Jump to content
  • Sign Up

Herr der Ringe.3251

Members
  • Posts

    15
  • Joined

  • Last visited

Everything posted by Herr der Ringe.3251

  1. Maybe you can think of FOMO more as a sliding scale, rather than an "is" or "is not". Everything is on this scale, but not everything is bad. In some cases, it can even be considered good and motivate us to do the things we want to do, or get us to do something we don't want to, because what we get out of it is worth it. I think the difficulty in designing any system, especially one like this, is that this sliding scale goes from positive and motivating to oppressive and pressuring at different points for different people. While I can't relate to your feeling on this particular issue, I can sympathize with it, and I hope that maybe over time, as it gets developed, and people get a better feeling for just how easy it can be to obtain rewards, and how "forgiving" missing out is, they might feel less anxiety around it. I can say from my personal experience, that I used to care about doing dailies a lot at the start, but over time I ended up barely doing them, if ever, as they just seemed like a chore, so I just had to ask myself if the good feeling from the reward was greater than the bad feeling from the task to obtain it, and it often wasn't. As the post above touches on, sometimes we don't exactly enjoy sometimes, but we do it because it's worth it, and that's what dailies have always been to me to an extent. What I like about the new system is that the rewards feel more special and rewarding, precisely because they aren't just another gold thing, which I have plenty of, and because they got me to engage with some content I hadn't played in a while, but do typically enjoy, namely pvp, but I also ended up doing a world boss train after doing the one for the weekly, or ended up chatting to other people also trying to get 100 awakened. In addition to that, I find that most of the tasks are easier/quicker to complete, the longest daily for me is doing 3 events, while in the old system it would have specified where to do those, now I can get it done in fractals or raids or even wvw while just playing the way I would otherwise. (Also things like "dodge" or "combo" just happen, which is extremely nice). Anyway, i do hope that you'll feel better about this system eventually, as I think it can be much more rewarding than the old system overall, and get players to engage with content together. And who knows, maybe they'll still improve it over time, one thing I always appreciated about GW2 is all the QoL updates they've given us for free over the years 😄 Maybe they'll let you choose 3/12 instead of 3/4 dailies or something, though that could also trigger someone's decision fatigue and have them not do any at all xD
  2. Gold is still time gated by how much (and how efficiently) you can play. Any time you don't get gold, you will have less gold than you otherwise would have, just like AA. If you have limited time, it's probably easier to get AA than it is to get gold, as you can get all available WV rewards with avg. <30 min play per day, but only 30 min a day won't give you a whole lot of gold. In that sense, getting skins from the gemstore (with gold) is probably harder than the WV ones. As an example, if you want the the glove skin, it's 375AA, which is 5 days of doing all dailies, coming up to maybe 2h playtime, if you're slow (not considering weekly or special rewards,or achievs that give AA). A glove skin on the gemstore on the other hand will run you about 400 gems, so roughly 150g. I think you'd be hard-pressed to find something in this game that gives you 75g/h. Also, seeing as the WV is limited in items, you can reach a point where all you can buy is either worthless or the infinite 1g bag, so at a certain point, all you miss out on from not doing dailies/weeklies/specials is, in fact, gold. I for one am already at that point, since most rewards in the WV aren't really worth getting. I also think that we should maybe differentiate between "FOMO" and "Weaponized FOMO". FOMO just describes a feeling that is ever present in all things, most of the time it's just so little that we don't notice, but as some have pointed out, every action is a million other actions not taken. We can only try to reduce it, which is what I think you want from the Devs, but I think that that's a personal thing to evaluate how much is too much. Weaponized FOMO is when that natural human tendency is purposely exploited for benefit by someone else, and I don't think that really applies here: Mobile games will use artificial FOMO to make you spend money. This system in GW2 doesn't do that, it just gives you free rewards, and already tries to heavily reduce FOMO by letting you pick what to get first, making things never unavailable, and giving you a massive surplus of resources that makes it hard to miss out on anything for active players, unlike most other battlepass systems. It is also not monitized in any way: you can't buy AA with money, they don't even force you to go to the gemstore to get your free reward to tempt you into buying something else the way mobile games or supermarkets do. All this to say: Yes, there is FOMO in this system, but that is inevitable, because it's in everything. They have taken several steps to reduce the feeling of FOMO, and are not even doing it to their own benefit in