Jump to content
  • Sign Up

Yasi.9065

Members
  • Posts

    399
  • Joined

  • Last visited

Posts posted by Yasi.9065

  1. @"ugrakarma.9416" said:"what happened to Anet?"

    they wasted too much energy pursuing "new hype" things, and ended with lots of unfinished features with low replayability value at long term.

    This creates a vicious cycle:-The lower replayability the more the base player demands something new.-High demand requires something done in the short term.-Things done in the short term have low replayability and lack of deepness.-Soon after launching something new, the idea that "the game is dying" increases.

    the situation would not be worse if there was no fairy godmother who brings money from heaven (NCSoft)

    Isnt that something Anet always did? If something is shipped, its done. Some bugfixes, sure, but no major changes. The only time they really went back and changed a lot was HoT re-work, imo. Even the PoF meta event "rework" was only a reward-change with some bugfixes.Id be really surprised if we see a gear template system added to build templates for example. Fixes to gear loadouts and build templates/loadouts, ofc. But no big changes, even though thats something thats really sorely lacking.Or an easymode/hardmode added to raids (or strikes for that matter).Even though those kind of improvements could really make the game a lot better, its nothing "new" and therefore nothing dev-time is being used on except if its really broken.Wasnt it the same with GW1? At least on PvE releases.

  2. @"Vayne.8563" said:Anet evolved like any good developer would. They realized the hard core crowd, though loud, isn't quite so numerous. They lost people making HoT hard, even though the hard core crowd loved it, and made PoF the anti-hot. That was for a reason. You might not like the reason, but the age of the average computer gamer is mid 30s. They're not all sitting there on metabattle, or standing in front of a practice dummy. They want to come home, kill some stuff, see some kind of reward/progress and move onto killing something else.

    I'm 58 years old and I could care less about raids or PvP. But I'm sure I've put more hours into the game than most people, and I'm sure I've spent more money in the cash shop than most people.

    What happened to Anet? Like me, they changed. Change isn't always a bad thing.

    Why is it people always think spending money on the gemshop has anything to do with what Anet focuses their gamedesign-time on? That line of argument would have seen WvW being main focus, since the amount of gems for servertransfers was huge. In my wvw active days, transferring was something everybody did every few months on EU. Some transfers we got sponsored by 1-2 people, others we had to pay ourselves. Mind you, that was before mountskins, even before gliderskins.Sorry to burst that bubble. Its nice that you spend money on GW2, but that doesnt influence Anets decisions.

    The age of the "average" computer game is sure not mid 30s. What nonesense. Anet likes to target that demographic, but that has nothing to do with it being the average. Even WoW Classic had an avg age of 27-29 in several polls, and that was quite "old" for a videogame.

    Also, "wanting to come home, kill some stuff, see some kind of reward/progress and move onto killing something else", what you described there is a typical dungeon crawler. Thats not what GW2 is nowadays. Nowadays, GW2 is more like an interactive movie, a narrative rpg with some repeatable quests to fill the time between story releases. What you described there, that was GW2 up until LS3.

  3. Wildstar had other problems tbh, geoblocking on account creation, bad character developement, barely any story, steep progression, horrible marketing and customer management. When people started doomsaying the game, it was already dead.

    Ontopic: This isnt about Anets monetization philosophy. Imo, nothing really changed there, well... much.Why is it nobody values the ingame rewards? Easy. Value is a fictive number we, the players, assign on something. If its an ingame reward, that value directly relates to the amount of effort put in to get this reward. If its a gemshop item, its the money value. Since nearly all ingame rewards are participation trophies, theres no value to them.So this whole debate about who spends how much on the game is rather not what I meant when asking the question about what happened to Anet. And quite honestly, I dont think it even matters that much to Anet. They just need enough income to keep the company going - and NCSoft satisfied. Anet never was a greedy company and still isnt.No, the changes to the game, the famous "one-eighty-turn" after HoT. Thats about gamedesign. Something made Anet decide that they dont want GW2 to be a action-sandbox mmorpg anymore. Instead they quite drastically turned the game into a storydriven rpg, selfplaying scenes included. They minimized the community interaction to the point that GW2 is close to being a singleplayer game with voluntary multiplayer option.I just want to know why. What happened there. It cant be money, because revenues were best with HoT release if I remember correctly, before Anet changed the genre of GW2. Did player numbers drop so drastically that Anet got scared? But thats nothing special, and some fixing usually brings a lot of players back after a borked expansion release. Especially in a non-subfee business model.Was it the leadership change? Or all the devs that left around that time?

