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All Posts by L0C0Man

All Posts by L0C0Man

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What's wrong about it?.

The way I see it they're giving a certain amount of spots to an active WvW guild so they decide who to give them to within their members... makes sense considering that it's a stress test of a WvW map and they want to fill it as much as they want with people that they know will be active WvWing.

Honestly can't see what's so wrong about that.

You missed the new PvP mode: Stronghold:

https://wiki.guildwars2.com/wiki/Stronghold

About the aditions/wanted features, some more info:

1.       Bring back super adventure box!

About this Colin posted this in reddit: "Rinith's reply is probably the closest description to the reality as of today where we stand with SAB. We've made a number of changes to the physics engine as a result of places like Silverwastes, Dry Top, and the expac that means we need to go back and re-work SAB to use all the new movement systems. It also needs a pretty solid rewards overhaul, and I know Josh would love to make some changes to world 2 before it returns.

We're all focused on expansion - both the announced details, and the un-announced details and simply can't peel anyone off a team to work on it right now without it effecting expac. The two SAB worlds we've seen will return as we've said before, but simply put our focus right now is on making the expansion amazing :)"

Source: https://www.reddit.com/r/Guildwars2/comments/3bqhaf/infinite_continue_coin/csoszn5

3.       New dungeons

4.       Brand new weapons (Flail, spears, Crossbows, Halberd, Scythe, etc)

They already said that there are no new weapon types coming in the expansion, and most likely no new dungeons either.

Originally posted by daltanious
Originally posted by nolic1

So after seeing many posts about the new down scaling I decided to go research it my self to see just how much different it was and found some things that made me wonder even more if it was intended or was supposed to be there in the first place. Check out the link below to see the video I did on it.

 

Video Link : Guild Wars 2 Down Scaling

 

I hope you all have your own input for this and see you in game.

There are pros and cons.

 

I have enjoyed from time to time to return to some low area as high level player where in past I have been tormented by some elite mob that now I could kill with single shot. Like Hogger. :-)

 

On pros, one can enjoy low level areas that were skipped while leveling. But big minus here is all loot from quest givers is suited to original level, meaning completely useless to higher level chars.

At least when it comes to GW2, not entirely useless, as some of the heart vendors you unlock can have unique armor and weapon skins that you can unlock and use at any level.

 

Originally posted by mayito7777
How about the scaling down, is this aspect of the game getting any love?

It did get love, of course, depending on what you call love.. :)

Because of the way stats work now (you get your base stats from your level + your gear and none from traits), downleveled characters are weaker than what they were now, closer to an actual character of that level. Actually a lower level character in DPS gear might actually do more straight damage with an attack than a level 80 downleveled one, because he would have the full stat budget of its gear in a single attribute while a level 80 with level 80 gear has the same stat budget spread over 3 or more attributes, but a downleveled would probably do more damage overall because of extra effects and procs from its traits.

So, basically, if you fell level 80 downleveled characters were actually overpowered and should be weaker and closer to actual low level character in low level areas, it did get love.

However, if you feel a downleveled character should be MUCH stronger than a lower level character.. I guess you won't like the way it works now.

DISCLAIMER: I'm in the first group.. :)

Where they did actually drop the ball was in the open world bosses, though. Basically they increased the conditions cap (so that a stack of bleed can go up to 1500 instead of the old 25, for example), and made bosses crittable (you couldn't crit bosses before) because lots of condition applied by characters comes from on-crit procs, so to counter the extra damage bosses would take, they doubled their health.

However, seems that instead of making the bosses fully crittable, they added a small area where they can be critted if you hit them there... which lots of people don't know, or just don't use because they're trying to do the bosses the old way, or in some cases are virtually unreachable. The result is that bosses aren't getting the extra damage they should, which makes them longer fights without them being more challenging, and in some cases even failing because of that.

The short answer is... we don't know.

