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New Players taken aback by what they call "one-shotters"


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19 hours ago, DarcShriek.5829 said:

As a veteran player, I've noticed this has greatly increased in frequency the last few days.  It's horrible.  There are a number of players that feel they have to do the entire event all by themselves to the detriment of the other players trying to participate in the event.  It's worse than when champ trains roamed the starter areas.

I wonder if new players do not realize that GW2 is unique in the way that you don't have to wait for your turn but can shoot the same target as we share in the results. The only time this is different at all in PvE is if we have to collect an item and it counts how many you hand in (for example: Apples).

 

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4 hours ago, DarcShriek.5829 said:

Yes, this problem has always existed, but not to this degree.  It's way more than normal.

Aye, I've seen vets using mounts and movement abilities to rush over to the mobs and wipe them out before the noobs can even get to them. That's not even a misguided attempt to help them, that's intentional griefing. Especially when you consider that you only need one kill to get bronze and credit for the event if that's what they're after. I've seen this happen repeatedly at the first heart in Queensdale when the bandit event spawns. I've also seen vets wait for a noob to spawn one of the worms, then one shot it before the noob can get a hit in. It's griefing 100%.

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3 hours ago, Katiekaboom.1980 said:

I wonder if new players do not realize that GW2 is unique in the way that you don't have to wait for your turn but can shoot the same target as we share in the results. The only time this is different at all in PvE is if we have to collect an item and it counts how many you hand in (for example: Apples).

 

That's the thing, you have to tag at least 1 mob related to the event (in such mob-related events). If this is a local / sub-zone event wherein a mob has to be killed, it is going to be extra challenging for the newbies.

We, as veteran players, are already very familiar with this situation and have workarounds. But for new players, they will be surprised by it and then get frustrated (and possibly leave the game with a negative feedback).

One commenter earlier was correct, this problem already existed since the game was launched however, it has exponentially gotten worse because of the new achievements existing characters should do (and many players want to of course). You just want to breeze through it and get done with those achievements.

Another possible solution I can think of is they should add an icon besides the name for accounts without a L20 character yet. It should at least make some players conscious that "hey, this is a real new player and not some veteran player with a lowbie character".

In any case, as more existing characters finish the new achievements, there should be less high level characters roaming around starter zones as compared to what is happening currently. The question is, will the new players still be around by that time or have they left because of frustration?

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On 8/25/2022 at 6:08 PM, Katiekaboom.1980 said:

Ya that is it in a nutshell! Sure Anet might have wanted to starter zones to look especially active but this just went wrong.

Yep, it was surely made with good intentions. They probably just did not expect it to be this … problematic.

But then again, is there really an issue? We, as the community, do we have data that new players are actually getting frustrated and leaving? They probably thought this far ahead too and they probably some data which points that players won't leave.

It's a valid concern but maybe we are just overthinking it?

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13 hours ago, YourOnlyOne.4937 said:

We, as veteran players, are already very familiar with this situation and have workarounds. But for new players, they will be surprised by it and then get frustrated (and possibly leave the game with a negative feedback).

One commenter earlier was correct, this problem already existed since the game was launched however, it has exponentially gotten worse because of the new achievements existing characters should do (and many players want to of course). You just want to breeze through it and get done with those achievements.

You hit the nail right on the head there! I hope someone at Anet reads this but probably better chance if mentioning this on their twitter instead.

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13 hours ago, YourOnlyOne.4937 said:

Yep, it was surely made with good intentions. They probably just did not expect it to be this … problematic.

But then again, is there really an issue? We, as the community, do we have data that new players are actually getting frustrated and leaving? They probably thought this far ahead too and they probably some data which points that players won't leave.

It's a valid concern but maybe we are just overthinking it?

Naw man. I have heard the complaints firsthand. Some of left and I told them if they want to take a break do it but don't just shrug off the game as a loss but come back to it later after the hype has died down and all the 80+ level players already got their achievements on all their characters (many have a LOT and this IS a per-character achievement making the problem take longer to calm down).

I even made a new account on Steam just to see what all the problems were and saw first hand, it is real and not any overthinking on anyone's part. If anything, high level long time vets are just shrugging off the complaints thinking they are nothing and going on with their day without any regard to new players.

Yes not ALL high level players with many alt accounts and more than 8 character slots on each are like this, but it is a noticeable problem now.

Edited by Katiekaboom.1980
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Say you are escorting a caravan or something like that in a low level area. All some of us who have been playing awhile need to do is attack one or two enemies and move along with the group. I like the suggestion someone else made about using our boosts and boons to help the group. In PvE, a high kill count doesn't mean very much.

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6 hours ago, jahaan.1405 said:

Say you are escorting a caravan or something like that in a low level area. All some of us who have been playing awhile need to do is attack one or two enemies and move along with the group. I like the suggestion someone else made about using our boosts and boons to help the group. In PvE, a high kill count doesn't mean very much.

