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Raknar.4735

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Posts posted by Raknar.4735

  1. @Cyninja.2954 said:

    @Asgaeroth.6427 said:Raid launch sucked the life out of GW2 for me.I wish GW2 had something similiar to Flexible Raids in WoW, but I doubt Anet will do a lot about it, given the current population situation.It‘s just puzzling to me that Anet hasn‘t figured out the problem, when other MMO developers already have the solution. There‘s a reason LFR is a thing in WoW.

    I think I get what you are aiming for, but not sure you gave this further thought. Please correct me if I am wrong, but don't WoW flex raids start at 10 players, while GW2 raids cap out at 10 players?

    How would flex raids be comparable? Is your argument that GW2 should have flex raids for 1 to 10 players, or that the current raid size needs to increase to even allow for sensible flex adjustments?

    WoW 10 mans also used to cap out at 10 players. Flex was introduced so that you could take more people to not leave anyone behind.My argument is that flexible group sizes should be a thing.The lowest player amount of the groups are something Anet has to decide before implementing and optimize after. Only because WoW has the minimum set to 10 doesn‘t mean GW2 has to. This isn‘t WoW. So it could start at 3, or 5 or 10. There‘s also no boundary for the maximum, it could go up to or even start at 10, 13, 33 or more, depending on Anets‘ findings during tests. The boundaries aren’t set in stone.

    Sure, but it makes a huge difference which of both you mean. A common complaint in GW2 is that raids already take a huge amount of organization, and that is with 10 players. I doubt this would get better with an increased player count, though I do see the appeal to run this as bigger guild maybe.

    In case of reducing the player size, there are bosses which would become impossible. Say Deimos, how are you going to:
    • tank
    • hand kite
    • black kite
    • heal
    • dps

    while dealing with the add and getting teleported between 2 areas with less than 5 players? (this can be applied to many bosses be it Dhuum, Twins, Qadim, Qadim 2, Xera, etc. Nearly every boss has some type of mechanics which need to be covered by multiple players).

    On the flip side, say you increase the amount of players. How would bosses which have mechanics where 1 player failing can cause the entire encounter to fail feel with suddenly 30 players? The reason flex raids work in WoW is because it is a simple scaling process inherent in that games gear system, and even there, there are certain break points of player count which are easier or harder due to even only numeric scaling.

    Not saying this would be a bad idea for GW2, just saying that it would by far not be as easy to implement as in say WoW.

    Remove mechanics just like WoW already does depending on group size. LFR, Normal HC and Mythic also have different scalings and mechanical changes. WoW scales both in group size as well as difficulty. It‘s not simply numerical.

    Of course there will be optimal group sizes, you can‘t really create a perfect scaling system when players are involved.Encounters where one player can fail the encounter and cause a wipe are nothing new in WoW, same thing for fights with special roles.Heal/Tanks/DPS is just the basis in WoW, not every fight boils down to tank and spank.The gear system just helps making encounters easy by overgearing, it doesn‘t really have any bearing on flex.

  2. @Cyninja.2954 said:

    @Asgaeroth.6427 said:Raid launch sucked the life out of GW2 for me.I wish GW2 had something similiar to Flexible Raids in WoW, but I doubt Anet will do a lot about it, given the current population situation.It‘s just puzzling to me that Anet hasn‘t figured out the problem, when other MMO developers already have the solution. There‘s a reason LFR is a thing in WoW.

    I think I get what you are aiming for, but not sure you gave this further thought. Please correct me if I am wrong, but don't WoW flex raids start at 10 players, while GW2 raids cap out at 10 players?

    How would flex raids be comparable? Is your argument that GW2 should have flex raids for 1 to 10 players, or that the current raid size needs to increase to even allow for sensible flex adjustments?

    WoW 10 mans also used to cap out at 10 players. Flex was introduced so that you could take more people to not leave anyone behind.The scaling starts at 10 players in flex, given LFR/normal difficulty that means you can do it with less people than 10.

    My argument is that flexible group sizes should be a thing.The lowest player amount of the groups are something Anet has to decide before implementing and optimize after. Only because WoW has the minimum set to 10 doesn‘t mean GW2 has to. This isn‘t WoW. So it could start at 3, or 5 or 10. There‘s also no boundary for the maximum, it could go up to or even start at 10, 13, 33 or more, depending on Anets‘ findings during tests. The boundaries aren’t set in stone.

  3. @Asgaeroth.6427 said:Raid launch sucked the life out of GW2 for me.

    Same thing happened to a lot of people I know. While the open world was the place where you had massive communities of people playing together, you could only bring a select few of people to the lobby based smallscale raids.

    I feel raids are a downgrade to Guild Missions from a community aspect. I never had to leave someone behind during those.Guild Mission attendance sadly diminished after HoT release in my old guild due to a lot of people leaving after seeing the initial version of HoT wasn‘t what they expected from GW2.

    I wish GW2 had something similiar to Flexible Raids in WoW, but I doubt Anet will do a lot about it, given the current population situation.It‘s just puzzling to me that Anet hasn‘t figured out the problem, when other MMO developers already have the solution. There‘s a reason LFR is a thing in WoW. But that‘s nothing new, Anet has a history of failed ventures.

  4. @Sobx.1758 said:

    @Sobx.1758 said:I'll repeat again: if the story that plays itself is all you want then go watch it on youtube and move on to the content you enjoy playing.

    So, precisely what people did. People moving on to play the content they enjoy playing, leaving raids behind with a low population.According to Andrew Gray, the low population makes it tricky to create more content for raids.Voilà, you get the current situation with no raids in sight and Strike Missions trying to save them.Self fulfilling prophecy.

