A Message from Andrew Gray - Page 5 — Guild Wars 2 Forums

A Message from Andrew Gray

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  • No new elite specs - not interested.

    I love your work, but "expansions level contents" and no elite specs? No. Just no.

  • Thoughts from a casual who wanted to do raids but never stuck with it.

    Largest barrier to entry in raids is the wait time to form a group (partly related to the number of people you need to form a group). I think this is the primary driver of impatience in the raiding groups. I don't think people would get frustrated so easily and quit if they didn't just spend an hour (or two?) waiting around. I've never had issues with fractal wait time, granted fractals are easier but I don't think that's the driving force in the differences in patience in both "communities". Fractal mechanics are much more obvious and can easily learn on the fly, at least more easily explained so there's hope there if things are going south. Explaining raids to people can be bit of an ordeal. Even if they are mechanically sound in their class, not knowing the quirks of the raid can be massively detrimental to the group . Also in fractals, people are more willing to stick with it and iterate if things go south because it's easier to soft carry and coach.

    Wait time psychology seems to be the opposite of "buyer's remorse"( you've invested so much you can't let go). Wait time is related to party count. Also difficulty to over come a slightly weak group is related to party count. It easier to soft carry when the party count is lower so people stick around longer for that reason as well.

    Wondering if raids had a smaller party count it would have panned out differently.

    I think the higher party count in raids combined with its knowledge-of-the-raid based mechanics produces a high upfront cost that is unrelated to gearing and player mechanics. Even if you find a learning guild, trying to coach 10 people willing is far harder than helping out the 1 or 2 people who may be struggling if it was a 5 player group.

    Though this is probably all intentional in the design to have raids be only for dedicated/connected players at which point I'll stop crying and get on with it.

  • Bassdeff.1895Bassdeff.1895 Member ✭✭✭

    @Asum.4960 said:

    @Antycypator.9874 said:
    Main problem with small audience in raids are not difficulty, but requirements from players. Currently it's more like "I have to show LI or KP to get into raids, but I have play raids to get LI and KP" which means: it's better if you already have something to show, otherwise we will say goodbye to you. When new raids comes — you have to show KPs from previous raid.
    It's not easy to get into raids if someone's doing them first time. Same with CM fractals (only Shattered Observatory). Specific and unique currency is taken as KP and we have to show them to join someone. I got info CMs because my guildmates took me for this adventure. I played with experienced 250KP+ players while having literally 0 of them. In normal conditions I couldn't join anyone. I think we have to get rid of unique, content-specific currencies and items.

    I don't think the answer is taking away the ability of players to check for experience of PuG's, besides that usually they will always find a way, it just gets more and more contrived the more difficult it is made (such as resorting to AP).

    The game simply needs more (difficult) group content to encourage people to get out of their comfort zone for a moment and to join Guild's such as yours, incentivising the forming of communities that will help each other out and get each other into different forms of content, all while having fun together............

    I've been thinking real hard about what could be done to grow the GW2 raiding community. The problem we have right now is that those who have the experience don't want to waste their time teaching new players how to raid. Newer players are hitting an entry barrier because of it and have to resort to paying or starting their own groups a suffer the learning curve on their own. We need a way to reward experienced raiders for taking the time out of their schedule to help less experienced players. That got me thinking of WvW commanders, they get extra pips for leading a map, something similar could be done with raids. What if the game tracked your kills,? After so many kills you can qualify and purchase a mentor status. Every squad member with mentor status would get a bonus rewards for every squad member under s certain kill threshold. Throw in a special back pack skin or something for help x mount of people get x mount of kills. That would encourage more experienced people to take on a few nubs in their party.

  • @jasonorme.5014 said:

    @Stormscar.5489 said:

    @jasonorme.5014 said:
    I'd love to start raiding but It's too difficult for new raiders to join raids as groups want proof of experience with a currency we are unable to get because we can't get into a raid group because they want a currency we are unable to get because we can't get into a raid group because groups want proof of experience with a currency we are unable to get because we can't get into a raid group because groups want proof of experience with a currency we are unable to get because we can't get into a raid group because... you see the problem?.

    No, I don't see the problem. You can go ahead and acquire KP and LI like the rest of us did. Join groups that are learning or training new people, or make your own groups. But if active players haven't tried raiding in all these years, they just dont care about the game mode and they never will, the LI/KP excuse is just an excuse.

    That's not the case at all, people want to raid but elitist gatekeepers push them away.
    The stupid thing is, as Andrew has stated " raids attract a small audience", and that audience will never grow if more people aren't let in.
    Raiding needs to become accessible for all, otherwise, Anet won't focus their development time working on raids and those elitist gatekeepers will have shot themselves in the foot.

    I think that there is a solution to this that has not been considered yet, at least within the scope of the conversations I have read. I think Anet should develop a specific set of rewards for training new players in raiding to encourage established raiders to bring new raiders into their groups. There is something similar in WvW where a commander receives an extra pip for leading a squad of 5+.

    Proposed Incentives:
    5% more Magnetite Shards/Gaeting Crystals per new raider in squad up to 4 new raiders & 20% increase
    5% increase on weekly Shard/Crystal cap
    increased chance at receiving better drops on Boss kill (not sure if MF impacts that or not) per new raider in squad up to 4 new raiders & 20% increase

    Proposed Criteria to identify new Raiders:
    < 5 kills on current Raid Boss.

  • Blude.6812Blude.6812 Member ✭✭✭✭

    @Golvellius.7856 said:

    Raids are not a "tricky" problem to solve. The tricky part to fixing any problem is not listening to people telling you what the problem is. Imagine going to a clinic, and all the receptionists, nurses, and doctors have headphones in. That's you guys! lol Not you guys specifically - it's all MMO developers when we tell you what the problem with Raids is. It's like...you guys just zone out or something when we give you the root cause.

