Forced to grind raids for Specific stats because although it snot pay to win, its grind raids to have best stats for wvw. AKA buy HoT so you can do raids to win.
And you can’t live without the sets? You can’t play the game without them? You can’t kill world bosses, or players in PvP?
This isn’t forced to grind. It’s your choice to go for those stats as it was mine to go for a legendary.
Point being anet has always said they wont have grind to aquire best stats, and yet here we are.
Actually, due to the fact that you max out on tokens pretty fast, you can’t even really grind them. Gating isn’t a grind. You have three bosses and then another three. That’s not grind in the sense that Anet used it.
It’s not the same task over and over and the token limit makes it even less so. Unfortunately your definition of grind is one among many.
Do the first two chapters of HoT until Masteries are unlocked. Then go back to your core game and level those masteries, until you’re comfortable, then go to HoT. Alternately you can level basic gliding in HoT first without going through the whole story. You don’t need to do the HoT story to get the rest of the masteries. You only need to do the first two chapters.
I agree that they could have done better, that’s why I’m giving them suggestions on how to improve the competitive aspect of PVE. Maybe we could even do it cross-server: 2 megaservers doing the same meta event. The one that does it quicker, gets better rewards, the loser one, gets nothing, so that players would improve over time due to the feedback of loot.
I’d leave the game if they did that. Most of my guild would come with me. It’s a terrible suggestion.
Casuals have already forced HoT to change, signifying most people really don’t want challenge. They want to relax after a hard day at work.
The age of the average gamer is over 30 now.
Not only is this not going to happen but if it did, it would be disastrous for the company’s bottom line. Do you not read the forums?
I’m relatively sure there are more PvEer’s in this game than PvPer’s.
And if they made the changes you want, there wouldn’t be more people playing PvE. There’d be far less people playing PvE. That’s my opinion, anyway.
These games don’t get dumbed down because their player base goes down. They get dumbed down because their player base goes up…or they wouldn’t do it.
You may thing everyone wants the same things you want, but I’m relatively certain that’s not the case.
No I know that, as long as you are stood in really close proximity you see it. I wandered off to get the iron that was dotted around. A few feet away and I had no idea if the heart was being progressed or not as I couldn’t see their heart.
Maybe I’m mis-remembering, I’d need to check when I got home. My impression was that it was limited by proximity.
It would also be nice to see the other players map completion. If we were instanced I’d expect to see the other players story/world/etc, I’ve always felt partying up with people could tap into that, even if you were in the open world.
Oh yeah you’re probably right about that. If you’re out of the area, you wouldn’t see their heart.
You are right as ever, Sir Vayne, and the NooBs intend to meditate on your wise teachings. May we just have the exact definition of the term “pay2win” in one sentence (so we can have it printed in Wingdings and hung on our bathroom door)? Seriously, is it “The MMOs that continually required micro-transactions to keep you relevant”? Because we do feel rather irrelevant, including on this forum, and this MMO continues to require significantly more real-world money than what a “micro-transaction” supposes, in order to make us relevant again (yes, we had paid and we were relevant before HoT). And if it’s not pay2win, then what is the term that defines HoT in this respect?
Sir Vayne, we understand it is not your job to lecture the NooBs and answer our silly questions. We would be most pleased if someone with an ArenaNet tag in their nickname replied instead. But such an honor is rarely given to mere clients of the same organization we are expected to feed.
Of course it would be easier just to call us trolls and have a forum mod delete our nonsense.
P2W are games that require microtransactions to buy power. That’s the short of it. It never covered expansions because expansions have been around for years and years, each of them raising the level cap, each of them giving players a real advantage and no one ever called them pay to win. Every single wow expansion allows you to twink characters better. But no one calls WoW pay to win. This is the same with every MMO.
If anything this game is less pay to win because it didn’t introduce a new tier of gear or raise the level cap.
If you click his name and look at his last few posts, he has been leaving/left for the first couple of pages and seems to only come on here to complain about a game he isn’t playing any more. Any post that says HoT ruined the game, is too hard, can’t be soloed.. all over them. Offers of help.. not interested.
Thank you very much for the offer its very kind, but i haven’t logged in since honestly, i moved on to less tedious games.
On hearts — I find them annoying when playing with people, can’t help, often can’t even see their progress. Was doing one with someone the other day, I have world complete, he has to throw grenades at bees.. would just be nice when partied to see the other persons quest/progress/map imho.
On what this topic is all about.. took my ele round TD. Mostly solo. Map complete in an hour or so. Had mmorpg-life map and dulfy open on a second monitor. Removes the frustration factor and puts the fun back into running around.
If you’re partied with someone you can always see their heart progress. Just mouse over the heart on their portrait in the party window. It tells exactly what percent of the heart they have done.
I gave up googling LFG… can anyone pls answer the questions below?
1. If i join the dungeon LFG once the team is full do i get teleported to the dungeon together with my team? (like WOW?) Or I need to be physically with the team and enter the dungeon entrance with them?
2. Does the 1st question apply to PVP, Raid and etc indicated in the LFG menu? That in-order to join the team is to be with the teams location? and no auto teleportation or warping will happen with the LFG tool.1. LFG doesn’t teleport you to a dungeon. I just finds you a group. You have to waypoint to the dungeon map. If someone has already entered the dungeon or when someone does you’ll get a requester that pops up on your screen. Click on “enter explorable mode” or “enter story mode” and you’ll get into that dungeon with that party.
2. For PvP you have to queue in the PvP lobby. Raids you can go to the raid lobby in LA, but I don’t recommend even thinking about raids until you’ve gotten some HOT under your belt. There is no auto teleportation in this game, you always choose to waypoint.
Name an MMO where an expansion doesn’t give you advantages? Pay to win has always meant to cover having to regularly spend money in the cash shop. Every time I see this I ask people, tell me what MMO is not pay to win by this standard? It’s ludicrous.
