What is "replayability" or "replayable content" to you? — Guild Wars 2 Forums
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What is "replayability" or "replayable content" to you?

I see the argument of "replayable" content come up a lot, and in light of the recent dev post that mentions maps being focused on "replayability," I'm getting the sense that no one really has the word defined very well.
Not to fault the dev post, because isn't most of the content in open world "replayable"? (Story instances are less so, because players do the story once and maaaybe go back for achievements if they're not obnoxious/broken.)
But I get the sense when players say it, it's more "only content I enjoy playing/getting rewarded for is 'replayable'."

So I have to ask:
What makes content replayable?

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"A condescending answer might as well not be an answer at all."
-Eloc Freidon.5692

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Comments

  • Zexanima.7851Zexanima.7851 Member ✭✭✭✭

    It's a subjective definition (if not going by the dictionary definition) and will vary person to person. To me it's content that is not over repetitive, and includes some form of problem solving. That's why I prefer PvP/WvW over any PvE content. What is "replayable" comes down to what that individual finds the most entertaining.

    Depression and anxiety are the worst...

  • Yasi.9065Yasi.9065 Member ✭✭✭

    @Ayrilana.1396 said:
    Both fun and rewarding. The ratio of each doesn’t matter too much so long as at least one is present.

    Example 1: I don’t find grinds enjoyable but I’d do them if I needed the gold. If content had this grind attached to it then it’d have replay-ability. (i.e pre nerf Istan metas).

    Example 2: There aren’t any more raid rewards that I care about but I still find most of them fun to play. There’s still replay-ability there for me so long as I continue to find them fun.

    This. Id add to that that when the content tips too much towards "not-fun", I wouldnt do it even if rewards would be best in the game (Silverwastes RIBA). While, when content is fun - like the new strikemission or drakkar or raids - I do them as long as there's enough rewards to finance my maintenance costs (food).

    So, in a nutshell... replayability means fun. In an mmorpg, fun for me means playing with my ig friends and having challenging not-brain-dead content.

  • Rauderi.8706Rauderi.8706 Member ✭✭✭✭

    @Donari.5237 said:
    But I will say that one of the most replayable maps for me is Silverwastes. I think the factors that go into that is there is clear, player-driven map progression with a lot of variety in what you can choose to do to advance the bar, a big team-oriented end event followed by a number of things to do during the reset time, and you can drop in any time during the cycle and meaningfully participate in the rest of it.

    [grabby-hands] Yes, this. Give me more of this. It's one of the reasons I enjoy Dragonfall just as much. Player-progressed, drop-and-play maps are at their best when there's always some event nearby.

    Also seeing "fun" (hooboy that's nebulous and worthy of its own topic) and "challenge". I could combine the concepts with "engaging", but that's still a bit high-concept.

    Would that be activity/events with no/little downtime in between? Objectives that go beyond 'kill the thing' with differing fail states?
    Results that have consequences for a particular map meta? If I remember right, Dragon Stand has side events that can add reinforcements. That's definitely a trend I could see worth building in to future maps.

    Many alts! Handle it!

    "A condescending answer might as well not be an answer at all."
    -Eloc Freidon.5692

  • Raknar.4735Raknar.4735 Member ✭✭✭
    edited February 3, 2020

    For me it's just something that is fun to play again.

    Games like LoL, WC3, etc. are built on this premise, you don't necessarily play them because you're being rewarded, you play them because they're fun.

    IMO currently only PvP and WvW have that element, playing it because it is fun, not for rewards. (The lack of updates makes it hard, though)

    You have a heart of gold. Don't let them take it from you. Umbasa.

  • Elothar.4382Elothar.4382 Member ✭✭✭

    The concept, for me, is in the context that I rarely, if ever, enjoy content the first time through. I am not a great player so, the ability to enjoy it comes only when I do it multiple times and begin to understand mechanics and find my comfort level.

    With that in mind... first, there must be a reason to do it (other than... it's just fun). The rewards must justify the effort. Second, the mechanics should "make sense." For me. That means that there must be clues that I can discern that indicate a need to do something in particular, whether it's a voice-over clue... something on the ground or in the air, or some animation by a boss. I should be able to see and learn how to react. In other words, I am not crazy about random kitten that happens where the outcome depends more on luck. Finally, for me, there must be some organizational flow. Example... Dragon Stand meta. I like it because it has a definite. process. It has a clear beginning and progresses logically through until the end. I am more apt to do "repayable content" if it involves more than a single encounter. I enjoy the metas for that reason.

