In most games people who use warriors run in and stand there and fight. In Guild Wars 2, to survive as a zerker warrior, you have to be mobile. You run in hit hard, get out, take a breather, run in again. You kite. Circle strafe. Do anything you can. If you’re moving you get hit less. That means you can save your dodge for big attacks, many of which are telegraphed.
If you’re running in and standing there, eventually you’re going to get stomped on.
www.gw2lfg.com
It works.
Join a guild. If you want to be social why not find people to hang with. Every server has some good guilds on it. Trying to randomly find people in the world isn’t the best way to socialize even if it might have been in another game.
Also, I played WoW for a while and the open world was dead easy. I can’t remember anything challenging in the open world in WoW. Not one thing.
Agony resistance doesn’t create gating problems like a gear treadmill will. Also, agony resistance doesn’t really satisfy the gear treadmill person like the OP. Remember, the OP is asking for MORE vertical progression – not saying that what we have is good enough.
And as I’ve said before the top percentage of people who MUST HAVE better stats will leave, but it’s not necessarily a huge percentage. Some will stay…and that’s the point.
The problem is that so many people are trained from earlier MMOs to look for the carrot that they fail to see the buffet they just walked past.
Quoted for truth!
Let me ask you this, what do the people do when they get the max gear they want? Inevitably, many will fly through the content to get the gear and then say, “what next?” And then we have the same cycle of either ANet adds the gear and they stay or they don’t add the gear and they leave, or they realize that the gear they have is sufficient and they stay. In any case, the gear itself isn’t the thing that is keeping them playing the game, it is the thing that is making them leave the game. Well, why not just say, cya later? I mean, unless you are going to implement a giant gear treadmill, what’s the point of trying to appease those people? I admit that ascended gear really isn’t that bad – but I don’t think this game should take it to one extreme or the other, which is what the OP is kind of saying.
Hence the addition of agony resistance. Instead of getting higher numbers, you’ll just have to get higher agony resistence, which isn’t necessarily higher stats. They can keep playing with that, and keep that limited to encounters like the high level fractals.
That means I can enjoy normal fractals on say level ten every day, and other people can go crazy and kill themselves on level 40.
Hehe…I suppose they just added Fused weapons…but instead of making them something to work towards though game content, they are lottery winnings. sigh
I know. It’s annoying. Even I’m annoyed, but what can you do. On the bright side, I like the fractal weapons more than the fused weapons.
kRiza is trying to say that the game gives people stuff to do and for a lot of people that’s enough. Face it there are people who want a CHALLENGE. Then there are people who want to play Farmville. They want to come home from a day of work and just kill some stuff without too much thought process.
The game updates and changes things and what people do depends on those changes. It’s not just dailies. For a month people did bosses to get those rewards. Now that they’re slightly less rewarding people will find other things to do.
Anet is just herding cats.
I think in time, there will be more and better skins. The fractal weapons are definitely a step in the right direction…and they don’t start dropping until level 20. I also think that a set of Arah armor is pretty hard to get, but I don’t like it enough to bother.
The first item in this game that was really must have for me, was the legendary trident Kraitkin. That thing is AWESOME! Then again, I really like snakes. lol
They’re redesigning the dungeons to make it harder to skip content. I know they did it in AC. They’ll get to the rest of them too. Which might not be a very popular move with dungeon runners.
Of course, I never “run” a dungeon, I just play them. I tend not to skip mobs, and I tend not to use exploits. I take longer to finish my dungeons, but I’m happy with that. That’s why I don’t usually pug and only play with my guild.
I do quite enjoy all the people saying “Other games didn’t have it at lunch!” First off how many successful mmos are out right now? A hand full? Most of them do have a lfg tool.
Well my ps1 shooters didn’t all have online multiplayer or leader boards so clearly none of my ps3 games need it either!
Lets assume we are talking about wow….THE GAME IS OVER 8 YEARS OLD!
Because MMOs take so long to make, and cost so much money, devs have to make a list of things they need to do and things they want to do. At the end of the day, there’s only so much time before you have to launch. Features like guesting, for example, were supposed to be in at launch and didn’t make it. Those features have priority, because they were expected.
There will be an LFG tool at some point, when they’re done with it. Until then, there won’t be. Just like every other MMO.
I know some people feel that no game can exist without an LFG tool..but most of them did until it was released. And not all of those games have failed.
Well, the idea that you need new items to overcome new challenges is something that is largely in your head.
That’s the thing, isn’t it? It’s not a real progression, but an illusory one. Whether encounters truly become more difficult or are just a are of numbers however is largely irrelevant. What most people crave is not a specific kind of progression, but the feeling of having progressed. Even if it’s just an illusory number, better gear is far superior at creating the feeling of “getting somewhere” with your playtime for many many people than, compared to say, the mastery of a new mob mechanic. Production costs for vertical progression is also a hell of a lot lower than trying to implement new mechanics. Most people don’t care how they improve, for them all that matters is the good feeling they get once in a while in the back of their head when the game tells them they improved themselves. +5 power triggers that feeling a lot more reliably than anything else.
Following that logic, people that wants good feeling you get after having sex could just eat bunch of chocholate for same effect (science proved this).