    :)

    This^^^^^^^^^^^^ 100%

  • Zok.4956Zok.4956 Member ✭✭✭

    @foozlesprite.8051 said:
    A 'story mode'/easy difficulty raid with a lower dps threshold like many other games have would allow more people to enjoy 10-man content, and allow people to practice their build in a real-world environment and learn the mechanics of the fights in a lower-stress scenario (for raid fights that take more time to pick them up, since as I said, it wasn't the issue with the strike). Achievement progress/the best loot would be locked to normal and challenge mode versions, as appropriate. I personally think this would do more to step people up to 'normal' raiding than strikes do.

    I am glad, that you wrote that, so I can just write "full ack". :)

    Players ask for an "easy mode" for raids since the first raid in GW2. I understand that strike-missions are intended to be "easy mode raids", but they are not the same.

    https://www.gw2gh.com/ - A GW2-Guild-Hall.
    Register and check your guild leaderboard to see who is the best in your guild and who finished achievements first.

  • zealex.9410zealex.9410 Member ✭✭✭✭

    @kharmin.7683 said:
    I, too, appreciate the communication.

    As a (very) casual player, who has read most of the thread, here are my points of view.

    I don't raid or strike. This type of content doesn't interest me as a casual player. I do like that it is available for those who prefer that type of content -- good for them. I don't like that completion gets forced into content.

    If I read correctly, there are plans to focus on content that appeals more to the hardcore crowd? I hope that this isn't due to the comments on these forums and on reddit that constantly call for this. I'd wager that many casual players don't even look on the forums/reddit because they are casual players -- heck, in my limited casual play group, I am the only one who does. I caution Anet to remember the pre-nerf HoT and the backlash from it.

    Anyway, that's what I've got to offer for now.

    Pre nerf hot and the backlash from it happened because anet decided to bring harder content to everyone's door without asking who wants it, a raid or a fractal cm isnt something that comming up to you and asks to be done, its something that been released on the side as an option.

    Besides, most ppl dpnt use these forums or reddit so the pre nerf hot experience might not have been indicative of everyone, imo the post hot experience of no non raiding content was far worse for the game.

  • zealex.9410zealex.9410 Member ✭✭✭✭

    After some time i had to think on the post and a few talks i found here or there i gotta ask, what are you laying the groundwork for for the last 3 or 4 years? Could we instead of laying the groundwork actually get to enjoy the good content all this groundwork is been laid for? How about a mention of what said content is and why it takes years of groundwork?

  • Ben K.6238Ben K.6238 Member ✭✭✭✭

    @Bassdeff.1895 said:

    @Ben K.6238 said:
    "Optimised" is meaningless by itself, since there are varying degrees of optimisation and diminishing returns on the things you can optimise.

    It is bizarre that the game still doesn't support DX11 or higher, but that has a fairly modest impact - the overhead required to run GW2 over the last 7 years hasn't increased much, while hardware has improved substantially.

    It's certainly not in a state where a properly maintained system with reasonable hardware can't run it without significant performance concerns, and hasn't been for years. So aside from some general upgrades for sanity's sake (like moving off DX9 finally) there's not a whole lot of point in going over the game with a fine-toothed comb to get the last few percent out of it.

    The problem isn't that the game runs bad, it does but that isn;'t the problem. GW2 ran "OK" on the PC I built in 2010. In 2018 I built a top notch gaming rig and do you know what kind of improvement I saw in GW2? Essentially none. Sure I gained a couple of frames here and there but the game refuses to use more that 50% of hardware capabilities. I still can't turn shadows up to max, or increase character limit past low and character details past lowestI. Even with those setting I still get 25FPS in some areas and 8 fps when AB meta ends. If I only played GW2 then the money I spend on my rig would have been a total waste. Luckily GW2 isn''t the only game I play.

    Are you running it on an ultra-high resolution screen? I'm getting better than that on 1920x1200 with a system the same age (which I wouldn't call top notch, although I did go for a relatively high-end CPU, which is where GW2's bottleneck tends to be).
    If I raise the character limit to high (I usually set it low with everything else max) and go to a world boss fight, I can get it down to 25FPS but otherwise it's running 90-120 most of the time.

  • Bassdeff.1895Bassdeff.1895 Member ✭✭✭
    edited February 4, 2020

    @Ben K.6238 said:

    @Bassdeff.1895 said:

    @Ben K.6238 said:
    "Optimised" is meaningless by itself, since there are varying degrees of optimisation and diminishing returns on the things you can optimise.

    It is bizarre that the game still doesn't support DX11 or higher, but that has a fairly modest impact - the overhead required to run GW2 over the last 7 years hasn't increased much, while hardware has improved substantially.

    It's certainly not in a state where a properly maintained system with reasonable hardware can't run it without significant performance concerns, and hasn't been for years. So aside from some general upgrades for sanity's sake (like moving off DX9 finally) there's not a whole lot of point in going over the game with a fine-toothed comb to get the last few percent out of it.

    The problem isn't that the game runs bad, it does but that isn;'t the problem. GW2 ran "OK" on the PC I built in 2010. In 2018 I built a top notch gaming rig and do you know what kind of improvement I saw in GW2? Essentially none. Sure I gained a couple of frames here and there but the game refuses to use more that 50% of hardware capabilities. I still can't turn shadows up to max, or increase character limit past low and character details past lowestI. Even with those setting I still get 25FPS in some areas and 8 fps when AB meta ends. If I only played GW2 then the money I spend on my rig would have been a total waste. Luckily GW2 isn''t the only game I play.

