Showing Posts For Vayne.8563:

Has the game improved?

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Posted by: Vayne.8563

Vayne.8563

It hasn’t changed enough for you to come back, though looting is probably better now. Everything else is roughly the same.

Boss - foot and bottom

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Vayne.8563

By boss, I assume you mean dragon. Because there are plenty of human sized bosses too. You’ve never seen the Flame Shaman’s head? lol

What do you enjoy about the game?

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Posted by: Vayne.8563

Vayne.8563

I love the world. I love that I can get lost in just doing stuff, without really planning it out.

When I take an alt through a zone, sometimes I’m just following a trail of things to gather when an event pops up. Occasionally it’s one I’ve never seen before. Or I’ll run into something I didn’t notice the first three or four times through. Or I’ll catch a conversation between two NPCs that I missed that aren’t associated with an event at all.

It’s so easy to get distracted and lost in just running around the zones and exploring. Even after all the time I’ve spent in game, I’m still noticing new stuff regularly.

Guild puzzles and guild rushes are fun for me too…in fact most of the content I run with the guild including dugeons, Tequatl, the holiday stuff.

And I like a lot of the mini-games that have come out.

Skipping Content

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Posted by: Vayne.8563

Vayne.8563

Fortunately you could do the living story meta withou even attempting TA. Or just skip it completely – the backpack, while nice, suits only engineers, which means it will be usually covered by hobo pack anyway. You are not losing anything important.

As with the Tequatl achievements, you can indeed do it all at your own pace with this achievement. That’s because nothing that you need for the meta to get the backpack is going away. The achievements are still there to get after the month is up, and indeed permanently.

Backpack is a part of the Living Story meta, which will go away. Only the dungeon TA achievements will stay.

I did say the back item and achievement points are all you would miss out on. Even with my bevy of characters, I’m running out of backs to put back items on. Many people don’t care about a single back item. The dungeon stays. The achievements stay.

I'm really missing energy mechanics from GW1

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Vayne.8563

It’s interesting..because my understanding of energy management when it was first introduced in MMOs was for developers to slow down the game, so their servers could keep up with all the calculations. It DID add more depth to the game as an affect effect, but the main reason it was used was to slow down skill usage, so that there would be less lag.

Today servers can handle more, so it’s not as necessary.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

If people would stop responding the conversation would have died ages ago. lol

So you can add another tick to your chalkboard on how many times you’ve won an argument on the forums through pure white knight word play?

Seems reasonable.

On topic:

GW2 might have sold a ton more copies than GW ever did, but GW retained more players during it’s time than GW2 did 2 months into the game. There’s a reason ANet releases those kittenty concurrencies and during the LS patches instead of player totals averaged over a quarter.

Many of the arguments I “win” are because the people who are arguing with me often have no data at all to back up their spurious claims.

And since I have agreed with negative things and posted my own negative things, your definition of white knight is probably substantively different from mine.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

If people would stop responding the conversation would have died ages ago. lol

Translation: I have to have the last word.

The real translation, however is quite different. I was raised at a time when you responded to people, rather than ignore them. It really is that simple. If I’m having a conversation and someone says something to me, I usually say something back. Not only if I disagree. It’s just because it’s how I was raised.

Skipping Content

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Posted by: Vayne.8563

Vayne.8563

Well, been playing since release, posted similar stuff before, but was resurfacing this concern for the sake of the game.

While I am amazed at how much they have done and highly appreciate it, the living story thing has had back lash for a while, but again, it causes these problems.

Up till this point, I have 100% everything for the living story. Some of the events really stressed me out on the difficulty but I got them all finished and I felt really accomplished.

While I worry about the quickness of the content, I admitidly finish the achievements in the first day or two and then the remaining week+ is mostly a free ride.

Yet in the midst of all that, I have this heightened state of stress that I need to “keep up”.

Yes, this may be a personal thing and a lot of people say “ignore it, you will feel better if you stop trying to keep up and just play for fun”.

So I did….and it’s not going well for me. #withdrawls

As far as a backpack and 25 achievement points, I don’t care about the “points” or the skins too much, but its that sense of “doing it all” that is causing lament.

I want to do it all, on my own pace.

As with the Tequatl achievements, you can indeed do it all at your own pace with this achievement. That’s because nothing that you need for the meta to get the backpack is going away. The achievements are still there to get after the month is up, and indeed permanently.

Go to the dungeon tab and go to Twilight Assault on your achievements. All those achievements will still be available.

You haven’t missed anything , even if you haven’t played for the last two weeks…except 25 achievement points and a back item.

That’s it.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

It pertains to the conversation I was having. People have claimed in this thread that Guild Wars 1 was more successful than Guild Wars 2. I was answering and talking about that claim.

Not true. The discussion you referenced was on topic of how much percentage of GW1 players are in GW2 (or were at start). Most of what you have said so far is completely irrelevant to that point.

Are you saying this conversation never took place? That no one said that one or the other sold more copies?

…sometimes i think that you really don’t look at the posts you reply to.

Considering GW2 sold 7 times more copies the GW did. you would need 3 times the population GW1 ever reached just to hit 40%-50% of the GW2 player base.

This is what you tried to defend with your first reply, and what started the whole conversation.

It remains true that there’s really no good way to compare the two. There’s no way that would work until Guild Wars 2 is out as long as Guild Wars 1 and has as many expansions. That’s all I’m trying to say, at this point anyway.

If people would stop responding the conversation would have died ages ago. lol

Are you in a guild?

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Posted by: Vayne.8563

Vayne.8563

I don’t understand where you’re coming from with the whole hierarchy bit. Yeah there’s ranks, but I’ve yet to be in a guild thats like a Military scenario you seem to paint. Just people talking and doing things together.

Last time I checked you couldn’t operate a guild without a hierarchy. I guess the only workaround would be to delete all ranks except “Leader”, make every member a “Leader”, and agree not to recruit anyone without unanimous consent of every member. I have yet to see a guild being run like this. 95% of them are being run by leaders that…well…do what leaders do, which is making executive decisions. They rest are super-small to the degree they are little more than a banking guild and chat for a handful of friends.

On the subject of guild and friends…while it’s true that you can’t always choose who’s in your guild, you also can’t really always choose who’s in your group of friends in the same way.

Sure you can say I don’t want to be friends with someone, but in life, sometimes your friend’s friends come along and you don’t really care for them. Not everyone gets along. It happens at parties in real life. It happens when you’re just hanging out at the bar.

You can leave or you can stay or you can coexist or not, but you can’t always choose your friend’s friends….so yeah, a group of friends could very well still be a guild.

Are you in a guild?

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Posted by: Vayne.8563

Vayne.8563

What you are doing is acting like a guild without calling yourself a guild.
Call it anything you like, but it’s just semantics at this point.

