Jump to content
  • Sign Up

IllegalChocolate.6938

Members
  • Posts

    31
  • Joined

  • Last visited

Everything posted by IllegalChocolate.6938

  1. Climbing - So I can fullfill my wish to play a breath of the wild MMOCrawling while downed - So I can not dieExpansion on mounted combat. We've seen that you can throw spears while mounted, perhaps making the underwater weapons useable while mounted
  2. I would pay 50 dollars real cash for a kirby like skyscale skin, make it nice and marshmellowy
  3. A big reason as to why they did the mounts the way they did was because it's Guild Wars. Mounts that provide functionality and don't feel just like a movement speed boost is a fundamental component of GW1 like having swords in a fantasy game. Some examples of these are the siege devourer that you can high jack in Eye of the North and the Wurm. Asking for mounts to just be copy paste WoW mounts with no real weight or life in them is like asking for the ability to use potions in combat in the Witcher. Yes in other games you can do that but that's not part of the world or the dynamic of the game. Also flying mounts ruined WoW, many of the lead devs even came out and said it. It killed PvP servers because you can just fly past everything and druids were ultra Troll with the ability to knock people out of the sky before the models would load. Best update in BC was Isle of Quel Danas because everyone was close by, on the ground and you could just gank each other so much the peace keeping patrols would expand their patrol circles to the point that they'd be swimming off of the island. This is also a big reason as to why Classic WoW is catching steam. Everything feels big again, everyone is on the ground, no bullshit problems that came with flying mounts especially on PvP servers. The most fun PvP in WoW is in world zones where everyone is on the ground like stranglethorn pvp in vanilla or raid ganks when people were still on Molten Core and Black Wing Lair. It went downhill after Wrath of the Lich King. Game felt super empty even on full servers cus nothing loaded and most of the time spent was sitting in Dalaran in Q for another dungeon. Unless you were raiding, you may as well have just been playing an instance multiplayer game like left 4 dead because you only ever saw 4 other people on average. Most people I ever saw out in the world at a time in WoW throughout the time I played after vanilla is like maybe 5 people max on a full pvp server unless it was progression night, flying was a big reason why.
  4. I suppose you like the idea that other players pay your way but I think it's fair that people pay their own way and you just can't expect an MMO to run month after month on a one time buying price which already gave a lot of content. So please stop acting like it's a paywall. Of all the transactions we have to put money into the game, that is the most decent and ethical one. This game doesn't charge a sub if you need to be reminded of that and it's clear that the combination of box sales and gem purchases is what keeps this game going. I think it's a complete misrepresentation to make it sound like paid expansions are some evil or unfair scheme. People who are not willing to pay for an expansion every couple of years for a game without a sub and regular in between content updates should be ashamed of themselves. And if you really can't afford it, I feel for you, but to expect everything for free is not a realistic view or remotely fair to the people who make the game. Honestly, if you can afford internet and a computer then 30 bucks every two years should be possible somehow too and if not then that's just how it is. It doesn't give people the right to complain about having to pay for something especially when it's actually a reasonable price. For the record, I've probably spent more money on this game to pay the way of a lot of people including yours. We don't see it as a paywall because it gets released gradually for us, someone new to the game? he's got a larger upfront cost to deal with especially if we happen to potentially be 6 expansions down the road. That's 180 dollars right there or 480 if you get the deluxe edition every time like me, let's not forget the additional living story cost of each episode since they weren't there when these got released. You can always recommend that this person gets PoF if he can only afford 1 of them for sick mounts, sure, but what happens when he only plays mesmer and people ask him to do chrono? then what? what if the guild wants to do Vale Guardian? fork up more or get frustrated and leave. Not the ultimatum that you want to give people. The trick here is to get them to fork over money while on the constant high of enjoyment and to avoid putting people in those positions to begin with so each and every second is enjoyable in the game and to get people to pay without question, that my friend is called the special sauce of an MMO. The next expansion will now have to account for design features introduced in HoT and PoF, that's 4 different audiences that must be catered to. Those who have neither, who have only HoT, who have only PoF, and those who have both the easiest to cater to. Assuming that its Cantha, which means its going to be a cityscape, it becomes that much more challenging since cityscapes are generally harder to design. You would want to provide value for getting the previous expansions, so having advantages for having things like mounts will be considered especially since people spent hundreds of dollars on mount skins already, but you can't have it to an extent that people are going to feel too left out if they don't have PoF, which means the experience will be negative, the consumer will