The LoL NooBs know of an MMO that was not pay2win, noble Sir Vayne. It doesn’t have an expansion and it’s called Guild Wars 2. It was actually good. HoT is the name of a patch which killed that MMO and locked some of it behind a new game that is now pay2win.
If we should excuse HoT because other MMOs screw their players too, then how is this one any better now? Does it have actual new content that is worth anything? Everything good in HoT is what GW2 already was before it. Oh, and maybe gliders for girls (valid). But how is everything in HoT worth even $15, let alone $50??
What you like, Sir Vayne, the NooBs like too. But the NooBs will not be convinced we should spend our money on everything you choose to buy.
No we shouldn’t excuse HoT because other MMOs do the same thing. Nor should we apply the wrong words to describe what hot does. Pay to Win has always had a specific definition. It was there to separate legit MMOs from the non-legit ones. The MMOs that continually required micro-transactions to keep you relevant. That was the purpose of the word. Someone could say this game is pay to win or that game is pay to win and you’d know how to avoid it. The term served a purpose.
Now with the ever shifting boundary lines because players don’t get context, we end up with every single MMO is this way, which unfortuately not only corrupts the word, but makes it completely useless. If every MMO is like this then how do you differentiate the ones with toxic cash shops (the real problem) from games that come out with expansions (the way the industry is and has been for years now)? The answer is you can’t.
P2W has a definition for a reason. I can’t think of one good reason to move the bar and lose the definition…unless of course someone is just trying to troll, because that’s the only reason. If every MMO is the same, applying a word to describe them does no one any good, unless you think it’ll help change every MMO (hint..it won’t).
But there’s still a need to differentiate games with a P2W cash shop from more legitmate MMOs.
I haven’t really seen a good guide for HoT. Maybe I should write one.
To be fair, the wiki only works if you know what to look up. It’s not really a great teaching tool, so much as a research tool.
Hit me up in game. I can show you around. I showing people around the hot zones.
am i the only person that like vertical maps…. i mean for years and years in MMOrpgs we had plain flat maps there boring after you play them 100times, i think the main problem is that allot of people are bad at exploring and remember locations, i have seen allot of player video of people exploring guild hall and new maps and get all turned around but some how they end up at the same place but act like its a brand new place……
Love the vertical maps as does my wife. Not really sure what the big deal is.
Name an MMO where an expansion doesn’t give you advantages? Pay to win has always meant to cover having to regularly spend money in the cash shop. Every time I see this I ask people, tell me what MMO is not pay to win by this standard? It’s ludicrous.
You really need to spot to repeat that same thing over and over. It’s lazy design to cater to the players that want progression. It’s bad in other game and it’s no different in gw2. It’s the exact same reason why we got CGI action filled blockbuster movie. It sell well in the immediate and it’s easy to do. It doesn’t make it good.
Nor does it make it pay to win. The argument isn’t good or bad. The argument is about pay to win. People tend to take words at face value but face value doesn’t actually give you a good definition of what words mean. As long as people use words that I feel are wrongly used, I’ll repeat it. And why not repeat it. Not one single person has given me an answer to the question. So repeat it I shall.
More to the point, pay to win, as a phrase was created by a specific purpose. If you want to take it literally all games that aren’t free are pay to win because you have to buy them to win. That’s paying to win. But that’s not the definition of the term and no one would use it that way, unless they were trolling.
You can argue if this set up is good or bad, but it’s not pay to win.
Play Maple Story if you want to see what pay to win really is.
Forced to grind raids for Specific stats because although it snot pay to win, its grind raids to have best stats for wvw. AKA buy HoT so you can do raids to win.
And you can’t live without the sets? You can’t play the game without them? You can’t kill world bosses, or players in PvP?
This isn’t forced to grind. It’s your choice to go for those stats as it was mine to go for a legendary.
Name an MMO where an expansion doesn’t give you advantages? Pay to win has always meant to cover having to regularly spend money in the cash shop. Every time I see this I ask people, tell me what MMO is not pay to win by this standard? It’s ludicrous.
So having to do each living story 3 or 4 times in order to get all the achievements and hence the mastery point isn’t repetitive? Seems like a lot of you like them korean grindfests and think that this isn’t grind here.
Having to do and redo bosses isn’t grind? Having to keep doing fractals isn’t grind?
I’m sitting with full exp bars on all the available masteries but still earning exp is just a waste of time. But there’s no grind there at all is there? Too many fanbois and whiteknights here to accomplish anything.It’s not grind any more than doing a dungeon to beat it before the first time you beat it is a grind. It’s only a grind if you have to repeat the same thing. Maybe you weren’t around when the term grind started getting used in MMO but it was always just about killing mobs to level because you couldn’t get enough XP from quests.
So in Aion for example, if you did every quest, you’d still not have enough experience to go to the next quest hub without killing the same three bosses over and over again dozens of times, if not more,. just to advance to the next quest hub. That’s grinding.
Doing a story instance and having to do something and then having to do a different thing? Not grinding. Not by any definition I’ve EVER heard.
You know calling someone a fan boy or a white knight to dismiss what people are saying doesn’t at all strengthen your argument.
And not being a white knight doesn’t automatically make you right, even though what you’re saying implies that it does. In this case, I’m pretty sure most people with experience in MMOs would disagree with what you’re saying here. Not just fan boys and white knights.
I consider repeating the same event over and over for alternate mastery points a grind. Just did the DS meta event for the first time. Cannot believe an hour+ of my life was just spent stood there having sod all happen. Twice again for mastery points?
Don’t want to complain about it much… but… not a fan.
But you’re CHOOSING to do the DS meta over again. I didn’t level my masteries by doing the DS meta over again. So it’s not forced grind. You said to yourself, how can I do this as fast as possible. You came to a conclusion. You did it. That’s your own fault.
I played the game. I did every event chain in every map. I did adventures. I used buffs. I did Dragon Stand relatively few times before I maxed masteries.
Why do you feel it all has to be done ASAP?
