Raiding is on the verge of destroying huge segments of the GW2 community, if it hasn't already - Page 4 — Guild Wars 2 Forums

Raiding is on the verge of destroying huge segments of the GW2 community, if it hasn't already

1246

Comments

  • @Laila Lightness.8742 said:
    Not everyone uses gw2efficienty there those numbers comes from. And those numbers are time specific like latest month

    To be fair, those who do not use efficiency would be much much more likely to be maybe vaguely aware of the existence of raids but a "rift" concept would be ne to them.

  • @Shivvies.3921 said:

    @Laila Lightness.8742 said:
    Not everyone uses gw2efficienty there those numbers comes from. And those numbers are time specific like latest month

    To be fair, those who do not use efficiency would be much much more likely to be maybe vaguely aware of the existence of raids but a "rift" concept would be ne to them.

    To be really fair, I tend to avoid all the external sites. While some may indeed be helpful, others lead to "buy this hack". I'm also aware of raids, w/out having to venture outside of ANet's "grounds".

  • Abelisk.4527Abelisk.4527 Member ✭✭✭✭
    edited November 23, 2018

    Guild Wars 2 is a game. Something you go on to find entertainment, it's not something that should be placed on very high priority on your life plans (unless you're a known streamer/commit to GW2 for other reasons, usually for publicity).

    That being said, raid trainers often work like this:
    1) Meet up once a week, and hope to beat the boss.
    2) The training run usually fails at some point in the wing, players have to wait a whole week to try again.
    3) Each trainer can only get 9 other people, so space is limited.
    4) The runs are not only done on certain days, but certain hours usually later in the day. Personally, I do my homework in the later hours before getting ready to go to bed. There are also people working real-life jobs.
    5) I suppose you could talk with a Trainer to reschedule, but a) trainers are sacrificing their own time to train and b) other inexperienced players may be discontent with your reschedule.
    6) Bosses you want to beat may not even be considered by the trainer as the trainer(s) may have a different wing in mind.

    To sum it up, it's kind of messy to rely on training groups. Training guilds may be more easier than Discords since it'll likely be more direct to talk with trainers. Someone above said they could take 1-2 inexperienced members with them on a run which is a great idea, but even that number is small.

    I think some form of automatic queue system that, depending on settings, matches players up would be a good start. This system could also be implemented for dungeons. I started playing GW2 in 2016 and when I wanted to try a dungeon I was confused on how to find a group of players. LFG works, but it's very broad and easy to get the "wrong" people for the team--"wrong" as in unnecessary builds.

    ...so yes, I'm suggesting the queue system to have a build system that detects player stats and maybe even utilities, and invites those players based on the settings of the party's queue. This streamlined system may make it more attractive to the playerbase. If you don't want PUGS on your team you can set your party to private which is how the current system works.

  • maxwelgm.4315maxwelgm.4315 Member ✭✭✭

    Unsurprisingly, this topic has been moved from the general forums to the raid one, and should be let to fade away since discussion is now unilateral and boring.

  • Tyson.5160Tyson.5160 Member ✭✭✭✭

    I’m still thinking that Anet will eventually cap raids at some point. Whether it’s 10,15 or some other number.

    In raids like WoW, generally you have what 6 or 7 raids per expansion that become obsolete the second a new expansion comes out and are eventually soloable.

    The difference with GW2 Raids is they aren’t obsolete. The challenge for the most part still remains.

  • @Abelisk.4527 said:
    Guild Wars 2 is a game. Something you go on to find entertainment, it's not something that should be placed on very high priority on your life plans (unless you're a known streamer/commit to GW2 for other reasons, usually for publicity).

    That being said, raid trainers often work like this:
    1) Meet up once a week, and hope to beat the boss.
    2) The training run usually fails at some point in the wing, players have to wait a whole week to try again.
    3) Each trainer can only get 9 other people, so space is limited.
    4) The runs are not only done on certain days, but certain hours usually later in the day. Personally, I do my homework in the later hours before getting ready to go to bed. There are also people working real-life jobs.
    5) I suppose you could talk with a Trainer to reschedule, but a) trainers are sacrificing their own time to train and b) other inexperienced players may be discontent with your reschedule.
    6) Bosses you want to beat may not even be considered by the trainer as the trainer(s) may have a different wing in mind.