    I do not enjoy content that basically has me beating my head against a wall repeatedly... or, content where I eventually complete but have no idea how I did it.

  • Cronospere.8143Cronospere.8143 Member ✭✭✭
    edited February 3, 2020

    Remember alliance battle from gw1?
    That was the most sweet content this game ever had.
    Current WvW doesnt even come close to that. The maps from gw1 had choke points. Which you had to conquer before pushing on. Fort aspenwood was the mission i think. Those battles i have done A LOT. Thats replayability for me. It was fun.

    When i saw the devs post about push and pull meta events. Im hoping it will be something like this.

  • Inoki.6048Inoki.6048 Member ✭✭✭

    The competitive part, which is the one that will always be there even after they run out of ideas to support their Living World agenda. Sadly they don't see this. It's practically content that runs itself and only needs occasional meaningful updates, not what they "showed us" to this point.

  • Bassdeff.1895Bassdeff.1895 Member ✭✭✭

    Replayability to me is something I can do more than once and experience something different. With 9 races, 9 core specs. 18 elite specs, and tons of build variety there is no shortage of ways to experience content in this game. There is also difficulty, the harder the content is the more often I get to play it before I hit the skill ceiling and get bored. Farming kitten for loot or achieves isn't my thing, if it is something pointlessly repetitive, like chasing a rare drop, it gets ignored by me.

  • Repayable for me is endgame content I would literally play repeatedly
    Such as fractals, raids, strike and some wvw and pvp

    If it's fun and challenging with a chance to make gold then it's a repeatable content to me

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    To me, all content becomes replayable when we have new elites since it may mean doing it a different way.

    Replayable content:

    • WvW (but lack of new maps or elites and waiting on alliances is becoming an issue)
    • PvP

    For PvE:

    • Most of the HoT metas
    • Silverwaste
    • Fractals (when people are around)

    Translation: variety/unpredictability, content, rewards, goals (collections)

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    GOOD repeatable purchases in vendors that only need that content's currency. (Currency conversion is bad.)

    Replaying story content for decent loot. Put unique, rare drops in story.

  • MoriMoriMori.5349MoriMoriMori.5349 Member ✭✭✭
    edited February 6, 2020

    @Zexanima.7851 said:
    It's a subjective definition (if not going by the dictionary definition) and will vary person to person. To me it's content that is not over repetitive, and includes some form of problem solving. That's why I prefer PvP/WvW over any PvE content. What is "replayable" comes down to what that individual finds the most entertaining.

    People may put their own meaning into words sometimes, but that won't change the fact "replayability" term historically has been used in very specific context - to describe game design that allows you to start a game and play it through - and have different sequence of core events (plot twist, climax fights, gear and skill acquisitions (in case you find them along the way, and different setups change how you solve the same encounters drastically) etc) that would made this your playthrough feel very different from previous one(s).

    So, naturally, different reward numbers on top of the same events don't add replayability to them. "Worthwhile" would be a proper term. You just choose to endure the grind because for some reason you think your time you waste ingame cost less than 10$ spent on gems in the shop.

    Thus most of the content in GW2 has either none, or very poor replayability. You have natural replayability proportional to number of professions/elits you find interest to play. Then some events may be done that well that you can repeat it a few times before you'll learn their in's and out's. Then some content, like dungeons, may have different paths, so you can beat each of them few times (on different classes) - until you'll get bored and it will start feeling old. Fractals have a tiny bit of replayability because of instabilities (so hated by casuals btw), and because thir mechanics change a bit while tier increases. They are also pretty hardcore, so you may enjoy replaying them a bit longer, if you are into hardcore thing.

    And of cause PvP and WvW has great amount of replayability, due to unpredictable factor that human mind adds. But PvE is pretty much static and boring after few playthroughs, at least the OpenWorld.

  • Trise.2865Trise.2865 Member ✭✭✭✭
    edited February 4, 2020

    Replayability is any content's worthiness of experiencing more than once.

