(edited by tigirius.9014)
Note that “experts” didnt even notice half of those games arent even sub based. Thats ought to tell you their “expertise”
And no, youre wrong, Wildstar had preorders and reelase in 1 quarter, so if you add 45+119 and the deduce like 40ish for 1 extra month you end up with 119-ish for GW2 (preorders+release month). Anyway, WS is not even in ballpark to GW2. It actually has to survive to 2 years mark yet
Apples to apples please.
I don’t know how you get more Apples to Apples than the quarterly statements. GW2 went live Aug 28th, 2012 so 34 days for 3rd quarter sales ending Sept 30th. WildStar went live June 3rd, 2014 so 28 days for 2nd quarter sales ending June 30th. Both had just as much time for preorders.
As for some of those games aren’t sub-based. They are all, just not everywhere and they include games with a Hybrid business model (ie optional subscription).
Actual sales werent reported until next quarter and 45m is just for preorders.
SWTOR is F2P
LOTRO is F2P
RIFT is F2P
TERA is F2P
Aion is F2P in the west and P2P in the east
L2 is F2P in the west and P2P in the east
B&S is F2P or B2P in china afaik
Even WoW is not sub based in China heh, but thats another story alltogether (and why they are allowed to lump it with total subs)game having some sort of alternate (optional) “subscription plan” doesnt make it sub based. What, now GW2 is sub based because it has “vip” option in China?
The only sub based games on that list are WoW, L1 and EvE. 3/10 for a “list of sub based games” lol
Ah, no they were reported in the 3Q12 and 2Q14 quarterly reports for GW2 and WildStar respectively. You can look it up yourself at NCSOFT’s corporate website under IR earnings release.
SWTOR is hybrid and was subscription only once
LOTOR is hybrid and was subscription only once
RIFT is hybrid and was subscription only once
TERA is hybrid and was subscription only once
B&S like Lineage I, Lineage II and AION is subscription based in South Korea and several other areas in Asia.
Lineage II and AION were subscription based when they first came to the NA market and also embrace the hybrid model now in NA.Like I said, if they offer a subscription VIP level and were once subscription or they are subscription somewhere else other than NA, it counts as a subscription game.
Not to mention that almost all of these games require a purchase or a sub in order to unlock certain things that are considered normal features for most games like talents/traits, bag space, the ability to quick travel etc so basically they are forcing people to at least sub once which imo is no different than forcing players to buy their traits or get enough gold together to get the enchants they need to enhance their gear at level 80 properly. This is not a simple B2P game if gold were not tied to directly to progression there would be no issue but it is for alts and for new players.
I call SWTOR a Freemium system because it forces players to buy. To me however GW2 has a similar system in place for new players that may not have endless hours to grind out enough gold to buy things they need to setup 1 much less multiple toons to catchup with friends, it’s cleverly disguised behind a conversion market system on purpose, so that people will think it’s an okay system to use.
If they removed for example the requirement to use gold for things like Sigils/Runes or the cost of traits it wouldn’t be as bad as it is but because it directly tied to progression and because so many people have issues with loot dropping the design becomes a serious issue.
Perhaps so. It is subtle though. I’m not one to greatly defend all of Anet’s F2P choices, but it seems to me that traits are an already-admitted mess that they would like to fix.
And as for Sigils/Runes, I don’t know what the answer is. One could argue that with Sigils, you can just buy the Major ones until you can afford the Superior version (which is something I’ve done before). But the Runes are not so simple because Superior has 6 slots and Major only has 4.
Maybe they should consider expanding some of the Major rune sets to 6 slot upgrades, only with a weaker set bonus overall. This might alleviate the issue you’re referring to.
Yes I think they should for example, last night I tried gathering the stuff I need for my alt to be level 80 so that I’d be prepared. I had a bit of gold that I had leftover from some gems I purchased some time ago to get this stuff going. So I tried to find runes that gave my toon the ability to move faster outside of combat. 8 gold each on traveler. It’s ridiculous. And what’s more is there aren’t that many with a speed bonus, every single one with a speed bonus has a massive gold stamp on it.
They really need to find a way of allowing players to move more quickly especially since we have no mounts without the need to spend enormous amounts of gold on runes. If at the very least would could buy the materials to make these runes directly instead of relying on RNG from crafting bags it would help tremendously at the very least it would give alts and new players a change to make their toons move more quickly without filing for bankruptcy in the process.
I’m not surprised if SWTOR if making way more with less people. Their F2P is one of those disgustingly in-your-face designs that reminds you all the time of how better an experience you could be having if you paid money. Which would (unsurprisingly) drive lots of people away, while getting the remaining people to more often pull out their wallets.
GW2 is not exceedingly off-putting in that way and it would be silly of them to try it because their game systems require a large, active playerbase to give the intended experience.
I call SWTOR a Freemium system because it forces players to buy. To me however GW2 has a similar system in place for new players that may not have endless hours to grind out enough gold to buy things they need to setup 1 much less multiple toons to catchup with friends, it’s cleverly disguised behind a conversion market system on purpose, so that people will think it’s an okay system to use.
If they removed for example the requirement to use gold for things like Sigils/Runes or the cost of traits it wouldn’t be as bad as it is but because it directly tied to progression and because so many people have issues with loot dropping the design becomes a serious issue.
I wouldn’t call this game balanced, generous or fair when it comes to the blatant differences that exist NOW that the game is 2 years old and us old heads have our characters developed geared and setup. Especially since en masse people have stopped playing their alts with the changes to something as simple as Traits for example, and let’s not even talk about the sigil/rune thing, because that market has been ever inflating since the beginning of the game, serious, it does have it’s dips and that’s normal but no one can claim that it’s as easy now to get a character setup and ready now to catchup with friends as a new player as when the game launched. I think people are so entrenched in what they have already that they don’t see the sheer number of hurdles that new players or even Alts need to go through to get up to the same point as their friends.
And it does affect the game, just look at dungeons, if you actually find a kind friendly guild than your fine but if you pug you deal with leetist behaviors and people requiring that not only are you 80 geared and zerker but that you also have a certain Achievement points to participate. Seriously, you guys are deluding yourselves LOL. Look at it from a new players point of view and I mean a new one that Just started a month ago.
Don’t misunderstand I like the game I’m loving the new direction it’s going in but the major problems I’ve seen have come from making things harder for new players, the economy and lack of rewards, and the system of loot manipulation with RNG/DR/Luck. They are moving a positive direction but there’s still a long way to go.
