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Should zerk gear be used by casual players?

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Posted by: maddoctor.2738

maddoctor.2738

Everytime I’ve been in a dungeon or fractal, there’s always been at least a death or two, and most of these deaths could have been avoided by wearing a safer set.

What you are missing here is that playing with full damage builds makes things die faster, so in return you take less damage and have to deal with the boss mechanics fewer times. If you use a “safer set” then your team mates with the damage sets have to deal with more mechanics, and take more damage, leading to deaths that could’ve been avoided.

So it works both ways.

Why would you put important lore in a Raid?

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

The difficulty of the Bastion of the Penitent

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maddoctor.2738

You may keep denying that, but it’s exactly how most of the fractal players learned to do t4’s.

I’d say no, that’s not how fractal players learned how to do T4. The only reason preventing players from jumping to T4 directly is because they are missing AR. I’m quite positive the vast majority (if not all) players with enough AR jumped directly to T4 Nightmare and Chaos without first “trying” the T1 version to get experience.

Quarterly reports Q4 2016

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maddoctor.2738

First it requires self reporting. Players sign up to use that site, it doesn’t represent a balanced sampling of the player base.

That’s why I compared how many of those who signed up played in VB with how many of those who signed up played in the new LS zones. Accurate or not, for that sample we see a decrease in activity (a big one)

Second just because players have item A and not B doesn’t mean they stopped playing altogether.

That’s true. However, it’s the only kind of statistic we can get and besides the difference is rather high (almost 30% reduction), it’s much more unlikely for players not to play altogether than playing but not visiting the new zones, it’s been quite a few months since the LS3 started and I only count players who have at least 1 unbound magic, that takes less than a couple of minutes in ANY of the new zones.

And regardless of all that, are you going to say that there is no population drop in the game and all the players (or most) who bought the expansion continue to play to this day? All is fine?

Raid Normal/Hard Mode

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maddoctor.2738

We’re seeing reports about Bastion of the Penitent being “too easy” only days after release. There are challenge motes to make it harder. Is this an ANet version of easy/hard mode for raids? If so, will the people demanding easy mode be satisfied?

The new Raid is easy for those who were farming Matthias already. For players who haven’t even killed VG yet I doubt the new Raid is “easier”. People need to get into perspective when talking about how easy the new Raid is.

The difficulty of the Bastion of the Penitent

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Posted by: maddoctor.2738

maddoctor.2738

The people able to make full use of this would likely be able to do the hardmode version too, after all.

If the flamethrower is slowed we are talking about bugged behavior here.

No. I don’t. Because it really isn’t. The core mechanics of the skill (and your response to it) remain the same. You are simply being given a little bit more of leeway.

No they aren’t the same. The response is completely different, just see the difference in how people respond in T1 fractals and T4 fractals, it’s like a completely different encounter. How are you saying the response is the same when it’s completely different?

Actually, it is used at least twice, if i remember it right – the length of Mai Trin’s bombardment phase depends on fractal level, for example, and there’s the time you get to bring wisps to stumps in Swamp.

None of these are any similar to the Raid mechanics. They are invulnerability phases last I checked.

Yes, which is why i don’t use challenge motes as an example of easy/hard mode split i’d like to see.

Then you aren’t in luck as something like those is the only option.

Quarterly reports Q4 2016

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maddoctor.2738

Rushed expansions help nobody and just create only more problems, than they solve!!

Agreed. Even if an expansion sells well and revenue is increased temporarily it doesn’t mean it’s good for a game, if after the expansion release month is over, the revenue is going back to “normal”.

Project Team 1 = Living Story = Ensures, that the Story progression doesn’t stop and that the current Livign Story Season finds its end without any big story droughts in between

Yeah. No more content droughts EVER, no matter what it takes. Even if it means delaying the next expansion for 2 more years, content droughts need to disappear and never come back.

Fix the core game and make it rewarding and fun to play before going into an expansion.

