Complistic
Member
I remember. But I seem to recall people getting banned for foxfire crystal gathering when their drop rates were too high.
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.
How is it manipulative? You're just doing your personal story up til level 10 and starting over. It's not exploiting anything, and it was fun to see if you could beat your own time. I don't see the harm, other than bringing down the prices of Black Lion Weapons, which I don't mind at all.
You don't see how that is exploiting their reward system? At all?
You don't see how that is exploiting their reward system? At all?
I remember. But I seem to recall people getting banned for foxfire crystal gathering when their drop rates were too high.
Foxfire drop rate has always been the same, they banned people and unbanned them because they acted like bot.
As a veteran player this feature patch has been highly disappointing so far.
Considering that veteran are getting all bulk of the LS content, it is only fair, don't you think?
The second season of Living Story has also been highly disappointing for me so far. Every episode has consisted of instanced content lasts for about an hour for the majority of the player base. What happened to the massive, open world events from Season 1, where it actually felt like a living, breathing world? Second 2 feels just like an extension of the personal story.
No iteration of storytelling methodology is going to please everyone, but generally the response to season 2's episodes has been markedly higher than the equivalent season 1 episodes. With regard to your specific "what happened?", it may be easy to forget that the content thus far hasn't only been instances, but... assuming you aren't willing to count Dry Top, the middle of Iron Marches is pretty shot to hell by vines and Mordrem creatures at the momentThe second season of Living Story has also been highly disappointing for me so far. Every episode has consisted of instanced content lasts for about an hour for the majority of the player base. What happened to the massive, open world events from Season 1, where it actually felt like a living, breathing world? Second 2 feels just like an extension of the personal story.
I loved those too. I think I took part in 7 or 8 the first day. I really liked the citizen evacuations during Escape from Lion's Arch too.The scarlet invasion was some of my favorite content in GW2 ever. It felt like LotR type battles. Just in the fray swinging my sword every which way.
Skim the OT1, count how many people ask where to go and what to do. Count the complaints about how 'grindy' the game is from people who have only been doing hearts. It's been one of the most consistent complaints about the game, so having the game constantly give you a goal is going to help with that.
I'm also not a fan of extended tutorials or hand-holding, but considering the nature of MMOs there has to be some way to teach players how to dodge, swap weapons, etc. We know from interviews and dev posts that some players never spend trait points or even use utility skills, and I imagine that for those people nothing short of a giant, full-screen flashing message that says "LOOK OVER HERE! NEW THING!" will work on those sort of people. Tooltips are too easily dismissed and ignored, and having them all sort of pop up in the first hour or so of play can lead to a little bit of fatigue, I guess. So... spacing them out a bit and making them seem like big rewards will probably help.
Remember that a lot of us were following the game pretty heavily years before launch, played the shit out of every BWE and dove into headstart fully aware of what to do. I also consider GAFers to be experienced gamers just by virtue of their level of involvement (it follows that if you want to post on a gaming forum, you probably play a lot of games) We're extremely poor judges of what the game needs in terms of tutorials, that's all.
God be with you, Stephanie Lo Presti. I would not have had it in me to say anything no matter what I knew.The Feature Pack announcements will continue next week and some of them will definitely contain information thats relevant to those of you whove been playing the game for long. We wont tell you about them until the articles are live though, to keep the element of surprise!
God be with you, Stephanie Lo Presti. I would not have had it in me to say anything no matter what I knew.
Why not focus more early hearts on explaining these things? There's some already in the game, but most are spread out to an extent people might not even see them outside world completion.
Frankly I'm shocked they didn't just ban key farmers. They've banned others for less manipulative activities.
I was a little sad that the dude seemed to totally ignore my pay/no pay distinction, but yeah, It's something that jumps out at me more and more when there's a flare-up of complaints. It's a twofold problem because "special relationship" people can unknowingly construct this notion within themselves that the game must be able to entertain them every free moment they have- like it's necessarily a failing on the part of the developers if they log in and are not having fun- while at the same time they segue into becoming extremely vocal with their criticism centered around the game "not caring about players who have stuck around" or "what they need to do to keep players." The idea that keeping them, individually, playing every day is actually not a priority is unconscionable, because that would be totally contrary to the special relationship.Great post over on reddit Hawk. I completely agree that people get some kind of attachment when it comes to MMOs, something they feel they cannot possibly break away from and that they have to be playing 24/7 otherwise their entire time playing has been for nothing. Just because you may not play the game everyday doesn't mean you've invalidated all the time you have spent with the game. As of late I've really only played for LS stuff cause I put over 2,000 hours into the game and I want to catch up on the absolutely massive backlog I have (yet I play PoE and CSGO).
I move in and out of games as they receive updates all the time, but they don't have to consume me like some people would like them to. It's horribly ironic that you'd see people who want infinite stuff to do, but if a developer tries to make that a reality by creating largely inflated goals, they then complain it's a grind. I really don't envy game developers, especially ones that provide updates to their games at no extra cost and get nothing but complaints thrown their way that the work they're doing is horrible because it's not what someone wanted. In the first feature pack I got one of my most wanted features which was the Wardrobe, I really had no expectations for this one and all I am hoping for is a TP revamp in week 3. I think that the first FP was hard to top if only because I think they had a lot more time to work on it, but at the same time it was more feature heavy where as this is more QoL heavy and changes more stuff for new players than veterans.
Really hope week 3 is for veteran players.