The longer answer:

Doesn't seem that there will be new dungeons added to HoT so far, but they did promise that they will add "challenging group content", and before HoT was even announced they were hiring a raid designer, so while there's really nothing concrete, there's speculation of raid-like activities coming.

Also, it seems that there are no new gear progression planned, ascended gear will still be the top tier, and legendary gear will be its equivalent in stats but with the ability to switch stat distribution and flashier effects. The change is that there will be an alternate (probably easier) way to get the precursor to craft legendary weapons, right now you need to be incredibly lucky on the mystic forge or with a world drop, or just buy it for hundreds (or thousands) of gold in the trading post.

Also there's no word whether ascended gear (the top tier gear for the foreseeable future, it seems) will be made easier to get, currently the only way to get it is to craft it after a huge grind (or paying lots of gold) for the tons of materials needed, or get incredibly lucky on the places where they can drop (jumping puzzles, from some world bosses).

So that's about it when it comes to gear progression. No new levels, no new gear progression in the expansion as far as we know.

To clear a little misconception you have there, though. You said "did they have a whole new idea for gear progression all together that does not need dungeons for some of the good gear"... thing is, you've never needed dungeons at all to get any of the good gear.

Each dungeon has an full armor set you can buy with tokens for each armor class (light, medium, heavy), each armor in three different stat distributions, and they're exotic level armor, but because of the way armor works in GW2, the only difference between exotic armor you can get from dungeons and exotic armor you could get (sometimes even for cheaper and/or easier) from the trading post, crafting, karma vendor in the orr temples or with WvW badges is on the skins, nothing more. Actually, lots of people just purchase them just to unlock the skin, apply the skin to their own armor and then destroy the one they bought (exotic dungeon armor can't be salvaged or sold).

 

Very few MMOs grow after their launch (other than when going F2P, most do grow at that point but only few retain that growth, and TSW went B2P, not F2P), and unfortunately TSW had a dismal launch when it comes to amount of sales (when it comes to the technical side, it was one of the best and smoothest launches I've seen on an MMO). The way I see it, there were several reasons for it.

- Not enough advertising. I don't remember seeing many ads for TSW when it came out, might be my mind playing tricks, though.

- Lousy timeframe for the launch. TSW came out about a month or so before GW2. Think what you want of that game now (I still enjoy it), at the time of release it was a media, hype and commercial juggernaught, fewer people wanted to devote their time (and their wallet) to a subscription game that was being released so short before a non sub one with such a huge following at the time.

- Funcom's rep. The two MMOs funcom released before (Anarchy Online and Age of Conan) had catastrophic launches, to put it kindly. Lots of people I talked to about TSW told me that the game looked interesting, but since it was made by funcom they either won't get it at all, or wait few months after release (several of them were with me at the Age of Conan release).

Of course, the game does have its share of problems, which has made several people move on (combat system issues, heavy solo instancing), but I still believe it's a great game and those are, IMHO, the main reasons it didn't get as big of an opening as it deserved.

It's actually a big plot points in the shannara series of books from Terry Brooks. It starts as a classic Lord of the Rings style fantasy full with elves, dwarves and the like. As it turns out in the following books of the series, it takes place in a post apocalyptic future, the world has these cycles where it alternates between magic and technology, the appearance of the humans marked the end of a magic cycle and the beginning of a technology one, dwarves, trolls and other races are actually the result of mutations after the holocaust (not elves, elves were magical creatures from the previous age that went into hiding when the humans took over most of the planet and revealed themselves to the rest of the races after the holocaust to help rebuild, but not revealing where they came from).

SPOILERS:

Three of the novels, for example, deal with a travel over the ocean (using magitech powered airships) to find a library that was supposed to contain lots of knowledge from the ancient world guarded by an unknown guardian. As it turns out the guardian was a military AI that contained all the knowledge in the data banks but because of an error in the way it interpreted its mission, was meant to guard it and not let anyone access it. It lured the party to itself because its power systems were failing and couldn't be repaired, so wanted to capture magic users to use magic as an alternate form of energy to keep functioning. In the end the main characters have to destroy it in order to save themselves and other races that lived nearby knowing that by doing so, they were also destroying all the knowledge they went there to find.

