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flog.3485

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Posts posted by flog.3485

  1. @STIHL.2489 said:

    @STIHL.2489 said:I was going to post something on topic, but figured it would be better to spout psychobabble about the people that disagree with me to debase them..
    NAHH just kidding
    .

    Back on topic.

    So taking bets on how long it takes before Anet caves.

    Why would Anet cave ? Even in GW1 you never had a treadmill in terms of power.

    • They made Ascended.
    • They made Fracatls
    • They made Raids
    • They made HoT

    I could go on.. but I hope my point has been made.

    So what ? Every fractals are accessible at tier one without requiring ascended.Ascended was introduced to the game like what, 3 months after the initial release of the game and hasn't received any upgrade ever since.HoT content (story wise and much more with how open world content is implemented in the game) can be beaten with full exotics.The only hard part is raids but guess what, you can get ready for it gear wise through open world.

    I am sorry, my point still stands as well. If I were to take a break for one year, the gear that I have now would still be relevant next year. Good luck doing that in any other (in)famous MMO.

    This game offers skill(ed) based content.

  2. @STIHL.2489 said:

    @FOX.3582 said:

    @FOX.3582 said:This game was bought and sold as very easy and very casual.

    Actually it wasn't and for more than a year after release it didn't have open world farming content. Most of the content was inside instances with escalating difficulty, and it had the highest revenue possible. Then the game moved to easy/casual mode open world farming. We all see the results of that move.

    You really think that do you?

    As sad as it is, they do. They think back to a time when they had bad builds, bad gear, and were clueless noobs and remember fondly through rose colored glasses the challenge this game was for them. But I agree with you, No one came to GW2 looking for challenge.

    Which is why open world content exists.

  3. @"katz.8376" said:and for giggles... one more5ncHUWg.jpg

    the person i was grouped with ended up in a separate... also full... instance... both dragons instances were killed successfully

    It is no wonder that they are still people running these world bosses. They are set in lvling zones. That is where all the F2P players will be having fun without having to pay for the game.

    It is also an outdated content. But the thing you are certainly not getting a lot of gold by farming them. You really get a lot of karma, which is much more important in lvling.

  4. @Pifil.5193 said:

    @Pifil.5193 said:

    @flog.3485 said:

    @kharmin.7683 said:IMO a "personal" story should not _require _LFG assistance. It should be something that can be done solo.

    That is the thing though. Many people claim here that it can be done solo.

    Anyway the personal story will never be truly personal because you can always invite people to join your party. And if you couldn't, much would be saying that it is a shame that you can't play with friends/people in personal story.

    It can be done solo by many people. However there are many situations where that's a lot harder. Unsuitable classes and builds, control issues due to disability or poor pings, other technical issues, skill atrophy due to the fact that for 99% of the game you basically only need to be facing the right direction and so on.

    I did it without a death but it was long and kinda tedious and I was on my Deadeye Thief main who is almost indestructible while dishing out lots of damage. (I spent quite a while dodging about wondering where the bloody power conduits were, trying to get the thrown lightning bolts to hit the rotating orb things). I can see how I'd have a lot more difficulty on my Sword Weaver (I know, I know, you have to switch builds blah, blah, blah).

    IMO though the length of the fight just made it a bit tedious and undermined the idea that we had to race the clock to save Taimi. Again. Can we superglue a bodyguard to her?

    Regardless, I'm all for a story mode for those who struggle with these encounters more, after all they paid their money too. Like Healix said they could just give the opposite of the Challenge Mote, something that gives a huge buff while in the instance, no achievements (apart from the one for completing the story instance) and even worse rewards for completion than normal.

    If it gives a huge buff, what do you do in the story mode then ? You just stand around on a corner, facing the mobs, ignoring aoes, auto-attacking until all mobs are cleared ? Why go into the trouble of Anet designing this kind of feature, if someone can just watch a video of the encounter to know about the story ? And after all that you are going to tell me that they are enjoying the story ? By participating in downgraded fight that doesn't even use the potential and specs of the class people play ? and you propose that they give less rewards ? I mean the rewards for completing the normal story without the achievements are already abysmal.

    Firstly, I deliberately didn't give examples so your idea of what a "huge buff" is might be different to what my idea of what a "huge buff" is.

    What do they get? They get to play through the story. The way they want. On their own characters. Getting the achievement for finishing the story instance but little else. They get to play the game and enjoy the story. This is an interactive medium: watching a video where someone else runs through the instance is in no way an alternative to that. In much the same way that watching a video of someone on a roller-coaster is nothing like riding that roller-coaster.

    And yeah the rewards for story instances are poor, that's why I said this mode should give "
    even worse
    rewards".

