Pros: Having new people to play with is always great.
Cons: The new “reward system” is lackluster.
PvP needs new modes.
How do I request refund for those town clothes that are god awful tonics now? Will someone kindly post a link to refund site on this thread?
Megaservers are quite detrimental to the large guild communities. I am yet to get a karka queen kill after megaserver implementation. It’s all so confusing. Not only its zerg everywhere, but also it simply kills the feeling of belonging to a certain server. I know, it may not mean a darn thing to many but, for people who belong to large functional guilds the whole megaserver concept does not sit well.
Before Patch, my toons could have two different looks in PvP and PvE without having to store PvP armor/look in the inventory and wear them every time I zoned into the mists.
Before Patch, I could switch my PvP toons look on the fly by pulling out items from PvP Locker.
After Patch, not only that I can’t do this without having to store my PvP look in the inventory but also, the whole system/interface looks clunky. The PvP related menu button design don’t even mesh well with the other parts of the UI.
Also, where is QoL improvement in this? It looks more like an effort to sell transmutation stones and skins to a bigger pool of players than an improvement to the PvP gameplay in general.
What exactly is the point of connect sPvP to PvE? Do I really enjoy sPvP to get PvE skins?? I sure don’t. Who does?
Give sPvP folks new mode to play, not effing dungeon skins to play dress-up.
(edited by velmeister.4187)
Did Fractured update improve Fractals or shut it down?
PPT gotta go.
15 chars
This game is more AIONesque than Guild Wars. Devs should have involved players to design the new traits.
I am rank 55 and have 15000+ ANET points.
What am I? PvPer, PvEer? Maybe a PvPvEer?
Whatever you categorize me into, there are thousands like me – who play PVP for fun and also enjoy the rewards. I enjoyed winter’s day bags and LA event bags with 1300 rank points and glory. I felt it was worthwhile.
I don’t believe in the excuse of skin farming. Most of the PvE folks who are already playing the game for months will have majority of the skins unlocked. For a PvE only player dungeon crawling, heart and karma farming is a faster route to skin unlock than trying to gain ranks. For new players, it is even more true.
Dyes could have a little bit of undesirable impact but, it will be hard for me to believe that overabundance of dyes will break Tyrian economy when someone can just make thousands of gold by not doing anything other than flipping items on trading post.
(edited by velmeister.4187)
This mode serves no purpose in sPvP other than completely misdirecting Newcomers who are exploring PVP for the first time. Zergjoin pretty much encapsulates everything that should not be done in a tourney.
Why not have an arena where people can queue in for deathmatches instead?
Is it possible to do without gemstore kit? If not, please allow players to change accessory color in hero dye panel in future updates. Thanks.
Really need Trait, Equipment, Skill Templates. But, I can settle for Trait template for now.
Beautiful Post OP>
Don’t give up. Never give up. What seems impossible today, will be a matter of taking a few pills in a few years. However, making some people care can be a daunting task.
I wish you well. Hope you get better, and most importantly, feel better.
Godspeed.
EDIT: I appreciate the fact that ANET is trying to work in some of the social challenges in the game to create awareness as well.
I don’t know about you… but playing GW2 I’ve saved something like 20,000 lives. Far more than I would by going outside and trying to save people.
I was on a conference call at work. And I stumbled upon this post. I laughed so hard after I read this. Then I realized my phone was not on mute.
Proposal Functionality
Current design of the fractals are similar as far as the stages go but, they will need some adjustment for length and quality to ensure we are not getting fractals like dredge which is poorly thought out disgrace to be called a fractal.
To give an example, I will take uncategorized fractal. I will start the fractal with a harpy staircase and 4 champ (rabbit, bandit, ettin and shaman) battle as the first stage. Next stage will be laser puzzle + Old Tom or a variation of it to make it more interesting. 3rd stage will be the Raving Asura fight. I will remove the second set of harpy staircase.
For another example, I will change Dredge Fractal to have the Plates+Switch room serve as stage 1. I will not have constant dredge respawn. I will not allow Jump ins or port-ins to the room. The pressure plates need to be activated as intended and players need to fight to enter thru the front gate. I will reduce number of dredges. For stage 2 I will have the canon or the bombs but, I will significantly reduce number of dredges and there will be very less respawns. I will eliminate clown car room with commie boss and Stage 3 will be the final boss. I will change some battle functionality of the final boss to make the encounter interesting rather than lengthy by increasing the HP.