Scam doesn’t work like that, heck the link:
http://www.thefreedictionary.com/scamIf they did say, when I was buying the game, that upon relasing expansion the core game will be free and I will have to pay the same amount of money as new players then yep, it wouldn’t been a scam… but they didn’t.
No company has to reveal future plans. You paid for a game. You got a game. Presumably you played the game.
Now the company is offering a sequel game. Not only were they under no obligation to tell you about something 3.5 years in the future, they probably couldn’t have told you because decisions wouldn’t have been made about that at the time the game came out. So it would have been impossible to tell you anyway.
They’re offering a game. You expected a discount on it, because you bought the core game. You didn’t get a discount and you’re calling it a scam. You’re not right by any definition of the word scam. There’s nothing fraudulent here. If you tried to take this to court, the judge which throw it out before the ink dried on the open remarks.
People actually play Orr? What do you even do there? I thought that place existed only to farm that Melandru shrine.
Lots of people use Orr to level their masteries, or now they farm map rewards when the map rewards are good. Plenty of people still doing event chains in Orr. I was there just yesterday. Got plenty of heavy moldy bags.
The best value this week is the champ train in Frostgorge because the map rewards are powerful blood, giant eyes and charged lodestones.
I didn’t say I don’t like the game… I said I don’t like the scam like behavior. Right? I love it when ppl try to put words in your mouth…
Okay 28 euro is probably a little more acceptable (but still a scam)… but on the ncosft page it states “45” for the cheapest one, right?
It’s not a scam because you don’t have to buy it. They’re putting out this information up front and you decide if it’s worth it. Being annoyed at something doesn’t give you license to misuse words.
You feel scammed maybe. But it’s not a scam. It’s normal for the MMORPG industry right now.
Inexpensive…. 45 euro
………… maybe it is inexpensive if you live in some rich country.
So WoW is a scam and EQ is a scam too, right? Your country’s economy is not the fault of any game company and they certainly can’t base their marketing decisions around it. That’s not really a reasonable position.
I live in Australia and games are expensive as hell here, but that has nothing to do with Anet. The fact is, if Anet wants to compete they have to do this. They can’t expect people to buy two games just to get into the current content. And the more expansions they add, the less they can afford to not do this.
After the first couple of months, the problem existed. Are you saying 3.5 years ago with the big launch there were more people playing at one time. Sure there were.
But then it’s normal to lose people over time as new games come out and the migrating masses move on.
While it true that games often have a spike and a drop at launch, but for a game to remain profitable, they need to continually grow their numbers, which means there should be more people playing today there there were 3 years ago, or even last year.
It’s actually very bad for the game if there were more players playing 3.5 years ago then there are today, that means the game is in declined. Which is.. well that means literally ‘the game is dying’ and while there is turnover, which gets people to claim the game is dying, in truth, what happens is while some people leave, more people join, so the population grows.
That is why some older guilds can feel vacant, and other guilds are bursting at the seams.
As such there should not be less people playing WvW today then there were 3.5 years ago, there should be more, which means there should have been no need for a merger.. yet there was.
Now that can be caused by two factors. The first being, there are in fact less people playing the game, or there are just less people playing WvW.
Given the numbers by NCsoft about GW2’s Earnings, which looked real good, it’s a safe bet that that there are just less people playing WvW, but more people playing the actual game.
What you’re saying here is patently untrue. I mean demonstrably untrue. You have outliers like WoW, who are the exception to almost every rule. I can’t think of very many MMOs, hardly any, that have more people playing three years after launch. It’s not only true of MMOs, but games in general and almost all entertainment and this is something I know well and intimately from business experience.
The most any form of entertainment will generally sell is in the first 30 days of it’s existence. That’s when the press is there. That’s when the launch is. That’s the big money influx. That’s the business. You work for five years to produce an MMO, you hope the launch pays for it, and then you hope to make profit moving forward. You don’t expect it to grow, because I can’t list five western MMOs that have grown after three years. Runescape and WoW maybe from the old old days which were far less competitive Eve Online. That’s about all I can think of. Everyone else went downhill fast. And they’re mostly still viable.
I mean you have Final Fantasy XIV which had a dreadful launch and managed to rebuild. You have SWToR and TSW who laid off stuff and when free to play. ESO isn’t a growing market. I’m not sure where you’re getting your information from but you might want to check some sources.
Most MMOs, the vast majority, exist off a group of loyal die hard fans and a few new players here and there to offset natural attrition. That’s how the industry works and how it’s almost always worked.
Again, exceptions are there, but they’re few and far between.
I’m sorry, but you’re wrong. If you did any study into the old successful MMO’s, you would have found it very easy to find 5 MMO’s that were rocking more people years later then at launch, all you had to do was look at all the widely successful ones.
Case in point, Everquest, their best year was in 2005, that was 6 years after launch, they had near 5 times the amount of subs then they did in their first year.
Just to List a Few:
- World of Warcraft
- Runescape
- Everquest
- EvE
- Ulitima Online
- Second Life
- Lord of the Rings Online
- Dungeons and Dragons Online
- Tibia
- Final Fantasy XI
- Lineage
- Starwars Galaxies
All of these games had more subs years after launch then they did at their start.
It was easy back in the day to chart MMO’s as they were mostly Sub Based, so, simply seeing their sub numbers was enough to see their growth. In today’s F2P, or in the case if GW2, B2P, it’s much harder to get absolute numbers of players.
But, think about this. Anet sold 2 Million copies at lunch in 2012, by 2015, (3 years) they sold 5 million copies. So they were selling around a million copies a year, since launch. They Mentioned that they reach 7 million Accounts when they went F2P with HoT. So that was another 2 Million account Jump, in 2016. That right there is more active accounts then they had at launch, because that was a 2 Million Jump in Accounts, along with all the existing players.
So, I have no idea where you subscribe for your insider gamer info, but, it’s simply not true for MMO’s. I would believe that Console Games are like that, since they are selling a completed game, movies, and other instant entertainment sources, sure, but MMO’s are built around longer term customer investment.
MMO’s, are like a TV series. The better they, the more people they attract over time.
