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Some of the game devs seem enraptured with the speedrunning culture.


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https://www.makeuseof.com/tag/speedrunning-culture-future-single-player-gaming/

Look up speedrunning if you don't know what it is, there are a gazillion videos on youtube.

 

Anyways, using the elite pve instanced content as the spearhead for basically the entire game seems to be flawed.

If all skills, traits, and tactics are quickly heading towards stacking, spamming, and pressing 1, the complexity of the game along with the satisfaction are going to dip.

Which, even if the devs are speedrun culture fanatics, doesn't makes sense for them to purposly design everything to make it easier for every player to succeed at the highest levels of speedrun.

The nature of the speedrun is for the players to adapt to the challenge, not for the devs to adpat the game to players and remove the challenge.

Perhaps with good nature, but bad judgement, the devs who love speedruns won't only harm the rest of the game by removing flavor and complexity, but also the speedrun culture by removing challenge.

Every class wants to be able to do everything, and that's probably just bad design if everyone can do everything equally.

Ask, "why even have separate classes?"

You should have just had one neutral class and let players choose how to design it with this philosophy.

 

How does speedrun affect the rest of the game?

As the devs push to homogenize dps and role aspects of every class, their innate features and abilities begin to shine over others in games modes that don't min max to the extreme.

Classes with higher health and defense that have the same dps as classes with lower health and defense tend to be the most picked for example.

Homogenization needs to happen at core features to such as health tier, passive traits, and armor if they want to retain class identity.

DPS go up, DEFENSE go down.

Pretty simple.

 

OR......

Define roles, and rethink how the instanced content can offer the necessity of differing roles that sections of classes can participate.

(Different roles, different professions)

If the whole point is to stack and whack 1, then everyone should be the same.

 

PvP specific?

Extremely small viability pool for spec selection.

 

 

What am I trying to say?

The game must be designed considering the different classes, and not homogenize the classes for the game.

 

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3 hours ago, Crab Fear.8623 said:

https://www.makeuseof.com/tag/speedrunning-culture-future-single-player-gaming/

Look up speedrunning if you don't know what it is, there are a gazillion videos on youtube.

 

Anyways, using the elite pve instanced content as the spearhead for basically the entire game seems to be flawed.

If all skills, traits, and tactics are quickly heading towards stacking, spamming, and pressing 1, the complexity of the game along with the satisfaction are going to dip.

Which, even if the devs are speedrun culture fanatics, doesn't makes sense for them to purposly design everything to make it easier for every player to succeed at the highest levels of speedrun.

The nature of the speedrun is for the players to adapt to the challenge, not for the devs to adpat the game to players and remove the challenge.

Perhaps with good nature, but bad judgement, the devs who love speedruns won't only harm the rest of the game by removing flavor and complexity, but also the speedrun culture by removing challenge.

Every class wants to be able to do everything, and that's probably just bad design if everyone can do everything equally.

Ask, "why even have separate classes?"

You should have just had one neutral class and let players choose how to design it with this philosophy.

 

How does speedrun affect the rest of the game?

As the devs push to homogenize dps and role aspects of every class, their innate features and abilities begin to shine over others in games modes that don't min max to the extreme.

Classes with higher health and defense that have the same dps as classes with lower health and defense tend to be the most picked for example.

Homogenization needs to happen at core features to such as health tier, passive traits, and armor if they want to retain class identity.

DPS go up, DEFENSE go down.

Pretty simple.

 

OR......

Define roles, and rethink how the instanced content can offer the necessity of differing roles that sections of classes can participate.

(Different roles, different professions)

If the whole point is to stack and whack 1, then everyone should be the same.

 

PvP specific?

Extremely small viability pool for spec selection.

 

 

What am I trying to say?

The game must be designed considering the different classes, and not homogenize the classes for the game.

 

 

Seriously! See, this is the biggest problem this game had. It never defined and implement a proper combat framework. The framework and philosophy kept changing. It was never consistent. First, Anet wanted to get rid of the traditional trinity...only to partially bring it back later?...(druid, tempest, boons) Now, it seems, they want all classes to do everything...

 

And this is where I get to the "big 3" (guardian, necro, engi). These three classes put out a ton of AoEs, boons and conditions. They can do it all. They are overpowered. They are dominant in all three game modes. The other 5 classes cannot do all of these things effectively like guard, necro, engi can. (Warrior most certainly does not do boons like guardian...)

 

See, this is why gw1 is/was/always will be the better game. It had a consistent combat philosophy and framework. Yes, a warrior could take a side job (monk, ele) but warrior was the primary. Combat roles worked and you still had variation with secondary professions.

Edited by JTGuevara.9018
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I think their changes are more in the direction of letting (a lot) more players into instanced pve content. I think they are making pve speedrunners mad with their changes too (overall dps should be dropping now, there is not enough compensation for the gone unique boons).


To me this is just an attempt to make another game, where your game doesn't have the necessary foundation. No idea how you take the combat in this game and reduce it to stacking and doing a rotation, and you somehow think this is an improvement. Or why you would abandon the rest of the game for this; you think its a strength of the game for the steam release or something? If you think this forum is toxic, wait for players from other MMOs with real raiding to come and tear this game apart.

But oh well.

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For me personally, GW2's defining feature -- and the thing that sets it apart from other MMOs/RPGs -- is the dynamic and fluid combat design, with a focus on mechanics/reactions (timing dodges, blocks, CC, etc.) over pure rotations.  GW2 has been steadily throwing away the features that made it unique, and this latest patch really exemplifies that. 

 

Just look at the changes to Chrono Shield5.  Shield5 is a projectile block and CC -- it should be a skill used reactively to counter certain attacks, or to set up bursts.  The latest patch, however, re-designed Shield5 to be spammed off cooldown to maintain alac/quickness for the raid group. 

 

The steady trend away from rewarding counterplay and complex playstyles has made GW2 feel more and more like all the other generic MMOs, where you just mindlessly rotate through your skills. 

 

 

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