Would you believe there are people in this game for which dungeons are still challenging?
And those people need to go back to Candy Crush or the Sims or minesweeper or solitaire where they belong. All they do is contribute to the dumbing down of a game with a lot of potential.
Interesting fact: All those new people the “NPE” is supposed to attract are going to be even worse. What sort of dungeon do you think someone who struggles with bundle items is going to want?
I dont quite get the rage against this feature. Im completely indifferent about it. What is so bad about it being prof-specific on lvl80 and how does that effect the economy of the game so badly?
Leather is almost worthless.
Silk is really pricey.Light classes > medium classes
And to be precise, the best farming class now would be mesmer, to also have a chance for the best (GS) precursor material.
Except Mesmers are awful at farming. The best farming class would still be elementalists.
From a WvW perspective, the problems with the class have not improved. Rangers are still ostracized and completely irrelevant. On one hand I have seen some Rangers in GvGs since patch. On the downside, they’re still steamrolled and taken out of the fight in the first 10 seconds :/
LB/GS ranger is amazing in group WvW. You wait till someone reaches 3/4 to half HP then burst them to downed. You also have a 1500 range AoE cripple for chasing enemies down or delaying an enemy zerg. Plus GS gives you good mobility. We may not be the best class(if thats the concern half your group should be elementalists), but we are useful.
Now, rangers are terrible for solo roaming yeah.
This idea would require a lot of work. Expansion level amounts of work and we have no evidence Arenanet is interested in developing substantial new content.
ANet knows about that issue and then they fixed it in the LS season 2.
Now you can go away from the game for months, and when you come back you can buy the access to the LS and play it.
Not a big fan of the buying access bit really. I recently started playing against and have ignored Season 2 because the parts I have access to make little sense without context and the previous chapters are paywalled. And Arenanet has done little to convince me they can make a good story.
I’m going to propose a new gem store item. The Vindictive Player Bonus package.
The item upgrades your account to one that can punish the other players who annoy you. You can ding their accounts by
1) silencing them for specified periods of time
2) making them a true unlucky account. Remove all magic find they have and then put it into negative numbersSay something in map chat that I’m not in the mood for that day. SILENCED! 3 days.
Kill me in WvW. Oops. Bad move. You weren’t getting good drops in WvW anyway you say? How about zero drops? Will a week do? I can make it longer if you like.
Ping your Legendary/precursor in map chat. Silenced and bad drops.
Kick me from your pug group? Tsk tsk. Let me see what I can do for you in return.The Vindictive Player will have a smoking green aura around him and chat is a deep green color. This gives fair warning, unless he isn’t speaking or in sight and he dings you anyway. (Oh well, you probably deserved it).
I actually used to play a game where you could buy “scrolls of silence” for large sums of in game currency to silence people from the chat for 1/6/24/72 hours.
Was not actually abused all that much, surprisingly
If its moderately expensive people won’t use it much. The only real risk is that you kitten off some rich trading post mongel who has 50k gold to throw at you. Or a group of people who will pool resources to silence you.
After playing through the game I have determined quaggans as a species have a terrible life and are wholly unsuited for survival in GW2.
As such I feel the humane thing to do would be to euthanize them. Its only a matter of time anyway.
Lol, Kaiyanwayn. I’m afraid you’re going to get reported for this comment soon by some white knight.:P
Vayne, I think you and your guild are some kind of “special type” of people. Whenever there are some changes that are almost unanimously disliked by the community, both here and at reddit, and you can read them all over the chat in GW2, you fellas seem to love those changes. You guys are some merry men, that’s nice to see here!:D
Well, you are allowed to, ofc, but it smells rather… weird.Yeah, I fully expected my punishment. I can handle some extra credit on my account, I have been nice for monthes now.
Those changes are just unnecessary. Even if they were good, which they are not, noone would need them in a two years old game. Maybe if they had a new expansion release, then we could live with it.
But for now, they waste the little ressources ANet seems to have for useless stuff. This game needs to go places after two years, like Cantha or so. But instead they reinvent the leveling wheel – what is this, an alpha version?
And I am surprised that not more people at ANet question those decisions.
Like people who actually work on the game must go like:
“Kitten, I won’t program this bullkitten in our beautiful game. This ruins everything!”, every singe feature patch.Who makes those decisions? Noone playing the game would think they are a good idea anyway.