    That is absolutely not how it works o.o, on the training discords Trainers rarely have scheduled trains, they just do them when they feel like no matter the hour, tho i gotta admit is easier to find people to fill the squad on peak hours, during off hours is just hader to fill within the discord.

    Now to the point of the OP, the reason people ask for those on LFG, is because if you are on LFG you want your kill and thats it, you dont want to keep wiping due some inexperienced players, and yes there are many raids when 1 person can wipe the party, also since there are many raids with many different mechanics, no1 is going to Type THAT much information every time, plus inexperienced players benefits alot from mechanics callouts which is something you cant really do without voice communication, hence why Training discords are a huge thing to help the community, and LFG should not be used as a mean to learn.

  • So what is a 'semi-casual', "competent-but-not-uber DPS", though "wants-to-learn" supposed to do?

    Get into a training guild. I'm pretty bad myself, I remeber my first VG kill, I'd spent ~8hours practicing it before we managed to get the kill. The point is that I am done with training myself, I just want to get my kills. If I want to help I join training runs, but if I want to do stuff in a timely manner (namely get it done so I have some time for anime and sleep before uni) I ask for kp because kp means you're not a newb.

  • SkyShroud.2865SkyShroud.2865 Member ✭✭✭✭

    Just deal with it peeps, that's how the game is.

    There will always people looking only for decent players. Let's be real here, people just want to complete the raid, not interested to carry people.

    OP is just simply complaining because there are so many people looking for decent players, it is slowly killing the game due to no new blood, little people willing to help train new people to do raid.

    Then again, let's be real here. If many really cares about such matter, they would not have been so exclusive. That is the reality we live in, people just want to complete raid, they don't care about any other things.

    Another reality is no people respect so-called training organisation or guild, it is a thankless thing, everybody knows it.

    At the end of the day, people only cares about completing or not completing, win or lose, benefits or no benefits. That is all. Welcome to gaming.

    Founder & Leader of Equinox Solstice [TIME], a Singapore-Based International PvX Guild
    Henge of Denravi Server
    www.gw2time.com

    --

    Explanations of WvW Structures & Populations Issues

  • STIHL.2489STIHL.2489 Member ✭✭✭✭
    edited November 29, 2018

    This is one of the reasons why I play MOBA's when I am looking for challenging fights, and play mobile games when I am looking to relax and unwind.. MMO's just don't really offer either of those anymore. GW2 used to.. but not anymore.

    I wish them well tho. Maybe next expansion I'll see what they cook up.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭

    @Cattastrophy.2874 said:
    Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

    That's one problem with raid system now. It mixes people with different goals in the same content, while at the same time being demanding enough that even small differences in opinion/behaviour can cause tempers to flare.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • @Astralporing.1957 said:

    @Cattastrophy.2874 said:
    Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

    That's one problem with raid system now. It mixes people with different goals in the same content, while at the same time being demanding enough that even small differences in opinion/behaviour can cause tempers to flare.

    I think thats a problem with almost every mode. Ticket farmers in PVP and WVW who just want rewards and dont want to enjoy the mode itself clash constantly with the more hardcore players of that mode.

    I think open world PVE and raids have LESS of a problem than the competitive modes because lfg allows you to clearly advertise what your groups intentions are and find like minded people, while also giving a fair justification to kick people that ignore those intentions. In competitive modes, theres no way to filter so its more toxic.

  • I think GW2 is split between raiders and non-raiders in GW2. Players don't know much about each other, the content the other side likes, the differences in time spend, difficulties with mechanics and so on. And yes, this is a problem. All of this was debated lengthily years ago, but:

    -If a community is split into different groups both groups will lack a broader understanding of each other. No new open world content, but a raid? ->complaints ("too many raids, but no open world content"). Legendary armour raid exclusive? Complaints. Not enough raid content? -> Complaints.