    I'll just continue enjoying my MMORPG with massive amounts of players in the open world and WvW, instead of non-massive lobby-based instances ¯\
    (ツ)

    ...so what's the problem here or how does it change anything I wrote above? :D

    it doesn't change anything. No problem here.

    Cool, thanks for answering then ¯\
    (ツ)

    Just don't expect Anet to create new content for you when the content you find fun is pretty niche, if you are against opening up that niche to more players. That would just be entitlement.

    Putting aside that "gotcha" moment you've apparently tried having here, I don't know what you're responding to, but I'm pretty sure it's nothing I wrote, soo... hm?

    No "gotcha" moment here.I was merely elaborating on what "playing the content one enjoys" could mean for the future of the game content, in relation to population size of different content types if we make the assumption that nothing about the content types changes (as in, no notable changes to a specific game mode that could increase population size, so a stagnant or even decreasing playerbase).Anet will then take the corresponding action for the game modes in terms of allocation of personnel. If someone then disagree's with Anets' decision, while actively being against any notable changes to his gamemode that could increase the playerbase, they've got no one to blame but themselves (but of course they are going to blame Anet ;)).

    Like I've stated earlier, I'm in agreement that everyone should just play the content he enjoys, I'm not trying to debate you on this, just sharing my opinion ¯\(ツ)

  5. Steam players are going to do just fine. PSO2, Warframe and PoE are convoluted messes, too, and they manage just fine.

    If the new players determine any content isn't for them, then so be it. Anet will gain new stats they can act upon then.

    While I agree with many of your points, I don't think the instanced endgame is the main driving force that keeps players around. Sure, a large amount of new Steam players will quit a month into the release, but that's a given. Happened to every game that releases on Steam.

  6. @Sobx.1758 said:

    @Sobx.1758 said:I'll repeat again: if the story that plays itself is all you want then go watch it on youtube and move on to the content you enjoy playing.

    So, precisely what people did. People moving on to play the content they enjoy playing, leaving raids behind with a low population.According to Andrew Gray, the low population makes it tricky to create more content for raids.Voilà, you get the current situation with no raids in sight and Strike Missions trying to save them.Self fulfilling prophecy.

    I'll just continue enjoying my MMORPG with massive amounts of players in the open world and WvW, instead of non-massive lobby-based instances ¯\
    (ツ)

    ...so what's the problem here or how does it change anything I wrote above? :D

    Apart that your reference to team based shooters with teams of 5 is nonsense, it doesn't change anything. No problem here.

    Just wanted to point out that not changing anything about raids will also not save them, it will just leave them in the situation dungeons are, with little to no development time allocated to them.

    I'm actually in agreement that people should play what they think is fun.Just don't expect Anet to create new content for you when the content you find fun is pretty niche, if you are against opening up that niche to more players. That would just be entitlement.

  7. @Sobx.1758 said:I'll repeat again: if the story that plays itself is all you want then go watch it on youtube and move on to the content you enjoy playing.

    So, precisely what people did. People moving on to play the content they enjoy playing, leaving raids behind with a low population.According to Andrew Gray, the low population makes it tricky to create more content for raids.Voilà, you get the current situation with no raids in sight and Strike Missions trying to save them.Self fulfilling prophecy.

    I'll just continue enjoying my MMORPG with massive amounts of players in the open world and WvW, instead of non-massive lobby-based instances ¯\(ツ)

  8. @Cameron.6450 said:

    @"Raknar.4735" said:Well, Yoshi-P tolerates unofficial Parsers, as long as they aren't used for toxic intentions, and he is strictly against official Parsers. I share his opinion on this.Only because he develops another game it doesn't mean that I can't share his opinion and also believe his opinion matters for this game ¯\
    (ツ)

    Not trying to pin you down or trap you or anything, but out of curiosity, what would you consider to be toxic intentions when it comes to parsers?

    I ask because although the usage of meters in gw2 and ff is relatively similar (unsupported third party, not widely used, skews towards high-performance focused players), the moderation in the two games is very different. For example, if I were to politely tell someone in my fractal group that based on my meter their damage was low, and they should try x, y, or z to improve, they might tell me to kitten off, but not much worse would come of that exchange. If a similar thing happened in ff and that person filed a report, there's a reasonable chance that I might be facing a suspension or ban because I explicitly mentioned using a meter, regardless of how politely it is brought up, or the fact that it is part of an attempt to be helpful.

    For the record I think people who abuse people over dps should be actioned when they have the option to vote kick or leave the group themselves and choose to belittle people instead, but the bar for what constitutes "toxic" can vary greatly.

    Unsolicited advice is not always welcome, even if the intention is good. You could simply state that you're using DPS meters when creating a group, then you wouldn't have the reporting problem in the first place.

    Don't be like this guy shaman met: https://twitter.com/that_shaman/status/1299736372757114883

    @uberkingkong.8041 Of course Arenanet has made mistakes developing things, you can see that everytime they have to drop things due to the playerbase not interacting with it, like dungeons, Esports and similiar stuff.Have you ever wondered why PvP and WvW aren't doing fine? Why Arenanet doesn't focus development time into those modes? Take a guess.

    DPS meters would just be another waste of development time. We already have the alternative.But if you really want Anet to create monetized DPS meters they have to upkeep, be my guest.Arc is fine, just like the 3rd party option in all those other MMORPGs is fine. I don't actualy remember any MMORPG having a official DPS meter. Not even the MMORPGs that are focused around raiding. I wonder why that is?

  9. @Ayrilana.1396 said:

    @Raknar.4735 said:If Yoshi-P doesn't think an official DPS-Parser is needed in FFXIV, I don't think we need an official one here.

    FF14 and GW2 are two very different games.

    Thanks, wouldn't have guessed that without your statement.

    No problem. Now you know why someone thinking that a DPS meter isn’t needed in that game doesn’t matter for GW2.