(edited by tigirius.9014)
From the perspective of a non engineer:
Nobody ever looks at the backpacks to see what kit/if the engineer is using a kit. That would take forever, and all the backpacks look basically the same anyway. You just see the skills they use, the same as you do for almost any other class.
Yep. Non-engineers have been saying this for a while. Yet Anet doesn’t seem to see this…
This. I don’t understand this reasoning like seriously, I’ve never seen someone say oh look at the backpack in a PVP matches.
They only have a two second symbol for any of the sigil systems they have on any other character so why should this be an argument in the slightest? It’s not like people can see the d/p combo until someone shoots, so the weapon choice argument is nul and void as well.
I was one of the biggest advocates for the return of the suggestions forum but recently with two items from the suggestions forum coming to the feature patch I think they are considering it. I hope the trend continues and that they go back and look at the nearly 2 years of great suggestions to improve the game because really the suggestions that have popped up from time to time in the subforums since it’s archive have been repeats of the same suggestions we’ve already made for the most part.
Exotic gear drops from enemies?
I feel this way sometimes too, and like I said, if the game has a system like I described but it thinks your alternate armor set is a new one every time you swap to it, it keeps the rate even more abysmal… :/
Everything is set up to be earned by TOIL… It seriously drains any fun you thought you would have doing uber events/mobs/whatever.
I don’t disagree with you. Sometimes the very low drop rate kinda breaks my spirit a bit too, and while it does make some sense to keep rares/exotics kind of rare, as others have correctly pointed out in this thread, if there is an “increasing odds” system like I suggested in this thread but it treats re-equipping your old/other armor set as getting it new again, I can see how that would move the drop rate from “insult” to borderline “injury” status.
dropping exotics once in a while.
See no change in exotic droprate.
Nice to know they’re still dropping.
I am curious, like I mentioned in my initial post, how often you swap armor or other equipment from inventory as well. This would help me see if my theory holds any water.
After the mention of the character calling out gear quality while swapping this actually makes sense. I don’t know if a system that affects drop tables exists in the game, but if it does I could see this accidentally affecting the tables.
So maybe it’s not just me. I know I’m sick of my character saying “you can never have too much treasure” for my dusty old backup armor set. And if the game really believes he is getting a bunch of new gear every time he swaps, it could really mess with the loot system, no?
I don’t have any issues with this system – Exotics are supposed to be RARE and not easy to get.
Sometimes I think people forget what words mean. Rare is defined as “(of a thing) not found in large numbers and consequently of interest or value.” Exotics are supposed to be even more rare (similar in comparison to how Rare is to Uncommon"
Drop rate is fine (though my own personal luck seems to suck)
I agree with you both. The theory I am posing here is that the game might have a system in the background that is not working properly because equipping your alternate armor set might be throwing a wrench in it. This would not be intended if that system did exist, and isn’t directly related to the base item drop rate.
There’s no such thing as unlucky or lucky accounts, but we do colour the outcomes with our perceptions. Chin up, anyone in the unlucky boat (I’m with you, honest!) – we’ll have our day. Some day.
Good to keep a positive attitude. But since you mentioned feeling unlucky… do you keep some extra weapons or armor in your bags that you equip from inventory? The reason I asked about “lucky/unlucky accounts” was because of my possible theory that swapping gear is resetting a factor in how good the loot you get is.
I’ve had an incessently unlucky account. Seriously, there are whole weeks I go without ever picking up anything but junk. I’ve told my friends that I must be the garbage man of Tyria.
And before someone comes on here and says something snarky about the tin foil hat, trust me I’ve played 24 mmos at no time in my entire gaming history has this happened save for this game! I get better drops on more stingy games out there than this game, which makes me wonder, just how bad is their DR system.
At the very least, know that you are not alone. What do you think of the theory I am suggesting here that equipping an alternate armor set from inventory might be shooting us in the foot? Do you keep a spare armor set for a character and switch to it sometimes?
That’s a very interesting theory actually I’ll have to try that you see I keep a whole set of armor in there for dps roles and switch, I keep alternative weapons all exotic. That could very well be if there is a script checking our loot in our inventory to limit our loot from open world that would go a long long way to explaining my experience. I’ll have to try that over the next few weeks to see if this changes by moving this loot into the bank! Thanks for that thought I hadn’t considered that as an issue. IF they do have this system it’s very much misguided considering the number of people who carry extra weapons at the very least.
i would suggest Anet open up a public test realm. where we can test out new maps and traits and content.
the amount of feedback can give Anet a Plan of attack for bugs and problems before it has rolled out..
which in the long run.. keeps players… which keeps profits.
you really need to think outside the box to retain players
Actually it wouldn’t work for this game for a lot of reasons. First among them is that there’s no real time in the schedule for it.
how would you know if it did or didn’t work.
you dont work at ANET.i think it would be a very good idea to test things that need feedback. and it would stop all the exploits before they roll out.. players wouldn’t moan as much and people would actually enjoy the game a little better.
which is all good for profits.
I don’t have to be a dev to see logic. They’re putting out content relatively quickly even if you think they’re not. They dn’t have time to get fans to test it and react to that testing without completely altering their schedule.
Everyone wants content NOW. Not three four months later. It will not work for this game, and I don’t have to be an Anet employee (even though I wish I were lol) to know this.
Actually that too is false, plenty of games out there with the F2P models have 3-4 month schedules for content releases, have PTA systems of testing to emphasize quality rather than quantity, AND still maintain a very large international playerbase without having restricted every single aspect of the new patches coming out. I suggest that you take a look at those systems so that you too can see since you claim that you have a grasp of logic, why these systems have not only been successful but been repeated over and over again throughout the lives of these games and game systems.
I’d like a salvage option AND some option to turn in Tier 7 materials for goods cosmetics etc that are very difficult to find under their current draconian DR-RNG loot system.
that time happened long ago. almost every decision is based on PvP, and its almost always to the detriment of PvE/WvW,
Actually no, the figures they use for WvW are directly different from those of PVE that’s #1. #2, they haven’t separated enough the skills and traits between the two and they can trust me they can. #3 other titles with far less money have completely revamped their systems to make major necessary changes to their games, and it’s worked for the best so the money thing isn’t a problem. and #4 they can actually do things the right way so that incidents like “kit refinement” never have to happen again.
