Why is it that we are all equal, but that some are more equal than others?
Does this even make sense?
Yes. One of the core ideas behind the game is that any profession can fulfill most traditional roles or all be equal. An ele can tank/ a warrior can heal/ a necro can support etc etc. What we find though is that some classes can fit this core idea better than others, hence why some are more equal than others.
Agree. And also release some metrics please.
Squeaky wheels and the balancing teams. Plus look at the types of players they have in their round tables. PvP centric individuals are usually the ones taking part in any sort of publicized game feedback, with a focus on flash over substance designed to increase viewership instead of actual balance.
They stated they are separating out the game modes for balance, we will have to wait and see how it goes from there
Thing is warriors are probably the weakest class in PvP while Eles are amongst the strongest (although you don’t see many staff builds.)
True words, and I think that’s one reason that some players are frustrated. A lot of action is being taken to make Warriors viable, but little action is being taken to make anything other than one type of build viable for other classes. I certainly would like to have other builds just as viable as a d/d ele in pvp or pve, just have not seen much on that front.
Hopefully it comes, but waiting is always a pain.
if I have limited time to play I would rather go out and farm by myself.
I personally would do a story mission, explore the world, finish a daily, do a few rounds of pvp or something. Only farming in a game without actually doing anything that the game has to offer seems a waste of time.
I would agree, except that there is usually a reason to farm in this game. Most things here are quantifiable. Want the new stuff in the Gemstore/ new bank tab/ new character slot/more guild influence? X amount of gold turns into x amount of gems. Want that flashy new sword/bow/rifle/axe? Takes x amount of x material. Even with a focus on non traditional vertical progression, one of the ways to differentiate yourself in the game from everyone else is through a quantifiable attainment of certain items.
Much of what this game has to offer is directly available by farming. While true you can get these things over time slowly, if you have the time to spend why wait or not give yourself goals that are attainable. The mechanics are in game because Anet themselves put them there. And it’s a large part of human nature to strive to attain goals, it’s what we are taught from the cradle. The same way I can not fault a scorpion for stinging the fox/frog, I find it hard to fault humanity for following it’s nature.
Bloodstealer:
It shouldn’t make a difference to your own view, but it does. Human condition. People ask for reassurance in real life just as much or more than in games: Am I doing the right thing? What do you think of this idea? Do these pants make me look fat? People should be independent and rely more on their own ideas and feelings, but it doesn’t happen very often.
One of the things these discussions can bring out, if they do not devolve into the typical “I’m right, you’re wrong” mindset, is why people feel a certain way about the game. These kinds of ideas can actually help a developer with design decisions that affect the player base. It’s up to us to try to keep these discussions objective if possible, even if it is hard in the face of all the skepticism/blind optimism. It’s hard not to go rageblind, I can’t count the number of posts I’ve deleted halfway though because I started to lose my objectivity.
Instead of another ubiquitous server increase for accounts, they need to move the account storage to a mirror server and only have servers for actual players. It will have to be done eventually anyway, how many years are they going to let dead accounts sit on those servers when actual players could be using that space?
Edit: And perhaps also take a look at server architecture and the game engine allowing more players per zone.
(edited by killcannon.2576)
Squeaky wheels and the balancing teams. Plus look at the types of players they have in their round tables. PvP centric individuals are usually the ones taking part in any sort of publicized game feedback, with a focus on flash over substance designed to increase viewership instead of actual balance.
They stated they are separating out the game modes for balance, we will have to wait and see how it goes from there
Oooh look another one of these threads… who really cares, whatever anyone says in answer to your question is merely guessing. The only people who really know the answer to your question are the bean counters back at HQ and can you really imagine them coming here to help allay your curiosity.
What is the point of your question, why does it matter really…. the only thing you need to worry about is whether your having fun or not.Your reply offers nothing to my post. Why did you come and post here besides the fact that you can?
I am asking a sincere question in regards to a blog/news article that I read that also involved interview questions with Colin Johanson.
I was simply trying to see other peoples perspective on the subject as someone else might know something different.
I never said that this game was dieing in my post, I was simply inquiring about an expansion in the game and if it is feasible with the business model of free to play.
So please stop posting here with your banter if you have nothing productive to say in regards to the original topic. Because this is not just “Oh another one of those threads”.
It is exactly “another one of those threads”… you are asking for opinions on a subject no one except those back at HQ can actually answer.
Your thread is about “Is GW2 doing ok, true or false?”… not enquiring about an expansion so please stop back peddling.Every MMO since the dawn of time has a plethora of these “its dieing, its doing excellent, is it doing good or bad blah blah blah”… when all you have to do is simply ask yourself Do I enjoy the game, is it worth my time, if an expansion is coming then does is merit me spending real cash on it.. if you answered yes to the questions then all is good and the game is doing well for you.
