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Orthonen.9470

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Everything posted by Orthonen.9470

  1. YOUR philosophy leads to less players not more so nothing you're saying is actually making sense. Players leaving is not good for the game, removing players who think like you is actually good for the game though. Also removing development from raids is to literally remove them, bro that's not gonna happen. Get over yourself the game doesn't belong to players who refuse to try stuff.
  2. You are literally saying that because raids don't make people pay for gems its content that needs to be removed. I could easily remove what you love to do in game for the same reason. Strike missions also are not replacing raids. Raids are almost 5x more rewarding, and much more worthwhile to do for legendary armors and now legendary trinkets.
  3. There's no reason at all that's healthy or good for removing raiding from development. That is a bad compromise. I disagree with your personal opinion.When literally the only thing that generates money for ANET is in the Gem store what the hell is slashing raiding going to do to benefit the company? If anything, keeping an aspect alive helps keep players playing, and if you remove one aspect where people leave that means less profit for ANET. As an FYI people who raid also pay for gems, and I've seen people spend hundreds on gems who raid so...disagree with me all you want, anything that makes players leave is bad. Also I'm pretty sure raiders are also hardcore fans. Nothing good comes from removing development in an area of the game; that's what happened with WvW and it went horribly horribly south!
  4. There's no reason at all that's healthy or good for removing raiding from development. That is a bad compromise.
  5. You mean like Piece of Skyscale Food? Or, Extra-Pungent Skyscale Treat? How about Ley-Infused Tool? Pretty easy to find the information for each. Only a real master can find such information!
  6. Except, that is never how GW2 was marketed in the first place. Yes, it was marketed to people who game more casually than others, but it was never marketed only to them. From the start they've told us that the game would have both easy and challenging content. In fact, at the start of the game dungeons were that challenging content, because they were a lot harder than they are now. Fractals of the Mists, back when it only went so far as level 50, was a lot harder than Fractals are now. Level 50 then was harder than level 100 now. This is what people always seem to forget when they talk about the demographic the game is aiming for. GW2 has, and was always supposed to have, both easy and challenging content. I truly believe that people complaining content is too difficult (except for people with disabilities) are the kind of people who just flat out refuse to improve and want everything handed to them as easy to swallow bits. Either that, or they have the wrong expectations based on faulty data. People aren't complain its too difficult, it's the style and nature of gsmeplay that does not fit into casual gameplay, I. E play the build you want, and not have to play the min max rotation game while jumping in and out of circles.And watching dmg meters. Casual players don't want raids in its current format that's targeted at a niche. Except that's exactly the reason why some people cry it's too difficult, because they don't want to put in the work. ANet designed this game with skills that interact with each other, not just your own skills but also skills between players. That's a large part of what makes a rotation. What's the use of putting in a skill mechanic if you're not going to create content that is designed to make the best of that mechanic? With jumping in and out of circles I assume you mean the enemies' aoe's? They are everywhere in the game, including open world. So at the least people shouldn't be unfamiliar with that mechanic and at best they know how to deal with it. And by the way, if you know the mechanics of every boss you don't need to do a meta rotation to kill the boss. You don't even need ascended gear. But you won't get there by just auto-attacking either. There's open world for that. Instanced content in GW2 has always been of a higher challenge than open world content. It's been that way since the release of the game, with dungeons. The people that lamented the difficulty of dungeons back then are the same (kind of) people who complain about Fractals and Raids these days. But it's always been a part of the game. And yes, they do complain it's too difficult. This forum is riddled with threads saying just that. Yes people don't want to put in the 'work'. That's the whole point, your elitist 'crying' comment is irrelevant, no one is crying about current raids because they don't care about it, it's for you not them, and they want you to enjoy it. What casual players want is casual 10 man content. Same principle as fractals.hard modes for the niche, and easier modes for the majority of the player base. Put it this way. 3 ootions: Raids are tuned for casual play - 5-10% of player base not interested. No casual mode raids, 90% of player base not satisfied. Or have both. 1 is unfair on raiders. 2 is failing the player base, 3 is obviously the solution. Except that 90% of the playerbase is satisfied with the current state of the game. :smile:So.... keep making raids as is and leave the "casual" playerbase to do what they love doing it's already winning!