This is what puzzles me…
What gets me is that eve if the leveling system wasn’t perfect, it wasn’t bad. There was no reason to rush these changes like they have in a two year old game. They should have taken their time to ensure everything was polished. There are a number of issues that needs to be addresses while they revamp leveling. For instance:
1. Some weapon sets are just terrible without later skills. Someone who starts the game as a staff mesmer is going to wonder why mesmer is so awful because the 4 and 5 skills are vital to that weapon set. By contrast, a GS warrior will barely notice when 4 and 5 unlock. A new staff mesmer is just going to be more confused than before this update.
2. Dungeons and WvW are considerably more difficult for low levels thanks to trait and skill changes.
3. Develop a system to actually teach people how to use the skills as they unlock them. When someone unlocks bundles, there should be an event that teaches them how to use bundles
Has anyone here tried PvP with a controller? I mean its definitely going to be slower than with a mouse and keyboard, but how much worse is it?
Also, if they do make a console version, it would have to be segregated from the PC version as mouse+keyboard is simply going to give you more precise control and a faster response time than a controller. They would also need to rework a lot of content to account for this. Probably introduce an autofacing feature otherwise PvP would be a massive pain(try hitting someone who can walk right through you when you have to turn with an analog stick).
Yep, I agree. And I’m banking that Anet knows more than most forum dwellers, including me. That’s my bet. Because they have access to data we don’t have.
It’s nice to be a back-seat developer and tell people how to run their game, but so far, the stuff they’ve done that the community doesn’t like hasn’t seem to have hurt their bottom line much. So many Anet does know a thing or two.
I’m willing to see if the NPE does retain more players. If it does that’s a plus for me, not a minus. I’m not sure why you think I’d trust Anet’s plan less than some stranger on the forum I don’t know at all.
I’m saying that so far at least, it doesn’t look like Anet is losing the battle to move the game forward. In spite of the forum opinion.
I have no idea where this response fits into what I posted, so forgive me if I misunderstood your intent but what I was referencing was not the NPE (I have already voiced my opinions on this) but rather the lack of a forecast of upcoming content and the harm that it is doing and could continue to do going forward. I am talking specifically about that issue and why it has led to many feeling the game is lackluster at this point.
Before you jump all over my statement of harm it’s doing it is specific to my personal experience with friends and family not the average back-seat developer as you’ve pointed out.That’s probably all true. And I’ve often had problems with how Anet releases information, in a lot of ways. I think they’re terrible at communicating. If I weren’t so disliked on these forums, I’d apply for a job translating for them.
But my answer doesn’t really change much. What they’re doing so far really doesn’t seem to have hurt their bottom line. I’m not sure it’s sustainable much longer, but then they are trying to communicate more now, so there is that.
I haven’t seen any evidence that they are communicating their future plans any better. What we have seen is CM doing damage control by making empty noise(“We are looking into that.” “X is important to us.”).
Other than fixing a bunch of bugs they introduced this patch, I have no idea what their future plans are.
OK, looks like paragraphs are too hard to understand. I’m going to demonstrate this trait unlock nonsense into simple conversation between veteran player and new player. New player is very casual, and play only on weekend for 3 hours each. He currently has 20g in his wallet.
Vet player: Hey what build are you running?
New player: oh, it’s 6/6/1/0/0
Vet: oh that old (blah) build. You should try the new 0/0/1/6/6 meta build. It’s really good!!
New: Ah ok, brb unlocking traits.
(ONE MONTH LATER)
New: yay, I finally got the traits for new meta!
Vet: Hey, long time no see. We are now playing 0/6/6/1/0. It’s newest meta build. You should try it! It’s amazing!
New: ………..How long did it took for you to unlock all traits T_T?
Vet: Oh, all of them were available and free to swap as we level before the feature pack.
New: ………..Sorry, I gotta go now cya later.
(New player uninstalls GW2)
I hope you can understand how bad all these are. The part that truly demolished the new player is knowing that he got ripped off by this change because he did not join the game earlier.
Yeah, while I enjoy the game I don’t know if I could recommend it to any of my friends in its current state. New players just have so much grinding to do now before they can reasonably keep up with vets.
One thing I don’t think arenanet considered is how this affects new players going into wvw and dungeons. The trait changes seriously weaken low level players and its painful to try WvW pre80 now. Or to hop into dungeons at 35. These changes make it much harder to group up with my friends and have them fairly contribute.
You can’t report them.. for what? Being afk? Sadly this game allows you to be afk and get as much rewards as other players (especially at world bosses).
Actually you can, this was brought up way back in beta about engineer turrets, an ANet dev said you can in fact report people for using AI like this, and the discussion is what eventually lead to the turrets being given a five minute self-destruct. Perhaps they should do that with all pets?
That said I don’t report them, but I don’t even report bots. Farmers, in whatever form they come in, do far more to keep the games reward content in reach of casual players than any member of ANets economics team.