    What people begging for "replayability" are asking for is quick, bite-sized content - usually randomized - that is far removed from the standard gameplay loop, arranged such that it feels like they're getting more done than "ordinary" gameplay without actually doing anything. (see: Compulsion; Gamification; Skinner-Box)

    If we want ANet to step up their game, then we must step up ours.

  • Adul.1520Adul.1520 Member ✭✭✭

    As someone who has favorite games they've replayed well over 100 times (and we're not talking about short games here), my main factors for replayability for games off the top of my head are:

    1. Nonlinear, challenging, fun, well-made content
    2. Decent playthrough length, the longer the better
    3. Multifaceted, immersive, well-paced experience alternating between varying energy levels and environments
    4. A high degree of player freedom of choice, and meaningful differences between those choices (class/race/equipment/gameplay choices should make the game play differently, and narrative choices should have real consequences)
    5. A healthy amount of obscure or "deep" content the player might not fully experience on their first playthrough and may choose to more fully explore on subsequent playthroughs
    6. Since I might not find other players to play with 20 years out, solo compatibility (though the availability of a multiplayer option also helps with replayability)

    The last point kind of assumes servers are still up or, preferably, that the game is offline-compatible. Which I suppose is another essential factor for me, as I do enjoy revisiting old favorites.

  • Gryphon.2875Gryphon.2875 Member ✭✭✭

    I like making new toons to explore the world and do map completion again.

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

    Fun makes content replayable ofc but other incentives to repeat it also makes content repeatable. Said incentives can me cosmetics, gold incomes, xp, titles, achieves, gear etc

    Some systems can work to indirectly make other content replayable, for example mastery xp reqs make events and any thing that gives xp more lucrative and therefor more replayable.

    I personally didnt find pof as replayable as hot because i didnt find the rewards to be as strong and the reward structure to me was kinda inferior. Plus i liked hot content more therefor i played it more.

  • otto.5684otto.5684 Member ✭✭✭✭

    Content needs to be somewhat challenging.

    Somewhat different.

    Rewarding.

    Accessible solo and in groups.

    Has good and logical flow in the map.

  • Gop.8713Gop.8713 Member ✭✭✭✭

    Pretty much what everyone else said: Rewards and novelty. I've never really been one to grind for gold but if something has a unique, guaranteed reward I'll usually play it until I get the reward. If it has an rng reward I'll usually play it at least a few times until I get bored of it. The other thing that creates replayability is novelty, meaning the thing you're replaying isn't actually the same each time, like wvw. I can happily wvw for a few hours each week even if I don't want any of the rewards just bc the fact that there are enemy players guarantees it's a unique experience each time . . .

  • Frostfang.5109Frostfang.5109 Member ✭✭✭

    Dragonfall and Silverwastes are good examples!

  • Super Hayes.6890Super Hayes.6890 Member ✭✭✭✭

    I know this suggestion doesn't help that many of you but the biggest thing that has generated replayability for me has been setting up additional computers so my two very young kids can join me. I mean we spent hours in Divinity's Reach the other day running around on mounts not accessing any specific PvE content and had a blast.

    Outside of that niche suggestion I have to say the fun factor is the biggest motivator for me to replay something. I will play content that has zero reward if it is really fun. Southsun survival almost became my favorite part of the game because hunting my friends was hilariously fun. The constant health loss ended up killing that content for us.

    The next time you get angry at someone try walking a mile in their shoes. After that, who cares! You're a mile away and you have their shoes! -Someone with more awesome quotes than me

  • kratan.4619kratan.4619 Member ✭✭✭

    No MMORPG exists anywhere that will provide a new and unique PvE experience every time a player logs in to play, and it is totally unreasonable to even think that it is an option. Code is code. Period. It does not adapt by individual to provide a new and unique experience. It can be complex and have multiple paths, but even then, eventually, you would have played all of them then have no more new options. That is the best anyone can hope for short of having multiple PvE teams of developers constantly coding newer options on top of each other so that their releases of new content would be sped up. That level of developers coordination is a nightmare, when you have two or more coders in the same subroutines making their own changes and trying to coordinate the releases all the while insuring that some code from a future release is not accidentally in the version being released today.

  • Westenev.5289Westenev.5289 Member ✭✭✭✭

    For me, replayable content has enough variables to keep the game fresh. Look at League of Legends; the map is always the same, yet the entire game changes based on how adept you and your fellow players are at certain minigames (pvp, pve, minion tower defense, vision control and map awareness, character itemization - so many games running simultaniously, it's difficult to repeat 2 games).

