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Yerlock.4678

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Posts posted by Yerlock.4678

  1. On 4/10/2024 at 7:38 PM, Kitty.4806 said:

    After it got gutted forever ago it's 100% useless in all gamemodes.

    Yeah it feels awful in PvP. Maybe decreasing the cd to 70 seconds and increasing the damage inside of it by a decent amount, so the opponents feel the pressure, and also making it follow the user instead of being stationary.

    While we’re on the topic most of spb’s slot skills suck.

    -Featherfoot Grace needs resolution and a cd reduction to 25 (to compete with shake it off),

    -Natural Healing needs a cd reduction to 20 seconds and cast time of one second,

    -Sight Beyond Sight needs buffs or a rework,

    -Imminent Threat should get a radius increase and protection, and

    -Break Enchantments needs a buff at least in PvP (could just be a damage buff). 
     

    Just as a bonus:

    -Bladestorm needs a damage increase and/or better range (like 350 as opposed to 300), 

    -Hot take but Full Counter daze is quite annoying even as an spb main. Reducing that duration to 1 second would feel more fun and fair to me.

    -Slow Counter should apply another condi like 1-2 stacks of torment.

    -Sun and Moon should be buffed from 7% crit damage to healing to 9-10% and damage to boonless foes from 10% to 15% in pvp/wvw. This is because boons are given out like candy in these modes and actually having an opening is quite rare even with boon removal. If Winds got more love though this trait could see more play. 

    -Revenge Counter should get another small pass also. Maybe something like “cleanse one of the conditions you copy to your opponent”.

     

  2. On 4/24/2024 at 6:34 PM, Bunbury.8472 said:

    y'all obviously don't know about Red Resign in guild wars 1....

     

    the community figured out if red team always resigns you can farm rewards extremely fast. it's pretty obvious anet thinks the community will do it again so they haven't added surrender.

     

    what do you think? do you have access to weapons grade copium and think it wouldn't happen again?

    Add a timer of 5 minutes and force 5 teammates to surrender, lessen the rewards/xp to the surrendering team. ez

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  3. 17 hours ago, Cyninja.2954 said:

     

    Every single gem bought with gold was bought previously and placed in the exchange by another player (except for the ones gained via ap rewards as mentioned).

     

    You misunderstand. There's only a few whales in the ocean, the rest may buy some here and there throughout the years, but don't need to pony up if they play the game enough to get the gold to convert.   Also we need to remember we're talking about currency here that does not give egregious power-scaling, outside of more gems or gold which effetely can only enhance fashion and qol (even though baseline qol isn't terrible anyway). Things like armor, runes, relics, sigils etc are all quite cheap compared to the massive qol enhancements like Trading Post in your backpack etc.

    So I think the forest is being lost for the trees. After all we're talking about a company who you argue has been more egregious over the years and is dooming about gw3 becoming even worse. I'm telling you that literally nothing has lead me to believe the company has ever been egregious outside of qol updates for veterans who have played the game longer and longer (and revive orbs), and more content thus more buying of said content due to yearly expacs. I'm sure you won't agree with that last point but we can have that debate if you'd like.

    So gw3 coming out with a premium mode or some sub fee to me would be suicide for them, and I think they know that. To say otherwise is unfounded and alarmist due to their history of never having subs. Just because they're making gw3 doesn't inherently mean they'll be super greedy and awful. You shouldn't freak out until there's reason to. But these are the forums after all, so hyperbole is practically a given. Especially from cynical ninjas. 

    I wouldn't call my lack of skepticism hopium rather realism due to their track record. I love that when I say this the response is "of what two games?" like that's an amazing comeback, but in reality they've made many expacs inside those two games and kept up support for one or the other for practically 20 years. In none of that time did anything remotely alarm me about their business practices when being gamer-centric or consumer-friendly. 