then associate getting the good stuff with another credit card payment, and with today's gaming culture climate, that is a big no no right now especially when you have people like Jim S who will blow it out of proportion on his youtube channel. Now if we have 6 expansions, you now multiply this problem by that many expansions and how each expansion is going to affect each other by its game defining features. This could be solved of course by making game defining features baseline. Mounts for example are the best mounts in MMO gaming, why is it locked so far away into PoF? Get people on it early and people won't go back to other MMOs because our mounts are just that good, I've spent more real money on mounts than I have on the PoF deluxe edition, why even lock them out to that extent? This is the problem we are foreseeing as we continue down this road and why they want to push for Living Story so badly. We need a larger pool of clientele and your attitude of shaming someone because they aren't willing to buy an expansion is a deterrence, shaming someone for not willing to buy something doesn't work, didn't work for Studio Wildcard, didn't work for 4A Games, won't work for Captain Marvel either, sorry. New players need a nice clean straight forward avenue to the good stuff to get them hooked with as little inconvenience as possible, the moment anything happens, you risk losing another potential sales target. The living story can do this but they are just not doing the best job of doing it, which is why I called it the Monkey's Paw Trope. Is it because they pulled their best people do work on two failed mobile projects? probably. One thing is for sure, we haven't been getting Anet's best for a while as it was just revealed, now we will.
  5. Elite specs locked behind a 50 dollar paywall, thus destroying accessibility in the competitive scene unless you fork over cashCore Features like mounts that affect the whole game locked behind another 50 dollar paywallMike Z is 100% right that living story could deliver expansion like content and it should so that everyone can have access to all of the necessities to enjoy the game and stay competitive and that the team at arena net can just focus on designing the game on the current latest features catalog, thus making decision making easier. If another expansion does get released, they now have to worry about the chance that people who play the expansion won't have path of fire or heart of thorns, thus now having to account for people who have mounts and people who don't when designing worlds which means more time spent on having to weigh those into consideration, thus more time wasted. Expansion packs add another paywall that makes it just as annoying as the gem store to enjoy the game fully and because of how their designed, makes it harder to design new content. The problem that we face with the living story is that the amount of content that gets released is paltry at best and many aspects of the living story were grossly mishandled(The Molten Facility and Pirate Cove could have been fully featured dungeons and then someone high on inter-dimensional mushrooms thought it was a good idea to take it away and then it was introduced as a shell of its former self), the new areas are very high quality, but there's very little in it. Many parts of the game are being neglected and not maintained due to some freak obsession with releasing a 3 hour long story that takes 4 months to make, a story in which a large portion of people won't even get to see to begin with because their time is better spent farming gold in silverwastes, converting it to gems, and getting the items because the good rewards from the update are locked behind the gemstore rather than having to actually go and play the content updates to get the new mounts packs for example. The living story is what I would call a good example of the Monkey's Paw trope. It brings promise of constant live updates as well as many things that could have been, but because of how its instantiated, it leaves people conflicted and wanting something else. These updates don't release with everyone in mind and so people feel left out and sometimes angry. If Cantha were to get released, we would all know that a good portion of that would be a sprawling city, that much is for sure. Now here's some issues with this; If it gets released expansion style, the city scape will now have to account for people who don't have HoT, PoF, only have one of them, and for those who have both. City areas are already very hard to design, now we have to include 4 different groups of audiences that have different ways to access content which means the design process is going to take that much longer so that no one feels inconvenienced when accessing the different amenities the expansion has to offer. It it gets released living story style, we now have to deal an audience who is less inclined to log in for the content largely due to the negative connotations that the living story update model now has and top of the fact that less content is available upfront impeding on the vast impressions it could have. I intentionally omitted expansion restrictions like not having mounts or gliders from the living story argument due to the fact that had these features been instantiated living story style, we would all have access to these features to begin with had we stuck with just having a good feature rich living story.
  6. If ppl wanted gw2 to turn to wow the raids would bring a new gear tier each time. This was before they had the system in place to do 10 man instanced content. Had anet not received the massive blowback when ascended items were introduced to basically be another gear tier, raids would be doing this.