First of all we’re talking about MMORPGs. Counting Second Life is completely silly for example. It’s a virtual world. It’s not even a game. Putting that down as an MMO RPG does a complete disservice to your entire argument. I also said western MMOs. Lineage didn’t do well three years after launch it failed here. Different markets always have different rules. Are you suggesting that Lineage as a western MMO was stronger 3 years after it launched here? Because it went out of business.
If you want to talk about asian MMOs, you can do that, but Anet is not an Asian company, and though it launched in China, it’s a western MMO, competing with other Western MMOs. I listed Eve and Runescape and WoW.
Do you notice how as we get further and further from ten years ago less and less MMOs make more profit? Because 10 years ago there was a lot less competition everything, was sub and there were no free to play MMORPGs.
Today’s climate is very very different, and these modern MMOs can’t play by the same rules.
SWToR can’t. ESO can’t. Archeage can’t. Rift couldn’t. TSW couldn’t. Guild Wars 2 couldn’t.
You can’t grow a business in this ecomony.
Even if you found 15 MMOs to use as an example, considering there are hundreds of MMOs they’re STILL outliers.
Considering you have to go back ten years for most examples, in an environment that changes quarterly, it the validity of what I’m saying.
Edit: Just to clarify you’re trying to make it a point that GW 2 is not growing. The market isn’t growing. The market is more divided and no one is growing. WOW isn’t growing it’s losing subs. They stopped reporting them. Eve isn’t growing.
As more and more people move from computer games to consoles, less and less people are around to play MMOs and there are more MMOs out there.
Pointing out this game isn’t growing doesn’t really say anything about the game’s relative success.
(edited by Vayne.8563)
Weirdly i enjoyed Dry top more than Silverwastes
but i hate HoT.. weird.
You still never let me show you around. lol
Lower Hot damage, add loot right through the mobs, not just giant zerg stupidity.. let customers solo all the content bar super bosses…
That would fix the hot issues..
The person I was when HOT first came out wouldn’t believe I’d be saying this, but I don’t want HOT changed. It’s great as it is. I’m hardly a great player – I can’t even see tells after a year of this game – but after a couple of months in the jungle I’m running around solo on a mes, finishing achievements, masteries completed, having fun. It’s possible. And strangest of all, I’m kind of wishing it was harder.
I’m just commenting on what would fix hot for casual customers.
I’m sorry but no one elected you spokesperson for casual customers. You’re one guy. There are a few people who agree with you.
But from my observations, even just on this forum, there are as many or more self-identified casual players who disagree with you. It’s human nature to believe if you feel something strongly others must feel the same way, but that’s not really the way the world works.
I have plenty of casual people playing in my guild who are fine with HoT. All you can really comment on is what will fix it for you. You can’t talk for other casual players because they don’t all agree with you…even just in this thread.
You might not be play well enough to solo hot, but please stop trying to push the point that casual = unskilled, because I’ve never read any definition of casual that means that.
YOU would like to see HoT made easier. Some casuals undoubtedly would too. But other casuals are okay with the difficulty of HoT.
I have said this before but believe higher level PvE areas should train players to become better at PvP. This is like training to play chess against a computer.
AI should become increasingly more complex, reactive, and proactive against players; i.e., corrupting boons, breaking stuns, interrupting big damage or heal skills, dodging, targeting real threats, protecting allies, etc.
There are a group of pve players that hate pvp of all types with a passion, many reasons for it but making pve customers do pvp mechanics would be a very very bad idea.
I personally hate pvp in every way shape and form, i’ve spvped like 5 times since guildwars released..
Anchoku’s only saying the NPC’s behavior should more closely mimic a real player’s. That’s not really that bad of an idea as long as the game gets better at gradually increasing the difficulty. Core Tyria to HoT Tyria didn’t do such a good job of that, the long time between the release of new content did play a role in that however.
However, the problem becomes making sure the servers are more stable and the game has more tolerance of lag. The more player like AI becomes the more high ping and high lag affect the success of players. And the Oceanic and Asian players playing on EU and NA servers already suffer from the effects of high ping and high lag due to how far away they are from the servers.
The whole reason so many hate hot is because they removed the casual fun experience and exchanged it for pvp and raid type mechanics.. Adding more would be a very bad decision imo..
They can sure but making things hard and grindy drives the casual player base away.
So many? How many? How many by percentage. How many people is that compared to the people who like the extra challenge.
And again, what casual player base are you part of, because again, I have a guild filled with casuals who do fine in HoT.
You repeat this stuff over and over again but what you have is your opinion and your opinion. The percentage of people posting about HoT being too hard is not only less and less, but there are been posts by people who used to find it too hard and learned how to handle it and now they’re okay with it.
Try the Silverwastes instead of Drytop. There’s almost no verticality there.
No, imho, HOT has not ruined the game.
Sure, there were a few issues, but that is to be expected for any expansion.
If anything, I believe it has made the game stronger, by requiring players to play more challenging and difficult content.
I believe it has made me a better player.To me it seems to be a pretty weak argument to say, “I hate HOT, so I will close up my computer and never play again… but I love the core game.”
If you love the core game, you would play it.Gliding is the single best thing about it all, to heck with mounts, we got gliders.
I look forward to the next step, next progression, next evolution of the game.we had over 3 years with no new content
how many other games have you played for over 3 years?
core Tyria IS solid, if it wasnt, none of us would be here
HoTs performance speaks for itself
Actually HoT has brought quite a few people back to the game many who left because the core game itself was too boring for them. Too face roll easy. There are examples of this in this very thread.
Anet expected more units of hot to sell. But casuals didn’t mostly not buy hot because it was too hard. They didn’t buy hot for a lot of reasons, including price, anger at the core game being given away free, the dungeon nerf, all of which has nothing to do with hot difficulty. Adding two and two doesn’t always get you five.