If however you answer No then you need to think carefully on how to spend your money..Now please tell me how other players opinions help you decide these answers.. or maybe your just someone that likes to be led by others opinions and walk of the cliff when its deemed a great thing to do by someone else.
As for your new question “Is it feasible for a F2P business model to offer expansions” how else do you think the game will expand.. small content patches are great stocking fillers but they are merely that.. fillers. They also allow ANET or other game studios to test out new mechanics, new ideas etc. on a live platform and see how the playerbase reacts to it… then when the time is right an expansion will be announced in order to keep the playerbase interested, to draw old players back and promote a new array of players to the game.
My question to you is – why do you think a F2P business model should make any difference when it comes to developing and releasing an expansion… did you ever play GW1? or any other MMO that is or that now offers F2P options cos I am pretty sure they all have expansions at one time or another as do P2P games… not sure why you even asked tbh.
Player opinion plays a great part in whether a game is doing well or not, just as much as the metrics that the devs receive from game tools.
It’s doing fine for now. It shouldn’t have much to worry about till the next new batch of MMO’s containing some of the same design decisions that were implemented here are released.
Time released, temporary content with an over arching narrative meant to build lore and investment in the game.
What I find amusing is that everyone just goes along with the idea that there should even be a need to farm, instead of mechanics being implemented to naturally have players acquire what they need through normal game play.
People farm because Anet wants people to farm. Keeps people in game.
Europe player here, I was in overflow at 1:00 a.m. on most days during the last week
Tons of players
Player numbers are quite fine – http://www.mmorpg.com/gamelist.cfm/game/473/feature/7432/Consistent-Steady-Growth-Puts-Us-in-a-Good-Place.html/page/1Consistent-Steady-Growth-Puts-Us-in-a-Good-Place
Since you brought it up…let’s discuss those bullet points shall we?
-Over three million copies of Guild Wars 2 have already been sold
-WvW populations are going up. In fact, the numbers are nearly equal to those the game featured in October.
-PvP populations have risen by 3% each weekend over the past several weekends.
3 million was the number sold back in February, 2 million were sold about a month after launch. What does this tell us? That sales are slowing, and new players coming into the game has decreased. There is no way for the general player base to track concurrent users, or reliably track true server populations in the game since the servers are set up to show accounts made and not players playing. Anet has the metrics, but they ain’t telling.
WvW numbers are in fact lower than they were in October. Typical PR spin, pick a month and say that they are near that months numbers without actually giving out any new or concrete information. So from this statement, WvW populations could be down, sideways, or pink and purple from the highest population. No true metrics to base this statement against.
A 3% increase in pvp populations over several weekends. More PR spin. Without knowing the actual numbers of people reliably playing spvp or tpvp, this number could be as low as 3 people or as high as infinity minus one. We generally know that of the three modes of play for GW2, pvp has the lowest population. This information is about as misleading and useless as stating that Southsun has seen a population increase of 3000%.
Until metrics are released, there is no 100% reliable way to track population, concurrent users, population density per game mode, server density by player population, player time in game or much of anything else. We can say they are making money on the gemstore and that some trends in mmo’s show sales plateauing a certain amount of time after release across most games.
Play the game if you like it, enjoy what you enjoy.
(edited by killcannon.2576)
Because Fractals were implemented to be a time sink. By giving out tickets instead of relying on rng, this would defeat part of the purpose of Fractals. Players don’t like it, but it’s effective at keeping people in game.
Possibly very true but it also keeps many people away
It’s definitely a two edged sword. The devs have to balance frustration versus reward and it’s a place where metrics prove to be a degree more valuable than player feedback, much the same way as putting rewards in rng chests and the mystic toilet. Probably one of the only ways to actually change this would be to have a substantial amount of players to quit running fractals or quit buying rng boxes. Don’t know if the players will ever be organized enough for something like that to happen though.
Because Fractals were implemented to be a time sink. By giving out tickets instead of relying on rng, this would defeat part of the purpose of Fractals. Players don’t like it, but it’s effective at keeping people in game.
Another thread claiming a majority view point from a personal view point.
Actually the statement that a greater amount of people spend a greater amount of their time doing WvW, pvp, and dungeons over the temporary content I would take as a true statement. I have no metrics available to back this up, but from statements I read on the forums and from participation I see in game this would seem to be true.
“We don’t want events that happen once, or even once a year that aren’t even that memorable. "
As I said, the statement that a greater amount of people spend a greater amount of time doing things other than temporary content would seem to be supported by in game player actions and forum statements, the only two forms of information available to the general player base.
This would include the use of the term “we”. Should the op have used this term? Probably not, because of the connotations that he speaks for everyone, which he does not.
(edited by killcannon.2576)
Another thread claiming a majority view point from a personal view point.
Actually the statement that a greater amount of people spend a greater amount of their time doing WvW, pvp, and dungeons over the temporary content I would take as a true statement. I have no metrics available to back this up, but from statements I read on the forums and from participation I see in game this would seem to be true.