    Because you said so? Debatable. I‘d rather listen to the opinion of an acclaimed MMORPG dev than someone I‘ve never heard from before.As it stands, an official DPS parser isn‘t needed for GW2. Arc does just fine. If it was actually needed, it would already be in the game. Also, if things from other games didn‘t matter we wouldn‘t have raids nor mounts in the first place.

    Or in the terms some people use here on the forums: Official DPS meters are a waste of development time that can better be spend elsewhere.

    @Yggranya.5201 said:

    @"maddoctor.2738" said:I'm confused, how is a DPS meter going to help with rotations?

    Lets people know whatever they currently doing is bad, and when someone tells them the correct rotation, they and the other people can see, that the DPS more efficient or worse.

    But thats not the problem, the attack rotation being too long is the REAL solution to this.Knowing people do bad or good dps doesn't solve anything.Close that wide dps gap is the solution and it starts with attack chains being too long.

    A DPS meter will help with making new builds too. Not everyone has to follow snowcrows or
    be a pro
    to go outside the meta/suggested build.

    If your dps goes down, it's it's not that the player is bad all the time. Sometimes some adds spawned and messed up your rotation. Or the boss randomly decides to stun you.

    I think adding a built in dps meter is a bad idea because it will bring toxicity. "Oh we all failed on the last boss? Better kick the person with the least dps."

    If you raid, you should expect toxicity. It is what it is. In fact, that is what they are known for. It's never enough that you clear the raid, you always need "max deeps" for the
    FASTEST
    clears. All caps and bold for emphasis.

    Really sucks that people missuse even the unofficial ones like this:https://twitter.com/that_shaman/status/1299736372757114883

    And that was T1. Those people are a bunch of clowns.Yoshi-P is right.

  10. Selfish Power focused spec, since we already have a boon support and an aggressive condi/hybrid support.

    Legend is Svanir/Nornbear, adding another race into our lineup, as every legend until now has been from a different species and we don't have a Norn yet.If we take his GW1 skills into consideration, the E-specc would be about boon/condition control.Weapon is either Greatsword or MH Axe (+ OH Mace).

    We already have 4 "good-aligned legends" (Ventari, Jalis, Glint, Kalla) and only 2 "evil-aligned" ones (Mallyx, Shiro), so another "evil" one would fit in.Lorewise it would fit into the current Icebrood Saga.Svanir's legend has had a big enough impact on Tyria, creating a whole cult around him.

    Similiar candidates: Courier Torivos (MH Axe), Balthazar (Greatsword)

  11. @Asum.4960 said:

    @Raknar.4735 said:His explanation is pretty biased against the players of „lesser skill“ he originally called „toxic casuals“.The term itself is the problem. It insinuates those „toxic casuals“ are all part of the „casual“ playerbase.Being a casual is unrelated to playerskill, though. People that do nothing in the game but raid once a week would be part of the casual playerbase, as they only play GW2 casually. Someone that farms silverwastes 24/7 is hardcore.

    It‘s the original problem. What you see and I see as casual and hardcore is completely different. There are pretty much maybe 0.5% of actual hardcore people in this game, the rest is just average. The casuals don‘t play the game much.

    Seriously, just create a static and you wouldn‘t have the problem of meeting those „egoistical“ players.

    My post in question you are talking about literally was intended to showcase and illustrate the view point of high skill hard core players and the issues they face.I'm pretty sure I was wearing my bias on my sleeves there, what you want to read into that further is up to you.

    Not sure how that invalidates or addresses the points made though. We can fight about semantics all day, but it won't address my call for some simple baseline empathy.Not just for for new players trying to get into the content and the real struggles they face with that, but also for the sizeable non static running hardcore population and their real struggles.

    You can shout statics all you want, but that doesn't relate to the argument of KP's and applies to both sides equally as alternative solution, KP or not.

    @Raknar.4735 said:Because the best tool to gauge playerskill is already there: socialize and experience how good the players are. And in that was you can form a community. This is an MMORPG, not a single player game. You will have to deal with people.

    So you don't have an argument for that, got it.

    So you don‘t want to discuss, k. It‘s probably why you‘d rather use KPs instead of build actual strong relationships to form statics. MMMORPG communities nowadays.

    You are straight up gaslighting a strawman right now, arguing completely besides the point without addressing or providing a single argument to the discussion of KP at hand.

    Wrong, you‘re moving the goalpost. My argument is to simply create a static and you wouldn‘t meet players you don‘t want to meet every week.That way you don‘t need KP. OP was looking for a way that is 100% trustworthy. Statics are the way.

    I agreed with you on numerous occasions how statics are a good solution that exists, but stating how they also aren't perfect and don't suit everybody at every time.Without ever addressing any of those concerns, or even making a point relating to KP, you just keep repeating your original point about statics existing as possible solution.

    Indeed they do, so what? Why can't other alternatives exist?

    I've literally stated in responses to you how I've had many, many statics over the years.Now suddenly you are accusing me of refusing to form a static and relationships and fabricating/inserting false intentions into what I said through your own personal bias, while accusing me of having one (even though I clarified the meaning of my post and wearing the bias and point of view it was meant to illustrate on my sleeve), to even painting me as example of the problem/sorry state of modern day MMO communities.

    Do you really not see how you are missing the point and being fairly toxic and manipulative, or at the very least dishonest here?

    The discussion at hand was the merit of KP as well as possible replacements of that kind (aka. beyond just a static, specifically for LFG), while you, failing arguments, are trying to move the goalpost by repeatedly shouting "statics", without addressing any critic levied at that.

    One last response, because yours came pretty quick before I head to sleep.

    I've also mentioned other alternatives besides statics: guilds, discord communities you could create with similiar thinking people. You ignored them.