any way, beyond maybe making people enjoy the game more and eventually end up buying an expansion or gems they wouldn't have otherwise, but that's not different from any other content. Could they reduce FOMO even further? Absolutely, but I don't think it'd be good, and defeat the purpose of the WV existing in the first place, as people could just spend money or gold to get the rewards, and not have to engage with the game, which is what the WV is trying to make people do. At that point they could have just increased the droprate of all items, or given you free 10g for logging in (just just per day, regardless of login) To add to this as well though: The added layer is there to allow the player to choose which reward to get, rather than have to get them in a set order, and is there to reduce FOMO, as it allows you to still get the rewards you want and skip others, as opposed to having to collect all the rewards to get to the end of the battle pass. I also believe that you'r referring to mobile games adding intermediate currencies to obscure the true/real-money value of items, thereby reducing your "inhibition threshold", as you won't think of an item as costing say 5$, but rather just 500 blorgs. That's something different entirely. Here, AA is the only currency in this system, which also can't be converted to anything else other than the specific rewards, and can't be gained/bought in other ways
  3. Isn't that like saying "they will add more skins to the game, so the number of exclusive rewards you can only buy with gold will grow, so any time I don't spend farming at maximum efficiency is triggering my FOMO"? Any time you don't play, you'll miss out on gold you could have had to complete your wardrobe, and you'll never be able to get that back. The important thing is that it's easy enough to get gold, that you'll be able to get everything you want eventually by playing long enough. It's basically the same for dailies. You can get such a vast overflow of AA if you just get exclusives, that if you stop playing for the next 6 months, you can probably still earn enough to get all exclusive WV content within the next cycle, which is probably faster than the time it would take to get all "gold exclusive rewards" It's also important that you may not want all exclusive rewards, further lowering the burden, much like you don't want every gemstore item, thereby reducing the amount of gold you need to farm to convert to gems.
  4. I think FOMO is at it's worst when it's actively used to drive sales, by making you fear that if you don't take this deal or buy this thing before it goes away, you'll hve to pay more/not get it in the future, thereby making you spend money. This is way different, as it's basically just giving you free things, and unlike many other titles, doesn't make you go to the cash store to get it in another attempt to increase revenue. Gw2 is basically just giving you free things. As for the limited time nature: As far as I recall, all rewards from the limited time events can still be gotten outside of the events, as none of it is exclusive (or will be available indefinitely from the WV). It's really just using time limited events that give a slight increase to rewards to do something good, funnel players into the same content. Games have been doing limited time events for years, and it was never really considered FOMO back then. GW2 had living world season 1, which was entirely temporary, and the system of making LW seasons free if you played them when they came out. I would be a little bit more careful with what we consider FOMO. The old daily system was FOMO in the sense that you could never get those two gold ever again, or the reward for daily fractals. Just because something is limited doesn't make it the same kind of FOMO as everything else, it's all about the level, and other ways to obtain the things you want, and I think with most things in this game boiling down to "acquirable with gold", and gold being easy to obtain, you're never missing out on much when not playing the game for a day. It's not really FOMO when I miss out on gold by not farming DS 24/7, otherwise everything could be FOMO due to our limited lifespans 😛 As for the last paragraph, I wouldn't consider the fact that people maybe have different dailies as destroying the community, but if so, those limited time events actually help with that, by incentivising players to play the same content for a week, while not really forcing it (due to minimal bonus) (it's not like all of us only play the most profitable content at all times). And when it comes to people just spamming skyscale 2, that's really no different from standing still and spamming longbow 1, is it? xD I consider GW2 a pretty consumer friendly game when compared to most other big titles, and while everything could always be even better, I'll just count my blessings.