Tron got my vote out of those options. I love the general aesthetics, and most of the standard MMO tropes would actually make sense within the world (being able to change skills by respeccing, carrying a mount/vehicle in your inventory and so on). My thoughs on the others:

Babylon 5: Would have potential, but personally I'm not that much of a fan of space games (yes, I know of EVE, and I know lots of people love it). Also I think the ship part is more oriented towards crews than single individuals, and would also make for a bit of a balance nightmare (nimbary ships being inherently stronger than terran ones, for example, and vorlon ones even more). I'd love to play it as a space sim (like Wing Commander) in the babylon universe, but don't think it would work well as a full fledged MMO.

Farscape: no comments, never saw it.

Wild Wild West: Based on the will smith movie, not the original series that I never saw, I think it would work as a single player game, but not as a MMO.

Space 1999: Don't remember much of it except what I saw as a kid, but I don't think it would work as an MMO. The actual world it took place on was a bit limited and episodic for that IMHO. Plus, I think it's too removed from today's audiences to actually make a splash.

Mad Max: This one could work well as an MMO. I'd imagine it as a sort of australian based fallout with vehicles. You'd need to make a HUGE game world for it to work, though, considering how fast vehicles would move compared to someone on foot.

Speed Racer: Don't really see how it would work as an MMO (based both on the original series and the movie). I'd make it as a racing game with a managing side to it (winning money to build/upgrade your car), maybe even with online persistent characters so you could race against others online, but that's about it.

Robo Tech: Depends on the season. Robotech was basically three different anime series dubbed with dialogues that connected them (making characters in one series being descendant of characters in another, for example). The first season (my favorite, based on the Macross anime) wouldn't work that good as an MMO, but I'd love to play it as a single player or smaller scale multi player game, maybe as a simulator where you fly the varytech fighters. Same goes for season 2. Season 3 (based on the Genesis Climber Mospeada anime) could work as an MMO with some extra work, though, since most of it deals with the characters wandering around in a post-invasion destroyed earth.

 

 

Create a anti airmount gun system, if you use it on someone in the air they get dismounted (or transformed back and put in combat in case of a druid), sell in on all main cities and towns. You can even make them have a parachute so that they don't die on the fall, but in combat so they can't fly away as soon as they land.. :)

(EVIL MODE) it could even be a cash shop item... :)

TBH I have no problem with this. I've bought games before where I've gotten into betas or early access, but it's more of a venezuelan thing where for legal reasons (strict foreign currency exchange control b the government) if I don't use a certain amount of foreign currency by a set date I'd have to pay much higher price for it (much higher = 10+ times more). Also I do believe in supporting a game if you have a certain assurance it'll be to your liking.

I wouldn't pay a sub for access to beta, much less alpha, I might pay a box price early if  there's a set and near date of release, but if someone feels like they want (and financially can) support a company that way, more power to them... and having been burned by bad releases in the past I'd much rather have companies that are actually being honest by telling people that what they're paying is a beta or alpha status, so they can make an informed choice in the matter, than having games released in beta (or less) status.

For me, there's a difference between "lore" and "story". To use a quick way to tell them apart, from a game point of view, story is everything that happens to your character and surrounding characters and what they learn about themselves or other characters... while lore is basically everything they should already know about the world, or that they don't but allow the story to happen. Basically story is about the characters and lore is about the world they live in.

Using that difference, when it comes to story, I'd say no, no MMO can even come close to the level of story present in Game of Thrones (the HBO series), or in A Song of Ice and Fire (the book series)... and probably the same can be said about almost any good book or book series, but specially so about GoT/ASoIaF, because the way it's made is to be VERY character driven.