I spent a lot of time doing molten faculty when it was up..
but would you spend the time in southsun doing things over and over if there weren’t any of the MF or Gold Buffs?
A good amount of people did spend a great amount of time in the MWF, but were there an equal or greater amount of people also doing other things such as pvp, wvw, other dungeons, leveling, farming world events, farming orr, doing guild missions, or other permanent parts of the game?
If the gold find or magic find bonus were not a part of Southsun, no I would not have spent as much time there as I did. Which has only been maybe a total of eight hours actual game time.
Another thread claiming a majority view point from a personal view point.
Actually the statement that a greater amount of people spend a greater amount of their time doing WvW, pvp, and dungeons over the temporary content I would take as a true statement. I have no metrics available to back this up, but from statements I read on the forums and from participation I see in game this would seem to be true.
The main difference is what it brings to the game overall.
What does temporary content bring to the game in the short term? A reason for vets to log in when they have exhausted other reasons, it generates news bites, it gives the illusion of an overall active game world, time gated rewards for players who are active at the time of the content, a feeling of achievement for being there.
What does it bring in the long term? The idea of progression for people who have been around to experience the content, a bond formed with other players who have been around to also experience that content.
Feel free to add anything I may have overlooked.
Overall it gives a reason to keep some veteran players coming back.
But what is the selling point to future purchasers? Many people, from developers to players, have likened this influx of temporary content to a television show. One thing I believe many don’t take into account with this point of view is the fact you can always catch old seasons or episodes either through digital recording, reruns, or purchase of physical media, something not possible in the way they are releasing this content. There’s a reason why tv shows don’t try this. Or actually any other form of media.
Imagine a book you buy bursting into flames after you finish reading it, and it no longer being available for you to buy, rent, or share with friends afterwards. I wouldn’t recommend the company or the author who was behind such a practice to new readers.
In the same vein, I find myself reluctant to suggest this game to new players. I just don’t see any value added content for any new player with the emphasis on this form of temporary content.
It’s nice to see some age disparity. One of the things that turns me off about most mmo’s is that every human (and some alien/non human) model looks like a doppelganger for Justin Beiber or Paris Hilton. Wish we had more choice in character creation in regards to age.
Seriously…there is no way to farm as every farm in the game gets removed. (except CoF) and every item takes an enormously long time to get. This game is so slow and grind driven that I’ve begun to miss gear treadmilling. At least something (even if it’s not great) drops in raids. I can’t understand why 50% of the mobs in the game drop NO loot. What a stupid stupid stupid system.
I’ve heard all this chatter about GW2 being best MMO of the year and such. If THIS is the best game then it’s really more of a commentary on the sad state of MMORPGs in the current market.
I’m all for putting the time and playing the game for rewards but at this point, the carrots (ascended gear, legendary weapon) are so far away that I don’t even find them motivating.
Hopefully ArenaNet can do something to fun up this game a little. Would it really be so hard to make playing a little less grindy and a little more rewarding??
You haven’t played any other MMORPGs right?
Also: gold is useless
Curious why you believe gold is useless?
Maybe I should’ve worded it better: For me, gold in extreme quantities is useless. If I have enough to use WPs and respec, both fairly cheap, I’m happy. Sure there are items I want to buy at times, and I do get them, but no excessive farming of gold is needed to get them. I guess it’s a matter of what everyone wants in the game. If you want a precursor or a very expensive unique weapon skin (Foefire) then yeah you need excessive gold amounts, but I don’t want any of those, so for me, gold is fairly useless. Getting max efficiency/stats is so cheap and easy…
There is grind for looks, and grind for stats, fortunately there is next to no grind for stats in this game. I’m happy that there is grind for looks, for those who want it, gives some reason for some players to continue playing.
Thanks for the reply. I was just genuinely curious, didn’t have an agenda for asking beyond getting to know the playerbase a little bit better. Thanks again.
Seriously…there is no way to farm as every farm in the game gets removed. (except CoF) and every item takes an enormously long time to get. This game is so slow and grind driven that I’ve begun to miss gear treadmilling. At least something (even if it’s not great) drops in raids. I can’t understand why 50% of the mobs in the game drop NO loot. What a stupid stupid stupid system.
I’ve heard all this chatter about GW2 being best MMO of the year and such. If THIS is the best game then it’s really more of a commentary on the sad state of MMORPGs in the current market.
I’m all for putting the time and playing the game for rewards but at this point, the carrots (ascended gear, legendary weapon) are so far away that I don’t even find them motivating.
Hopefully ArenaNet can do something to fun up this game a little. Would it really be so hard to make playing a little less grindy and a little more rewarding??
You haven’t played any other MMORPGs right?
Also: gold is useless
Curious why you believe gold is useless?