    Gw3 offers anet a chance to have a clean slate for something new. I'm in the lions den when defending gw3's development due to all the players here who are so set in their ways with gw2 and are worried about change, but if they don't mess it up they have a chance to make something new and makeup for many of the systematic mistakes they made throughout the years. And if they do mess it up, gw2 ain't going nowhere. We'll still play it, and anet will be forced to develop more for it if the money signs are still there.

     

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  4. 14 hours ago, Unknown.6851 said:

    I'm inclined to agree. But it's because I don't like vindis design, anything to keep its mechanics away..

    Yep, vindi’s design is just awkward. “Let’s make a rev spec that jumps on people with damage from the sky.” I mean sure thief has a similar dodge skill with daredevil, but that’s just a grandmaster trait. The entire spec doesn’t revolve around that. So much of vindi’s focus seems to be evades and orbital bombardments from the sky with dodge spam there needs to be more to it than that in my opinion.

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  5. 23 hours ago, Cyninja.2954 said:

    Their track record of what, 2 games?

    Their track record of monetization development in GW2?

    2 games and many expansions in both of those games yes. I would argue their asking price for those games and the expacs in both are far more reasonable than the industry standard.

     

    23 hours ago, Cyninja.2954 said:

    You being oblivious does not erase the already present monetization increases which have both taken place between the first and second title, as well as within GW2s lifespan. 

    EDIT: and just to reinvigorate your memory: we went from character slots, transmutation charges, rez orbs, bag slots (initial bag slot cap was 8, so 4 more. Now it's 14, most recently increased with SotO)  and booster on release to:

    - bank slots (first added Feb 2013) of 8, to by now 17

    - massive amounts of cosmetic items of differing design

    - booster packs of differing design (Starter Pack, Weekly Pack, Living World Pack, etc.)

    - way point unlocks and character boosts

    - build and equipment templates (and similar to bag slots, increasing amount)

    - glider skins, mount skins, boat skins. Most of which are gem store only

    - free on login living world content, to now mini epxansions

    - and more (just open the gem store and look at the divers selection of items which are on sale)

    Okay let’s go through what you mentioned:

    Bank slots increased from 8 to 17. This allowed people to get more bank slots if they wanted. Gameplay and quality of life were hardly affected unless you were playing a ton and had a massive amount of items. In which case you probably already had the gold to convert for extra slots.

    Cosmetics being added. They’re cosmetic. And again even if they’re gemstore only you can always convert the gold if you’re playing enough anyway.

    Boosters/waypoint unlocks. Gem store->gold can access-> play the game for gold. Sure for newer players these can be incentivizing but the game is quite generous for starting player accounts giving a few of these out.

    Build equipment templates. Similar to bank slots in that you only felt pressured to get these if you were already playing the game enough to want to need more templates for other specs or builds. And if you were you likely could get the gold required without paying if you wanted just by playing the game.

    You mentioned skins again which I guess was a mistake? Again just convert gold and they’re cosmetic anyways. Literally affects the game in no way other than fashion.

    Free living world story content if logged in to mini expacs which are paid. You forgot to mention you get more than just story in the expacs and new maps, but also new weapons for all the classes as well which unlock new archetypes. Oops.

    More gemstore stuff. While I admit that the gemstore is a massive income sink for anet and many of the weapon skins basically look like legendaries without the footfall, it’s nowhere near predatory enough for me to whine. I started a new account for fun and found the qol was more or less the same then a seasoned 11 year account. Maybe some nitpicks here or there but nothing major.

    On a side note I actually think Rez orbs are insane I can’t believe the community is okay with this haha. They literally bring you back to life as much as you want as long as you have them. In my opinion this is a step too far but that’s just me.

     

    23 hours ago, Cyninja.2954 said:

    and a lot of designs which encourage or promote spending money on the game. Less than other games and this game remains one of the cheapest MMORPGs in the market, but it HAS developed and increased monetization (and monetization practices) since launch. Is that the track record your are referring to?