Raid Normal/Hard Mode

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maddoctor.2738

You are arguing for keeping them limited for a small subset of people, i am arguing about opening them up for a wider audience.

Opening up Raids for a wider audience is actually a very good thing for the Raids. I’m not opposed to opening them up, I’m opposed to the proposal of this thread on how to achieve this. If you recall, even the devs themselves are discussing internally about their accessibility.

The difficulty of the Bastion of the Penitent

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maddoctor.2738

Similar approach could almost certainly be made to all the skills of other bosses as well without the need to completely redo them in the Nightmare t4<→CM way.

VG is probably the only boss without any binary mechanics, let’s say Sabetha’s Flamethrower, would you make it “slower” so players can react faster? So she can be stuck in the Flamethrower animation (she can already be stuck in it) and get damaged more than she should be (she never interrupts the Flamethrower). Or make the Flamethrower not one-shot kill you, which makes it pointless to even exist.

You DO realize that tweaking timings is the same as redoing the skill right? And it is not something done in the difficulty settings of Fractals either. It’s not even something used in Challenge Motes, since Challenge Motes add new mechanics instead of tweaking any timings or speed like what you want.

Raid Normal/Hard Mode

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maddoctor.2738

What i meant is that when raiders speak of new raid wing as being easy, they only compare the difficulty to the raiding community, not to the whole game population, and thus their view is significantly skewed.

But the Raids are made for the raiding community (it’s in the name) not the whole game population. Raids being hard for the average Joe who is farming around the Silverwastes isn’t relevant.

Raid Normal/Hard Mode

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Posted by: maddoctor.2738

maddoctor.2738

So we just have a different perspective on where to draw the line for “sorry you aren’t skilled enough.” I think the current raids are easy enough already, you don’t.

Pretty much this. Though i also think you may be simply unaware how high the current bar is (as you see it only in relation to yourself and your friends).

The devs have the data and they are happy with the skill level of the raiding community. They acknowledge that content now will seem easier than old content due to the increase in the overall skill level of the raiding community. I think it’s more important to think about increasing the difficulty, not lowering it, now that the community has become so good.

In the past year and a half, the overall skill level of the Guild Wars raiding community has risen at a staggering pace. Naturally, content will seem easier now as players continue to refine their theorycrafting and personal skill.

The difficulty of the Bastion of the Penitent

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maddoctor.2738

CM cannot be really considered here, as it is a complete rework, not merely a less forgiving version of the same lower-tier mechanics. It’s not an “easy mode/hard mode” split, those are basically two different fractals. I don’t advocate an easy mode based on complete rework on mechanics, as this is indeed generally useless for most purposes.

In some cases a number tweak can work. But in other cases it’s impossible, when a Raid skill is a binary result (dead or alive) if you add a middle ground of “take damage” then it’s not the same skill at all. Since number tweaking to make most Raid encounters easier is impossible, a “Fractals-like” difficulty tier isn’t possible either. An easier version of the Raids will either have less mechanics total, or tweaked mechanics, it cannot have “easier” mechanics. Need to choose one of the two.

T3 Fractals is almost dead and T2 Fractals isn’t exactly full of people running either. They are a waste of time and last I checked the question was about adding an easier mode for Raids, that is close to difficulty as T1 fractals, so basically the argument is about having something like T1 and something like T4 with nothing in-between.

Combining the two above, it’s T1 Nightmare versus T4 CM Nightmare.

The difficulty of the Bastion of the Penitent

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Posted by: maddoctor.2738

maddoctor.2738

It’s like this with Fractals (the lower tier mechanics, while technically the same, are extremely forgiving and, by your reasoning, cannot prepare players for the t4 versions. And yet Fractals do manage to do exactly this somehow).

The mechanics are similar but they are defeated in completely different ways. It’s not the same mechanic if you can ignore it and heal through it (or simply ignore it) while in higher tiers you die by it. There is near zero value in teaching T4 Fractals with T1 Fractals.