Me and a friend left as the game was becoming boring. The final straw was the big update that nerfed alot of our only character (Elementalist)…haven’t logged in since.
This game lacks anything but repetitive content, and the only people who stay are the ones who are retired/like grinding for skins/have nothing better to do with their lives.
Right, those are the only people play the game. Narrow-minded much?
I guess the working people in my guild and the younger students aren’t playing.
Nerf to eles. Anyone who can’t deal with the nerf to eles doesn’t belong playing MMOs.
Oh I know. If I can’t play a bunker build that makes me invincible, I’m not going to play at all. Shows a lot more about your inability to adapt than anything else because plenty of people still successfully play eles.
I play a bunker, didn’t affect me at all. But it did affect all the other builds, which I thought was hilarious.
Nice. Dismiss me as a pessimist. I’m a “That’s a glass of water” kinda guy.
All players are affected by it, including off peaks. Putting people back in the world helps everyone. I’m not trying to change your mind, believe whatever you wikittenwas said in jest. And no, splitting the people online at off hours all over the world will not give enough people in each zone to do anything. Those people will suffer.
The only way people will get people to play with off hours is to have hot spots.
Sorry, it’s late (early) here. Apologize for not taking it in jest.
On topic.
Except…no one is splitting them up all over the world. They can play however they want to play, without being made to feel they need to do certain things in order to see the best rewards. It’s a philosophy, and one that Anet shares I believe.
It won’t fix things overnight, it’s not supposed to. But it starts a trend, and that trend will attract more players, and more players will fill up the zones. It’s the only answer I’ve got, and I’ve been discussing it on the boards for a few months now with a fair amount of intelligent and passionate individuals. When I first started, all I had was “Randomize timers, and spawn locations”, with others help and discussion it has changed into what I spew nowadays. I’d rather have your ideas on how to help get people back into the open world than just do this dance, but up to you.
Nice. Dismiss me as a pessimist. I’m a “That’s a glass of water” kinda guy.
All players are affected by it, including off peaks. Putting people back in the world helps everyone. I’m not trying to change your mind, believe whatever you wish.
Rewards are concentrated, causes people to be concentrated, causes zones to be dead.
Devs problem, whether they will remedy the situation or not remains to be seen.
I don’t see it as a devs problem though I know you do. I think it’s smart. So a few people complain about empty zones and most people take advantage of the comraderie of a busy zone and what’s being offered.
Other games do it by making it so that the only area anyone cares about are the zones at the end, and most of the other zones are empty. It’s the same thing.
Since no game has ever found a way to solve this, you can say it’s a dev problem from dawn till dusk. What it really is is a human nature problem.
People are going to gather if you put enough of them in the same area.
Human nature isn’t a problem, it’s a variable. There have been many good ideas put forth, so until I see them implemented to fail or succeed in the environment, it’s a dev problem.
In your opinion.
But everyone has ideas and not all of them are viable or would solve the problem.
The problem being that the world is large, there are too many zones, and I don’t think ANY server will have the population for people to be pretty much everywhere. Even if that happens at peak times, you doom everyone who plays off peak to have a terrible experience. Right now, those people CAN go to South Sun and play with people.
I say it’s not a developer problem because no developer in ANY game has found an answer. I know you think you have, and I’ve said before I don’t think it will work.
There aren’t enough people to population the entire game on every server. Not having hot spots will hurt the game more than it will help it, in my opinion.
Tell me, have you seen any MMORPG that doesn’t have this problem?
Do we have to do this again? If you don’t try the ideas, there’s no way to tell if they are viable. We know that there is currently a problem, ignoring it won’t make it go away.
I’ve stated before this is the first MMO that I have seen that focuses on Journey rather than Endgame. My whole viewpoint is in my previous posts on why I believe GW2 has the tools available to them as core features of the game to address these challenges. They have even stated previously it’s one of their goals to not have people bunch up in certain areas, to have the entire game rewarding, to not have people settle into a grind, blah blah blah.
The human condition as a variable and not a problem is not my opinion, it’s a fact. The same way gravity isn’t a problem for spaceflight, it’s a variable. Game devs know where people will go, to the rewards, and it’s up to them to design with that in mind. I suppose they could instead sell a device that provides an electric shock every time a player decides to do something rewarding to them, but that’s still a reward factor (not getting shocked is the reward), dunno how that would sell. Might be big in China. They can only work with what they can change or control, and as a game dev, human nature is a little out of their ballpark.
I’ve stated it before. Anet needs to decide the focus of their game. Journey or Endgame. I bought it for the Journey, other games do endgame content better, but they are not supporting the Journey. If they continue on this route, the game will evolve fully into exactly what every single other mmo is. Level up as quickly and efficiently as possible, ignore all leveling zones, farm mats for end game content in specific areas set aside for those pursuits, once endgame gear is acquired, log out and don’t come back till new stuff that is relevant to me is released.
