Time is a river.
The door is ajar.
(edited by TheDaiBish.9735)
Congratulations.
You’ve just described every game with a leaderboard ever.
TSW? You aren’t going to be getting as many kills / missions ect done than someone who played at launch.
CoD? You aren’t going to be racking up as many kills as someone who played at launch.
Would it have changed if they introduced the leaderboard at launch? Nope.
As long as they don’t add any advantage over other players, it’s fine.
(edited by TheDaiBish.9735)
Ten plus man dungeons would be awesome, a higher level of coordination is what a lot of players want. Five is just too easy. Also, change loot drops on bosses so if a person dies they can still get loot, as long as they tagged the boss. This is still an issue.
Large groups =/= higher levels of co-ordination automatically. If that was the case, World Bosses would require massive amounts of co-ordination.
That being said, I’d rather them improve the world before adding more instances.
New classes and skills. seriously you made eight classes, good job! BUT you severely limited the skills (AKA you are making me bored faster, so I don’t want to play, so you don’t make money off of gems/ future expansions/ me giving you bad press persuading others to not waste their time on a game designed with a key flaw). seriously, a few new weapon skills added will not hurt you. I know you love nerfing builds and I don’t want you to miss out on such a grand opportunity to do so.
Sarcasm and digs like that aren’t more likely to make it so you get taken seriously.
More weapon skills to choose from? Sure. Tie 2 or 3 skills to each slot, but still only allow 5 at a time.
New classes and skills is a must. I only play heavy melee and I’m getting extremely bored with it. I can go warrior or guardian, COOL! but oh look, basically the same weapon skills on each one, just a little different and i’m not allowed to customize them. COol so i’m bored and you’re thinking your plan worked… great now the game is dying and you’re wondering what happened…. I may just go back to WoW
Proof that the game is dying? And if you link XFire, or tell a ‘well, I never see anyone’ story, I’ll laugh.
Basically the same weapon skills? Really?
And the fact that you only play that is your choice.
Oh, and when you do go back to WoW, you might want to take note that:
You NEED a Healer and you NEED a Tank. There’s no deviation from that, and without them you can’t do the content.
Are you saying that in GW2 you need a tank and healer? Because you must have a different version of the game than I do. Are you playing on a Mac or something?
Nope. I’m saying in games that require a Trinity, you NEED them. You don’t have a choice.
Not that in GW2 has (or needs) a Trinity.
Speaking from a PvE aspect (I don’t PvP much), I don’t feel that the Trinity adds much in terms of depth (By Trinity, I mean Tank, Healer + DPS). You NEED a Healer and you NEED a Tank. There’s no deviation from that, and without them you can’t do the content. In terms of ‘depth’ being ‘the number of viable choices in the ruleset’, that isn’t that deep.
Now, if they designed the encounter mechanics with a variety of ways to deal with, that would add more depth.
Changing Defiant to not trigger if you successfully interrupt an attack will increase the viability on building around stuns and interrupts. Adding additional effects to skills (as opposed to additional effects automatically applying), and additional weapon skills will increase the level of ‘depth’ to the skill system. A skill grants regen? Why not add an additional effect that causes part of the total regen to heal in a burst? Maybe it removes bleeding, burning or poison? Maybe there’s two skills that have these two seperate effects so the player can focus on giving additional healing or condition removal? Maybe a skill does extra damage if the target is suffering from a specific condition? Maybe the KD only works if their suffering from Weakness?
Maybe introduce some profession specific boons and conditions (Deep Wound for Wrriors, Disease for Necro, Hex for Eles ect).
In short:
Why not just make Amaranth the new Nic?
Hmm…I’m ok with this.
2,700 influence (when you deduct the 300 build cost) is way, way more than we make in a fortnight, let alone 3 days. Double that since we can queue two at the same time. Stick some more on to queue while we do them ones, and it does help us* quite a bit.
*By us, I mean our guild. Not speaking for everyone here.