Yes. That’s pretty much what I have been saying all the time, except it would never occur to me to refer to the people on my friends list as a “guild”. And while I would still say that a friends list lacks the most defining feature of a guild, which is the formal/hierarchical structure: It’s largely semantics. In the end, you don’t seem to disagree with my basic point that guilds are a pointless feature of MMOs, for they can’t do anything a circle of friends can’t do. So we don’t really have anything to argue over.

Well, if you keep saying guilds are pointless, I’d still have to disagree. I think there’s a point to have a guild bank and there’s a point to having guild buffs, and there’s certainly a point to doing guild missions which you won’t get credit for if you don’t actually rep a guild.

RP groups on Dragonbrand?

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Posted by: Vayne.8563

Vayne.8563

When the community decides it’s unofficial RP servers, you’re going to find most of the action on those servers. It just makes sense.

Not to say there is no action on other servers, but it’s never going to approach the degree you’d get on TC (or Piken Square if you’re in Europe).

Arenanet totally forgot GW1 fans?

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Vayne.8563

It pertains to the conversation I was having. People have claimed in this thread that Guild Wars 1 was more successful than Guild Wars 2. I was answering and talking about that claim.

Not true. The discussion you referenced was on topic of how much percentage of GW1 players are in GW2 (or were at start). Most of what you have said so far is completely irrelevant to that point.

Are you saying this conversation never took place? That no one said that one or the other sold more copies?

LFG tool

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Posted by: Vayne.8563

Vayne.8563

Never once have I seen a party to kill Zhaitan, does that make the tool useless or people just give up once they realise personal story is a lie?

I posted an ad to kill Zhaitan (Arah STory mode). It was filled in five minutes. You can’t really wait for someone else to post, because the groups fill so fast, they’re gone unless you watch it 24/7.

Just make a group. Profit.

Are you in a guild?

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Posted by: Vayne.8563

Vayne.8563

So if you play with the same friends all the time, how is that not a guild? That’s what a guild is. If you choose not to make a guild for the extra storage, that’s fine, but essentially a guild is a group of people who play Guild Wars 2 together. If you’re playing with friends, for all intents and purposes you’re a guild…if only a casual one with no hierarchy.

Next time you’re meeting a handful of really good friends in a pub, go tell them that you’re not just friends. You’re a GUILD!

Well….except that you’re not.

A group of friends shares mutual affection and sympathy. A guild doesn’t necessarily (and in larger guilds, it’s actually safe to assume that not everyone is friends with everybody else in there, quite the contrary actually!).

But the major difference between a guild and a group of friends isn’t the bank space. It’s that a group of friends is an informal group while a guild is a formal group. In contrast to a guild, a group of friends has no leadership, no ranks, no rules, no attached strings, no charter, no mission statements, no exclusivity towards other groups, no “we vs. them” attitude. Guilds tend to have these things, at least to a certain degree. And that’s the exact reason why I don’t join them.

Terrible example.

I’m not just meeting friends in a pub. I’m meeting friends in a game. And sometimes I’m running dungeons in that game. That at very least would make you a team. A team of people in a game like Guild Wars that do stuff together all the time, are distinguishable from a guild how?

This isn’t a casual I’m having a drink in a pub. It’s a single shared interest. If you were all playing football you’d be a team. If you’re all running dungeons. for all intents and purposes you’re a guild.

If you don’t want to call yourself a guild, that’s all fine and dandy but you’re doing exactly what a guild does/would do.

Not that I’d really understand what you really want to say here. Or why you are trying to disagree with me, for basically you are just reinforcing what I said: Guilds cannot do anything a group of friends can’t do. The only difference between them is guilds having a totally unnecessary formal overhead that doesn’t add any real benefit. A group of friends in a dungeon is indeed indistinguishable from a guild group for all practical purposes.

I’m saying all a guild is is a group of friends who play together. And since you’re already a group of friends who play together, forming a guild gives you bonuses you wouldn’t get if you didn’t form one.

Being friends is in no way a requirement for forming a guild. I wager that in any sufficiently large guild, you will find people that actually loathe each other. It’s the same as in companies. It’s entirely possible that you will be friends with some of your coworkers, but chances are that you dislike some of them. Point is that as soon as your guild isn’t super small or you’re the leader, you have zero control over who they recruit. Chances are that you will end up with at least some guildmates you actually cannot stand. For that reason the equation “guild = friends” is invalid.

A group of friends who play together, could spend ten silver and form a guild and still play together. There are many many groups of RL friends who have guilds in game. They do nothing differently in the guild than out of the guild.

Saying that in a big guild it’s different is true…but that only makes you a small guild.

What you are doing is acting like a guild without calling yourself a guild. You’re not a big guild. But you’re most certainly a team of people playing the same game.

Call it anything you like, but it’s just semantics at this point.

Are you in a guild?

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Posted by: Vayne.8563

Vayne.8563

So if you play with the same friends all the time, how is that not a guild? That’s what a guild is. If you choose not to make a guild for the extra storage, that’s fine, but essentially a guild is a group of people who play Guild Wars 2 together. If you’re playing with friends, for all intents and purposes you’re a guild…if only a casual one with no hierarchy.

Next time you’re meeting a handful of really good friends in a pub, go tell them that you’re not just friends. You’re a GUILD!

Well….except that you’re not.

A group of friends shares mutual affection and sympathy. A guild doesn’t necessarily (and in larger guilds, it’s actually safe to assume that not everyone is friends with everybody else in there, quite the contrary actually!).

But the major difference between a guild and a group of friends isn’t the bank space. It’s that a group of friends is an informal group while a guild is a formal group. In contrast to a guild, a group of friends has no leadership, no ranks, no rules, no attached strings, no charter, no mission statements, no exclusivity towards other groups, no “we vs. them” attitude. Guilds tend to have these things, at least to a certain degree. And that’s the exact reason why I don’t join them.

Terrible example.

I’m not just meeting friends in a pub. I’m meeting friends in a game. And sometimes I’m running dungeons in that game. That at very least would make you a team. A team of people in a game like Guild Wars that do stuff together all the time, are distinguishable from a guild how?

This isn’t a casual I’m having a drink in a pub. It’s a single shared interest. If you were all playing football you’d be a team. If you’re all running dungeons. for all intents and purposes you’re a guild.

If you don’t want to call yourself a guild, that’s all fine and dandy but you’re doing exactly what a guild does/would do.

Not that I’d really understand what you really want to say here. Or why you are trying to disagree with me, for basically you are just reinforcing what I said: Guilds cannot do anything a group of friends can’t do. The only difference between them is guilds having a totally unnecessary formal overhead that doesn’t add any real benefit. A group of friends in a dungeon is indeed indistinguishable from a guild group for all practical purposes.

I’m saying all a guild is is a group of friends who play together. And since you’re already a group of friends who play together, forming a guild gives you bonuses you wouldn’t get if you didn’t form one.