    The only spending increase I’ve really noticed historically with the game was buying expacs every 3-5 years to 1 year. While I admit that to an alarmist that can sound pretty frightening, we should also remember that we’re getting more content sooner. Instead of new weapons/specs/pve maps and mode/story with perhaps a new feature that is something like mounts or boats or gliders after a massive years long drought only followed by another drought lasting years, we are getting new weapons/pve maps/story/and a new game mechanic rework like relics. Lets not forget that due to the new weapons and relics, we basically got a cheaper way to play our classes in a different style and archetype (bruiser/dos/healer/ whatever it may be) that echoes what specs are like. Granted they’re not as massive a change as specs, but considering the releases are yearly now instead of after half a decade, I think that’s a win for us as consumers.

     

    23 hours ago, Cyninja.2954 said:

    GW2 sold well. How long ago was the launch?

    Side questions: if GW2 was doing "so well", why is a GW3 being developed?

    Many years ago, with frequent expansions in between (now even more expacs which will probably be more lucrative for them).

    To your second question that’s easy: NCSoft wants that continual growth. We should keep in mind that anet is not the only player under the umbrella of ncsoft. They have other companies and other ventures overseas. While gw2 might show to them that it’s doing fine, fine is not always fine enough for a publisher. If I had to speculate I would say that NCsoft felt pressured to tell anet to make gw3 so they could show investors that they shouldn’t lose hope or doubt them. Thats essentially what the leak demonstrated. 

    23 hours ago, Cyninja.2954 said:

    Fun fact: no they can't (besides the minor amount of gems acquired via achievement milestones).

    You ignoring that those gems are being purchased by another player than the one acquiring the item from the gem store does not negate that fact.

    Gems in this game are generated via purchase of those gems with real money, always.

    So I have some good news for you. This game has always had a gold to gem conversion tab. You should check it out cuz it makes many of your points null and void. It’s called the currency exchange: https://wiki.guildwars2.com/wiki/Currency_Exchange

    Currency Exchange allows players to trade coin for gems and vice versa.“

    It’s usually important to make sure that a “fact” is actually indeed a fact.

    23 hours ago, Cyninja.2954 said:

    Once again an issue where you seem unclear on HOW money is being generated for the studio or how ingame systems obfuscate (even if beneficial to some players, aka shuffling the purchase to wealthier players) how they promote the generation of revenue (in this case gem sales).

    Yeah these systems that enhance qol for veteran players usually lets them get more money through gemstore purchases if they don’t wanna spend any gold. Oh noes.

     

    23 hours ago, Cyninja.2954 said:

    They did didn't they? Oh yeah they are also making a ton more $ per player than before.

    Who blizzard or anet? They probably both are just due to all the new features and things added to the games over the years. More to buy more to sell, ez.

    23 hours ago, Cyninja.2954 said:

    Staying with the same game type: the WoW of today generates a TON more money per player than the WoW of old. 

    Well yeah wow always generated more money than any mmo before or since.

     

    23 hours ago, Cyninja.2954 said:

    Once again, there is a huge difference between Blizzard and Arenanet or NCSoft and Activision, and that gap can and will be bridged. I've already mentioned how Areannets owning company has done so in other titles.

    Yeah and like I already said we just have to keep an eye out for if they do anything that goes too far. As of now I haven’t gotten any good example except for revival orbs lol. 

     

    23 hours ago, Cyninja.2954 said:

    You expecting something based on wishful thinking or assumptions which ignore financial realities is on you.

    I mean I wouldn’t call it wishful thinking just an educated guess as to what will happen based off of previous titles and expansions. If I started dooming needlessly or being hyperbolic I’d be just overly cynical. I don’t wanna be cynical needlessly even if I was disguised like a ninja.

    23 hours ago, Cyninja.2954 said:

    I figured I'd keep it short as well as some of the issues where already mentioned in this post and have to do with how the current game content is being released, and not expecting a change in that direction.

