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Leger.3724

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  1. What are you talking about? It's a ton of fun playing against a Toughness Rifle Deadeye main who will hit invisible as soon as he takes a little bit of damage. Give the guy a break. He fails in real life. He fails in competitive pvp video games. Roaming WvW toughness deadeye/daredevil is literally all he has in life. And then once you get past the people who main bicycle helmets IRL... you have willbenders, harbringers and other things.
  2. If you PM and then block someone in WvW that should be an instant, permanent ban and that will help make WvW better.
  3. This is what people want to pretend is not true. Path of Fire sold poorly because people who bought Heart of Thorns checked out of the game. And it's not because they were busy washing their pants and underwear at how awesome Heart of Thorns was. It's because they hated it and stopped playing.
  4. The only reason HoT has any popularity is because of the non-tradeable legendary weapons. That is it. Like I said - the facts are the facts. The sales are the sales. People did not like Heart of Thorns. We've seen 3 expansions now and Arena Net has not gone back to Heart of Thorns style design. So either the forum posters are right... or the company making the game is looking at their internal numbers and realizing HoT sucks. Personally I'll believe the company making the game over a bunch of anonymous users on the internet.
  5. When you invest hundreds of millions of dollars to make your art project, you're going to want it to appeal to more than 50,000 players. You're going to want millions of players. Call of Duty is simple, Call of Duty is easy to get in and out of, Call of Duty has tens of millions of people playing it. Heart of Thorns is not simple, Heart of Thorns is not easy to get in and out of, Heart of Thorns has almost nobody playing it outside of meta events. Guild Wars 2 combat is not simple, Guild Wars 2 combat is not easy to understand, you can't jump from profession to profession, specialization to specialization. Call of Duty is a great example. The 50,000 hardcore players on here whined incessantly that SOTO offered no new specializations. The people who play Call of Duty aren't complaining for new specs. They play because it's fun to play. And that should always be Arena Net's focus. That should be the focus of all MMO developers. Something simple and approachable where going out and doing stuff is fun.
  6. Because Arena Net's target market isn't 50,000 degenerates. That's why they never went back to Heart of Thorns map design. That's why they won't seriously consider it for Guild Wars 3. The goal is to have a large number of people playing their game to make sales to be profitable.
  7. Basically Arena Net is not going to listen to a factually, financially inaccurate take like yours. You can say "no, not really" all you want. The sales are the sales.
  8. This is the silent majority Arena Net should listen to extremely carefully. The game's combat and mastery system became a nightmare in Heart of Thorns and tons, tons, tons of people dropped the game. It started to recover with the skyscale and end of dragons. Adding a second path to skyscale in Secrets of the Obscure and Legendary open world pve armor also helped sell a barebones expansion. People will focus on Path of Fire not selling as well but the reality is Path of Fire sold poorly because everyone had flashbacks to Heart of Thorns. End of Dragons should be the expansion Arena Net thinks about as they design Guild Wars 3. Core Tyria is what they should be thinking of when designing Guild Wars 3. That - and popular video games of today have extremely simple combat mechanics. Simple is better. Simple can allow for skill differentiation and complexity. Having players pick roles is not a bad thing either, whether that's traditional tank/dps/healer or Guild Wars 1 protection monks/support/frontline dps or it's league of legends - bruiser, caster, AD damage, support and jungler. Defined roles is a good thing.
  9. Does any server have a higher amount of PMs per capita and Willbenders per capita than Kaineng?
  10. It's always funny to read stuff, hear stuff like this. One major reason the MMOs of today aren't succeeding is because so many stick with the complex formulas. So people try them out, it's nothing different. They go back to World of Warcraft, Final Fantasy, Guild Wars, Elder Scrolls Online, Destiny 2 and so on because it's the complex systems they already know. New World showed what's possible if you build an easily approachable combat system. Unfortunately for them they pivoted from a pvp survival game to pve MMO at last minute and the pve content was so bare, thin and repetitive the game collapsed. It was in a brand new, unique engine with problems including item duplications and gold duplications, the territory control system was bad and made the rich richer. But you can look at Palworld, Valheim, V Rising, Minecraft. The desire for a multiplayer online experience in a massive open world is there. You can look at League of Legends, Call of Duty, DOTA 2, Valorant and others for the desire for pvp games. The one thing all these games have in common is they're simple and approachable in terms of combat. Can you say the same of GW2? No. WoW? No. FF14? No. ESO? No.
  11. What you need to do is think about GW1 or the Dragon's Dogma series with the henchmen, heroes and pawns. People can create their main character with a certain profession or role like farmer or crafter or merchant or monster hunter or pvper and they'll be part of a larger house in a city with a couple dozen other characters partially AI driven, partially driven by other players. What this will allow is players to play the content they want without feeling like they have to do something they do not want to do. Other players and AI 'henchmen' from their house will help them accomplish that. This was part of the success of Palworld for example. The Pal AI helping you manage various survival aspects of the game. Keep horizontal progression, give players titles for personally completing the content. The AI combined with the players keeps the world alive, the ability to choose a role in a household or clan allows you to main the content you want to and your friends, allied AI can help where there is a lack of personal desire. And AI does need to be managed. You'll need a team of narrative and story staff to train AI on the world and story as it evolves over time but the AI can help bring it to life, interpret it and personalize it for players. Juts a thought. Guild Wars 2 big success is the casual open world that feels alive, vibrant and not, go to x, kill y, return to z to get the reward so why not lean into that?
  12. I'll say yes. PvP games are still the biggest on the market. If you can find a way to win over pvp players your game will be huge. I think first things first is combat needs to be drastically simplified. An easy win is getting lots of people to play and you do that by making combat approachable and not what it is now. It shouldn't matter if a thief finds it fun going in and out of stealth every 3-5 seconds. The player on the other end of that experience is not having any fun. A willbender shouldn't be able to travel 6,000 miles in a few seconds, have enough burst for 40-60% of your HP and then if they lose the trade travel 6,000 miles away all within 15-20 seconds. I think this is one thing I'd genuinely love to understand from Arena Net. Who pushed for no monks? Who pushed for the increase in skillbar size? Who pushed for specializations to double or even triple the skillbar of some professions? What was the logic in detail on all of these decisions? And this doesn't create problems in just wvw. It creates them everywhere in the game. Second thing is they need to find a way to balance for lack of player population. Right now I'm on TC. We're against BP and FA. These servers have 5-6 times the players we do in offhours. How is it fun for a new TC player to approach their first objective - a camp or a spawn tower and be faced with 5-6 to eventually 10+ BP players coming to kill them. Again, fun for those BP players? Sure. Fun for the TC guy trying out WvW? No. 50% magic find is not a solution to this. Is there an alternative to server matchups? If it's matchups should they last a full week? There are tons and tons of questions to ask. Pvp is not worth giving up on because again - outside of Minecraft historically and Harry Potter in 2023 all of the biggest games on PC and console have significant pvp elements.
  13. I checked nothing. I made an assumption seeing you in the other thread. 1. You don't play GW2, you say you don't like the content they have to offer. 2. You say you won't play GW3. You're pushing some sort of agenda. I'm guessing you want them to abandon GW3 and sell content on the level of End of Dragons at a SOTO price point. No thanks, I want GW3.
  14. You have so little interest you've made 20+ posts in the last few hours about it. Sure.
  15. So you weren't playing GW2 and you're upset there's a GW3. Definitely sounds like an opinion that should be taken seriously.
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