Current design of GW2 already has time counters in WvW, SPVP and in various other events. Converting clock to a numeric counter will help in establishing leader boards for each fractal. If a player participated in a fractal run that reached the final boss when the counter ticked above 685, chances are that player will be on leader board till someone else tops that with a 686 or higher.
For the hardest version of the final boss I will have similar counter but, it would require exceptional gameplay to be on the leader board as hardest version of the boss should not be Pug fodder but, will require skill, coordination and communication. Think of Teq or Marionette in a small scale. I expect this boss to be Liadri-hard.
Associated Risks
There are many risks associated with any proposal. At the onset I’d say that this proposal will upset a section of the player base that will never be able to see the hardest difficulty of the final boss and, therefore, will never get the loot that the boss drops.
Another risk, if ANET sticks to its 2 blue 1 green policy for all boss fights (as if this game was made in Soviet Russia), people will not be motivated to try. So, ANET needs to think out of the box about loot table before implementing anything like this in the game.
Another risk, I know it’s a hard concept to implement doppelgangers. But, in GW ANET has already implemented it. So, implementing 5 doppelgangers on steroids should not be wayyy too difficult. It will be unique in Guild Wars kind of way too.
(edited by velmeister.4187)
Now the “HOW” part – I propose that ANET sets a fractal quality counter for each fractal. At the beginning of the fractal when the majority of the team member clicks “I am ready” similar to tourney, the counter on the UI will be set at 1000. As the players battle and puzzle thru the fractals the counter will count downwards. The final boss difficulty can be determined based on where the counter’s downtick stops. So, if we were to assume (based on internal experiment w/ player beta and data mining) that the fractal completion time for stage 1 and stage 2 will be 7 minutes for a skilled team and 21 minutes for not-so-skilled ones, we will drop the counter by 45 points per minute. If the counter reaches to zero before stage 2 is complete, players will be offered to fight a cage free organic moa so that at least they get a consolation prize of daily completion and 1 blue/green usual crap that is offered.
Now, for a skilled team the counter will stay at 685 or higher at the successful of stage 2 for the team to face the best version of the boss and the loot.
For a mediocre to decent team (90% of the population), the counter will stay at 1 or higher at the successful completion of stage 2. The team will face the “regular” boss.
Rewards – I will also propose to change the reward structure of the fractals. Rewards will be given out at the end of each fractal. As a player keeps participating in more and more fractals in one run, the rewards get better and better for the player after each successful completion. So, if a team member chooses to leave after 2nd of 3rd fractal and the rest of the team want to continue by picking another member, the staying members get rewarded for 4th level reward quality whereas the newly picked member gets 1st level reward quality. There shall be no QQ as the fractal rotations will not be based on length or difficulty as each fractal will be unique in its challenges and will have almost similar gameplay length while offering different challenges.
For hardest boss rewards, I’d remove crap from the loot table and make it limited to items that are NOT available in the game otherwise. I will propose to include Black lion claim tickets, gems, skins available only on gemstore, unique items that do not drop elsewhere, titles and achievements. The gold reward does not have to be substantial as the time to complete should not be any longer than any other variety but, the differentiators will be skill and experience that will be rewarded with unique loot.
For Doppelganger fights, I will have unique tokens as rewards that can be exchanged for another unique set of collectibles that are not available elsewhere in the game. This will motivate teams to stay together instead of abandoning at the sight of an “seemingly unfavorable” fractal in rotation or to kick a player from the team who is “seemingly bad”.
As a rule, all tokens obtained from fractals can be exchanged for any other currency in game other than gem or gold. I hope this will make this format very popular for many players.
(edited by velmeister.4187)
Proposal Overview
Making Fractals worth playing again while making them distinct from Dungeons
Goal of Proposal
Right now there is hardly any difference between a dungeon and a fractal with the exception that for a dungeon there is a path that to be chosen by the players whereas for a fractal run, 1st fractal can be chosen by the players and other two will be chosen for them. The reward vs. time and reward vs. quality of gameplay is lamentable. So, the goal of the proposal is to make fractals interesting for the mass while keeping it engaging and challenging for the few that are trying to distinguish themselves from the mass.