    I'm not fabricating anything, your response "you don't have a argument" came off as brash and non inviting, as well as completely ignoring my other arguments. I deduced if that's the way you talk to others, it is only reasonable to assume that other's wouldn't like that.Describing yourself as a high-skilled hardcore player (even though I'm not sure if you fit into that category, since most hardcore players I know are static players, like Snow Crows e.g.), won't bring you any simpathy points from me. Escpecially since you make it sound like you're the victim of "new" players or "lesser skilled" players. Like, just don't group up with them and find a static or a community of worthy individuals?

    KPs are just like Gearscore in WoW, where players aren't players anymore, but just simple NPCs with numbers on them. This has been a problem of newer MMORPG communities. I won't treat anyone as just a number.

    The only toxic things I've seen here is your original post that classified some individuals as "toxic casuals" (which you have edited by now, but it still is kind of off), and Cyninja's assumptions about my use of the words hardcore and casual, that for some reason turned into a race-based argument in his head (sorry, not sure about pronoun, correct me please if i'm wrong).

    The original discussion was OP wanting to be able to link KP from the wallet, since titles weren't 100% reliable, since they could be bought.Statics solve that problem. You were the one that closed off any communication by ignoring my arguments about guilds and communities, solutions that are beyond a static.

    Don't think i'm going to answer again, you seem to be closed off to solutions that aren't to your liking, atleast in this discussion.

  12. @Asum.4960 said:

    @Raknar.4735 said:His explanation is pretty biased against the players of „lesser skill“ he originally called „toxic casuals“.The term itself is the problem. It insinuates those „toxic casuals“ are all part of the „casual“ playerbase.Being a casual is unrelated to playerskill, though. People that do nothing in the game but raid once a week would be part of the casual playerbase, as they only play GW2 casually. Someone that farms silverwastes 24/7 is hardcore.

    It‘s the original problem. What you see and I see as casual and hardcore is completely different. There are pretty much maybe 0.5% of actual hardcore people in this game, the rest is just average. The casuals don‘t play the game much.

    Seriously, just create a static and you wouldn‘t have the problem of meeting those „egoistical“ players.

    My post in question you are talking about literally was intended to showcase and illustrate the view point of high skill hard core players and the issues they face.I'm pretty sure I was wearing my bias on my sleeves there, what you want to read into that further is up to you.

    Not sure how that invalidates or addresses the points made though. We can fight about semantics all day, but it won't address my call for some simple baseline empathy.Not just for for new players trying to get into the content and the real struggles they face with that, but also for the sizeable non static running hardcore population and their real struggles.

    You can shout statics all you want, but that doesn't relate to the argument of KP's and applies to both sides equally as alternative solution, KP or not.

    @Raknar.4735 said:Because the best tool to gauge playerskill is already there: socialize and experience how good the players are. And in that was you can form a community. This is an MMORPG, not a single player game. You will have to deal with people.

    So you don't have an argument for that, got it.

    So you don‘t want to discuss, k. It‘s probably why you‘d rather use KPs instead of build actual strong relationships to form statics. MMMORPG communities nowadays.

    You are straight up gaslighting a strawman right now, arguing completely besides the point without addressing or providing a single argument to the discussion of KP at hand.

    Wrong, you‘re moving the goalpost. My argument is to simply create a static and you wouldn‘t meet players you don‘t want to meet every week.That way you don‘t need KP. OP was looking for a way that is 100% trustworthy. Statics are the way.The systems are already in place, xou just have to use them.

    Edit: last post for now, got to get some sleep, cya tomorrow ;D

  13. @Cyninja.2954 said:

    @"YtseJam.9784" said:Titles are not 100% trustworthy, people can buy those. You need some kind of proof that you can beat them frequently :)

    You could just create a static with people you know. 100% trustworthy, and the proof are your past runs with the group.Only like minded players.It‘s not that hard to create your own groups ;)

    Unrelated to op, but related to some other posters:Guess it‘s just easier to complain about „toxic casuals“, even though you would actually never see casuals anywhere near to T4.They‘re just the scapegoat term for some „hardcore“ (LULW) players. Big cope.Hint: The people you are pugging with aren‘t actually casual players, those bad players belong to your same group of „hardcore“ people, you‘re just cannibalizing your own community. Nice job.

    There is no binary switch which makes one player casual or hardcore, even if that is the most easy approach by players, of any part of the community, to easily blame and demonize other players. As such, a vast majority of players who play T4 fractals are in fact casual, if performance and ability is used as definition for someone being casual or hardcore.

    It would also not matter. The term used is irrelevant. The fact that there is a huge discrepancy even ONLY within T4 tier is the actual issue. Mind you the even bigger discrepancy going higher up into CMs. The fact you treat all players as "hardcore" above a certain skill threshold is just plain insulting. That's like saying every single person with a certain shade of darker skin are all black. Way to put all minority groups into one basket (maybe this analogy will make you realize how toxic your statement is, with real world similarities).

    @Raknar.4735 said:You’re not entitled to play with good players every time, if you don’t build a static. Oh well, I guess it is hard to socialize for some people, they‘d rather blame the boogeyman „toxic casual“ for their own shortcomings.

    You mean the same way you just now marginalized an entire group of different skilled players as all being "hardcore" and as such "elitist"? How are you not being toxic at this point in time? Doesn't even matter if you consider yourself casual or what ever, toxic is toxic, and that's the exact mentality which others refer to as "toxic casual". Thought I will agree, the added descriptor is not needed. Strait up toxic suffices in this case.

    To your entitlement argument: every player has the same right to shape and form the groups they want. If one group of players is not allowed to shape and form their groups, no one is.