    Are you running it on an ultra-high resolution screen? I'm getting better than that on 1920x1200 with a system the same age (which I wouldn't call top notch, although I did go for a relatively high-end CPU, which is where GW2's bottleneck tends to be).
    If I raise the character limit to high (I usually set it low with everything else max) and go to a world boss fight, I can get it down to 25FPS but otherwise it's running 90-120 most of the time.

    That is what I mean, sure my top end improved but I saw very little improvement on the bottom end which is what really matters. Getting 120fps doesn't mean a thing if you can't at least hold 60 or even 30 during the most demanding events. I run the game at 1080p cause I play off a big screen and it doesn't like non tv standard resolutions and 4k is to big a hit on FPS for what I get out of it.
    I was getting 25 fps in boss fights on my old rig which was running at near 100% capacity, now I'm still getting 25fps and both gpu and cpu are running 40% to 50% because the game doesn't know how to take advantage of multi-core cpus. Might not have been a big deal in 2012 but in 2020 where 8 core cpus are plenty and affordable it is a problem. Hence while people have been asking for a revamp of the game engine which will probably never happen.

  • Ash.5274Ash.5274 Member ✭✭
    edited February 4, 2020

    @zealex.9410 said:
    After some time i had to think on the post and a few talks i found here or there i gotta ask, what are you laying the groundwork for for the last 3 or 4 years? Could we instead of laying the groundwork actually get to enjoy the good content all this groundwork is been laid for? How about a mention of what said content is and why it takes years of groundwork?

    I've actually been considering this point as well, and there's no denying they've used the 'laying the groundwork....' 'building a foundation for...' argument before, but I think the big factor here is the layoffs last year, soon followed by Mo heading off to start his own studio. I think the layoffs in particular (meaning no disrespect to Mo, I'll add) came as a massive blow, resulting in a lot of restructuring and reassessment. So, in a sense, you could argue they are starting from scratch, building new foundations, laying new groundwork.

    I don't know if that argument will hold any sway with you, but it's certainly how I've come to view things. And of course it goes without saying: you've told us, now show us. Proofs in the pudding, as they say. But speaking personally I certainly have more optimism and belief that Anet fully intend to deliver on their promises.

  • I think everything is all well and good.
    But what about PvP?

  • snoow.1694snoow.1694 Member ✭✭
    edited February 4, 2020

    I believe Guild Wars 2 still has great potential to become an all time great like CoD, GTA or FIFA, but that needs some good marketing moves in 2020. ArenaNet should focus on the competetive aspect of Guild Wars 2 and by that I mean PvP - competetive games are what gets and keeps people hooked. Pay a top streamer to play PvP, give him/her access to cool skins to show off and let them team up with top PvP players. What we can learn from Minecrafts resurgence is that content creators playing games and people creating memes out of them is what makes games spike in popularity. Therefore ArenaNet should:

    • keep the meta healthy
    • pay content creator/s (Youtubers/Streamers) to play Guild Wars 2 and allow them access to skins as advertisement. I am literally talking about people like Tyler1 who are used to 5v5 games and have HUGE potential of creating new memes while playing it
    • develop the PvP menu, create additions to Heart Of The Mist and ease the process of obtaining skins via PvP
    • reestablish the payed esport aspect of Guild Wars 2 by partnering with an esports league - see the 1st place of a tournament as „expense“ for an extra marketing employee, because the winning team is basically that - support in advertisement
    • tell your marketing team to create some fire memes that are actually funny, partner with popular sites on Instagram and Twitter and share them
    • kids love free games and hate getting destroyed - allow „Free2Play“ people access to single elite specializations through purchase via the gem store. Trying the elite specs will make them buy the Ad-ons. Add also free 7 day trails for each elite spec
    • support actual Guild Wars 2 content creators by letting top PvP players create YouTube/Twitch accounts & let them group up with paid content creators as PvP teams to increase their reach

    I played Guild Wars since I was 13 years old, now I am 25, work in business administration and when I think back on what made me hooked on it was that it was a literal game about wars between guilds, about the Hall Of Heroes and the sick life action movie like ads Guild Wars came with. We should go back to that concept and let Guild Wars finally get the fame it deserves with it‘s graphics and lore.

  • I believe that I also fell out of my chair when I saw this, sincerely: it is a real good thing: FINALLY communication, continue in this direction.
    From what I see in the announced content, this is just the beginning, so I hope there will be more.

    So far except for the prologue that was great, Living History 5 was just bad (really), so I hope that from these famous episodes we will move towards an improvement.
    On the other hand, I notice that we will be late on episode 3, which will be "postponed", I mean if we have something in between that will be fine (the vision of the past). I hope we will have more answers on what you will bring in this year 2020, and please avoid too much you get caught up in the surprise, I mean: communicate, this is your biggest flaw and players really need to be reassured, did not repeat the mistake of August 30.
    Cordially,

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    @Strider Pj.2193 said:

    @Blocki.4931 said:

    @MashMash.1645 said:
    I guess Alliances are truly dead then huh?
    Oh well.

    Why are you people so obsessed with saying it will never come? They gave us a timeline of what to expect. Swiss needs to be done testing and in an acceptable state first, they are already focusing on finishing the Alliance system, which is built upon some of the swiss tech, right after. You don't need this reaffirmed every single time something about the game is said. This was a post about PvE.

    Another one who’s opinion won’t matter regarding WvW. I love when people use the term ‘you people’ . It is enlightening.

    Two years. Two years since initial announcement.

    🌈😺😺🌈

    Hope you have a wonderful day!

    What else would I say to refer to a subset of people? You want me to always use "Those who believe X" instead of "you" when what I am directly replying to already spares me that work thanks to context?