Proposal
Make each fractal structured in 3 stages as follows:
Stage 1. Introductory fights with small sets of trash mob and 1 mini-champ to define the environment of the fractal. This will help establish the trait-lines, skills, equipments and party setup choices for a particular fractal. Expected time to complete – 5 minutes for a skilled team and 15 minutes for not-so-skilled ones. No penalties for failing repeatedly unlike Cliffside 3rd seal.
Stage 2. A mini puzzle/challenge to be solved by part of the team to advance to the 3rd stage of the fractal. The puzzle can be similar to uncategorized fractal staircase with laser bars and the challenge can be similar to the ascalon mobs leading to the final boss fight. Expected time to complete – 2 minutes for a skilled team and 6 minutes for Not-so-skilled ones. Must be completed by 2 out of 5 players in the team similar to Crucible of Eternity laser grid.
Stage 3. The final Boss fight – Let the final Boss have variety instead of only one version of the boss. Depending of the ability displayed by the team in stage 1 and stage 2 of the fractal, the team will face a particular variety of the final boss. Many players play the game for variety of reasons other than seeking challenging experience. However, many players like ONLY the challenge, love the leader boards, want bragging rights. So, a premade guild team seeking challenge will be able to prove that they can really deal with the challenge in stage 1 and stage 2. That means, in stage 1, an exceptional team should be able to make a time less than 5 minutes to advance to stage 2. And then complete stage 2 like pro to meet the final boss of hardest difficulty. Expected time to complete – 3 minutes for a skilled team in lowest difficulty and 7 minutes in the hardest difficulty.
Bonus Round. This round can pop anytime after a group complete the first fractal with the hardest difficulty iff all the team-members remain the same. This round will be facing the “Doppelgangers”. In this fight, the players will be fighting themselves, their arch enemies – a GW legacy. (May I propose a similar map of the Augury rock and the same room?)
(edited by velmeister.4187)
Going almost topless with Na’viesque glow should be alright with Tyrian Folks. Please don’t complain. We all like chest orbs, men and women alike – Women like to show them and men like to see them.
However, on a very serious note, ANET needs to review the leg-pieces of this armor. The leg pieces really make the butt look rather big compared to the upper body. I’d love to see a bit trimmed from the leg armor.
(edited by Moderator)
Hi,
he dishonorable status This is an acutal buff, so you can see your progress (if you got two stacks you are in the danger zone). So one side of the story is that you where warned.
Where do I see the progress? I did have multiple DCs since yesterday and played several matches. But, this is the first time I could not get back to the match before it ended.
I just got a DC in a Tourney at 443-180 and could not get back b4 the match ended. I got the match win bonus reward but, got a dishonorable for 1 day 22 hours. Happened today at 3:05 PM in Battlle of Kylho map.
Seriously?
Since yesterday the servers have been unstable as whatever and I get dishonorable for 2 days because of connectivity issues? How does this work? I got this for the first time. So, I am wondering.
It’s really a sad thing.
“I will be back”, said Zhaitan.
Last update pretty much destroyed Hotjoin. Most of the matches are one-sided. Avoid it like a plague.
Please fix it! People I blacklisted should not be able to join my party, ty.
Absolutely.
Fix merge bug, fix kick abuse (the opener should never be kicked from his own party, You can’t vote a ban for the opener)
Instance should be owned by the people within the instance. So, as long as the instance is open and has 2 people in it, it should remain open regardless whether the person who opened the instance is in the party or not.
I do a lot of pugging and got my dungeon master and fotm 48 just by pugging. I understand the frustration people experience at the hand of kittenbags who kick players to bring their guildies or friends in to collect reward at the endboss. There is really no perfect solution for this problem that does not have a trade-off. One option comes to my mind is that once a group has completed 50% of the dungeon “kick” option can be disabled and recruiting new players can only be done thru voluntary separation of team members or after a timeout period of inactivity (for example, disconnects of 10 minutes). This idea also has a few drawbacks.
IMO, the biggest design mistake was made in GW2 when getting a BiS item became more tedious and challenging than using the item.