It would actually be a nice buff to rangers in many PvE fights if our pets could despawn. They always spawn at the start of a fight and some fights are more difficult because of it.
I have always enjoyed lolis so I would introduce Elin to the games.
Anime Charr hair is now free in the gem store.
The question that needs answering, is when arena net did the player testing for the new player experience, what audience was targeted?
What should have been done, is to determine what types of players spend money on guild wars 2, and a test audience of that type of player selected for new player testing.
Just guessing, but going by the reaction to the rather extreme dumbing-down of guild wars 2 NPE, the wrong audience was tested.
I have to agree with another comment — guild wars 2 lost a lot of its “character”. If the new player doesn’t experience the real guild wars 2, and instead just gets yet another mmorpg, how can the new player differentiate between guild wars 2 and the rest of the crowd?
Obviously some of the changes are ok — weapon skills per level instead of use — many players just aren’t used to the new model, and any change can be upsetting.
Some of the other changes — no map completion stats when the zone map is displayed — are simply bizarre.
I am really curious about the focus group they tested on too. We know nothing about them or who they are. I haven’t heard from anyoen who was in the focus group or what exactly they did.
Did the focus group actually test these changes out? Or was the focus group polled and Anet assumed this is the content they would enjoy based on polls?
I think what they should have done, was create a new mini area tutorial/adventure for levels 1-10, that are skippable by veteran players, that act as a prequel. This short area could be a real starter/tutorial area for the basics.
While it would be a really good idea, based o their current content release rate they simple don’t have the resources to do that.
Its much cheaper to take stuff away than it is to add it in.
In the Killer Instinct storyline under the Vigil, you used to defeat Pyzor Ironmane then have the option to kill him after the interrogation. This has now changed.
http://wiki.guildwars2.com/wiki/Killer_Instinct
Can anyone confirm whether or not Caithe killing a Nightmare Courtier in Discovering Darkness (White Stag path) has changed too?
Maybe new players were confused by potentially making a morally grey decision?
Sorry, I am quoting this rather than the whole post because I want to look at this:
One other thing I would like to put out there. In this post in this discussion
https://forum-en.gw2archive.eu/forum/game/gw2/Changes-Coming-to-the-NPE/page/7#post4421761
buried in the business/psychology terminology is a very repugnant business idea. By giving someone something, getting them accustomed to it, then removing it, and offering that item for sale is done daily by drug dealers. I find it interesting that this might be a plan for the future, but it’s also distressing. This means that more things that we enjoy can be removed, changed, stretched out to change the opportunity costs involved to tip more players into the gem store with real money than in game currency.
. . . I’m not seeing it happening so much for funneling you to the Cash-to-Gem-to-Gold triangle. I might be able to admit to seeing it done to try to get you playing further abroad and to “persuade” you to stretch wings out and go to places normally not even looked twice at.
And this is specifically talking about Trait Masteries. The NPE seems mostly fine, I’m not finding too much hard-locked which I really should be able to access. And the Elite skill return to 31 now makes it easier to look and go “not too much changed, despite a lot of it changing”.
I just don’t know . . . I’m not a mind reader, at least not at this distance and over the Internet. That requires Patrick Jane.
They destroyed Lion’s Arch to sell airship passes.
We got Lion’s Arch back… But services were spread out further and WPs are still contested requiring walking within a hub.From DR to bugged RNG, everything Anet has done is about monetization.
I will grant the guild bank changes all seem to have hte purpose of pushing people to buying bank/bag slots with gems.
If this was no so very sad it would be funny. He just flat out told you your conspiracy does not stand up. Good thing about conspiracies is that people who believe them never ever need to change their minds.
I don’t think the leveling changes are trying to get people to buy gems, but the guild bank changes obviously are. There is no other reason for the repeated nerfs to accessing your guildbank.
Edit: I dont necessarily disagree with the guild bank nerfs either. Personal guild banks are too powerful for how cheap they are.
(edited by sirian.4981)
As I recall you can’t actually fail the Zhatan fight. I just AFK for 10 minutes then go press 2 a few times on my characters.
Sorry, I am quoting this rather than the whole post because I want to look at this:
One other thing I would like to put out there. In this post in this discussion
https://forum-en.gw2archive.eu/forum/game/gw2/Changes-Coming-to-the-NPE/page/7#post4421761
buried in the business/psychology terminology is a very repugnant business idea. By giving someone something, getting them accustomed to it, then removing it, and offering that item for sale is done daily by drug dealers. I find it interesting that this might be a plan for the future, but it’s also distressing. This means that more things that we enjoy can be removed, changed, stretched out to change the opportunity costs involved to tip more players into the gem store with real money than in game currency.