End Game Content?

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Posted by: Vayne.8563

Vayne.8563

Some of the newer content is harder content. The new dungeon path is pretty good…but I agree that there’s no real reason to rush to max level.

Also the Tequatl encounter is pretty tough, and you need an organized group for it. You’re not going to just rock up and beat Tequatl these days.

Some people really hate it, because it guarantees failure a lot of the time. Some people like it for just that reason.

Are you in a guild?

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Posted by: Vayne.8563

Vayne.8563

So if you play with the same friends all the time, how is that not a guild? That’s what a guild is. If you choose not to make a guild for the extra storage, that’s fine, but essentially a guild is a group of people who play Guild Wars 2 together. If you’re playing with friends, for all intents and purposes you’re a guild…if only a casual one with no hierarchy.

Next time you’re meeting a handful of really good friends in a pub, go tell them that you’re not just friends. You’re a GUILD!

Well….except that you’re not.

A group of friends shares mutual affection and sympathy. A guild doesn’t necessarily (and in larger guilds, it’s actually safe to assume that not everyone is friends with everybody else in there, quite the contrary actually!).

But the major difference between a guild and a group of friends isn’t the bank space. It’s that a group of friends is an informal group while a guild is a formal group. In contrast to a guild, a group of friends has no leadership, no ranks, no rules, no attached strings, no charter, no mission statements, no exclusivity towards other groups, no “we vs. them” attitude. Guilds tend to have these things, at least to a certain degree. And that’s the exact reason why I don’t join them.

Terrible example.

I’m not just meeting friends in a pub. I’m meeting friends in a game. And sometimes I’m running dungeons in that game. That at very least would make you a team. A team of people in a game like Guild Wars that do stuff together all the time, are distinguishable from a guild how?

This isn’t a casual I’m having a drink in a pub. It’s a single shared interest. If you were all playing football you’d be a team. If you’re all running dungeons. for all intents and purposes you’re a guild.

If you don’t want to call yourself a guild, that’s all fine and dandy but you’re doing exactly what a guild does/would do.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

Obviously there’s a thought process you’re missing.

By the end of year 1, Guild Wars 1 came out with Factions. That would have added to the number of sales by the end fo the first year. Guild Wars 2 is using a different method to provide content. One that doesn’t involve sales.

Let’s say 2 million people bought Prophecies during the first year (I have no idea if that’s how many did, but let’s pretend). And let’s pretend that 1.5 million of them bought factions. That would bring Guild Wars 1 up to 3.5 million sales, but only two million players.

Anet didn’t release an expansion, so the success of the game can’t really be shown by how many sales it made, once Factions came out. You’re no longer comparing apples to apples.

But you can compare how much each game made.

That, of course, has it’s own drawbacks, but it’s about as reasonable as trying to compare sales directly.

While that thought process is fine and dandy, I’m not sure how it’s relevant to the discussion at hand; pertaining to the “carryover” of player from GW1 to GW2.

I do suspect that percentage of veterans IS lower than us veterans would like to admit, though.

It pertains to the conversation I was having. People have claimed in this thread that Guild Wars 1 was more successful than Guild Wars 2. I was answering and talking about that claim.

How is it relevant which game is more popular? Maybe it’s not relevant to people who played Guild Wars 1 and feel disenfranchised, but that’s surely not all Guild Wars 1 players, since some of us do like this game.

The other argument is that Guild Wars 1 was such a winning formula, it was so successful that they should have continued it. Of course, this project is much bigger in scope, with a bigger staff, and bigger expectations. So the popularity of Guild Wars 1, and how niche it was suddenly has to be questioned.

Were there truly enough hard core Guild Wars 1 fans to make this game a success, given the larger staff, the larger expectations and the scope of the game?

No one could say for sure, but I’m thinking there weren’t.

Are you in a guild?

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Posted by: Vayne.8563

Vayne.8563

I disagree with this. A guild isn’t just a custom chat channel. One thing that I find is that dungeons are MUCH easier when you’re in mumble, particularly when you have to coordinate things.

Last time I checked you could use voice com programs with friends. Having the same guild tag wasn’t a requirement, but maybe it’s just me.

So if you play with the same friends all the time, how is that not a guild? That’s what a guild is. If you choose not to make a guild for the extra storage, that’s fine, but essentially a guild is a group of people who play Guild Wars 2 together. If you’re playing with friends, for all intents and purposes you’re a guild…if only a casual one with no hierarchy.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

Considering GW2 sold 7 times more copies the GW did. you would need 3 times the population GW1 ever reached just to hit 40%-50% of the GW2 player base.

The last info places GW2 currently at 3.5 mil copies sold, and a peak concurrency of about 460 k people playing at once (which happened during first months, by the way, i doubt we get as high nowadays). That’s still less than number of GW1 copies sold.
Of course, GW2 is out for only a year, so it has still a lot of time to catch up, but claiming that it has sold 7 times GW1 copies is a flat out lie. It still has to equal it, in truth.

Except that Guild Wars 1 sold 7 million copies of 4 games….not 7 million copies one one game. They aren’t saying 7 million copies of Prophecies sold. So I personally bought 8 of those copies sold (since I had two full accounts). My wife bought another 8.

That means that probably there are a whole lot less individual Guild Wars 1 consumers than Guild Wars 2 consumers to date.

Even if we assume that we have to divide the total number of copies sold by 4, we still get 1.75 mil full accounts. That’s much higher than 7 times less than GW2 has now. And the actual numbers are higher than 1.75, because not every account was a full one, and bundle sales (all 4 campaigns + EotN in one pack) were treated as one sale, not four. So in the end, while the number of consumer accounts for GW1 might have been smaller, it was still high enough to make the 40% figure a very distinct possibility.
(no, the fact that there were people like you that bought more than one account is completely irrelevant, because there are people like it in this game as well).

Sure, but those 7 million copies happened in 7 years…not in 1 year. When Guild Wars 1 was this old, how many copies did it sell.

And? Please reread my original post, and the post that i was responding to, and then tell me how what you say now is relevant.

Hint: i will point you to the certain part of my post:

Of course, GW2 is out for only a year, so it has still a lot of time to catch up, but claiming that it has sold 7 times GW1 copies is a flat out lie.

The rest of what you wrote (about how much money Gw2 may make compared to GW1) was completely out of the blue, with no connection whatsoever to what was being discussed. I don’t know why you decided to include that at all.

Obviously there’s a thought process you’re missing.

By the end of year 1, Guild Wars 1 came out with Factions. That would have added to the number of sales by the end fo the first year. Guild Wars 2 is using a different method to provide content. One that doesn’t involve sales.

Let’s say 2 million people bought Prophecies during the first year (I have no idea if that’s how many did, but let’s pretend). And let’s pretend that 1.5 million of them bought factions. That would bring Guild Wars 1 up to 3.5 million sales, but only two million players.