- it would diminish the idea that possession of a Legendary weapon reflects experience/mastery of multiple aspects of the game (exploration, gathering, crafting, trading, dungeons, WvW, etc).
- if the player-effort requirement was consistent with the current Legendary weapon crafting process, then the storyline would need to include hundreds of hours of new content. If the majority of players go through the content, then everyone will have a Legendary and they won’t be special anymore. If few players go through it, then the development work is essentially wasted. Considering the amount of effort involved, ANet might as well just put out an actual expansion pack instead.
These two are not necessarily true if you don’t look at it from a strictly linear storyline view:
- Especially from a gathering perspective, NPC’s and small tasks could take the place of the Mystic Forge. For example, for example’s sake, lets say Twilight is Grenth’s sword:
Using 2 new items, and an NPC, you can add more context to the process of getting a precursor than there is currently. Obviously, the rest of the process will need more NPC’s and tasks, but they don’t have to be massive tasks. They can be tasks that just add context to the current grind. Making the Gift of Incinerator? Well, you actually need to take all of the components to Sorrow’s Embrace, and let yourself get hit by the fire x times to fuse them (totally stolen from the Moa Chick hunt). What about Gift of Frostfang? You need to rack up x amount of debuff during the Jormag fight without dying (unless there’s something to do with frost in HotW).
What about the Mists?
What about the Mists? I’m not understanding what you mean… honestly, I haven’t played there yet
Ah.
Basically, in the Mists:
You also got dummies to test on, and NPC’s to fight.
What about the Mists?
I want Braham’s mace!
The goal is to provide a unifying storyline to the world that ushers this new content into the game, changes the game, and makes the world feel truly alive.
Oh, this bit is interesting.
Could it be assumed that Flame and Frost (the entire thing) is just a prelude to a bigger thing which we’ll see after it finishes?
Kinda like the weekend Karka event to Southsun Shore, but over a longer period of time.
What about an Elementalist?
Wp to dragon, auto attack, alt + tab to aviod lag, pick up loot. Epic fight!
That’s more an issue with event scaling, rather than the event itself.
Doing the fight with 12 people was a hard-fought win.
The game was never going to become a WoW killer anyway. Not straight out of launch, at least.
What the people who were screaming ‘WoW-killer’ and the people saying ‘WoW has 9mil subs’ seemed to forget was that WoW didn’t start out with them numbers. They built up to them.
That being said, this game doesn’t need to be a WoW-killer to be a huge success.
I personally haven’t had a problem soloing events (Warrior, Ranger, Mesmer, Engineer), so I can’t really comment on this.
I do agree on the upper level of events need adjusting though.
Maybe adding more sides to the event the more players there are:
1 – 3 players: Mobs just attack
4 – 6 players: Mobs also attack out of normal range (2000+)
7 – 10 players: Mobs attack with siege from a near high point.
10+: The event has the additional factor of you need to prevent fires + buildings being destroyed. Failing this will fail the event.
Of course, they can add additional things such as Veterans, Champions, Mobs that are invincible due to an effect (i.e. a banner that needs to be destroyed first).
Adding more sides to the event, and making these sides a requirement to do should split up the zerg, meaning everyone can participate, and everyone needs to participate in some way.
Of course, the issue with this is development costs and time, but yeah. It’s an idea.
What’s easier to make?
A game that is easy and takes long to finish or a game that is challenging? Challenging content is more difficult to make because you have to test it a lot. Easy content doesn’t require much testing. You just have to test that it works. Making easy content is less costly and less time consuming.
Someone at Arenanet slashed the development budget. Big time.
Actually, using metrics, all you have to do is see if it works with any content.
If you see that only a small portion are able to complete it in relation to those who have tried it, you can then adjust the numbers to make it easier.
The only way challenging content takes more time to test and produce is if there are more components to it i.e. in an event, the event that only has mobs zerging is going to have less components than the event that requires you to escort someone, which has a) the escortee and b) the mobs that rush.