While I may have had my ups and downs in the last 2 years of this game, and may not always agree on the changes within the game or the gem store. I have to say as a consumer and one who has tried a wide range of MMO’s (I get bored easy), Areanet has the best subscription model hands down. Thank you for respecting me as a gamer first and a consumer second. If you don’t believe me check out what Trion is doing to archeage, 15/dollars a month for patron status, and locking crafting mats behind the p2w store.
So let’s hear it for all those happy the b2p model.
You mean this game isn’t p2w with precursors doubling in price from when I left at 600g now to 1200-1400g? lol
You’re pathetically deluded, they just put in a metric ton of gold grinds that are a roundabout way of getting people to buy gems to convert to gold on their store.
All new skins on this game have not come from content but the gem store as well. I’m willing to bet this model makes them a lot more money.
Do you live on some basement? 15 bucks a month is chump change. 2 visits to McDonald’s by yourself will cost you more, and that’s money you crap down in a couple of hours as opposed to a sub game whose content you enjoy for thousands of hours.
If you feel getting a legendary is winning, you’ll feel this game is pay to win. But there are a whole lot of cool skins you can get a lot easier than legendaries.
The pay to win, in this case, is strictly a matter of perception.
I really don’t get the I must have a legendary to play this game crowd.
Yeah, there are quite a few ‘mundane’ skins I like better than many of the legendaries, plus they don’t leave behind those silly footprints!
Same here. I could care less about legendaries I like the open world champ/boss models and the reputation ones. Those were the most fun on my Guardian for example!
However, even though there is a problem with previous promises concerning precursor acquisition I’m more concerned about the ongoing lack of rewards in the overall game. The majority of players login because of the carrot on a stick, and I’m one of them. If you don’t have goodies that are reachable in a reasonable time frame then it becomes boring a chore or a second job none of which is positive.
So there is ample room for improvement regarding sigils/runes, rewards, and loot changes.
I know a lot of people log in because of the carrot on the stick but I’m no way sure it’s a majority of the players.
Everything else you said I pretty much agree with. The rewards need to be more interesting.
I’d like to introduce you to a game, it’s called World of Warcraft. They keep players coming back because of said carrot. If that carrot was not there, there would be no millions of players. Psychologists and sociologists have written dozens of papers on this game for years because of it’s system.
Yep and this game is different for a reason.
That’s too funny you see because they didn’t make the game different they just added a grind and made dungeons their 2004 equivalent. So really, there’s no difference there, the only difference you perceive are the differences they said they’d have prior to launch but never put in. In a few months time when they’ve had a number of feature patches to bring this title back around to where it was before Nov 2012 then maybe you can say it’s different and not be completely wrong about it.
And even without the trinity, it’s no secret that the thing that brings players back are rewards, you can’t simply remove rewards and expect players to return, especially not in a non-sub model that’s psychological suicide for mmos. The fact is this, they had ample rewards at the beginning, but as time goes by they’ve nerfed more and more of the areas where and how rewards are handled, and you don’t think that doesn’t directly correlate to the number of people leaving the game?
Not from my perspective. Altho they did improve turrets a bit it’s still not where it should be honestly.
Many of these minions on multiple classes not only have an issue with targeting still, but they also have a problem with speed at which they do attacks. It’s not just this title either, other games have this trouble for some reason they feel that pet classes are once again the enemies of all mmo-dom and to do anything to make them work properly would somehow make us all OP.
It’s a trend that I’ve seen in mmo development for years, this isn’t the first game and it won’t be the last sadly. Every new game that comes out seems to go through this step of making it seem like the pet classes are the devil. They’ll come around eventually.
Well B2P is the older business model for video games. It works well over all and what will keep online and offline gaming alive for a long time.
B2P was a good system back when it first began, however it’s since become a system of misdirection having players pay for the game then pay for the game twice.
The games shop could use an overhaul as well, it’s been long overdue for a veterans program and the system of making purchasable items disappear doesn’t work very well. Can’t tell you the number of times I’ve wanted to buy gathering tools for the rest of my toons only to discover they disappeared when I actually had the money to do so.
B2P (“buy to play”) is essentially nothing more than clever marketing. It tries to clearly distinguish the product from the over-saturated and often hated F2P market by rebranding it but B2P has been actually around for ages. Every game you ever bought was and still is B2P but when you say “an MMO is B2P” it sounds classy and better. And that’s the whole point of the marketing strategy for games like GW2.
What exactly is GW2? It’s B2P but only for the initial content you get served once you buy the game. Everything after that follows a clear F2P model which aims at keeping players in-game for the sole purpose of giving them more incentive to use the Gem shop.
“But, but, but… In Guild Wars 2 you get free content!?” Well you get free content in F2P games too, don’t you? There are literally dozens of F2P games which have regular patches and content additions. So how exactly is B2P superior to the F2P model? It is superior, but only for the publisher which not only gets all the benefits of the F2P model but also earns an extra bit with putting a price tag on the game itself.
Is it wrong to do it then? No. The content you get when you purchase the game is clearly worth the money. However, people do need to realize that after a couple of months they should not consider the game as B2P anymore because it starts to show all the characteristics of a classic F2P.
P.S. Subscription based games do have their share of advantages. I.e. if you play Eve online once you log in you will actually feel like a first-class citizen. Nothing is withheld from you. You don’t have to buy anything although you have a choice to use real money in order to get some vanity stuff (which almost nobody does anyway). And that feels great. Additionally developers have a steady income of money which they can use to regularly release new patches and expansions. You don’t feel like playing or get bored? Simply pause your subscription and resume paying it once you feel the need to play.
STO and Rift also does this to some extent, when you login you don’t actually have a problem getting anything you need to play the game, the system isn’t rigged to force new players to spend money, the system rewards people for their game time, you get currency like crazy in STO now which can be converted into store currency, so people have been known to save up from normal activities and buy fleet ships with fleet weapons and gear and be perfectly happy not spending a dime.
I agree with you on the front of B2P being an excuse to gauge the players. Archeage is doing the same thing right now. These eastern style markets are slipping into the west and these people who can’t do basic math are advocating for these changes but they don’t understand they are being taken advantage of. People are actually telling others in the Archeage forums that it’s okay for that game to be labeled F2P when it’s really not, and it doesn’t matter that even the AH and loot is behind a wall, and that if they want to participate they need to get their wallet out or go home. It’s the weirdest thing I’ve ever seen humanity do!