“But, Kill, every other single mmo can do it, why not gw2?” Because players have a reason to in other mmos, it’s called endgame content. There is none here, all the good stuff is in the leveling zones. All the lore and story is in the leveling zones. All the challenge is in the leveling zones. All the beauty is in the leveling zones. You want to experience what GW2 has to offer? You need to do the Journey. But the Journey is unpopulated.
“Come and experience all of what GW2 currently has to offer to a new player!! Underpopulated leveling zones and an end game that revolves around hitting a dragon’s kneecap for 30 seconds while watching a movie on another screen. Join the zerg in WvW and not be able to tell wtf is going on under all the spell effects, but don’t worry I’m sure you killed that guy/gal, Experience our Living Story that may or may not be here by the time you log in” These are all exaggerations, but it’s headed there.
Put that on a box and try to sell it.
(edited by killcannon.2576)
Rewards are concentrated, causes people to be concentrated, causes zones to be dead.
Devs problem, whether they will remedy the situation or not remains to be seen.
I don’t see it as a devs problem though I know you do. I think it’s smart. So a few people complain about empty zones and most people take advantage of the comraderie of a busy zone and what’s being offered.
Other games do it by making it so that the only area anyone cares about are the zones at the end, and most of the other zones are empty. It’s the same thing.
Since no game has ever found a way to solve this, you can say it’s a dev problem from dawn till dusk. What it really is is a human nature problem.
People are going to gather if you put enough of them in the same area.
Human nature isn’t a problem, it’s a variable. There have been many good ideas put forth, so until I see them implemented to fail or succeed in the environment, it’s a dev problem.
It feels like the OP is talking about someone that’s not me and that makes me happy. My life has meaning, and videogames are merely a past time. A hobby. I don’t want nor need traditional grinding endgame. There’s no eternal loneliness or failure I’m trying to cover up with being a boss raid leader or having gearscore. No compensation of any kind.
OP, I hope there’s more like you and me in this game, people who are happy and sane, and want to stay that way while playing games.
Yes because people who finish content faster than others have no meaning in their lives. Having something to do for those of us who need it is not a cover up for failure, either.
I guess I’m insane and have no meaning in my life if it means I actually have goals and pursue them at any point in time.
No wonder we are screwed, there are way too many different people trying to mold this game right now.
Some people, if they’d put only half the effort in real life, as they did in videogames, they’d be millionaire. I’m talking people who play more than 5 hours a day, and then complain content is too easy.
There’s nothing wrong with having goals and pursuing them. However if those goals only exist in a virtual world, or progress is only made towards virtual goals, you should have a good look at yourself.
Is this not the same as saying “If you’re goals or reason for being do not align up with what I or society prescribe them to be, then you are flawed” ?
Life is how you decide to live it, not how others decide to live theirs.
Personally I hate ponies
(edited by killcannon.2576)
got this from an article
“Allowing players to play the game rather than the UI is the third rule. This rule is responsible for the lovely and minimalistic UI, which is meant to convey as much information as necessary while staying more or less out of the way. Important combat information isn’t necessarily going to be relayed through the UI so much as through the game world. Taking risks, ArenaNet’s fourth guiding rule, allows devs to iterate and try new designs without being terrified of failure. Not all ideas work out, but learning why they didn’t work out is key to growth.”
http://massively.joystiq.com/2012/07/03/arenanet-explains-golden-rules-of-guild-wars-2/
And yet they released the api tools, and now people either run those on another screen, alt tab out, or run them on a mobile device. They may as well just put them in game at this point regardless of what they have as rules.
Problem with the current meta event system and rewards is that zerg moves from one zone to another to get rare items. It sounds bit drastic, but maybe we should be limited to only one “bonus chest” with rare item per 24h. It doesn’t matter how many meta events you do, you’ll get just one guaranteed rare item for any meta event, instead of one guaranteed rare item from each meta event.
There’s been a debate going on in the forums about it for a while now. You can check some of the previous pages in the forums for some of the meatier discussions on the subject. Just check out any topic where people wonder why no one is in the zones, or wonder why no one is playing.
It breaks down to some people wanting to change the metagame to increase zone population overall, to people who think it’s natural for zones to be dead.
Been a problem since the beginning of the game, I assume they will get to it eventually. Wait till you see some of your ranged attacks firing from the location of your feet, while others fire normally.
Rewards are concentrated, causes people to be concentrated, causes zones to be dead.
Devs problem, whether they will remedy the situation or not remains to be seen.
This and the fact certain aspects have seen very little fixes, additions and loot repairs..
I have not run into many bugs or glitches that would turn me off to an entire zone overall. Not to say they are not still out there though.
Ran into a couple in Southsun a few days back with events not completing or mobs spawning on top of buildings, but that doesn’t keep people away. People are there for the rewards.
Anyway, if the devs decide to fix it, all well and good. If not, be prepared to run meta event bosses in order to see people for the life of the game.