    -Suggestions as "join a training run" or "join a raid guild" miss the point. This works fine for dedicated people which really want to become active raid players. It's an useless suggestion for most other players. More casual players want to experience the content, do it maybe once/twice and not farm the content weekly. Join a guild, get the kill and leave? I'm sure most raid guilds prefer to recruit permanent members and not leeches. If players play the content they can figure out if they like it. Improve, join a specialised guild, spend time. That's the "natural" approach. Not joining a guild and investing lots of time beforehand - just to figure out you don't like the content.

    -Time spend varies a lot. For an hardcore player 10 hours of training is can be one weekend, for a casual it might be two months. Those 10 hours of training are an investment for future runs. A hardcoreplayer does maybe 100 runs, so 0,1 hours of training per run. A casual does two runs and spend then 5 hours of training per run. Asuming both require the same time for training, which is unrealistic.

    -Yes, no one is forced to raid. But GW2 seriously lacks teamcontent. As example: my guilds "fixed team" hasn't played for roughly half a year, we all played this week again for the first time - and got not much to do. Open world is kitten content for groups. Real, good, group content are raids, fractals and dungeons. They, as most more casual players, spend less time ingame, but also don't really enjoy repeating the same content hundreds of times. As a simple example: if HoT and PoF both would have added ten new 30min-1 hour dungeons and we would repeat them maybe 5 times this would be 50 weeks of content which keeps us busy. One new 15min fractal per year with no real reason to play it: maybe content for a month and then 11 months pause of playing GW2? That's a problem. I've seen many complaints by more casual teams/guilds that there is nothing to do in GW2.

    -You'll find many veteran players which are playing GW2 for years but don't know what combo fields are, got no clue about CC, proper builds or equip. That's not good. As comparision: in GW1 i started as a monk with mostly warrior skills. Enemies got stronger, my team needed more heal, I adapted step by step. At the end of doing story I was more or less running a meta build and was able to go into "raids". This progress was achieved by doing storycontent which is in GW1 teamcontent. You can see the performance of other players. You get advice. You see your own mistakes and learn. In open world I can run with no traits and green equip. As long as I tag the boss I'm fine and get my rewards. World bosses are not failing bc my dps is kitten. A world boss is not failing bc my healing build does not work. It shouldn't even fail, bc this would punish good players for being on a map with too many bad players. GW2 is incredible bad in teaching players how to play. An open world veteran is not raid ready.

    -GW2 isn't really supporting groups of mixed player skill. In GW1 there were simple roles, as dps. You could do "raids" with very simple instructions as "stick to player X" "stay there and don't move, no matter what happens" and all was good. Such a player contributed his dps, if he was going to get damaged a monk would protect him - so your team carried him and he still contributed. This is teamplay. In GW2 such a player is only a burden. He is dead on the floor (or even kills the whole team). This is a terrible experience for both sides. You can't even learn something, because you are dead and can't practice. So by my experience players in GW2 are much more demanding. It's a much bigger problem to bring an unexperienced player with you than in GW1. In consequence this results in less players being trained to become good players, resulting in a more divided community. People are not only asking for KP because they want a fast kill (which did exist in GW1, too), they ask for KP because they want success.

    -Schedules are problematic for many players. It's difficult to raid spontaneous. Especially as unexperienced or bad player who has more difficulties to pug. PUGs are more problematic bc see above: two good players can't really carry a team of bad players. To some degree, yes. But not as extreme as in other games.

    -Communities need some form of content which requires you to team up. That's a problem for guilds. Why join a guild? What has a guild to offer? Even open world communities - see GW2community (EU) got that problem. They formed for content as tequatl or triple trouble. Content which required some form of cooperation and knowledge. These communites give advice, train players, create builds, keep each other engaged in GW2, write news about the game, got community activities - overall its good to have such communities. But there is a lack of more demanding open world content, these communities are not required anymore - GW2community (EU) shut down. Why should I join some form of community (guild, voicechat, team, forum,....) when I'm fine with my green equipped staffguard on autoattack?