  7. There's ways to use the for profit not gonna say how. Only a master can figure it out.
  8. The mods will probably delete this viewpoint for spurious reasons again, but the reason people don't raid/strike/play PvP/ etc... is because the people who love those modes have a reputation of being the sort of folks you don't want to spend your game time with. It's unfair and most assuredly a hashtag;notallraiders type of deal but it's true and folks need to stop ignoring it. Anyone who truly wants more people doing the underplayed gamemodes needs to go on a PR offensive to prove that the reputation is untrue. The devs and community managers especially. I had the opposite experience its the people coming into experienced groups hiding behind fake kill proofs or starting groups with 3-4 times the kp requirement then they have hopeing for a clean run thats the problemI mentioned the unnatural kp requirement somewhere else those groups are the worst, they never find a soul to group with and the more they require the harder they fail. "I need a quickbrand a healbrand a condi scourge 2 boon chronos 1 condi BS " etc etc. Waaay over the top and never get anything done.
  9. Not everyone likes raiding. Analytics are helpful in determining which areas for a company to focus on. Just because some companies misread or skew analytics to say what they want doesn't mean analytics are bad and no one should use them—they're a tool, nothing more. In the case of GW2, raiding was never a part of the original plan and in its heyday it was still a minority of raiders who raided, a number that has steadily dropped from wings 5-7. If <5% of players are participating in content that can take 50%+ of the PvE resources, that's not fair to the other 95% of people. Not everything has to have raiding. Not everyone has to raid. Not Everyone likes to raid. There are other MMOs with raiding out there if that's what you want, don't demand GW2 and GW2 players change just so your personal tastes can be catered to. Also, raiding in GW2 is not accessible.No automatic LFG tool <-This is bad, this is LFR, LFR is awful because you aren't building for success, you need healers, and a tank, if you go without either you're going to die.Complicated encounters that need research <-All raiders in any raid in any adventure, even in movies, go in with a planHigh skill floor for everyone in a raid <- I'm not skilled, and I managed to get Deimos and Statues of Grenth without researching themThe only DPS tester is in an obscure room <-What is this? You mean the Special Forces Training Area? No official mods <- You don't need anyOne unofficial DPS metre that can be confusing for people to install and crash their game <-It's not confusing the instructions are clear and I personally don't even use it, and realistically nobody really needs it.Groups willing to take new(ish) players are few and far between <-There are a lot you just haven't looked, or even bothered lookingHaving to search for training groups outside of the game <-You don't need to search outside of the game read my previous bulletSaid training groups often fill up fast the moment they announce a run <-Then be one of the first people?Common cheese/speed-run strategies that confuse people because they intentionally ignore mechanics <-This only applies to Gorseval and the idea is simply to phase him before he blows you up. Other MMOs you can hop into a raid fairly easily from my experience. GW2 requires effort, time, gold, and willing to spend multiple hours trying to find a group. That's not even going into how toxic raiders are and what people are expected to listen to over voice chat. Throw in how many bosses have a mechanic that wipes the group if even 1 person doesn't play perfectly and it's just not fun for a lot of people and those people aren't wrong for not liking it and they don't need "convincing" for them to like it. I'm not arguing against ArenaNET, I'm actually quite literally on their side! Raiding in GW2 is absolutely accessible. This is coming from someone who literally pug killed his first bosses. I went ahead and countered each of your points in the post itself. And you're wrong, in other MMOs you cannot hop into raids easily in WoW you need achievements and IO scores and you need to PM group leaders what your experience is, in ESO you need an actual guild and extremely over the top specific meta builds, and overall you need to socialize with group leaders to get inside while in this one all you need is a slice of pizza and some Bosco sticks (just click one button and you're in the group). GW2 does not require gold for raiding and you don't need expensive potions or an extensive amount of farming; you don't even need ascended armor, weapons, or specific builds, and you don't even really have to socialize much at all; I don't even speak with my guild members while raiding. Most raiders aren't toxic either and those that are leave the groups almost immediately after a single wipe (so technically the problem removes itself), many people just want you to cooperate for success. Just yesterday I killed keep construct for the first time, when I joined the group the literal first thing I said was "1 sec I think I have my Xera mini here somewhere" and literally the leader said "just come". I looked up this video to learn it just before joining them And we managed to 1 shot it. I managed to do the same again the same day with a different group, like really none of this is hard. It truly is all in the mindset of the player.One other thing is I'm almost done with my Experimental Envoy collection, I only need the spirit strings which I can get next week. I also only have 70 LI. If anything that's all I've ever gotten in the span of 1.5 years. I really don't even raid that much. You can trust me, I'm literally experience incarnate. Regardless raiding isn't the topic of my OP, it's just a factor that ties into the topic that I use. WvW is another aspect and so is PvP and everything else. ANET shouldn't have to cater their game to