Ascended Gear acquisition through time gating and crafting by utilizing 50 or 100 times more material for approximately 5% benefit in upgrades puts a lot of focus on making an item. After it is made, journey pretty much ends. Hard part is over. And, really nothing new happens. It stays all the same.
fact is, if one failed miserably as a D/D elementalist w/ exotics, that person will definitely fail in the same fashion with ascended weaponry. The person spent more time with log cutting axe or picks to make the weapon than on using the weapon to add value to the playing abilities. IMO,
GW2 stood a huge chance over other MMOs in creating a better gameplay experience for the players who know what to do with a tool without having to worry about how to acquire it thru hours of grinding and collecting mats or by buying gems to convert into gold. But, unfortunately, it totally missed the boat.
D@mned if you do, d@mned if you don’t.
BLTC Gemstore could generate more revenue thru micro-transactions by providing consumers QoL or cosmetic enhancements without impacting the gameplay. It could also become a central-piece of the game where all the content is developed and distributed just to earn revenue though it
Trading Post could serve a great purpose by meeting needs of all the players across multiple servers but, it could also force the players to maximize their gold/hour route to stay solvent.
Character progression could be just an illusion thru constant mudflation or it could be meaningful where a character’s achievement journal tells the deeds as one embarks on an epic and challenging journey in Tyria
Achievement panel could be a great reflection of one’s deeds and abilities or it could be a mere checklist of items to do for getting tier based rewards.
Zerging could be a great open world experience where a world boss dominating a zone need to be subdued by overwhelming force or it could be used to trivialize every single content in the game.
Temporary Content paves path towards ever-changing world with new things to do, new places to explore. It could be an Epic journey like LOTRO’s epic quests. It could also be reduced to checklist completion.
Tank and spank could be a great teaming experience in a holy trinity setup or could be the mundane experience that every MMO has to offer.
Dodging and position Play could be very challenging by propoer use of setting up combo fields and utilizing them with apprpriate finishers or it could simply be ignored by using brute force glass cannon berserkers.
This is a never-ending list of things that exist in this game. All of them can be used to enhance user experience or to kill it. Sometimes what looks great as a concept may fare poorly during implementation; something that seems to be a great idea can fail miraculously during execution.
GW2 is suffering from poor execution of great ideas and failed implementation of interesting concepts.
Probably that’s why many people are feeling alienated from this game.
I bet the guy from the design team with Hunger games kick did not get enough support and funding to do something like “Southsun survival”. Hence, he/she settled for reskinning existing armor to pay homage to JLaw in Catching Fire.
I sell ALL rares now.
Rate of yielding Ectos from salvaging Rares may have gone down for multiple reasons:
1. Increased availability of rares
2. Increase in number of players salvaging
3. Number of ectos being produced every hour.
The yield rate of Ecto must have been tied to all these thing to control the market. So, any change in any of these variables will have an impact on the salvaging yield.
Leaderboard for a dungeon is a stupid idea.
Most of us who were at lvl 48+ are now getting 1/2 the tokens with similar drops for more effort because we all were pushed down to 30. Grinding up back again may not be a monumental task but, what exactly is the point? What do we get that we did not get before in our last 1000+ fractal runs?
Instabilities are also absolutely pointless addition to this dungeon. There will be no group that will be doing a particular fractal level again and again just because of the challenging instability. In the next few months, the fractal system will evolve into a select few fractal levels being done to aid progression or farming depending on the relative ease of the corresponding instabilities. So, PUGs are pretty much in a HOLD mode right now while trying to join groups that are doing the lvls with easier instabilities to progress/farm. For some odd reason, instabilities at 40+ lvls seem easier when compared to 30+.
Many people like me enjoy pugging because it netted us many new friends and sometimes introduced us to the players who stayed on mutual friend-list for future adventure opportunities. It is hard to find people to PUG 40+ fractals now. With the new Fractal update ANET has killed higher lvl Fractals for people like me.
What’s the point of being in top 1000 when there are probably less than that playing it?
Problem: It’s great for people who have 90 mins to 2+ hrs to spend in one straight session. It’s beyond awful for people who can’t spend that amount of time. Running dredge over and over and over and over again is just unfun.
Solution: Please reduce daily FotM runs to 2 fractals.
Scarlet is poorly constructed and delivered.