While I may have had my ups and downs in the last 2 years of this game, and may not always agree on the changes within the game or the gem store. I have to say as a consumer and one who has tried a wide range of MMO’s (I get bored easy), Areanet has the best subscription model hands down. Thank you for respecting me as a gamer first and a consumer second. If you don’t believe me check out what Trion is doing to archeage, 15/dollars a month for patron status, and locking crafting mats behind the p2w store.
So let’s hear it for all those happy the b2p model.
You mean this game isn’t p2w with precursors doubling in price from when I left at 600g now to 1200-1400g? lol
You’re pathetically deluded, they just put in a metric ton of gold grinds that are a roundabout way of getting people to buy gems to convert to gold on their store.
All new skins on this game have not come from content but the gem store as well. I’m willing to bet this model makes them a lot more money.
Do you live on some basement? 15 bucks a month is chump change. 2 visits to McDonald’s by yourself will cost you more, and that’s money you crap down in a couple of hours as opposed to a sub game whose content you enjoy for thousands of hours.
If you feel getting a legendary is winning, you’ll feel this game is pay to win. But there are a whole lot of cool skins you can get a lot easier than legendaries.
The pay to win, in this case, is strictly a matter of perception.
I really don’t get the I must have a legendary to play this game crowd.
Yeah, there are quite a few ‘mundane’ skins I like better than many of the legendaries, plus they don’t leave behind those silly footprints!
Same here. I could care less about legendaries I like the open world champ/boss models and the reputation ones. Those were the most fun on my Guardian for example!
However, even though there is a problem with previous promises concerning precursor acquisition I’m more concerned about the ongoing lack of rewards in the overall game. The majority of players login because of the carrot on a stick, and I’m one of them. If you don’t have goodies that are reachable in a reasonable time frame then it becomes boring a chore or a second job none of which is positive.
So there is ample room for improvement regarding sigils/runes, rewards, and loot changes.
I know a lot of people log in because of the carrot on the stick but I’m no way sure it’s a majority of the players.
Everything else you said I pretty much agree with. The rewards need to be more interesting.
I’d like to introduce you to a game, it’s called World of Warcraft. They keep players coming back because of said carrot. If that carrot was not there, there would be no millions of players. Psychologists and sociologists have written dozens of papers on this game for years because of it’s system.
There is a need for the ability to switch and keep builds specifically for underwater gameplay. What I think needs to happen is they need to make a separate build choice on gear for underwater gameplay build stats, they need to make it so we can switch to that build automatically when swimming (because we do switch some gear) or they need the ability to setup gear with underwater stats even if they are different from land stats.
This thread actually was specifically about their shop model and it’s lack of a veteran system, it’s lack of daily rewards to help keep players coming back (actual items of use), and the system they use for temporary sales. I’ve answered in other threads concerning loot, progression, and the tendency of the system to require new players to purchase gold.
This thread isn’t about that subject, it’s about improving the shop with a veterans rewards system that gives players things like cosmetics titles pets, a system of keeping items in the shop constant and having only sales days be the cyclical system (rather than removing items altogether), and making it so that players cannot be distinguished between pay and non pay as with your comment on legendary being purchased outright.
I agree it’s out of hand, I can understand that they wanted to beat the gold farmers but in this case with the legendaries I think they hurt themselves because it allows players to be seen as either someone who’s paid and someone who’s not paid to play.
in 2015 , without any changes for Gw2. the profits will decline further.
you cannot expect people to stay interested when Change is not occurring at a certain level of interest to players time invested in the game.
Anet really need to think about Expansions and Real NEW content that holds up.
MAYBE… Public BETA tests could better help this game improve and thus improve Profits.
They had a public test of EoTM and look where that got them.
That’s a farse. You can have a restricted public test complete with an NDA and not have a single issue. STO is doing that right now with their newest ships to prevent the new stats from being released prior to when they have them complete. Just because Anet chooses not to use the tried and true method in no way makes their system superior.
Or have your forgotten the number of “balance” patches they’ve released that have had draconian systems put in without a single actual player testing them prior to release which incidentally broke some aspect of the game. ie. Kit Refinement.
They had a public test of EotM with thousands of of people, dozens of guilds. I was part of that test. They had their own forums and they invited WvW guilds to that test. They made changes to EoTM based on fan comments.
You can say all you want that it wasn’t public..but opening up a WvW test to like Joe Pve probably wouldn’t have done much good. And even then, my guild is mostly a PvE guild and we were there.
I don’t have to say anything, the entire history of mmo development speaks volumes for itself as using the PTA is always superior to having closed testing with less than 100 people from inside the company who couldn’t possibly say anything negative or give concerns lest their job be threatened. It’s always been like that.
Let me just go over the list of games that I’m amazed people actually attribute to being the same somehow as the grind we see here.
- WoW is less of a grind and is more rewarding, they learned years ago that giving a currency that allows for that final piece of gear is far superior to having people run the same dungeon over and over again for the final piece of armor they wanted.
- Rift not only gives rewards from loot but they also have boxes daily and a far superior currency system than GW2 or WoW when it comes to getting everything like enchants, gear, or cosmetics.
- AoC actually gave useful drops from regular mobs outside of dungeons, that allowed players early on the ability to farm for gear that they wanted if they weren’t the dungeoneer/raider types.
- STO/NWO both give gear from their non-instanced dungeons in order to allow players the ability to sell it for currency to gain the items they want, STO has a reputation system that offers great gear, and their crafting isn’t restricted and depending on the purpose the gear designs in crafting can be far superior than those found in reputation or fleets. STO also has a fleet (guild) system in which much like the WoW garrisons are built by the players to gather resources to be used to purchase high end gear.
So you see there are several superior methods of both loot farming and gear progression that allows the playerbase to function without restriction that give the players goals to work towards and be rewarded by, what would be considered unrestricted uninstanced rewards are easily found and RNG is a thing of the past in most of these titles and the RNG that does still exist allows players to flourish rather than feel unfulfilled while playing.
But I bet I’ve spent as much time in Tyria as most people in this thread.
Standing AFK somewhere in Tyria while ranting and preaching on the forums isn’t spending time in Tyria.
Ranting and preaching in[insert random map here]chat, isn’t spending time in Tyria.