Necro’s have an effect when using a staff that makes it look like a scythe, but it’s still a staff.
I’m the kind of guy who runs away from carrots on a stick. Fun should be worth something in its own right.
I agree, and there are plenty parts of the game I enjoy. I enjoy dungeons, event chains, the big events that aren’t flooded with people, roaming in WvW. I don’t set out to do these because of some reward. I do them because these are what engages me.
But I also recognize that there are parts that are designed around keeping people playing based around rewards, and not engaging play.
Dailies and Monthlies, for example. While some might get the Daily and Monthly done without even looking at the requirements, thus, being more engaged by the content, rather than the reward, you also got the people who take the path of least resistance / complain that it doesn’t fit into their playstyle because they do x, y and z(not getting into the whole ’I’m a casual, it only suits hardcore players’ thing), thus only being motivated by the reward, and not the content.
Now see that’s what I’m talking about. I posted earlier about there being a balance of intrinsic and extrinsic rewards. But, if they can make it intrinsic enough, then the reward doesn’t have to be massive however it still needs to be substantial. Having fun is one thing, but if there’s a huge meta event that is massive amounts of fun with little reward, it naturally discourages people to avoid it because the reward sucks. The extrinsic rewards should be substantial, it doesn’t have to be exotics and precursors but enough to reward me for my effort there.
But if the content is engaging, people will do it, and thus developers don’t have to rely on extrinsic rewards so much. I’m not saying no rewards are needed. I’m saying they’ll be needed less as a motivator.
Say the dragons were some epic battle with engaging mechanics, requiring the utmost teamwork and best play, I doubt people would mind if rares and exotics were decided by RNG (not ridiculous RNG, btw. Say, a 1 in 4 chance); because they’ll do it for the battle.
Tetris is an example of such a game. People play it for the game, and while there is the score, the main motivator is to see how far you can get.
But that’s also another thing, your event here sounds way fun and challenging even more so. That’s what we need, challenging content, that not only challenges your skills but also your mind. Right now in the game, some of the most challenging content can leave you with terrible extrinsic reward and the content that takes the least possible amount of effort(CoF P1 Farm) yields the best reward.
Eventually they should make CoF p1 harder but they need to actually add in content in the game that’s challenging on the mind. Agony is a great example of fake difficulty. Agony is merely a gear-check, few parts in fractals are genuinely challenging but I’d rather agony be replaced with actual hard mechanics for the bosses that make me put my thinking cap on.
I have way too much time on my hands in work :P
The issue with my example though is development time. It’s quicker to produce the zerg rush mobs than my example. However, my example would prolly be more suited to meta events.
Look at the Shatterer, and where the event takes place as a whole.
You got two outposts nearby that do nothing. Factor them into the event. Have cannons firing from them. Maybe have grappling hooks that are required to bring the Shatterer to ground, otherwise he attacks from the air. Now have them outposts attacked by minions / siege from afar ect. If the cannon breaks, a mini event happens where you need to guard the engineer and go look for scrap to repair the cannon.
And then the Shatterer itself; make him immune to player damage, and have more mortars. You need to protect the mortars and players on the mortars. If a mortar breaks, you need to repair it. If all mortars break and outposts taken over, you fail the event. When people get trapped in crystal, reduce the time in which they shatter, but also make them give protection from his breath attack. And so on, so forth.
I’d argue Agony isn’t just a gear check. Sure, you’ll eventually need AR, but you can also push yourself to see how far you can get without AR. Granted, you’d need a bunch of like-minded individuals to do so.
That’s why I’m bored when I play most of the content, I get my fix in WvW but everything else is boring because it’s simply not engaging.
I’d say this is because WvW changes on a moment to moment basis.
In PvE, there’s only so fast that devs can put out content, so previous content is about to get tedious eventually, some parts faster than others.
