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It is too hard to earn gold - A serious post

in Guild Wars 2 Discussion

Posted by: zhudac.8701

zhudac.8701

So you refuse to learn how to make money faster, or do the things that are efficient, yet complain about money. If gold was made to be easier to make, all that would happen is people would still make more money than you and things would forever be out of your reach due to inflation.

Is anything better?

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Posted by: zhudac.8701

zhudac.8701

Stop trying to disguise obvious, dumbkitten criticism through “has anything changed…?”. It’s a stale and frankly stupid as kitten format of addressing complaints. If you want to say the game sucks, at least stop trying to disguise it with half-hearted subtlety.

Current state of the meta.

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Posted by: zhudac.8701

zhudac.8701

Just wanted to jump in and say I’m watching this, but I didn’t want to derail this thread.

I think the “high level” and the “casual” are equally important to the health and life of the game.

The truth is that we need to balance for both, and we need to use 1 set of #‘s for THREE game types, which all have “high” and “casual” markets. So, in a sense, the balance team is balancing for 6 different types of players, all while trying to keep the #’s as consistent as possible for all game types.

Keep the other game types in mind and thanks for being cool/calm/collected when discussing such a volatile issue.

Sorry but just wanna know how in hell are you planning to balance a game around BOTH casuals and hardcore players…As i wrote before you must pick one and leave the other…otherwise it’s just going to be a mess…..like now….esport games will never be balanced around “noobs” since that would automatically make the game too easy and boring for hardcores…we all know this…

Of course the game has to make sense at both ends of the spectrum. If they make it solely for hardcores, most people would be put off entering the game, even the potential top-tier players, because of the immense learning curve. It also cannot be an e-sport which is their goal, since the 99% of the spvp-playing spectator base would dissipate. If they balance for casuals, then that creates a skill ceiling that makes the game more uninteresting as you get better, so the same thing happens. Once people reach that plateau, they quit due to the perceived limitations in play.

Current state of the meta.

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Posted by: zhudac.8701

zhudac.8701

And the truth is, most of the time, it’s not that we don’t want to tell you guys these things, we’re just so freaking busy, we just don’t have the time. We’ll try to do as much as we can on that matter.

Allie has been helping us a TON by helping to explain things to players while we keep our heads down to design/implement changes.

This is quite telling. You have community managers, you have community “special operations” managers, you have all sorts of people whose job title appears to be “communicate to the playerbase”, but you are doing precious little of it outside of your own corporate channels and painful, scripted interviews with Colin.

“But we don’t have time!” is not a good reason. Make time. Player feedback is the most important thing to consider when you’re developing an MMO, and player feedback can’t really happen without a dialogue between devs and players.

When I see Anet people in game, they don’t talk. You guys were quite active on the Reddit during the beta, not any more. Yes we occasionally get a bit of chat on the forums, where you can control the dialogue, but that seems to be about it.

Communication is a two-way street guys and gals, during the beta you used to be quite good at it, what happened?

There are very few people willing to work past their mandated 8-hour day without any form of compensation. You cry that Game Design devs don’t actively participate much, but I seriously doubt that you’ll stand up to the same scrutiny or take it kindly if anyone implies that you should be working overtime for the love of your job. That being said, communication is still a big part of game design and hence why community coordinators exist. It is also the reason why certain games whose developers are personally interested and vested in their games enjoy exceptional success, but holding developers to that standard is quite entitled.