    Two years don't mean jack, because it was announced in it's infancy. It was announced when it was a brainstorm session that they want to put out there as something they will soon work on. That's like getting angry at game devs who say "hey, this game you're waiting for will come out in a few years. Here is this random rock texture that is already done." because in your mind it directly translated to "game is done soon".

    They gave us that disclaimer telling us this is very early in development, if they had even started at that point. Since then we've had several updates on it, what else do people want? What should they tell us after they have told us again and again that it's still in the works? Show concepts? Show their dev work to us? That's useless and doesn't make any sense.

    So yes, I think it's a bit silly to ask for the concrete status of a WvW update on a PvE post.

    I rather choose death.

  • Just kek, 0 content for WvW see next year ahahhah B)

  • Sorry 4 my eng, it's not my native lang.
    What about Raids:
    1) All of ppl who want to join raid r welcome. Just try to do it in the weekends.
    2) Kp is imortant, because not all of raiders want to spend their time for new players and it's normal
    3) Guild Wars 2 (if u can read) contains in title word "Guild", so 1st step to join into raid -- just ask it in your guild (i also joined at my 1st raid like that)
    4) I Think GM not understand what real problem whith raids. We have some of site (guild site) who tell us best equipment and rotation and it very imortant to be raider, u can complete fractal whithout knowing rotation, but u can't do it in raid. We haven't any variant to learn your 1st rotation if u haven't friends or u don't know specific sites. Also golem (Special forcew arena) is !terrible! ** u **Can't 4 example take equipoment 4 some tests to discover how to improve your dps, so if u just start to collect you 1st ascended set (which hard enough to new players and take about 1 weak) u can't discover which one u should to create 1stly. The game not give us some example of pre sets of skill, rotations or equipments. i often take part in training raids to teach some ppl how to raid and i see a lot of ppl who don't know whats is dps at all.
    5) old raids players don't have any motivations to going training raid, we can't get some bonus from kiling boss if we already killed it on this weak, also we can't kill cm for new reward so hard to find cm mod in lfg.
    6) we have thousands of li and kp, which r rubbish, i already have some of leg sets, and i can't get something new for that, so it only take slot in my bags.

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @Blocki.4931 said:

    @Strider Pj.2193 said:

    @Blocki.4931 said:

    @MashMash.1645 said:
    I guess Alliances are truly dead then huh?
    Oh well.

    Why are you people so obsessed with saying it will never come? They gave us a timeline of what to expect. Swiss needs to be done testing and in an acceptable state first, they are already focusing on finishing the Alliance system, which is built upon some of the swiss tech, right after. You don't need this reaffirmed every single time something about the game is said. This was a post about PvE.

    Another one who’s opinion won’t matter regarding WvW. I love when people use the term ‘you people’ . It is enlightening.

    Two years. Two years since initial announcement.

    🌈😺😺🌈

    Hope you have a wonderful day!

    What else would I say to refer to a subset of people? You want me to always use "Those who believe X" instead of "you" when what I am directly replying to already spares me that work thanks to context?

    Two years don't mean jack, because it was announced in it's infancy. It was announced when it was a brainstorm session that they want to put out there as something they will soon work on. That's like getting angry at game devs who say "hey, this game you're waiting for will come out in a few years. Here is this random rock texture that is already done." because in your mind it directly translated to "game is done soon".

    They gave us that disclaimer telling us this is very early in development, if they had even started at that point. Since then we've had several updates on it, what else do people want?

    Oh. The two updates that happened within 8 months then radio silence? For 1.25 years? Yep. I get it.

    What should they tell us after they have told us again and again that it's still in the works? Show concepts? Show their dev work to us? That's useless and doesn't make any sense.

    So yes, I think it's a bit silly to ask for the concrete status of a WvW update on a PvE post.

    Oh I hear you. And I thank you. It makes it easier to know who to take seriously in the WvW forum.

    Thank You for the {MEME}

  • BlueLycan.8510BlueLycan.8510 Member
    edited February 5, 2020

    In my honest opinion the problem is that there is too much focus on fractals. What's really happening here is that it's "dungeon content" but all being kept in one place and required to be completed daily. In addition to that, literally all of the rewards and some of the most effective ways to make gold are locked behind specifically fractal dailies. This means you must do fractals everyday which is extremely monotonous and will cause burnout real quick. I personally think this game could benefit from spreading fractal rewards back into other parts of the game instead of funneling everyone into that specific niche. Where else could these rewards be spread? Simple: New dungeons. Yes I know the old ones were buggy as heck and everyone will say they do not like them, but that is because they were made with spaghetti code that would doubtlessly not be repeated going forward. What is the benefit to making new dungeons? Connection to the world and story again. The issue with fractals is that they are very loose in the universe. It does have some cool and interesting stories but let's talk about fractals like Deepstone. Deepstone is a missed opportunity because it would have been awesome to have a whole tomb-raiding themed fully-fledged dungeon that could have helped build the world and give people a reason to go back to areas in Elona even if just in passing, as this could have been the perfect chance to expand on the Derelict Delve in the Desert Highlands. What I'm trying to say is, creating a bunch of new and exciting dungeons could be a great way to deliver that same 5-man content people crave while also expanding the world and connecting the 5-man content to said world, thus increasing interest in the living story overall, even for those whose interest is normally only to do content. Think about it, when you're surrounded by a bunch of robot cat golems, you can't help but ask "what the heck is going on with those?" as they meow at you relentlessly. My last piece of feedback is that, first of all, I used to raid regularly, having done all of the challenge modes when they were still new, buggy, and actually hard, and I can tell you with certainty that fractals are much harder. Why? Raids are made with mechanics and patterns in mind that you can eventually learn and memorize; it feels good, it feels satisfying, it feels fair. You know that when you wipe, it's because you did something wrong. Now if we talk about fractals, the opposite is true. It's complete chaos, there's a million high damage AUTO attacks and stuns being spammed in all directions at you and you can't do much about it as you're wailed on by the many DoT instabilities piling up on you. When you get hit once, you're knocked down for a good 5 seconds and there is nothing you can do about it. This makes playing squishy classes and squishier builds like elementalist feel more like a pain rather than fun, and you're rewarded half as much. Why play something squishy when you can play dragonhunter and be stupid tanky and pull out huge damage for 0 effort? Your healing is butts because agony is well... agonizing, and it's overall just a very anti-fun experience. So why is there any fun to fractals at all? Because fractals like Nightmare and Shattered were actually made in a similar (not exact) way to raids. The bosses were made with patterns and mechanics in mind. The only problem here is there's still a lot of bullpoop instabilities and high damage values wailing on you that you can't effectively heal since your healer is crippled by agony; in other words, the chaos is still there on top of those mechanics.