I kill dragons because I want to kill dragons
I do dungeons because I like defeating the big bad
I do WvW because I like roaming on a battlefield
When I feel like it, I’ll ride a few event chains because that’s just fun
Jumping puzzles are awesome!
Eventually, all that leads to a legendary, but I won’t break any sweat over it.
This game is very much intrinsic fun, except in the case where people want a legendary yesterday. I understand those people don’t really like the game very much.
Bob kills dragons for the guaranteed rares. He doesn’t like standing there pew-pewing, but he will for the loot. (Although, only doing dragons with around the minimum amount is so much fun!)
He also does dungeons for the loot. He doesn’t want to run that dungeon….yadda yadda, you get my drift.
What may be intrinsic for you may be extrinsic for Bob.
I’d say largely the problem is people have been conditioned that they should be rewarded with loot for their efforts, which leads to developers repeating this, as opposed to creating engaging content and mechanics. Another issue is humans are conditioned to take the path of least resistance. This is shown by Plinx chain, CoF1 ect, which yield more rewards than anything else.
For example, DE’s. Take away the rewards, and most of them people wouldn’t do, simply because they’re repetitive.
The baddies attack from this side, then that side, then this side, as opposed to the baddies are attacking from here AND from just outside our range AND from the hillside with siege weapons. In order to end the event you need to cut off the main support of the ones attacking the outpost, but there’s a time restraint, since their also setting stuff on fire ect, so you need to do it before the demolish the camp. You’ve even got people who are running away with supplies. The more that’s going on, the more engaging the content is. Extrinsic rewards just sweeten the experience.
Another video I feel that is related to this topic:
The only time I would complain about this is when you do a DE solo and you only get a Bronze or Silver reward. I mean… How does that even happen?!
First piece of advice: throw away the idea of efficient vs inefficient. You’ll find it much more fun. Hell, if you feel like it, turn off all of your map completion icons, and aim for map completion. Personally for me, it makes map completion more about exploring, and less about filling in a checklist.
I’d try and find a guild as well. Some content (such as guild missions) is easier done. You also get access to Guild Mission rewards and such.
Any race can be any profession. There aren’t any racial benefits to professions, so roll whatever combo you want. Any profession can go Melee or Ranged also (Rangers are all about evasion, and leaping in and out of combat for melee).
Welcome to the game, and I hope you have fun
If you found it fun, shouldn’t that also be a reward in itself?
Would it have been as much fun doing it with a zerg?
Would the reward have been worth it without the fun?
Here’s a thread that might interest you:
The March patch? Really? o.O
Dueling – No problems with.
Open World PvP – Just makes no sense lore-wise. You’re all working together to defeat the dragons, why would you be killing each other?
Guild Wars – These were in GW1, and may be added on later.
I actually think this is already in-game. There’s two crossed swords on the Preview window that shows your PvP gear.
Unless I’m totally misunderstanding you.
I’d be on board for 10 man content as long as it wasn’t a requirement for higher stats.
I’d prefer them to add more and improve upon meta-events though, to make them more like Raids.
DONT even try compare raiding with Group Events, theres no tactics no skill in group events its only zerg fest everywhere, not in a 1000 years you can compare raiding with group events.
Oh I dunno, it pretty much matches up the times I’d been party to Plane of Time raids.
i dunno what raids have you done, but staying in the same place for 5m and just tapping 1 is not raiding m8.
I used to be a Tank Healer and a DPSer. I used 4 buttons most of the time, with another 3 situational skills. I’d occasionally move out of bad stuff.
In terms of the World Events, the problem there is that the scaling has an upper limit, and the amount of people participating exceeds that limit (among other things).
Try doing The Shatterer with just 10 people. Much more fun.
So How Does This Factor Into GW2?
GW2 has the potential to be a deep game. The framework in terms choosing weapons, skills and traits, combo fields, the more free-form group composition, weapon and armour stats, runes and sigils ect.