Ruining of course not. But they made mistakes and they certainly didn’t made it accessible to a broader playerbase. I think that’s why we don’t see anything new as they concentrate already on new expansion which will be more accessible and have more content (hopes).
okay, but who will buy that new expansion?
they will have a hard time selling it to other, than HOT fans
if they make it casual, they will kitten off the paying customers again
if they make it hardcore they will narrow the player margin even more
they have painted themselves in a corner thereThey’ll include the original game and HOT with the new expansion and advertise only the new features of the expansion. Also they’ll sell it for like 40-50$/€.
I didn’t say make it more casual – rather more accessible. Make the open world mobs hit less hard and less make them less annoying.
I tell you this as a defender of non-casual gaming who always defends anet for their decision. But let’s face it: if there are no customers there will be no further development. I’d rather have easier mobs (in the open world) than no expansion at all.
heh, we might not have skills or patience, but our combined economic power is
the very foundation of this genre
without a ton of dirty casuals to pay the bills, any mmo will go downhill
Anet should have learned that by nowPeople have said this game is dying since two months after launch. Truth? Not even REMOTELY close.
Last quarter, this game made 25 million US dollars or so. That’s over 8 million a month. Hardly a dying game.
HoT sales were less than expected. They weren’t tragic. The game isn’t going out of business.
Naturally Anet wants to keep even more people playing, but the truth is, there are plenty of casuals playing hot right now and enjoying it. I have a guild full of casuals many of whom are enjoying HoT. A couple of them are in their 60s.
This whole a casual can’t do hot is just wrong.
1: GW 2 wont last forever, so the game IS dying, just as everything else is
2: true, many casuals prolly could do it, if we really HAD to.
but, we wont, because it is not fun(for us)
3: lets just hope, that your casual guild is big enough to carry the whole game then.
1. No game will last forever, so by your definition all games are dying. Just like all people are dying but we don’t walk up to them on the street and say you’re dying. Now you’re trying to change the actual meaning of what you’re saying with semantics. By saying it’s dying in this thread, you’re not talking about a slow natural decline and it’s disingenuous to say that everything is dying so you’re right. Context is everything.
2. Stop talking for all casuals, because you can’t do that. You can say YOU won’t do it. Maybe some of your friends won’t, but I have a guild full of casuals who are playing HoT and don’t seem to have the issues with it you have. You don’t know what most casuals will do because you’re not most casuals. My guild is having fun. There have been others on these forums who said the same you did about HoT. A couple have joined my guild and they’ve mostly stopped complaining. They’re playing instead and seem to be having a good time. And yes they’re casual.
3. This is a ridiculous statement. My guild doesn’t have to carry the whole game, unless you’re assuming the 200 plus people in my guild are spending 8 million dollars a month which I’m pretty sure isn’t the case. I don’t know why you can’t actually see that the game is successful, certainly more successful than most MMOs after 3.5 years, and it’s not likely to be unsuccessful any time soon. This game isn’t dying. It’s not on it’s deathbed. It’s not even close to being a conversation unless you ignore things like you know, quarterly reports.
You don’t like it doesn’t mean lots of other people don’t like it, even casuals.
After the first couple of months, the problem existed. Are you saying 3.5 years ago with the big launch there were more people playing at one time. Sure there were.
But then it’s normal to lose people over time as new games come out and the migrating masses move on.
While it true that games often have a spike and a drop at launch, but for a game to remain profitable, they need to continually grow their numbers, which means there should be more people playing today there there were 3 years ago, or even last year.
It’s actually very bad for the game if there were more players playing 3.5 years ago then there are today, that means the game is in declined. Which is.. well that means literally ‘the game is dying’ and while there is turnover, which gets people to claim the game is dying, in truth, what happens is while some people leave, more people join, so the population grows.
That is why some older guilds can feel vacant, and other guilds are bursting at the seams.
As such there should not be less people playing WvW today then there were 3.5 years ago, there should be more, which means there should have been no need for a merger.. yet there was.
Now that can be caused by two factors. The first being, there are in fact less people playing the game, or there are just less people playing WvW.
Given the numbers by NCsoft about GW2’s Earnings, which looked real good, it’s a safe bet that that there are just less people playing WvW, but more people playing the actual game.
What you’re saying here is patently untrue. I mean demonstrably untrue. You have outliers like WoW, who are the exception to almost every rule. I can’t think of very many MMOs, hardly any, that have more people playing three years after launch. It’s not only true of MMOs, but games in general and almost all entertainment and this is something I know well and intimately from business experience.
The most any form of entertainment will generally sell is in the first 30 days of it’s existence. That’s when the press is there. That’s when the launch is. That’s the big money influx. That’s the business. You work for five years to produce an MMO, you hope the launch pays for it, and then you hope to make profit moving forward. You don’t expect it to grow, because I can’t list five western MMOs that have grown after three years. Runescape and WoW maybe from the old old days which were far less competitive Eve Online. That’s about all I can think of. Everyone else went downhill fast. And they’re mostly still viable.
I mean you have Final Fantasy XIV which had a dreadful launch and managed to rebuild. You have SWToR and TSW who laid off stuff and when free to play. ESO isn’t a growing market. I’m not sure where you’re getting your information from but you might want to check some sources.
Most MMOs, the vast majority, exist off a group of loyal die hard fans and a few new players here and there to offset natural attrition. That’s how the industry works and how it’s almost always worked.
Again, exceptions are there, but they’re few and far between.
WvW: definitely no where close on dying, we are seeing huge queues across most servers on peak hours. WvW is in amazing shape after spring update.
While this is true, it’s because they merged the servers, scaling the system from 8 tiers to 4. While the people that still play WvW have more people to play with, at one time, there were 8 tiers worth of players, and now there is 4 tiers, so there is distinctly less overall players, playing WvW.
Not sure how you figure. The bottom tiers haven’t had enough people playing WvW for ages.
Be that as it may, at one time they did which means that there is sufficiently less players playing in lower tier servers today then there were before, that’s one of those self evident things.