And even then, Fractals are mostly about hit points and damage so the best example would be Challenge Mote Nightmare versus T1 Nightmare, much more appropriate to Raids as the CM Nightmare has actual more mechanics. A player’s experience in beating T1 Nightmare will be near useless in the CM version (only available in T4)

(edited by maddoctor.2738)

Quarterly reports Q4 2016

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maddoctor.2738

Balance finally properly their game and with balance properly the Game I mean – do more than just only some number changes on skills and traits.

The problem with balance is that it’s not content. While many players will be happy with the game if it’s well balanced, others will leave because of the lack of content. That’s why a constant re-design of existing mechanics can be a bad thing.

While the re-design of Thaumanova Fractal is great and makes that Fractal so much better, it’s not as good as creating a brand new Fractal.

While re-designing existing traits and skills is great, it’s not the same as adding new skills and traits in the game, even if they cause MORE imbalance or power creep.

And so on. We are already at a point where some players complain that we get less content than we used to, a massive re-balancing effort would make it even slower. Is it worth it?

With the current, limited, resources of the LS teams I don’t think asking them to do such a redesign would be a good idea. Their job is to release content, and they are doing a rather good job at that. My personal solution is to scrap the next expansion completely which can free up manpower and resources for those re-balancing efforts, without affecting the release schedule of LS3. Keep the releases coming at this pace, while also doing a lot of balancing to old content, stabilize the game, then and only then move to something like an expansion.

Quarterly reports Q4 2016

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maddoctor.2738

A couple of things.
First, when I did that post and analysis using GW2efficiency I wasn’t counting how many of the GW2 players bought HoT, it was used to establish how many of that website’s players bought HoT and then compare those with how many players were still playing months after the expansion was released. As Vayne pointed out GW2efficiency started counting shortly before HoT, and became more popular AFTER HoT so it’s normal for the vast majority of accounts to own it.

The problem I illustrated in that post still exist today. While 91% of the gw2eff players bought HoT (judging by the 91% of players having Airship Parts), only 65.5% have Unbound Magic. The game “lost” a LOT of players from the release of HoT to the release of LS3, that was my conclusion and it still stands, that period was a disaster.
And HoT itself had multiple retention issues, 91% of players started HoT but “only” 82% went to Tangled Depths, which means quite a few stopped playing along the way.

This shows that the regardless of what you think, if the expansion sold well or didn’t sell well, a lot of the players either stopped playing mid-expansion or shortly after. In my opinion solving this retention problem is more important than releasing new expansions.

The difficulty of the Bastion of the Penitent

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Posted by: maddoctor.2738

maddoctor.2738

They use a tiered ladder to introduce players to raiding.

The question is about pugs not guild groups.
And for pugs it’s a completely different story, knowing the lower tier difficulty of a Raid doesn’t make you an experienced player AT ALL (which was the comment I initially quoted on the subject). Lower difficulty tiers do NOT make you an experienced player in any way or form. And that’s without counting the possibility of doing the lower tier difficulties in WRONG ways which cannot work on the other settings, so not only it doesn’t give you experience, but it gives you the WRONG experience, which is worse.

Again, for pugs.
I don’t really care what happens in other games and how multiple tiers of difficulty help there. I can see how multiple tiers DON’T work in this game. I can see it CLEARLY in Fractals, someone finishing T1 Nightmare Fractal is no way ready for T4 or the Challenge Mote version. In the T1 version you can solo it (that’s how easy it is), in T4 and/or CM it’s really hard to solo, and it’s even hard enough for most full groups. The lower tiers of Fractals do not offer any kind of experience for the higher difficulties.

True, but then that’s not the primary problem those difficulty modes are trying to solve (Rednik is indeed mistaken about that).

That’s why I pointed that part out. Do multiple tiers of difficulty have merits? Yes they do. Can they create more experienced players for the higher difficulties? No.

(edited by maddoctor.2738)

Why are all the new zones isolated

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maddoctor.2738

You cannot just walk into any of the new zones, they are completely isolated from the rest of the world. LS2 (dry top and silverwastes) arent like that. so why is is LS3 set up like that?