Only now they have good feeling and they are also fat kittens. Translate this into feeling people get from carrots on treadmill, and money they wasted over years to have a bite of that carrot. At least GW2 is honest about this, since they are not after you monthly chip so they dont have to be that prostitute that stuff you with chocholate saying that your having great sex for your money.Sorry, but if you’ve ever had sex and had chocolate, you would know the difference. Just because the same neurotransmitters may get released, doesn’t mean they feel the same.
That is just a bad analogy. Chocolate has never made me orgasm.
You need to get some better chocolate.
Or you need to find a girlfriend?
I have a girlfriend. (My wife is furious).
I hope one of them is better than chocolate.
Not at my age.
Your age or their age?
Mine. They’re so going to close this thread. lol
Well, the idea that you need new items to overcome new challenges is something that is largely in your head.
That’s the thing, isn’t it? It’s not a real progression, but an illusory one. Whether encounters truly become more difficult or are just a are of numbers however is largely irrelevant. What most people crave is not a specific kind of progression, but the feeling of having progressed. Even if it’s just an illusory number, better gear is far superior at creating the feeling of “getting somewhere” with your playtime for many many people than, compared to say, the mastery of a new mob mechanic. Production costs for vertical progression is also a hell of a lot lower than trying to implement new mechanics. Most people don’t care how they improve, for them all that matters is the good feeling they get once in a while in the back of their head when the game tells them they improved themselves. +5 power triggers that feeling a lot more reliably than anything else.
Following that logic, people that wants good feeling you get after having sex could just eat bunch of chocholate for same effect (science proved this).
Only now they have good feeling and they are also fat kittens. Translate this into feeling people get from carrots on treadmill, and money they wasted over years to have a bite of that carrot. At least GW2 is honest about this, since they are not after you monthly chip so they dont have to be that prostitute that stuff you with chocholate saying that your having great sex for your money.Sorry, but if you’ve ever had sex and had chocolate, you would know the difference. Just because the same neurotransmitters may get released, doesn’t mean they feel the same.
That is just a bad analogy. Chocolate has never made me orgasm.
You need to get some better chocolate.
Or you need to find a girlfriend?
I have a girlfriend. (My wife is furious).
I hope one of them is better than chocolate.
Not at my age.
Well, the idea that you need new items to overcome new challenges is something that is largely in your head.
That’s the thing, isn’t it? It’s not a real progression, but an illusory one. Whether encounters truly become more difficult or are just a are of numbers however is largely irrelevant. What most people crave is not a specific kind of progression, but the feeling of having progressed. Even if it’s just an illusory number, better gear is far superior at creating the feeling of “getting somewhere” with your playtime for many many people than, compared to say, the mastery of a new mob mechanic. Production costs for vertical progression is also a hell of a lot lower than trying to implement new mechanics. Most people don’t care how they improve, for them all that matters is the good feeling they get once in a while in the back of their head when the game tells them they improved themselves. +5 power triggers that feeling a lot more reliably than anything else.
Following that logic, people that wants good feeling you get after having sex could just eat bunch of chocholate for same effect (science proved this).
Only now they have good feeling and they are also fat kittens. Translate this into feeling people get from carrots on treadmill, and money they wasted over years to have a bite of that carrot. At least GW2 is honest about this, since they are not after you monthly chip so they dont have to be that prostitute that stuff you with chocholate saying that your having great sex for your money.Sorry, but if you’ve ever had sex and had chocolate, you would know the difference. Just because the same neurotransmitters may get released, doesn’t mean they feel the same.
That is just a bad analogy. Chocolate has never made me orgasm.
You need to get some better chocolate.
Or you need to find a girlfriend?
I have a girlfriend. (My wife is furious).
Well, the idea that you need new items to overcome new challenges is something that is largely in your head.
That’s the thing, isn’t it? It’s not a real progression, but an illusory one. Whether encounters truly become more difficult or are just a are of numbers however is largely irrelevant. What most people crave is not a specific kind of progression, but the feeling of having progressed. Even if it’s just an illusory number, better gear is far superior at creating the feeling of “getting somewhere” with your playtime for many many people than, compared to say, the mastery of a new mob mechanic. Production costs for vertical progression is also a hell of a lot lower than trying to implement new mechanics. Most people don’t care how they improve, for them all that matters is the good feeling they get once in a while in the back of their head when the game tells them they improved themselves. +5 power triggers that feeling a lot more reliably than anything else.
Following that logic, people that wants good feeling you get after having sex could just eat bunch of chocholate for same effect (science proved this).
Only now they have good feeling and they are also fat kittens. Translate this into feeling people get from carrots on treadmill, and money they wasted over years to have a bite of that carrot. At least GW2 is honest about this, since they are not after you monthly chip so they dont have to be that prostitute that stuff you with chocholate saying that your having great sex for your money.Sorry, but if you’ve ever had sex and had chocolate, you would know the difference. Just because the same neurotransmitters may get released, doesn’t mean they feel the same.
That is just a bad analogy. Chocolate has never made me orgasm.
You need to get some better chocolate.
And they have all failed. You missed that part, which is integral to the whole business need to make money part. So far, ANet is walking the same line.
But, I realized that you basically said you are playing devil’s advocate. So, back ally your whole perspective is to argue against the majority. That’s what bothers me the most. No matter what anyone says, you are going to argue against it. No point in playing that game.