Rewards are concentrated, causes people to be concentrated, causes zones to be dead.
Devs problem, whether they will remedy the situation or not remains to be seen.
OP I find if funny that no one’s mentioned the obvious to you. A company that directly works for and speaks for Anet said that they released an expansions worth of content. Since that content has all been removed each time it’s worked thru it’s time table all of that content is now gone.
Your concerns are valid, very little permanent content (other then guild events) has been added to the game and the major content has all gone the way of the dinosaurs after they put it out.
Which company is this? Are you making stuff up again?
The reviewer who said that was actually using his own words. After Colin’s original post and clarification, Anet has not again used those words, nor has any company owned or controlled by them.
We know you don’t like the game because you get bad drops but please, stop making stuff up. It doesn’t strengthen the legitimate points you make at all.
The firm who wrote the piece supposedly work for NCSoft, or ArenaNet, or some such as a PR firm. The posts talking about it can be found here: http://tinyurl.com/p3y3qx6
I don’t care one way or the other, anyone that believes PR hype get’s what they deserve. Just giving out info.
The firm that wrote that story has nothing to do with Anet or Guild Wars 2. It’s a colunmist who wrote that. Colin posted in the thread saying it’s not marketing that did that, it’s some guy completely unaffiliated with Anet. The guy who posted it wasn’t sure who or what it was…people made assumptions and those assumptions are now taken as fact, when they’re completely fictitious.
This is precisely the kind of thing I object to.
Apparently you did not read it, because they have a direct link to the company. They are a PR firm working directly for NCSoft. There were no assumptions made.
(edited by killcannon.2576)
@killcannon.2576 no, that over simplification was not the intended message of the Op, I´ll give you a TL;DR version:
If you do not balance out the components that make up your life, whatever these components may be, then GW2 or any other game or activity for that matter cannot give you solace or serve as a form of fulfilling escapism, so its ok to move on, although its even better to stay and have fun in any of the possible ways this game can offer.
sure we can all whine and cry about disliking stuff, but most of the times the things that makes us uncomfortable are really undetermined and hard to put into words, and when we manage to put them into words most arguments come out as trivial or egotistical, in the way that we are angry because things do not adapt to us instead of us adapting to them, like forcing a wrong jigsaw piece into place, completing a jigsaw puzzle like that is not only inefficient or silly but serves no purpose than annoying ourselves and others!
cheers!
“Don’t complain, just accept and move on”. I got it the first time.
Hint: A tl;dr shouldn’t be two paragraphs long.
Edit:
Nothing has ever been accomplished without conflict. Complaints, conflict, imposing will upon our environment, meeting challenges head on, improving ourselves, solving problems.
You’re doing it with this post. Injecting your ideas and thoughts in a way to make a change in attitude or behavior of others. You use negative connotations to describe positive actions like “whine” “cry” “dislike” “trivial” “egotistical” “annoying”. Almost every single so called positive poster uses more negative terminology in their posts than the people who actually have issues with the game. I would say the “pure positives” have more rl issues than the people who are trying to be constructive.
Change is annoying, isn’t it? Take a long look through history and you can see what happens to people who try to change the status quo, and see what forms of language their detractors used.
Being afraid of change is ok, tearing down others because of your own fear is not.
(edited by killcannon.2576)
I am too old to understand this thread. That is all. Colin must be cooler than I am. lol
Be grateful you don’t understand it, I do and hate myself for it.
Wow, an eleven paragraph post that says if you don’t like it, leave. How very constructive.
OP I find if funny that no one’s mentioned the obvious to you. A company that directly works for and speaks for Anet said that they released an expansions worth of content. Since that content has all been removed each time it’s worked thru it’s time table all of that content is now gone.
Your concerns are valid, very little permanent content (other then guild events) has been added to the game and the major content has all gone the way of the dinosaurs after they put it out.
Which company is this? Are you making stuff up again?
The reviewer who said that was actually using his own words. After Colin’s original post and clarification, Anet has not again used those words, nor has any company owned or controlled by them.
We know you don’t like the game because you get bad drops but please, stop making stuff up. It doesn’t strengthen the legitimate points you make at all.
The firm who wrote the piece supposedly work for NCSoft, or ArenaNet, or some such as a PR firm. The posts talking about it can be found here: http://tinyurl.com/p3y3qx6
I don’t care one way or the other, anyone that believes PR hype get’s what they deserve. Just giving out info.
Uh…. no. No more underwater stuff. What we have is already bad enough. Maybe we will get lucky and the underwater dragon will actually drink all the water…or something.