    If you want to talk about why raids are not attracting more players: first of all, people don't come to GW2 for a hardcore game. This is known as -the- casual game. Second of all, I think strikes are a great idea, but the execution is a bit poor because there's a lot of visual clutter in these fights. If you want my opinion of good examples of content progression, I think Final Fantasy 14 hit the nail on the head. Dungeons -> Trials -> Raids -> Extreme Trials -> Savage Raids -> Ultimates. In gw2's case I would say something like Trials -> Extreme Trials -> Savage Raids is a good way to progress. If you're not sure what any of that means, I suggest looking up how FF handles things. Good examples in my opinion of normal trials are Tsukuyomi, Susano, Lakshmi, and extreme trials are again Tsukuyomi, Titania, and Innocence. Eden's Leviathan and Titan (both on Savage mode, not normal mode) are hands-down what I consider to be extremely well made and satisfying fights. I don't think guild wars 2 will ever reach that difficulty, nor do I think they should, but maybe anet can learn a thing or two by watching how those fights work and were made to get an idea of what fun and fair mechanics are. Most importantly all of these fights tie into the story and are relevant to the world they're in. Anyone who's done it can easily tell you Tsukuyomi was one of the most impactful fights in the game story-wise with very fitting mechanics and a kitten fight.

    And one more thing: the solution to Living story maps becoming useless after they are played once, is NOT to break them up into two separate updates. This just means overall we get less content that's equally useless in the long run. Focus on giving quality and replayability to these maps, NOT reducing them. Don't add annoying map mechanics like the brand storm or the snow debuff in the Bjora Marches. These are incredibly annoying. Don't add a plethora of mobs to each map, it completely destroys any chance of fantastic RP spots being used in a game that was originally MEANT to be a casual RPing game. And not every map needs a meta event. Find replayability in other ways because when almost every map has a meta, you spread the playerbase too thin and some of them either can't be done later in the day or just why would someone do Dry Top when you can do Octovine? I personally do not think meta events actually add any real value to the game or maps, but that's just me.

    You have a huge highly diverse and expansive world. Use it. Connect it.

    TL;DR
    I think Anet could benefit from spreading the rewards from fractals into new dungeons, which could serve a dual purpose of delivering much needed and wanted variety into 5-man content whilst providing a gateway to making connections with the story of all these new and fantastic maps we have that otherwise go completely unused after their episodic release. Also for new maps: less mobs, less annoying mechanics, more RP spots.

  • zityz.6089zityz.6089 Member ✭✭✭

    @jasonorme.5014 said:
    I think the only thing that will fix the issue with raids, is difficulty tiers with scaling rewards.
    That way players can familiarise themselves with the content, and then increase the challenge when they feel more confident.

    This is a great idea. It is like how GW1 had regular missions and then hard mode version of those. At least this way for people who just want to experience the content or learn the raids can do so and still feel like they're not being judged because of what they're doing/ learning.

    Once they get the hang of it and want to step up then they can do the "hard" version and those will have better rewards.

  • TDC.1627TDC.1627 Member ✭✭

    Just what this game needs, more groundwork with promises to build on.

    What happened to the groundwork laid for Elite Specs, Fractals, Guild Missions and all the other groundwork laid over the years.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭
    edited February 5, 2020

    If you want a steady incline for Strike Missions to ease the player base into Raids, make Strike missions possible at 2 man, 5 man and 10 man.

    I don't even want to play Strike Missions at their easiest. What I want is replayable story content with rewards.

  • zealex.9410zealex.9410 Member ✭✭✭✭

    @Astralporing.1957 said:

    @zealex.9410 said:
    Pre nerf hot and the backlash from it happened because anet decided to bring harder content to everyone's door without asking who wants it, a raid or a fractal cm isnt something that comming up to you and asks to be done, its something that been released on the side as an option.

    Then perhaps it should have been to the side, not in our face by making, for example, strike achieves a requirement for getting the LS metaachieve. Or by making envoy armor the only PvE legendary armor set.

    My opinion has been that you wont get ppl to do harder content if they dont want to regardless their skill unless they want to. Tho that end im really just advocating for dificulty settings, strikes wont achieve that imo, not to the numbers they prob hope.

    Unfortunately this just plagues strikes, they are fine group instanced content and would be even more succesful had they released a cm for each while keeping nm easy. Having it be part of the meta imo is fine, theres nothing wrong with incentivising ppl to do the new content anet has made and that goes for content i might personally dislike like run around the map and press f achievements.

    On regards of legendary armor, i guess? Personally it didnt really get me to raid anymore than i did which was mostly done for the enjoyment of content.

    Exclusive rewards for diff parts of the game is a great thing imo and i believe how they gave all the dungeon rewards to pvp and wvw was a very bad call. That being said cosmetically diff legendary armors for fractals and maybe themed legendary armor pieces for diff world bosses make sense, emphasis on different.