Because you need HoT to play the LS3. It’s how they bar non-HoT players from the new zones.

The difficulty of the Bastion of the Penitent

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Posted by: maddoctor.2738

maddoctor.2738

Like anyone saying that kill proof is a problem? Problem is that with current encounter design and community mindset kill proof is nowhere enough for anything.

And adding a new difficulty won’t solve the “problem” of not finding groups for the normal/hard versions of the Raids. Unless that’s not the problem you want to solve.

Plethora of invisible walls

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maddoctor.2738

The only zone that I remember has lots of invisible walls is Fireheart Rise. I’ve never had an issue with walls in any other zone in the game

The difficulty of the Bastion of the Penitent

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Posted by: maddoctor.2738

maddoctor.2738

So, new player can always join some non-tryhard group, get his first kills and then easily do all his next raiding runs and become completely experienced raider.

That’s not possible. By killing an easy mode version you are in no-way experienced for a normal/hard version. A random group will always ask for kill proof of the appropriate difficulty level that they are going to do. Multiple difficulty levels do not solve the problem of accessibility for the normal/hard version.

If you believe there won’t be “kill proof” requirements of the normal mode bosses if they added an easy version then you are delusional.

The difficulty of the Bastion of the Penitent

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Posted by: maddoctor.2738

maddoctor.2738

So your sentence is basically means that

So what you want is for the experienced players to get the newcomers with them in Raid runs and carry them through all the boss kills. You know those experienced players weren’t born experienced players they went through the training process themselves. Why should newer players skip the training process and get free kills?
There are LI requirements, because they don’t want to go through training again and instead want runs with experienced people that already know and have mastered the content. Why is wanting to play with other experienced players so bad?
You want those kills? Go through the process everyone else did, find a group of like minded individuals, form a group, and start training. In the process you might make some friends too. Alternatively, join those training runs, they are there to help people learn the content, so they can start forming their own groups.

Quarterly reports Q4 2016

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maddoctor.2738

HoT was more than just map zones. It brought Masteries. It brought gliding. It brought new traitlines and skills. It brought raids. It brought new gear types and legendries.

We got more Legendary weapons with the LS than with HoT.
We got a lot of new masteries too, maybe they’d need to up them in those 4 bundled episodes. Especially for gliding where we got 5 new skills while gliding. Also got one new downed skill.
Got 1 Raid wing, 2 new fractals and a redesign of another Fractal. The expansion wasn’t released with any Raids at all and the first wing was added a month after the expansion was out.

The only thing actually missing is new elite specializations.

They where underwhelming because they where not real expacs, and everyone knew it. Gaming sites gave those digi expacs no more coverage than any other random content patch. Doing the same with LS would net the same result.

That’s a terrible “reason”. What’s a “real expac” anyway? Just because you need to pay to buy it doesn’t make it more of an expansion than a free one.

Quarterly reports Q4 2016

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maddoctor.2738

I meant to release them for free just like other LS episodes but Instead of one episode, bundle up 4 of them and call it an “expansion” to reach the headlines of news sites and gaming forums.

SW:TOR (EA Bioware) experimented with that during that game’s 2.x patch cycle. They called them “digital expansions.” The term was dropped after underwhelming response to the first two “digital expacs”

Was the response underwhelming because those “digital expansions” lacked content or because of the term they used? There are expansions and there EXPANSIONS.

If they bundle 4 LS episodes in one big package and market it as an expansion how much different is it from Heart of Thorns in terms of content? Heart of Thorns was considered bad by many players for the price tag, what if we got Heart of Thorns for free? Would people still call it a failure?

3rd party software

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maddoctor.2738

Meters that show the dps of others without their consent have two problems:
a) they are not as accurate as a meter on your own computer, which leads to inaccurate results
b) they are like spying on others, and just like gear inspection isn’t allowed, these kinds of meters shouldn’t be allowed either

Meters that show dps on yourself, or allow others to see it with your approval do not have those issues. They are both 100% accurate AND you can’t spy with them.