    As to saying a lot: you are, most of it lacking substance or grounding in current day reality. The gem comment being your latest example of lacking understanding.

    Oh that’s good to know my gem comment was not based in reality. I guess I’m living in a different universe then, because the universe I live in has a game called guild wars 2 with a currency exchange that lets you convert gold to gems.

    But I guess because you pointed out that it’s a “fact” that you have to pay for gems and can’t convert from gold means I’m the one who’s wrong here. 

    “Gems in this game are generated via purchase of those gems with real money, always.“

    This statement right here proves that it is you good sir or ma’am who does not know how gems fully work. Or apparently what is or isn’t “facts” or grounded in current day reality. Because it’s not a fact that you can only buy gems with real money.  That’s literally false.

    So maybe next time before claiming something is a fact, it’s best to do research before claiming it falsely as a fact.

    Also thank you for not giving any reasons as to why I was wrong or providing any examples or evidence. I agree it’s much easier to make claims without any proof, I guess I should just expect that.

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  6. 20 hours ago, Izzy.2951 said:

    Like what are you talking about? they have commited to just one mode of 5/10 instanced group content that is Strikes and fractals. Raids were abandonned in 2019 and dungeons in 2013. I think your out of the loop.

    And btw for your other comment, if pvp, wvw, raids etc didnt existed ever in gw2. This game would be probably dead already cos you wouldnt have had those pvp/raid players.

    Ya they committed to just those two modes now. Look at all the pain and trial and errors they went through to get here. And even now it doesn’t end, because we have convergences. It’s not that I don’t like these modes, they’re pretty fun. It’s just showing bloat on the part of Gw2 and adding more and more scope creep that isn’t obvious to access unless you’re already “in the loop” like we are. 
    But what’s worse than this is that the modes we like most will never be supported to the level we truly want, even if it’s a staple like wvw, because of all the game mode creep this game has.

     

    To your other comment I wasn’t saying raid,PvP,wvw shouldn’t exist. Far from it. I was just saying they need to focus on only something like wvw/pvp/open world/ and dungeons which can be upscaled to raids without reducing quality. If they did that stuff only, and then only had story content in the base game and expacs it would cut dev time and we could get more of that content.

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  7. GS for warrior should get its cooldown reduction buff offered in Strength as baseline. It’s not extremely noticeable as a difference and the balance team is already moving in this direction. Also increase the power coefficient of 100b from 0.4 to 0.43, and the final strike from 1.0 to 1.1. This skill needs a rework in my opinion but for the time being giving it a little more power will let players know they should not ever wanna get hit by it.

    In the future you could increase the range of the skill and show it in a box shape in front of the user while increasing slightly the casting speed. Would need fine tuning but something like that would make it feel more up to date with current gw2.

    Arcing Slice should have its power coefficient go form 1.36 to 1.4

    Bladetrail should always allow the blade to return even if there’s a wall or object behind the opponent.  This would allow for interesting gameplay where you could potentially bounce your weapon from behind your opponent to get more damage in close quarters (similar to whirlwind attack when in a closed off space) This skill also should get a rework to make it more interesting but for the time being giving it a very small boost would help out, as right now it doesn’t hit too hard and doesn’t offer enough.

     

    While it looks like there’s a lot of buffs to GS it wouldn’t amount to a huge amount of change, it would slightly nudge GS to be a little bit quicker if the player is pressing his/her buttons and do barely more damage that won’t be too noticeable but will feel right.

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  8. 12 hours ago, Skary.8956 said:

    Its nice that staff got nerfed dont get me wrong but
    Spellbreaker is still busted as ****
    Dagger/Shield + GS or Hammer

    I watched a high rank tournament recently 13 games in total - 22 Spellbreakers in total.
    There was 1 game where there were no spellbreakers in the game.
    Two additional teams did not take SB in their comp and played against SB and they both lost with 200-300 point difference.
    My games also feel the same.
    I'm just playing against SB over and over and over again. 
    Some times it feels like if we are not meta builds we need 3 people to take down a single spellbreaker.
    Balance Patch every 3 months does not cut it at all when you add that the team behind the pvp mode seems completely disconnected from the game.