    Achievements and rewards don't make content repeatable, since achievements must be completed by design and rewards can be earned.

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

    @Ayrilana.1396 said:
    Both fun and rewarding. The ratio of each doesn’t matter too much so long as at least one is present.

    Example 1: I don’t find grinds enjoyable but I’d do them if I needed the gold. If content had this grind attached to it then it’d have replay-ability. (i.e pre nerf Istan metas).

    Example 2: There aren’t any more raid rewards that I care about but I still find most of them fun to play. There’s still replay-ability there for me so long as I continue to find them fun.

    This. Although, for a longterm replayability, the content needs either both to some degree, or one of those needs to be very, very good comparable to the rest of the game.

    If the content gives a lot of rewards, it doesn't need to be fun - people will still do it (although some fun definitely would help). If the content is fun to players, it doesn't need high rewards (although it shouldn't be exceptionally unrewarding). Notice though, that for that to work, the content needs to be fun not only first time, or a first few times, but even after you've done it many times over.

    In the end, the best result is obtained by mixing both of those. Rewards so you will still be incentivized to do it long after the novelty wears off and the content becomes routine, and enough fun so people doing it for rewards won't dislike playing it, and won't get bored out of their minds.

    Notice, though, that there's no content like that that would appeal to everyone.

    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 ✭✭✭✭

    @Rauderi.8706 said:
    What makes content replayable?

    Content that is enjoyable/fun to play or it's very rewarding. Although in my case if it's just rewarding I'll skip it, that's not my preference, I never go to the latest and greatest farm. However another important factor is playing with others, the replay value of content goes sky high if it requires multiple players, even more so if it's in a controlled environment. Team building can create long lasting friendships and relationships, especially when you overcome a real challenge together.

    But most of all it's the moment to moment gameplay, needs to be attractive and flashy enough to keep the interest after many many repetitions. Multiple builds and interesting skill combinations are another way to keep content refresh and increase the replay value, but that doesn't have to do with content itself, but rather the rest of the game.

  • DeadlySynz.3471DeadlySynz.3471 Member ✭✭✭✭

    Would have to be some type of PvP content whether it’s PvP or WvW. That is the only way a game can really make and end-game and replayability.

    PvE is a lost cause when it comes to end game and replayability. Outside of achievement hunters, the only way people go into maps are for rewards. If the rewards are lacking or finished then it’s all for nothing. Anet also has a habit of repeatedly nerfing maps players frequent for rewards so it makes things worse.

  • Suraci.1642Suraci.1642 Member ✭✭
    edited February 4, 2020

    WvW, PvP fairly enjoyable, epic meta kind of contents like Modremoth fight and Drakkar, they are simply too epic I would do them million times over, what really lame about them are kitten rewards for the time you invested in just doesnt worth it. So I think it all comes down to the rewards for many, for me I care more about the experience, I want more bosses like Modremoth, Kralkatorrik fight I already forgot about all of it, nothing memorable, missed opportunity sadly.

    So sweet... So cold... if only the others could taste it...
    So...so good... The crunch of bones...makes it go away, only for a little while...

  • Mordayn.6198Mordayn.6198 Member ✭✭✭
    edited February 4, 2020

    @TheGrimm.5624 said:
    To me, all content becomes replayable when we have new elites since it may mean doing it a different way.

    Replayable content:

    • WvW (but lack of new maps or elites and waiting on alliances is becoming an issue)
    • PvP

    For PvE:

    • Most of the HoT metas
    • Silverwaste
    • Fractals (when people are around)

    Translation: variety/unpredictability, content, rewards, goals (collections)

    This is the list pretty much. Repeatable content that has long term rewards for completing the content. The only thing you missed on this list was Raids. The reason all of these things are what I'd qualify as repeatable and replayable is they are all repeatable content that rewards long term repetition over time. Legendary armor and backs, significant amount of gold output and rewards, significant amount of free ascended gear boxes over time, specialty skins and infusions, all of these rewards are long term goals that come from repeating the content so players repeat the content.

    The only other thing i could slightly say is also repeatable is some of the specific LS maps that had stuff like the blood ruby accessory set. That made the map worth repeating because it was an easily accessible full trinket set that also allowed you to change the stats on the set if you wanted to making them more valuable.