The current problem is that some current encounters and some mechanics, and some don’t make use of this depth. This, I feel, is where the the complaint ‘combat is shallow’ comes from:
Encounter Mechanics
Encounter Mechanics are what are used to bring out the depth in a combat system. Without these, little depth of the combat system is used.
For example, The Lover’s fight has the mechanic where you need to keep them apart.
While this is an interesting mechanic (especially because you haven’t got someone to keep aggro), it’s somewhat cheapened by being able to use the boulders to essentially knock-lock them. If you only had one boulder, this means someone would have to keep the other away. Now, they could choose to kite, to immobilize, to cripple to use CC appropriately.
Now, this isn’t me saying ‘we need the Trinity’ or such, because it’s not. In terms of the mechanics they can offer, there isn’t actually much outside of keeping a guy focused on you and healing damage. Neither is it me saying we need pre-defined roles.
What we need are mechanics that encourage choices (since choice is the leading factor in creating ‘depth’) as well as awareness of your team.
Highlighted below are changes I suggest to the Defiant mechanic. This gives groups the choice of; bringing an Interrupter, evading / mitigating damage some other way or both.
I’ll prolly come back to this when I’m not so tired.
Defiant
Defiant takes away the option of choosing to focus on interrupting attacks, as opposed to interrupting them. Change Defiant so that it only triggers when you don’t interrupt an attack, but add damage reduction for the boss if Defiant is triggered.
This a) encourages proper use of CC, and punishes spamming it, b) allows people to build around CC if they so wish and c) opens up the potential to have skills that are more effective following a successful CC (GW, for example, had Pulverizing Smash, which needed the target to be knocked down to work, and caused Weakness and Deep Wound). Given that a player can have only so many CC’s, keeping a boss constantly CC’ed would require co-ordination (who’s interrupting what ect).
Skills
Skills, at the moment, have a number of issues in my opinion:
I’ll leave it at that for now.
Any thoughts?
A number of times I’ve read that ‘GW2 has shallow combat’, and that ‘the Trinity adds depth’, and I’ve personally never understood how having the same 3 roles added ‘depth’ to the game.
The question is: What is Depth?
According to the Penny Arcade (whom I recently found and am enjoying the series), Depth is: the total number of different possibilities or meaningful choices that can come out of one ruleset.
I highly recommend this series, notably:
Lining up some examples, if we take this definition:
-the Trinity is actually light on depth. You can’t choose to do the content that’s balanced around the Trinity any other way than bringing a Healer, bringing a Tank and bringing DPS. Now, you generally got a choice what class to bring in that roll, but even then, sometimes a particular class will be suited to a particular role. If you got a mechanic that needs you to swap Tanks, you need to bring two tanks. You can’t make a meaningful choice not to bring two tanks. This then turns combat into more like a script.
-GW had an incredibly deep skill system, not because of the sheer number of skills, but because of how skills interacted with each other. As a Water Elementalist, for example, I could take Shatterstone (a Water Hex), and I could follow up with Teinai’s Crystals to give that foe Cracked Armour, in which I could follow up with Teinai’s Prison (another Water Hex) to give health degen. Because of that Water Hex, I could follow up with Glowing Ice to return some of my energy. I could also follow Shatterstone up with Icy Prism for heavy AoE damage. Backtracking to Cracked Armour, I can (as of Sept 2012) use Shock Arrow to also return Energy.
-GW missions, on the other hand, weren’t as ‘deep’ as the skill system, although still pretty deep in that most professions could do most things (such as Interrupting and Pressure), and were certainly more ‘deep’ than Trinity fights (at least until everyone worked out the perfect group compositions and such). You needed specific skills, builds and damage types to tackle content, lest you kitten yourself to the point that the content was stupidly difficult. For example, the last mission in Prophecies. Cold damage was more effective than any other type, while most mobs had a resistance to Fire damage. A lot of the mobs weren’t ‘fleshy’ or didn’t leave a ‘corpse’, meaning Bleeding, Poison, Disease and Minion Masters were useless. This removed some of the ‘depth’ that the skill system had, since you had less viable choices. You weren’t going to take a Fire Ele, a Minion Master or a build that relies on Bleeding, Poison or Diseases.
