Copper-Fed Salvage is a must-buy in my opinion. Pure convenience.
This is so specifically tied to the idea that I fleshed out for the open world months ago that it has made me sort of frantic to make sure I've done everything I can to get it in front of the right pairs of eyes.Anthony Ordon said:The intent of the Renown Heart system was originally to help players find event content. They also provide a decent method for us to give the player some context and awareness of what’s going on in the area. There are probably a few issues in that design which we could discuss. We could also let it suffice to say that hearts do not make the best repeatable content the game has to offer.
On the topic of keeping players engaged with open world content, I think this goal may be for more approachable from a different angle. Consider Dry Top, which has no hearts. Players on that map are participating in events all the time, largely on the premise that each event contributes to both map-level and personal-level goals. This gives me the notion that with a little help at the system level, events can and should be the bulk of repeatable open world content in Tyria.
I’d be very interested in hearing your thoughts on that.
Why would anyone ever want to repeat hearts
I don't really think that's a priority or that they consider dry top broken in any sense. It's been a pretty successful experiment.They should fix Dry Top and add "chain events" that yields better rewards.
Why would anyone ever want to repeat hearts
Why would anyone ever want to repeat hearts
Why would anyone ever want to repeat hearts
You have done World Completion twice, silly Levyne
Why would anyone ever want to deny that option to others?
so the fresh start was basically all the stuff they did to china https://www.guildwars2.com/en/news/a-fresh-start-the-new-player-experience-in-guild-wars-2/
this also means no more key farming if they are changing rewards too
so the fresh start was basically all the stuff they did to china https://www.guildwars2.com/en/news/a-fresh-start-the-new-player-experience-in-guild-wars-2/
this also means no more key farming if they are changing rewards too (in china you have to level to level 10 before you get a story arc)
So you have to do hearts and events alone until 10 before getting that first letter to start your story???
Guys, I don't know if anyone will actually have any ideas for me here, but:
There was this thread made on the official forums about resetting hearts every month and tying them to dailies (which I do NOT think is a good idea). Anthony Ordon actually replied to that thread and said:
This is so specifically tied to the idea that I fleshed out for the open world months ago that it has made me sort of frantic to make sure I've done everything I can to get it in front of the right pairs of eyes.
Anyone who didn't happen to see it: http://neogaf.com/forum/showpost.php?p=106037510&postcount=16569
Or in official forum flavor: https://forum-en.guildwars2.com/for...Adventure-in-the-Open-World/first#post3827855
The elevator pitch is: every unique event you complete in a zone earns you one more silver than the one before, so that you build up a sort of streak the more events you do. Meanwhile, repeating the same identical events would reward nothing. There are a lot of reasons this beats the existing system event outside of the increased potential for gold, but I go into all of that in those posts.
This wouldn't need to apply to Dry Top, as it already has its own internal progression that encourages players to do as many unique events as possible. But so much awesome, fun content is being ignored in the open world in the kind of repeatable sense that Anthony is talking about.
I posted a reply in that thread about hearts to link to the thread I made on this, but
If anybody has any other ideas for getting this out there let me know.
Invest in contracts!
yea, i mean you cant do the rally thing till level 5 lol
The hand-holding feature for people who do not like the game to hopefully get them to like it.
I hope it makes them see what we all see in the game but I don't have very high hopes that it will.Yep, really this is what it boils down to. It's structure for those who didn't like the un-structured part of GW2 and quit because of it. Whether or not this will bring those people back is another question entirely.
Goodbye key farming. Guess I can finally fill up that slot with an alt.
Yep, really this is what it boils down to. It's structure for those who didn't like the un-structured part of GW2 and quit because of it. Whether or not this will bring those people back is another question entirely.
If anything, GW2 should be less structured. No more levels, no more stats. Anarchy, riot!
I completely agree and a fair amount of devs agreed too during development. Problem is they were outvoted and I think it was largely due to wanting to appeal to a specific demographic that MUST have that number there (which is stupid I mean it's a freaking NUMBER). There were no levels during early development
I had a very different experience with the personal story, but the alterations here are definitely aimed at people other than you and I anyway. I heard a whole lot of complains about something that you identify as a virtue- people completing a story quest and then not being able to do the next one because it was too hard and then asking if they "had to go grind" to continue. And in response there was a bit of confusion in trying to explain how to prioritize (or not) the PS quests. So I think the idea is that now if you have a personal story quest available to you, you'll be able to complete it, which for a brand new player that did have that original complaint, does make sense.That sounds horrifying. One of the best parts of the personal story is that it gets you invested in the character and the world. From the start, you do it and see the quest beacons showing you where to go next, having you enter the main cities and go deeper into the wilds. You're told about the evils of the world and introduced to the idea of your destiny as opposed to just blindly killing wolves. It's a far more organic way of pointing a player towards new content than what they described in that post. When you see "next step in the story is 3 levels higher than me" you then attempt the hearts, etc, thus realizing the joys of exploration. As a natural evolution, the player experiences the other parts of the game and slowly the story takes a backseat until by story's end, you have fallen in love with the rest of the game and have no problem with your personal story ending.
My necro and ranger will get to experience this stuff, I'm interested to see how it goes as well. There's a bit of vagueness in the "pointer" system, "one clear suggested location to guide players to exciting content," that could point toward all kinds of stuff and I have no clue what it will prioritize. But, it also could be fun to have a sort of optional goal at all times that doesn't care how long you take to get to it.I hope it makes them see what we all see in the game but I don't have very high hopes that it will.
I am interested in starting a new character once this comes out to see how it will work.
This is of course what I would prefer, but I think their data shows them that taking this approach wouldn't have been able to appeal to quite as broad a range of players.If anything, GW2 should be less structured. No more levels, no more stats. Anarchy, riot!
I'm interested to see how that works out in Everquest Next. Will it be revolutionary and genius or make players feel bleh.
I truly believe that all of these things they are trying to teach new players, they could've done with 10 to 15 new personal story steps that are purely tutorials which teach you about gw2, even how to use tp. they can be skipped if you're on your second character.
But then it feels like a long ass tutorial, and in this day and age who really goes through that ?
This is of course what I would prefer, but I think their data shows them that taking this approach wouldn't have been able to appeal to quite as broad a range of players.
I completely agree and a fair amount of devs agreed too during development. Problem is they were outvoted and I think it was largely due to wanting to appeal to a specific demographic that MUST have that number there (which is stupid I mean it's a freaking NUMBER). There were no levels during early development
I had a very different experience with the personal story, but the alterations here are definitely aimed at people other than you and I anyway. I heard a whole lot of complains about something that you identify as a virtue- people completing a story quest and then not being able to do the next one because it was too hard and then asking if they "had to go grind" to continue. And in response there was a bit of confusion in trying to explain how to prioritize (or not) the PS quests. So I think the idea is that now if you have a personal story quest available to you, you'll be able to complete it, which for a brand new player that did have that original complaint, does make sense.
Wow, key farming really got hit hard. That sucks, I really enjoyed doing that with my sister. What the hell is Arena Net doing? All these "features" sounds like a lesser-version of what is currently there. :/
Key farming has been specifically identified not to be an exploit.Frankly I'm shocked they didn't just ban key farmers. They've banned others for less manipulative activities.
Frankly I'm shocked they didn't just ban key farmers. They've banned others for less manipulative activities.