Actually I don’t argue against people who say reasonable things. I argue against the unreasonable…which I find to be quite reasonable.
They all failed, but not because the games sucked. They failed for other reasons. And they all didn’t fail for the same reason. This is where your lack of experience with MMOs doesn’t come in handy. Last I saw, there were several successful MMOs, that haven’t failed, including Rift, Lotro and DDO. Lotro and DDO almost failed until they want free to play. Unfortunately at that time they also went pay to win. AoC is probably making money too now that they’ve gone free to play. Making money isn’t a failure as far as I know.
Warhammer did fall flat on its face, that’s one of the bad ones, but most of the others are still around and still making money. Even games like Star Trek Online still makes money (don’t ask me how). And of course Eve is still doing okay too.
Just because a game doesn’t have the success of WoW which had the advantage of being in the right place at the right time, with a huge advertising budget and very little competition, doesn’t mean those other games have failed.
I have a friend who won’t leave DDO to play Guild Wars 2 with me, even though he played Guild Wars 1. In fact, he left Guild Wars 1 for DDO. According to him the game is still pretty busy.
So on what grounds are you saying all these games failed?
This game launched way too early for business reasons and Anet has been playing catch up ever since.
Agreed. This is probably the root of a lot of the discontent. Lots of areas that fall short of expectations, and everyone wants the devs to spend time shoring up their area of interest….whether it’s GW1 players or players coming from other MMOs.
Do they have time to catch up with TESO, WildStar, Camelot Unchained, etc. on the horizon? Hard to say. Going to be an interesting year for MMOs I’m thinking.
If you don’t think TESO is going to launch early or be bug laden, I think you’re in for a surprise. There’ll be a HUGE hype train, and then people will get in and realize the grass isn’t always greener. It happens with every MMO. It’ll happen again.
Guild Wars 2 will have time before they launch to get itself straightened out. See that’s what Rift did. It launched a small game with very little content and then threw content out so fast that half the stuff didn’t work right. But they had time before other games came out that they could fix stuff up and they’re still viable today. It’s a business tactic.
Every MMO has the same launch problems. Either it’s tiny and there’s no content, or there’s a lot of content and it’s buggy as hell. I’ve yet to see a middle ground anyway. Look at Final Fantasy. They had to close and completely redesign the game. It was a disaster.
I think people just expect too much from MMOs at launch.
Vayne forgets that GW2 had years of experience behind them heading in to GW2. There is no excuse for the game being released unfinished except for the money. It certainly wasn’t for the players.
To suggest that GW2 should be compared to GW1 on the same timeline is flawed.
Actually it’s not flawed at all. Guild Wars 2 is a far more expensive and ambitious product, and a lot of what they’ve done is completely new for Anet. They did release it early because of money. Want to know why? Because Anet is a business. They have to pay rent and programmers. They made a business decision…but this happens with EVERY MMO. You haven’t played any of them, but if you ask people who have, this is what you’ll find.
MMOs are very expensive long term projects, more than any other type of game. At some point, you have to get your MMO out to market, if nothing else to recoup the investment for years of paying staff and rent and going to conventions and what have you. It really does require a huge investment. This is particularly true for smaller companies (ie not Blizzard or EA).
Look at every MMO that’s come down the road in the last several years. They’ve ALL released early with the possible exception of Rift, which launched with a tiny world. There was a very small amount of content in Rift, so they could have a pretty decent launch with a whole lot less content.
Other games, like SWToR was bug laden and there was nothing to do at end game. Even Rift suffered from a major security flaw that allowed a ton of accounts to be hacked. It was a fan who found and reported the flaw finally, Trion had no idea what was going on. So a beautiful launch was flawed anyway. Warhammer and Age of Conan launched so badly they were almost completely unplayable.
Most of these MMOs need a year or two to get their head on straight. Guild Wars 2 is no different.
I’m not saying that we should make a special exception for Guild Wars 2. Ask anyone that’s been around for any MMO launch. They all launch too early, they’re all buggy, and they never have enough content.
That’s the way it is.
Absolutely agree that GW1 is far from perfect and there are things that GW2 improved upon. But shouldn’t GW2 have kept the strengths from GW1 while also improving upon the things that weren’t? Poking holes in GW1 (that everyone agrees existed) doesn’t really refute this.
If you compare Guild Wars 2 to just Prophecies, it’s a much better comparison. If you want to compare it to the rest of Guild Wars 1, you’ll have to wait a couple of years.
Why? I’ve never understood these sorts of arguments. Did they start design/development on GW2 during Prophecies, before any subsequent improvements had been made?
You develop a game from the ground up and each thing you want to include in it, you have to start from scratch. Guild Wars 2 has completely different funding requirements than Guild Wars 1, for example, because the staff is many times larger. Because of this, making the costumes account bound, instead of character bound, or making it so you can just get it might not be feasible from a cost perspective. In fact, costumes and such are quite limited, because it takes time to design them, and they have to be redesigned for Guild Wars 2.
The entire game is different. They can’t just cut and paste code from the first game to this game. It has to be written. So they focus on stuff that they see as most important. Naturally weapons and skills and combat. Camera angles. Look at how long it took them to get culling out of WvW. This is major things they’re working on. They’re also working on content. It’s all time consuming.