    -Content exclusive to one small group is not that relevant for Anet. Going by player numbers open world is very likely by far more relevant. This can result in less content being developed for such a small group. A good example for well made content were fractals. They cater to casuals and hardcoreplayers at the same time. Raid are exclusive content. A huge group of players is left without new content with each release. It's much more likely that Anet can't really justify money/dev hours being spend on such content. In the end it has to be worth it. Now fractals suffer from being old content. Their reward structure is outdated. Some players like them, others don't. You can't really put a 2 hour fractal into them, they have to be similar in length. Token can be spend from any fractal for the same rewards. Maybe it's time to create a "fractal 2.0" system which has also T1-T4 and CMs - but got new rewards and is maybe 30 min per map instead of 10 min. Or got a more dungeonlike design, so less focus on bossfights and a bit more trashmobs. No reason to abandon fractals, but I think an additional system is required since dungeons are dead and fractals alone are not good enough.

    TL;DR: GW2 is a game seperated into more casual open world solo players and a tiny group of hardcore raidplayers. Content in between is missing, making it difficult to step into raids. It hurts teams and communities a lot, since there is no content for casual and coregamers. GW2 is basically the opposite of GW1, which had a strong focus on casual- and coregamer teamcontent ("family and friends" guilds).

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited November 30, 2018

    @zombyturtle.5980 said:

    @Astralporing.1957 said:

    @Cattastrophy.2874 said:
    Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

    That's one problem with raid system now. It mixes people with different goals in the same content, while at the same time being demanding enough that even small differences in opinion/behaviour can cause tempers to flare.

    I think thats a problem with almost every mode. Ticket farmers in PVP and WVW who just want rewards and dont want to enjoy the mode itself clash constantly with the more hardcore players of that mode.

    Yes, that's true. Basically, it happens every time you create a mode where players need to depend on each other, design it for a specific group of players, and then create rewards aimed at a completely different group of players. The more effort and teamplay the content requires, the more toxicity is going to happen.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    @Astralporing.1957 said:

    @zombyturtle.5980 said:

    @Astralporing.1957 said:

    @Cattastrophy.2874 said:
    Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

    That's one problem with raid system now. It mixes people with different goals in the same content, while at the same time being demanding enough that even small differences in opinion/behaviour can cause tempers to flare.

    I think thats a problem with almost every mode. Ticket farmers in PVP and WVW who just want rewards and dont want to enjoy the mode itself clash constantly with the more hardcore players of that mode.

    Yes, that's true. Basically, it happens every time you create a mode where players need to depend on each other, design it for a specific group of players, and then create rewards aimed at a completely different group of players. The more effort and teamplay the content requires, the more toxicity is going to happen.

    So what exactly is the advantage of making this content then, if it invariably breeds a toxic environment?

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • as long as the balance team uses the test golem as a benchmark to do their balancing, raiding is indeed destroying the game.

  • @Emberstone.2904 said:
    Where can I find this raid-training Discord? I've been wanting to try them out now that my Weaver is geared.

    Abit late to the party, but https://snowcrows.com/raids/training/ is one of the places.

  • Hot Boy.7138Hot Boy.7138 Member ✭✭✭

    Last year I wouldn't have agreed with this post, but my situation has changed. My guild's raid team fell apart last February/March, and since then I found it very difficult tog get into decent new groups. It's been so many months of this that I only log in now for the log in reward and just spend most of my time in Destiny 2 now.

  • @STIHL.2489 said:

    @Astralporing.1957 said:

    @zombyturtle.5980 said:

    @Astralporing.1957 said:

    @Cattastrophy.2874 said:
    Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

    That's one problem with raid system now. It mixes people with different goals in the same content, while at the same time being demanding enough that even small differences in opinion/behaviour can cause tempers to flare.

    I think thats a problem with almost every mode. Ticket farmers in PVP and WVW who just want rewards and dont want to enjoy the mode itself clash constantly with the more hardcore players of that mode.