    Staff is still offering too much compared to other warrior weapons like GS due to its versatility. It has mobility, unblockables, healing, blocks, and still decent damage. The 2,3 and f1 skills should get another small heal nerf with heal coefficients going up for support classes. 
     

    Also GS for warrior should get its cooldown reduction buff offered in Strength as baseline. It’s not extremely noticeable as a difference and the balance team is already moving in this direction. Also increase the power coefficient of 100b from 0.4 to 0.43, and the final strike from 1.0 to 1.1. This skill needs a rework in my opinion but for the time being giving it a little more power will let players know they should not ever wanna get hit by it.

    In the future you could increase the range of the skill and show it in a box shape in front of the user while increasing slightly the casting speed. Would need fine tuning but something like that would make it feel more up to date with current gw2.

    Arcing Slice should have its power coefficient go form 1.36 to 1.4

    Bladetrail should always allow the blade to return even if there’s a wall or object behind the opponent.  This would allow for interesting gameplay where you could potentially bounce your weapon from behind your opponent to get more damage in close quarters (similar to whirlwind attack when in a closed off space) This skill also should get a rework to make it more interesting but for the time being giving it a very small boost would help out, as right now it doesn’t hit too hard and doesn’t offer enough.

     

    These changes would be ways to bring it in line and compete with staff, as even after another set of nerfs it’ll be the obvious pick for warriors and we want to use other weapons just as much as yall do.

    While it looks like there’s a lot of buffs to GS it wouldn’t amount to a huge amount of change, it would slightly nudge GS to be a little bit quicker if the player is pressing his/her buttons and do barely more damage that won’t be too noticeable but will feel right.

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  9. 12 hours ago, Myror.7521 said:

    @gmmg.9210 yes but it never rly hit peops (at least not the good ones). It was basicly Meta for the same reason staff warr is. It was the class that could stand the longest in outnumbered Fights on the Point.

    Yeah the whole spec is still jank, it needs more reworks. It’s just so clunky and awkward. I wish you could use your f1 weapon skill when swapped to your non bladestick weapon, and dragon slash charged up a bit faster, and they reworked the other two GM traits to make them viable, and they cleaned up some of the animations on the kit so that it’s more fluid while playing, and they made the bladesworn skills more useful 😂

  10. 17 minutes ago, Sobx.1758 said:

    The question was: how would those encounters work in open world? I think they wouldn't. They'd be a zerged semi-afk "content" like current open world bosses are, which don't have much to do with raids/strikes/fractals. "dedicate one mode" is a bad idea, because those modes don't do the same thing. They can decide on "fractals over dungeons" or "strikes over raids" because those are targetting similar experiences, but that's also exactly what they are currently doing. You're basically advocating for them to cut content types while hoping what they cut isn't what you like? I think that's a bad idea.

    I mean it’s not unimaginable for the devs to make a boss in the open world that’s extremely hard and requires cooperation. They kinda did this already when the  Dragons End boss first came out. The funny thing is I actually was interested in beating it at launch cuz it was so difficult I heard. But after the nerfs to it, it seemed just too easy for me to care lol, but that’s just me.

    To your other point I admit there’s a level of trust you have to put in the devs to keep the good things from the instanced dungeon-type modes and leave out the bad. But assuming they did it right I would argue the pros would outweigh the cons. Perhaps just allowing dungeons to become upscaled into 10 man raids would kill 2 birds with one stone. You wouldn’t need to make an entire new area with new bosses/levels/features etc but could still put more new things in existing spaces to let it become a raid itself.