It’s entirely possible that in Guild Wars 1, as more and more costumes made an appearance, people bought less and less of them. I know I did. Why? Because I already had a zillion costumes for each of my guys. I didn’t need more costumes. So they brainstormed and came up with costumes that did more than just get worn. They have costume brawl. Some people actually quite like that. It’s different and novel. And you get toys and animations with costumes which is also new and different.
Eventually, when the core system is stable, stuff will be added, but not right now. This game launched way too early for business reasons and Anet has been playing catch up ever since. They wanted guesting in at launch and guesting was delayed by many months.
I’m sure a lot of stuff people want will be added, but early on, they’re taking short cuts. That’s what most MMOs have to do, because of the sheer time development takes.
The bottom line is no one in this forum sits in Anet production meetings. They have reasons for the things they do, even if they don’t share them. You might not be privy to those reasons, I might not, but that doesn’t mean they aren’t there.
In the end, we’re just playing back-seat developer.
@Vayne
Try not to speak for all Guild Wars 1 players, because I’m one, and I disagree with a lot of what you’ve said.
It works both ways.
What you liked the bridge bug? Different strokes I guess.
Seriously though, the way it works is this. I can pick holes in ANY game. The best game in the world has flaws, and this is doubly true of MMOs. I was showing the guy how easy it was to pick holes.
If you remember my other post, I said that everyone feels that whatever they feel is what most people feel. We can’t all be right. That’s exactly what I’m trying to do here. Provide the balance. Since the forum is overwhelmingly negative, I’m pointing out the other side. Believe it or not, if the forum was overwhelmingly positive I’d be a lot more negative.
It’s just that when people say that Guild Wars 1 was this totally awesome thing, well, yes it had it’s awesome bits. And it had some pretty bad quirks as well. It’s easy to say a bunch of one-sided stuff. I’m the guy who’s always going to bring up the other side.
I feel achievement from taking back way points. Sometimes it’s epic, particularly if I’m alone or there were only a couple of us, I really feel like I’ve done something. Items have never made me feel like I’ve accomplished something in a game. Actions have.
They have included so many things in GW2 from GW1
They kept the lore. That’s about it.
The reason a lot of GW1 players are upset with GW2 is because the weak areas of GW2 are things that GW1 did -nearly perfectly-. And it’s completely baffling.
Build templates
Skill variety (more than just combinations of damage/healing + condition/boons)
Skill customization
Story
Multiple PvP modes
Better cash shop
Costumes/hat vendorsJust off the top of my head. It’s like they sat down and listed out the ways that GW1 was better than other games, and made sure not to include them.
Try not to speak for all Guild Wars 1 players, because I’m one, and I disagree with a lot of what you’ve said.
Skill variety is awesome. The impossibility of balancing skills with that kind of skill variety…not so much. This was true in PvP, but also in PVe where everything became meaningless as soon as you got a couple of rit heroes.
Story – The Guild Wars 1 story was uneven. Some of it was very good…some of it was pretty mediocre. The stories got a bit better as they went on, but I seem to remember a lot of people having problems with a lot of the story elements, even in Guild Wars 1. Of course, it’s much easier to tell a story in a completely instanced game anyway, but that’s quite besides the point.
PvP modes matter not at all to me. They mattered to a lot of Guild Wars 1 players and didn’t matter to a lot of others. As the game aged, the focus of much of the playerbase did shift to PVe, again, because of balance issues.
Now what’s look at the other side of the coin. This is what Guild Wars 1 lacked that Guild Wars 2 has:
Marketplace – If I ever have to play a game where I have to stand around in something like Spamadan again, I’m out of there. That was terrible.
Heroes – A great thing for those who like to solo, until you realize once you spec your heroes, your character can pretty much do anything at all and win. You don’t even need to show up. Talk about trivializing content.
Aleshia = Because having a companion healer dropping dead constantly was awesome.
Missions = Some missiosn were a lot of fun…even awesome. However, most missions were dreadful. I didn’t enjoy a good percentage of them. Though I did enjoy the way the minions continued to attack stuff during cut scenes. That was good for a laugh at least.
Bridge bug – Remember trying to target guys on bridges and you couldn’t do it, because you just couldn’t? Maybe you don’t remember. I do.
Dyes – Remember having to buy a dye separately for each piece of armor. The dye system in Guild Wars 2, despite the complaints, is about a million times better.
Jumping/pathing – Everything in Guild Wars 1 was pathed. You couldn’t hop over a log. That made my ranger feel like quite the explorer.
Swimming – No one had ever invented swimming apparently because all waterways were off limits. I quite like underwater combat in Guild Wars 2.
Rubberbanding – Remember trying to walk over a walkway or down a path and being pulled back again and again repeatedly. Not fun.
The Maguuma Jungle – Enough said.
I’m a huge fan of the original game, but it was missing some seriously important things, like marketplace. I loved getting to a dungeon getting all the way in and having to run back because I didn’t have the quest.
See there are all sorts of things to complain about.
Now, I do agree costumes could have been done better. I think we should be able to wear them anywhere and I’m not sure why we can’t. But I also think that some of the stuff on your list, like costumes weren’t added into Guild Wars until very late in the life of the game. That’s true with some of the PvP modes as well. In fact, costumes didn’t show up for years after launch.