    Edit: Another thing i almost forgot was Guild Missions and Guild Hall grinding when it wasn't finished yet. Although people don't do Guild Missions as often as they use to because it has become stale it was a great thing to do once a week that brought the guild together for some fun and it was rewarding because of the guild commendations. Guild Hall grinding for upgrades was also another cool aspect of the game but once you've maxed it out (most active guilds did this years ago) there's not really much left too it. Both the Guild Missions and Guild Hall Level could use some love as it was repeatable content that gave Guilds stuff to actively strive for. I suppose you could say Guild Hall decorating is semi repeatable content. I know when something cool comes out that we want to use to decorate in the Hall because it has some kind of neat use or effect we'll all put in and repeat content to get that. An example is the seasonal stuff like snowflakes to make all the snow decorations, Halloween stuff, bigger ticket items like the Fractal Console and stuff like that.

  • Lambent.6375Lambent.6375 Member ✭✭✭

    Somewhat fun, but mainly it needs to have something I can farm, and it has to be something I want to farm. Like farming mistonium for requiem armor.

    When I play a single player video game I generally only play it once, twice if I really like it.

    Why would I play content over and over in an mmo if I don't do it for regular video games?

    @FOX.3582 said:
    A freaking chair. Woah. I personally can't wait to buy a gem store CHAIR, so all my characters can SIT around in Tyria while other players see me, SITTING there, looking like a [email protected] ...

  • Leablo.2651Leablo.2651 Member ✭✭✭

    Replayable in an MMO (which is always just repetition of content) means it is rewarding for the time investment. This is at least the context that can be assumed for the dev comments. It wasn't intended to be philosophical.

  • Ayakaru.6583Ayakaru.6583 Member ✭✭✭✭
    edited February 5, 2020

    For me, it's fun over rewarding, but not without reward at all.

    Now fun is a highly subjective word.
    To me, it would be fun if its enticing, either by funny or serious dialogue.
    Non repetitive, as in, we have several routes or means to our ends.
    And challenging. I don't want to be able to minimise the game while auto attack does all the work.

    And of course, graphically enticing as well.
    My biggest problem with this game is revealed with every meta. Load order of models. The game thinks it's more important that i see Jack and his fancy disco armour, than the boss and his mechanics.

    The worst offender in gw2, for me, is how much the game ridicules itself. So many graphics that completely ruin the aesthetic of the game. Most legendaries, some armours made of disco stew, and worst of all, SAB. All things whose only purpose are to poke thorns in my eyes while i try to enjoy a somewhat serious looking game.

    While I've kind of outgrown Silverwasted by now, the mystery and cruelty of the Vinewrath really enticed me. I didn't know what it was. I didn't know where it came from. All i knew is, it was deadly, and it wanted to be so.
    I even thought of a song based on the Great Whale at the time.

    "there's an ancient legend, an old maguuman tale. Of a deep entrangled monster with leaves as big as whale. It's tendrils are a-massive. It's bark as strong as steel, most may call it myth but i assure you that it's real.
    Now many men have vanished, gone without a word, so maybe the tales the pactclansmen tell aren't so absurd.
    When the winds come roaring in and mordrem full the sky, all the pact clansmen know the vinewrath is nigh. When it latches unto you it never lets you go. Soon you'll join a thousand men, he's dragged into the breach below
    "

    To defeat the dragons, see the good in them.
    Zhaitan reunites lost ones, primordus creates fertile land, mordremoth spreads the green, and jormag..
    ..jormag? Who's that?

  • Jojo.6140Jojo.6140 Member ✭✭✭

    Replayability means for me that you can play a game again and there are significant differences compared to your previous playthrough.

    Those differences can come in many ways. Different choices with multiple endings in a story-driven game, different gameplay-approach (e.g. brute-force vs stealth (Dishonored)), different parties to be loyal to with different quests in some RPGs are some examples that come to my mind.

    In Multiplayer-Games that difference comes through the different people you play together with (like no Call of Duty match is exactly like the other for example).

    Thus, i dont see replayability for example in doing fractals or raids with a static group, because neither the content nor the people you play with change, resulting in very similar runs that get boring after the third time at the latest.