  • @Captain Dark One.8690 said:
    Zzzzzzzzzzzzz
    How many times have Anet claimed to start listening only to then do whatever they want!

    Maybe cause the community as a whole exist of individual people with individual opinions. Most opinions seen are those of dissatisfaction. Look at Raids.
    People wanted them badly and demanded it cause it was part of the favourite game they used to play (but stopped playing for some reason). Now they are here, people complain how it is impossible to get into and how elitist it is. So long story short, they shouldnt have listened in the first place.
    Same with living world season one. People complained it was not repeatable. Now it is, but people complain that the maps are empty and everything is much of the same. Season one was so much better.

    My point is that they do listen, but they can only listen to the multitude of voices, not only those opinions being voiced, but also those that remain silence.
    I think it would be great if they would start doing whatever they want. When they build GW2, nobody had a clue and they made it great and groundbreaking in the genre. They should do so again. Start making the game they think is the best game in the world and stop listening to the salty part of the community. Not cause they are wrong, but cause it is impossible to know what the majority wants.

    Another element is that people who express their opinion have no experience in game development. Every action has a reaction. Every choice has a
    repercussion. a few examples.
    When you introduce player housing, people would spent more time in instanced content and less in open world towns.
    When you create more maps, the playerbase will get streched out
    When you create harder end game content, there will be people who cant do it and feel left out

    I'm not making judgement wether some choices where good or bad, but be aware of this. Every action has an opposite and equal reaction. Newton's third law of motion applies here, but also know that it is a law of movement. By being afraid of the reaction, there will be no action and there will be no movement. So let Arenanet do what they do best (move forward in the way they see fit best) and let us sit back and enjoy the ride. Maybe the game will go into a direction I'm not interested in, but so be it.

  • I'm not sure if anyone has touched on this regarding raids, but if you want more people to get into raids, not only does there need to be a sort of metaphorical ramp instead of a giant leap from say Fractals to Raids, but there also needs to be incentive for people even to care about raiding, and a much easier way of finding groups.

    Every time I try to convince people to play the game, one of the biggest concerns they raise is, "Where's the loot!?" I have to tell them that really isn't any loot in GW2 because getting newer, better gear isn't the focus of GW2; This isn't a loot-driven game.

    Sure, you can work toward legendary gear - I myself have 2 full sets of legendary armor and several legendary weapons - but aside from flashy animations and the convenience of not needing multiples sets of gear for different builds, legendary items don't bring anything to the table in terms of making your character(s) stronger.

    It's also not easy finding groups to raid with. Not only do you need to find a group that raids at a time that's convenient for you, but you need to find people that you get a long with, have the same or similar goals as you, and can actually get the job done when it comes to getting the kills you need to work on that legendary gear you want.

    I know there are several ways of finding groups: LFG, Discord, Reddit, etc... But, I honestly wish there was just a raid finder in the game. I badly want to get back into raiding myself, but I don't want to deal with the stress of meeting new people, having to prove myself, and hoping that we all get along, only to find out that we can't get boss kills.

    I doubt a raid finder would be anywhere near perfect right out of the gate, but it's better than not raiding at all.

    On the topic of Fractals, we don't need any new Fractals! What we need are the super old ones, such as: Aetherblade Retreat, Cliffside, Solid Ocean, Uncategorized, Underground Facility, Urban Battlegrounds, and Volcanic to be completely reworked!

    They're so old and outdated that it almost makes me not want to do them at all, especially the Underground Facility! When we get the final boss and find out that we have to fight the Elemental, I want to bail every time.

    But, despite Fractals needing a lot of love, what REALLY needs a LOT of love are dungeons! Aside from needing the tokens for legendary weapons, there's absolutely no need to go into them at all. They might as well not even be in the game and the tokens be ported over to Fractals.

    I know they exist as an introduction for new players, but Dungeons were all we had before the introduction of Fractals. I remember when the game first came out, Ascalonian Catacombs was unbelievably difficult. Nobody had the damage needed to destroy the Graveling Burrows in time and the NPC would always die.

    It got to a point where Frostbow Elementalists were a must have in every single group because of the super high damage output they had at the time, otherwise you might as well just not bother. Now, they're practically (if not) soloable. It's a shame how far they've fallen, and it'd be nice if they got a major overhaul.

    All-In-All, I'm super excited for the future of this game. I've been playing (off/on) since the closed beta way back when, and have nearly 10k hours logged in by now, but lately haven't found it in me to play because of the lack of content. (One hour LW episodes every couple of months just isn't enough)

    So, here's to the future! Cheers!

  • Justine.6351Justine.6351 Member ✭✭✭✭

    @Rockal.5468 said:
    as Mike O'Brien said: "if you are into wvw, typically, you are really into pve", so the wvw element they are adding to new map is for wvwers

    As a WvWer I can honestly say, Silverwastes is my favorite pve map.

    Anet buff me :-(
    Make me good at game!

  • DirtyDan.4759DirtyDan.4759 Member ✭✭✭

    @Dante.1763 said:

    Its terrible. If the meta fails the elites blame the casuals the causal blame -ANET-.

    Someone who understands how combat in this game works is not elitist.

  • DirtyDan.4759DirtyDan.4759 Member ✭✭✭
    edited February 5, 2020

    @Golvellius.7856 said:

    It's the toxic elitist community.

    You generalizing raiders, that's pretty toxic.

  • I am glad to know that you are working hard to improve the game. I am also glad to know that you are using content that you have already done before.

    I don't know how the story will continue, nor do I pretend to know.
    But I think it would be super interesting to see mechanics already created in other stories. As for example, the factor of being Sylvari in the story of Heart of Stones, or the decisions made throughout personal history.