  4. @Rasimir.6239 said:

    @Rasimir.6239 said:The token does drop from the end chest.Maybe the token was a daily/achievement reward for opening the chest?No, it definitely came from the chest. I had checked achievements and such before. I did get a couple on my first run, too, but I hadn't paid attention to achievements then, so no way of telling if there was one from the chest or not.

    @Rasimir.6239 said:It's a new activity. Nobody knows the ins and outs of it yet. Give it a couple of days for people to figure out how to best gather stacks and get a feel for how the stacks affect the loot chance before crying "nerf". Personally, from what I've seen last night this looks to me like a welcome addition for those of us that prefer cooperative to competitive activities.Then that's a couple of days we are not able to get our full 16 Divine Envelopes.It is. So what? It's a game that includes figuring out and learning stuff. It's not a participation trophy that you're guaranteed to get max rewards simply for showing up.

    Ah, but here's the rub, thats exactly what it is. To get credit for the event you only have to wait for a convenient mechanic and do that, or kill a mob. Theres no system behind it that especially incentivises to do well. This so called "challenge" is a textbook case of "participation trophy". Just stick around long enough and you get your loot. Minimal interaction - and effort - needed. Just "being there and kicking the ball once" is enough.

    The fact that Anet thinks thats good gameplay just boggles my mind.

    And quite honestly, seeing yet another of those afk events being added as content to the game tells me that nothing will change. Because the core design philosophy stays exactly the same as it has been since LS3. Participation trophies, anything remotely sparkly in the gemshop, total fixation on telling "a story", minimized interaction with the game and other players.

  5. @Stand The Wall.6987 said:seems like they abandoned the dungeon layout of gw1 which imo was more arpg (diablo, path of exile, grim dawn) like. went downhill from there. everything about the game world in gw2 is so weak and plain boring compared to the tried and true methods of olde. theres no sense of danger or urgency.

    I think this explains it best, though I dont like the arpg description, since its quite undefined. Diablo, PoE etc are your typical dungeon crawler or hns rpgs, GW1 went in that direction as well. GW2 imo was a sandbox rpg up until LS3, then Anet started turning it into a narrative or storydriven rpg. Which imo was a very bad choice. Theres a reason people caution against mixing the different rpg genres, they are just too different and people will always have something to complain if you add too much of another subgenre into your rpg. Someone expecting a narrative rpg like the Witcher series, but getting Dark Souls (dungeon crawler) will find the game shallow, while the Dark Souls fan will hate the boring combat of Witcher games.And I mean, thats what we've been seeing for quite some time now on the forums and reddit. The different genre fans are more and more discontent because Anet tries to create content that fits all, but really fits nobody well.

    1. Logging into the game in Divinities -> 92sec loading screen
    2. Porting to Aerodrome -> 67sec loading screen
    3. Loading into raid instance -> 52sec loading screen
    4. Porting to endboss -> <10sec loading screen

    Before patch that whole "port journey" would take me less than 60 seconds, considering DR is full atm due to festival, thats an increase of > 200%. The more models that have to be loaded, the worse the loading screen.

  6. My loading times increased by roughly 150% with this patch. Nvidia asus 1060 gaming card. Up-to-date drivers, windows7, windowed fullscreen, medium graphics settings. Nothing changed except the game was patched. Doesnt matter which zone. The maploadinfo shows that models are slower being loaded then Im used to, so Im guessing its related to that.