    So, you didn‘t get my post at all. Nice. I have never said being hardcore is about skill level, not sure where you got that from. Insinuating that is just insulting. What I have said is that some people that use the label „hardcore“ for themselves are being toxic to their own community by calling other people „toxic casuals“, for some reason, thus cannibalizing the instance-going community.

    Your blatant misrepresentation of my post and opinion is pretty toxic, straight up toxic.

    You never gave a definition for what you define as casual or hardcore, and as such I gave one for how I used the terms. If your definition varied, you are welcome to give that differing one, though it will not change any of the facts that:
    1. the main issue here is difference in player skill, which is present no matter in which content but of significant importance in more challenging content
    2. you still approach this entire issue the same way as other toxic members of either side of the spectrum approach it: as binary "us versus them" and no definition you could give would alleviate your wording here
    3. the terms "casual" and "hardcore" are absolutely insufficient to even remotely give justice to the vast amount of difference in player skill or individual approach to this issue. Which is exactly WHY a crude system like KP is in effect in the first place the way it is handled, because numeric values can distinguish

    Hurts when one points out what was actually said, doesn't it? Your wording and approach is part of the problem the community of this game faces, and it does not matter which side of the argument you think you are on.

    So you put words into my mouth that were based on your assumptions and shared all your anger based on that? Wow.Maybe you should have asked first before assuming things. That‘s key to conversation. This really is part of the problem of this community.

    I didn't assume. There is literally NO definition you can use which would change the wording you used. Which was strait up binary, but nice try to deflect.

    Except I‘m not deflecting. You‘re just assuming.

    Let's move on. I'm sure you would phrase quite a few things differently in hindsight, given your persistence that any type of definition used could change the wording you used.

    I wouldn‘t!

    Suit yourself. In that case I'll just consider your very binary approach into dividing players and selectively putting half of them down as toxic.

    Can‘t be any more toxic than your assumptions about me making racist remarks based on your definition of terms /shrug

    @Raknar.4735 said:Also, just getting a static would fix most of the proplems some people here have. Can’t be that hard to create your own group, can it?

    Sure, doesn't this apply to all players? No matter how skilled they are? Couldn't weaker players not also form statics? Does the ability to form a static supersede or benefit a specific group of players?

    Yes this applies to everyone,, nowhere have i stated something else. Are you trying to move the goalpost?

    So if it aplies to everyone, it is of no value as argument that one type of players should be required to take this step instead of using the LFG. No?

    ??? Stop moving the goalpost. Creating a static would solve so many problems.

    Yes it would, for each and every player. So I fail how suggesting this as solution to part of the player base is any argument. Outside of this suggestion though, everyone has the same right to the LFG and creating the group they desire.

    Yeah, every player has the same right to use the LFG. But that‘s the problem, toxic people also will use it. In a static the chance is lowered dramatically.

    That's again no argument for or against KP. On the contrary, going along this argument, any system in place which reduces toxicity as result of different players meshing, would be benficial.

    Sure, guilds and statics are a good start for the different players meshing thing. Just create your own statics!

    @Raknar.4735 said:Sure, you have the right do shape your group how you want, but you don‘t have the right to be toxic to others, as simple as that.

    I never claimed anyone has a right to be toxic, but that is not what you said now is it? You gave descriptors and lade the blame clearly on a subsection of the payer base. You literally wrote:

    I didn‘t say you did claim that? It was just a general statement everyone should agree on: Don‘t be toxic.

    Agreed.

    @Raknar.4735 said:You’re not entitled to play with good players every time, if you don’t build a static. Oh well, I guess it is hard to socialize for some people, they‘d rather blame the boogeyman „toxic casual“ for their own shortcomings.

    That is by far not the same as stating no one should be toxic.

    Yeah, I blame the subsection of the player base that calls other people names and is toxic, in this case the term „toxic casual“.I also tell them that not everyone will behave how they want, unless they create a static. So to fix their problems with meeting „toxic casuals“, as they call them, they could simply create a static group.

    Okay, that is more understandable, yet this also applies to all players. If players don't want to meet "toxic elitist", they should form a static. In fact they should simply make their own groups. Yet I will yield that even with making personal groups, some cross over of toxic players from any part of the player base might join, but it is a step towards healthier group compositions.

    Yes, exactly. That is my point. Just create statics and you won‘t have to deal with people that might be toxic. (Or atleast the chance is way lower)Asum would be an example of someone calling others names with his free use of „toxic casual“

    Actually he explains nicely how a specific mindset present in some players creates toxicity. He uses terms like toxic casual and toxic elitist while explaining exactly to which type of player this might apply. In relation to toxic casual, he specifically refers to players who:
    • lack the required experience and/or skill
    • yet still want to get taken along demanding more experienced players do so
    • will likely be just as toxic or even more toxic once they have gained the experience and skill required

    In summary: players with egoistical nature.

    Being an egoist is unrelated to player skill. His explanation does show though how even non egoistical players, or less egoistical players, will be in favor of gate keeping by simple matter of repetition and time constraints. It's simple really:
    • there are a ton of experienced players helping out on their own terms as often as they can, who still want their smooth runs when they want them.
    • There are a ton of less experienced players willing to learn and progress naturally or find others to teach them, then progress and improve as they play the game.
    • Then finally there are the 2 small subgroups of egoists, often among the most vocal on the forums in demands: in one case, those who demand others take them along far outside their own abilities. In the other case, not willing to extend a helping hand ever when more experienced.

    Hint: that last minority is often one and the same type of player, just at a different place in their in-game skill and ability.

    His explanation is pretty biased against the players of „lesser skill“ he originally called „toxic casuals“.The term itself is the problem. It insinuates those „toxic casuals“ are all part of the „casual“ playerbase.

    Except he clearly defines which part of the player base he means.

