Exactly it’s a b2p with an ig shop (meaning you’re paying double, basicaly) that is showed down your throats because the game design took a turn towards cannibilizing its playerbase (gold grind everywhere and few means to obtain the gold at a moderately normal pace without using the suggested methods).
In a way, it’s even funnier than an outright f2p game with a sub or ig shop, given it’s ‘sneaky’ turn to the gem shop, on top of the box purchase.
The labor point system in AA is by far the most insidious thing I’ve ever seen in an MMO. It’s set up so that they can really tweak it later on but even now, if you want to report a player for botting lets say, you’d have to spent 25 labor points.
It’s the most ridiculous thing I’ve ever seen in a game.
I assume it’s such a good game, you’d rather be here posting than playing it. Oh, nevermind, you’re probably in the queue.
I find it surprising that this thread has devolved to comparing Why GW2 isn’t working to AA, a PvP only game…
I still would like to know what ANet plans to do to keep me playing and spending money in the gem store. What’s the long-term plan here? Are we going to keep going with the LS? or Are we going to take a sharp left and focus on “an expansions worth of content”.
Whether you agree or not, for me, the living story stuff only get’s me back for a couple hours at best. I like the creative map design of Dry Top, for sure, but there really isn’t much motivation to “grind” out geodes or foxfire clusters, nor are the RNG rewards that enticing either.
One of the biggest problems is in the design of the game at its core. It seems like it takes a pretty large amount of time to build a map along with events. So they might actually be stuck with keeping with these smaller jaunts going with LS. Sadly though, a sizable chunk of players aren’t all that engaged and don’t find it very entertaining.
I tend to agree with phys and others that have stated the need for smaller group, challenging content. I agree they did great with fractals, but that’s really just one area that’s engaging with less promise of wanted loot. That seems to take away from the experience. I mean, how many rings does a player need? Especially since they don’t have much value, if any.
When i think back to the original that kept me engaged for the better part of 7 years, i think about the challenges. Some of us spent our weekends practicing runs from beacons to droks or 2 man UW ecto farming, or sorrows furnace for greens they introduced. It was a simpler game, while not perfect, kept me engaged as content rolled out. Level 20 was just enough of an experience, since the content matched quite well to the cap and there was also ways to improve or modify your build to succeed. I was always excited to see what they would produce next.
So here we are, with a game that’s engaging for a smaller window of time, that seems to need a cash shop to keep running, but isn’t all that challenging or engaging post level cap. The discussion we should be having is where do we go from here, given the limits to the games base design and how long it seems to take to provide new engaging content for players to consume and get better at to complete.
You have valid points. The game is going to need an influx of content to keep people playing, at least people who play a lot.
As for comparing it to AA, I certainly didn’t start that. But I’ll certainly make sure that people who are listening know both sides of that tale.