shysaursoft
Member
The article linked earlier, does a really good job of explaining it all in detail actually: http://www.buzzcut.com/archive/article.php~story=20060303211856230.html
It certainly is an interesting article, but I think it's being too negative and generic. Sure, there are a lot of MMOs like that, which pretty much only want people to play them and especially to spend money to feel "important". I think that's the case with most F2P. The sad thing is that sometimes they start out with everyone, paying for items or not, being pretty much equal, but then they focus only on gaining more money (I felt that this happened with Microvolts for example, not sure if anyone knows it). Another thing that most MMO try to do is pretty much copy what other games have done and was successful. Obviously though, just copying isn't enough, you need to put some effort and try to create something new. Taking elements from other games won't make your game better or even on the same level as those.The article linked earlier, does a really good job of explaining it all in detail actually: http://www.buzzcut.com/archive/article.php~story=20060303211856230.html
The simplest way to understand it in this context is that "hooks" are design elements that are intended simply to compel you to continue playing.Can you guys explain a bit better what do you mean with "hooks"?
GW2 it's the first MMO I have actually started playing seryously and with some regularity, but I'm pretty sure I will take a break once I'll get to level 80 and complete the story quests. I do this with pretty much every game: I start out wanting to complete everything, but in the end once I feel that the game is complete, I simply can't bring myself to play it more.
I see, thanks for the explanation Hawkian
I feel like GW2 is trying to do this with the level-adjustment, in order not to make you one shot the enemies in the first areas after you reach a higher level. I think mostly they kept the actual levels to try to look less "strange" than it would have otherwise been. I mean, it would be pretty strange thinking of an RPG (or MMORPG) with no levels. To me it wouldn't be that much of a problem conceptually, as i don't play to get a higher level (I mean, it's not my objective). It would be a problem practically though, as levels are a way to identify which areas you can go to and which one you can't, and also for equip. If you remove levels then how would equip works? It would be kinda like GW2 PvP, where you can choose freely what to boost., but I'm not sure it would work that well in the PvE.
By the way, I remmber reading of an MMO which had no levels. I don't remember the name, but i think it was set in China and was bout martial arts.
I was getting very impatient waiting on the news for the next update because of all the hype but now that I saw the trailer I am way more antsy about the update...I want it now. The wait to Tuesday feels longer then the wait from December 10th till yesterday.
You guys want these two new bosses to require as much coordination as Tequatl does? Do you want it to have a 15 minute time limit, or long/shorer?
Has it been said that the new Wurms in Bloodtide Coast have appeared because of the Mysterious Probes thumping the ground and disturbing them.
What if Scarlet really does burn the world down, and all the zones change...like GW1 pre-searing and post-searing?
Used another of my insta-lv-20 scrolls to create a mesmer. Wow, interesting class, hadn't played once since beta.
Still trying to figure out a leveling spec for it though.
The thing about skill decks sounds so cool *__*
I really want to know what's on the paper behind the X wooden bars. It's very interesting.
You're right on the money, GW2 uses the traditional leveling hook but lessens its impact with level scaling (especially apparent in dungeons *cough hour-plus AC story run last night cough*) and GW2 mitigates the grindiness a couple of other ways as well; though any individual player's mileage will vary:I see, thanks for the explanation Hawkian
I feel like GW2 is trying to do this with the level-adjustment, in order not to make you one shot the enemies in the first areas after you reach a higher level.
Oddly, GW2 in the earliest conceptual stages played with this idea, but it was just too radical for such a mass-appeal game.I think mostly they kept the actual levels to try to look less "strange" than it would have otherwise been. I mean, it would be pretty strange thinking of an RPG (or MMORPG) with no levels.
The game was often called "Build Wars" because, similar to the evolution of Magic: The Gathering decks over time, new class/skill combinations would become powerful and prevalent and either (in PvE) encourage others to make even more-effective ones, or (in PvP) have counter "decks" built around them which sometimes themselves became the new ubiquitous builds and required their own counters, and so on. It required a lot of ingenuity and trying something unorthodox that wound up working was a blast, and allowed for some of the most unique, bizarre builds I'd ever seen in a game. Check out this description of a nearly invincible Monk with 55 maximum hit points.The thing about skill decks sounds so cool *__*
Our very own etoilate (Zed Zebes) has shared his PvE and WvW builds here http://gafguild.com/index.php?threads/mesmer-builds-10-13.617/
I think they are mostly for 80 but you can use it as a guide to level up so that when you get to 80 you have those stats and the skills.