    34 minutes ago, Sobx.1758 said:

    So it looks like you don't have a specific idea on this, it's not even some wishful thinking about "what it could be in the perfect world", but instead it's just saying whatever and then expecting them to somehow come up with something to fulfill the request which (as far as I can see with what you just wrote above) isn't even specific enough to understand what it's supposed to achieve in the game. Well, I asked the questions I did, because I was hoping you actually had the idea to push for. Doesn't seem like it though.

    I can elaborate if you’d like:) In a wvw styled server there would be the world of Tyria with all its quests and story content etc, but there would also be wvw styled themed keeps/castles/towers/farms/villages/ that can be controlled and conquered by players roaming around. The mechanics of the wvw style game would exist in a similar way to how it does now, it would just co-exist with the pve related world of Tyria. Combining these two features could allow for some interesting things. For example, you could have pve related quests that when completed allow a small tower to be made for the faction of your choosing. Another idea would be allowing open world bosses to, when defeated, give the faction of the players who killed it a resource node or some sort of economy upgrade.

    These sorts of combinations would allow the world of pve to join in camaraderie with the wvw players and allow their faction to have more “pride” and a sense of togetherness in the community they represent. It would also give wvw players more of an incentive to try pve content and vice versa.

     

    Another option is to toggle off or on your open world wvw/pvp “tag”. If you don’t want to participate in wvw stuff, you can simply tag it off while still doing everything else that’s pve. To make sure this mechanic doesn’t get abused to gank other factions and players, you could implement a timer on it. So if you decide to go into pve only mode you have to wait 10-15 minutes until turning it on again. You could also not allow it to be turned off/on during combat, and it couldn’t be toggled off/on if enemy players are nearby or if you’re very close to an enemy structure/caravan or npc.

    54 minutes ago, Sobx.1758 said:

    Yes, I do understand what thread I'm in -and so that's also what I'm talking about. But there seems to be lack of understanding that their goal was not really to "keep releasing new iterations of old content for the sake of it", it was "we want to improve this content, but it's either impossible or unreasonably hard to the point it's simply easier to make an entirely new iteration of it". It's a workaround to a problem, not something they came up with at the game's release and then just continued with their plan to "quickly mill through different content types/modes". Chances are if they make a new mmorpg, they'll go with the latest current iterations (so fractals/strikes) OR -most probably- make new, refreshed ones. At that point the actual request/hope here should be for them to make content (doesn't mean a single one by any means) which is easier to fix and manipulate (by devs) into something that could include new improvements, so there's no need to release new types of old modes in the first place.

    Whatever they do I just hope they learn the lessons of the last decade and don’t leave modes like wvw/pvp stranded for years with hardly any content. Or keep raiders waiting indefinitely for a new raid. Or promise alliances only to seemingly indefinitely work on it because I guess it’s only 1 intern working on the whole thing and he only works 2 days a week.

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  11. On 4/19/2024 at 2:40 AM, Cyninja.2954 said:

    I marked the word which you yourself decided to use: hope.

    Cynical? I gave you a down to earth current state of the industry. That's called being realistic. If I was being cynical, I would have counted down the dozens of failed recent and recent past MMORPGs. The direction the industry has moved overall and how many "this game XYZ will kill this other game YZX" we have had in the past, most often accompanied by "hope" and assumptions. The focus on mobile gaming and how it affects the market, etc.

    I could have gone a full on doomer cycle if I wanted to be cynical. I chose to keep it light..

    Yeah that’s the trend in the industry not really for anet. Sure it’s good to keep an eye out for those types of things but you need real proof in the pudding to make that sort of argument. Anet’s track record doesn’t give me any reason to think they’d try to duck us over with gw3. They know there’d be a mutiny considering previous games were not subscription based.

     

    On 4/19/2024 at 2:40 AM, Cyninja.2954 said:

    Negative? That's called realistic expectations. What, you think that after multiple hundreds of dollars of investment, NCSoft (or even Arenanet) are going to be happy with no increased return? Name a single industry where costs of development are not factored into the consumer price down the road. I'll wait.