Just a quick question:
Do you talk to scouts?
Of course lol. But do you see the point im getting at? Compared to gw1, this game is very void of lore, or at least the way it expresses it.
Ah, just asking. I’ve seen a few people in the past saying there’s no context to zones, and they haven’t spoken to Scouts, since they do provide some insight.
That out of the way, I somewhat agree.
While some events make sense in the context of the area (i.e. Human areas and events against Centaurs and Bandits and such), as well as Hearts, some just don’t. I mean, what’s that troll doing in Queensdale?
I don’t think that would work. Someone may end up quoting the ignored person and you would end up seeing their post.
In which case, just ignoring as a feature might utterly void the context of that other person’s post.
To OP: I’m sorry. I’m just trying to wrap my head around why such a feature would even be needed >.<
Just a quick question:
Do you talk to scouts?
Can you not just, like, not read the post?
Couldn’t you have made this more constructive? All it is is a rant. Hardly anything beneficial could be taken from it.
That being said:
(edited by TheDaiBish.9735)
WvW is actually an extrinsic activity for a lot of people. It’s required for map completion, and the badge are required for legendary. And honestly, the way people can camp key resources gets pretty old.
For those who only do WvW for the Legendary, it is.
The people who primarily play WvW though (and not simply for the Legendary), it is mostly an intrinsic activity.
Out of sheer curiosity, what makes you think these improvements would be quick and cost effective?
To the post:
2) Expanding Art
I disagree with allowing HoM skins to be made available to everyone. These were a nod to the GW1 players who played quite a bit and supported the company beforehand.
With the re-skinning and re-colouring, GW allowed us to dye our weapons. Maybe a similar system for non-named weapons (Foefire’s Essence, for example) would allow more customisation than just adding a bunch of other models, and also less ‘clutter’ in-game.
I personally come up with a suggestion where people could create skins out of different parts and small effects.
3) Others
I agree on the hammers, for the most part.
well I am trying to do what I find fun, but its pretty restricted due to level restrictions which I find to be boring.
What do you find fun?
They’ll release them when they’re ready.
I’d wager a guess that we’ll be getting a blog post this week sometime.
I do recall that this patch is going to have the WvW skills and the next part of Flame and Frost.
Saying ‘make dungeon gear available without doing dungeons’ is kind of like saying ‘make WvW achievements available without doing WvW’, or ‘Make HoM gear available without playing GW1’.
Except you couldn’t respec anywhere in GW.
You had to be at an outpost. Out in the world / in a dungeon (anywhere there were enemies essentially) you couldn’t respec your attributes or skills at all.
While I like the concept behind it, there’s a problem with the rewards.
Making this place guarantee lodestones (as well as having cores, lodestones and exotics for main drops) for completing it would mean that everyone would farm it.
Extrinsic Gameplay
I’d say for many, getting a Legendary weapon would be an example of Extrinsic gameplay; they don’t want to grind all that gold, but they will for the shiny sword.
Intrinsic Gameplay
I’d personally say WvW is an example of Intrinsic Gameplay; people play it for the joy of playing it, since there aren’t any material rewards (outside of BoH).
All in all, both will depend on the person; I enjoy dungeons, and I do them just because. Bob over there might do them because they like the armour / best farming place ect, but they might not necessarily enjoy playing in the actual place.
no. CoH did it it was making people running instance only and the game died. And it was farming content created by farming players. so ty, not again.
Someone on Massively used the example that this Fire guy who was immune to fire damage would create content solely full of fire mobs. Or something like that.
That being said, who says it has to be the same?
For one, you could impose limits:
To make it less desirable to farm.
Experience, Loot Drop Rates ect are all determined by how many factors are in the instance. For example:
Will we ever get to choose our own skills?