Does the text even look new krytan?
Why they completely dumped what made GW1 unique and addictive to so many players is beyond me. I hope with all this talk about progression in the CDI thread in the official forums, we will get some sort of replacement to this system...
Nope. ScribblesDoes the text even look new krytan?
(especially apparent in dungeons *cough hour-plus AC story run last night cough*)
Hell yeah. The queen's gauntlet. I came so close to looking up a guide to Liadri after having tried her so many times, but stuck with it and daaaaaamn satisfaction. I wound up using a build/skill loadout completely different from what I started with and it made me better at the game in general too. Great content.Damn it man, if it's an AC rut you know who to call!!! XD
On the topic of playing a game (part of a game) just for the fun of it and not rewards: One of my, if not my most enjoyable moment in GW2 (outside pvp) was the queens dome boss challenges. I forget the name. I got to admit I first started it for the mini liadri reward but quickly forgot there was even a reward, when every new encounter made me feel like I was a kid again playing mega man for the first time. That moment when I finished the last encounter without having seen any guide, cheezuz that was glorious. Forget the stupid mini reward this content was hands down the best Ive played in GW2. The best part about it, is that it didnt end there. I could add modifiers to the boss and keep challenging myself to even harder encounters.
I would be so happy if we had an arena were every 2 or 3 LS updates we got new challengers to fight!
I was actually thinking of something purely skill or "knoweledge" based, like many recent Rogue-Like-Like. For in Isaac or Spelunky, while there are items and they are essential, the skill of the player is absolutely necessary and is something that improves over time.MMOs without levels do something called skill ups. Where for example the more you use a 1h Sword, the better you get with it and you can specialize into being better and better with it.
Citizens,
This Friday at 2PM PST (22:00 GMT) well be hosting another episode of Ready Up. Ill be joined by Game Designers Jon Peters, Jon Sharp, Karl McLain, and Roy Cronacher.
In this episode well be talking about a few of the things the Skills and Balance team is working on for the next balance update, including:
Runes and sigil rework
Critical damage changes
New stat combinations for PvP (amulets)
High-level overview of planned balance changes
You can catch the livestream at www.twitch.tv/guildwars2
As a heads-up, we wont be running a Q&A segment during this show like previous episodes of Ready Up. However, feel free to leave questions/comments below and Ill use them to guide our discussions on Friday.
Well see you then!
Traveler's Runes lose speed buffRunes and sigil rework
GIMME.
So many runes and sigils just utterly stupid/useless.
Give us more choices too anet, I want to use more stuff in my gear!
Traveler's Runes lose speed buff
Buffs from buff sigils go away if you swap to a weapon without it
There you go, now you have choices!
Okay, usually I don't do this, but I'm about to check if there's any popcorn left in my house because just mentioning crit damage changes should rile up both the PvE (Berserker meta) and PvP (wishing for more Burst meta) crowds.
They also confirmed that the balance preview post/thread won't be up this week since they're still locking things down, so the episode will be about the high level direction they want to go. They hope to have the thread up with the details next week and in the Profession Balance forum.
Personal opinion on it... I'm still undecided. At least in PvP while the condition meta still has its problems, the Burst potential of a lot of classes is still high enough to bug me. Especially when dealing with Thieves and Fresh Air Elementalists.
The game was often called "Build Wars" because, similar to the evolution of Magic: The Gathering decks over time, new class/skill combinations would become powerful and prevalent and either (in PvE) encourage others to make even more-effective ones, or (in PvP) have counter "decks" built around them which sometimes themselves became the new ubiquitous builds and required their own counters, and so on. It required a lot of ingenuity and trying something unorthodox that wound up working was a blast, and allowed for some of the most unique, bizarre builds I'd ever seen in a game. Check out this description of a nearly invincible Monk with 55 maximum hit points.