The voice-actor should be tickled hard. I wanna hear her when she is tickled. “Die die die…. no more tickles!”
The writers did a shoddy job in developing her.
ANET Living Story team did even worse job in presenting her thru all the hype of 1 year anniversary.
Overall, it was a bad decision on ANET’s part that keeps lingering like Tequatl.
I don’t know if Dredge fractal is “fine” or “not fine”. It’s just pretty darn boring. It requires tuning. That’s all.
Great job. Thank you.
lol@ANET. Another crafting material that you’ll have to store in regular bank slot.
I think ANET reset everyone 30+ to 30 for two reasons:
1. To ensure there is a bigger chunk of population to play the new content
2. To reduce forum tears from failing at Mai Trinn at higher level fractals
But, I do agree people who are 30+ currently should get some retro rewards similar to what people got for achievements beyond 2500 mark. I don’t mind if they distribute the rewards on a daily basis.
This means, a player at lvl 49 FotM will get 18 reward windows that you get from daily chests at Fractals starting from lvl 31 equivalent till lvl 48.
As someone who pugs regularly and has done a lvl 48 FotM w/ a pug of 5 mesmers successfully, I think rolling heavy is not really required. What is important is that one should have multiple geared characters to suit any needs of the game. I am not talking about getting BiS gear but, exotics.
That said, I don’t know how 5 thieves FotM 48 will work out. Probably great. Gotta try sometime. xD!
Mike O’Brien: “….If you love MMOs, you’ll want to check out Guild Wars 2, and if you hate MMOs, you’ll really want to check out Guild Wars 2. Guild Wars 2 takes everything you love about Guild Wars 1 and puts it into a persistent world that’s got more active combat, a fully-branching, personalized storyline, a new event system to get people playing together, and still no monthly fees.”
Other than the monthly fees part, GW2 is absolutely nothing like Original GW. GW2 is a lot similar AION. Most importantly, GW1 did not have a cash shop. GW2 has Black Lion whereas AION has Black Cloud. Both are NCSoft games.
Today the game design somehow has to incorporate elements that promote a cash shop directly or indirectly. In GW, it was not a problem. They designed to foster gaming and not to boost sales of insta repair kits or black lion salvage kits.
How does my hero feel after playing GW2? Every night, after finishing dungeon runs, she feels like a garbage collector. Her truck is loaded up with garbage (vendor trash) that she can unload at a center nearby to get make money. Does she go toe to toe against that not-so-fearsome mob for “Ooh! Shiny!!”? No. She merely runs the dungeons and prays for mostly greens instead of boatload of white salvage fodder. Exotics? Ohforgetaboutit!!
I have stopped displaying “Champion of the Gods” title. I humbly request ANET to introduce “Garbage Collector of Tyria” title track. It will be more appropriate as GW2 players are indeed doing exactly that. Collecting garbage to make money by doing same things over and over and over again.
Ascended or Excluded?
Yes. In fractals 19+. I think new players reaching level 20 will face a lot of discriminations soon. That level can use AR 15 or more. But, the cost of the capacitors seems prohibitive and people opt to go in with 10 instead. They get carried thru by many groups. But, as more people become available at 20 with their pregeared alts, new players who are trying to ride the gear treadmill will face significant challenges in getting a team with decently geared members to finish the levels. Much frustration will be a daily thing.
Anet should let crafters make items equivalent of fractals and let the players infuse them inside dungeon.
I think fractals are fun till a few levels. But, they get too boring and repetitive soon.
Online Massive Farming Game.
Discuss.
We can’t expect Vivid Entertainment to publish Spielberg’s Lincoln. We do not want it either. This game is managed by people who make Korean grinders. Having high expectations from it was a pipe dream for me. Very disappointed with the game as it stands today and the direction it is heading to.
Thank you for shifting this game from an MMO to a dungeon crawler.
Who needs Dynamic Events to clear off waypoints or to win back temples when we can gather 5 and crawl into a dungeon that offers everything that we need.
Awesome job ANET. Thanks for increased stats on the rewards as well.
This happened after patch. Worked ok till last night.
Bjarl will not knock itself out anymore. He kites thru pillars and not one time in 30 minutes knocked out. Please check.