Anet didn’t release an expansion, so the success of the game can’t really be shown by how many sales it made, once Factions came out. You’re no longer comparing apples to apples.

But you can compare how much each game made.

That, of course, has it’s own drawbacks, but it’s about as reasonable as trying to compare sales directly.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

Considering GW2 sold 7 times more copies the GW did. you would need 3 times the population GW1 ever reached just to hit 40%-50% of the GW2 player base.

The last info places GW2 currently at 3.5 mil copies sold, and a peak concurrency of about 460 k people playing at once (which happened during first months, by the way, i doubt we get as high nowadays). That’s still less than number of GW1 copies sold.
Of course, GW2 is out for only a year, so it has still a lot of time to catch up, but claiming that it has sold 7 times GW1 copies is a flat out lie. It still has to equal it, in truth.

Except that Guild Wars 1 sold 7 million copies of 4 games….not 7 million copies one one game. They aren’t saying 7 million copies of Prophecies sold. So I personally bought 8 of those copies sold (since I had two full accounts). My wife bought another 8.

That means that probably there are a whole lot less individual Guild Wars 1 consumers than Guild Wars 2 consumers to date.

Even if we assume that we have to divide the total number of copies sold by 4, we still get 1.75 mil full accounts. That’s much higher than 7 times less than GW2 has now. And the actual numbers are higher than 1.75, because not every account was a full one, and bundle sales (all 4 campaigns + EotN in one pack) were treated as one sale, not four. So in the end, while the number of consumer accounts for GW1 might have been smaller, it was still high enough to make the 40% figure a very distinct possibility.
(no, the fact that there were people like you that bought more than one account is completely irrelevant, because there are people like it in this game as well).

Sure, but those 7 million copies happened in 7 years…not in 1 year. When Guild Wars 1 was this old, how many copies did it sell.

I’d wager it’s a lot less than Guild Wars 2 has, that’s my point.

I’d go as far to wager that Guild Wars 2, by the time it’s as old as Guild Wars 1 (assuming it’s still going), will have made for the company many times the amount of money. Obviously if they don’t come out with expansions you wouldn’t be able to compare sales, but you would be able to compare profit.

Guild Wars 1 was a niche game. Guild Wars 2 seems to be shaping up into a niche game too…I think it’s a bigger niche.

That is to say, by dumbing down the game, which has clearly been done, you can appeal to a wider range of people…just not necessarily the same people.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

Except that Guild Wars 1 sold 7 million copies of 3 games….not 7 million copies of one game. They aren’t saying 7 million copies of Prophecies sold. So I personally bought 6 of those copies sold (since I had two full accounts). My wife bought another 6.

Fixed that for you.

Eye of the North could not be played without owning at least one of the 3 campaigns.

Are you 100% certain they’re not counting Eye of the North as sales?

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

Considering GW2 sold 7 times more copies the GW did. you would need 3 times the population GW1 ever reached just to hit 40%-50% of the GW2 player base.

The last info places GW2 currently at 3.5 mil copies sold, and a peak concurrency of about 460 k people playing at once (which happened during first months, by the way, i doubt we get as high nowadays). That’s still less than number of GW1 copies sold.
Of course, GW2 is out for only a year, so it has still a lot of time to catch up, but claiming that it has sold 7 times GW1 copies is a flat out lie. It still has to equal it, in truth.

Except that Guild Wars 1 sold 7 million copies of 4 games….not 7 million copies one one game. They aren’t saying 7 million copies of Prophecies sold. So I personally bought 8 of those copies sold (since I had two full accounts). My wife bought another 8.

That means that probably there are a whole lot less individual Guild Wars 1 consumers than Guild Wars 2 consumers to date.

Next free trial?

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Posted by: Vayne.8563

Vayne.8563

The problem with the trials is the huge influx of gold sellers and gold spam. It’s very annoying.

But I agree they should do these trials more regularly.

Precursor craft

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Posted by: Vayne.8563

Vayne.8563

I’m sorry, I don’t remember him promising a time scale. I said they were going to look at other ways to get pecusors, not that they were going to drop everything and make these alternate routes now.

I know you’re frustrated and impatient, but it’s like the looking for group tool. It took longer than people expected it to, but that doesn’t mean Anet lied when they said it was coming.

Just the fact that you put the word lie in your heading, makes me wish I there was a way to mark down posts.

Are you in a guild?

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Posted by: Vayne.8563

Vayne.8563

No. I don’t understand the purpose of guilds and why I would want to join a formal organization complete with a hierarchy to play a computer game . Guilds can’t do anything a friends list can’t do. In addition, I have full control over who’s on my friends list, but zero control over who the guild’s recruiting (unless I am the leader, of course). I’d rather have MMOs add custom chat channels, plus more elaborate social networking functions (e.g. ability to create Google+ style groups).

Wrong you cant do guild missions.

My statement was only covering the social aspects of guilds of course. What I basically wanted to say is that a MMO wouldn’t be much different if guilds wouldn’t be there at all. In the end, guilds are nothing but a glorified custom chat channel.

If a game deliberately adds exclusive content for guilds, it’s obvious that unguilded players cannot participate in them. But that’s an arbitrary decision on the developers’s side. Guild Wars 2’s guild missions do no not have a single aspect about them that would otherwise prevent a PUG from completing them. Since there are no really compelling reasons for the existence of hierarchical organizations within a computer game, some developers seem to feel the need to artificially create some. shrug

I disagree with this. A guild isn’t just a custom chat channel. One thing that I find is that dungeons are MUCH easier when you’re in mumble, particularly when you have to coordinate things.

And since most guilds have some sort of chat program, you can actually get on and talk to people and discuss strategies and try to figure things out.

I can’t imagine anyone really thinks that when a new dungeon or puzzle comes out, you’re going to figure it out with a random pug faster or better than you will with your guild.

Simplest example…non-guilded people would go to Dulfy to look at where the teeth were in Sparkfly fen. My guild went to Sparkfly fen and found the teeth without going to Dulfy.

You could solo that and look around but the odds are there are teeth you would miss. Ten people searching (we actually had less than ten when I did it) is still a lot better than one person searching alone.

Arenanet totally forgot GW1 fans?

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

can i say that of every things i miss about gw1 cantha is not one of them? i hated it, it was claustrophobic (well not shing jea) and confusing. i absolutely loved elona, the flying carpets, the one thousand and 1 nights atmosphere… that was something really new to me… but please… cantha? the only thing i loved about cantha were some of the luxon and kurziks areas and the jade sea.

Whether you liked or didn’t like Cantha really isn’t the point. The point to me is that it felt like a city where as Lion’s Arch and Ascalon…or anything else in Prophecies for that matter didn’t. They didn’t feel like cities. Not even really towns.

Everything feels like an outpost. Maybe a big outpost…but not a city.

Arenanet totally forgot GW1 fans?