Essentially what has been added and has stayed is some mini dungeons-http://wiki.guildwars2.com/wiki/Mini-dungeons
A few new jump puzzles
About 30 new de’s
Some crafting recipes you now need to buy mats for off the tp, some skins you can buy off the tp
A leveling aspect to WvW, a couple new spvp maps
Southsun Cove and a couple new builds from mats there- apothecary
Chest events- Most meta bosses now offer a guaranteed rare, these are also all now tracked reliably by the api release
Some tweaks to Orr
Other than that, still the same game you left. Besides the normal class balancing and bug fixing.
Except the OP is asking what’s been removed. You’re answering a different question. Not what stayed.
I would need about two pages for that.
And of those two pages, what has been removed that you think will be keenly misssed by the OP? The scavenger hunt for lost items? The periscopes (which are still there anyway), fixing signposts in Wayfarer Foothills.
With one hand people say the F&F stuff was underwhelming until the last month and then they complain that content has been removed. You can’t have it both ways.
The only thing removed from the game that the OP might miss is the MF dungeon. Beyond that, he hasn’t missed much.
I can not speak to what he/she may or may not have liked. I do not know the op.
I don’t want it both ways, I want quality content releases, and I want that content to stay.
In lieu of that, since they are lore building, a synopsis of past events available to new or returning players in the form of cutscenes or written dialog would be an asset to the community. It takes nothing away from people who got to play the content, and allows others to at least be immersed in a bit of lore. Optimally, all temporary content in the form of the dungeons and story sequences should be added to a Fractal type instance.
I, personally, would also like some sort of official in game history for everything from GW1. Do i expect it now? nope, but would be a nice addition at some point in the future.
I remain now, and forever, against temporary content. You may keep your current player base happy and logging in with it, but new players are getting the shaft. Short term gains over long term stability does not make a good plan for an mmorpg.
(edited by killcannon.2576)
yes /and a partridge in a pear tree
Essentially what has been added and has stayed is some mini dungeons-http://wiki.guildwars2.com/wiki/Mini-dungeons
A few new jump puzzles
About 30 new de’s
Some crafting recipes you now need to buy mats for off the tp, some skins you can buy off the tp
A leveling aspect to WvW, a couple new spvp maps
Southsun Cove and a couple new builds from mats there- apothecary
Chest events- Most meta bosses now offer a guaranteed rare, these are also all now tracked reliably by the api release
Some tweaks to Orr
Other than that, still the same game you left. Besides the normal class balancing and bug fixing.
Except the OP is asking what’s been removed. You’re answering a different question. Not what stayed.
I would need about two pages for that.
Essentially what has been added and has stayed is some mini dungeons-http://wiki.guildwars2.com/wiki/Mini-dungeons
Fractals
A few new jump puzzles
About 30 new de’s
Some crafting recipes you now need to buy mats for off the tp, some skins you can buy off the tp
A leveling aspect to WvW, a couple new spvp maps
Southsun Cove and a couple new builds from mats there- apothecary
Chest events- Most meta bosses now offer a guaranteed rare, these are also all now tracked reliably by the api release
Some tweaks to Orr
Leaderboards if you want to call it content
ascended gear
Laurel system for dailies/ monthlies
Other than that, still the same game you left. Besides the normal class balancing and bug fixing.
(edited by killcannon.2576)
Well, if you follow the OP’s posts, they made a topic not so long ago about actively farming the crab toss event and they got some negative feedback about it. It pays to check someones post history. I suppose the op is upset because someone either accused them of exploiting, or not following the spirit of the event.
(edited by killcannon.2576)
Sounds like you’re either looking for a Guardian or a shout/ banner heal specced Warrior.
Gems are currently going for around 3 gold for 100 gems, this price is not static and can change dramatically over time. At level 80 you can conceivably make 30 gold or more in one day if you hard core farm non stop.
What if I were to run a warrior? I’ve heard somewhat bad things about them, but still. I’m not talking greatsword, I don’t really want to do that, but say sword or shield or something. In comparison to a guardian with my friend still being a ele, what would be a better combo?
Guardians are generally good all round; good heals, good buffs, decent damage, decent armor, decent aoe, decent amount of combo fields and finishers.
Warriors are currently very good at handling pve content. In my opinion they are one of the top solo classes in the game, but don’t offer as much group utility unless you spec them down a path that encourages it. If you are going to primarily running with others and want to be effective at support, I suggest Guardian over Warrior. If you want to kill stuff quickly, and survive a ton of punishment without the need for a group, I suggest warrior, although guardians also have very good survivability.
So your choice. Lone wolf killer type? Warrior. Group support survivability? Guardian
To OP,
————Let me ask you this OP,
Who sold more copies; Guild Wars 1 or Guild Wars 2?
Obviously
Guild Wars1> 6 million copies
http://en.wikipedia.org/wiki/Guild_Wars_http://video-games.findthebest.com/q/396/2744/How-many-copies-of-Guild-Wars-the-video-game-were-sold
Lett me ask you this OP,
How much percentage of sales did Guild Wars 2 lose since release?