    Your respone mentioned many types of toxic people, yet he only talked about one. So yes, it is very biased.

    @Raknar.4735 said:Being a casual is unrelated to playerskill, though. People that do nothing in the game but raid once a week would be part of the casual playerbase, as they only play GW2 casually. Someone that farms silverwastes 24/7 is hardcore.

    It‘s the original problem. What you see and I see as casual and hardcore is completely different. There are pretty much maybe 0.5% of actual hardcore people in this game, the rest is just average. The casuals don‘t play the game much.

    Again with the binary approach to define an entire player base. I don't see players as casual or hardcore, and to me it makes no difference. I see as players on dozens of different levels of personal skill, and under that view, the term casual incompasses a lot more than 0.5% of the player base.

    Yeah, you’re still assuming this „binary“ thing i never mentioned, don‘t see them as binary, either. It‘s like a bell curve.Most people are average. Casuals and hardcore people are not that big of a population. Never said casuals only ecompass 0.5%, that was only for the actual hardcore people.

    @Raknar.4735 said:Seriously, just create a static and you wouldn‘t have the problem of meeting those „egoistical“ players.

    I have statics. For both raids and fractals. That does not mean I have to accept bogus arguments why the LFG should be a total mess and unusable by players of each skill level.

    Good that you have statics! The LFG is usable by players of all skill levels, isn‘t that the problem? Just create a community of people with the skill level you want. Socialize, this is an MMORPG, not a singleplayer game!

  14. @Asum.4960 said:

    @Raknar.4735 said:His explanation is pretty biased against the players of „lesser skill“ he originally called „toxic casuals“.The term itself is the problem. It insinuates those „toxic casuals“ are all part of the „casual“ playerbase.Being a casual is unrelated to playerskill, though. People that do nothing in the game but raid once a week would be part of the casual playerbase, as they only play GW2 casually. Someone that farms silverwastes 24/7 is hardcore.

    It‘s the original problem. What you see and I see as casual and hardcore is completely different. There are pretty much maybe 0.5% of actual hardcore people in this game, the rest is just average. The casuals don‘t play the game much.

    Seriously, just create a static and you wouldn‘t have the problem of meeting those „egoistical“ players.

    My post in question you are talking about literally was intended to showcase and illustrate the view point of high skill hard core players and the issues they face.I'm pretty sure I was wearing my bias on my sleeves there, what you want to read into that further is up to you.

    Not sure how that invalidates or addresses the points made though. We can fight about semantics all day, but it won't address my call for some simple baseline empathy.Not just for for new players trying to get into the content and the real struggles they face with that, but also for the sizeable non static running hardcore population and their real struggles.

    You can shout statics all you want, but that doesn't relate to the argument of KP's and applies to both sides equally as alternative solution, KP or not.

    @Raknar.4735 said:Because the best tool to gauge playerskill is already there: socialize and experience how good the players are. And in that was you can form a community. This is an MMORPG, not a single player game. You will have to deal with people.

    So you don't have an argument for that, got it.

    So you don‘t want to discuss, k. It‘s probably why you‘d rather use KPs instead of build actual strong relationships to form statics. MMMORPG communities nowadays.

  15. @Asum.4960 said:

    @"YtseJam.9784" said:Titles are not 100% trustworthy, people can buy those. You need some kind of proof that you can beat them frequently :)

    You could just create a static with people you know. 100% trustworthy, and the proof are your past runs with the group.Only like minded players.It‘s not that hard to create your own groups ;)

    I can't even recall the amount of statics I've formed or joined over the years anymore, but let's be real, through severe lack of content and massive missteps like the Build "Template" Patch etc. people have been quitting/taking breaks in droves, especially over the last ~2 years or so.Sure I've had statics last for even years for some content at times, and good times they were, but others also barely a month, or even falling apart due to scheduling and such in the first week.And each time that happens, it's back to pugging (or quitting yourself), at least for a while.

    Plus some people have different playtimes available from a day to day or week to week basis, which generally just doesn't work for statics at all.

    So sure, statics are the best case scenario to play content such as this with, but they aren't an automatic fix or perfect solution either, especially not for everyone.And just because the imperfect solution of statics exists, doesn't mean another imperfect solution like KP for non statics isn't beneficial to exist simultaneously.

    Yes, statics can be hard to build, but there‘s also guilds and discords. You could create one of those with players you deem competent, until you have a community large enough with always ready to do certain content. Not a training raiding/fractal community, but an actual /fractal community with players always at the ready. Maybe it even grows large enough for Anet to notice, so that they spend more ressources.

    @Raknar.4735 said:You’re not entitled to play with good players every time, if you don’t build a static. Oh well, I guess it is hard to socialize for some people, they‘d rather blame the boogeyman „toxic casual“ for their own shortcomings.

    Absolutely, people aren't entitled to play with good players every time.That doesn't at all mean though that community tools like KP aren't valuable to at least somewhat facilitate the attempted search for that.KP was an (imperfect) community solution to a problem. Removing it doesn't suddenly fix those underlying issues that made the attempted solution emerge in the first place.

    Toxicity usually is the result of people with vastly different mindsets, skillsets and expectations clashing. The problem is neither super hardcore players, nor super casual players, not high skilled player nor low skilled players - the problem is each of those groups to each other, and not giving or removing systems for each of those players to play with whom they want to play with.The invention of KP requirements tried to negate that somewhat by allowing people to matchmake based on experience and investment, which while not perfectly accurate at least strongly relates to mindset, skillset and expectations.

    What does removing KP exactly fix? Besides players just eventually resorting to more clunky and inconvenient things anyway?

    Form a guild or a whole discord community with good players if a static isn‘t reasonable! With enough players running instanced content any time would be no problem. You wouldn‘t have to resort to imperfect solutions then. The new weeklies give even more reason to so so.TTT e.g. does something like this, with players ready to kill TT daily.