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

Anyone who can begin to compare something like LA with something like Divinity’s Reach in Guild Wars 2 is being completely disingenuous.

Look everyone, it’s a painting you can look at but can’t enter.

So you’re holding GW1 culprit of running a 7 years older engine? Really?

It has nothing to do with the engine. Nothing at all.

It has to do with a city being a city. We know a city can be created in Guild Wars 1, because they did it with Kaineng Center. It was a design decision, not an engine problem.[/quote]

Vayne, come on, you couldn’t go into doors and rooms in KC or Kamadan either. You’re talking about the exporable zones of KC, which isn’t the same thing. Those act like any other instanced zone in the game, not the “city” spaces.[/quote]

No, but there were houses. It was a city. It’s not just about going indoors, though that’s what you seem to have taken from my post. I’ll make it clearer for you.

Cities have houses and buildings and businesses. Not just a few tents and a few NPCs standing around them. I could direct you to many games, even games from back then that had actual cities in them. I’ve mentioned one already.

This has nothing to do with the age of the game, and everything with Anet thinking a city wasn’t important.

Before Guild Wars 2 came out, fan sites and games sites had video tours of the cities up on their websites. Even Mike from Gamebreaker, who never liked that stuff, did a walking video tour of the city, commenting about how awesome it was.

If you really think Lion’s Arch, or any city in Prophecies could have a video tour of it, there’s not much else to say.

KC was a city, not because you could enter stuff..but because it felt like a city. There were at least two full zones, a couple of outposts, the undercity…that’s a city to me. The only one in Guild Wars 1. Everything else was a glorified quest hub.

I’ve had the problem in a couple of other games too, but don’t blame the engine, or the age of the game. It was doable in Guild Wars 1, with the engine they had.

Thanks ArenaNet

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

If your main goal in this game is to get a legendary…I’d say you’ve got a problem. My son’s main goal was to get a legendary. Then he got it and the game was done for him. He was finished. He stopped playing. Okay he came back to get an ascended weapon, then stopped playing again.

So you’re just playing yourself out of game. That’s it. I know it seems like having an ascended weapon will just make this game so much better for you, but it wasn’t true for me and it’s not true for a lot of other people either.

However, those who enjoy the content updates, are continuing to enjoy the game whether they have a legendary weapon or not.

You won’t get a legendary weapon every two weeks…but every two weeks new content comes out.

I think the game is much better for that.

If Living Story devs

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

I’m not sure you’re playing the same game I do. The other teams of done TONS of stuff. New PvP maps, removal of culling in both WvW and PvE, the account wallet, in the coming update the changes to tab and ground targeting, the Ascalon Catacombs revamp, and plenty more…that’s just off the top of my head.

Any one of those projects, in and of itself, were major projects.

And then you have stuff that cycles like SAB and Zephyr Sanctum, plus the holiday events.

Not to mention stuff like Crab Toss, Southsun Survival and Sanctum Sprint.

When you think about the amount of content that has been added in a year…it’s hard to believe someone could say what are the rest of the teams doing and keep a straight face.

They’re working on longer term projects…like the Tequatl battle, the Karka Queen and new dungeon paths.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

The Guild Wars 1 quest rewards were insanely silly. You hardly ever got an upgrade from them. In fact, you hardly ever got anything you could use….except the occassional skill. Of course, many of those were useless too, but that’s another issue.

Quite the contrary, GW1 quests offered something very important to the game, something that allowed people freedom to buy almost anything they wanted – gold (platinum). There were no artificial restrictions with dozens of currencies which were not interchangeable and were limiting you in the way what you had to do to get a specific piece of gear. You wanted Elite Templar (Marhan’s Grotto) armor? No need to waste your time on farming tokens if you didn’t want to. Just do quests, trade or do whatever you want to in order to get gold / Deldrimor steel / Elonian leather. It was imho a simple yet very effective system.

The amount of money you got off questing in Guild Wars 1 was completely neglible. Given that, both hearts and dynamic events in Guild Wars 2 offer money as well.

And though you may say they offer less money there are far more of them and they’re repeatable. Take Prophecies. Less than 300 quests all up.

There are 300 hearts and 1500 repeatable dynamic events that offer you money.

I’m not sure how you can compare.

I’m talking about the actual items they gave you, most of which were completely useless…you just merched them.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

The quest rewards in Guild Wars 1 were a joke. Allowing people to choose their rewards via karma vendors is smart…and different from just questing in other games.

It doesn’t matter if it’s a huge difference or it’s a small difference…what matters is it’s different. It’s often nuances and subtle touches that make something better.

No one is going to design an MMO without quests, because quests are what you do. An MMO without quests, would be an MMO of basically grinding mobs. If you see a house on fire, being attacked by bandits, that’s a quest to stop the bandits.

However, without saying kill ten bandits…and actually driving the bandits off, what you end up with is something that’s more organic that what you find in a regular MMO. It’s an improvement. For some, it’s a huge improvement. I’m one of those.

I don’t think I could ever again play a game with standard questing. At the very least, the standard questing would have to be exceptional.

I don’t have any issue with the heart quests nor their rewards (sans the fact that there isn’t much choice and the rewards aren’t free). I just don’t think they’re anywhere near as revolutionary as many claim them to be. Compared to most other MMOs, probably, but that’s because the ‘bar’ set by those other MMOs is horribly low, and I’m not going to cut them slack as that bar has been surpassed above and beyond in many other games.

Fulfilling quests objectives on your way to the questgiver is nice, but not new. Multiple paths to completion is far from new. Being able to complete a quest without ever knowing the person who gave it can be cool, but it’s not something I’d strictly classify as a ‘pro’, since it also doesn’t make sense (moreso when I receive a ‘thank you’ note…I never even met the guy!). In fact I was bummed when this would happen as I’d miss out on what they had to say to me prior to completion. I suppose I can appreciate having the option to not give a crap about what I’m doing and be rewarded for it…

Otherwise, I don’t see what the big deal is.

I never claimed they were revolutionary. But I did say that you can’t compare hearts to dynamic events, because hearts weren’t made to replace normal questing. Hearts are in the game for one reason and one reason only…to keep people in areas where dynamic events spawn. They’re a tool. That’s their purpose.

Then I’m not entirely sure why they wouldn’t just make more dynamic events instead, and I think they have the tools to address player scaling. I actually wouldn’t have minded that at all, provided there were enough and I was able to see them on the map.

And I thought we saw what a ‘city’ could be in GW1 with Drok’s? I’m not sure, this whole mini discussion is lost on me because I didn’t have much of an expectation for Lion’s Arch. But I did think it was pretty.

Because of player testing. With nothing to keep people in the areas, they just ran around willy nilly past a whole bunch of dynamic events.

One story a dev told, he said he was watching a play tester play the game and they ran right by a burning house. The dev asked why they didn’t stop to help and the person said, well I didn’t have a quest that told me to do that.