. . . I’m not seeing it happening so much for funneling you to the Cash-to-Gem-to-Gold triangle. I might be able to admit to seeing it done to try to get you playing further abroad and to “persuade” you to stretch wings out and go to places normally not even looked twice at.
And this is specifically talking about Trait Masteries. The NPE seems mostly fine, I’m not finding too much hard-locked which I really should be able to access. And the Elite skill return to 31 now makes it easier to look and go “not too much changed, despite a lot of it changing”.
I just don’t know . . . I’m not a mind reader, at least not at this distance and over the Internet. That requires Patrick Jane.
They destroyed Lion’s Arch to sell airship passes.
We got Lion’s Arch back… But services were spread out further and WPs are still contested requiring walking within a hub.From DR to bugged RNG, everything Anet has done is about monetization.
I will grant the guild bank changes all seem to have hte purpose of pushing people to buying bank/bag slots with gems.
Hi All,
I am up to date with the conversation. We are discussing your thoughts internally and continuing to work on the story steps. Once I have some more new I will update the thread.
Meanwhile I just want to communicate with certainty that NPE was not implemented in order to increase monetization from the BLT. It was designed for brand new players to the game. And it is for that reason that we are working with you to understand how to better refine the system.
Chris
For concrete suggestions:
1. Look through each bundle individually to determine if it should be removed. Many of them were good additions to low level play and should be brought back.
2. Integrate teaching into the unlock system. New players should have a simple effective environment to teach them how to use all these things they are unlocking. The dodge tutorial should be heavily improved to have a series of challenges, ideally integrated into a fun quest or going back to one: Picking up bundles of hay to feed to cows is a great way for lowbies to learn how bundles work.
3. The current system is clearly worse for older players. You need to give older players something so they feel like losing access to a lot of things they liked is worth it.
BTW, people are coming up with conspiracy theories because a lot of people think these changes are obviously awful and can’t imagine they were made for the stated reasons. And this isn’t something every game experiences. When WoW completely revamped leveling the reaction was very positive.
Something has been tickling the back of my mind since the April update, which became clear focus after the 9/9 update.
It is my contention that Anet has brought economic behaviorists on board, and has attempted to overlay the reward/punishment monetization/skinner-box system of F2P games on top of the existing infrastructure, and these current changes are a precursor to skills and traits being available on the gem store.
Before I get elbows deep, it’s only fair to mention that I studied this type of industrial psychology while pursuing my PhD in bioethics, ergo I may be seeing shadows in the cave, and assigning malice to actions that may just be incompetence. Also fair to point out that I’m on the board of a software publisher, (one that shares no market space with Anet), and we constantly get pitched by monetization “gurus” who talk about their methodologies, so I have more than a passing acquaintance with this type of game theory.
Monetization and Skinner-Boxing of games can range from things like Zynga’s CEO’s theory of “fun-pain”, which we don’t see much of in GW2, to premium currencies, which all MMOs have always had, to pay-to-win like Korean grinders, but the most powerful of all the skinner-box techniques is Reward Removal. (See Puzzle and Dragon as an example of a masterfully designed money extraction skinner box. )
Research has shown that humans like getting rewards, but they hate losing what they already have much more than they value getting the reward. The effect is more powerful the longer the person has had the reward.
Traits are an example of this playing out; Players who have had the game for long enough that they have leveled a character in the original system valued the trait system. Traits were a reward for playing the character. Therefore, when traits were “removed”, i.e., placed behind artificial barriers, players felt “robbed”, “cheated”, and as though “Anet hates it’s players”. (To borrow phrases I’ve seen lobbed about the forums.) Hiding the story quest until lvl 10 is another example, as is removing all the fun stuff to do in the starter zones.
To effectively monetize your playerbase with this technique, you have to tell the player they have earned something, and then later tell them that they did not. The longer you allow the player to have the reward before you take it away, the more powerful the effect becomes.
If, for example, traits went on sale in the gem store today, we all know that people would buy them. Sure, people would complain, and some people would quit the game, but the vast majority of people who are not going to do 65 different things to unlock their traits would just buy them, or ignore traits all the way around except for accidental unlocks.
Therefore, my premise is that the reason 400 response threads about traits have been completely ignored, while pushback on level gating skills resulted in changes, is that traits are going to be a monetized part of the game.
Anything that is a huge gold sink is already monetized.