    Yes, thank you for repeating your previous point. But that doesn't address anything I said in response.My point was, I've been there, over and over and over again - and I'm sure if I stick with it I'll be there again with yet another new group/guild.

    But why is the existence and possibility of going for a static group and playtime exclusive with a reasonable way to pug in your eyes?Just because statics are an option doesn't mean LFG needs to be a complete gamble and mess. Why not give players who can't or won't for whatever reason join a static, or just currently don't have one, some at least better tools (like KP) to filter LFG by?

    You just haven't made a point for that yet.

    Because the best tool to gauge playerskill is already there: socialize and experience how good the players are. And in that way you can form a community. This is an MMORPG, not a single player game. You will have to deal with people. The other players aren‘t simple NPCs.

  16. @Cyninja.2954 said:

    @"YtseJam.9784" said:Titles are not 100% trustworthy, people can buy those. You need some kind of proof that you can beat them frequently :)

    You could just create a static with people you know. 100% trustworthy, and the proof are your past runs with the group.Only like minded players.It‘s not that hard to create your own groups ;)

    Unrelated to op, but related to some other posters:Guess it‘s just easier to complain about „toxic casuals“, even though you would actually never see casuals anywhere near to T4.They‘re just the scapegoat term for some „hardcore“ (LULW) players. Big cope.Hint: The people you are pugging with aren‘t actually casual players, those bad players belong to your same group of „hardcore“ people, you‘re just cannibalizing your own community. Nice job.

    There is no binary switch which makes one player casual or hardcore, even if that is the most easy approach by players, of any part of the community, to easily blame and demonize other players. As such, a vast majority of players who play T4 fractals are in fact casual, if performance and ability is used as definition for someone being casual or hardcore.

    It would also not matter. The term used is irrelevant. The fact that there is a huge discrepancy even ONLY within T4 tier is the actual issue. Mind you the even bigger discrepancy going higher up into CMs. The fact you treat all players as "hardcore" above a certain skill threshold is just plain insulting. That's like saying every single person with a certain shade of darker skin are all black. Way to put all minority groups into one basket (maybe this analogy will make you realize how toxic your statement is, with real world similarities).

    @Raknar.4735 said:You’re not entitled to play with good players every time, if you don’t build a static. Oh well, I guess it is hard to socialize for some people, they‘d rather blame the boogeyman „toxic casual“ for their own shortcomings.

    You mean the same way you just now marginalized an entire group of different skilled players as all being "hardcore" and as such "elitist"? How are you not being toxic at this point in time? Doesn't even matter if you consider yourself casual or what ever, toxic is toxic, and that's the exact mentality which others refer to as "toxic casual". Thought I will agree, the added descriptor is not needed. Strait up toxic suffices in this case.

    To your entitlement argument: every player has the same right to shape and form the groups they want. If one group of players is not allowed to shape and form their groups, no one is.

    So, you didn‘t get my post at all. Nice. I have never said being hardcore is about skill level, not sure where you got that from. Insinuating that is just insulting. What I have said is that some people that use the label „hardcore“ for themselves are being toxic to their own community by calling other people „toxic casuals“, for some reason, thus cannibalizing the instance-going community.

    Your blatant misrepresentation of my post and opinion is pretty toxic, straight up toxic.

    You never gave a definition for what you define as casual or hardcore, and as such I gave one for how I used the terms. If your definition varied, you are welcome to give that differing one, though it will not change any of the facts that:
    1. the main issue here is difference in player skill, which is present no matter in which content but of significant importance in more challenging content
    2. you still approach this entire issue the same way as other toxic members of either side of the spectrum approach it: as binary "us versus them" and no definition you could give would alleviate your wording here
    3. the terms "casual" and "hardcore" are absolutely insufficient to even remotely give justice to the vast amount of difference in player skill or individual approach to this issue. Which is exactly WHY a crude system like KP is in effect in the first place the way it is handled, because numeric values can distinguish

    Hurts when one points out what was actually said, doesn't it? Your wording and approach is part of the problem the community of this game faces, and it does not matter which side of the argument you think you are on.

    So you put words into my mouth that were based on your assumptions and shared all your anger based on that? Wow.Maybe you should have asked first before assuming things. That‘s key to conversation. This really is part of the problem of this community.

    I didn't assume. There is literally NO definition you can use which would change the wording you used. Which was strait up binary, but nice try to deflect.

    Except I‘m not deflecting. You‘re just assuming.

    Let's move on. I'm sure you would phrase quite a few things differently in hindsight, given your persistence that any type of definition used could change the wording you used.

    I wouldn‘t!

    @Raknar.4735 said:Also, just getting a static would fix most of the proplems some people here have. Can’t be that hard to create your own group, can it?

    Sure, doesn't this apply to all players? No matter how skilled they are? Couldn't weaker players not also form statics? Does the ability to form a static supersede or benefit a specific group of players?

    Yes this applies to everyone,, nowhere have i stated something else. Are you trying to move the goalpost?

    So if it aplies to everyone, it is of no value as argument that one type of players should be required to take this step instead of using the LFG. No?

    ??? Stop moving the goalpost. Creating a static would solve so many problems.

    Yes it would, for each and every player. So I fail how suggesting this as solution to part of the player base is any argument. Outside of this suggestion though, everyone has the same right to the LFG and creating the group they desire.

    Yeah, every player has the same right to use the LFG. But that‘s the problem, toxic people also will use it. In a static the chance is lowered dramatically.

    @Raknar.4735 said:Sure, you have the right do shape your group how you want, but you don‘t have the right to be toxic to others, as simple as that.