  • YtseJam.9784YtseJam.9784 Member ✭✭✭

    Thanks for the message. I feel like FINALLY after years of all our feedback, someone is at least listening to some of it. One of the things that got me into GW2 was LS1, how dynamic the game was. How our involvement in the game impacted the outcome somehow. Also how Scarlet's impact left a mark on all the maps, how LA had to be rebuilt, how you still see leftovers of all LS1 throughtout the map. After LS1, the game became, to what I can best describe is.... Groundhog Day, the Bill Murray movie (you should go watch it if you don't know what I'm talking about). I feel like my character is stuck in an endless loop, since everything just repeats over and over, and no change. Yeah we unlock new areas to explore, but they are also stuck in Groundhog Day. I'm glad to hear you are going to incorporate some of that success and dynamic content in the Icebrood Saga, waiting for it.

    Now that said, and seeing the PvP, WvW upcoming balance message, I beg you to please pay more attention to the Profession forums. There have been a lot of changes to classes that were focused on PvP issues (whinning?) and the effects they have on PVE are terrible. For example, the Chrono rework from summer of 2019, they definitely shouldn't have been incorporated to PVE, I can see it being OK in PvP, but pretty much ruined a perfectly fun and PVE versatile class and should be looked into.

  • You seem to politicians to want to say something, when in the end you say nothing.

    again and again 7 or 8 months after the same things with different words.

    Two years have passed and we remain the same.

    by the way, answering 1 post of 300 is very good to continue like this

  • Bish.8627Bish.8627 Member ✭✭✭

    WvW style, like sivlerwastes, amazing. Can we also get track rewards for maps like WvW? Open world is my favourite mode and I feel like you are limited to rewards available unless you raid/fractal or WvW.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    This might be hard to hear for you guys because its a lot of work, and I mean a LOT of work. But if You really want to help prepare players to get into raids the content you should be looking at is Dungeons. The issue with strike missions or even fractals as a gateway to raids is that the new play doesn't recognize those terms and when they're described to them they sound insurmountable and just their names alone leads players to be put off. I've made numerous attempts at getting new players into fractals with no avail due to its odd nature. And the first thing that players want to do when they join the game is do dungeons. Its the first thing that they ask. "When can we do a dungeon?" and that's also the when these players quit.

    You want to help the raiding community, Strike missions isn't the way to go. Dungeons are. Dungeons being reworked would provide far more player retention than Strike missions or fractals combine. Dungeons are the biggest turn off point for new players. And they could be used to teach players how to better utilize their skills and mechanics. But they're just not.

  • I dislike LS / PVE in this game and so I only play WVW. Your roadmap has no mention of WVW improvements. So unless you have some new elite specs cooking in the background, i'd say 2020 is the year GW2 dies.

  • Mortifera.6138Mortifera.6138 Member ✭✭✭

    @scerevisiae.1972 said:
    I dislike LS / PVE in this game and so I only play WVW. Your roadmap has no mention of WVW improvements. So unless you have some new elite specs cooking in the background, i'd say 2020 is the year GW2 dies.

    Yeah, GW2 is gonna die because you don’t like PvE.

  • Ameepa.6793Ameepa.6793 Member ✭✭✭

    I had way more than enough of raiding and forced grouping before GW2. Started to play this game exactly because it had none of that. No raids at all, no forced grouping, no grinding for gear. Very solo friendly with focus on outworld PVE. Was perfect game for me. I made a decision back then that I will never ever raid again in any game. Have been happily playing here every day since launch, doing my casual stuff that I actually like to do. Best game related decision I have ever done.

    And now comes these news that makes it look like that the game is going to turn into exactly opposite direction. Trying to force everyone to group up, to raid? My decision is going to hold. I will not raid. Remains to be seen how possible it will be to continue playing in meaninful way without raiding.

  • Arden.7480Arden.7480 Member ✭✭✭✭

    @Timo.1065 said:

    @Fire Attunement.9835 said:

    • Raids are a trickier beast. They're a unique experience and community that we want to find better ways to support, the biggest challenge in creating more is the small audience they attract. We gathered data to determine why, and the most common answer was that there is a giant leap in difficulty between raids and other endgame content, and there isn't anything to help players work their way up.

    Raid isn't so hard. Low number of player is ArenaNet fault. You made entrence barier for new pleyers, like Li or KP.
    Even raid players have problem to play new wings. Li is not enough now, you need to have KP from last boss to run raid with others.
    kitten dissaster.
    PS.
    I have more than 300 Li now.

    It's not anet fault that most of the players are casuals and won't attract them either with or without LI or KP.

    Raids don't work in GW2 that's the fact, I am surprised they even try to make them visible by creating Strike Missions.

    You should be happy they even try to make something out of this unused content and spend some resources.

    The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.

    H. P. Lovecraft

  • Strike missions aren't raids. Strike missions aren't a bridge between endgame content and raids either. Strike missions are just an instanced world boss fight with different mechanics that also doesn't offer too much for it (like fractals or raids - talking about the currency exchange and the drops). To me at least.
    Concerning raids - I'm new to raids (started with training almost 2 months ago) and I don't see any problems about it (and I'm honestly not your brightest player).
    I see people complaining about various things regarding raids and here's my thought about it :
    * problem - that it's hard to find someone to train new players . Solution - download discord and join RA. Trust me - it's that easy! I'm 42 years old with a job and a 3 years old baby and I could do it. Why can't you? Cause it's just easier to DEMAND ANet to just hand you anything that you find hard without even trying much? Try it first, complain after.

