes of knowledge.
Ah.
Those books should be tradable. The drop rate is terribly low.
Ascended Gear
So then why did we add ascended gear, well the reason is we wanted sometime between the transition and what we shipped with was very little time turns out global trading post has a lot more effect on this then we had original thought which made us need a non-tradable gear step. We still have some progression to smooth out around the rare -> exotic area as mostly you just jump from leveling greens to exotics and rare is really only used for salvaging into ecto. We have been spacing out adding each slot of ascended gear to make sure we don’t make our original mistake again and I’m sure we’ll need to continue to evaluate the time to gain this gear like we do all things.I was really excited about the ascended armor… got all my supplies… all pumped up to craft them….
The moment I saw 2 points stats boost in celestial gears, all of that died instantly… there is no legendary armor in the game & ascended armors are expensive…. I think it deserves a boost at least in double digits. Please dont just pack old items with couple bells & price tag over 5 times.I dont mind paying 5 times the price but I want the item to be worth of the cost!
Ascended gear is a mess; it’s expensive in time and materials to make, and gives little benefit over exotics — yet it has a very tiny stat increase. So players get very little return for their time/money investment, but it’s enough benefit to be a perceived problem in WvW.
In other words, ANet created a compromise that didn’t satisfy those wanting stat progression and upset those who don’t.
…our goals here are really about how we make things feel a little less grinding for some actions and we’ve been making a lot of steps with that… adding tradable level up books
Excuse me, which “tradable level up books” are you referring to?