On top of this question:
Some other questions:
hmmm is there a place where i could find some info?
This patch is also the WvW patch. I recall something about WvW progression and passive skills, and culling being turned off.
However, they only update when they’re positive that the stuff is going to make it into the patch.
The Trinity doesn’t add ‘tactical gameplay’ outside of the Healer heals, the DPS pew-pew and the Tank shouts insults to keep the mob angry at him (since typically the Tank does less damage than the DPS). It’s sort of a pseudo-teamwork; you need all of the roles to do the content, but you’re still only focusing on what you’re doing.
It’s still zerging, except the mob keeps on the Tank, as opposed to jumping between players that they perceive as the biggest PitA (I’ve noticed when I’m ressing someone the mob will come and attack me).
I haven’t come across an encounter mechanic in a Trinity game (I raided WoW for the best part of 3 years from TBC) that couldn’t be implemented in GW2 (outside of healing from near death and keeping the mob facing away from the people throwing balls of fire and stuff).
*If you like gear progression… this game isn’t for you
*If you like playing a certain role in trinity… this game isn’t for you
*If you like raids… this game isn’t for you
*If you like real open world pvp… this game isn’t for youI’m not seeing the problem, since ANet said well before launch the game wouldn’t have any of these things.
*Most importantly if you like to have a goal… this game isn’t for you
This is entirely subjective, and in no way true.
Yes , i need to fix the word ‘goal’. i am sorry for that. I was ment to say raid/gear/mount/pvp etc progression.
Maybe a better way of wording it would have been ‘If you want these as your goal…’
*If you like gear progression… this game isn’t for you
*If you like playing a certain role in trinity… this game isn’t for you
*If you like raids… this game isn’t for you
*If you like real open world pvp… this game isn’t for you
I’m not seeing the problem, since ANet said well before launch the game wouldn’t have any of these things.
*Most importantly if you like to have a goal… this game isn’t for you
This is entirely subjective, and in no way true.
Again very relevant to poor story telling. Especially if you’re going to call this a “Living Story”.
The direction and even more so, the pacing of this 4 part event is way off.
Again, how do you know?
This part of the living story could lead onto another one. Who is saying that the story will end with the threat being dealt with?
We’ve had 2 parts directly dedicated to being nothing more than errand boys. Nothing to show why the dredge and flame legion are working together(etc)…One could be lead to many assumptions, but the very nature of telling a story is to not leave it to ones assumptions but to guide them through the chaos as if they were living it.
People are going to assume until the story is complete anyway.
Case example: Harry Potter.
When it was revealed Voldy was using Horcruxes, fans started to contemplate and theorise what the remaining Horcruxes are.
As is, the story is currently being told. That’s why we don’t know why the Flame Legion and Dredge are working together and such and such.
You seem to be treating this as a complete story, and not a story in progress.
The sad fact is they don’t do anything to engross you in the events. If you want to deny that then i do have to question what kind of literary works you enjoy.
I enjoy mostly mystery and fantasy. Few examples:
On the Contrary, i know the destination. Southsun cove, that much was made clear.
The problem is the lacking development in the journey of these “refugees” and the survivors. Other than suddenly appearing in Lions Arch we have very little to go on as to…. Where they came from (a big problem for the hunting down of their trinkets). Their intended path of travel is also a big problem, most of them seemingly were either too brazen or genuinely unfortunate…but we the “wheels / driving factor” of this living story have no part other than UPS pick up boy. Not even a simple cutscene upon returning their mementos showing their trek, nothing to emotionally bond you to them. It’s lacking in the story telling department big time.
Ok, the physical destination is Southsun. In terms of getting to the destination (that is, the end) of the story:
Since we don’t have all of these, we can’t say that there is poor direction.
The other points though I have no particular feeling on. The refugees tell enough about who and what they lost on the way to LA for me. My mind fills in the blanks.
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