Confusing faucets and sinks for the economy do not equate to monetization, unless you are making the point of purchasing gems to convert to gold, which IS monetization. The 300 gold cost of Commander tags MIGHT be monetization IF the ultimate outcome is that people forego the opportunity cost of time in lieu of gems. I’ll predict that this won’t be the case, since Commander Tags are not useful to most people and that 300 gold should only take about 40 hours of game time to accrue, if you maximize your mat farming/champ runs properly.
For someone with a decent job that comes out to two hours of work. You can farm money 20 times faster than you could farm the gold equivalent.
Well, the thing is, once you get to 80, you’re way more likely to start an alt than you are to do most anything else, unless you’re a dedicated dungeon, fractal or wvw runner.
And once you start that alt, you’re faced with a wall of locks that weren’t there before.
At first the player is annoyed. They will go do some of the unlocks, and realize that some of the unlocks are impossible depending on which server you’re on, or what times you play, or if you can rearrange your life to be there when the event happens.
Frustration!
If the player could then throw up their hands, and buy a $20 gem card that would stop him from having to deal with any of that nonsense again…the gem cards would fly off the shelves into eager hands.
It’s actually pretty brilliant from a operant conditioning standpoint. Assuming they unlock the traits in the gem store. If they don’t, then I have no idea what they’re on about with the trait changes. It’s just frustration for the sake of frustration.
Well the player can buy gold with gems and use that to unnlock traits.
You have to remember that in this game every gold sink is a potential revenue stream.
If you think thats bad wait till you have to kill the Overgrown Grub in the Eternal Battleground. People will rage at you for even suggesting you kill that mob.
I know some are concerned about whether ArenaNet is communicating with you and listening and responding to your feedback. As you saw with yesterday’s announcement, we do. All of us at ArenaNet play the game with you, chat with you and read your forum posts, and work on the things that we think will most delight and entertain you.
We’ve set a clear policy in the past year: we don’t talk speculatively about future development. We don’t want to string you along. Creating fun is an uncertain business: sometimes things work out and sometimes they don’t; sometimes we go back to the drawing board over and over before we get something right. If we make optimistic promises and then can’t deliver on them, everyone suffers. So when we attend a trade show or give an interview, we’re there to talk about what we’re getting ready to ship, not to speculate on what we might ship someday.
Don’t read that as meaning that we don’t want to talk with you about the longer-term roadmap. The intention of the CDI threads is to talk with you about the roadmap. We want to talk design philosophy with you and hear how you want to see the game evolve. When those discussions trigger development, we’ll work internally until we have something we’re proud of before we’ll announce it.
A lot of the questions I’ve seen posted this week are as simple as this: does ArenaNet have an agenda to never do something? That’s almost never the case, and if it is the case you deserve to know and we’ll make sure we get more clear. In general the simple truth is this: when we’re not currently working on something, it’s because we’re working on something else instead that we think is more important for the game and community.
Our developers post on these forums on a voluntary basis, and in addition to developers, we have a community team who can clarify and be the bridge between players and developers. They’re ready to engage you on these topics. And I know it’s hard for the community team to engage players across all the forums and sites where these questions are being discussed, so I’m going to support the team in consolidating and focusing as necessary, so that we can be clear to the community where you can go to get a response.
See you in-game,
Mike O’Brien
This policy would be fine if the changes you made weren’t highly controversial and buggy, but they are. When you institute changes that people don’t like with no attempt to get user feedback it annoys the community.
summary – i’m still waiting for a non-lackluster year from arena net
I believe that will happen when we get the developers hearing, or well reading, aid so the community says “We kinda want more dungeons and activities to do. Fixing your storytelling would be fine, too.” and they don’t go “WHAT WAS THAT? DID YOU MEAN COMPLETELY DESTROY THE TRAIT SYSTEM?!”
It feels like GW2 has an extremely small budget/development team and tries to focus on cheap but “big” changes. Unfortunately it seems the small dev team isn’t very good so we get nonsense like trait changes instead of solid good changes.
Think of it, the trait changes the recent NPE both are very simple from development perspective. They mostly locked content or removed it and what little they did add was super simplistic(entertain cows!). I wish we had a better idea of Arenanets financials to be sure.
Would you consider making traits account unlocks instead of individual unlocks? This will lead new players to content through requiring them to do it, but keep it from annoying the kitten out of people creating alts. It makes sense with how the NPE is now, and would be amazing.
this would solve the problem of trait unlocks being repetive for alts, but it would solve almost no other problem. It wouldnt solve the initial goal focuses of the trait revamp, which my guess is
more rewards that are tied to playing the game
more progression
a good system framework for how new skills/traits should be introduced.Those are much more complex changes. I would completely support reworking how traits are rewarded.