    Yes, that's true. Basically, it happens every time you create a mode where players need to depend on each other, design it for a specific group of players, and then create rewards aimed at a completely different group of players. The more effort and teamplay the content requires, the more toxicity is going to happen.

    So what exactly is the advantage of making this content then, if it invariably breeds a toxic environment?

    The enjoyment people get out of group content is worth the risk of toxicity from a small number of people. If you remove all group content from an MMO you end up with a single player live service. This is not what gw2 is intended to be.

    Do you really want all dungeons, fractals, raids, wvw, pvp and group events removed from the game?

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    @zombyturtle.5980 said:

    @STIHL.2489 said:

    @Astralporing.1957 said:

    @zombyturtle.5980 said:

    @Astralporing.1957 said:

    @Cattastrophy.2874 said:
    Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

    That's one problem with raid system now. It mixes people with different goals in the same content, while at the same time being demanding enough that even small differences in opinion/behaviour can cause tempers to flare.

    I think thats a problem with almost every mode. Ticket farmers in PVP and WVW who just want rewards and dont want to enjoy the mode itself clash constantly with the more hardcore players of that mode.

    Yes, that's true. Basically, it happens every time you create a mode where players need to depend on each other, design it for a specific group of players, and then create rewards aimed at a completely different group of players. The more effort and teamplay the content requires, the more toxicity is going to happen.

    So what exactly is the advantage of making this content then, if it invariably breeds a toxic environment?

    The enjoyment people get out of group content is worth the risk of toxicity from a small number of people. If you remove all group content from an MMO you end up with a single player live service. This is not what gw2 is intended to be.

    Do you really want all dungeons, fractals, raids, wvw, pvp and group events removed from the game?

    You are confusing social content with group content.

    Dungeons, Fractals, and Raids, are group content as they require you to be in a group to play with other people, such they are group based content.

    WvW and open world like content IE: World Bosses, Meta Events, Dynamic Events, etc, are Social Content as they have no such requirement to group for anyone to contribute to the completion and receive a reward for doing so.

    Spare me the "Oh no it would be a Solo Game without group content" there is only Fractals, Dungeons and Raids that are group content, and there is a huge world of the game that is social content.

    They could get rid of the group content, BDO did, and it;s doing fine.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • borgs.6103borgs.6103 Member ✭✭✭

    Griffon timed adventures is on the verge of destroying huge segments of the gw2 community, if it hasn't already.
    First, it requires you to get the griffon, which is in itself a grind!
    Then you have to practice a lot to know how to maneuver your griffon in the adventures!
    Finally you have to challenge yourself to get gold on each adventure!

    Anet please remove Griffon timed adventures to the game!

    Hi.

  • @STIHL.2489 said:

    @zombyturtle.5980 said:

    @STIHL.2489 said:

    @Astralporing.1957 said:

    @zombyturtle.5980 said:

    @Astralporing.1957 said:

    @Cattastrophy.2874 said:
    Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

    That's one problem with raid system now. It mixes people with different goals in the same content, while at the same time being demanding enough that even small differences in opinion/behaviour can cause tempers to flare.

    I think thats a problem with almost every mode. Ticket farmers in PVP and WVW who just want rewards and dont want to enjoy the mode itself clash constantly with the more hardcore players of that mode.

    Yes, that's true. Basically, it happens every time you create a mode where players need to depend on each other, design it for a specific group of players, and then create rewards aimed at a completely different group of players. The more effort and teamplay the content requires, the more toxicity is going to happen.

    So what exactly is the advantage of making this content then, if it invariably breeds a toxic environment?

    The enjoyment people get out of group content is worth the risk of toxicity from a small number of people. If you remove all group content from an MMO you end up with a single player live service. This is not what gw2 is intended to be.

    Do you really want all dungeons, fractals, raids, wvw, pvp and group events removed from the game?

    You are confusing social content with group content.

    Dungeons, Fractals, and Raids, are group content as they require you to be in a group to play with other people, such they are group based content.

