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C1d0s
Advanced Member
Joined: 4/28/09
"Behind every successful man is a woman, behind her is his wife." ~ Groucho Marx |
9/19/12 1:23:02 PM#101
Originally posted by xpiher Teaching the players how to play is quite self-explanatory. They're modifying the game in a way to promote their version of play, instead of how the actual customers prefer. Regardless of designer's intention, players will find a playstyle that suits them - it doesn't matter if it was what the Devs had in mind. This has been true since the dawn of MMO's. GW2 being so different from WoW, to me, is also pretty obvious. The WHOLE time it was being promoted, from beta to all the other PR events, it was hailed as something revolutionary and entirely different that what was already on the market. IE - Big dog on the block: WOW. Since then, that's all everyone can talk about: "OMG, DOES THIS SO MUCH BETTR.", " SO DFFRNT FROM WOW", "LOL WOW BABY", "SO GUD. BETTER THAN WOW" And yet ANET hasn't done absolutely nothing but continue to turn it into GW1, what with arificially difficult dungeons, anti-farm codes, and forcing players ( the elite, supposively ) to utilize particular classes, with certain weapons and traits to run dungeons for tokens so that they can get pretty-looking skins. Let's not forget also how many times you have to run these pitiful things just to get a single piece of gear, combined with how buggy and down-right broken most of them are - on top of the now reduced reward and inflated difficulty. Half of the dungeon tactics revolve around: "DODGE RED CIRCLE, KITE, KITE, KITE" anyway. I hardly see how that's any different or more fun than anything else we've been taught over our years of MMO-gaming. "Oh, that boss with a stupid amount of health and no mechanics was boring? Okay, instead of reducing his health and giving a few abilities that might actually make you sweat.. we'll just tack-on a bunch of untested mechanics and INCREASE his already astounding healthpool so that, not only do you have to stick on a single mob for 45 minutes, but also run around dodging 15 different, buggy mechanics. -- Also, he'll go invulnerable from time-to-time. We don't know why, but who cares! It's more fun this way. Trust us! Just L2P and you'll be fine." At least in Warcraft, the grind wasn't excruciatingly mind-numbing without reward. Hell, you could even do whatever dungeons you preferred to get your rewards thanks to universal tokens / points. You could even be ANY CLASS IN THE GAME, WITH ANY SPEC and still contribute effectively. So much for being grind-less, casual friendly, and ultra revolutionary ANET. |
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9/19/12 1:26:56 PM#102
Originally posted by wowfan1996 They don't - get real. It looks like there anti-farming code is not working - so they are probably working on that.
GO ahead - buy gold in game and see your account get a perma-ban. They do it that fast. There will be Gold Sellers always - even in Rift, they do show up.
Your forum name says it all - please go back to WoW and play with Pandas. |
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9/19/12 1:29:41 PM#103
Originally posted by Xiaoki And your still clearly missing the point of the nerf. Why bother doing other paths when you can grind path #2? Why bother putting in other paths at all if they wanted one path to be solely used? This is just a way to make others try different instances. For the players who want to try every path, this is by far the hugest gripe they have. If you don't have 4 people with you to run this dungeon, then your forced to pug. The pugs heard on the street that the easy path gets them lots of gold in no time, so all they will want to do is that path only. Now you're either forced to ask each person if they are ok with other paths or to buckle down and do the instance you have already run. When instead you can join a group, do path #2, then when you finish go do path #1,3 since doing 2 isn't worth it anymore. You can't understand the frustration for the players who want to experience everything unless you have played the game yourself and have a "idc about farm" mentality, or a completion mentality. Its like going into WoW and wanting to do hard mode deathwing, but instead the group only wants to do easy mode because it's easily farmable. You want the experience from doing it, but your forced to either find a new group, which could take forever, or just give in and maybe not enjoy your time because your stuck doing it over again. Honestly, if the designers wanted to make it easier, and I wouldn't recommend this because instead of "OMG CASH SHOP" players coming out, you would get players who level off of instances come out instead, would be to take the once a day approach. GW2 won't do this, because they want to give you the opportunity to level with dungeons as much as possible, but it stops the farming of only certain paths. Again, they would have to say "only one certain path a day" because then people would only do certain paths then quit after. This decision was by far the easiest for them, and probably the least damaging. This only affects the players who felt the need to farm instances for money and exp, and doesn't affect the average player who can only run maybe an instance a day, or doesn't care about the gold aspect. I would love to hear your magical idea to fix instances besides "give them more rewards" for the other paths, because that won't fix anything, I can guarantee that. Players finish dungeons in different times, so it's almost impossible to quantify a number to increase the other instances. |
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Originally posted by botrytis What about farming mobs? That's not legal anymore? In GW2 venacular that's exploiting? DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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9/19/12 1:32:20 PM#105
Originally posted by C1d0s Your a fool to think that they are doing it just to make players play in "their way". This is a fix for players who want to experience everything and gripe about the fact that all they can get groups for are easy dungeons with easy and quick paths. Once you get the gear from all that gold you accumulated, you're still never going to get to experience the other paths because noone will want to do them. They aren't teaching people anything, they are just making other paths viable. |
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GeezerGamer
Advanced Member
Joined: 4/03/12
Who ever said "Familiarity breeds contempt" didn't have an internet connection. |
9/19/12 1:36:50 PM#106
This reads like it's online virtual communism. If the conversation turned "Tit-for-Tat", and I've stopped posting, Consider it your win. |
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C1d0s
Advanced Member
Joined: 4/28/09
"Behind every successful man is a woman, behind her is his wife." ~ Groucho Marx |
9/19/12 1:41:17 PM#107
Originally posted by eggy08 Other paths viable? You do understand that, regardless of how many locks or difficulty patches they release, players will still find the easiest and fastest-completed dungeon to run to maximze their efforts, right? If you think ANYTHING else, then it's YOU who's the fool. They're trying to force people to experience parts of the game that, frankly, are unappealing to the playerbase; otherwise, this wouldn't even be a topic because everyone would already be doing all the dungeon paths in the first place. It would be different if half the other paths in this game weren't mind-numblingy long, boring, or BROKEN ENTIRELY. Heaven forbid players actually want to break even when leaving dungeons, what with getting sneezed on by enemy mobs seeming to reduce your armor to shreds. |
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9/19/12 1:42:27 PM#108
The only thing Im missing is the point of your post.