It really doesn’t matter how much people play the validity of their arguments their points or their concerns are not determined by the number of times or how long they stay logged in each weak. That’s a weak and fallacious argument at best.
Grind is repetitive content done for whatever purpose.
…
Legendary weapons are not a grind because they don’t force you to do repetitive contents to get them.
…
Making a Legendary is a time sink. Your suggestion is grind.
This is the most ridiculous double-talk I’ve ever seen. Legendary Weapons in GW2 are a grind. You’ll be hard pressed to find any forum discussion about them that doesn’t say “grind” or “farm” in it. They are slightly less grindy than they used to be, but this doesn’t change the fact that at their core they are designed to be a ridiculously large item and time sink.
Where do you think all the Lodestones come from? From playing “how you want?”
It’s pretty amusing how people redefine words to suite their purposes. This is the definition of grinding.
LOL really? someone actually said there was no grind here because you didn’t repeat it? smh
So let’s see we have the “you don’t have to grind for anything you just have to farm gold” crowd the “you don’t have to play the game at all no one is forcing you to” crowd and now the " it’s not a grind because you don’t have to do it a second time" crowd.
Why can’t they just accept it for what it is. I have a feeling these people sit around and make excuses for the economy like “you don’t HAVE to buy food no one is forcing you to”….
in 2015 , without any changes for Gw2. the profits will decline further.
you cannot expect people to stay interested when Change is not occurring at a certain level of interest to players time invested in the game.
Anet really need to think about Expansions and Real NEW content that holds up.
MAYBE… Public BETA tests could better help this game improve and thus improve Profits.
They had a public test of EoTM and look where that got them.
That’s a farse. You can have a restricted public test complete with an NDA and not have a single issue. STO is doing that right now with their newest ships to prevent the new stats from being released prior to when they have them complete. Just because Anet chooses not to use the tried and true method in no way makes their system superior.
Or have your forgotten the number of “balance” patches they’ve released that have had draconian systems put in without a single actual player testing them prior to release which incidentally broke some aspect of the game. ie. Kit Refinement.
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I’m not sure where you are getting that china is not included. The presentation specifically says that profit is up on GW2 because of china…
they only made 25 million INCLUDING china’s launch.
Not really new information, we knew the game was in trouble, the devs just refuse to give the players what they want.
I agree that their shop is problematic, and I disagree with the OP that they don’t have a P2W game. Sorry, it’s just not true. Right now all new players who are to catchup with buddies must not only endure the problems of the unlucky account system (DR and other systems of restricting loot post level 80 and trust me most of them will) and the system of requiring currency transfer between real money (gems) and game (gold) in order to get their characters properly geared and enchanted for the long haul. It’s really not that difficult to see.
You see they’ve changed the game so much in this department that gone are the days of the simple gold rush runs where one could easily just run around doing anything and getting loot to be sold to improve a character’s standing. And god forbid you actually need to respec a build, you have to change out your entire armorset/enchants etc in order to do that which is nothing like other game titles out there.
If they switched to a rewarding game system rather than a restrictive one they’d see their revenue soar. I’ve given them two great examples from games with enduring shops/playerbases that have done great things simply by rewarding players. Rift/Tera.
I’ve had an incessently unlucky account. Seriously, there are whole weeks I go without ever picking up anything but junk. I’ve told my friends that I must be the garbage man of Tyria.
The reasons I call it unlucky aren’t just because I play in the open world, but because I’ve done things with other players in the same guild, typically the same things over and over again only to find the same people getting the same high end loot when they haven’t had much over me in the magic find area. Other people who’ve run with these lucky accounts have had higher magic find than both of us but end up not getting anything hardly doing the same activity day in and day out.
Then there’s the whole chest thing, gone are the days when you’d actually be excited to find some hidden area because the rewards there are simply the same blues and greens you typically get from any trash mob. So exploring is dead.
If it weren’t for the fact that I maxed all of my crafting long ago high enough to make items that I could salvage rather easily, I’d never see an ecto outside of buying them from the store and even that was nerfed.
And before someone comes on here and says something snarky about the tin foil hat, trust me I’ve played 24 mmos at no time in my entire gaming history has this happened save for this game! I get better drops on more stingy games out there than this game, which makes me wonder, just how bad is their DR system.
(edited by tigirius.9014)
I just wanted to open a thread to talk about the best kinds of shops in the business. I’ve played many a B2P and F2P game out there and many of them have some pretty draconian systems for shops and pay models. While GW2 does have some economic problems when it comes to new player progression, that won’t be the focus of this thread. The focus of this thread is the shop itself and how best to improve it to keep veteran players coming back for a long time.
In this article, the writer talks about why TERA and RIFT economic models are the best ones for players. They have Veterans programs that give free items and mounts, they offer free daily items which are actually useful to most players, and they incentavize players to purchase (they have what I call a freemium system where a subscription gives players more however it’s not forced and you can’t tell the difference between a paying or non paying player).
I’d love to see this model here. One of the most frustrating things has been temporary sales for some, and while most games have temporary sales they sell their products in the store year round so they don’t disappear before someone can actually make a purchase.
http://news.mmosite.com/content/2014-09-07/why_tera_and_rifts_f2p_models_are_awekittenml
This isn’t a criticism thread in this case I genuinely would like to start a discussion about it to gather the developers attention to this aspect that I feel is missing from their game, one which if done correctly could benefit both the players and the developers in the long run.
While I may have had my ups and downs in the last 2 years of this game, and may not always agree on the changes within the game or the gem store. I have to say as a consumer and one who has tried a wide range of MMO’s (I get bored easy), Areanet has the best subscription model hands down. Thank you for respecting me as a gamer first and a consumer second. If you don’t believe me check out what Trion is doing to archeage, 15/dollars a month for patron status, and locking crafting mats behind the p2w store.
So let’s hear it for all those happy the b2p model.
You mean this game isn’t p2w with precursors doubling in price from when I left at 600g now to 1200-1400g? lol
You’re pathetically deluded, they just put in a metric ton of gold grinds that are a roundabout way of getting people to buy gems to convert to gold on their store.
All new skins on this game have not come from content but the gem store as well. I’m willing to bet this model makes them a lot more money.
Do you live on some basement? 15 bucks a month is chump change. 2 visits to McDonald’s by yourself will cost you more, and that’s money you crap down in a couple of hours as opposed to a sub game whose content you enjoy for thousands of hours.