players on the basis of data telling people what's fun. If anything I'd eliminate the community of players pushing for them to use data to determine whats fun and replace that same community with players who want to have fun the way ANET intends it, not how their numbers ans statistics say they should; simply cater a different audience with a more positive outlook instead of a negative one, it makes the game healthier less full of complaints about the game. Numbers != fun != game design. See it any way you'd like, the fact still remains that pretty much my entire Envoy 1 collection has been the result of pugging my way through raiding. I can barely make my guild's static group. When you really understand how the game works, it rewards you back handsomely, it also as a result becomes a lot more fun to play. Also I'm not saying people have to like it either, nobody, after all, can force anyone to do anything in game, unless that someone allows others to do so; in this case a lot of the people who want to raid and don't, simply don't because others tell them not to, or that they can't, or they tell themselves they cant. If you'd allow it, I'd like to take you into my guild and show you what it's actually like. The offer stands for anyone in this thread really, my guild is always looking for people to train and cultivate into a static group. I actually make a lot of money from Raiding, in one wing I get ascended mats which I use to craft ascended stuff I end up selling. It's how I've made most of my gold. Also I'm almost done with my Envoy 1 collection and I only have 70 Li to this date. About half of my collection is training runs. I don't even have a static group. I'm not harboring any of those assumptions. I never implied said assumptions on my post. Also it sounds like you are harboring those assumptions. Except, that is never how GW2 was marketed in the first place. Yes, it was marketed to people who game more casually than others, but it was never marketed only to them. From the start they've told us that the game would have both easy and challenging content. In fact, at the start of the game dungeons were that challenging content, because they were a lot harder than they are now. Fractals of the Mists, back when it only went so far as level 50, was a lot harder than Fractals are now. Level 50 then was harder than level 100 now. This is what people always seem to forget when they talk about the demographic the game is aiming for. GW2 has, and was always supposed to have, both easy and challenging content. I truly believe that people complaining content is too difficult (except for people with disabilities) are the kind of people who just flat out refuse to improve and want everything handed to them as easy to swallow bits. Either that, or they have the wrong expectations based on faulty data. People aren't complain its too difficult, it's the style and nature of gsmeplay that does not fit into casual gameplay, I. E play the build you want, and not have to play the min max rotation game while jumping in and out of circles.And watching dmg meters. Casual players don't want raids in its current format that's targeted at a niche. Can always break the cycle by starting your own group that defies said niche, also there's no such thing as casual players, just players nothing more. What's preventing you from taking action to get what you want? ;) And I'm somehow the toxic one? I don't even use a rotation I just understand the game, for example as a berserker warrior all you need to focus on to optimize damage is just find every way to trigger decapitate or eviscerate (forgot what it's called) and you can proc that easily using stuff and so on I don't use any order. On my Guardian I try to make sure my f1 tether on dragon hunter is up and that all my traps are placed. My focus 5 is always used when its up, and make sure my sword 2 and my greatsword 4 are together in the same place before doing a spin to win greatsword 2. No rotation needed. You're right and that's what game development goals should be about (not money and profiteering), an MMO becomes the the audience it cultivates, if you cultivate a negative audience, like the majority of this thread, your game becomes full of that audience. It doesn't have to be ultra hard like Super Meat Boy, but something like dark souls, which a major popular title a lot of people play. A talented artist doesn't ever think about what elements of its creation makes the most money, they just look at the value from every thought into the complexity of their work and how people will take it all in. No movie producer has ever said "This part of my movie is going to make x dollars." People who play CS:GO don't play for the skins of their guns you know? People who play getting over it don't play for the graphics, people who play chess don't play for the way the pieces of the game look. In my experience you'll always find a few people among those 90 pop music fans that appreciate heavy metal as well. This coming from a lifelong metalhead who also happens to like quite a bit of pop music. Your analogy is under the presumption that the 2 are mutually exclusive, but they're not. If we lumped in the people who like both metal and pop into the "likes metal" camp, I think the analogy would remain the same... this is why strikes were deemed necessary in the first place.Strikes aren't necessary, they literally achieved the opposite of what they were intended for. How many people do you know have actually advanced from strikes to raids? I haven't met anyone who has. The mods will probably delete this viewpoint for spurious reasons again, but the reason people don't raid/strike/play PvP/ etc... is because the people who love those modes have a reputation of being the sort of folks you don't want to spend your game time with. It's unfair and most assuredly a hashtag;notallraiders type of deal but it's true and folks need to stop ignoring it. Anyone who truly wants more people doing the underplayed gamemodes needs to go on a PR