There are always idiots who can’t draw valid conclusions from a meter, a dps meter is not a tool to compare your dps with others in your team. You can’t compare different roles with each other, some will always do less damage due to mechanics and because they are there to heal and/or provide boons more than damage. Unfortunately not much can be done about that, can’t educate those ignorant players, and I’m quite certain that they would be finding ways to harass others even without a dps meter.

Even between 2 characters of the exact same role a dps can’t be accurate all the time. It’s ONLY on PERFECT runs that it is actually accurate. Runs that you don’t have to do things other than your rotation, meaning you don’t have to revive someone, or use some defensive skill to help yourself, or someone else, forcing you to miss your rotation.

(edited by maddoctor.2738)

Quarterly reports Q4 2016

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maddoctor.2738

Its boring and its annoying. Ive been playing FF14 and WoW (only a little) lately and I completely look forward to the level cap increase and new gear ill eventually have to get

Boring and annoying as that might be, it’s the reason players play GW2 in the first place. If they ever changed that and made the game progression like in those other games then that would send away those still playing the game. Is it worth bringing new players into the game while alienating those who are still playing?

And a level cap increase and new gear tiers will have a much higher impact on the players than the introduction of Ascended tier, the increase of difficulty in the expansions or Raids ever did.

Why is the endgame so "unrewarding"?

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maddoctor.2738

In theory, horizontal progression should be as rewarding as vertical, just in a different way, so saying “just be glad that rewards exist” is wrong, because you’re implying that they don’t have to exist in a game that focus on horizontal progression, which is not correct.

Maybe I didn’t word it properly. The unique rewards of raids DO have to exist and I like that they exist and would never want to make those rewards available elsewhere. In a game where progression is all about skins, adding different skins to different types of content is the way to go.

Adding new skills, mastery points, traits and even new specializations through content is something else they should do in the future. Maybe if we can unlock future elite specializations through some story line they won’t feel as bad as the current ones which came out of nowhere.

Quarterly reports Q4 2016

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maddoctor.2738

No they can’t. A bundle would get as good of a reception as EA’s season passes do. Which is to say scathing criticism from every quarter.

I meant to release them for free just like other LS episodes but Instead of one episode, bundle up 4 of them and call it an “expansion” to reach the headlines of news sites and gaming forums.

Subtract the minigames, revenant and the elite specs, reduce the intensity of the metas a little and then you see how similar HoT and 4 episodes of ls really are. Not on the same level, but quite close.

Exactly.
HoT gave us 4 zones, LS3 gave us 4 zones
HoT gave us 1 raid (although not at release), LS3 gave us 1 raid wing and 2 new fractals
HoT gave us 1 pvp map and 1 game mode, LS3 gave us 2 new maps and 1 remake
Of course HoT zones are more packed full of events than the LS3 zones but that’s beside the point.

What’s really missing are new skills (elite specializations), armor sets and mastery points.

Quarterly reports Q4 2016

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maddoctor.2738

Regular patches only help with retention. Unfortunately 100% retention rate never happens, which means games invariably have to start appealing to new players. And to do that a game needs something that will get headlines. Expansions bring headlines. Expansions bring attention. Expansions bring players.

A bundle of multiple LS releases can also be marketed as an expansion.

Meters

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maddoctor.2738

Though, as i understand, the dps meter used most by the community will need to be changed (and some of the functions disabled) to be fully legit.

Already changed, the latest version doesn’t support inspections, at least for the one that I know of.

The difficulty of the Bastion of the Penitent

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Posted by: maddoctor.2738

maddoctor.2738

In the past year and a half, the overall skill level of the Guild Wars raiding community has risen at a staggering pace. Naturally, content will seem easier now as players continue to refine their theorycrafting and personal skill.

Our goal is not to make content easier, but rather add an additional layer of difficulty onto the challenge motes where it makes sense.