When it comes to lore, however, I'd say yes, lots of MMOs have the same level or easily surpass both Game of Thrones and A Song of Ice and Fire... take away all the interesting characters and leave the world as it is and isn't very original or very deep fantasy... you have ancient nature oriented elves, undead coming from the frozen north, barbarian tribes on the north, different countries (houses) roughly based on ancient earth culture, magic, dragons and so on. It's not the setting, the lore what makes GoT/ASoIaF great, but the characters that inhabit it.

And it makes sense that way. MMOs, while they can have stories, and some have very good ones too, aren't an ideal medium for great stories. The strenght in MMOs should be in the lore, in the setting, in the world where we inhabit, so it makes sense that it should be as strong or even stronger than the lore found in other media, compared to TV series, movies and to a lesser degree books, where you tell a linear story and there's only so much time and resources you can leave to explain to the viewer/reader without losing its interest.

In books, movies and TV the details that are known about the lore must be told to the viewer/reader... in a game there's much more chance for the lore to be out there for you to discover on your own.

Out of curiosity, how does it appear on your character?.

I do remember back on release on all forum threads asking for mounts one of the regular comments was asking how would it appear, since several people didn't like the idea of a motorcycle or 4x4 suddenly materializing below your character just like that. Actually one of the things I liked of Age of Conan was how when you got into your mount you had the horse run from off camera to your character, and run away when you dismounted.

Originally posted by Margrave

Love the game really, but HATE the de-leveling. They remove that, I'll be back, AND buy the expansion.

 

If it stays, I don't.

I'm the completely opposite, removing the de-leveling or making it optional would be a reason for me (and several others I've talked to) to leave.

I don't think I'd be able to go back now to an MMO where once you hit level cap, only the few top level maps stay relevant and the rest of the world and all the maps you visited while leveling up just don't matter anymore. And I'd hate it to be optional as well because I've always hated in other games when I was leveling up trying to get kill some mobs for whatever reason (questing, farming, etc) and some high level character strolled around AoE one-shooting everything around.

GW2 might not be the perfect game, far from it, but at least for me the down-leveling system is one of the big pluses it has. 

Originally posted by Thodra

We will be sending your digital code for The Elder Scrolls Online: Tamriel Unlimitedon June 8th. We understand the desire to download the game on your console of choice earlier. Unfortunately, we are unable to offer a code to pre-load due to console limitations.

 

That's sad, will probably take me half a day to a day to download 60GB

Be happy about that, it would probably take me several days non stop to download it if I were to play.

Written from Venezuela, Akamai's 130th place for fastest internet in the world.. :)

https://es.scribd.com/doc/259862003/State-of-the-Internet-Report-Q4-2014

With all 33 dungeon paths being runnable at level 80, any new path needs to compete with all the paths that have come before it if it's going to be played. There's little point in the dev team spending months working on a new path, or set of paths, if nobody's going to play them.
 
This is the main one, I think. Dungeons were one big weakness in GW2 since release IMHO, while beautiful graphically and thematically, there wasn't much to do. In most of the dungeons the few sections that needed strategy were usually relatively simple, and most of the bosses were either just "DPS as hard as you can until boss dies, roll out of attacks", or that with something added (kill the totems when they show up, avoid this particular attack and then resume what you were doing, things like that). So there were posts in forums asking for harder and more challenging dungeons...
 
So we got the aetherblade path in twilight arbour... IMHO it's one of the best dungeon paths so far, you actually need to know what you're doing, bosses and areas that needed strategy, it has its own exclusive set of weapon skins and so on. I wouldn't go as far as to say it's the best dungeon ever, far from it, but it is a very good one and a big step up from previous dungeon efforts... and guess what... once the 2 weeks people had to make the achievements were over, very few people play it anymore, most PuG groups just give up before enough people are found.
 