  • Zaklex.6308Zaklex.6308 Member ✭✭✭✭

    It's the same answer I gave for the "casual/hardcore" definition thread, everyone has their own personal opinion of what "replayable/replayability" is going to be and you'll be hard pressed to find two answers the same(for the most part), in this regards everyone should put aside their own personal definition and realize that the only definition that matters is that of the game designers/devs, it's their game, what they think is "replayable" has "replayability" most likely won't match yours.

    Yes...no...maybe...what do you want, can't you see I'm busy saving the world...AGAIN!

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited February 5, 2020

    Subjective question and varies depending on individual, similar to "fun". But something to do alone but preferably with friends or other players(its a game after all). Enticing/rewarding to do it repeatedly. With a sense of achievement(could be a challenge etc); something to talk about, share or even boast. Can be something simple, eg. playing a Magic cube.

    One could enjoy something but without the qualities; zero sense of achievement, nothing to talk about or person to share experience with, unrewarding etc...is hollow/boring. Eg. Enjoyed a movie but no one interested or to share topic with. It may have been good, but unlikely going to rewatch it.

  • Acheron.4731Acheron.4731 Member ✭✭✭✭

    Give me old Domain of Istan with different colors and slightly different structures and I would be happy. Gotta be rewarding enough to play. Gotta be compact enough to easily get to the action. Gotta be a fairly enjoyable meta. Istan had it all. But yeah, just different versions of that and give me new elite specs to play on it and I will be happy forever.

    Don't Worry, My Dutch is OK

  • Anything like raids, dungeons, fractals, pvp, metas, etc. Things you can play multiple times and offer a reason/reward for playing them each time. Just "being fun" isn't enough imo because that's subjective. I think this game has plenty of replayable content, it's just been out for so long people have gotter tired of it. For new players like me there's still plenty of it, but for those who have done it a thousand times there's nothing left to enjoy.

  • fra.5241fra.5241 Member ✭✭

    I'm a PvE player, then I'll refer about it.
    To me "replayable" means to re-play the same content over and over again (exactly as gw2 is), but with an important difference: also every reward associated with contents should be re-obtainable without any time-break.
    Often, so many people leave this game because they are bored to wait for the daily/weekly reset of rewards. Sometimes, I have more time for myself in some periods, and less in others. So, I want to take advantage of my time playing the game and having a valid purpose while I can.

  • Leo.3428Leo.3428 Member ✭✭

    To me, replayability stems from the players. They make the game varied and alive.

  • Nephalem.8921Nephalem.8921 Member ✭✭✭

    @fra.5241 said:
    I'm a PvE player, then I'll refer about it.
    To me "replayable" means to re-play the same content over and over again (exactly as gw2 is), but with an important difference: also every reward associated with contents should be re-obtainable without any time-break.
    Often, so many people leave this game because they are bored to wait for the daily/weekly reset of rewards. Sometimes, I have more time for myself in some periods, and less in others. So, I want to take advantage of my time playing the game and having a valid purpose while I can.

    That was a major problem destiny 2 had before its first expansion aswell. They solved it but anet always tries to reinvent the wheel. In gw2 there is just less than 1h content daily for pve players unless you count world bosses which are 5min action and 20min afk wait.
    Pve needs some replayable content without a daily/weekly lockout. event farming is just too boring for me and a lot of other players aswell. there is just no challenge and it feels like watching a screensaver. no matter how bad i play there, i will always succeed with full rewards. Some players log in monday, do all raids in 3-4h and are done for the week. thats how the raiding scene died. Hf finding groups on thursday or even raid cm groups. Raid cms are still not repeatable. You need fractal god to come even close to the rewards of some half afk event farms.

  • Terra.9506Terra.9506 Member ✭✭
    edited March 29, 2020

    I wish the game will offer more map like Dragon Fall where build around "Main" dynamic event lead up to final grand event and mean while also provide optional event around the area. include some strong Champion which quite challenge to solo. The end map reward also great make this area become farm spot for my legendary.

    Too bad I start getting tired of the map but there isn't any map seem quite like it other than Auric Basin (Which is my second favorite) but I still can't get enough for this kind of map design. (unlike many other season map which only there just to explore then never comeback)

  • SkyCakeLight.3750SkyCakeLight.3750 Member ✭✭
    edited March 30, 2020

    Large, open world, PvE maps that are more mechanics and/or teamwork driven and less zergy. Potentially with some short down time to allow for chatting. Possibly with multiple (and random) potential outcomes to shake things up just a little bit each time.