I think a lot of people look at Guild Wars 1 through rose colored glasses. And I suspect PvP players dislike Guild Wars 2 in general a lot more than PVe players, but Guild Wars 1, like all games, had it’s share of flaws.
If you compare Guild Wars 2 to just Prophecies, it’s a much better comparison. If you want to compare it to the rest of Guild Wars 1, you’ll have to wait a couple of years.
I’m a big fan of the Orrian Chicken from the HoM set. Cracks me up.
Fellow guildie opened 200 chests yesterday and nothing. Then decided to open 5 more today and got 2
Could there be DR on chests?
There’s no DR on chests.
Game has nice foundations …. but the end product is terrible
IMO , some of the common problems and unhappiness :
- Skills are decided by weapon, meaning that MOST Profession use most viable choice, while others don’t even have many choices … Using same skills for 8 months now … kinda boring
- I am lvl 80 (3 characters actually XD), full exotics (all 3 also) … what to do now ?
- WvW is just zerging arround, AoEing …and destroying the gates ….same gates Over and Over and Over again
- I can Complete Map … but why …for rewards ? ..but I already have armor and weapon I wanted
- There is only 1 viable Legendary weapon for me , since Daggers and Scepter disappear when Elementalist casts spells
- That 1 Legendary is White staff … which really doesn’t go with my Blackness/Darkness/Ravens/Fire/Shadows (and think about it, what color do you see more on armors ? Celestial or Abyss
)
- OP~UP professions relations
- Legendary weapon unfairness ( quantity and particles )
- 3 GreatSwords – 1 Staff – 1 LongBow – 1 ShortBow – 1 Focus …etc … -.-"
- No End Game (Crafting, Gathering, etc are NOT End Game XD …other games have it to and don’t put it into an Endgame Folder ^^ )
This game is fun for few hours and boring grinding for the other 200 … but it still has major core flaws that really need to be fixed
I have Armor, I have Weapons … I am READY for ( fairly rewarded ) action ! … but where’s the action ? o.O
Core flaws according to you. I’m curious…what would you consider a proper end game?
Oh do I miss the old school of a sub fee and hard work to gain the shiny.
That school still exists, Wetpaw, so please, if you miss it, go there!
I do not miss sub fees. I will not be going back to an MMO with sub fees. I’d much rather deal with this sort of minor issue than those, frankly. Honestly, $15/month on sub fees was a far bigger rip-off than anything ArenaNet have ever done.
Trust me when I say many of us will, GW2 for many will turn into a backburner game, RNG is culprit. So keep the attitude of a fanboy that see no wrong and tell players go somewhere else, you will love your server, WvW, and events down the road.
Many players are just waiting for Betas and releases this year to jump ship. Defending RNG is just dumb, no other way to put it. The fastest way to lose a playerbase is RNG.Minor issue…..play some more outside of your lil bubble, FOTM skins, Mystic Forge, Holiday, Legendary, MF skins, gemstore, etc..
Go ahead gamble your money for pixels, I rather pay monthly and earn it through skill. The way I look at it, measly $15 a month helps ensure a dev team wont go the lazy profitable ezmode answer of RNG.
Right because no other game has RNG in it.
See, I HATE the $15 a month games, because, just like Guild Wars 2, they’re designed around their payment scheme. Everything in those games is a time sink. Everything. Because they have to slow you down so you spend more time playing. Running the same raid dozens of times just to get one item I need to do the next raid? For $15 a month? LMFAO!
Sure there are people who like that. But there are a WHOLE lot of people who never liked it and a whole lot of people who used to like it and will never ever do it again.
Which is the bigger fan boi? You who are living in the past with your montly fee, raid rng nonsense, or us for accepting that a cosmetic skin isn’t such a big deal after all.
RNG exists in every game. Even yours.
Continue Coin? ~checks wiki~
Oh. So that’s what that new achievement-category is for. Why was that thing not mentioned anywhere? Not a single word in the patchnotes, and I also didn’t see anything else about it unless I saw this thread here. Putting in new content without telling people about it? o.o
What is this adventure box exactly? The wiki doesn’t tell much (yet).
The content isn’t really in yet. Supposedly soon, though.
You must not know how threads work. You replied at the end of it, thus replying to the whole thing. You didn’t quote the OP to be specific. Of course the OP was posted in rage. I was randomly booted and lost out. How does that change the ability to discuss the core problem?
The core problem is is that every MMO I’ve ever played has had problems and rollbacks. If it happens all the time, it’s certain a problem. If it happens once a month, less so. If the rollback is short term it’s even less of a problem.
So let’s pretend there is a problem here. There was an issue and it caused a roll back. How will your post fix it? Do we know what caused it? Do we know if it’s a one time thing or something that is more endemic to the system? Do we know it might not have happened if the devs weren’t all away this weekend at a con?
The truth is, nothing that has been said in this thread will or won’t fix that problem if it exists. Any kind of technical endeavor is going to have problems. My banks website goes down sometimes and banks make errors. Sure you can kitten about them, that’s fine…but admit it’s kittening.