offensive to prove that the reputation is untrue. The devs and community managers especially. I don't think they will I'm not personally attacking anyone and I'm making sure not to mark anyone off with offensive responses. Also I don't think you've actually spoken to anyone who love those modes. Ask your guild you'll actually find people who do love those modes. In my experience you'll always find a few people among those 90 pop music fans that appreciate heavy metal as well. This coming from a lifelong metalhead who also happens to like quite a bit of pop music. Your analogy is under the presumption that the 2 are mutually exclusive, but they're not. If we lumped in the people who like both metal and pop into the "likes metal" camp, I think the analogy would remain the same... this is why strikes were deemed necessary in the first place.I like a lot of metal Genres, I also love synthwave like Mega Drive, lofi hip hop, epic orchestral music, and some rap. What camp do I belong in? You did not just shrug off Super Mario as not FUN! My GOD! xDThat being said I have questions as to what your son did in game because the personal story is really easy, did he do fractals? Did he PvP, WvW, or raid? Like try the harder stuff? Well the people who created the term casuals are responsible for creating that problem to begin with (raiders never refer to anyone as a casual ever in game). In fact I've never even seen anyone refer to anyone as a casual in the game ever and I think that's a good thing. Being able to digest carrots doesn't mean you enjoy eating carrots. Not liking them does not mean you:aren't a skilled chewerdon't realize the nutritional value of carrots don't acknowledge that some people love themwish to ban carrots from the market. Some people have tried carrots and tried them in a number of different ways and decided, ultimately that they don't like the taste or the feel or the smell of them. They aren't picky eaters - they know what they like. They're interested in supporting their local grocer, but can't stomach what's being sold. If they suggest an alternative vegetable be added to the market that is similar to carrots, but more palatable to them, and you tell them they're unwilling to develop an acquired taste or not smart enough to appreciate carrots as they are, you have the exact situation GW2's raids have: People have tried them, people have learned them, and they've still determined they don't like them and either prefer not to play them at all, or would be willing to play them at reduced levels of difficulty. Reduced difficulty raids with reduced rewards. Hard mode and big payoff for those who like carrots, and easy mode with long-term reward goals for those who prefer baby carrots. The reality is that both styles of play are equally valid and both should be taken care of when it comes to secondary game modes, particularly if ArenaNet wants them to be popular and profitable. If they eat a lot of junk food they become fat and can develop heart disease, diabetes, high blood pressure, high cholesterol, and die sooner. A lot of the times they will struggle to do physically demanding tasks. Also once again I only used raiding as an example my post isn't as a whole about raiding.
  10. And I'm glad that for the most part it hasn't. A lot of the new content in the latest releases have stemmed as a response to the accessibility of raiding, with strikes being the driving force behind the design of the content. However, if this is a response to analytics, then what's being done is in my opinion, a bad way to push players in. As a whole raiding in this game is probably more accessible than it is in any other MMORPG out there on the market right now. It really boils down to the statement "how bad does the player want it", and it's been that way since raids were released. Now there seems to be a lot of hostility (that I've brought a lot of light to) from the community of players as a whole because the players have created a division between "casual" and "hardcore" and I myself have done so in the past admittedly joined in, but I recently changed my mind in looking at players as one or the other. The way I see it everyone in the game no matter how serious you play is a player, not a casual player, not a hardcore player, but just a player. Raiding is not the factor that creates this division either, the reality is that players are not even trying at all to adjust, understand, or develop skill and then trying to enforce this weird thing everyone also cultivated called a skill cap as if it were some sort of domino effect on everyone. When looking at the behavior and mindset of everyone asking ANET to push out different difficulties for things, they don't see that what they're doing is actually degrading the quality of the fun that the game brings about. I wish I could explain in detail how this works, but it's hard to put the words together without actual experience, but from other's mistakes the game developers at ANET. However the major contributor to the only game that has ever started the idea of raiding is in fact WoW, and it's greatest downfall became how Blizzard used analytics to create a for-profit experience as opposed to a for-fun game. From a business perspective being greedy and hostile to your audience for money (which is not what ANET is currently doing) is exactly what led to the downfall of many businesses and products. KFC did it to Colonel Sanders to reduce the cost of his original chicken formula, and now they use his face and belittle his memory as their trademark, now Popeyes dominates over fried chicken fast food, than KFC does. In the world of MMORPG Blizzard did the same thing to their beloved WoW and the creators were absolutely destroyed by what happened and even made their own accounts at how evil it was to make their game for profit. They introduced multiple raiding difficulties expecting higher profits, which it did but not in the long run, and that led to the downfall of the game, raiders hated that because it reduced