Just a question Crystal, I know you answered this on Reddit concerning how the Challenge Motes in this iteration were improving on mechanics or introducing new ones to the fold. But was there a real reason why there couldn’t have been a repeatable reward, even something small like a few extra gold, tied to a weekly clear with a challenge mote?

It seems like a waste that, although you did apply some unique one-time only rewards and titles to the achievements, that those victorious in the hard-modes won’t have any reason other than self-gratification for things like speed-running to repeat those hard modes again.

If it’s a tech-issue, I believe I could understand. But it almost feels like a waste to introduce new things that won’t have a repeated lifespan in this regard.

It’s the same with achievements of the first Raid, especially the unique ones, like Sabetha’s “Last Cannon” or the environmentally friendly achievement of Bandit Trio and so on. As time passes, it will be harder and harder to find groups to complete those achievements, which is a shame really.

Quarterly reports Q4 2016

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And like I said before, even if they manage to fix the problems with GW2, I think that now it will be at least so hard to get players back.

They could market a big LS release as an “expansion”, an LS release that is multiple episodes combined. Just by adding the word “expansion” should bring people back right?

Quarterly reports Q4 2016

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maddoctor.2738

The games you now refer to are mostly focused on Korean. There people seem to me fine with heavy grind games. In that case this might indeed work.

That’s true. I wish we could see how much of those games is coming out of Korea and how much is coming from NA/EU, the markets that GW2 is active at.

Quarterly reports Q4 2016

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And that is not because of bad patches because I think this episode 4 is really good, and many people have praised the whole season 3, however that other episodes were also not able to get people back.

The patches are good and LS3 is an improvement over LS2 and/or LS1, at least in my opinion. Maybe players ARE coming back to the game but they are not paying, the problem is elsewhere. The amount of “returning player” posts on these forums is also on the rise.

As an example of “another” reason, there is no doubt that players are becoming richer, it gets easier and easier to get gold in the game, despite the high requirement of some crafting materials. Yet since June 2016 (with some spikes here and there) the price of gems has been falling while previously it was climbing at a steady pace. If players are getting richer, but the price is falling, doesn’t that show that there is less interest for items on the gem store?

Quarterly reports Q4 2016

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maddoctor.2738

fixing forum bugs

Quarterly reports Q4 2016

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maddoctor.2738

Well if other games are have less ‘free’ content and if they are better at retaining people (what might or might not be true depending on the game) with expansions then that might be what works better for many people.

Let’s take a look at those other games then.

The first one in numbers of revenue is Lineage. To my knowledge the game is still subscription based and is only active in Korea. I have no idea how expansions work with this one.

The second is Blade & Soul. B&S is free to play with an optional premium membership. “Expansions” have no cost.

Third one is Lineage II. Lineage II is also free to play, no cost for expansions, with an online marketplace.

Next up is Aion. Aion, just like the others, is free to play with free expansions and a cash shop again.

So all the games that surpass Guild Wars 2 in revenue have no paid expansions and the only NCSoft game on that list with paid expansions is Guild Wars 2…

Meters

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maddoctor.2738

there ya go gang!

https://www.reddit.com/r/Guildwars2/comments/5svug8/the_head_of_the_snake_devs_here_ask_us_anything/ddi7kta/?context=1000

We have no problems with players using a 3rd party tool whose scope is only to collect and visualize combat data gathered directly from the game client. Anything beyond that scope is still considered a violation of the User Agreement.

That’s good news. A “meter” that does gear inspection isn’t a “meter” anymore.

did you even bother reading it? ppl asked about gear checking and it got adressed….

I read it. They don’t like gear checking and I said that’s good news because gear checking isn’t what a meter should do. A meter should only collect combat data, and the devs are fine with that, which is also good news.

Meters

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maddoctor.2738

there ya go gang!

https://www.reddit.com/r/Guildwars2/comments/5svug8/the_head_of_the_snake_devs_here_ask_us_anything/ddi7kta/?context=1000

We have no problems with players using a 3rd party tool whose scope is only to collect and visualize combat data gathered directly from the game client. Anything beyond that scope is still considered a violation of the User Agreement.