  • Mewcifer.5198Mewcifer.5198 Member ✭✭✭✭

    Replayability is made up of a combination of various things.
    -Fun/Sense of accomplishment
    -New experiences
    -Rewards

    It doesn't have to have all three things, but the more it has, the more replayable it is. Personally I think the first two points are more important, but rewards should never be neglected too much. No matter how fun something might be there will always be the nagging feeling of wasting time if there is another activity that gives exponentially better rewards. If an activity is heavily leaning towards at least one, then it is generally okay if the other two are somewhat lacking.

    Map Completion is an example of points 1 and 3. (At least I find it fun). It is never anything new. But each map has a 25% chance of a black lion key, which is a decent reward, especially for those who don't want to spend gold or gems on them.

    Raids/fractals also have points 1 and 3. Except instead of purely fun it leans more towards a sense of accomplishment. Although, often times people eventually get bored with doing the same fights over and over. The fractal instabilities sort of make each run different, but it isn't a big difference.

    I think the biggest thing lacking in gw2 when it comes to replayability is new experiences. The personal story had choices that lead to different story paths, which meant playing it through on different characters could give you a new experience each time. HoT had some choices that did this as well. But since then there hasn't been much in the way of creating a new experience. The choices we got to make in PoF were barely noticeable.

    And there are some things that can damage the sense of replayability. Like, even if an event has really good rewards, people won't want to replay it if the whole thing is a painfully slow slog of mindless things while waiting on some timer to tick down (cough raven's keep cough), or if they find themselves failing the activity over and over and over again due to some RNG thing.

    My list of suggestions for GW2
    Max Masteries | 19k AP

  • Captain Kuro.8937Captain Kuro.8937 Member ✭✭
    edited March 29, 2020

    A piece of gear or set , that is obtained from the Open World and increase the Rewards from that area ?
    With each participation on open events , increases the reward by 1% , or you can increase it by 10% , by doing hard Solo Instances achivements ?

    Collecting 2 gear , gives you a random quest to go and kill an open world boss/do event . It has 6 hours cd .Go collect+equip another set in the meanwhile for another quest ?
    There a chance to get another Blue Gear randomly from the mobs

    Or try to lvl up those Blue/Green gears sets , into exotic allowing you access a boss/event that normaly is uneccesible(different Overflow Server) and has increased difficutly (or the gear has less stats) / or normal Dungeon with the fractal instabilities (or the gear has self infilicting condtions) + you must use other classes Core utilites => because every1 of them has 300 sec cd ?

    Edit: Or lvl up the gear and based on their lvl (blue-green-exoitic) you can sucrifice them , for increase rewards . And start anew the next day . Or keep them , tohave access in for the chalenge Raid boss , rather than collecting them from the start

    Edit 2: Or normally there is fog and some1 is lurking you away in the trees and shootting occassioanly daggers . Each time you lvl up gear , you can rush to him faster before he dissapears or follow his footsteps to his location .
    Or you can see a old man whos is playing A Banjo and each time you lvl up your gear it , he will givve you more details about his tragic backstory or his loved ones getting killed by himself ...asking you to ''release him'' with a battle

    Dont Over Extent - Piken Square
    BrB Until Notice Sire - Desolation

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    It would be simpler to cover what isn't.

    Story is number one on that list because few if any story can withstand the amount of repetition that game content sees.

    The content shouldn't require the player to stand around waiting for it. Pacing should be player driven unless it is enforcing some sort of minimum like a time limit. Forging Steel suffers from this as multiple spots.

    If there is loot as a motivator it should not become useless after obtaining it once. Multiple things in the game suffers from this.

  • sorudo.9054sorudo.9054 Member ✭✭✭✭

    to me if it's fun and doesn't add to more grind it's fine, if it rewards sufficient that's a plus.
    i want story, i want something relatable, i want something to hold on to.
    Anet has only given me the first one, never added anything that allows me to connect to what is happening, something the original GW has all the time.

    the truth is harsh, my opinions are too.

  • trixantea.1230trixantea.1230 Member ✭✭✭

    Replayable content = Fun mechanics + Not too low/not too high difficulty + Meaningful rewards.