  7. A very serious question. What happened to the company that made GW1, that made dungeons, early raids, wvw, pvp.... the amazing combat system in GW2.

    Now its "challenging" new content to run in circles in a former story instance using abilities scavenged from former releases?

    GW2 was so engaging in the beginning. I had tons of fun with LS1, LS2, HoT. But ever since PoF everything has become streamlined, easy-mode, non-offendable bland. Well not everything, there are some flashes of the brilliant gameplay developement I fell in love with in GW1.

  8. @Murshid.9854 said:I do great with it at open world PvE but now I'm going to craft new gear and its kinda big decision with LB/GS that I'm more comfortable or condi build, so I would hope to hear the advice from the more experienced players.Care that its only low and may be mid only, not high level.

    If you are starting out towards fractals, you are entering a new world in GW2. The world of organized instanced PvE content. That part of the game is heavily governed by meta builds, benchmarks and optimization. Now Kitty has shown you how to make a LB/GS soulbeast build work in that environment, and as long as you dont join highend speedrun groups, you will do absolutely fine with that. Though, you might want to hide your lb until the fight starts ;) and never, absolutely NEVER stay on range with your lb. GW2 group content is all about stacking as tightly together as each mechanic allows, usually clustered around the boss. If you are staying range, then you dont get heals, you dont get boons, and you will get kicked even from t1 fractals, because nothing is more annoying than someone not stacking properly in gw2. It causes all amounts of different problems and no matter if you are a lb soulbeast or a rifle deadeye or a GS chrono, stay stacked if you arent doing a special boss mechanic.

  9. Raids are organized content in a game that to 95% markets itself towards being a singleplayer mmo without any organization needed.Thats why theres low participation.Achievements and/or more rewards wont solve this.Strikemissions are more along the lines of "hop in, get loot, hop out" that the big majority of players in gw2 nowadays want, sadly they will fail also because anet is too stingy with rewards on those. People rather farm dragonfall then do a daily strikemission, even if the strikemission is more fun.

    Ive said this a few times already, what raids need to make them attractive to new players to put in the effort of organizing themselves, is a form of easymode that minimizes necessary organization. Like a buff the commander can trigger that pulses all boons to everyone every few seconds for 100% boonuptime. Not having to organize builds to maximize boons makes it so much easier to get a raidsquad going. 1 tank, 1-2 healers, rest dps.

    The same system then could be used to add a hardmode a la: no downstate debuff.

    You get an extra reward in form of gold or champbags for doing normal or hardmode.

    Voila, 3 modes instead of the current horrible "one size has to fit all" system that nobody likes and causes raids to die each week some more.

    But lets be real here. This has been discussed ad nauseum on this very anet-owned forum and the reddit. Many very good solutions have been presented, some of them even very easy to implement for anet. They have done nothing. That should tell you everything you need to know about raids in gw2.

    If you really want to raid in an mmo, theres games that offer way more raiding support for their community. Be it WoW (Classic) with its massive 40man raids, FFXIV, ESO etc. Pick one of those that you like the underlying combat system the most of and play GW2 the way anet wants you to play the game: a singleplayer game with a new story episode every few months.Trying to get anet to "fix raids" is absolutely hopeless. Dont waste your energy.

  10. @"ReActif.9251" said:Hi, I would like to have feedback from other players about the Boneskinner after the December 5th patch.

    Many of us understood of course that there was a bug in the past because it was far too easy, far too much and it came from the failure of its game mechanics. But after the patch many consider that the developers have not done a test because it seems to have become much too hard, there are several hypotheses that go from the fact that the torches would not do well what they have to do, or that its aura is too high, etc....

    What do you think of that?Did you manage to do it after the patch?

    On our side on several guild there was only one group that managed to do it and yet they found that this one had become too hard for a simple strike mission boss and they too had the impression that there was something wrong with its operation.