  5. In order for you to buy all exclusives (that aren't just buyable with gold or similar), you'll need 4775 Astral Acclaim. For you to get that, you could do every daily and weekly for 4 weeks out of the whole cycle and have some left over, or if you hate doing them, consider doing this: log in every day, do 2/4 dailies (only do a 3rd ONCE to get the daily bonus), and do 4/8 weeklies each week, only doing another 2 for the weekly bonus on TWO weeks. Also, do none of the "special story rewards". You'll still end up with enough AA to buy every single exclusive, all 16 weapons, 3 armour skins, the griffon and the emote. Plus, if you were to ever miss out on any of them, you can gain something like 14245AA in an 11 week cycle (also without specials), so you have plenty opportunity to buy what you missed. All this to say that I'm tired of people complaining about this new system. It's so much better and more rewarding than the old one, it's also the best implementation of a "Battlepass-like feature" I've come across, and battle passes tend to be good for games overall, as long as they are not predatory, monetized, let you choose your rewards, make it so you can still get rewards from previous passes later on, just like this one does. I don't even think it forces you to go out of your way to do things, half the dailies/weeklies just happen for me, and the other few are often things I should do anyway, or encourage me to do something else, but never take longer than like 5-10 mins max. That doesn't mean this system couldn't still be improved to be even more consumer friendly than it already is, but I think we should show some more gratitude for getting what we did, rather than trying to paint it as something bad, or even a downgrade over the old system.
  6. I know alac duration for aDPS specter should be nerfed, but I've been having a lot of fun kiting on Dhuum with aHeal specter. I'd love to see some alac added back to wells or something to let Heal specter continue doing roles like Dhuum or HT CM kite safely, without letting aDPS provide alac without boon duration.
  7. I've completed the specter elite spec collection for "Possession", as well as the Harvest Temple strike mission, yet I still can't buy the Master Specter's Ring, Trinket or Badge. Am I missing something, or this a bug?^^ Image attached
  8. I tried them earlier without success, but on another try it worked, so thanks I guess^^
  9. Hey, I had an issue with GW2 and just uninstalled it, and am now trying to reinstall it. I've downloaded the setup file off the website and executed it, however it's just stuck on the HoT startup at 0, before even prompting you to press install and choose location, and it's not doing anything. Any advice?
  10. Basically, higher ini pool from preparedness is only important for large cost combos, like spamming a dps burst during a window, while the ini gain from klepto is important for getting skills back faster. I think that klepto is probably more important generally speaking, because they might want to make spectre not use certain skills as much. They might be trying to have spectre not use shortbow for ports, giving it a lot of ports in other skills instead, which I think could be good, since sb is also a very overused weapon in PvP/WvW, just like trickery is. I do see the problem for PvE though, where things like repeater spam are pretty important. The fact that scepter skills cost less makes sense with lower ini pool, but it makes it so that other weapons are much harder to use. But it does feel like they tried to prevent things like sb requirement for sb5, and dp stealth spam. That might be alright, if they at least let them get the ini back faster, e.g. by making klepto baseline.
  11. Just watched the lates elite spec reveals, and once again find myself thinking the same thing as every expansion: It would be really cool to run two traitlines with this elite spec, rather than always picking trickery! The two traits "Kleptomaniac" and "Preparedness" in trickery are a really important part to thiefs initiative management, which makes this trait line almost a must pick for most non PvE content. Almost every build for PvP or WvW always runs trickery, and I think it is a real shame, because it makes it so that some synergies between other trait lines are often underexplored. I really wish that both those traits could just be part of baseline thief, to allow for more freedom in traitline choice, rather than just basing it on needing initiative. I'd love to try some weird sword/dagger spectre with shadow arts and acrobatics, but I think I'd just run out of initiative too fast. Maybe they can change this, and give trickery something else, it's already a good traitline without the initiative management, but with it it's just too hard to give up.
  12. Personally, I would like it if I could just have the option to take the item out of the armoury if I want
  13. I don't need stats to stealth, I can do that with a white, but I still need sb to play WvW, and it's nice for open world PvE. I like the armory for static build characters that I only really use one build on, but on a class where I switch a lot it's honestly more annoying^^
  14. I just came here for a thread like this, I just logged on for the first time since the update. I mainly play thief, and like to run dungeons, where I often swap to shortbow to stealth quickly, and then swap back. I have both legendary shortbows on my thief, but now I'm gonna have to craft an ascended one just to be able to quickly equip it from inventory isntead of having to go through hero panel in a hurry. However, since I like to swap between zerk, marauder, or sometimes even condi, I now need multiple shortbows instead of just one.... As much as I like the idea of the legendary armoury, it actually ends up being inconvenient to not have the option to have the physical item in my inventory...
×
×
  • Create New...