Actually I’m not sure how true that was. Because in the early days, server transfers were free. The problem exists because one server was number 1 and everyone who was serious about WvW tried to get into one of the top tier servers. That problem has existed pretty much since launch due to the free transfers back then.
After the first couple of months, the problem existed. Are you saying 3.5 years ago with the big launch there were more people playing at one time. Sure there were.
But then it’s normal to lose people over time as new games come out and the migrating masses move on. But I don’t think the population of WvW is signficantly less than it was back then, and certain compared to the last couple of years, it’s probably over all better now.
Compared with GW1, guilds just don’t seem to matter very much in GW2.
I’m sure there are some happy, thriving guilds out there but it does not feel like there is the vibrant diversity of guilds we had in GW1 and they don’t seem to have much of a role. Maybe it’s the gameplay style, maybe gaming habits have changed, maybe it’s something else. /shrugAre you trying to make some vague reference to GvG? Otherwise I don’t see anything in GW1 that required a guild. My guild exists for the same reason in both game, as a chat channel primarily.
No, I did not say guilds were required for GW1, just that they seemed more relevant than in GW2. I think gaming has moved on a little and also that being able to join 5 guilds has somewhat diluted the whole guild thing.
For PvE, guilds weren’t really all that important and I’m not sure why you think they were. I did all the content in GW 1 two man with my wife and heroes.
Ruining of course not. But they made mistakes and they certainly didn’t made it accessible to a broader playerbase. I think that’s why we don’t see anything new as they concentrate already on new expansion which will be more accessible and have more content (hopes).
okay, but who will buy that new expansion?
they will have a hard time selling it to other, than HOT fans
if they make it casual, they will kitten off the paying customers again
if they make it hardcore they will narrow the player margin even more
they have painted themselves in a corner thereThey’ll include the original game and HOT with the new expansion and advertise only the new features of the expansion. Also they’ll sell it for like 40-50$/€.
I didn’t say make it more casual – rather more accessible. Make the open world mobs hit less hard and less make them less annoying.
I tell you this as a defender of non-casual gaming who always defends anet for their decision. But let’s face it: if there are no customers there will be no further development. I’d rather have easier mobs (in the open world) than no expansion at all.
heh, we might not have skills or patience, but our combined economic power is
the very foundation of this genre
without a ton of dirty casuals to pay the bills, any mmo will go downhill
Anet should have learned that by now
People have said this game is dying since two months after launch. Truth? Not even REMOTELY close.
Last quarter, this game made 25 million US dollars or so. That’s over 8 million a month. Hardly a dying game.
HoT sales were less than expected. They weren’t tragic. The game isn’t going out of business.
Naturally Anet wants to keep even more people playing, but the truth is, there are plenty of casuals playing hot right now and enjoying it. I have a guild full of casuals many of whom are enjoying HoT. A couple of them are in their 60s.
This whole a casual can’t do hot is just wrong.
I have to pay €10 if I want to purchase gems – today, that’s more than 10USD (it’s a bit more than 11USD at the time of writing).
In other free-to-play unnamed games, I can pop €5. I prefer it. It doesn’t mean I won’t pop more, but I’d love to be able to pay €5 for those things that come in less than, say, 400 gems, e.g. transmute crystals, XP boosts. The fact that I can’t pay a smaller amount means sometimes GW2 actually loses out (and I grind the gold instead, if I think I can justify the gold price on the item – sometimes I can, sometimes I can’t).
I think a lot may be to do with the fact GW2 doesn’t offer any form of subscription – no “preferred player” or straight-up subscriber extra bobbins other than if you own the expansion. Taking that into account does change how much those gems can be charged for – in a way it’s less of an overt cash grab than other games I could mention. And yes, the fact we can use in-game gold does make a difference, whether I can personally justify the cost or not.
I’ll take this moment to clarify I’m not asking for a sub on GW2. One of the greatest things about this game is there’s no subscription.
Still, the fact remains they may get even more out of me if I could pick up some gems for €5 on occasion. Not sure if this can be fully reconciled.
How many of those other free games let you buy stuff with in game gold? Depending on who processes your payments and how much they charge, and the deal they struck, $5 could be not very profitable at all for the company.
Guilds at this point are completely depending upon those running the guild. Fortunately my guild has a group of people running it that are always helping out and running things with people. We have three events a week, pretty much every week but we play together most days.
If the people running the show encourage engagement, people will be engaged, but it’s work and not everyone knows how to do it.
WvW: definitely no where close on dying, we are seeing huge queues across most servers on peak hours. WvW is in amazing shape after spring update.
While this is true, it’s because they merged the servers, scaling the system from 8 tiers to 4. While the people that still play WvW have more people to play with, at one time, there were 8 tiers worth of players, and now there is 4 tiers, so there is distinctly less overall players, playing WvW.
Not sure how you figure. The bottom tiers haven’t had enough people playing WvW for ages. It seems to me entirely likely that a whole new generation of people, including free to play players, can now avail themselves of something that was just no fun before because there were very few fights.
You’re think it’s like a full server, and another full server. It’s not. It’s a very high server added to a server where almost no one played WvW…and not they can.
So unless you have more information than just server merges mean less people playing, I’d love to know your source.
LFG wasn’t a thing for 2 years at least. So yes shouting was working in this game as well.
Is there an LFG for raids? Or perhaps 10 players is too much for a simple lfg?People “doing dungeons” might be in your opinion people farming CoF for masteries? There are ’’SOME" players, literally.
About raids. Lets put a boss you can kill easily with pink dyed armor but not so easily with green dye or blue dye on armor. I hate meta for it, and it was a thing since zerk farm on CoF.
Gw2 is “different” from other mmos only because of good map design and unusual system, but grind and levelling are the same. Why is character able to pick a story quest only once per 10 lvls? Is this a ’’feel free to do what you want"? No its against people farming black lion keys, because arena wants more cash.I would rather enjoy content requiring more skills tho. It isn’t a fun really to farm something for your life. I liked fractals, dungeons, very big world maps for exploring, side quests and events. To beat some bosses you need to find a group and … farm.