    • problem - no rewards. Solution - I DEMAND ANet to drop one legendary weapon / armor piece per boss killed in raids. Seriously, are you all crazy? What the hell do you mean with no rewards? You get Legendary insights / Legendary Divinations (for legendary armor), liquid gold (and it's pretty good), shards (you can exchange those for ascended armor, weapons, trinkets, minis), ascended drops that you can use or salvage for more shards, minis which you can exchange for more shards...so what the hell do you mean by no rewards? At this point I'm just speechless...
    • problem - hard to find a group for new players or experienced players. Solution - same as for the first problem - download discord and join RA. Works wonders if you're either new to raids or more experienced. If discord is just beyond your human capabilities, try LFG. Look for a relaxed run. You'll find people that run raids weekly, are fun and aren't elitists (so they expect mistakes and don't kick when you do). I know I found such people. And I honestly don't think that among the hundreds of thousands of players I'm the only "special snowflake" in this situation. Start learning more and complaining less. It makes things easier. For everyone.
    • problem - you never get a training / practicing group, cause you're on a different time zone, at work etc. Solution - I didn't know that being in a different time zone than other players depended on ANet, but you can try and sue ANet's for making this game available in all countries. If being at a job while people are training, sue your employer for not letting you raid at work or quit your job. Does all this sound crazy? So does the problem itself. Just think and you'll finally see it.

    I'm not an elitist. On the contrary, I'm a pretty lousy player. I used to read forum posts about how toxic and elitist raiders are and how they kick you if you sneeze in the wrong direction while at a boss that at some point I thought that I'm never gonna try raids. Here I am, 2 months after I started training and all I can say is this : watch a video or two, get on discord (it's not gonna bite you), join a training group and have fun. You'll see raids with different eyes. Oh, and one more thing - stop taking forums for a 100% accurate opinion on state of the game / players. Try it first, decide later.

    ANet - raids are fine as they are. And being just a 2 months old raider, if I can call myself a raider after just 2 months, might not be enough for me to form an appropriate opinion, but so far this is all I can say.

  • Rukia.9860Rukia.9860 Member ✭✭
    edited February 6, 2020

    Strike missions are pretty silly. ESO forces you to get good from the get go starting from vet dungeons so scrubs either quit that content or stay in normal and thats fine when content was always harsh to begin with. You have now the WoW problem of coddling your community with nothing but faceroll content, then introducing mythic.

    Of course only 1% of the playerbase will play that now when no one can follow mechanics anymore or make a group without their hand held, and the rewards can be obtained elsewhere anyway. /surprisepikachuface

    If you want raids to be attractive these days you need WoW/FF14-esque design or have AWESOME rewards. Strikes aren't even located in the same area of a raid .. why not just create easier difficulties of the same content you already had? In ESO doing 0 death runs, hardmode, achievements give you amazing titles and cosmetics and these exist for vet dungeons as well. You need big incentives with rewards if you want people to play your harder content, otherwise whats the point?

    On the topic of achievements.. I know Anet wasn't really experienced with typical MMO design , CLEARLY, with GW2. But can you implement a legacy achievement system and stop with this trash AP farm? At the moment it is literal just dumb grind and no one can ever catch up to AP regardless of skill or time invested. Achievements shouldn't just be AP farm, it should be given after you achieved something significant not repeated a silly task 9000 times or nolifed the game from day 1. It actually makes me not want to play this game.

    You should also have more solo challenges like VMA in ESO, like Liadrin that was in GW2, very unfortunate it was part of the screw-our-own-content temporary lineup. It definitely could have been expanded on.

    I know its pointless to even mention pvp since it was abandoned so early in the games life, but conquest is the lamest pvp mode in my pvp history. GW1 had so much better modes. Even AB was more fun than conquest. Add more modes, or forever have dead pvp. Proper GvG (NOT wvw blob) is a must in guild wars, but we said that since day 1 and it never happened so I never expect it to. I am afraid that is more an issue with your no hard-role design of classes though, so pvp was doomed to begin with I guess. Then again, ESO manage it, but embraced FUN over attempted esports garbage.

    This game has made more mistakes that I can even count. I mean a lot of us moved on already anyway but hey it would be cool to see it fixed someday so grats on actual communication for the first time ever.

    PS: you are ignoring your biggest money maker in the form of expansions and elite specs. Living world can never last, they are just tiny insignificant amounts of content.

    GW1 rolling in its grave lol

  • Fangoth.3164Fangoth.3164 Member ✭✭
    edited February 6, 2020

    Sooo raid are not difficult you just have to learn how it works, which the comunity already does. I started raids 3-4month ago went to a training community and now get most of the boss everyweek.

    The issue with the amount of people in raid?
    Its a gameplay that ask you to get better, some player don't want that and strike won't change anything about it.
    If a group player want to play with a build that do no damage or heal or boon they won't be able to succeed in some boss due to enrage timer.
    Why not removing those? Why should it be a problem if a group of people spend 1 or 2h killing a boss with their not adapted build?
    Enrage timer are the problem imo. People already have the handicap of facing more mechs the longer they take, let them learn all mechs and kill the boss in 4h with auto attacks if they fancy it.
    Best in all that, player that want to speedrun or down boss more efficiently they still can.

  • Burnfall.9573Burnfall.9573 Member ✭✭✭✭
    edited February 6, 2020

    since this thread is about living world; i would like to drop this here and to be taken seriously. (I'm not a fan of Wooden Potatoes but am considering it now) Lately, i've noticed Wooden Potatoes taking part in streaming with other players who shares different mind set and views about guild wars 2 unhealthiness and non competitiveness.

    I've noticed him allowing himself to understand their views more and allowing himself to be more acceptive and receptive to the Truth. Fast forward, i'll let the Truth speak for itself.

    by the way, Thank You! Wooden Pototatoes for your patience, hard work, empathy, commitment and most importantly for taking your time to experience other players experiences

    'Anet need to pay very much attention'