Unfortunately, some people lack initiative and need more help figuring stuff out.

Huh? That makes next to no sense to me. How does a dynamic event “tell you to do something” any less than a heart quest? In all due respect that sounds like one of the most absent-minded players ever.

A heart quest is permanently marked on the map…a dynamic event has to spawn. The hearts are placed in areas where dynamic events spawn. You see the heart, you see it getting filled in, you stop to complete it and while you do, sometimes an event spawns.

I think they overdid it. I think they could have done hearts in the starter zones, and left the rest….but I guess Anet thought otherwise.

Alternative Characters

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

To a dungeon runner, having a lot of alts is probably not all that much fun. But I’m not 100% convinced that this game was ever supposed to be centered around dungeons.

For people who like open world content, having alts is great. You can gather on all of them. You can do events on all of them. And even if the mega event daily chests are only once per day, everything else is up for grabs.

I have over 20 characters now and play several of them actively. I don’t do dungeons or fractals on all of them, because I don’t care to. Actually I only have three now that I take into dungeons at all…and only one regularly.

So whether the game is alt friendly or not, depends on how you play the game.

I’d imagine a SPvPer would say the game is amazingly alt friendly for example.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

The quest rewards in Guild Wars 1 were a joke. Allowing people to choose their rewards via karma vendors is smart…and different from just questing in other games.

It doesn’t matter if it’s a huge difference or it’s a small difference…what matters is it’s different. It’s often nuances and subtle touches that make something better.

No one is going to design an MMO without quests, because quests are what you do. An MMO without quests, would be an MMO of basically grinding mobs. If you see a house on fire, being attacked by bandits, that’s a quest to stop the bandits.

However, without saying kill ten bandits…and actually driving the bandits off, what you end up with is something that’s more organic that what you find in a regular MMO. It’s an improvement. For some, it’s a huge improvement. I’m one of those.

I don’t think I could ever again play a game with standard questing. At the very least, the standard questing would have to be exceptional.

I don’t have any issue with the heart quests nor their rewards (sans the fact that there isn’t much choice and the rewards aren’t free). I just don’t think they’re anywhere near as revolutionary as many claim them to be. Compared to most other MMOs, probably, but that’s because the ‘bar’ set by those other MMOs is horribly low, and I’m not going to cut them slack as that bar has been surpassed above and beyond in many other games.

Fulfilling quests objectives on your way to the questgiver is nice, but not new. Multiple paths to completion is far from new. Being able to complete a quest without ever knowing the person who gave it can be cool, but it’s not something I’d strictly classify as a ‘pro’, since it also doesn’t make sense (moreso when I receive a ‘thank you’ note…I never even met the guy!). In fact I was bummed when this would happen as I’d miss out on what they had to say to me prior to completion. I suppose I can appreciate having the option to not give a crap about what I’m doing and be rewarded for it…

Otherwise, I don’t see what the big deal is.

I never claimed they were revolutionary. But I did say that you can’t compare hearts to dynamic events, because hearts weren’t made to replace normal questing. Hearts are in the game for one reason and one reason only…to keep people in areas where dynamic events spawn. They’re a tool. That’s their purpose.

Then I’m not entirely sure why they wouldn’t just make more dynamic events instead, and I think they have the tools to address player scaling. I actually wouldn’t have minded that at all, provided there were enough and I was able to see them on the map.

And I thought we saw what a ‘city’ could be in GW1 with Drok’s? I’m not sure, this whole mini discussion is lost on me because I didn’t have much of an expectation for Lion’s Arch. But I did think it was pretty.

Because of player testing. With nothing to keep people in the areas, they just ran around willy nilly past a whole bunch of dynamic events.

One story a dev told, he said he was watching a play tester play the game and they ran right by a burning house. The dev asked why they didn’t stop to help and the person said, well I didn’t have a quest that told me to do that.

Unfortunately, some people lack initiative and need more help figuring stuff out.

If Living Story devs

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

Some of the stuff you’re seeing in the living story, like the Teq fight, wasn’t designed by the living story team. There are other team’s whos work is funneled into the game through the living story.

And I’m not sure how you can think jumping puzzles are being ignored. We had new one in EB, then we had the whole Zephyr Sanctum, which was like a giant jumping puzzle, and then a month of SAB, which is pretty much just jumping.

Same with dungeons. We’ve had a new one every couple of months even if some are temporary…the new dungeon path however is permanent.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

Oh and you ENTERED that area, or you saw it floating above you while you stood at a tent in LA.

Yeah….some city.

You mean a kingdom would keep refugees from entering the actual city, allowing them only access to a small area in front of the main gate? Gee, sounds almost like something from real life!

Not to mention the kingdoms of Tyria were all fighting each other before the Charr invasion shook everything up, those Ascalonian refugees and armed forces were basically the very recent enemy of Kryta.

Anyone who can begin to compare something like LA with something like Divinity’s Reach in Guild Wars 2 is being completely disingenuous.

Look everyone, it’s a painting you can look at but can’t enter.

So you’re holding GW1 culprit of running a 7 years older engine? Really?

It has nothing to do with the engine. Nothing at all.

It has to do with a city being a city. We know a city can be created in Guild Wars 1, because they did it with Kaineng Center. It was a design decision, not an engine problem.

Arenanet totally forgot GW1 fans?

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

The quest rewards in Guild Wars 1 were a joke. Allowing people to choose their rewards via karma vendors is smart…and different from just questing in other games.

It doesn’t matter if it’s a huge difference or it’s a small difference…what matters is it’s different. It’s often nuances and subtle touches that make something better.

No one is going to design an MMO without quests, because quests are what you do. An MMO without quests, would be an MMO of basically grinding mobs. If you see a house on fire, being attacked by bandits, that’s a quest to stop the bandits.

However, without saying kill ten bandits…and actually driving the bandits off, what you end up with is something that’s more organic that what you find in a regular MMO. It’s an improvement. For some, it’s a huge improvement. I’m one of those.

I don’t think I could ever again play a game with standard questing. At the very least, the standard questing would have to be exceptional.

I don’t have any issue with the heart quests nor their rewards (sans the fact that there isn’t much choice and the rewards aren’t free). I just don’t think they’re anywhere near as revolutionary as many claim them to be. Compared to most other MMOs, probably, but that’s because the ‘bar’ set by those other MMOs is horribly low, and I’m not going to cut them slack as that bar has been surpassed above and beyond in many other games.

Fulfilling quests objectives on your way to the questgiver is nice, but not new. Multiple paths to completion is far from new. Being able to complete a quest without ever knowing the person who gave it can be cool, but it’s not something I’d strictly classify as a ‘pro’, since it also doesn’t make sense (moreso when I receive a ‘thank you’ note…I never even met the guy!). In fact I was bummed when this would happen as I’d miss out on what they had to say to me prior to completion. I suppose I can appreciate having the option to not give a crap about what I’m doing and be rewarded for it…

Otherwise, I don’t see what the big deal is.