Ya starter maps do not need a lot of power to kill any enemies. If you match the level of the enemy then for sure you can kill them. And it scales up for the amount of people in the event (not level but amount of enemies) which is also good (Some events have poor scaling and leave people waiting for an enemy to kill) and down levels anyone who is higher level that comes to that same event.

The problem seems more to do with mounts and skills and of course just age old abuse of what they can do with complete disregard of those around them. Anet has already down scaled mounts since the release of mounts back when they came out with Path of Fire but their abilities still give them a huge advantage over new players trying to just learn the game and use 1 to hit (might be all they have unlocked so far). The only way I could see on evening this out is if in starter maps there were "no mounts allowed" for certain events (like they did for jumping puzzles) or no elite skills. Not sure that would work or even be at all productive but this would take some thought on Anet's side as they know what is possible and what isn't.

The issue has been there awhile but the release of the the achievements for new players -- Character Adventure Guide -- also being for 80+ level characters just made it worse. This brought players who were doing all expansion and high level stuff for the last few years suddenly coming back to the starter maps and playing them as if the starter areas are in the hardest maps of the expansions.

I noticed that some end game players do not even want these and are bothered by them (as in this thread). I really do not think that most experienced players would have cared if they did not get offered the same thing the new players had and it probably would have been for the better. After all, those of us experienced already got achievements for things we learned way back then and really are now just getting double the recognition for the things we already were rewarded for when we first started playing. 

Having it only for those who are new who just came to the game or those under 2000 AP even would have made this a whole lot smoother for new player's first time experience with GW2. Most likely then the only high level players would have been the ones who genuinely wanted to help new players with food buffs and banners and gifts of bags.  That would have been fine and a lot less overwhelming and frustrating.

But that is just my take on this.

Edited by Katiekaboom.1980
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  • 2 weeks later...

Another issue for New Steam players is not knowing that if they win any of the giveaways going on where they get a Gem code to put into their account they cannot actually redeem because they are on Steam.

https://help.guildwars2.com/hc/en-us/articles/230890448

So that doesn't help the impression Steam players are getting with GW2.

Was just reading about the disappointment on the Steam forums. People are very upset saying Anet hasn't told people when they try to purchase as it only says on wiki and forums which Steam users are not familiar with this. A few have been griping saying that Anet just wants to take their money. Not exactly the case and it is not all just Anet or Steam but a combination of how both accounts work being the reason why they cannot redeem gems.

It seems however with the hype having died down new players are no longer being overwhelmed as much in GW2 in general. So that is good. Now just the technical issues involving gems and gem store items.

But with time all things smooth out right?

Edited by Katiekaboom.1980
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I wonder if scaling down ability slots, traits, and gear would help in addition to level.

 

So your gear gets scaled down. . .level 1-10 = basic gear stats, 11 - 20 = fine gear stats, 21 - 30 = masterwork gear stats, 31 - 40 = fine gear stats, 41 - 50 = exotic gear stats, 51+ = ascended gear stats.

 

Ability slots could be scaled down in the same way. Slot 1 unlocks at level 11, slot 2 at 15, and slot 3 at 19. Elite skill is unlocked at level 31. So if you go to a place and are scaled to level 10, you don't have any utility slots.

 

Maybe traits could work in a similar way for down-leveling. Level 1-10 = 1st line of traits unlocked, level 11 - 20 = 2nd line of traits unlocked, level 21 - 30 = 3rd line of traits unlocked (I think that is about approximate to how players would be unlocking their trait lines normally. Might even be a bit generous.)

 

That way, players can't just steam-roll through mobs. It takes them the same amount of effort as any other player. This has the added benefit of making adventuring with lower level players more fun (since everyone contributes equal effort to making the kill).

 

I personally wouldn't mind having everything down-scaled so I could enjoy going through earlier level zones, it makes more of the world fun to explore in the end. It is no fun just being able to look at mobs and they die.

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I'm a very old player yet still have trouble and stress to arrive and hit enough to count as an achievment or for loot.

The main cause is because of the abusive flying mounts that most pros use in the farm-trains.

In the sandswept isles map for example is very difficult to access certain locations before the boss is killed by these tryhard.

And no I'm not interested in the neverending grind to have this mounts.

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The most annoying thing, even for advanced lvl 80 players is low(er) level areas daily events and these new achievements where people use the mounts to deal damage and mow down mobs.

Mounts do CC that is fine, they should not do damage. Doesnt fix everything but it prevents mowing down mobs by just dismounting before anyone can take a hit.

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I doubt that any solution can be found in the player base and think this would fit the suggestion-category better as I truly think that the solution is a design change.