Coming up with skill builds in GW1 was not a "hook" as we've been discussing them at all; it was legitimately fun in its own right, and was there to encourage creativity, not extend playtime.
For my part, swnny's claim that GW1's cosmetic grinding "wasn't that bad, because most of the skins were crafting in one way or another" reads to me as ludicrous at face value; Obsidian armor in GW1 was much, much further out of my reach than anything I might want to aim for in GW2 despite a similar number of hours invested, the differentiating factor being an unwillingness to grind. Similarly, grinding for titles and achievements in GW1 struck me as just as insufferable as I find it in GW2, and I simply ignore it (while gladly accepting the coincidental rewards for my play) in both.
It certainly is an interesting article, but I think it's being too negative and generic.
"Making a game fun is not enough anymore. You have to operate under dual objectives -- you have to make a fun game that can monetize well, and those two objectives are equally important."
When he first met Chinese designers, Ye "was very surprised to find how much they talk about monetization from day one of the project"
"If you are still thinking about making a game as a piece of art that people can admire or respect, I think you'll be in big trouble."

Rather than letting rich users mow down poor users, "We let rich people fight with rich people with the help of poor people."
"Conflicts make the game world more energetic and more lively," says Ye, but "more importantly they trigger emotions, and when people are more emotionally unstable, they'll make purchases."
"It's very easy to play with peer pressure," because of the volume of users in an MMO. One of the most popular items that Ye knows of is one that lets you respawn with your party when you die instead of returning to town. "Most people will say, 'I'll just pay', so they don't let their friends down." That's convenience and peer pressure rolled into one.
There's an item in one social game that is a gift -- of flowers. No simple bouquet, when the item is given, flowers fall from the sky and everyone can see them. Just as importantly, the game rewards the girl who gets the most flowers with a unique dress that can't be bought, and it will give her a special user title for chat. "[Girls] want to feel important, and being spoiled, that they're princesses. And there are a lot of male gamers who use online games as a dating tool."
This idea is now such common vernacular in gaming that it's tough to imagine a time when this hook didn't exist, but indeed, this was an addition to early gaming designed to artificially extend the lifespan of gameplay. An easy example is to look at Castlevania 1 vs. Castlevania 2. Castlevania 1 does not contain vertical progression of any kind. It is extremely fucking hard, but your character's strength does not change from the first moment of the game to the last boss. Thus if played straight through without any issues progressing (good luck with that), the game is barely 25 minutes long. Castlevania 2 on the other hand has you improving your character in all manner of ways. Better weapons, stronger attacks- by the end of the game, your strength far exceeds what it was at the beginning. Correspondingly, the game itself is easier and less demanding in terms of skill- but "lasts" for 2 hours or more in a straight playthrough.
I see, thanks for the explanation Hawkian
I feel like GW2 is trying to do this with the level-adjustment, in order not to make you one shot the enemies in the first areas after you reach a higher level. I think mostly they kept the actual levels to try to look less "strange" than it would have otherwise been. I mean, it would be pretty strange thinking of an RPG (or MMORPG) with no levels.
MMOs without levels do something called skill ups. Where for example the more you use a 1h Sword, the better you get with it and you can specialize into being better and better with it.
You guys want these two new bosses to require as much coordination as Tequatl does? Do you want it to have a 15 minute time limit, or long/shorter?
At the time, GW1 had some unique "hooks" that were (and imo, still are) absent from the MMO genre in general. Unfortunately, there are not in GW2...
In your traditional MMO game you will have that well-known (gear) treadmill, where you are constantly in pursuit of better and better (tiers of) gear for the newly added instances and raids. And with as new expansions are released, the level cap is raised, leaving place for higher gear.
there are hardly new armor skins (but we are getting lots of weapon skins).
And what I said about the "skill deck", was planed for GW2 as well, but in the form of "trait deck", where we'd be asked to explore the world, kill bosses, do events and solve puzzles in order to collect various traits.
I really want to know what's on the paper behind the X wooden bars. It's very interesting.