    I never claimed anyone has a right to be toxic, but that is not what you said now is it? You gave descriptors and lade the blame clearly on a subsection of the payer base. You literally wrote:

    I didn‘t say you did claim that? It was just a general statement everyone should agree on: Don‘t be toxic.

    Agreed.

    @Raknar.4735 said:You’re not entitled to play with good players every time, if you don’t build a static. Oh well, I guess it is hard to socialize for some people, they‘d rather blame the boogeyman „toxic casual“ for their own shortcomings.

    That is by far not the same as stating no one should be toxic.

    Yeah, I blame the subsection of the player base that calls other people names and is toxic, in this case the term „toxic casual“.I also tell them that not everyone will behave how they want, unless they create a static. So to fix their problems with meeting „toxic casuals“, as they call them, they could simply create a static group.

    Okay, that is more understandable, yet this also applies to all players. If players don't want to meet "toxic elitist", they should form a static. In fact they should simply make their own groups. Yet I will yield that even with making personal groups, some cross over of toxic players from any part of the player base might join, but it is a step towards healthier group compositions.

    Yes, exactly. That is my point. Just create statics and you won‘t have to deal with people that might be toxic. (Or atleast the chance is way lower)Asum would be an example of someone calling others names with his free use of „toxic casual“

    Actually he explains nicely how a specific mindset present in some players creates toxicity. He uses terms like toxic casual and toxic elitist while explaining exactly to which type of player this might apply. In relation to toxic casual, he specifically refers to players who:
    • lack the required experience and/or skill
    • yet still want to get taken along demanding more experienced players do so
    • will likely be just as toxic or even more toxic once they have gained the experience and skill required

    In summary: players with egoistical nature.

    Being an egoist is unrelated to player skill. His explanation does show though how even non egoistical players, or less egoistical players, will be in favor of gate keeping by simple matter of repetition and time constraints. It's simple really:
    • there are a ton of experienced players helping out on their own terms as often as they can, who still want their smooth runs when they want them.
    • There are a ton of less experienced players willing to learn and progress naturally or find others to teach them, then progress and improve as they play the game.
    • Then finally there are the 2 small subgroups of egoists, often among the most vocal on the forums in demands: in one case, those who demand others take them along far outside their own abilities. In the other case, not willing to extend a helping hand ever when more experienced.

    Hint: that last minority is often one and the same type of player, just at a different place in their in-game skill and ability.

    His explanation is pretty biased against the players of „lesser skill“ he originally called „toxic casuals“.The term itself is the problem. It insinuates those „toxic casuals“ are all part of the „casual“ playerbase.Being a casual is unrelated to playerskill, though. People that do nothing in the game but raid once a week would be part of the casual playerbase, as they only play GW2 casually. Someone that farms silverwastes 24/7 is hardcore.

    It‘s the original problem. What you see and I see as casual and hardcore is completely different. There are pretty much maybe 0.5% of actual hardcore people in this game, the rest is just average. The casuals don‘t play the game much.

    Seriously, just create a static and you wouldn‘t have the problem of meeting those „egoistical“ players.

  17. @Asum.4960 said:

    @"YtseJam.9784" said:Titles are not 100% trustworthy, people can buy those. You need some kind of proof that you can beat them frequently :)

    You could just create a static with people you know. 100% trustworthy, and the proof are your past runs with the group.Only like minded players.It‘s not that hard to create your own groups ;)

    I can't even recall the amount of statics I've formed or joined over the years anymore, but let's be real, through severe lack of content and massive missteps like the Build "Template" Patch etc. people have been quitting/taking breaks in droves, especially over the last ~2 years or so.Sure I've had statics last for even years for some content at times, and good times they were, but others also barely a month, or even falling apart due to scheduling and such in the first week.And each time that happens, it's back to pugging (or quitting yourself), at least for a while.

    Plus some people have different playtimes available from a day to day or week to week basis, which generally just doesn't work for statics at all.

    So sure, statics are the best case scenario to play content such as this with, but they aren't an automatic fix or perfect solution either, especially not for everyone.And just because the imperfect solution of statics exists, doesn't mean another imperfect solution like KP for non statics isn't beneficial to exist simultaneously.

    Yes, statics can be hard to build, but there‘s also guilds and discords. You could create one of those with players you deem competent, until you have a community large enough with always ready to do certain content. Not a training raiding/fractal community, but an actual /fractal community with players always at the ready. Maybe it even grows large enough for Anet to notice, so that they spend more ressources.

    @Raknar.4735 said:You’re not entitled to play with good players every time, if you don’t build a static. Oh well, I guess it is hard to socialize for some people, they‘d rather blame the boogeyman „toxic casual“ for their own shortcomings.

    Absolutely, people aren't entitled to play with good players every time.That doesn't at all mean though that community tools like KP aren't valuable to at least somewhat facilitate the attempted search for that.KP was an (imperfect) community solution to a problem. Removing it doesn't suddenly fix those underlying issues that made the attempted solution emerge in the first place.

    Toxicity usually is the result of people with vastly different mindsets, skillsets and expectations clashing. The problem is neither super hardcore players, nor super casual players, not high skilled player nor low skilled players - the problem is each of those groups to each other, and not giving or removing systems for each of those players to play with whom they want to play with.The invention of KP requirements tried to negate that somewhat by allowing people to matchmake based on experience and investment, which while not perfectly accurate at least strongly relates to mindset, skillset and expectations.

    What does removing KP exactly fix? Besides players just eventually resorting to more clunky and inconvenient things anyway?

    Form a guild or a whole discord community with good players if a static isn‘t reasonable! With enough players running instanced content any time would be no problem. You wouldn‘t have to resort to imperfect solutions then. The new weeklies give even more reason to so so.TTT e.g. does something like this, with players ready to kill TT daily.

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