If you feel getting a legendary is winning, you’ll feel this game is pay to win. But there are a whole lot of cool skins you can get a lot easier than legendaries.
The pay to win, in this case, is strictly a matter of perception.
I really don’t get the I must have a legendary to play this game crowd.
Yeah, there are quite a few ‘mundane’ skins I like better than many of the legendaries, plus they don’t leave behind those silly footprints!
Same here. I could care less about legendaries I like the open world champ/boss models and the reputation ones. Those were the most fun on my Guardian for example!
However, even though there is a problem with previous promises concerning precursor acquisition I’m more concerned about the ongoing lack of rewards in the overall game. The majority of players login because of the carrot on a stick, and I’m one of them. If you don’t have goodies that are reachable in a reasonable time frame then it becomes boring a chore or a second job none of which is positive.
So there is ample room for improvement regarding sigils/runes, rewards, and loot changes.
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Okay so since they have already separated the scores between pve pvp there shouldn’t be an issue with adjusting the healing accordingly.
Second, there shouldn’t be any issue with boosting healing to other players rather than self in the open world PVE. It’s not that hard to do. You just change the values that it achieves for other players. I can understand them wanting to keep healers from being OP to themselves, but what about helping others, the central role of having healing in the first place. Duh. It needs to happen plain and simple, otherwise there’s no trinity at all not even Arenanet’s trinity with support really.
Condi removal also needs to be more of an AOE thing on healing specs. There should be a selection in traits on every class that can heal that removes condis from friendlies with certain skills. It’s a no brainer.
When I was playing DnD any spells that we felt were missing that should be in the campaigns we were playing we put in ourselves and setup the rules for them. I can’t imagine why it’s taking so long to correct these rather severe mistakes in combat in PVE I really can’t…
And all these people worried about PVP who cares, they can keep PVP exactly the same most people want more diversity in PVE roles where it’s actually needed. Tired of boring combat? well stand up for better diversity for actual roles outside of Zerker everything you’ll have better combat when Condi stacking, condi removal, CC, Support all become balanced trust me!
they definitely need more cleanses with the removal of the free heal from kit refinement it’s pretty much absolutely necessary to get 3 points into elixirs for any build anymore.
I’ve spoke at length about how turrets are nerfed to oblivion and uselessness because for some reason someone over there actually thinks it’s an advantage. I’ve compared the turrets to traps on ranger and certain kinds of summons from sigils and from the necro pet builds. our cooldowns do not correctly reflect the usefulness (or lack thereof) of these skills and are not on par with those similar skills in other classes.
The cooldowns thing for example is entirely too long when we look at comparable AOE skills in other classes having a 6-8second cooldown. When I pickup my thumper turret I expect it to have a short cooldown like this because A: it wasn’t destroyed and B: it was turned off by me. Meanwhile my ranger can popout fire trap after fire trap with better dps yet the skills cooldown on that without any traits to enhance them is exceedingly low.
Just like companies have been doing to healers for years now, Engineers are punished for their diversity, it’s not right and they need to have a serious sitdown hashout to make the Engineer skills on part with other classes in this manner, we shouldn’t have to pay for being different.
Mines are the same problem, they scatter all over the place there is no rhyme or reason, and then their trigger zones are so tiny mobs dance all over them often. It’s time for a change folks.
Have you been to Orr, ever? Pretty much all of the mobs there give conditions, some have area-denial, lots with aoes (pbaoes and ranged/targetted). Of course none of this matters if ur a zerker warrior as the mobs don’t have enough toughness to last more than a couple of seconds.
I’ve been on Orr, over and over again, don’t even need to dodge majority of their attacks, except when HP is below 25%, if I play full berserker warrior with only selfish DPS utilities.
Even if some use boons, it doesn’t matter if they applied boons on themselves, as they don’t have abilities to make use of the boons and that they attack very slow.
Of course I don’t try to solo Champs tho.
Those mobs don’t do good job at dealing damage or even creating combat situation, even use of Retaliation against these mobs is waste of DPS potential, since the mobs attack every 2-5 seconds.
During Group events, only the very very few Elites and Champs are targets for use of Healing, Control, Conditions and Boon/Condition manipulation. “Trash mobs”, they die too quickly for anything else other than Direct Dmg DPS or DPS-support.
Example: I can’t deal more than 5-10% with condition dmg, since Berserkers slaughter them all, not allowing the conditions to deal damage.Also that IF I play some other build, which isn’t DPS or DPS-support, I’m not creating results to match DPS or DPS-support, only being “the almost useless of the group” every time.
Lets take Necromancer:
Whole profession is designed for Attrition combat, they have limited options for Direct DMG.Unfortunately, mobs in PvE, don’t use enough Boons or Conditions for Necromancer to be effective.
Neither does the mobs have abilities to keep themselves alive from Direct DMG, so necromancers main DMG source is useless.
Hate to tell you this but actually GW2 doesn’t have a trinity. healing CC are both completely useless.
Oh and Engineer are also designed to be attrition combat and CC mostly which is why necros/engis are the weakest and least played in PVE so there is no balance, not sure where you thought they balanced these classes properly LOL
Here’s a bit of a history lesson. When you scare away your casuals, your RP, and your open world PVE players almost all you’re left with is the hardcore players and the terrible cookie cutter grinders. That’s it. That’s what’s happened to the game, seriously. And what’s more is we warned them this would occur back in Nov 2012 that they were scaring away the players who actually typically stuck with good games for years and improved the community. I’ve never been on an RP server ever where an RP player is actually acting like this, the same goes for a true casual, they generally have great communities on these servers. Many of those players became disgusted at the direction of the game and decided either to leave permanently or to wait. I personally am waiting. Give it time, if they keep in this direction they’ll get the good players back.
-snip-
In this instance (pun intended), I don’t think enough of the playerbase by percentage runs dungeons to justify an investment in them. I can’t think of many more reasons why they don’t do more dungeons as a priority.
The above could be easily explained by players completing the dungeon and obtaining the desired token rewards, then never doing it again.
It doesn’t mean they don’t -want- dungeons, just that they’ve grown tired of the old ones.
Your point makes sense, though. Just wanted to point that out.
Well it’s more than that….
I’m actually convinced that the majority of the playerbase has barely ever set food in a dungeon. I have a relatively casual guild of over 150 people.