This isn’t what used to be in beta when people randomly meet each other just for fun.
(It isn’t fault of HoT either)
Actually the move to the 10 level story instance has multiple reasons, one of which was black lion keys. However we also saw many posts about people coming in from other games who were confused because there was only one green star on the map and they figured they should be able to just run from star to star and ignore everything else, as they do in just about every other game. This isn’t just one or two posts, they came regularly.
The stories were designed in 10 level arcs. You go ten levels you finish an arc. One of my least favorite things when I did the story the first time was some guy saying this is very important we have to go save these people and then having to level 2 or 3 levels by gathering apples or pulling weeds so I was a high enough level to continue a story in the middle.
The ten story level has natural stops. One question you answer in your character creation is the 1-10 level story another is the 10-20 story and then you hit the story arc that’s 20-30. Every ten levels there’s a natural commercial break.
You may have liked the freedom before the changes, but I always waited until I was 10 levels higher so I could do the story arc in one shot…at which point the rewards sucked for me.
And yet the best PvPers don’t use meta builds in their team builds. Meta builds are convenience builds, not best builds. They work well together with random pugs. If you really want build diversity try getting together a PvP team and working out a team build. That’s where the real diversity is.
Because the community is always going to find something they think is the best and people will flock to it like sheep.
The game is in better shape than it has been for quite a while. I’m pretty happy right now.
My guild is doing just fine, whether people are repping or not. I’m not sure why it’s so hard for your guild. If you make a guild fun, people will want to play with you.
Why do you care whether or not they rep at this point?
That is a VERY trivial difference, if a difference at all. The meta events are ALSO telling you what’s going on in that area of the world and also rewards you for just being around in the area at the time the event occurs. How the heart manages to give something context, but the event does not isn’t clear from your explanation. If anything, if the heart gives context, it’s fleeting at best … you complete the heart and then you’re like “OK, next”. It’s very unlikely there is some memorable heart because of content. The most memorable ones are the ones that are frustrating to do, not because they have unique, challenging or interesting activities linked to them.
Actually, there are a few memorable hearts I can think of: Smacking Oozes with signs in Metrica Province and catching booze in Snowden Drifts come to mind instantly. Oh yeah – and the main Ebonhawke quest heart (Arguing with Separatists, tearing down propaganda, and invading homes looking for terrorists). I also have all the Plains of Ashford hearts memorized, and most of the Diessa Plateau ones. But that’s because I have 10 Charr characters that have 100% completion of those zones.
A whole few? Wow … out of hundreds. The point is moot anyways … Events are as if not more memorable because of how often they are done and how they tie into the game story, unlike feeding rabbits, picking apples or trivial crap like that. If your point is that more memorable = more meaningful, Events got hearts over a barrel.
One i do solo in my own time, the other is a group thing i’ll miss if i don’t do it immediately..
See, that’s a pretty disingenuous statement to me. Events are not so infrequent that you miss them if you blink. I recognize that hearts you do on your terms, but to imply that Events are something that is illusive to you because you didn’t jump on them ‘immediately’ is ridiculous, ESPECIALLY the ones in HoT, which last for numerous minutes, in fact, more minutes than any casual person wanting to do them would need to go to get there and get them done.
The only real factor there that differentiates those events from hearts is awareness, which is a function of the player, not the game. Therefore, the real problem here is that if for whatever reason, you are picky about the exact kind of events you are willing to do, then YES, you have a problem with Events compared to hearts.
It’s pretty obvious to me why Anet didn’t include hearts in HoT … because they don’t need filler content. Events are non-stop in most of the zones and lots of them are chains, so even if you don’t get the first one, you can get the second, thrid , etc… hearts would have been a waste in HoT where you literally can almost not avoid encountering events.
That is mostly your opinion, i do not agree with it, hearts i can turn up do it and then leave with my rewards at will, with the other i must either wait around for others (assuming in a populated zone) and then do it or move on and miss it till later “if” i decide i want to come back..
I’ve avoided heaps of events in hot, i choose to because i hate giant zergs or as mentioned i’m in a dead server 24/7 due to my timezone..
Honestly hearts were far superior content because i can solo them, i can do them at anytime, and i can play the game on my terms not some other persons terms..
You’re saying hearts are better than dynamic events because you could solo them at any time.
I might point out you can stand in Lion’s Arch solo at any time, but it’s not better than a dynamic event. As for the rewards you get from the hearts, you might as well be standing in Lion’s Arch anyway, because it’s ain’t that much.
Jumping puzzles are great content because I can solo them at any time. Minigames then would be great content because you can jump in any time and you don’t need a group.
In my opinion this is just bad criteria for what makes something good or not so good content. Involving or not so involving content.
I could put a flower you could pick over and over again in a city and that would be content you could solo any time, but it wouldn’t be engaging content.
By you’re own admission you’re not such a good player, so we couldn’t really use you as a standard around which content should be made to solo, otherwise, many people better than you would be bored. In other words, a lowest common denominator must be set somewhere, probably around the low median, where most people can do something. You can’t create content around the outliers. Well you can. You’d just have a game with only the outliers playing it. It’s a bad business decision.
Just because you can do something at any time, and you can solo it doesn’t make it engaging content. It does make it convenient, though.
I found an HP train in LFG, but got absolutely slaughtered just trying to reach them. huge sigh
yep, this was one of the most annoying things in hot
did you learn anything from it?
I learned to join the squad and use teleport to a friend. It’s a worst case scenario but it works.
If we were to poll this thread, it seems like only a tiny of percentage of the posters feel this way, but I’ll add my no to to mix. I don’t think HoT ruined the game.
I do think some people don’t like HoT, and it ruined the game for them, but then it expanded the game for me.
Hopefully though, Anet has learned a couple of lessons from the HoT launch and the next expansion will be better.
From what I can see, your problem seem to be about the storyline needing masteries than the grindiness of the masteries themselves.
YES! This is what I’ve been trying to say, so far not nearly clearly enough. Thank you!