For one, trait missions should all be things most players can reasonably work on and enjoy. Time gated activities and unpopular group activities(Killing Overgrown Grub) should not be required for traits.
It would also be nice to have some solo traits people can easily accomplish mixed in.
I think this was a big error in design, i understand its an online game, and working with people is a focus, but i think unlocking traits is seen as personal growth by many. I think its something that should definately have multiplayer methods, but should at its basis be as you say, something that is doable by solo play.
It makes me seriously question if Anet devs actually play this game. Overgrown grub has been a trait unlock since the beginning. Anyone who plays WvW would tell you trying to get a group to kill that thing will just get you ignored or yelled at by people that you are hurting the war effort.
Would you consider making traits account unlocks instead of individual unlocks? This will lead new players to content through requiring them to do it, but keep it from annoying the kitten out of people creating alts. It makes sense with how the NPE is now, and would be amazing.
this would solve the problem of trait unlocks being repetive for alts, but it would solve almost no other problem. It wouldnt solve the initial goal focuses of the trait revamp, which my guess is
more rewards that are tied to playing the game
more progression
a good system framework for how new skills/traits should be introduced.
Those are much more complex changes. I would completely support reworking how traits are rewarded.
For one, trait missions should all be things most players can reasonably work on and enjoy. Time gated activities and unpopular group activities(Killing Overgrown Grub) should not be required for traits.
It would also be nice to have some solo traits people can easily accomplish mixed in.
The devs have been reviewing your feedback on the New Player Experience. While some bug fixes have already been made, the team will be making other updates in the future to address:
- Plot holes and story inconsistencies that may have been introduced with story realignment
- Replacing the missing profession mechanics UI for the Ranger and Mesmer professions
- Investigating issues that prevent players from retaining some skills (heal, utility, and elite) that they had previously unlocked
- Addressing an issue with bundles that prematurely unlocked utility and elite skills
Other aspects of the NPE are being examined, and your constructive feedback is welcome and appreciated.
ARe you looking at bringing some of the old bundles back?
Some are certainly confusing, but stuff like gathering food for the cows and golem chess do a lot to add to the atmosphere of the game.
It means that they don’t have to offer official support or resolutions for problems with it. This means less resources and less development time are needed.
Although in theory you should have more resources devoted to beta content than released content as beta needs more programming work.
They worded this as a positive change and if you enjoy gated content then this is the build for you. However I bought the game on what they sold it as.
“Most games [have a] boring grind to get to the fun stuff. We just don’t want players to grind in GW2. Noone enjoys that, noone finds it fun, we want to change the way people view combat.”
To go back on those statements 2 years later and switch it up to what is more appeasing to their Chinese market is beyond me how people will support this practice.Why gate the content, what is their to gain from gating content other than to create the very thing they are against.
It depends on how you define grind. Leveling isn’t a grind unless it takes 30 hours and 3000 critters to smite between levels. The one to two hours per level here is no where a grind.
Skill slot and weapon slot locking was always part of the game. If it takes the same amount of play time to unlock them now as before, then there is no change in the experience, just a number as to when that happens.
The weapon skill unlocks is a trade off between unlocking all weapons skills at the same time Vs unlocking the skills on the weapon you use. Before if you get a weapon drop of a different type that you would rather use, you had to unlock those skills, now if you have skill slots 2 and 3 unlocked on your original weapon, they are unlocked on this new one automatically. Can’t say which is a better solution to the weapons/skills problem.
In another thread I said that you always felt significantly weaker leveling a new alt simply because you aren’t fully equipped with exotics and your preferred selection of traits. But like the trait change we again have a “fall guy” to point at for that reason instead of our own cloudy memories of what it was like as a true level 8 than a down-leveled 80. We are newbs in swathing clothes rather than Gods who descended from Olympus.
And the combat comment wasn’t about grind but the non-rooting attacks and dodge defense as oppose to the stand your ground and wale on a critter hoping for someone to heal you during combat.
Its a grind compared to what the game once was… its level gated content that has no need to be gated. They claim its to help players ease into new abilities, but at the end of the day its gated content that leaves early game experience for all players old a new limited and a push for the fun stuff later. This is exactly what they said they would not do, and after 2 years its very clear why now they decided to do this… with a blind eye to NA/EU players, and their mission… its very clear why they did this… and why they tried to paint a pretty picture and slide in this bad system…
its not really about china, china was one market, they also think this is a better answer to the NA market, and will pick up players they couldnt appeal to who were more used to other MMOs systems. In a lot of ways its more worrysome than them trying to appeal to a large asian market. They are trying to appeal standard mmo level grind gamers.