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9/19/12 1:53:52 PM#109
Originally posted by C1d0s I'm not saying they won't want to, but at least it forces players to step back and think a little. You can say all you want about the gold farmers who take the path, but if you give little reason not to take the farm path, then why would the average player not take it. It's literally impossible to force anyone to take the other path without putting on a lock like other games, and since they never started with one, I doubt they will make it now. Its like looking at the difference between buying a already made pizza versus making one yourself. You can easily agree that the already made pizza takes far less work than the self made. In the end, you still get the pizza right? Same rewards. But sadly over time, the self made pizza will cost far less due to certain factors. If this wasn't in place, who would bother making a pizza, they would instead always buy the already made pizza. Some people enjoy making pizza, it can be its own reward for getting to experience it for the first time. But the average person doesn't want to do extra work if he there is no tradeoff for buying the already made pizza and having to put no effort into it. I'm not saying that every person will want to do every path nor bother to not do the easy path everytime anyway. All I'm saying is that if there is no tradeoff to doing the easy path, then the people who want to experience everything else will never get that chance. |
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9/19/12 1:56:13 PM#110
Originally posted by Xiaoki Or you clearly didn't read my post. As I stated in there exactly why the 30 minutes makes a difference. Next time I won't bother and just leave it at what you cut off, because you clearly won't read it anyway. |
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Originally posted by eggy08 Why are there diminishing returns on mobs? Is grinding mobs exploiting now? DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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C1d0s
Advanced Member
Joined: 4/28/09
"Behind every successful man is a woman, behind her is his wife." ~ Groucho Marx |
9/19/12 2:02:44 PM#112
Originally posted by eggy08 The trade-off? You have to be joking. There is no trade-off, like, at all. They did't make dungeon paths any more appealing than before; in fact, all they did was enforce their intended method of dungeoning. All that's going to happen now is that the speed-runners are going to pick the TWO easiest pathes and farm the ever-loving crap out of them, while other people struggle with the horrendously made others out of ~respect~ for ANET's design decision. They literally changed nothing, save the fact you get less rewards if you manage to complete a dungeon faster than they intended. |
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9/19/12 2:03:09 PM#113
Originally posted by bcbully I'm talking about instances in general. I honestly wasn't even aware of the diminishing returns on mobs, unless they added it in this patch. I don't agree entirely on it, Idk how long it takes to fall off, nor how many you need to farm to get it to activate. I was kinda happy they did it for DEs... in a sense. Only because I hated the zerg and liked doing DEs solo or with small groups instead. But that won't stop the zerg, basically just meant people would alt tab and take a 30 min break then jump back in again. |
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9/19/12 2:05:26 PM#114
Originally posted by C1d0s And I don't care about the speed-runners. I care about the average player who wants to run dungeons. If they feel that there is no reason to not run the same path over and over again, then they will continue to do so. But instead you can leave the instance, come back in and do a different path instead. Sure they could want to go to a completely different instance, but I'm not joining a group if that's what their intentions are to start with. |
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9/19/12 2:07:15 PM#115
I think you all should go out and get laid.
Video games LMAO!! |
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9/19/12 2:09:26 PM#116
Originally posted by apb2011 The japanese video-game sextion is that way ----------------->
Wait, I might have misunderstood your post. I want a mmorpg where people have gone through misery, have gone through school stuff and actually have had sex even. -sagil |
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C1d0s
Advanced Member
Joined: 4/28/09
"Behind every successful man is a woman, behind her is his wife." ~ Groucho Marx |
9/19/12 2:12:09 PM#117
Your reply is humorous because this patch was initiated to combat the speed-runners. Saying you don't care about why the patch was put it out, then complaining that people don't like it, is essentially getting your feathers ruffled for absolutely no reason. If you don't care about the speed-runners, then go do your monotonous dungeons for an entirely unsubstantial reward and claim it was totally "fun". The sheer fact this game has SO much grinding, and that ANET is dead-set on making the grind as insufferable as possible, doesn't bode well for the future. So far, they've done nothing but make decisions that are entirely anti-casual, anti-fun, and all for what? Allegedly, to keep farmers from ruining their precious economy. |
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9/19/12 2:12:32 PM#118
And the reason I say this is, if you all were getting some on a regular, you wouldn't give a crap about an online game being nerfed.
Just common sense. |
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9/19/12 2:15:51 PM#119
Originally posted by Foomerang And P2P games don't do the same thing with restricting money and drop rates to keep subscriptions going? How is EVE going with the PLEX sales? Are you somehow inferring that this situation is peculiar to games with cash shops? I think you need to supply some factual analysis and then draw conclusions from that. In short all games restrict rewards to drive their revenue model. At least be genuine in your crticism. |
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9/19/12 2:21:28 PM#120
Originally posted by C1d0s Again, then you missed my point. And I'm honestly not going to keep reitterating it because you feel like this patch was only for one classification of people. Its not like it was only the speed-runners who took the paths only. But you can keep thinking that way. |
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