I never claimed they were revolutionary. But I did say that you can’t compare hearts to dynamic events, because hearts weren’t made to replace normal questing. Hearts are in the game for one reason and one reason only…to keep people in areas where dynamic events spawn. They’re a tool. That’s their purpose.

GW2 was not about RNG

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Posted by: Vayne.8563

Vayne.8563

I don’t think your arguments are valid in relation to RNG which is what this topic was suposed to be a about?

And you don’t think devs work to keep the requirements as friendly as possible for as many people as possible.

I never said that. I am saying that requirements imo is a seperate issue and I don’t think it is relevant in a discussion about RNG.

Nice attempt on twisting my words though.

Well, I don’t know. It’s relevant to sales.

If internet problems cause people to be unable to compete and get rewards…a company may very well lose let’s say, most of Australian sales. I’m sure there are some people in Australia who enjoy Guild Wars 2 (me for example) but the latency sometimes makes dodging dicey and sometimes makes it impossible to play certain content…or at least very challenging. If all rewards were based off of skill and not RNG, I couldn’t play this game. Nor could much of Australia. As it is there are complaints about us not being able to do things because of that lag.

Now, magnify that by people who don’t have great connections even in the US (like one of my guildies in Montana) and people in other areas who might not have the best connection and suddenly, it becomes very important for the manufacturer to take that into account.

So you have stuff like the Liadri mini for those who really want that challenge (and who’s connections can handle it) and you have RNG rewards for people who, for various reasons can’t. Best of both worlds.

Game developers are selling a product. The more people that can buy and use your product, the more money you make. I’m pretty sure Anet isn’t listed as a not for profit company.

At least in WoW, stealth was balanced

in Thief

Posted by: Vayne.8563

Vayne.8563

I’m sure if you looked on the WoW forums and looked at what people were saying a about stealth, or any class, you’d find all the same accusations of imbalance and OP.

There hasn’t been an MMORPG created where this hasn’t occurred.

GW2 was not about RNG

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Posted by: Vayne.8563

Vayne.8563

I can’t even imagine how you’d think these real life issues aren’t relevant to game design (or the design of any program for that matter).

In that case I can’t really help you.
Every game is going to have a minimum requirement.

EDIT: Because English > me.

And you don’t think devs work to keep the requirements as friendly as possible for as many people as possible. People often say games like WoW are popular because they’re good games. Games like WoW are popular because you can play them on a toaster. Your machine can be old enough to vote (intentional exaageration) and still play that game.

Guild Wars 2 was designed to be played on older machines too, and in fact, Anet went out of their way to design the game that way.

It’s a good thing the devs have more regard for the public than some of the players.

Are you in a guild?

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Posted by: Vayne.8563

Vayne.8563

I don’t know that I’d be playing as much if I do if it wasn’t for my guild. But I think you might have the guild idea wrong OP. If you’re joining a guild for mercenary reasons, you may have missed the point.

Sure we run instances and do stuff all the time, but we do it because it’s fun to do it. Not because “we need it”. Sure we’ll help each other out if we need something, but with my guild at least, I’m there for the laughs…and the comraderie.

It was fun beating Tequtal when that happened. But it was awesome beating him with members of my guild around.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

So it took WoW five years to get to that revamp? Good deal. Guild Wars 2 is out a year. It’s far better than WoW was the first year, so just imagine how cool it’ll be in five.

Yes, because obviously it starts from point zero, without any other preexisting games whose experiences they could draw upon
…oh wait.

Of course it starts from point zero. They’re changing things about the genre…it HAS TO start from point zero. They can’t build on the trinity…because the game doesn’t use the trinity. They can’t refine existing raids, because there are no raids. They can’t make all those new mounts, because there are no mounts (unless you want to be pedantic and count the broomstick).

The point is, Anet did go back to the drawing board and changed lots of things. No game has the number and complexity of dynamic events. So yes, they started over. They made a lot of design decisions that pretty much left them out there all by themselves. They’re not building on a WoW base…which is pretty much the only way to move the genre forward at all.

How many really care about personal story?

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Posted by: Vayne.8563

Vayne.8563

Guild Wars 1 characters have more personality than Trahearne and Guild Wars 2 characters. Cynn’s sharp tongue, Rurik being brave and strong-willed, Vizier Khilbron who seeks to fulfill the prophecies and has real motives presented in game unlike Scarlet Briar, and lots more. Guild Wars 1’s story feels more epic than Guild Wars 2’s story, in my opinion.

Rurik was a cardboard cutout…not much different from Logan, actually. Vizier Khilbron was a stereotypical evil villian down to the foreign accent. And what exactly were his motives? To rule the world. Destroy it with titans? Not exactly compelling drama if you ask me.

Actually the Prophecies story had some interesting bits, but much of it was just meh.

Arenanet totally forgot GW1 fans?

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Posted by: Vayne.8563

Vayne.8563

I’d probably be more sympathetic to your statement if Prophecies has anything that even remotely resembled a city in the first place…but it doesn’t.

I think the old Lion’s Arch looked more like an encampment than a city, and I was very disappointed when I first got there, after hearing about it.

Whatever you say Vayne

Oh and you ENTERED that area, or you saw it floating above you while you stood at a tent in LA. How many structures could you enter in LA…please provide a count. I don’t remember any structure in LA you could enter. Hell, with the exception of a fountain, I don’t even remember any structure in LA you can walk around…well except for tents.

Anyone who can begin to compare something like LA with something like Divinity’s Reach in Guild Wars 2 is being completely disingenuous.

Look everyone, it’s a painting you can look at but can’t enter.

Yeah….some city.

Can you enter Isgarren’s keep, that giant floating castle in the Kessex Hills? What about the inner palace in Divinity’s Reach? Can you enter more than 3 of the normal houses within your home district? It’s disingenuous to imply that GW2 allows you to explore within any structure you please.

Also, Lion’s Arch was part of the original Guild Wars, which was released in 2005. Divinity’s Reach (and GW2) came out in 2012. In the world of video games, that is a lifetime of difference.

You’d make a great point of other games released before or around the same time as Guild Wars 1 didn’t have cities (like Stormwind for example). Bad city is a bad city. It’s not like they couldn’t program cities, they chose not to.

And no, I’m not saying every house can be entered. I’m saying there are houses PERIOD.

GW2 was not about RNG

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Vayne.8563

Well, except that if you wanted a Voltaic spear, you can go to the Slaver’s Exile dungeon and you know it will drop there for sure. I bought my 1st one, and got 4 more from drops.

The frog scepter was a drop from the Bogroot Growths, so you only need to do this specific dungeon.

Celestial compass, dropped in the underworld.