the quality of the incentive to even do raiding. Take this man named Harry that I knew from GameStop when I was 12. Harry at the time was 35 and loved wrath of the lich king and he had a static group for doing ICC. What happened is he did ICC on normal about 150 times. I'll let that sink in for a minute, 150 times! In essence Blizzard chose to spend more time and effort making the game easier as opposed to pushing out quality content to maximize their profits, and when they did this the number of raids in an expansion went from 25 to 5. What was a journey in which you traveled with your guild suddenly became less of a journey and more of a free-for-all for profits. When Harry's group finally said they were going to do heroic mode he was so fed up as naturally anyone would be, of doing this stupid raid again and just quit the game for good. And this happened more and more down the line. Eventually in Mists of Pandaria expansion they introduced LFR which was a joke of a mode where you can just die and afk for each boss at will and come out with the kill no questions asked, and that ruined even more of the incentive to do raiding. Now imagine, in wow right now you have 4 difficulties of raiding, and you need a certain ilvl to progress. When you finally reach Mythic raiding you've already beaten normal and heroic twice, you have good gear, and realistically you could just do Mythic+ dungeons for armor or just raid on Mythic like a full time job. By the time you've reached Mythic raiding you're super exhausted from doing the raid as a whole and just leave the game. Mythic raiding as a whole is an expensive frustration-ride and is the actual real boss that you don't fight in LFR, normal, and heroic. This means you've been fighting fake bosses for the last two weeks only to fight the real one and wipe 50+ times for 1 kill. You also have to work your butt off to get the potions of unbridled fury. And Blizzard did this deliberately for profits to keep the player running on the hamster wheel and I will tell you that collectively, WoW is just not fun. Don't get me wrong the Raids are fun it's raiding that's not fun. In contrast in Guild Wars 2 you get the real boss no questions asked and there is no line to cross to get into it other than being able to dodge roll out of orange circles and using the right builds. Knowing mechanics helps and so on. And you don't even need to look up guides that much, as guilds will go out of their way to train you if you're serious. In wow my first experience with LFR literally sucked out my soul from my body into a vortex, because here I thought I was going to get a challenge that I go through with friends I'll make in group finder and I barely pressed a button to kill the boss, I literally ran around like an idiot swinging my sword and the boss died like nothing in less than 5 minutes. At the end I asked, "That's it?" And literally just felt robbed out of fun. I use raiding as an example because raiding as the community calls it is not a for profit game mode. But realistically speaking it could be any aspect of the game even WvW. If they start abusing the player for money more it just ruins the quality of the game. If anything, many raiders would agree that raids are incredibly accessible and that anyone and I mean anyone can have access to raiding, you just have too have a positive mental attitude and a willingness to succeed. There's no reason to slash off raiding simply because you can't do it, and then mask off the negativity as content you need ANET to monetize in order to do. Don't destroy the quality of something you have that you've never used in a product. If I have a product and this product has many different features that I never use, but could be of great value to me, it would be my fault for not reaping the benefits of the features not the designer of the product. Likewise like an instruction manual, the ANET guides for raiding on the wiki are pretty good, you don't need Snowcrows builds and all of that nonsense to be successful even though it's the norm (here's the guide from ANET https://wiki.guildwars2.com/wiki/Spirit_Vale ). I would add pictures personally but they spare you from that so you experience the fun not watch it. Note that through cause and effect, ANET makes the game easy because some stupid numbers are telling them to, then players who play everything easy will dominate the game. That actually reduces the quality of your MMORPG. Skins and visuals would effectively be the only good thing about the game, and that will wear off quickly it's why so much of the initial launch population left, literally no investment in anything fun, and everyone was just grinding for that shiny skin. And that alone is unorthodox and really mundane. You'd see the Aerodome empty and no real reason of doing raids to begin with as a group just solo it. Just do the raid solo...the most paradoxical statement on the planet. While I use WoW as an example a video Asmongold (the most popular WoW Twitch streamer) reacted to a Game Dev of the original Vanilla WoW's comments who explains exactly what I mean: Profits does not mean fun it simply means profits. It's as Kevin Jordan calls it:"Analytics defining fun you know, you don't sound like a game designer you sound like a ... computer, that's trying to evolve into a sentient AI that's trying to determine an emotional quality based on data." As I've mentioned earlier, the only thing gating players from raiding is literally a mindset, and nothing else. Anything in this game that's gated by anything whether it be getting a legendary or anything in particular, is all only gated in the mindset of the player. Quite literally I saw a post from someone who decided to take that leap and actually push himself to have fun raiding! That felt so amazing to read about his account only proves that it's just the mindset. With that being said, I hope ANET doesn't use analytics to say what's fun. Nobody told Nintendo how to make Super Mario fun, Super Mario is fun because it is challenging!