My idea would remove that gating (mostly), but only toon-by-toon. You don’t get gliding account wide until you’ve earned the account-wide total. But, individual toons could progress.
Thank you, thank you!!!
And the masteries needed for the storyline took me two days to get. Two days. Total. to get ALL the masteries I need for the story line.
If you’ve gotten up to the one point Exalted one, that’s the last one you need for the story line.
You didn’t finish it because you thought it would keep going. A tiny bit of research would have provided you with the information that it doesn’t.
The thing that I don’t like as much about dynamic events is that, while many are memorable and important to the context of the map/region…they get very stale when repeated over and over. It doesn’t’ give you the sense that you made any change in that part of the world, whereas Hearts are done once – you’ve fixed the immediate issue plaguing that farmer or that community. Honestly, the only “events” in this game that I DO enjoy repeating on a single character are world bosses and dungeons. Dynamic events make no sense when done more than once.
Honestly, I’m not even arguing against dynamic events. We all get things in this game that we can choose to do based on our game style preferences. No need to be at each other’s throats just because we all prefer different things! Some people here are incredibly antagonistic and don’t like to accept other people’s opinions… -sigh-
Not really the case. Let’s take fighting bandits or centaurs in a heart area. After you kill them they’re still ALL there. You fixed nothing. That’s why hearts are less immersive than events.
If I drive the centaurs away from a town in an event, sure they’ll eventually attack again but I’ve done something. If I kill seventeen centaurs and got my heart, the heart does disappear, but the centaurs don’t. If I’ve disarmed traps, they’re still there.
Nothing changes except that your heart disapppears. DEs affect the world in a persistent manner, hearts do not.
But then you have to have an event made to drive the centaurs away from the town. And during that time, there can’t really be anything BUT driving the centaurs away from the town. I also disagree with the guy above you saying ‘completing the heart solves the problem’ – No, it doesn’t. But what the heart DOES do is give you a reward for helping out with persistent problems in the area that are generally beneath the notice of an event, and provide more texture for the world.
It’s only persistent until you do it the first time. Then it’s not persistent anymore. Things that are persistent persist. Hearts do not. They evaporate.
If you’re leveling a new character and you complete a zone and return to that zone, hearts have virtually no influence on that character, on the world, on the story. They are gone. They’re complete. If hearts were repeatable, then indeed they would be persistent.
Because this is an established business and that would meet up with so much resistance it would defeat the purpose. It would look very greedy.
What if McDonalds put up a donation box to develop more hamburgers?
The thing that I don’t like as much about dynamic events is that, while many are memorable and important to the context of the map/region…they get very stale when repeated over and over. It doesn’t’ give you the sense that you made any change in that part of the world, whereas Hearts are done once – you’ve fixed the immediate issue plaguing that farmer or that community. Honestly, the only “events” in this game that I DO enjoy repeating on a single character are world bosses and dungeons. Dynamic events make no sense when done more than once.
Honestly, I’m not even arguing against dynamic events. We all get things in this game that we can choose to do based on our game style preferences. No need to be at each other’s throats just because we all prefer different things! Some people here are incredibly antagonistic and don’t like to accept other people’s opinions… -sigh-
Not really the case. Let’s take fighting bandits or centaurs in a heart area. After you kill them they’re still ALL there. You fixed nothing. That’s why hearts are less immersive than events.
If I drive the centaurs away from a town in an event, sure they’ll eventually attack again but I’ve done something. If I kill seventeen centaurs and got my heart, the heart does disappear, but the centaurs don’t. If I’ve disarmed traps, they’re still there.
Nothing changes except that your heart disapppears. DEs affect the world in a persistent manner, hearts do not.
See I handle map completion differently. As I’m running around doing stuff, going from place to place, I do easy stuff. I do a bit at a time. I don’t have to stay and finish a heart. I can go and destroy two centaur traps. Next time I run past, another two. I’m in these areas enough.
I’ll just gather and do other stuff and as I go, eventually the world is complete.
It’s only a problem if you have to do is now.
So having to do each living story 3 or 4 times in order to get all the achievements and hence the mastery point isn’t repetitive? Seems like a lot of you like them korean grindfests and think that this isn’t grind here.
Having to do and redo bosses isn’t grind? Having to keep doing fractals isn’t grind?
I’m sitting with full exp bars on all the available masteries but still earning exp is just a waste of time. But there’s no grind there at all is there? Too many fanbois and whiteknights here to accomplish anything.
It’s not grind any more than doing a dungeon to beat it before the first time you beat it is a grind. It’s only a grind if you have to repeat the same thing. Maybe you weren’t around when the term grind started getting used in MMO but it was always just about killing mobs to level because you couldn’t get enough XP from quests.
So in Aion for example, if you did every quest, you’d still not have enough experience to go to the next quest hub without killing the same three bosses over and over again dozens of times, if not more,. just to advance to the next quest hub. That’s grinding.
Doing a story instance and having to do something and then having to do a different thing? Not grinding. Not by any definition I’ve EVER heard.
You know calling someone a fan boy or a white knight to dismiss what people are saying doesn’t at all strengthen your argument.
And not being a white knight doesn’t automatically make you right, even though what you’re saying implies that it does. In this case, I’m pretty sure most people with experience in MMOs would disagree with what you’re saying here. Not just fan boys and white knights.
I’m not sure how familiar you are with MMOs, OP, but they’re different from other games. They take a lot of money to run. That money has to come from somewhere.
Games like WoW and FFXIV have subscriptions that keep them afloat. If you have a million people giving you $15 a month, that’s $15 million dollars a month. Games like SWToR have “optional” subscriptions that don’t really let you do anything unless you subscribe. You can play through the story and that’s about it. Same with most games that have optional subs.
Then there are pay to win games that require you to pay to do well or advance.
Anet is none of these. It’s a buy to play game that supports it’s staff of 300 plus employees with sales from the gem store.
Anet isn’t going to stop making gem store items any more than the company you work for is going to cease to try to make a profit and pay their employees.