    1iFJCmL.jpg


    Edition : repost my last answer to close my question.

    Thank you for the answers with arguments.This makes it possible to confirm the normality of this fight and therefore to exclude the hypotheses that some had an abnormal (although necessary) difficulty.After reading all the posts (except those that have nothing to say) it appears that it is considered balanced (regardless of the individual point of view)I will be able to give them the information that they will not have to hope for any changes.

    Is the boneskinner strikemission too difficult? Hmm, somewhat.Why? Because its a strikemission and considering the other strikemissions before, the jump in difficulty is too big.Theres also the fact that you get punished for doing the torch mechanic when its way easier to stack 3-4 fullhealers and just cheese it. Im sure, stacking healers to ignore the mechanics was not what the devs had in mind to teach with this strikemission.

    The mechanic at 75% etc that puts out all torches (boneskinner jumps up) needs a graceperiod before putting the debuffstacks on everybody so everyone (with swiftness) can run out to a torch and re-light it, without dieing halfway there.On the other hand (haha!) the aoe circle mechanic needs to continue below 80%, because thats a really good way of teaching players to watch their surroundings.

    With those small adjustments thats going to be a really good strikemission, a step up towards teaching mechanics without forcing specialized builds.

  11. Anet did pretty good with their engine, however I just dont like the look of them. They look weird to me. I can appreciate the work that went into them, and really... kudos... what Anets devs and programmers have done with that engine is really incredible.However, Id love an option to not show capes and infusions :( Both are just unaesthetic to me and ruin the otherwise good graphics for me.

  12. @"Funky.4861" said:What exactly was the problem with the res traits in pve? Why could there not be a mode split, so they function like they always did in pve but are changed in pvp modes? If you're going to say something like 'They can't do mechanical splits, only number splits.' then just reduce that number to zero for pvp, like: Revive speed increase: wvw 0% spvp 0% pve 10%. Why is that so hard?

    "Patchnotes":Revival traits are also seeing the removal of the 10% revival speed passive effect that we've been slowly phasing out over the last several updates. In exchange, skills that directly revive allies are seeing enhancements.

    Because this change isnt so much about balance in the narrow sense, but rather a design choice. Sure some revive skills got now overtuned (feedback) others undertuned (geyser) but Im sure this will be adressed in next balance patch.

  13. @"Taygus.4571" said:I dont understand all the people against this.

    Arent there a few fractals already that some instabilities black listed?

    Sirens reef has very little space, and then there's the green circle that requires players to stacl in..that is very hard to do with social awkwardness.

    5 people fit into the green circle with SA, Ive seen that more than enough. But you dont even need 5... or 3..., just 1 additional person is already enough to not downstate from the attack on a squishy class - without protection.

    Lets face it, the problem with Sirens Reef is people not understanding how the game works. I often see pugs wipe because theres no protection, no condi cleanse, no reflect and people dropping red circles on the boss. Not to mention, everyone getting blown of the ship at least once.

    You can start demanding nerfs to an instability in a fractal when a group that without the instability has no trouble (as in: all mechanics dealt with in one way or another without constantly downstating), suddenly has immense trouble getting the fractal finished. Thats a valid complain, since instabilities arent supposed to impact that much. However saying things like "its unfun, I dont like it, the mystical majority doesnt like it" are NOT valid complaints. And just because a group that ALREADY struggles without an instability suddenly cant kill the boss anymore, doesnt mean thats because of that instability and both should be nerfed. Rather: the group that struggles should take a look at itself and IMPROVE to the point where its just a mere annoyance because ah well, its not a golem boss.

    And before some smart person argues with gatekeeping, GW2 is an MMORPG. Its not candy crush. In an MMORPG it is absolutely fine to have content that cant be finished by everyone. Thats part of this genre. Thats the big motivation behind playing an MMORPGs. Not the loot. Not the community. Those are just filler. Its the goals and the dopaminrush you get from finally.. FINALLY getting that goal finished. GW2 is already quite far from that principle, which seems to be the reason why some people think its okay to push and bully Anets Devs even more towards turning GW2 into candy crush. Please stop it. Its ridiculous. And easymode loot wont give you that dopamin high you want anyway.