  11. It is still their choice, and their LFG. Why is it so hard to respect that? You do not have to agree with someone's LFG - just make your own that suits YOUR needs. I agree that some LFGs seem oddly specific or unreasonable, but no one is forcing you to join them. If they waste time, that is on them and is not your concern in any way. I personally ask people to tell their favourite color or link an item upon joining just to see if they read my LFG. If they did not, I kick them out. I think that if they put in the effort to read my LFG post, perhaps they will also listen incase I need to explain anything. Hey don't get my statement twisted I'm not saying not to ask for more requirements that's anyone's choice to do so. Sheesh. :angry:
  12. Of course I am, because that's the primary goal of a business. There isn't any 'guise' that revenue maximization is Anet's goal and that they are going to make business decisions based on that. When I suggest raids have a diminished development schedule because they don't have the revenue, it's not a ridiculous notion that some people would believe. It's likely VERY close to the truth. Are there other factors? Maybe. I didn't say there wasn't ... I simply believe revenue is the top one. It is a ridiculous notion because you make no differentiation as to when or why raids saw less development. Sure I did ... the when is whenever Anet made the decision to reduce their development. Do i have a calendar date for you? No ... but it happened at some point. The why is because of reduced revenues. There is NOTHING ridiculous about the idea a company decides to cut a product/service because of failing to being profitable. It's a common reason; I dare even propose it's the main reason. So, given how the developers were about to shelve the game, then did a 180 on that approach. You see no possibility that them reducing resources towards raids could have been a similar decision? Which was a contributing factor to the content losing its player base. Of course I do ... but because of low revenues. DO you think Anet woudl have reduced resources towards raids if it was the main revenue earner? OFC not. I think Anet reduced resource towards the entire game. I think they went back on that approach. I think some game modes were affected more drastically than others. I think recent actions suggest a try to fix this problem for those game modes. Hey, I don't disagree with that. The idea that Anet reduced the raid release schedule somewhere between 'very long' to 'infinite' because of reduced revenues doesn't conflict with any of that. Like I said ... it wouldn't be unreasonable for them to make 'resource reduction' decisions based on the services they offer that make money vs. those that don't. I get you think there is just a 'transfer' from raids to strike missions. If that's the case, it just supports my view that as originally offered, raids were not sustainable content to original adopters. And I believe that if there was a transfer, it was STILL a revenue-based decision. /shrug ... so is any other claim someone will make. This thread is purely speculative exercise. That's already been solidified in another post about 3 pages ago. You sound like someone determined to ruin the game for profits. You sound like someone fishing to have an argument. I've made my points. Feel free to address them. I'm going to ignore that you just said I'm looking for an argument. From a business perspective being greedy and hostile to your audience for money is exactly what led to the downfall of many businesses and products. KFC did it to Colonel Sanders to reduce the cost of his original chicken formula, and now they use his face and belittle his memory as their trademark, now Popeyes dominates over fried chicken fast food, than KFC does. In the world of MMORPG Blizzard did the same thing to their beloved WoW and the creators were absolutely destroyed by what happened and even made their own accounts at how evil it was to make their game for profit. They introduced multiple raiding difficulties expecting higher profits, which it didn't yield at all, and that led to the downfall of the game, raiders hated that because it reduced the quality of the incentive to even do raiding. Take this man named Harry that I knew from GameStop when I was 12. Harry at the time was 35 and loved wrath of the lich king and he had a static group for doing ICC. What happened is he did ICC on normal about 150 times. I'll let that sink in for a minute. When his group finally said they were going to do heroic mode he was so fed up as naturally anyone would be, of doing this stupid thing again and just quit the game for good. And this happened more and more down the line. Eventually in MoP they introduced LFR which was a joke of a mode where you can just die and afk for each boss at will and come out with the kill no questions asked, and that ruined even more of the incentive to do raiding. Now imagine, in wow right now you have 4 difficulties of raiding, and you need a certain ilvl to progress. When you finally reach Mythic raiding you've already beaten normal and heroic twice, you have good gear, and realistically you could just do Mythic+ dungeons for armor or just raid on Mythic like a full time job. By the time you've reached Mythic raiding you're super exhausted from doing the raid as a whole and just leave the game. Mythic raiding as a whole is an expensive frustration-ride and is the actual real boss that you don't fight in LFR, normal, and heroic. This means you've been fighting fake bosses for the last two weeks only to fight the real one and wipe 50+ times for 1 kill. You also have to work your butt off to get the potions of unbridled fury. And Blizzard did this deliberately for profits