    WvW and open world like content IE: World Bosses, Meta Events, Dynamic Events, etc, are Social Content as they have no such requirement to group for anyone to contribute to the completion and receive a reward for doing so.

    Spare me the "Oh no it would be a Solo Game without group content" there is only Fractals, Dungeons and Raids that are group content, and there is a huge world of the game that is social content.

    They could get rid of the group content, BDO did, and it;s doing fine.

    GROUP events in pve. Literally have group in the name.
    PVP requires a group of 5 players
    WVW you can play without a group but your success as a server depends on group play.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭

    @zombyturtle.5980 said:
    WVW you can play without a group but your success as a server depends on group play.

    If you haven't noticed, one of the problems of WvW today is that way too many players there (including many of veterans) do not really care about success of their server.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭

    @Astralporing.1957 said:
    If you haven't noticed, one of the problems of WvW today is that way too many players there (including many of veterans) do not really care about success of their server.

    To be fair that's a problem with the entire game, players not caring about the success of the content, only that they get their loot. I know to get loot you need to succeed first (most of the times) by that I mean they don't care about how they get their loot, how to do the mechanics properly, but rather that some others will and they will all get their rewards in the end. It's why simple break bars don't break during boss fights (not talking about some really over-tuned ones), why players fail to dodge very simple damage mechanics and then stay dead waiting for their loot instead of waypointing and running back. In PVP it's also common to see players that queue, afk, rinse/repeat to get their rewards since winning only accelerates the rewards, it's not a necessity. This apathy towards the actual content of the game is a major issue, and it appears on all modes.

  • @Astralporing.1957 said:

    @zombyturtle.5980 said:
    WVW you can play without a group but your success as a server depends on group play.

    If you haven't noticed, one of the problems of WvW today is that way too many players there (including many of veterans) do not really care about success of their server.

    Yes I have. In fact I think its probably the worst game mode for creating the toxicity we were discussing earlier, where players who want the rewards conflict with players who want to play the content.

    Still, to play the game mode as intended (goal to be the winning server) needs group play.

  • Astralporing.1957Astralporing.1957 Member ✭✭✭✭
    edited December 2, 2018

    @zombyturtle.5980 said:

    @Astralporing.1957 said:

    @zombyturtle.5980 said:
    WVW you can play without a group but your success as a server depends on group play.

    If you haven't noticed, one of the problems of WvW today is that way too many players there (including many of veterans) do not really care about success of their server.

    Yes I have. In fact I think its probably the worst game mode for creating the toxicity we were discussing earlier, where players who want the rewards conflict with players who want to play the content.

    Still, to play the game mode as intended (goal to be the winning server) needs group play.

    Indeed. Which is why it also fits the description of the problem i mentioned earlier that raids suffer from. Designed to satisfy one group of players, requires team cooperation, but also has incentives to bring in players from a completely different group and with different goals. Same with SPvP, of course.

    It mostly works if people of those distinct groups can easily play separately. If for some reason it's not so easy and they end up mixing up however, well, the greater the group cooperation required, the more violatile that mix becomes.

    The whole point of a social game is to play with the people you want to play with, not be forced to play with the people you don't.

  • I am part of a training discord. Right now (23:55 central european time) there are more then 1000 players online. Some of them tried raiding once, some are already raidning with pugs/static but decided to stay there and some are newcomers that train now. Raids are organised 3 times per week for 2-3 hours at set time. Sometime there are more trainees then commanders and other time more commanders then trainees. Everyone is nice and patient.
    It is not hard to find this discord. I was once sitting in front of dentist when I decided to start raiding and joined this discord on my mobile phone in less then a minute. If someone wants to learn then nerere are options to do so. Training discords exists and are used by many players. If someone cannot find them then they are probably not looking.

  • @rabenpriester.7129 said:

    @Cristalyan.5728 said:

    The rift has been created even before the first raid wing reached the game. By the developers statement the the raids are only for .... This only creates a segregation. Segregation = separation. Separation = rift. And after this statement, the entire development team acted to put it into practice. Repeating that this is a good thing.