So from their point of view... why bother spending so much time and effort (and money) to make better dungeons like that if in the end people will just avoid them and keep on playing the quick and easy ones?. It's just like when they introduce new stuff with the black lion lockboxes, people complain in forums that they're gem store only and how they'd never support something like that... yet everytime they're introduced you instantly see several of them in the open world and posts in reddit and forums saying something like "I opened XXXX lockboxes, here's what I got". So who are they supposed to listen to... the people complaining on the forums, or how they act while in the game?.

Some words about GW2 to see if it's really what you're after.

The gear progression in GW2 does like this... common (white) - fine (blue) - masterwork (green) - rare (yellow) - exotic (orange) - ascended (pink) - legendary (purple). White is mostly considered vendor trash, blue and green are mostly for leveling and later to salvage, so I'll just ignore them, so here goes:

Rare gear: Very easy to get by salvaging, vendors in the world for both money and karma (you warn karma doing events and other stuff and it's account wide), you could do almost all content in the game using this level of gear, and it's very cheap to craft or get on the trading post from other players, so if you wanted you'll probably be able to get a full set of rare gear the moment you reach the level cap. One thing about the way GW2 does gear... there are different combinations of stats (for example, berserker has fully offensive stats, power, critical chance and ferocity, sort of critical damage). A piece of rare gear with the berserker prefix will have the exact same stats than any other piece of rare gear in the world that has berserker stats to it, the only difference is the skins (more on that later)

Exotic gear: End level gear for most. It's also easy to get (not as easy as rare), but can be a little more expensive, though you can probably have enough money or karma by the time you level up a character to get a set of almost all exotic gear. It's also relatively cheap to craft (though you need to level up crafting to 400 to craft exotics) and to buy off the trading post and there are lots of other ways to get it (dungeon tokens, karma, WvW badges and so on). This is more than enough for all the content in the game except for one (more on that later too). Just like rare, all exotic gear has the same stats as long as it has the same distribution.

Ascended gear: This was an extra tier of gear added after launch, something which some people liked, others didn't. It does have higher stats than exotic, but not by much (a fully geared ascended char has like 10% higher stats than a fully exotic one), getting them can go from very easy to very hard. Rings, for example, and other accesories you can buy with laurels, which you literally get just from logging in daily even if you log off right away. Depending on how fast you level (in RL days) and how many days you don't log on, you'd probably have enough laurels for a ring or two as soon as you hit 80. On the other hand, pieces of armor and weapons need to be crafted by yourself (account bound on acquire), take a LOT of materials and money, and you need to level up the crafting profession to 500 (which also cost lots of money and/or time). When I said that rare and exotics were enough for most of the game save one is because of the Fractals of the Mysts.

Fractal of the Mysts is the closest GW2 has to a gear progression system right now. It's basically a series of 5 men mini dungeons, when you enter you get 3 of them randomly (easy - medium - hard from a pool of 14 mini dungeons), followed by a boss fight (random out of 3 possible). They have levels you can choose (up to 50 right now), the higher the level, the better the rewards but also the higher the difficulty. Starting at level 10 there's a condition called "agony" that gives you damage over time and reduces your healing, the higher the level, the more agony stacks you get. To prevent it there's a stat called "Agony Resist" (it works kinda like enchants in WoW), but you can only place it on ascended gear. Since there's only so much you can put on a single piece, the higher level of fractals you go, the more agony resist you'd need, so the more pieces of ascended gear you'd need.

Legendary: For the time being it's only weapons available, to get them is a MASSIVE grind of almost all aspects in the game. Statswise, they're identical to ascended, with the difference that you can change the stats distribution when out of combat (so you could have fully offensive stats for one fight, deffensive for another without having to change your equipped weapon), and lots of aesthetic only effects to them (for example, the legendary longbow makes you grow flowers where you step, while the hammer gives you a shiny metallic effect all over yourself, while the shortbow actually shoots rainbow unicorns... really). Most people that make legendaries do it for the looks. Note that Anet has said that they have no plans to add another tier of gear in the foreseeable future, but if they ever do, legendary weapons will be upgraded to have the stats of whatever tier is the highest in the game at any time.