to keep the player running on the hamster wheel and I will tell you that collectively, WoW is just not fun. Don't get me wrong the Raids are fun it's raiding that's not fun. In contrast in Guild Wars 2 you get the real boss no questions asked and there is no line to cross to get into it other than being able to dodge roll out of orange circles and using the right builds. Knowing mechanics helps and so on. And you don't even need to look up guides guilds will go out of their way to train you if you're serious. In wow my first experience with LFR literally sucked out my soul from my body into a vortex, because here I thought I was going to get a challenge and I barely pressed a button to kill the boss, I literally ran around like an idiot swinging my sword like an idiot. At the end I asked, "That's it?" And literally just felt robbed out of fun. I use raiding as an example because raiding as you've said is not a for profit game mode. But realistically speaking it could be any aspect of the game even WvW. If they start abusing the player for money more it just ruins the quality of the game. If anything, many raiders would agree that raids are incredibly accessible and that anyone and I mean anyone can have access to raiding, you just have too have a positive mental attitude and a willingness to succeed. There's no reason to slash off raiding simply because you can't do it, and then mask off the negativity as content you need ANET to monetize in order to do. Don't destroy the quality of something you have that you've never used in a product. If I have a product and this product has many different features that I never use but could be of great value to me, it would be my fault for not reaping the benefits of the features not the designer of the product. Likewise like an instruction manual, the ANET guides for raiding on the wiki are pretty good, you don't need snowcrows builds and all of that nonsense. I would add pictures personally but they spare you from that so you experience the fun not watch it. Note that through cause and effect, ANET makes the game easy, then players who play everything easy will dominate the game. That actually reduces the quality of your MMORPG. Skins and visuals would effectively be the only good thing about the game and that will wear off quickly it's why so much of the initial launch population left, literally no investment in anything fun, and everyone was just grinding for that shiny skin. And that alone is unorthodox and really mundane. You'd see the aerodome empty and no real reason of doing raids to begin with as a group just solo it. Just do the raid solo...the most paradoxical statement on the planet. Letting analytics decide what's fun is literally not a game design method. The man in this video explains it perfectly. You're not a game designer if you're letting statistics and analytics decide what's fun.
  13. Of course I am, because that's the primary goal of a business. There isn't any 'guise' that revenue maximization is Anet's goal and that they are going to make business decisions based on that. When I suggest raids have a diminished development schedule because they don't have the revenue, it's not a ridiculous notion that some people would believe. It's likely VERY close to the truth. Are there other factors? Maybe. I didn't say there wasn't ... I simply believe revenue is the top one. It is a ridiculous notion because you make no differentiation as to when or why raids saw less development. Sure I did ... the when is whenever Anet made the decision to reduce their development. Do i have a calendar date for you? No ... but it happened at some point. The why is because of reduced revenues. There is NOTHING ridiculous about the idea a company decides to cut a product/service because of failing to being profitable. It's a common reason; I dare even propose it's the main reason. So, given how the developers were about to shelve the game, then did a 180 on that approach. You see no possibility that them reducing resources towards raids could have been a similar decision? Which was a contributing factor to the content losing its player base. Of course I do ... but because of low revenues. DO you think Anet woudl have reduced resources towards raids if it was the main revenue earner? OFC not. I think Anet reduced resource towards the entire game. I think they went back on that approach. I think some game modes were affected more drastically than others. I think recent actions suggest a try to fix this problem for those game modes. Hey, I don't disagree with that. The idea that Anet reduced the raid release schedule somewhere between 'very long' to 'infinite' because of reduced revenues doesn't conflict with any of that. Like I said ... it wouldn't be unreasonable for them to make 'resource reduction' decisions based on the services they offer that make money vs. those that don't. I get you think there is just a 'transfer' from raids to strike missions. If that's the case, it just supports my view that as originally offered, raids were not sustainable content to original adopters. And I believe that if there was a transfer, it was STILL a revenue-based decision. /shrug ... so is any other claim someone will make. This thread is purely speculative exercise. That's already been solidified in another post about 3 pages ago. You sound like someone determined to ruin the game for profits. The last game that did that was WoW and people really threatened to leave over stupid stuff like flying which in that game is not important at all. Also strikes may be claimed to be as a transition agent for raids but that doesn't mean you have to do them to get into raiding. The only thing you need realistically is a high demand build and a positive attitude.