Because there’s no kind of constructive feedback in a thread that asks for something not to happen that happens all the time in MMOs. No code is perfect. No hardware is perfect. Stuff like this WILL happen.
So yeah, I read your OP, I responded (and thought better of it earlier) and now we’re calling something a problem that, well yeah it’s a problem, but there’s no solution to it. Even if they fix what went wrong today,. tomorrow it could be something else.
It’s the nature of the beast.
Yet another reply stuck on the one case’s magnitude and not the core problem. Let’s all ignore that character and account flags don’t get rolled back and just concentrate on Pennry losing out on a bit of coin. Even if it was a lost Precursor, I could get another any number of ways, most of which can be done at any time and repeated all day.
You made a thread and ended the thread with a sardonic set of words that made it seem like you were somehow being unfairly targeted. Like the company did this on purpose or something.
Gee I can’t ever remember playing any other MMO that had an issue and there was a roll back. It’s never happened before in the history of MMOs.
See, if you’d phrased the original post as you being not upset at all, but you feel that this could be bad for the game, then you’d be far more believable now when you’re trying to sound like you’re just doing your bit. You were kitten , you made a thread. It’s obvious from how the thread was worded exactly how you felt about it.
The whole, yes but it’s much worse for other people thing sorta doesn’t work when you post what you did.
Can’t say this makes me happy, I usually play no more that 60 – 90 minutes per day, really just enough time to the the daily and maybe a couple of other small things. As a Casual player I apprecaited the fact that I could do maw typically at least once if not twice with two different characters. Typically the Maw event for me was used to help clear up dailies such as Champion event or Group events. I play early morning which helps minimize the fact that in the evening I can barely get a hit in with the mega-amount of players all farming maw.
This to me may be the deal breaker in moving on to the next MMO, Don’t get me wrong I think GW2 is a great game, but they keep nerfing the game from casual to hard core. Not sure what I want to do at this point, but there are some potential games coming that are looking mighty good.
They changed one event chain and that’s a deal breaker for you? Really? You think it’s a great game but they changed a dynamic event chain to be less often and suddenly any enjoyment you can get from the game is gone.
I’d probably try to redefine what makes games fun for me if that’s the case.
Hey OP, can you list all the AAA MMOs that had an LFG at launch. Cause I’m having trouble thinking of any.
Did Rift? I can’t remember…
Fair point, well taken.
Rift didn’t have one at launch. In fact, the battles on the Rift forums for and against it coming in were legendary. There were a lot of people against LFG tools, particularly cross-server LFG tools. I was there when the LFG tool launched for Rift and it was many months after launch.
And Rift didn’t have a site like GW2lfg.com
Kicking for no reason should be banable for at least 7 days, maybe some ppl grow and take a lesson to not kick anyone but bc “i dont like him”. I always starting the dungeon to make myself save from kick when i meet some dogb in group that thinks he knows better than i does.
So who gets to decide what no reason is? Maybe Anet should take a few dozen people, put them on payroll and let them listen to the arguments? What if both parties are wrong? What if it’s just a misunderstanding?
I agree abusive behavior needs to be punished, but everyone has a different reason for what’s an acceptable reason to kick someone. Unless Anet posts hard and fast rules for what you can kick for, this is just a bad idea.
If you don’t have time to play a game, then maybe you shouldn’t be playing a game that requires time. A poor excuse is “I have money, but no time”, reminds me of casuals in WoW. “I hate raiding it sucks!!! But I want raiding gear!!” They simply don’t need it, just want it, why?
I do enjoy farming, I see it as part of the game. I meakittenome point, that is what all games become – farming. If someone enjoys killing bandit’s all day should they be punished for not killing 10 of each critters in 10 different zones? Both can be considered a grind, farming, but only 1 is punished for this type of “farming”. The game wasn’t sold on the basis that I could only play the way ANet deemed “correct”, but as “How I wanted to play”.
“Play how you want to” unless it skews the Cash shop.
You keep saying cash shop. You’re OBSESSED by it. Even after I pointed out that long before they had this cash shop and the ability to change gems to gold, Anet had an anti-farming policy. You use some other excuse as to why they used to, instead of accepting the extremely reasonable view that maybe the company has another reason for not liking farming, besides just making it hard for botters even.
Farming screws with game economies. It’s that simple. You don’t have to like it, you don’t have to agree with it, you don’t have to believe it, but it’s true. Game economies, unlike real life economies, aren’t complex enough to be sustained without some kind of management. In games where loot is easy to get, farmable and freely available they inflation becomes HUGE. And then people who have less time get screwed over. Clearly Anet doesn’t want this to happen. This is as much a possibility as why DR exists than the cash shop because Anet’s anti-farming policy preceded the gem/cash issue. You just don’t want to see it, because you’re stuck in your point of view. You want to farm no matter who it affects.
Well its’ like life. Everyone can play the way they want, until someone else is affected and then there are repercussions. Anet doesn’t allow griefing either, but griefing is a play style for some. Every game has rules. Within the boundaries of those rules, written or unwritten, you’re free to play the way you want.
But if you’re just going to farm the same area over and over again, you might as well be a bot. Bots are eliminated for a reason. DR affects people who do the work of bots in just the same way. It ruins the economy for a whole lot of people.
It’s not that hard to farm an area and move to another area long before DR kicks in, which is why it’s a good strategy to use against bots, at least to some degree.