Mini Yakkington from the Gift of the Traveler.

Mini Polar Bear, ok, this one was rare, only during Wintersday, but at least you know where to get it.

Zodiac weapons, The Deep and Urgoz’s Warren.

Ectoplasms, Underworld and Tomb of the Primeval Kings. And they were more common than all the T6 materials together.

Black and White dyes, in Pre-Searing Ascalon.

Now tell me, if I want a Dusk, where do I go to get it? If I want a fractal skin, where does it drop (in fractals yeah, a lot… lol)? Entropy? Bonetti’s? What if I just want T6 blood, where does it drop?

There is only 1 thing that I wanted and could never put my hands on in GW1… the mini ghostly hero, and only because my pvp guild disbanded before it was introduced and I didn’t want to spend platinum on it. However the list of things I have given up in GW2 is only increasing…

I ran Bogroot Growths 200 times and never got a Frog Scepter, and yes, I’m not exaagerating.

GW2 was not about RNG

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Posted by: Vayne.8563

Vayne.8563

Fair is relative. It is fair some people live in areas with terrible internet and so they can’t compete in skilled content?

Not related to the design of the game itself so not relevant in relation to RNG.

Is it fair that some people can’t afford better systems and so they lag and can’t get rewards?

Not related to the design of the game itself so not relevant in relation to RNG.

Is it fair that some people were born into the video game generation and find all content too easy where people who came to it later are struggling to figure out how to strafe?

Not related to the design of the game itself so not relevant in relation to RNG.

Just my opinion.

So what you’re saying is, a game designer shouldn’t take into account the machines are playing on, their internet connection, their latency due to location? That would probably be the worst designer in history.

The simplest example is that if a game designer makes the best game in the world but no one’s machine is good enough to run it, it won’t sell. If they make the game less “good” but better for people who have cheaper older machines they’d sell more. That’s an outside factor that affects game design.

Every game manufacturer will take things from inside the game and outside of the game into account when creating games, including how much free time people have to accomplish things in the game…which is also not in the game.

I can’t even imagine how you’d think these real life issues aren’t relevant to game design (or the design of any program for that matter).

GW2 was not about RNG

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Posted by: Vayne.8563

Vayne.8563

1400+ hours playing. Best drop so far was a 1h sword 5g worth skin.

Know this guy from my guild, less than 300 hours played, around 750 AP… got a precursor, instant 650g injection to his wallet for a guy that barely touched the “end” game.

And another one that 7 months ago already had 4 precursors dropped to him in different scenarios… (switched guild so I don’t know if his luck goes on)

But is all fair! it’s not like we bought the same game, did the same things or anything

Fair is relative. It is fair some people live in areas with terrible internet and so they can’t compete in skilled content? Is it fair that some people can’t afford better systems and so they lag and can’t get rewards? Is it fair that some people were born into the video game generation and find all content too easy where people who came to it later are struggling to figure out how to strafe?

RNG equalizes things and makes them fair from that perspective. In theory, everyone has the same chances. It doesn’t mean everyone will get the same drops.

Collaborative Development

in CDI

Posted by: Vayne.8563

Vayne.8563

Interesting topic, they read constructive feedback, and yet when an update goes live its with changes that no one askes for, your community on here really isn’t that important to you, you will develop this game how you see fit, ( WvW Bloodlust ) hell, the dev for WvW even posted himself that the WvW community on these forums where the minority, then he made a hasty retreat into the depths and hasn’t been seen posting on here since.

How about instead of developing more and more in such a short space of time, they take the entire dev team up to the bug section/ tech support and fix or try to fix some of the game breaking bugs that have been there since beta last year………..no point in having a game if your players cannot play it because of bugs / glitches that are out of there control.

Else you should just remove the bugs/tech section of the forum and put a single post in there that reads, contact support direct to get told an answer from a book.

If they made a game with only stuff in it people asked for, I predict the game would bomb. People aren’t game designers. They know what they think they want, without considering the ramifications of what they’re asking for.

So many times we’ve seen the forums explode with stuff like killing a champion isn’t worth it. And the more worth it it becomes, the more the game deviates from its original intent. So Anet listened and made a change, based on, presumably, pressure from the fans.

And now we have champion trains and Scarlet invasions and people running around in mindless circles farming the same champions. Doesn’t sound to me like the game I bought.

Anet isn’t obligated to do everything fans want (assuming fans can even agree). And fan feedback isn’t necessarily going to be the way to go.

There have been games in the past where drop rates increased and money was easier to get, and all it did was create inflation to the point where new players couldn’t even get started.

Is this game fixable?

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

Whats to fix?

The game is delivered as “promised” in the manifesto even though people seem to have read in a lot of stuff that wasnt covered by the manifesto in the first place.

The only real problem with this game is that there are to many individuals that expected something that wasnt promised and they seem to roam the forums posting “Is this game fixable” like threads.

Basically they cant change their expectations and seem to think that changing a wonderful game to suit their own agenda. I assume that people tend to do that rather than implicitly admit that they didn’t understand the concept in the first place.

Are there things to improve? definitely! Is the game in any need of a “fix” due to being broken? Absolutely not!

I’m not talking about what was promised and is the game following someones ideology. I’m asking if the broken structure/mechanics of the game can be fixed? I gave a lot of examples of content that is broken or dead.

Let me give you one more example of how AN tried to fix something and broke it even more. It’s about Tequatl. AN tried to create some really hard and epic battle into a game. Raid like content. But they’ve mixed their own sauce and created Raid like content but in the open world. And now this boss can be beaten by 2 or 3 servers(1-2% of players?). So they’ve broken that encounter instead of fixing it. And that’s why I’m asking is AN really able to fix the game.

I don’t consider Tequatl a broken encounter at all. What’s wrong with a single event that only 1-2% of the people can beat? It’s only one or two percent.

Where you see broken, I see fixed.

I considered it broken when it was meaningless.

Well it is meaningless by apparently 98% (if i follow your numbers of course), either way, making content only 1-2% can complete seems very silly and quite game breaking for most, and will kill a business if it continues this direction.

I personally believe yes its all fixable OP but its on the devs to do it, and from what i’ve seen this past year i’m not even sure they see a problem or even want to fix it, that herein is the main problem in my opinion.

For me i see fixes as a no for now.

Tell it to the leader in the MMO market who has content that only 5% have finished. It won’t ruin the game. You have to have something for everyone and this game had very little for people who wanted a large scale PvE group challenge. Now they’ve added it.

If people weren’t so stuck up on having to do everything in the game, they wouldn’t be so worried about this.

They’ve been adding more challenging content lately. They’ve added the Queen’s Gauntlet, and the new dungeon, both of which are relatively challenging. Why? Because people asked for it.

Some people won’t be able to beat Liadri….but since even the most successful MMO of all time has that sort of stuff in it, I’m not sure why you think it would kill the game.