That’s good news. A “meter” that does gear inspection isn’t a “meter” anymore.

The difficulty of the Bastion of the Penitent

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maddoctor.2738

Sure theres the CM but if that doesnt have replayability value more seasoned raiders are left with easier encounters. It makes me wonder if a system like the cm 100 would work but with the rewards being weekly.

Someone who beat the bosses can confirm if the challenge motes of the new Raid are repeatable or not?

Quarterly reports Q4 2016

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maddoctor.2738

It could very well be the reason I am picky and I don’t find most of the armors good looking, or it’s maybe really a truth also.

Different people like different looks. Some of my characters are “complete” and they don’t use any HoT skins at all, others are a work in progress. That’s normal for skin collection and no different than how GW1 worked like.

That is a big difference!

If you really like exploring and lore I think you are being really unfair with the expansion zones. There are so many little things to find there, things to collect, and loads of events, more than any core zone. For example in VB you have to play the meta enough times to experience each camp’s story. The other zones similarly have a much higher replay value than any of the core zones.

Plus we already got 3 new maps (4th on the way) from LS3

Quarterly reports Q4 2016

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Posted by: maddoctor.2738

maddoctor.2738

I’ve finished it in 2 days playing ranked PvP with less then 50% win ratio.

The reward system of PVP Season 5 was terrible and I really hope it will change in Season 6. Allowing everyone to get full Ascended in a couple of days, without actually playing the game, and without giving any resources (like gold/materials) wasn’t a very good decision.

And btw each HoT zone has unique skin rewards, weapons and/or armor, each zone has unique meta events and a different story. There are lots of collection achievements that include many unique skins. Sure you finished the story and got max gear in a couple of days, that’s how the game is designed.

You finish the story quickly, you get to max level quickly, you get near-max gear (exotic) quickly (see above about the ascended armor from PVP) or at a rather slow pace (if you exclude PVP) then you play the game for the unique skins offered by the various activities it offers. That’s Guild Wars 2 and that’s how the players who play the game like it. If you want a game with constant gear progression there are many out there.

Why is the endgame so "unrewarding"?

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Posted by: maddoctor.2738

maddoctor.2738

So again, what is the point of raids? To get armor/weapon skins?

Yes. Be glad that at least there are unique/exclusive rewards in Raids. That’s more than enough for a game without vertical progression and honestly that’s what made most of those who bought GW2 buy it instead of other games.

Quarterly reports Q4 2016

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Posted by: maddoctor.2738

maddoctor.2738

At least the ‘It’s because the lack of content’ argument as reason for lower results can now be completely shredded.

No the argument still stands and you explained why:

But those that left will not be likely to come back to see it at this point.

and also:

I always did think that HoT and the first half year after it was basically when Anet had to solve the problem because even if they fixed it now, people are just not here / coming back to see it.

Having such a lack of content after the release of HoT, and an equal content drought before HoT, is where the “lack of content” argument is coming from. The lack of content hurts the game long term.

It’s the same reason why the results of HoT weren’t as good as some expected. Huge content drought before HoT was released and a rather lacking LS2 led to many players leaving and not enough coming back to check out HoT.

The “lack of content” argument will remain forever as a reminder to the higher ups to never do it again for any reason.

Support Professions/Builds?

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

This was a thread initially created to ask for current support builds, not to debate the meaning or understanding of “support”. Please refrain from presuming ignorance in others and only post if you have something to contribute to the actual topic of this thread.

If you want others to contribute only on the topic then post only the topic. When your post includes false info then expect players to point those out and correct them. And then instead of fixing those you derail your own thread by responding to the critics. Amazing.

Fallen from former glory...

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Posted by: maddoctor.2738

maddoctor.2738

Now you know.

In other words: it’s because they changed to an expansion model instead of a living world model.

Fallen from former glory...