(edited by Vayne.8563)
There’s a great line from the movie January Man. The lead says when someone got upset about something, in ten years, who’ll remember.
It’s free nodes. It’s not a huge deal. Today our guild lost a bounty due to a server reset. I didn’t get any of the currency personally from today and I probably won’t get it this week…all due to a server reset.
If this is the worst thing I have to worry about in my life, I’d be ecstatic. You know, if it was a precusor drop, I could see you being bent out of shape about it, but some gathering nodes?
I feel this is a huge over-reaction.
Okay, see, I didn’t say “If they just out of the blue added a sub-fee” I said “if it had one.” Big difference.
That’s exactly why your statement has no ground, the game would have to be different with a sub-fee as well.
Actually it does have ground, a sub-fee would improve the game overall, I mean, unless you cannot afford 50 cents a day (if high end of sub-fee spectrum).
It sounds like they’re actually making more from the cash shop than what they would likely be making from the people that would stick around and choose to keep subbing. Worked out to something like if 600k people were subbing consistently since release at $15 according to the earnings report.
I suppose it’s possible more than that would have consistently subbed, but it’s not like they’re not making loads of money here on a weekly basis with the gem store. More than enough to fund anything they want to do with the game, and bank a tidy profit.
Yeah I had read a while back, wish I had bookmarked the site, any way, it was a study done on how much people spend in f2p vs p2p games and f2p games made roughly 3 times more per-paying customer per month. WoW would be a bad example to compare to, but say Rift to Gw2, Gw2 is probably pulling in more money even if it had half the active players.
From a gamer’s perspective, this is pretty irrelevant. The cash shop is making it hell to turn a profit, to play and be rewarded, to actually go above and beyond to achieve something like a Legendary weapon that is completely undermined by the cash shop. Diminishing Returns are a direct result of the cash shop.
No one in the gaming industry wants to make an honest profit and to make good games while doing so, it is a bit disturbing – especially since all these developers say they want to make good games that players will love .
New weapons? Put em’ in a box and make them pay for a key, I bet they will “love” that!
If diminishing returns is a direct result of the cash shop, why did Guild Wars 1 have similar anti-farming features? You couldn’t get gold for cash in Guild Wars 1.
Maybe it’s the company’s farming policy and not the cash shop that’s causing this kind of problem. The farming in this game isn’t particularly better or worse than the farming in GW 1.
My guess is because the company is really understaffed and the best way to curve farming/gold selling cheaply, is to put a limit on it. In GW2 with the gem =/= gold system they would definitely have to limit a persons ability to farm otherwise no one would buy gems, and yes gems would still come out of the cash shop even in no one were actually buying them/trading them.
If DR’s continue, GW2 would be as bad as a facebook game. You have 2 events left, or ask friends to play to unlock more events Click to buy more events !!!
Lots of people would still buy gems, because not everyone enjoys farming, spends time farming, or has the time to farm.
I never farm. Never ever. I don’t enjoy it. It’s annoying to me. I’ll do all sorts of other stuff and make money incidentally, but I’ll never farm. I’ve also bought gems, but never sold them for gold. I just play the game.
Those who enjoy farming or feel that farming is their play style are generally the people who are affected by diminishing returns. I have trouble believing they’re the majority of the player base.
Okay, see, I didn’t say “If they just out of the blue added a sub-fee” I said “if it had one.” Big difference.
That’s exactly why your statement has no ground, the game would have to be different with a sub-fee as well.
Actually it does have ground, a sub-fee would improve the game overall, I mean, unless you cannot afford 50 cents a day (if high end of sub-fee spectrum).
It sounds like they’re actually making more from the cash shop than what they would likely be making from the people that would stick around and choose to keep subbing. Worked out to something like if 600k people were subbing consistently since release at $15 according to the earnings report.
I suppose it’s possible more than that would have consistently subbed, but it’s not like they’re not making loads of money here on a weekly basis with the gem store. More than enough to fund anything they want to do with the game, and bank a tidy profit.
Yeah I had read a while back, wish I had bookmarked the site, any way, it was a study done on how much people spend in f2p vs p2p games and f2p games made roughly 3 times more per-paying customer per month. WoW would be a bad example to compare to, but say Rift to Gw2, Gw2 is probably pulling in more money even if it had half the active players.
From a gamer’s perspective, this is pretty irrelevant. The cash shop is making it hell to turn a profit, to play and be rewarded, to actually go above and beyond to achieve something like a Legendary weapon that is completely undermined by the cash shop. Diminishing Returns are a direct result of the cash shop.
No one in the gaming industry wants to make an honest profit and to make good games while doing so, it is a bit disturbing – especially since all these developers say they want to make good games that players will love .
New weapons? Put em’ in a box and make them pay for a key, I bet they will “love” that!
If diminishing returns is a direct result of the cash shop, why did Guild Wars 1 have similar anti-farming features? You couldn’t get gold for cash in Guild Wars 1.
Maybe it’s the company’s farming policy and not the cash shop that’s causing this kind of problem. The farming in this game isn’t particularly better or worse than the farming in GW 1.
Actually, today I’m spending more time of the forums, because I’m in pain. It hurts to use the mouse for some reason, making playing iffy. I got my daily though, and did some WvW before I made myself log.
