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Mr LazyDazy.8961

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  1. I've been trying to research what the best classes and builds for the game is. But there seem to be some critique of hard hitting nerfs across the board. As a returning player that is trying to bring some new friends, it causes some stress and anxiety if the class I pick now will soon be nerfed, and I would have to start over with a new class. I understand that classes can't stay static as there will always be the need for balance with such a complicated class system... But yeah, just my thoughts as someone who is trying to get back - it's hard to get back when the game seem so unpredictable without the assurance that I can just pick a class, deal a lot of damage, that is also fun to play etc. My only level 80 a warrior seem to be most viable as a banner warrior, which to me sounds boring. I'm sure the game is in a better state than my biased perception, but it's hard to get a clear picture with the surrounding critique of the game, as a new player.
  2. It's relevant for those who are competitive by nature I guess. Like, why do we hold the Olympics? Why do we love sport and football? Why do any of those? Because we love the challenge, human accomplishments, the skill that some have mastered.Personally I think GW2 would benefit, the causal players too for making the game harder. The people who left because they felt bored would join the fight, and thus bring more life to the game. I don't understand the arguments that it would split the community. Games die when the devs succumb to the people who wants to casualize the game. Communist systems are the evil of this world for this exact reason, treading people and the system as a collective rather than individual. Individualize the game, make it free, allow people to get rich and seek greater rewards for skillful play. Having a high loft with room for improvement is a gain for the game. If you're casual, play as you always have, play relaxed, you don't have to strive. It's the same thing in real life, you can choose by yourself, but don't tyrannise those who choose differently by forcing your way on the rest. Great games like Dark Souls, MOBAs, competetive games like Counter-Strike etc, are games that is hard to master with great rewards. Guild Wars need a rewarding system to make it interesting and less boring in my opinion. The game could use an overhaul to the combat system as well. One of the things that made Guild Wars 1 great was the complex combat system. Make it more rewarding, make combos, make the resource management for using skills more complex, rewarding strategic gameplay rather than the quite "spammy" system that is present. Following this logic, a 2D game with the ability in-game to go left or right makes everyone equal in the game. Because the majority of the players couldn't handle a 3D world. The game would greatly benefit from this, but the devs left the game as a 2D game, to equalize as many as possible. The game had much potential, but was destroyed because of a majority , or is it a minority(?) that wanted the game as it always was. I find this logic to be self-defeating to a very high degree.
  3. But the added challenges won't harm the casual or average player. It wouldn't be necessary to complete, only reward those who compete. So it would be like it's not even there for those who don't care. But if you do care that's it's there in a negative way, why? Why don't you want this in the game? Now you are only punishing those who seek greater challenge for no good. I would like to think of mutal respect, both for the casual and the "hardcore" player.Those who didn't care for the leaderboard perhaps needed a better system. Coins and gear are good motivational factors or just a title. It works like this in real life, so why not in the game? If you do not satisfy the human needs, you will end up with a shallow game that gets boring to many. You're right Kharmin, "Not everyone likes the same type of content. " But why not include both? Why not give something to the hardcore player? Now it's not there, good for you. If it's there, why don't you stay that way? Let those who seek the challenge go for it, while you explore the silent and calm hills. Freedom of choice. Guild Wars 1 had Hardmode. I would suggest adding this to the game. A player should be able to go into this mode and be punished for slip ups, while being rewarded with greater rewards. For exploit reasons, have the player do 75% of all the damage for the bonus to get in. To me, it seems somewhat tyrannical to disprove harder content for the safety of oneself.
  4. It's has probably been suggested thousands of times, the adding of leaderboards. A score that shows how fast you beat a level of something. Is this a thing? If not, what's the reason not to? I stopped playing some years ago, I simply lost interest in that I lost meaningful goals to pursue. I understand the values of the game to avoid too much grinding and focus on the exploring part, making a more casual and chill experience. What I would like to argue is that, as human beings we are natural seeking a good deal of challenge. That is why the Dark Souls games are so popular, games that reward skill. When things takes practice and becomes hard to master it hooks you, it sparks interest and motivation. I would love returning to Guild Wars, and would love some kind of systems or leaderboards to rewards the player who master his worth. My suggestion is therefore to implement a leaderboard with all-time, yearly, monthly, weekly and daily showcase. If you win the daily, you get a small reward, a little more to win the weekly perhaps. The rest are just for showcase, with perhaps some special reward, a title or something.Would love other things to pursue, not as a chore or some boring task that takes forever, but a good challenge, an adventure, something meaningful that draws me as a player because the challenge itself is rewarding as well as the in-game reward in glory and gold! Make use of the natural needs that is in the human spirit, and your game would be much more appealing I would say.
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