.Stephane Lo Presti said:The Feature Pack announcements will continue next week and some of them will definitely contain information thats relevant to those of you whove been playing the game for long. We wont tell you about them until the articles are live though, to keep the element of surprise!(source)
Good thing I got mine already. I can imagine their supply will go down considerably after the patch.
The pemanent access contracts and the hair contract. Those can only be found in BLCs and cost a lot in the TP.
that sounds awesome dammitI went to the Harry Potter Studio Tour in London today. It was absolutely awesome, great to see all of the crazy cool props and such in person, many of which I suspected were CG such as the Chamber of Secrets snake door. It's always awesome to get a behind the scenes peak, and in person it was all the cooler. Staying over at a hotel and then heading into London tomorrow for a day of sight seeing, should be good
As a veteran player this feature patch has been highly disappointing so far.
As bored player this feature patch reveal so far is shit, waiting for more stuff but they need to make an expansion or tell me they are making GW3, I really wish they had stuck to their GW1 plan release an expansion every 6months...
Were guessing youre wondering what were wondering: Why mess with success? It's not as though Guild Wars isnt a financial triumph, despite its unusual business model (its the only major MMO without a monthly subscription fee). Its hardly lacking in depth (more than 1,000 skills support 10 professions, and each character has a primary and secondary profession); aesthetic appeal (lush settings recall African savannahs, ancient Asian temples, and posh Arabian castles, among other gorgeous environs); or ways for players to spend their time (ArenaNet says a shockingly large number of GW players have logged more than 2,000 hours of playtime). And, given that the development team has aimed to release a new campaign every six months or so (despite missing that deadline by six months for the second campaign), one might assume that every Guild Wars designer's wildest ideas have found a home somewhere between the lands of Tyria and Elona.
But, in fact, the restrictions of the every-six-months model meant the team found itself perpetually wistful over what didn't make it into the game.
We sat down to discuss what was going to go into Campaign 4 and realized we couldn't do all the things we wanted, says Game Designer Eric Flannum. Why? Partly because wed need more time [than six months], and partly because some ideas wouldn't work well with things wed done before.
At that point, there were still no plans to fix a system that didnt seem broken. But ArenaNet Co-Founder Jeff Strain decided to let everyone freestyle a little bit, he says. And the more we talked, the more excited we got about what we could be doing.
What the team felt it couldnt do was implement its exciting new ideas in the games current campaign-every-six-months plan. While the promise of fresh standalone content twice a year sounds great to players, its requirements have actually caused Guild Wars to become somewhat convoluted from a game-design perspective.
With each new campaign, weve been trying to introduce brand-new mechanics that change how the game plays. Thats led to the need for larger and larger tutorials to explain the new mechanics, and its made each campaigns beginning experience much more bloated, explains Flannum. And since every new campaign was aiming to bring in new playersthus requiring bigger and bigger tutorialsplus aiming to give stuff to older players, the list of skills just kept growing. Each campaign thats been added to the Guild Wars worldthree in totalhas added another layer of design that, in the name of making things easier for new players, has actually ended up creating barriers to entry as they try to sort through multiple training areas, increasingly intricate tutorials, and an ever-ballooning list of skills.
Were battling against complexity, Strain adds. We dont want to make complicated games. We want to make fun, easy-to-grasp games that are easy to get into and not frontloaded with complexity.
As the team considered its situation how to uncomplicate the current campaign model and add new, cool features without making the game any more Byzantine what began as a brainstorm about Campaign 4 evolved into the blueprint for a completely new game.
We kept changing the scope of what we were doing, until it became Guild Wars 2, Flannum says with a shrug and a smile.
ArenaNet's abrupt about-face is a shock, but not necessarily an unpleasant one. When a dev team with a track record of doing great stuff announces it wants to focus on doing more great stuff, there's little to complain about-except that Guild Wars 2 wont be coming out in six months, or even six months after that. (More like two years, says ArenaNetexpect a beta sometime in 2008.)
Yeah we thought so too. After tens of thousands of usability testers and interviews with players who tried Gw2 and left leading up to China launch both in NA/EU and in China - we learned we were wrong.
Honestly, we were kind of shocked how many systems, downed included a surprising number of players just didn't understand. For downed, we tried a downed tutorial, building downed into the level 1 tutorial, etc. We found after usability testing with numerous different groups, the best rate of people learning and understanding it came from having it be layered complexity and the solution we went with above. Intuitively that wouldn't have been my guess either initially, but we found people understood it better this way than all other options we tried.
This same level of testing led to the other changes as well. At the end of the day the biggest take away I'd say is: all of us, especially people who go to a reddit to discuss a game, probably know games (and Gw2) really really well. We have millions of users, and a tiny % of them frequent game forums or reddit. Just because all of us, me included, learned those systems well and thought it was all really easy doesn't mean we are the norm
Colin explains why they made the changes to the new user experience
http://www.reddit.com/r/Guildwars2/...rt_the_new_player_experience_in_guild/ck35771
I went to the Harry Potter Studio Tour in London today. It was absolutely awesome, great to see all of the crazy cool props and such in person, many of which I suspected were CG such as the Chamber of Secrets snake door. It's always awesome to get a behind the scenes peak, and in person it was all the cooler. Staying over at a hotel and then heading into London tomorrow for a day of sight seeing, should be good
Guild is totes deder than usual the last few days.
Guild is totes deder than usual the last few days.