People want to kill as soon as possible. You can ask them not to do it, but it will happen most of the time anyways.
The game is designed in a way that low level content is still enjoyable when playing a high level character. With the increase of dps of the last 10 years, this has shifted. We got legendary/ascended weapons and armor. We got more types of foods, we got updated skills and we got elite specialisations. I do not have any numbers, but without a doubt our DPS has increased significantly.

The solution in my opinion is to re-evaluate the downscaling AND add a maximum dps to high level players. So downscale them further and add a maximum dps to them. 

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On 9/14/2022 at 2:49 PM, Axelteas.7192 said:

I'm a very old player yet still have trouble and stress to arrive and hit enough to count as an achievment or for loot.

The main cause is because of the abusive flying mounts that most pros use in the farm-trains.

In the sandswept isles map for example is very difficult to access certain locations before the boss is killed by these tryhard.

And no I'm not interested in the neverending grind to have this mounts.

Let's be honest here, Sandswept Isle is not a beginner's area.  It is endgame.  This thread is new players and problems with one shotters.  There are also very few new players here.  No one one shots a boss on this map.  I'm not aware of people one shotting standard mobs here except for flamingos.

Edited by DarcShriek.5829
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On 9/14/2022 at 10:11 AM, Aplethoraof.2643 said:

I wonder if scaling down ability slots, traits, and gear would help in addition to level.

 

So your gear gets scaled down. . .level 1-10 = basic gear stats, 11 - 20 = fine gear stats, 21 - 30 = masterwork gear stats, 31 - 40 = fine gear stats, 41 - 50 = exotic gear stats, 51+ = ascended gear stats.

 

Ability slots could be scaled down in the same way. Slot 1 unlocks at level 11, slot 2 at 15, and slot 3 at 19. Elite skill is unlocked at level 31. So if you go to a place and are scaled to level 10, you don't have any utility slots.

 

Maybe traits could work in a similar way for down-leveling. Level 1-10 = 1st line of traits unlocked, level 11 - 20 = 2nd line of traits unlocked, level 21 - 30 = 3rd line of traits unlocked (I think that is about approximate to how players would be unlocking their trait lines normally. Might even be a bit generous.)

 

That way, players can't just steam-roll through mobs. It takes them the same amount of effort as any other player. This has the added benefit of making adventuring with lower level players more fun (since everyone contributes equal effort to making the kill).

 

I personally wouldn't mind having everything down-scaled so I could enjoy going through earlier level zones, it makes more of the world fun to explore in the end. It is no fun just being able to look at mobs and they die.

Reducing the number of skills we have would be miserable. And some professions would hurt more than others.

I'd much rather they keep tinkering with some outright damage nerf to level 80s until they find a sweet spot than say, oh, you're in a level 10 area, give up your utility slots.

Gear scaling could be fine.

I don't know about trait removal. Some of them really change how you play, and their removal would be like suddenly playing a different class.

You want to make it so level 80s don't one shot. You don't want to make them hate being in low level zones.

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I've been playing since the beginning, jumping from the original GW, so 10 years now but I am still a beginner. I can't do raids or fractals and get kicked out of strike missions before they even start. Because of this, I am courteous whenever other players are near. For example, when I was recently very close to completing the Slayer achievement for Jotun (around the upper 900's before 1000), basically farming, shooting from a spot Jotun couldn't strike me, I stop and wait when other players arrive and allow them to take out the Jotun themselves and/or open the chest. When they leave I resumed. Point being, unless it is a meta event, I basically let others have their fun. My account is about to earn10,000 points so personally I'd like others especially beginners enjoy the game as I have.

Edited by phaserBanks.7386
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  • 2 weeks later...
On 9/15/2022 at 3:06 AM, aspirine.6852 said:

The most annoying thing, even for advanced lvl 80 players is low(er) level areas daily events and these new achievements where people use the mounts to deal damage and mow down mobs.

Mounts do CC that is fine, they should not do damage. Doesnt fix everything but it prevents mowing down mobs by just dismounting before anyone can take a hit.

I noticed this as well

 

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On 9/15/2022 at 4:57 PM, DarcShriek.5829 said:

Let's be honest here, Sandswept Isle is not a beginner's area.  It is endgame.  This thread is new players and problems with one shotters.  There are also very few new players here.  No one one shots a boss on this map.  I'm not aware of people one shotting standard mobs here except for flamingos.

Ya I was talking about the starter maps. Not Sandswept Isle. Don't know how that got brought up but ... it DOES seem there are less issues now that most high level end game players have gotten their achievements in the starter maps and are no longer overwhelming new players as much. But Aspirine's experience is exactly what I am talking about.

 

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when I mentor in Caledon, I really keep back and let the newbies hit first. That way they get their XP and loot. Sometimes I even tell them to make sure they hit something, because I can one-shot mobs - and dont want to take them from them. 

It is all about personality I guess. Some people feel the need to show off (that is also why the most trolling I get in map chat is from people with bronze&silver pvp badges - why are those even a thing, but not wvw rank?). 

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