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Posted by: maddoctor.2738

maddoctor.2738

Back when gw2 was first out, every class had very visible counter play, and it was more skill based than it is now, BY FAR. builds didn’t carry like they do now.

flashbacks to d/d ele and turrent engi

All in serious though, pvp only felt skillful at launch because we thought bulls’ rush + 100b was a legitimate threat.

When someone talks about how the game was at release I’m always reminded of this video:

Quick note on Ep4 bundled updates

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Posted by: maddoctor.2738

maddoctor.2738

New challenging group-farming spot for leather = Bastion of the Penitent.

Unless there are mobs inside the new Raid that drop leather, the raid can’t be a “farming spot” because raid encounters only reward you once per week. And once per week isn’t exactly a “farm spot”

Raid Normal/Hard Mode

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

As such, you can’t really expect Anet to put the same development importance on them, as they do for LS, for example.

I think you are missing the part where each type of content is done by a different team.
Also the LS team has to create far more diverse content, this includes collections, story instances, jumping puzzles and other things that might be included in an LS release.

Raids have just the Raid encounters. They have a much higher possibility of success. An LS episode zone might have too hard mobs, too complicated maps, not enough rewards, and any other thing that players come up with to say that they didn’t like an LS episode. Just see the reception of the 3 latest LS episodes, they all got their share of love and hate. Also, since LS releases have multiple types of content, they aren’t meant for everyone 100%. How many players liked the EB jumping puzzle for example?

Raids on the other hand? Aside from accessibility and requests for easier versions, the Raid content itself has been a success. If the next Raid proves to also be a success then Anet has a gold mine of success right there.

If you want them to be something more important to the game (and thus developed at faster pace), you should expect changes to difficulty and general accessibility.

You got it backwards. If changes to difficulty and general accessibility is something needed, then the importance of Raids, which means the allocation of resources and manpower, needs to be increased at the expense of other types of content.

Question for Anet, Difficulty Scaling

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Posted by: maddoctor.2738

maddoctor.2738

The events around the winter berries in BF are some of the worst in the entire game. Due to the seer amount of players just moving around and harvesting, ignoring all mobs, the event mobs scale too high, making the events really tedious to complete.

In SW it’s similar when there is a chest farm going on. The huge chest farming blob will pass through a fort, scaling the event, then they leave not contributing to the event, going after their loot.

One way of solving this problem is by not having conflicting mechanics around an area. If a fort is under attack in SW, you can’t loot chests around it, if the berries are protected by mobs, you can’t harvest them, and so on. That way you don’t even have to tweak the algorithm for event scaling.

Raid Normal/Hard Mode

in Fractals, Dungeons & Raids

Posted by: maddoctor.2738

maddoctor.2738

And it’s even shorter than development cycles for some of the main game modes (like WvW).

We are getting WvW updates regularly but the problem with those is that they aren’t liked by the community or they aren’t enough. It doesn’t help that the two big maps created for WvW (Edge of the Mists and Desert Borderlands) weren’t exactly well received. It appears that the WvW crowd is by far the hardest to please, leading to more time in-between updates. And they are like that because there are loads of different, often conflicting, opinions on what WvW is all about.

On the other hand, I’m quite positive that those who liked the first Raid will like the second one too. The Raiding crowd is much easier to please because unlike WvW, they all want the same thing. Now if the second Raid proves to be a disaster of Desert Borderlands scale then we’ll see what will happen in the future, but some change will sure come.

(edited by maddoctor.2738)

Solo play - ascended gear

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Posted by: maddoctor.2738

maddoctor.2738

1 piece per season? Are you kidding? If you crafted ascended sets and did all of the daily crafting yourself, it would take 36 days to craft an entire set of Ascended armor (only 25 for armorsmith). So even if you didn’t have a single ascended mat crafted before the season started, you would have time for almost 2 entire sets through crafting, yet you think that obtaining 5 out of 6 pieces through PvP is too fast?

I think the problem isn’t that you get 5 out of 6 pieces but how you get them. To be more specific, why do you get reward progress when you lose games?