    Sorry but personally, I can't get behind the idea of unsuitable classes and builds. I would get behind this idea if we had classes that only had melee weapons or ranged weapons and vice-versa. Or classes who did not have access to aoes and others who did. As for disabilities, pings, skill atrophy due to only facing the right direction, I mean how can you account Anet responsible for all of that ? Your comment about skill atrophy is the one gameplay exemple that I think is necessary to have control over imo simply because we are playing an action focused game.

    Woah, you seem to be reading a whole lot into my post there. I'm not holding ArenaNet responsible for
    anything
    I'm just pointing out that these are the situations that some of their customers are in. It's not ArenaNet's
    fault
    and nowhere in my post did I suggest it was.

    Anyway, it doesn't matter. You don't have to use this kind of feature. You don't have to like it. You don't have to agree with it. You don't even have to
    understand
    why some people want this kind of thing. It's not for you and it doesn't affect you (much the same way that Infantile Mode existing in SAB doesn't affect those who only want to do Tribulation Mode).

    A buff like Healix suggested seems like the simplest way to provide an "easy mode"; buffing the player means it won't have to re-balance (nerf) all the mobs and encounters.

    Sorry for my assumption, I got carried away in my interpretation of your words.Your lack of ideas of what this huge buff may be is imo why it is so hard design an easy mode story in the first place, even for the devs, because your idea of buff or Healix's idea of buff doesn't represent the majority of any player struggling with story content. And anyway the players complaining here about the story doesn't gather a huge pool of players like any other hige complaint thread like the mountgate.

    I am sorry but I can complain and yes it will affect me. Any new system introduced withing the game such as the system proposed by you or Healix will affect anyone. You can't just stack system over system and expect everything to magically run without any problem. It will take time to develop and as a result it will also affect the release schedule of living story.

    I am against that system because I don't want to wait for one, two or three more months for story to be released just because a very vocal minority of players only play one build and never want to change anything. Unless you can prove me that this sytem won't delay the delivering of LW of course.

    This argument of story shoud only be solo and nothing else, I find it ridiculous as well. I have seen people asking for help to do stuff in the game. I did use that kind of help long time ago before NPE in GW2 was released because I had trouble completing personal story at one time and frankly it also happened that I helped a random player in that same periof of time like I could help anyone now during the era of HoT for a hero point. In a MMO, I found this to be a pretty standart attitude, since in this MMO you can put an LFG for pretty much any thing, or better, ask a guildie.

  5. @Pifil.5193 said:

    @flog.3485 said:

    @kharmin.7683 said:IMO a "personal" story should not _require _LFG assistance. It should be something that can be done solo.

    That is the thing though. Many people claim here that it can be done solo.

    Anyway the personal story will never be truly personal because you can always invite people to join your party. And if you couldn't, much would be saying that it is a shame that you can't play with friends/people in personal story.

    It can be done solo by many people. However there are many situations where that's a lot harder. Unsuitable classes and builds, control issues due to disability or poor pings, other technical issues, skill atrophy due to the fact that for 99% of the game you basically only need to be facing the right direction and so on.

    I did it without a death but it was long and kinda tedious and I was on my Deadeye Thief main who is almost indestructible while dishing out lots of damage. (I spent quite a while dodging about wondering where the bloody power conduits were, trying to get the thrown lightning bolts to hit the rotating orb things). I can see how I'd have a lot more difficulty on my Sword Weaver (I know, I know, you have to switch builds blah, blah, blah).

    IMO though the length of the fight just made it a bit tedious and undermined the idea that we had to race the clock to save Taimi. Again. Can we superglue a bodyguard to her?

    Regardless, I'm all for a story mode for those who struggle with these encounters more, after all they paid their money too. Like Healix said they could just give the opposite of the Challenge Mote, something that gives a huge buff while in the instance, no achievements (apart from the one for completing the story instance) and even worse rewards for completion than normal.

    If it gives a huge buff, what do you do in the story mode then ? You just stand around on a corner, facing the mobs, ignoring aoes, auto-attacking until all mobs are cleared ? Why go into the trouble of Anet designing this kind of feature, if someone can just watch a video of the encounter to know about the story ? And after all that you are going to tell me that they are enjoying the story ? By participating in downgraded fight that doesn't even use the potential and specs of the class people play ? and you propose that they give less rewards ? I mean the rewards for completing the normal story without the achievements are already abysmal.

    Sorry but personally, I can't get behind the idea of unsuitable classes and builds. I would get behind this idea if we had classes that only had melee weapons or ranged weapons and vice-versa. Or classes who did not have access to aoes and others who did. As for disabilities, pings, skill atrophy due to only facing the right direction, I mean how can you account Anet responsible for all of that ? Your comment about skill atrophy is the one gameplay exemple that I think is necessary to have control over imo simply because we are playing an action focused game.