This is from Chris Whiteside:
Our Studio Design Director Chris Whiteside just posted this:
“I’d like to respond to concerns players have raised about ascended items. Please keep in mind that we’re releasing this as one portion of a massive November update that introduces and improves many aspects of challenge, progression, and rewards. With this and upcoming updates, we view ourselves as introducing large amounts of content with supporting systems and features, akin to an expansion pack, building on Guild Wars 2 through a series of live releases. So it’s important for us to be able to add an expansion pack’s worth of progression and rewards to support that content.
Our goal is not to create a gear treadmill. Our goal is to ensure we have a proper progression for players from exotic up to legendary without a massive jump in reward between the two. We will slowly add the remaining ascended gear items and legendary items in future updates to allow people time to acquire them as we add exciting new content that deserves exciting rewards. We will not be adding a new tier of gear every 3 months that we expect everyone to chase after and then get the next set and so on.
Ascended and infusion rewards will be available in both PvE and WvW over time, and be made available through all sorts of content around the world including existing content. PvP will remain unaffected to ensure our intended PvP balance going forward. We are also working on other reward and progression systems for the game that tie into current and new content and features. As you know we care very much about your support and opinion and are listening intently to what you say.
Finally we look forward to hearing your thoughts on the upcoming content, and we will ensure we share our thoughts with you on the experiences we share in the Lost Shores."
Chris Whiteside – Studio Design DirectorWhile I think everyone appreciates some response, this response doesn’t actually allay any of our concerns.
It mentions bridging the gap between exotic and legendary. However, there is currently no statistical gap, as they are identical.
Implementing this tier of ascended gear is in fact creating a gap between exotic and legendary.
That’s why many of us are scratching out heads at the nature of the response. It uses a lot of words, but never presents evidence that the design approach remains the same.
In essence, it proposes a solution to a problem that’s only created by implementing the solution.
That guy should apply and work at the State Department. I wonder why he is at ANET w/ gaming nerds. A whole lot of words with no response to the problem at all. Can’t beat that.
lol @ ANET.
Where are those quotes taken from? Do you mind giving sources?
Do the legwork yourself, try to google but cutting and pasting. All of them are from the blogposts by the individual writers quoted.
+1 to OP.
ANET is failing hard.
I have come to the conclusion that it does not matter who designs the game, never ever buy any game without checking the publisher. NCSOFT is junk. They make Korean grinders. How can they make an MMO without gear grind or allow it to continue without gear grind?
ITAM PLZ!
Because who goes back on what they say more than once? ever? It’s common knowledge that once someone goes back on what they have said, you can forever trust them not to do it again.
They wont add more gear levels. Trust them this time.
Xtorma is right. It is not possible for a person to a lie about the same thing more then once. So when ANet tells us “We know we lied to you before but we’re not lying this time.” we should give them our absolute trust.
Even though I am mad as hell about this BS that ANET pulled out of its wazoo. These two posts made me laugh hardcore. Thanks for that.
As long as max weapons stats are very, very close to exotics, it really comes down to the ‘skin’. If someone wants to pay $10 for a killer skin, so be it. Until you see something with crazy stats, they are true to what they said.
There are plenty of issues with this game, and the agony mechanic seems to add to them. Unless you really like to get smacked down.
I don’t believe you get it. I don’t believe you even understood the OP.
Even if the stat is increased by 1 point, it is an increment. It is better than the other. Its a simple concept. Just because you are OK with “non-crazy” stats it does not make it right.
I also do not understand how this added tier bridges the time acquisition gap between exotics and legendaries. How does it make the bridge. Ascension gear stats is higher than the legendary stats as they stand today. They will merely upgrade the legendary stats so that people who already got them do not /wrist. But, people who do not have legendaries, how does it help them to achieve the legendaries? It does not even help the gear grinders if legendaries are going to be the best in slot items. I mean what’s the kitten point of wasting time on designing something of no value. To create an illusion of vertical progression?
Bottomline, ANET simply cheated its core player-base 3 months after the release of the game to milk more money from the gear grinders who did not buy the game because of the lack of vertical progression.
This has been their plan all along as something like this can’t be done in 2-3 months, when the game required years to develop and current existing issues take forever to resolve.
Shame on you ANET.
(edited by velmeister.4187)