This^^ and this is what I mean by the majority of players never bought GW2 to even consider dungeons in the first place, in fact it was the opposite for most because we heard the early interviews saying exactly what the most recent one has said now, that dungeons are an afterthought and aren’t the focus of the game. I’m so hopeful now you have no idea.
I’ve spent very little time in these dungeons because they literally had nothing for me. The nerfs to Engineers in PVE has made it almost impossible to group. Even in grouping in dungeons it really didn’t do much especially since I’m condi build for soloing that I do most of the time. And then we have the leetist groups that even if I weren’t Engi would most likely boot me for some other reason, possibly because I’m not cookie cutter exploit ready.
So really, it’s not been a positive experience even from an afterthought pov.
This game isn’t designed for people who want the “old style” end game content. I thought that was clear way before launch. This game is designed for people who don’t.
So the people who don’t like this game leave, but not all of them do. Many in my guild are playing 2 years and still enjoying the game.
And they’re not looking for more end game content, at least not the kind you seem to be talking about.
Keeping people in the game that want this game is what Anet is doing. Losing people from this game who want a completely different game is inevitable.
Yet another post I agree with Vayne that’s two for two! GASP! jk
What got this game in trouble in the first place is listening to the WoW types. I personally didn’t buy this game because it was going to be like WoW and I hated every minute of their 2 year long catering to the WoW types with Fractals and Ascended. What Anet is doing now is taking this game back to it’s roots, and if they lose dungeoneers that’s fine because they’ll keep the people who typically stay with games longer to begin with, Casuals.
Actually let’s get a fix on what challenging means for a second. To me people calling for challenging content are the very people who’ve ruined many an open world event system by systematically trying to turn it into a raid. You didn’t specifically say that OP but you’re basically advocating for what happened to Teq to happen a second time elsewhere. we don’t need more more stinking raid types trying to convert the open world. Seriously, that is not a good thing.
Secondly, I agree there are more than one group asking for end game content however, let’s look at the history of this game shall we.
The folks who spurred on the choice to make this game all about Fractals and Ascended were really those WoW endless gear treadmill types in the first place! Arenanet already listened to you and look where it took this game! Seriously, we don’t need anymore dungeons, there are tenbazillion dungeoneer games out there go play those. It’s now time for this game to get back to it’s original roots which wasn’t dungeoneering or gear treadmills or even the power creep, it was open world events, a more solid LS based off of the original personal storyline. That’s why many of us (the majority of casuals btw) bought this title, not for the dungeons or the fractals or the endless gear grind but for the open world events and the promise to never have to step foot in a dungeon again because it’s tired and old and it’s been done a thousand times.
The group I belong to wants non-violent gaming content to help appreciate the beauty of the world, we want open world events monthly including metas, we want content that’s fun in which the actual skills of our classes can be used like Reflect, CC, and healing properly! We want combat that doesn’t punish you if you choose a different direction than most. That’s what I want at least and I’ve found a few people who are like me since their announcement to strip dungeons from production.
Actually what prevents me from even opening the BL boxes at all is there’s nothing in there that interests me. Some boosts I never use, some WvW stuff I’ll never need, never any cosmetics really, no mini pets, no backpacks, just a buncha stuff.
If they had something useful in there for me I’d open them and buy keys but I’m always getting things I don’t want.
I would love however for those dry top boxes to replace the post level 30 boxes in open world and there to be a replacement global key that one needs to build resources to buy like the geodes or sand, that would be awesome, it would also be nice to be able to turn in other currencies for much needed crafting mats like Lodestones. Even Tier 7 mats could be turned in at this point.
Nope because those of us who stopped playing a while back because of the constant lack of features and imbalance, requested in the suggestions forum multiple times, for non-violent activities that would sit well with the casual and RP crowd. And while players like the OP often forget that we are here and are a large part of the community, the developers haven’t forgotten that and I for one am thankful they added this activity and new skins two things this game has needed for some time now.
uhm actually yes we do have the right to complain you see there’s this thing called the customer/company relationship, it’s part of the design that this is a product and the product should reflect exactly what the producer is advertising.
you obviously haven’t read much in the way of complaints because I for one have made multiple thank yous for many of the updates I’m seeing coming down the line. I’m regaining hope again that this game is going in the right direction.
However, that in no way means that there isn’t more to do, that doesn’t mean I’m not still disappointed in things like the simple fix of putting a toggle button to turn off hobosacks not making it once again into the game feature patch as an Engineer that’s simply unforgiveable.
But even as I complain about such things, I’m not just logging in complaining and never returning, if I didn’t care about where this product was heading trust me I have better things to do with my time. They’ve shown me with this release and their recent interviews that they know there are problems and I’m willing to give them time. That doesn’t mean I don’t tell them what’s wrong or why I’m upset about things like Hobosacks.
This does not bode well for the general health of our society when people can’t even figure out what to do in a video game.
I think you’re looking at it wrong. It doesn’t speak well for the video game if it doesn’t do a good job showing you what to do. Especially when it’s trying to do something different than most of the other video games of the same “type”. It may mean that the difference is too odd, or poorly introduced. It doesn’t have to mean that people are idiots.
I disagree. I made it through the game just fine on my own with some small help from wiki/google and this is my first MMO I have ever played. It’s not that hard to just play the game and follow the green arrows every once in a while that direct you to the next personal story step. Sure, not everyone is me, but the problem does fall on to the players. Maybe it’s not necessarily being stupid, but it’s either that or lack of patience or willingness to take an extra step above and beyond not seeing giant neon lights waving you to the next part.
I disagree with the disagree-ers. The games do have to have a basic foundation of knowledge. The downed thing for example, new players don’t know that the downed state isn’t balanced so of course they’ll get on a character like an Engineer and find out that it’s pretty much a death sentence. Also there’s a serious problem with the way the map displays where to go on the personal story and LS2 instances. Sometimes the world map simply doesn’t show you where the end result will be and will only display which portal to go through to lead you there which can take you the long way around.
These things have to work properly. To use these dissenters’ logic we shouldn’t have any signs on the roads or stop lights because people should simply “know” where and how to drive in those roads. That logic doesn’t stand on it’s own sorry.
All those changes are important because they fix the several flaws that GW2 has early game: the lack of a sense of progression, poor tutorials, directionless, forgottable rewards and jumpy story instances that forced you to level up midway, interrupting the flow of the story.