    I would only agree on one thing however; it feels like the last boss has a bit too much health.

  6. @Cerioth.7062 said:

    @flog.3485 said:

    @kharmin.7683 said:IMO a "personal" story should not _require _LFG assistance. It should be something that can be done solo.

    That is the thing though. Many people claim here that it can be done solo.

    Anyway the personal story will never be truly personal because you can always invite people to join your party. And if you couldn't, much would be saying that it is a shame that you can't play with friends/people in personal story.

    If you want, I can record it solo.

    No need to record it, I know it can be done solo, I have done it solo.

  7. @kharmin.7683 said:IMO a "personal" story should not _require _LFG assistance. It should be something that can be done solo.

    That is the thing though. Many people claim here that it can be done solo.

    Anyway the personal story will never be truly personal because you can always invite people to join your party. And if you couldn't, much would be saying that it is a shame that you can't play with friends/people in personal story.

  8. @Ahlen.7591 said:GW2 should learn the lesson WoW did about having raid difficulties. Sooner rather than later. You still have Mythic for the people who want a serious challenge, heroic for casual players, normal for pugs, and LFR for ...special people or those that just want story.

    It works well and should be duplicated on any game that wants raiding to be part of its major content.

    @Ahlen.7591 said:GW2 should learn the lesson WoW did about having raid difficulties. Sooner rather than later. You still have Mythic for the people who want a serious challenge, heroic for casual players, normal for pugs, and LFR for ...special people or those that just want story.

    It works well and should be duplicated on any game that wants raiding to be part of its major content.

    How is that an argument ? Wow pushes players to complete the raids because they are actually required to be completed. Hence why LFR with different tiers.

    In GW2 you do whatever you want getting gear in whatever way you want (that suits you better of course). Because open world+festivals content is king while instanced content have been getting regular and meaningful additions and revamps for the last 2 years only.

    I mean, nothing really forces people to do instanced content. (Reminds me I still haven't done fractal observatory by the way ^^).

  9. @pah.4931 said:

    @flog.3485 said:

    @pah.4931 said:

    @olleandersson.4352 said:Am I the only one who actually enjoyed a bit of a challenge in the story for once? Reminded me of some of the fights in Guild Wars 1! More of this, please!

    I think the problem was that for certain classes / builds (especially with pets triggering the heal) the fight SEEMED unbeatable, without any real clue as to why it was working the way it was. Difficult isn't /really/ the issue. It was not properly balanced. I know on my reaper, I kept dodging the attack and he'd still heal to full ... I didn't realize my horrors from Rise! were triggering it. (In no MMO ever did kitten pet AI ever work like that)

    EDIT: also, the fact that it came after a long prelude without checkpoints, and you couldn't switch weapons (I know you could, but it wasn't intuitive nor common knowledge) made for very sour first experiences for people accustomed to certain playstyles. Again, especially for a game marketed pretty heavily as "play however you want."

    "Play however you want" has never been about how easy/hard the game should be.....for the gazillon time.

    Then read the rest of my comment. The issue here was not difficulty. The issue was that it was EASY for some builds and kitten near impossible for others, without any warning before going in (long prelude), no checkpoints, no access to bank/inventory, no help from friends, and no hints as to WHY it was so difficult (e.g., minions triggering the heal). So the encounter, which was a forced solo encounter, made it so it might be VERY hard for someone to beat it with a build they've been playing since 2012. This was made even worse by the fact that it blocked story progression. Imagine if you've played, let's say, Thief since launch and a certain encounter was almost impossible for thieves to beat for reasons that aren't very clear to you, while other classes are saying how easy the fight was. I think you'd be upset.

    It was bad design and it was a good decision to fix it (whether or not they overcompensated is a different conversation and one worth having).

    Of course it was all about difficulty. Even the dev that created that encounter said that he never wanted the fight to be that much hard.

    But you know, fighting in a fight harder than any other fight before, failing once at understanding what is happening during the fight, tuning your abilities (talking about weapons and traits) to make the fight very easy, is not bad in itself imo. But to be fair, I could to that because I have always carried extra weapons in my bags. And I would argue that in a game with no added tiers of gears over the years, yes it makes sense to be able to easily switch weapons and traits based on encounters, since you can change that whenever you are ooc. All you had to do was to press "h".

    No the bigger problem is this imo: the fact that most do not want to try stuff, switch weapons and traits because there is no in game build templates.

  10. @pah.4931 said:

    @olleandersson.4352 said:Am I the only one who actually enjoyed a bit of a challenge in the story for once? Reminded me of some of the fights in Guild Wars 1! More of this, please!