It really does feel like this was intended to make the game appealing to WoW players.
Its like they want to trick WoW lovers into playing then hope the WoW lovers will realize after leveling a bit that they actually really like GW2 style better.
What really worries me is the type of player who needs constant power progression and leveling rewards is going to hate 80. They are going to want gear treadmills and I ca see modern Anet caving.
(edited by sirian.4981)
The problem is that in a game that’s supposed to be an action-adventure MMO with unique and dynamic combat, beautiful visuals and a potential for very rich lore the best rewards are obtained by playing the trading post.
This is why I recently started learning how to play the market. We will see how it goes. If it isn’t fun I will most likely quit the game, because no matter how good I get at the game I won’t be 1/10th as rewarded as the guys who master trading.
So far so good. I recently doubled my money by investing in an item that boosts move speed on siege golems(WvW tourney skyrocketed the price). That would have taken me many hours to do otherwise. With TP I did it with an hour of work and a week of waiting.
Put another way, I am super disappointed in the direction this game is going (and clearly I’m not alone).
ArenaNet, why would people like me stick around if you’re not giving me something to look forward to? Or do you not care if people like me stick around?
It’s entirely possible, that Anet may simply not want to confirm for a lot of people that the game will be going in a direction they dislike. Because, you know, they’d leave the game right away then – and if they are uninformed, they may stay for longer, until finally their patience runs out.
I hope, this is not the case.
I think it is, and I think the direction is towards small, cheap changes to try and attract new players instead of retaining veterans.
I have seen nothing in the last year or so to suggest that Anet has any plans to substantially invest in new content. Heck, the “feature pack” was largely a cost saving measure. They made the game more similar to the Chinese version so that the game was easier to support.
The out of lore explanation is that the asura look too child like so a-net felt uncomfortable with it. It was stated before release.
An in lore explanation may be that since the body types are basically the same, there is really no mystery so “sexy-ness” wouldn’t have strong ground to develop on.
I don’t see how Asura look child-like at all (human childlike) bar their height.
Big eyes, large head, flat chest. Boardlike body with narrow shoulders.
Most with this was probably intentionally because a child height character with adult proportions would look super creepy.
All the asura armor is the same on both genders. I find it hard to believe that asura are so predominantly intellectual that they have no concept of “sexiness.” I want to be able to make my female asura look a little more seductive than any armor I’ve seen will allow. Further, armor that on humans/norn/sylvari looks incredibly sexy, bordering on skimpy, looks demure and honestly kind of prudish on female asura. Why is this?
Ps. If any of the devs see this, I WANT YOU TO SERIOUSLY CONSIDER CHANGING THIS because it would make the game that much more fun.
The issue is that asura have a fairly childlike body, so its hard to make a sexy asura without it looking creepy.
The recent leveling changes are full of bugs. The XP curve in particular is out of whack. Its likely unintentional but there are no details on when it will be fixed.
It absolutely blows my mind how much content they are willing to remove and the pace at which they do it, compared to the pace of content addition and the size of that added content.
Why the kitten are you spending your time taking away things? Make a Baby’s First Dungeon instance and put that in for the drooling idiots you think you need to cater to, don’t take away things that baffle those same idiots.
“Hmm, rates of high school graduation are dropping! Let’s extend pre-school by 5 years, that should fix things.”
Here is what worries me: Imagine that the drooling idiots who need these changes do stick with the game and make it to 80. What sort of game do you think they will demand? Arenanet has made clear that they will cater to these players.
Hello, It has been a while and I was just curious as to when super adventure box would be coming back, if at all? My guild and I wanna try it all together, and unlock those neat skins
I have heard that a new Super Adventure Box actually is in the works and we will get an an official announcement about it in a few months.
Do you want Rangers to become the fotm cheesemode scrub class
Yes, thats exactly why I started leveling my ranger again. Some of us enjoy that. I know I get stomped by good players, but against most people I win.
Must have burned through a hell of a lot of catas today to get back their 1/3.
I was hoping for a better match too, especially considering all the talk of a push by CD for gold to begin with.
Oh well. Hope we get some fun matches and fights in the tournament. See y’all in the field.
The people talking about pushing were not the commanders. Most commanders realized that going gold meant getting rolled for 4 weeks and losing most of our casual players after week 1(which is a significant portion of our server). It was the random players who thought “Crystal Desert will has what it takes to overcome an epic Challenge!” that were posting about going gold.
At the rate that balance patches comes out, I’d say next march/april at the minimum for a Rapid Fire nerf, and even then Anet doesn’t like nerfing stuff that they already buffed…so, maybe never?