You should NOT be able to run through packs of mobs period. I am fairly new player to the game and my ‘few’ attempts at trying to dungeons with the speed run experts in this game completely puts me off playing it. The community in this game expect (demand) that you skip as much as you can and you’re supposed to know precisely where to go and how to do it. The generally elitist community in this game really surprises me.
Have fun playing by yourself, all that ‘work’ you put in getting items is for what exactly if nobody bothers playing it? Think about how you treat others OP.
I really hate that people get screwed over by this, and I always suggest the same thing. Try to find a like minded guild. In my guild we kill stuff almost all the time, rather than skipping mobs. At the very least, you know beforehand which people really want to skip mobs and it’s quite easy not to group with them.
I call them the run run run crowd.
Professions have advantages and disadvantages. In PVe, rangers, necros and engies sometimes have trouble finding groups for dungeons, more than the other professions.
And while there are roles for all professions in WvW and SPvP, I’d probably say ranger is more kitten than other professions (though not as severely as in PVe).
For WvW and SPvP, it would depend on your play style. I’m not a stealth guy, so thieves would be a pretty bad choice for me.
Eles are pretty popular right now, guardians have always been popular, warriors too. Oh and mesmers. Everyone hates mesmers in PvP, which means they’re probably also a good choice.
It’s a great change. I only wish it meant I would die less often. lol
But if the game would improve, change, how do you know how it would be and if it wouldn’t last a month with a fee…
Because the game isn’t worth a sub-fee, even if it was better overall.
In your jaded opinion.
Actually I don’t think any game is worth a sub fee right now. But given the choice of MMOs out there, if I had to pay a sub fee for one of them, Guild Wars 2 would be it. I don’t think you could pay me enough to play WoW.
I hate skipping mobs. I really do. I don’t like running through stuff.
One of my guildies got dusk off a dredge mob in FotM. I was standing right next to him when it happened.
In normal games, you have trash mobs, and people don’t care about them because you can’t get anything of value from them, period. In Guild Wars 1, we almost never heard the term trash mob. That’s because any mob could drop a black dye, a white dye and in hard mode and EofN any mob could drop a lockpick.
I killed everything in Guild Wars 1 for a reason, and I try to do the same in Guild Wars 2.
Though like most people, I do skip the bridge in CoF runs…in fact, I do CoF runs skipping everything everyone else does..not for preference, but because I know if I stopped to kill mobs I’d be standing there alone. lol
they need to fix culling in pve.
They said they were working on it, but that it’s much harder to do in PVe than WvW. There is some difference in the process that makes the WvW solution unworkable in PVe.
Oh the moral high ground. Gotta love it. I can’t get the skin I want, and you’re supporting gambling, so I’m quitting the game. I can’t imagine being that attached to any one skin. I just can’t. Yeah, some of them look cool, but you know, there are lots of cool skins in the game.
I don’t love the whole RNG Black Lion chest thing. I really don’t. But this isn’t really a moral question. It would be completely different if those skins came with power and suddenly the game was buy to win. But skins?
I guess everyone must draw their own moral line in the sand, but it seems particularly inane to me to quit a game because I can’t have the skin I want without gambling.
let anet kill their game. I mean its not like most the population the game had at launch left because of crap like this. RNG is bad and i dont know why they keep doing things with more of it. They simply dont care bout dedication and actuly achieving the item rather then just grinding for gold and buying.
Maybe they’re killing there game for you, but not for everyone. People have left, that’s true, but more people seem to be playing now than they were back in November. I’m noticing a rise in the population overall, not a drop.
So it’s entirely possible they do care about their playerbase. They simply can’t please everyone, because that’s completely impossible.
Why does everyone think because they’re disenfranchised, everyone is going to feel that way?
the population is way less now man. Then what it was in September.
First question, how do you actually know. In September, everyone was in a starting zone. No one was really anywhere but the first zones, so yeah, there was a huge zerg. If you were one of the few who made it to Orr first thing, that zone was dead as a doornail.
But aside from that, OF COURSE there are less people now than September. Big launch, everyone playing at the same time, people taking time off from work. That’s a ridiculous statement.
All I’ve ever said is that since people left after the November 15th patch the population is steadily going up. But since the playerbase is far more spread out now than then, it’s hard to know. But there are more people around in more zones in the open world now than there were then.
It’s also possible the PVP population is a lot lower, but I doubt very much the open world is much lower.
let anet kill their game. I mean its not like most the population the game had at launch left because of crap like this. RNG is bad and i dont know why they keep doing things with more of it. They simply dont care bout dedication and actuly achieving the item rather then just grinding for gold and buying.
Maybe they’re killing there game for you, but not for everyone. People have left, that’s true, but more people seem to be playing now than they were back in November. I’m noticing a rise in the population overall, not a drop.
So it’s entirely possible they do care about their playerbase. They simply can’t please everyone, because that’s completely impossible.
Why does everyone think because they’re disenfranchised, everyone is going to feel that way?
Playing, 100%. I browse forums when I’m between bouts of playing…like now.
Deleted…rethought my response.
(edited by Vayne.8563)
My wife got a skin…I didn’t. I won’t tell you where I hid the body. lol