    I think the problem was that for certain classes / builds (especially with pets triggering the heal) the fight SEEMED unbeatable, without any real clue as to why it was working the way it was. Difficult isn't /really/ the issue. It was not properly balanced. I know on my reaper, I kept dodging the attack and he'd still heal to full ... I didn't realize my horrors from Rise! were triggering it. (In no MMO ever did kitten pet AI ever work like that)

    EDIT: also, the fact that it came after a long prelude without checkpoints, and you couldn't switch weapons (I know you could, but it wasn't intuitive nor common knowledge) made for very sour first experiences for people accustomed to certain playstyles. Again, especially for a game marketed pretty heavily as "play however you want."

    "Play however you want" has never been about how easy/hard the game should be.....for the gazillon time.

  11. @battledrone.8315 said:

    @flog.3485 said:

    @battledrone.8315 said:

    @Vyrulisse.1246 said:Well it's been nerfed. A real shame I think as such things only promote people not learning to play or learning mechanics. It's okay for story content to be challenging. Just because it's story mode doesn't mean you should faceroll everything on the first try. Some of the responses in this thread are truly disheartening to see.

    2 simple questions:what is the purpose of a STORY?how do you measure the success/failure of said story?drowning the story in annoying mechanics/mobs actually makes the story less effective, as it diverts attention from said storyif i want story , i go to the media that were made for them..books , movies etcfurthermore , the story is so far out, that the cheesiest star trek episode would blush

    Easy answer: if the boss fight is too easy then the story being the player character fighting his way back to become alive becomes irrelevant.

    You said it yourself, if you want story you are going out of your way to watch a movie or whatever. Here we are not watching a movie, we are playing a game with active combat and specific mechanics that are soooo easy to execute because every professions share the same core mechanics and utilities that are necessary to kill the death eater.

    Furthermore, I am wondering. If it is not in open world (HoT complains), nor in fractal (fractal observatory complains), nor in raids to some extent (easy mode requests), nor in personal story, at what point should a solo player get accustomed to simple mechanics to make fights more interesting than easy core gameplay ?

    you mentioned different ways to experience a story..not the purpose of itfurthermore, easy is subjective..we are different persons with different skills and motivationsAFAIK PoF only sold 200k copies, that shows the effects of this mentalityi can do most of the open world stuff , but these stories are huge difficulty spikes and disrupting a smooth experiencekeep the hardcore stuff where it belongsim playing in tyria on my 6th year, and i havent completed a story chapter since zhaitanevery effing story they go full horde modejust tried one of the older stories..my warrior and a npc against 30+ flame legions on a tiny mapthey just rush me and kill metry to dodge...out of instanceGG anet

    To me, the purpose of a story is to experience it, to feel and really get behind the character you play. There is no way you can feel it and get behind your character if the fight is too easy. Reducing the health drain was overkill and was not needed, since they significantly made it easier to not have the death eater drain your life. I just can't agree with you battledrone.

  12. @battledrone.8315 said:

    @Vyrulisse.1246 said:Well it's been nerfed. A real shame I think as such things only promote people not learning to play or learning mechanics. It's okay for story content to be challenging. Just because it's story mode doesn't mean you should faceroll everything on the first try. Some of the responses in this thread are truly disheartening to see.

    2 simple questions:what is the purpose of a STORY?how do you measure the success/failure of said story?drowning the story in annoying mechanics/mobs actually makes the story less effective, as it diverts attention from said storyif i want story , i go to the media that were made for them..books , movies etcfurthermore , the story is so far out, that the cheesiest star trek episode would blush

    Easy answer: if the boss fight is too easy then the story being the player character fighting his way back to become alive becomes irrelevant.

    You said it yourself, if you want story you are going out of your way to watch a movie or whatever. Here we are not watching a movie, we are playing a game with active combat and specific mechanics that are soooo easy to execute because every professions share the same core mechanics and utilities that are necessary to kill the death eater.

    Furthermore, I am wondering. If it is not in open world (HoT complains), nor in fractal (fractal observatory complains), nor in raids to some extent (easy mode requests), nor in personal story, at what point should a solo player get accustomed to simple mechanics to make fights more interesting than easy core gameplay ?

  13. Honestly they should just lock the benefits of masteries behind Lvl 80 characters.

    Furthermore, don't you think that it might rub new players the wrong way, if these players see that, at same low lvl, one player accessing PoF is able to ride a mount while they can't because they haven't played enough to get a character to lvl 80 that has finished/is playing PoF ?

    Edit: other than that the damage behind the engaging skill of mounts in core low level zone is just too high imo

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