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Leger.3724

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Everything posted by Leger.3724

  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.
  16. They're never going to say it out loud but the reason the content is lackluster is because they took their best, most experienced people and put them on GW3. These people might also be somewhat involved in SOTO but have been told their main focus is on GW3. I'm not in game development but I've been involved in major projects and we never staffed properly so I was involved in maintaining the old system while creating the new one.
  17. Yeah outside of massive zergs competing the lord has no impact at all and feels much easier to kill. And even when the zergs are doing their gun-shy mating ritual the lord isn't very impactful. Most groups can recover from the lord knockbacks.
  18. I've played since 2005. So I have more of a right.
  19. 1. Combat system needs to be made more approachable. Simplicity is not a bad thing. Messi doesn't need a skillbar to be better than anyone here at soccer. I think this is probably the single biggest problem of Guild Wars 2. They move to action combat and then created and expanded a massive skillbar from 2012-2014 and then with each specialization xpac. 2. Inventory system. I'm sure selling bag slots made money, it made money off me but the loot and restricted inventory slots in early game is frustrating for a new player. 3. Crafting system sucked but so does nearly every game so... 4. Polish the open world system, it's the best foundation of an open world of any MMO and then topping it off with a new twist on WvW to make it more engaging and not an AOE zerg/boonball fest. 5. Home instances - any way to create a more customizable system? A guild home? Something more customizable and potentially visible to others? Something to consider. How about linking it to servers? A Dragonbrand citadel in the world that players can modify and shape or a Tarnished Coast castle or something. And then players can claim rooms to modify based on pve or wvw achievements or something. I'm sure there are lots of other things to consider but I think these are some of the basics that need a look and probably a change.
  20. Keep WvW. The idea of a large area open for pvp is a good one. One big goal should be to make combat more approachable and that will get more people in pvp and end game content.
  21. No. We need Guild Wars 3 with a combat system that does not reward baboons. Then we can talk about pvp expansion.
  22. Call of War needs to be removed when testing or it needs to be made permanent and advertised to bring an influx of players. I'm not a fan of announcing restructuring testing, giving massive increases in rewards to people who probably won't stick around and then using information from the inflated populations playing rewards to inform how you will create alliances or megaservers or whatever.
  23. I'm hoping with it in development they have ways to be significantly different. GW1 and GW2 were unique in their own ways from each other and other games. GW3 should take the good of those two games, do some of its own innovation and come out with a better product with 15+ years of progress in hardware, software, game engines, modelling, etc...
  24. Another day, another shitter Deadeye tries to style on me, loses and stealth teleports away like a kitten. In case it's obvious why nobody has ever or will ever take this game seriously. Even stuff that's not OP is frustrating to play against because it allows baboons who would never survive in any competitive game ever to feel big because they can escape when they lose instead of taking that big fat L for being garbage at the game. GW3 better have developers who understand the fundamentals of combat because GW2 was bad to start and turned into an unmitigated disaster in 2014 with the launch of Heart of Thorns. And as a result: 1. No one pvps 2. barely anyone wvws 3. barely anyone does end game pve content You can have a casual and competitive playerbase if you design your combat well (they did not for this game).
  25. The only mistake you can make is if you buy a second armor piece that you already had. I would recommend going to the skirmish supervisor. Your "Sublime Mistforged Triumphant Hero's Brigandine" should be unlocked for you for purchase. That's your glowy piece #1. Notice how all the other pieces are locked until you buy an exotic or ascended Triumphant piece version of it. So just be careful you're not buying a second Triumphant piece or a second Mistforged Triumphant piece. Only the chest piece is called "Sublime Mistforged" probably because it has the most noticeable glow effect. The rest are simply "Mistforged Triumphant". To be clear - Triumphant exotic/ascended/legendary have identical visuals. All 3 rarities have the same look. Mistforged Triumphant ascended/legendary have identical visuals. The 2 rarities have the same look. So if you want the skin and you don't care if it says in white at the bottom of your armor piece: "Transmuted, Original name of armor piece here" and you also want a legendary set of armor as fast as reasonably possible it might make sense to go use your Triumphant ascended as precursors for legendary armor, buy Mistforged ascended later and transmog the legendaries into Mistforged. I'll leave it up to you but hopefully it's been made a bit more clear.
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