  14. @Pirindolo.9427 said:

    @Yasi.9065 said:Heres the thing though. Fractal instabilities are just additional mechanics to deal with. Some are easier to deal with, others are more difficult. Some are annoying, some you can basically ignore because you already have the toolkit to deal with them easily.

    So far we agree. Every people agree on that. Nothing new.I dont think you really know what I said there, but okay.

    @Yasi.9065 said:SA is fine.Correction: SA is fine for you. I consider the opposite, and you know that the majority of the playerbase is closer to my opinion than yours.Majority? Proof? Wheres the data?

    @Yasi.9065 said:Sirens Reef is fine.Correction: Siren's Reef is fine for you. I consider the opposite, and you know that the majority of the playerbase is closer to my opinion than yours.Again. Data?

    @Yasi.9065 said:What needs to change is the mentality of fractal pugs. Instead of skipping it you should find a way to deal easily with it.

    Are you serious? So Anet should change its business? Instead of developping (and changing) a game to attract more players, they should dedicate themselves to manipulate the mind of their potential playerbase? Social engineering? Come on!!!You and sadly many others havent yet realized that computer games arent an interactive movie with chatroom.Let me put it bluntly: If you want your daily dopamin rush, then earn it. You are getting handed out more than enough in GW2 already. Stop demanding nerfs to every little tiny challenge in the game left. If you cant handle it (skillwise, emotionally or whatever) then go somewhere else. GW2 is big enough for you to not bother with something you dont like.

  15. @crepuscular.9047 said:how bout just delete siren, seems like it is the most hated fractal, dethroning aquatic by a long mile

    i was laughing when Deroir said he refuses to do siren on the recent teatime :lol:

    He just doesnt like it. Its not about it being too difficult or an instability being too difficult. Or the combination of both. For him, Sirens Reef really drove home that there will never be a fractal CM - ever. And that any new fractal we get, will be a storymode one. For someone that loves fractal cms, that hurts.

  16. @Pirindolo.9427 said:

    @Pirindolo.9427 said:It's self explanatory. The rate of (miserable) failure of Siren's with S.A. is the highest of any fractal ever. You can see a lot of LFG messages saying: "Siren's@boss", "T4 (except for siren's)"... But the worst thing is that S.A. punishes you for doing what you have to do in the boat fight.

    leave it be, if you cant do it then dont do it. let people that can do it, do it.

    For you and all the "git gud" boys that don't read: Again, and last time: it is not a matter of how difficult it is, but a matter of how bad design fractals keep more and more ppl skipping them from the daily run.

    Heres the thing though. Fractal instabilities are just additional mechanics to deal with. Some are easier to deal with, others are more difficult. Some are annoying, some you can basically ignore because you already have the toolkit to deal with them easily.

    SA is fine.Sirens Reef is fine.

    What needs to change is the mentality of fractal pugs. Instead of skipping it you should find a way to deal easily with it.

  17. @"Eloc Freidon.5692" said:Collection flow is pretty top notch without insulting someone who doesn't have endless hours to do it. Its just missing something unique and permanent to acquire outside the tonic and weapon skins. An infinite use Raven would be nice.

    Thats a good point. I especially like the multi-tiered rewards some collections in the new episode have. Definitely a better approach than one big chest at the end. So the rewards deliverance system this time is good in my opinion. Im also enjoying seeing karma given more value.

    The rewards itself I dont particularly like this episode. Theres nothing for me that sparks the "must have" feeling, collections and achievements are mostly exploring things - done in passing, nothing to focus on. The missing exp and loot on most mobs I think is a bug. We've had that several times on new releases, so Im guessing this will be fixed at some point. If not, then thats a weird approach, diminishing the re-play value of the map quite a lot.