High-level overview of planned balance changes
They hope to have the thread up with the details next week and in the Profession Balance forum.
And so it goes with mail and the trading post, crafting stations and resource nodes, food buffs and economics.GW2 basically streamlines higher purposes for housing right out of the picture and the only thing left is convenience of having all of that in one place (and surprise; the Royal Terrace already does that).
/shrug
I immediately looked up this place on the wiki and saw that it cost money to go there. I am going to cry.
I immediately looked up this place on the wiki and saw that it cost money to go there. I am going to cry.
Umm... I wouldn't hold my breath.
For the rune changes, I except some bug fixes and a major overhaul on the rune of Lysa.
The critical damage may refer to the recently mentioned changes to beserker gear, so maybe a decrease in the %crit dmg stat?
Now, the new amulets in PvP may prove a bit interesting, but given the last time they added new amulets, noone use, they may just as well have changed them to something more suitable.
I too want to see some metashifting changes, but we are stalled in this condi-shitstorm since last summer, so I'll stay skeptical.
It isn't a lot of money at all but what it is and the price rubs me the way of bad monetization. Same as the server transfer that costs as much as buying the game, its not a lot of money but I won't pay it.Yeah, the permanent Terrace pass was 1000 gems (about $10 US). That said, there's still quite a few places like it. Rata Sum is very condensed, with the bank, GBank and TP all in the central area and crafting stations not terribly far away. Divinity's Reach has a similar setup, with the crafting areas down an elevator from the bank/tp.
The only thing really missing from those are the Mystic Forge and Asura gates. I admit those are pretty important too. It seems expensive, but the pass is (well, was, I think it's gone now) about what you'd pay for drive-thru for two people, and it lasts for ever. I do wish it was an account-wide pass instead of an item, but that complaint as been made already and hopefully they tweak it.
I am going to watch some tv shows then do my dailies on one of my lower level characters instead of worrying about all the negative.
This is one of the earliest examples of forced farming (mob grinding for progression) in gaming, so far as I know, and the hate I felt for it back then is precisely the same I feel when I hit a boss in a modern JRPG I haven't leveled up enough for by grinding random encounters... it's just such manipulative design. Intolerable.Also, Castlevania 2 is padded by having a grind; if you die, you lose all of your hearts, which are the currency needed to buy items. Since the game will kill you at a moment's notice due to bugs, the day/night transition, tricky jumps and old school enemy design/placement, you'll often be on your way to purchase an item and get killed. The end result is that it's almost always easier to just stay near the objective and just farm hearts.
Of course in practice, Simon's Quest is more like 8 hours and Castlevania more like 12,000 (I've never actually beaten it legit).Also, 2 hours? Maybe with a guide, save states and a prayer.
This stuff is so much more important to me in a game than 80% of the crap that gets complained about regarding this one...Every day I don't need to roll for a chance on the gear item that had a chance to drop from a boss, a gear item I *need* so that I'm moving towards the armour tier needed to do the next piece of content - which will then repeat in a few months when the next tier is released and the new content requires the next tier to be able to even think of playing it...
Is a good day.
Every day I didn't have to wait 30-45 minutes for a tank to enter the dungeon finder, just so I could do a dungeon.
Is a good day.
man this is a textbook "one of those days" time is crawling here.
Courtenay Taylor
Did I mention I'm voicing the super cool Captain Ellen Kiel in @GuildWars2 -- what a great character!
From Twitter:
John Ryan has been tweeting the past few days about VO sessions, so I guess this means Kiel will have a role in the next few updates too. (She's done her voice before, this isn't someone new).
man this is a textbook "one of those days" time is crawling here.
I didn't think it had anything to do with your guild?Wait - if I want a Kurzick skill, I *need* to be in a Guild allied with Kurzick, so I can raise the Title track "Friend of the Kurzicks"?
That's not cool, Anet.
Just make a guild, ally with kurzicks...profit!Wait - if I want a Kurzick skill, I *need* to be in a Guild allied with Kurzick, so I can raise the Title track "Friend of the Kurzicks"?
That's not cool, Anet.
I didn't think it had anything to do with your guild?
Looks like donating to an allied guild is just one method of raising the track