    Yeah game development is very expensive and risky but GW2 sold well and it seems NCsoft want that continual growth. GW3 offers that chance as it’s a well known ip. 

     

    On 4/19/2024 at 2:40 AM, Cyninja.2954 said:

    "Predatory" can also be a very subjective term given it has a huge component which is tied to personal spending willingness. The game doesn't have to be "predatory" to not align with this franchises player base. As far as Guild Wars being "predatory", I'll just refer you to all the issues which part of this player base takes offense with over the years: monetized bag space, build templates, transmutation charges, additional character slots, quality of life items, cost of expansions, content locked behind expansions, and the list goes on.

    All of those can be acquired just by getting gold, which is something players can do by playing the game. Sure it takes a while to get the gold to convert but the game has plenty of content to offer which more than makes up for it. 🤷‍♂️ It’s not like without the quality of life additions the game is unbearable or unplayable/ un enjoyable. Far from it. It’s still fine. If anything a minor it’s a minor hindrance that can easily be ignored.

     

    On 4/19/2024 at 2:40 AM, Cyninja.2954 said:

    EA? You do realize there is a LARGE gap between EA and where we are at now with this product, right? No, NCSoft or Arenanet doesn't have to go the way of EA (or Activation, which have surpassed EA for years now). It be fully sufficient for them to merely move in the same direction NCSoft has on ANY of their other games (Throne and Liberty most recently) to completely screw this player base.

    Now do I think they will go full on Throne of Liberty pay2win mode? I'd hope not. I do think that assuming GW3 will be "cheaper" or even similar in cost to GW2 is very delusional.

     

     Yeah I was using EA as a point of comparison… wasn’t implying you’re either as bad as EA or totally a non-greedy game company.

    As to your other point, we’ll obviously have to wait and see and keep a watchful eye out. If they move in a greedier direction we gotta call them out on it. All I was saying there was I have my doubts about them getting too greedy considering their track record. I’d expect Guild wars 3 to basically cost the same lest they ruin their fan base. Blizzard showed how bad publicity can get when you get a popular pc game and decide to put a new version of it on phones.

    On 4/19/2024 at 2:40 AM, Cyninja.2954 said:

    Some of those points are contradictory to game development, some of them are strait up contradictory to what this studio has produced the last 20 years

    Reasons why? Examples? Exactly where? I can say a lot of things too.

     

    On 4/19/2024 at 2:40 AM, Cyninja.2954 said:

    Yes, because running 2 competing products, one of which has just left a multi year long, multi million dollar expensive development cycle is a smart business decision.

    Again, go and look how all of this has worked out for other MMORPGs which have had successor titles released to get an adequate feel for how this usually goes (Runescape to Runescape 2, Lineage to Lineage 2, Everquest to Everquest 2, FF11 to FF14, etc.).

    It actually might be their best bet going forward considering they’re a public company and have investors to please to do two games at once. Grinding Gear games is doing something similar and people seem to really like the idea and be on board. 
    The other games you mentioned failed because they put all their eggs in another basket and changed the formula too much. Path of Exile will still get updates and can be a safety net if PoE2 doesn’t work out as well as they intended or if there’s bumps in the road shortly after post launch. Gw2 can do something similar. Deliver GW3 as a new game while also still supporting gw2 for a while so that it gets new stuff and new updates as they transition more slowly into gw3 if it’s successful. It alleviates the transition from one mmo to another by bridging the gap between the two games. 

    I’d hold off on the doomer rhetoric because who knows? Gw3 could be good after all and even if it was terrible they could still keep up support and update guild wars 2 even after gw3 is out. 
     

    This approach allows for a smoother transition period and might be the best for everyone:)

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  12. 4 minutes ago, Sobx.1758 said:

    I think you're both missing the point of introducing those "substitutes" (like "dungeons -> fractals" and "raids -> strikes"). The point seems to be an attempt to improve the content, but apparently it's either not reasonably possible to do with the old content or it's much easier to create a new iteration (fractals/strikes) than to implement the changes/improvements to the old content.