  7. The reason why agony was introduced was that people who just wanted to play WoW without paying a sub fee wanted to turn GW2 into WoW with no sub fee which a vast majority of people didn't want, they complained alot on the forums and such about the lack of gear progression, Anet mistook it as a majority opinion and introduced ascended stat items which received massive blowback after that happened. I remembered this like it was yesterday. One of the worst additions to the game that completely destroyed a lot of the balance in the game, especially since abilities back in the day were balanced around Rare gear.
  8. Let me tell you why you are wrong. Fractals and dungeons. The lower tier fractals taught me the mechanics of Fractals. I never needed a Fractal training group just to join. I never seen people shout, "join a fractal training group!" If Fractals never had tiers, and kept the difficulty at T4, I can guarantee you that every fractal pug will require 250 Pristine Tokens just to join. I could never in my life get a pug for Arah and stay in it without being kicked for not knowing the path. Even to this day, I still have not properly played an Arah path(I bought the paths). Luckily, most of the dungeons were easy enough to just say, "Stack here and dps." However, no matter how much I play T4 fractals, I don't learn about raid mechanics ever. That is what easy mode raids are for. How do you expect people to get eased into easy difficulty raids when they don't even know how to operate their camera properly let alone know that you can see what your abilities do by reading your tool tips. This is an honest question. Assuming that the vast majority of people know how to play the game enough to survive in a raid setting already do raids, how do you attract the other people that I have just outlined?
  9. Giving raids an easy mode will not do anything and here is why. The majority of GW2 players do not understand let alone know process in Guild Wars 2 Allow me to explain, and this will also tell you why things didn't work out so well for a lot of things including HoT's reception, the failure of the e sports scene as well as the new player experience that no one asked for. During the first esports season, one of the competitors found or was told that the vast majority of active lvl 80s didn't even have their trait points assigned. If I asked the average warrior what the arms talent tree did, they wouldn't be able to tell you, this was a fact atleast back during the 2013 - 2016 era of the game. The simple answer to that question would be "The arms tree provided critical strikes associated benefits, favoring one handed weapons and also provides benefits associated with condition damage." This is a simple answer for atleast a lot of people on this forum, but providing an answer like this is still very complicated for the average guild wars 2 player. How does it provide these benefits? How does it enhance condition damage? I see it gives me fury, what is fury? This was even more apparent when a WoW vet, Sodapoppin attempted to play the game but found himself unable to do basic things. Guild wars 2 players are not taught the fundamentals and processes, the building blocks of guild wars 2. If giving raids an easy mode was akin to learning how to walk, then even that would be impossible if the baby doesn't even know how to crawl or respond to stimuli. If I asked the average thief what heartseeker did,if I asked the average elementalist what ice bow didIf I asked the average necromancer what epidemic didIf I asked the average person in zerker gear what ferocity didIf I asked the average person what expertise didNone of these people would be able to give you a proper answer, because they don't know the language associated with the game and the base elements of our universe. If I asked someone who played warrior because that person liked the profession to build condi, most of us here can already assume what that means, stack expertise, condition damage, precision, and power, take traits associated with condition damage from berserker, arms, etc. The process of making this deduction, the fundamentals of making the mental decision to do this is an extremely foreign concept to the vast majority of GW2 players. I asked one of my guildmates to maybe consider using an untargeted leap of faith to get away from certain situations as a last resort. During that time, he had played Guardian for 2 years and had Dawn, He asked me what button that was, you can't make this up people. This is just stats, let's look at physical fundamentals. When you attack in other MMOs like WoW, FFXIV, its the classic pen and paper tab target system, when a button is pressed, a calculation is rolled and then the server decides what happens. When you attack in Guild Wars 2, it has a physical range, when you press a button, there is a startup animation before something happens, then the attack, and then a rest, then whatever else like cooldowns comes after. This is just the tip of the iceberg as I have discovered with many of my previous guildmates. Unless those leaked numbers have changed, we can assume that at best maybe 10% of the guild wars 2 population knows process and unless that number grows no high process scene like raids or spvp will grow and telling them to read a guide will do nothing, in reality they will more likely die unless the average player is taught properly the fundamental process. The closure of Wildstar was not the beginning. Blizzard had struggled with getting a good healthy majority of people to raid since the introduction of molten core in Vanilla WoW. A majority instanced raid population in any MMO has never been a thing, ever.
×
×
  • Create New...