    Overall, my gripe is the same as with all releases since LS3. Rewards are handed out without overcoming a challenge (time or skillwise), therefore rewards arent anything special and dont give a sense of accomplishment/pride. In short, the rewards are meaningless.

  18. Im seeing a lot of complaints that the story (and overall content) are not enough content.

    In the past, I probably would have agreed with this, but since quite some time Ive embraced the way of GW2 and only play the game a few hours per week, on the side so to speak. I can agree, that if I played GW2 still "fulltime", this episode would have been rated quite a bit lower for me as well. The way too easy openworld part of the release would have more impact on my enjoyment.As well as the missing difficulty settings for strikemissions. Especially because this time we got a fully on its own developed strikemission, not "just" a re-used story bossevent. For me, that points towards raids and fractals being either neglected or completely given up on in favor of strikemissions, considering that Anet didnt hire extra devs for that kind of content. At least that I know of :)

    So, I can somewhat understand the negative responses. However, I want to point out, that we got a few new features this episode (love the self-opening doors and jormag's chilly whispers ;p), so overall I wouldnt call this episode an example of anets supposed decline. Its just a bit less flashy compared to Grothmar Valley, and it lacks a challenge for veterans.

  19. How you guys liking the new episode?

    I love the new map, its very thematic dark all around (music, graphics, mob-choice).. the story is engaging, the strikemission nicely a step up from grothmar valley one. The new mastery is enough of an intrigue to make it not a straight up powercreep. Overall, I think its a very well done release.Only fly in my soup is that the "big" openworld events are a bit anticlimatic, too easy, too fast done. But thats an overall problem I think mainly due to the scaling system gw2 uses for openworld events, so not that much something to do with the episode.

  20. @"FrigginPaco.4178" said:I'll just tag along to the "I liked fall damage reduction in WvW" camp :(

    I liked using it to engage people... It felt coooool D:

    Especially during those times when one of the falling traits was bugged and you could one-shot people with it... sorry, cant say Im gonna miss that.

  21. @Urud.4925 said:

    @"Yasi.9065" said:The achievements arent meant to rush through. Most (all?) of those achievements are just participation ones, so... just do the events, play on the map, enjoy... its a good map. You dont have to be finished with the achievements in a month, you can take years for them. No expiration date.

    Grinding, re-visiting older content... all are parts of MMOs. If you dont like that kind of gameplay, then you are in the wrong game genre.Not all the achievements will be easier with less players. The race will become easier, but if the skins don't drop now, it would be even more difficult when less players will play the strike mission. Unless ANet increases the drop rate or put them in the WvW reward track.Speaking of reward tracks, with last episode they put 2 weapons in the WvW and PvP reward tracks. Usually you don't have to play WvW and PvP to complete an achievement for the Story Journal. I play them casually, so it wasn't a problem for me, but they are definitely shifting the trend.

    I think the skins (and other rewards) make sure you always will be able to find other players for a strike mission during primetime.And they are adding more focus on WvW and PvP because alliances and swiss will most likely be released during this living story season. So it makes sense to get people already re-aquainted with the concept. Personally, I like that. Doing wvw reward tracks is in no way demanding, and when alliances hit, most PvE players will be more inclined to give it a try.

    Im usually someone that critizises a lot, but the prologue was well done all around. A good mix of everything. My only gripe left is missing difficulty settings, but thats not something to do with the prologue, but with the whole PvE content. Missing difficulty settings mean you always get this weird "common denominator" on world bosses and raids as difficulty. Too challenging for newbies, too easy for veterans. Too easy with lots of players, impossible with too few.

  22. The achievements arent meant to rush through. Most (all?) of those achievements are just participation ones, so... just do the events, play on the map, enjoy... its a good map. You dont have to be finished with the achievements in a month, you can take years for them. No expiration date.

    Grinding, re-visiting older content... all are parts of MMOs. If you dont like that kind of gameplay, then you are in the wrong game genre.

×
×
  • Create New...