Thats why I pulled out my old level 3 ranger. Boosted him up to 20. Bought the traits I needed and am having fun wrecking in SPvP. After playing elementalist its nice being on a class where I only need to press 3-4 buttons.
Not long. Got killed by more than a few Rapid Fire + Quickening Zephyr Rangers already. Decided to give it a shot myself and yeah, 10 – 12k damage in 1 second is pretty brutal.
Rapid fire + QZ is easier to dodge than eviscerate, backstab, and all the other hard hitting skills. I doubt this would get nerfed especially considering the skills I listed have always been able to hit that high, especially eviscerate.
You are forgetting that they are trying to cater to people who can’t play well(see all the recent leveling changes). A dodge or die skill is too hard for them.
Edit: Imagine that these changes “work” and those players who couldn’t figure out dodging, bundles or elite skills make it to 80. Arenanet has made it clear they will design the game for those players. What sort of game do you think those players will demand?
It’s not a bug. This became an obvious obstacle the moment they announced their intentions regarding the update. Numerous people cited this as a potential problem in complaint posts leading up to the release. Just as the April trait system makes you weaker each level until you get to the next trait/stat boost, the new leveling system compounds that effect. Add in the natural armor and weapon level progression of new gear every 6-7 levels (rare/masterwork), and you have a very tedious mess that may not have a balance.
The easiest solution is to make monsters between those stat bumps all of equal power. So, all level 52-58 monsters have the same stats and relative difficulty. Actually, due to the numerous armor and weapon combinations the scattered levels at which they exist, you probably would have to make it a 3 level system (52-54 monsters all the same). Power players would be gearing up every 3 levels, instead of every 7.
I had assumed they would do as much with this release, but I haven’t heard anyone mention it. And of course, once you start doing this, why have a level 80 cap at all. The entire game is built on an 80 level system and now they are introducing features that are not entirely compatible with that concept. Questionable decision making to say the least.
Yep, I noticed this as an issue even before the patch. I was hanging onto a weapon for 6+ levels and noticed that I started feeling much weaker as I leveled up.
How would you do it? I know its not the optimal, but I like the concept.
How conditions and the condi cap work.
How the mystic toilet works.
Maybe there should also be a tutorial on the only tactic in the game: learning to all stand in one place right on top of each. Maybe they could put big blue markers on the floor in dungeons and out in the world with a big arrow that says ALL STACK HERE in boss rooms and things. Like permanent stationary doritos for when all the commanders are busy being swag.
Even if a noob figured out how to combine items in the mystic forge, unless they got extremely lucky they would give up after getting junk a few times in a row.
Despite their focus, I believe there are several confusing things for new players. So I created this for people to list the ones they know of. I will start.
1. Fields and combos. Even experienced players often don’t understand how this works and the game does a poor job of explaining it.
2.. Move speed bonuses don’t stack, but this isn’t listed anywhere. A new player who thinks “I wanna go fast!” is going to be confused when this doesn’t work. This is an especially big trap for elementalists, who can get several persistent movespeed bonuses from their traits and glyphs.
Maybe they assume all vets will level through crafting and tomes of knowledge?
Is it me or do people actually think the world revolves around their time zone. Why would they change WVW mechanics depending on the time of day? How about you all change your play habits, recruit guilds from differing time zones, or just enjoy the fights when they’re there instead of worrying about PPT?
He actually did point out that they don’t get fights because the enemy isn’t there during his guilds prime playtime.
I doubt Arenanet will do anything because they don’t consider WvW that important, but organizing server groups based on timezone and playtimes would make sense.
@ rojak
Yes, a lot of people complained about them not being able to solo all parts and that they weren’t optional was basically the main problem.
Alongside the complaints about the molten duo being too difficult and both aetherblade bosses being to difficult. Some of that may have been due to the fact that they were only temporary and this might be alleviated with the new living story system.In addition, we saw multiple complaints about the last step of the dragon’s reach part 1 and 2 being too difficult. And let’s face it those fights aren’t that difficult – they aren’t too easy, but still not overwhelmingly difficult – and are trivialised if you go in with a group instead of going solo.
People obviously didn’t even consider “hey, let’s do that as a group if i have trouble soloing it”. And people complained about the difficulty even though those are permanent addition that can be attempted as often as you want until you get them done.Of course there is always the option that those complaining are simply more vocal than those who like it. As is usually the case. But it is still something you have to consider as feedback.
Well the game does a poor job of encouraging this. You solo everything(and generally solo it easily) up until you hit those few fights that are too difficult to solo.
The game should give better indicators than killing you that you should get a group for this content.