So far, this feature patch is great for new players, but, what about the veteran players? It doesn’t seems to offer much to make us stick to the game.
More information will be released next week about features that are more suited to veteran players.
Still waiting!
You get to go back to the same areas and collect generic doodads for achievement points.
It’s like an entire new game.
And cosmetics when you complete the set. It’s not quite archeology in WoW or collections in Rift but it’ll do as a good start.
Adding my voice. We need a toggle box with an off option in the character screen please. It’s the very least they can do at this point for making people wait so long to get this done. Seriously, no one in PVP notices which weapon set an engineer is using by what is on his back.
We’re not so much in a good place. Kit refinement for example removed an essential heal and condition removal like OP said. They didn’t replace this with anything so healing builds are nerfed. AOE builds are nerfed because someone at Anet thinks that a bomb doesn’t have a big enough explosion to be bigger than a 2 handed sword swing or do as much damage. It takes 3 times as many hits with bombs to do the same amount of damage as a 2 handed sword does on my ranger even. It’s seriously nerfed to stupidity in PVE. Mines are still useless, enemies dance around on them they scatter out well out of range of any enemies, there isn’t a system of dropping mines with a device that can make them land closer to how we’d need them or an improvement to how they trigger? Seriously, even as an Engineer we aren’t able to improve upon our own designs to make them more useful? I talked about this years ago but apparently they think that it’s okay where it’s at, it really isn’t , these weapons do not behave like this in reality, we need more realism in this class to make it useful. For example, mine only throws out 1 doesn’t have an explosion really just a pushback but enemies who are supposedly engineers too throw out three mines they have massive explosions and they have really huge AOEs comparitively. You cannot sit there and tell me that some enterprising Asura didn’t watch Aerin during Dry Top’s cornered and see an improvement. Aerin also had something no engi has without great work to reach it, which is Stability. Why are we even having this conversation 2 years later? Isn’t it time to get an Engineer friendly guy in there on the development team to actually improve this class once and for all?
They need to fix this class.
I don’t really understand the delay on a toggle switch in the character screen for hobosacks to be turned off, at no time have I ever seen anyone in PVP know what kit someone is wearing by the backpack on their character and adjust their strat accordingly. It’s ridiculous.
If people can play their gadget/pistol builds and look good, why can’t I play my kit build and look good? Am I not allowed cuz trading looks for enjoyment? How would you feel if it was the other way around and only kits got the cool effects? I get a legendary I wanna feel legendary. Why can any other profession look good despite of the build they play and Engineers have to use only certain if they wanna endgame (look good whenever).
Exactly my thoughts. Cosmetics shouldn’t be so limited, we should be able to choose racial kits, racial turrets, and have a number of cosmetics tied to the newer version of the Wardrobe system they are coming out with in this patch to change the entire thing like an outfitter would. We should be able to choose how our kits/turrets/backpacks look with a click in Wardrobe and really the cosmetics of legendaries is only the tip of the iceberg on what they could be doing to improve the look and feel of engineers.
A cattleprod staff.
Electricity is more of an afterthought for engis i’d love to see it become mainstream.
they could add an AOE stun, lightning affects that we can send out, a shock melee attack, attacks that are melee with occasional stuns to them. I would love to see this as a weapon choice.
They should give it the defenses of the traits automatically since they can’t seem to understand that there’s a global weakness with pets and summons across the board on this title.
Secondly, it should be automatic but like a gadget give stability like regen so long as someone is near it and it’s alive it will continue until it dies.
Third, it should automatically fire mortars however they should me much much faster shots than they are now, because enemies shouldn’t be able to simply step to the side as slow as possible and it miss.
And finally, they could actually add a system where more than one is present if a trait is selected for crate supplies to be extra.
All of these things might bring it up to elite status.
- Lack of real rewards (related to the precursor thing but not specifically only about precursors)
- Condition damage stacking and uselessness of CC
- Their own roles are not worth it, Zerker everything
- Lack of diverse set of builds in PVE (even the locked XIII didn’t make a dent in this)
- Economic system is still so heavily RNG it’s 2004 all over again.
- Loot from open world is nerfed into oblivion, EoTM and Dungeons are the only places to even begin to consider getting gold to avoid the Gem exchange. ( and I mean for progression/spec changes not for fun that is and no drops don’t occur universally )
- Dungeoneers keep messing with world events causing them to be more dungeonlike making it impossible for the players who bought this game specifically because it’s NOT supposed to be about dungeons/raids to play. IE Teq.
Those are just a few REAL problems they need to focus on in the Feature Patch 3.
What I’d like to see as a casual is a real effort for some non-violent systems in the game to enjoy the beauty. Such as fishing, farming (maybe even an herbalism addition to crafting), housing. complete with props tools etc. I think this game would benefit greatly from those types of activities but I know those wouldn’t be a priority and I wouldn’t want them to take the place of fixing something essential like condi stacking.
(edited by tigirius.9014)
https://www.guildwars2.com/en/news/miniatures-and-finishers-in-your-account-wardrobe/
“Account-unlocked minis can be equipped and swapped as part of your character by left-clicking them. "
" When shown, minis will appear next to you in every map you travel to with no further work necessary to deploy them."
Anet does listen.
Much <3 here. Thank you!
I have to say that several things made it into this patch that have been sitting in the suggestions folder for many years now. I like that I hope they continue that trend and I am thankful that they are taking the time to go through and put that stuff in there. Please continue this trend.
It’s too early to tell at this point. check back with this sort of question when they’ve done their third feature patch.
Seriously, I’m not kidding, asking this question now is like asking how long a game is going to last prelaunch you dunno yet because we can’t gauge by the way they are doing their current updates because we simply don’t know what the updates will be.
I guess people haven’t learned from Nov 2012. They have other things they need to fix right now, if you want a dungeon-like experience go run a dungeon, making open world events anything at all like dungeons does not work, oh you’d like an example of that okay. Teq. /thread
The problem with expansions is the original faults and bugs in the game, never really get fixed
Lucky us that it isn’t like that with this game…
Yeah the new bugs so aren’t the problem with releasing new content, the problem is the old bugs and old design flaws. Before there are any of those things considered, they need to seriously take the time and fix those things otherwise it doesn’t matter how many new boxes or LS patches they release some people won’t be able to play. IE condition stacking, lack of rewards, no non-violent systems, the things that keep people playing for years are the things that are broken right now.