  14. Gw2style.com filter search to Charr male heavy.
  15. Seems worthless to do strikes when you raid, unless you trying to get runic armor yowza!
  16. In that same light I see most of the groups who put too specific requirements actually waste more time and fail more so it's a double edged sword your slicing with.
  17. There are ways to get mats without having to do content. Also I've never seen anyone get 10g from a fractal, not even a daily t4. Maybe the T4 dailies put together if you infuse and salvage your ascendeds and get lucky. Raids are extremely rewarding however if you know how to use what's dropped in them...and they are have the only bosses in game that offer the best rewards if we're talking about instanced stuff. You're also robbing yourself of a fluid way to play the game by clicking your skills. Try using keybinds closer to your 12345 skills. Something I run is my class skills on q e r f, where f is my elite. Leave the movement as is by default. You can bind your interact to left control that way your entire left hand is in charge of doing everything for your character. I put my heal on left shift but that's just by preference. Unlike many I actually get away with double tap to dodge. Last thing I'll say is nobody wants to go back to champion bag farming. ANET doesn't want that for us either. It was mundane, tiring and too time consuming, some things are better left dead and burried where they belong. While META trains are good ways to farm mats they're not the most efficient. To the unknowing, and people who refuse to understand the game and how it works, you're going to have a frustrating time farming for stuff. If you'd change your mindset to a positive one the game rewards you greatly for doing so.
  18. I've seen the opposite! I've seen people actually want to get the kills badly, only that exp leads that lead the trainings get tired. But you're right though if you're just clicking skills and hovering below 10k DPS as a dps ir not healing enough statics imo have the right to toss you for failure.
  19. Pretty good idea. Dark Souls players have been doing that for quite some time. They make their own rules like only fists, no hit runs, speedruns, lvl 1 runs and more.GW2 players could do the same. @"kharmin.7683" said: Delete the character when you die without removing anything from it. Yea but its far more fun to force those filthy casuals to "get gud" and ruin their enjoyment of the game. I bet you if they do it you'll still keep playing especially if you're a long time player. Unless you want to play wow or ESO. ESO is also really easy mode and WoW is also really easy mode. I feel like you like others are undermining the ability of human nature to simply adapt to situations. And if people leave, new ones come. No, i wouldnt. Im not that invested anymore thanks to anets past mistakes, im glad they are moving in a direction i think is good for the game(a heavy focus on casual players, and story.) but they are treading on ice thats non to thick. Im playing this game for the lore, story, and the PVE(AS IS). Not the hard content that they shoe horned into the game thanks to a vocal minority that drowned out the majority of players who silently play the game, happy and content with the way it is. And no im not undermining anything. its not a matter of adapting to the difficulty. Every player has a skill cap, for the majority of this games playerbase that cap isnt that high. When a good player does 10x more damage than an average player that should tell you something. Making the game harder wouldnt suddenly make them do more damage. If you dont think it matters if people stay or leave, then leave and find a game thats suits your preference instead of trying to morph this game into something you want and ruining what alot of people enjoy about this one over the others.anet thought that players wanted more challenging content once upon a time(HOT) and the backlash was so bad that anet had to nerf everything before the expansion was even released, amd has continued with that trend with the release of POF, and all living story episodes in between, even the most recent ones. Why should I leave for not caring if people stay playing the game? If anything, nobody has actually helped me at all to get where I am in the game as it stands (apart from my guild who does training runs). At a personal level there are only 2 people on my friends list and about 100 in my block list. And across my 7 years of playing it wasn't until last February that I realized how gold millionaires in game make thousands of gold without having to farm for it. This was a technique kept secret by the WvW guild leaders I've been in.
  20. Pretty good idea. Dark Souls players have been doing that for quite some time. They make their own rules like only fists, no hit runs, speedruns, lvl 1 runs and more.GW2 players could do the same. @"kharmin.7683" said: Delete the character when you die without removing anything from it. Yea but its far more fun to force those filthy casuals to "get gud" and ruin their enjoyment of the game.I bet you if they do it you'll still keep playing especially if you're a long time player. Unless you want to play wow or ESO. ESO is also really easy mode and WoW is also really easy mode. I feel like you like others are undermining the ability of human nature to simply adapt to situations. And if people leave, new ones come.
  21. I don't see afk farming as a problem. I can't pinpoint how it mentally hurts anything or anyone.
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