    What I’m referring to here is a future guild wars game. We know their working on a guild wars 3 of some kind but I’m just saying whatever that game is I hope it doesn’t do what this game does and decides to limit the amount of instances content in terms of the number of modes. For this game it’s too late to go back I’d agree.

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  13. 11 minutes ago, Sobx.1758 said:

    Ok, am I reading this wrong or what was this about?

    And you didn't clarify on the first half of the post: How are fractals/raids supposed to work in ow? How is wvw supposed to work in ow when everyone can freely turn it on and off any time they want? For now I don't see how any of these are supposed to be beneficial at all.

    You can either have more open world bosses that act as raid bosses and fractal type missions, or dedicate one mode to a sort of “dungeon” experience and not make any more dungeon/raid modes after said mode.

    as to your second question I answered that.

    13 minutes ago, gmmg.9210 said:

    As to the wvw thing you could either have timers or restrictions barring people from flipping it on or off as many times as they like so they can’t easily escape combat once turned on, or have other servers which are wvw friendly where wvw mechanics are implemented. Basically their version of open world PvP conquest.

     

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  14. 21 hours ago, Sobx.1758 said:

    How are fractals/raids supposed to work in ow? How is wvw supposed to work in ow when everyone can freely turn it on and off any time they want? For now I don't see how any of these are supposed to be beneficial at all. I wonder what you're playing if you "have no idea what any of those lobbies are" btw -pvp only? In that case... I'm not sure why you decided to make a thread about lobbies when you don't understand what they do?

    I know what lobbies do I’m just saying there’s too many modes in this game and it’s stretching resources thin. Thus too many lobbies due to all these modes.

    As to the wvw thing you could either have timers or restrictions barring people from flipping it on or off as many times as they like so they can’t easily escape combat once turned on, or have other servers which are wvw friendly where wvw mechanics are implemented. Basically their version of open world PvP conquest.

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  15. 6 hours ago, Ashantara.8731 said:

    Dungeons, Fractals, Raids and Strikes are a good example. They should stick to one version of instanced 5-player/10-player content instead of constantly introducing a new one that basically replaces the former.

    Hallelujah someone agrees. You can combine the best of those modes into one and cut a bunch of dev time needed so you could just make much more content for that mode and other modes also.

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  16. On 4/20/2024 at 5:31 PM, Myror.7521 said:

    hmm idk what you guys talking about. Just played it lately and its still kind good. For sure not as OP as it was back then but still ^^

    It's not bad just annoying to play. Dragon Slash is terrible now and didn't need the nerf it got, hit like a wet noodle. 

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  17. On 4/11/2024 at 12:02 PM, Bladestrom.6425 said:

    and so this question yet again.  Surrender doesn't solve the problem it makes it worse, i.e it will get abused by bad players with no fortitude, malicious players, selfish players and new players never learn.  The answer is fixing the root problem not the symptom, which means fast balance cycles for a start from ANET, and players losing the mindset that pvp is only good if you win amongst others.

    It won't get abused! Just make it require all teammates to agree and have a time limit of 5 minutes. They'd be forced to play for 1/3 of the game but can leave if the whole team wants to after some time. People shouldn't need to suffer needlessly if the whole team is hating the match. Just require the game to be played for an amount of time and force it to be the whole team to allow surrender. This is what many moba's do it's not abused at all.

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  18. 39 minutes ago, Eddbopkins.2630 said:

    Me and my buddy always thought this game to be kinda chess like with all the skills and counters such as dodge and very few invulnerables. But after POF it's just a burst game and classes with to many dodge abilities. To many classes have to much burst now and it's been like this for years.

     

    Every day I pray to every God that exists for a core game mode to happen. Those days were the best.

    They can start by making more core builds viable. F2p players should have more fun in this mode.

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