Obviously
“both North America and Europe dropped dramatically, from 25% to 13% and 18% to 8% respectively”
http://www.vg247.com/2013/05/13/ncsoft-q1-guild-wars-2-sales-flatten-but-profits-up/
Let me ask you this Op
Who won more Awards, Guild Wars 1 or Guild Wars 2?
Obviosuly
Guild Wars 1> 21 Awards
http://www.guildwars.com/events/press/awards/Guild wars 2> 8 Awards
https://www.guildwars2.com/en/media/awards/
Let me ask you this OP
Are we the community “Haters” OP?
Obviously
Not
————-All we Ever asked is, where is the “manifesto” that were promised?
Does that make us “haters” for voicing our frustrations and concern of being deceived and lied to?
Obviously
Not
Oh, you miss the point entirely. Who sold more copies at this point in time? Guild Wars 1 sold 7 million copies over how many years? They hit that mark in their sixth year. They didn’t sell 3 million copies their first year.
In fact, Guild Wars 1 isn’t a game. How many copies did Prophecies sell at this point in time. I’ll give you a hint. It’s not 3 million (which Guild Wars 2 has already surpassed).
Now let’s talk about awards. Since the competition in this field 8 years ago was tiny compared to what it is now, awards by percentage are meaningless. And some of those awards came later anyway.
So when Guild Wars 1 was 9 month old, how many awards did it have? Bet you cant’ answer that.
Comparing a new MMO to three full games and an expansion makes it look like you’re desperate to prove that Guild Wars 1 was a better game than Guild Wars 2 and you can’t.
Because which game is better is strictly a matter of opinion. I enjoy playing Guild Wars 2 as much as I enjoyed playing Guild Wars 1. I don’t see one game as being better than the other game.
Guild Wars 1 did some things very right and some things very wrong and the same is true of Guild Wars 2. It’s also true of every MMO I’ve ever played.
If you want to compare the games, however, compare the games to Prophecies, 10 months after launch. Thanks.
Agree with Vayne.
Why do you see so many GW1 players hating on this game? I would expect more traditional mmo players to be on that bandwagon.
Edit: Besides the obvious “It’s not guild wars one…part two”
(edited by killcannon.2576)
My drop rate for clovers is at least 50% for the ten clover formula. It sorta sucks actually, think I’m going to the single clover formula since that works “worse”.
The game isn’t dying, but there are issues.
It’s true that there is always a portion of the forums who never want to discuss issues, but instead wish to stick their head in the sand and loudly proclaim “There’s nothing wrong” “If you don’t like it leave” “All you guys do is whine”
There’s also a portion of the forums who will always proclaim “The game is dying” “The game is completely broken” “No one wants to play this game”. All they want to do is see the game fail, for whatever reason they have.
Neither side is productive on the forums. Neither side bring anything meaningful to discussions about issues within the game. Neither side should be taken seriously.
I agree with this. However, due to human nature, forums are always going to be more negative than positive and as such they’ll tend to show the worst of the game instead of the best of the game. Forums have become the “complaints” department.
Most people don’t stop playing the game to say I’m having a good time on the forums. People who aren’t having a good time have more time to post on the forums. So the forums will always be skewed.
People who don’t realize this and come to the forums might be given a completely wrong idea of what the game is actually like. Simply put, if you’re checking out a game, and you’re not a “free thinker” and you come to the forums and see five or six posts that says the content isn’t hard enough, you might judge the game by that.
Of course that might be on a day when the content is too hard posts don’t happen to be around.
If you say the game is dying enough, some people might believe it, even though there’s not a shred of evidence to support the statement. This is my problem with the forums.
Problems can be discussed reasonably and rationally without hyperbole or exaggeration.
People have called me out for posting in every negative thread. Well, I post a lot and most threads are negative so it’s sort of inevitable that most threads I post in would be the same.
In reality, saying stuff like this game has more bugs than any other MMO is not constructive (nor true), saying stuff like this specific bug needs to be fixed, very well might be.
It’s all about language.
Forums need all kinds, both the negative and positive. They should be used as less of a “complaint box” or “compliment box” and more as an area for players to discuss problems and issues between themselves, optimally with some developer feedback as well.
Ideas and solutions can spring from healthy debate on most subjects, which not only allows for an outlet of tensions from some players, but also allows developers to see where some design decisions are impacting players favorably or negatively. While forums should never be used as the only form of information for a developer, they are a valuable tool to gauge player reaction to game mechanics and ideas.
This is just as pointless as the “hater” threads. Unless GW2 is putting food on your table why do you care?
Because when all these people are making these crazy comments about the state of the game and they are no where true it hurts the community as some will believe these comments and stop playing or convince players that want to start playing that the game is a dead bug filled world. I want to see criticism but not ridiculous statements.
It hurts the community just as much to wave off all of these comments as “crazy” and “no where true”. Most comments have at least a grain of truth somewhere in them.