    Honestly, the rift between you and me can't be big enough. Believe me when I say it's not the game mode that makes me want to interact as little as possible with people of a mindset such as yours.

    Oh, then I'm safe. Because, you know, the theory of "the Chosen" is for the persons with ..... manipulable minds. Because of this "you belong to the select class of the few Chosen... " the people tend be more indulgent with the .... "gods" whispering them this pleasant lie.

    This is the reason I consider the statement "the raids are ONLY...." to be a mistake from ANet. More than this, an insult for all the persons able to think. Something like .... the raids will be very difficult, something like the dungeons at at launch .... ** is a challenging statement. Something like **the raids are ONLY for ... is not challenging at all. It seems like a bribery tentative. Unfortunately, some did not resist this tentative.

    To end this: I'm truly happy you avoid to interact with persons thinking like me. Because, you know, persons like me lack the rudeness to tell you the same. And you spare me for the effort to find a polite way to tell you the truth.

  • My sincerest apologies. I really should not have referred to this whirlwind of confusion and dyslexia as a "mindset".

  • SkyShroud.2865SkyShroud.2865 Member ✭✭✭✭

    @STIHL.2489 said:

    @zombyturtle.5980 said:

    @STIHL.2489 said:

    @Astralporing.1957 said:

    @zombyturtle.5980 said:

    @Astralporing.1957 said:

    @Cattastrophy.2874 said:
    Don't join groups or play with people who don't want the same things in the game as you do. They won't like you, you won't like them.

    That's one problem with raid system now. It mixes people with different goals in the same content, while at the same time being demanding enough that even small differences in opinion/behaviour can cause tempers to flare.

    I think thats a problem with almost every mode. Ticket farmers in PVP and WVW who just want rewards and dont want to enjoy the mode itself clash constantly with the more hardcore players of that mode.

    Yes, that's true. Basically, it happens every time you create a mode where players need to depend on each other, design it for a specific group of players, and then create rewards aimed at a completely different group of players. The more effort and teamplay the content requires, the more toxicity is going to happen.

    So what exactly is the advantage of making this content then, if it invariably breeds a toxic environment?

    The enjoyment people get out of group content is worth the risk of toxicity from a small number of people. If you remove all group content from an MMO you end up with a single player live service. This is not what gw2 is intended to be.

    Do you really want all dungeons, fractals, raids, wvw, pvp and group events removed from the game?

    You are confusing social content with group content.

    Dungeons, Fractals, and Raids, are group content as they require you to be in a group to play with other people, such they are group based content.

    WvW and open world like content IE: World Bosses, Meta Events, Dynamic Events, etc, are Social Content as they have no such requirement to group for anyone to contribute to the completion and receive a reward for doing so.

    Spare me the "Oh no it would be a Solo Game without group content" there is only Fractals, Dungeons and Raids that are group content, and there is a huge world of the game that is social content.

    They could get rid of the group content, BDO did, and it;s doing fine.

    Social and Group content. That's some new terms you got there.

    Founder & Leader of Equinox Solstice [TIME], a Singapore-Based International PvX Guild
    Henge of Denravi Server
    www.gw2time.com

    --

    Explanations of WvW Structures & Populations Issues

  • santso.9201santso.9201 Member ✭✭
    edited December 6, 2018

    Lol did someone rly bring up worst gambling game ever in this discussion as "Pro" wouldnt say that game which pirate servers are More popular than actual game is good example.

  • @rabenpriester.7129 said:
    My sincerest apologies. I really should not have referred to this whirlwind of confusion and dyslexia as a "mindset".

    Hmm .... If I answer you in a way you are able to understand, this topic will be in danger of closure. So, I will pretend that indeed my mind is clouded by confusion and because of this I did not understand the real meaning of your statement and I will say only: Acknowledged. Apologies accepted.

©2010–2018 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars 2, Heart of Thorns, Guild Wars 2: Path of Fire, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.