Where you will find an actual grind in the game, though, is in aesthetics. As I said gear with the same stats distribution is basically the same... the difference is in the skins... which is why you could see in the trading a crafted exotic sword for a gold or two right next to another sword with the exact same stats but with a much fancier (and rarer) skin at 400 or more, and rare gear that you could get for a few silver have the same stats than the tier 3 cultural armor (armor unique to each race) that costs over 20g per piece.

So basically, for lots of people the "endgame" of GW2 is not to actually advance your character or grind for better gear, but actually grind for better looking gear or even colors (the brightest white and the darkest black dyes in the game go for a LOT of money in the trading post)

I'll go with medium, but depends a lot on the MMO.

To use some examples... an MMO like GW2 that relies a lot on massive open world events would need a higher population, one like WoW (at least when I stopped playing) that relies more on instanced small group content can get away with lower population, while another like The Secret World (and I guess games like the zombie survival type) actually work better with a low population, in some areas (the first town you visit in TSW, for example) having a lot of people around would actually detract from the experience IMHO. 

I remember reading about WoW (probably during Burning Crusade) that about 10% of the players raided at all, and when it came to the top tier of raids less than 1% ever set foot on them.
Originally posted by kingfelix
Originally posted by Quazal.A

For a lot of it i would also champion AoC - Whilst funcom have /are having problems their world is awesome :)

 

The community is small but usually very good and just about in the world to keep you company along your journey, its free but a sub model is helpful :)

 

But thats about it.

 

FF14 - HAs to many invisible walls, for eg , cant jump of bridges to take a slightly shortened route... PITA

AA - Enjoyed the game pre-releaes but post release found it full of dicks, the community was aweful :) , but it does offer a load of freedom to go where you want

Eso - good enviroment, good story but not so good gameplay imo :)

Wildstar - Enjoyable lots of freedom but the game is suffering since release

 

AoC was actually one game I was considering revisiting, along with a EQ2. 

 

I played a trial of FF14 and I really enjoyed it, despite the invisible walls. I thought the game world was beautiful and detailed. I just don't know if I'm really at a point where I want to pay monthly for a game, though I may come back to it if I don't find anything else that piques my interest.

 

I am curious about ESO and GW2, but I would want to actually try them before shelling out any money, which doesn't seem to be an option at this point. As for ArcheAge, I remember being pretty interested during its early development, but what I've heard about the community is a bit deterring. Still, might be worth a look.

 

I'll go with GW2, though I've never played FF14 or ESO.

Freedom to Explore: I love this aspect of GW2, the maps are really big and detailed, and as far as I can remember the only invisible walls I've run into are in the zones that are surrounded by water, if you try to swim outside the zone you hit an invisible wall with a message telling you that the current is too strong and pushing you back, all other zone boundaries are usually disguised by mountains or other natural limits. There's a LOT to see in the world, I've been playing since release and from time to time I'm still finding new things and new events I hadn't seen before. Underwater environments are beautiful and you're not limited by oxygen like other games I've played (your head armor is replaced by a breather thing when you go underwater), but underwater combat isn't as good (IMHO) as land based combat. The world is zoned, though, to go from map to map you have to go trough a portal with a loading screen, and there are no mounts so it's running all the way, but the waypoint system lets you teleport to any waypoint in the world at anytime when out of combat. I also love how lots of NPCs in the world (specially in the cities) have their lines of dialogue they use that makes it feel alive, you can run around listening to the NPCs talk, but of course if you stay too long they start repeating their scrips. My favorite is following a grizzled corrupt police officer doing its round on the ruins of Lion's Arch (big city destroyed as part of the storyline last year) with a young newbie.

Decent character customization: I think this is a plus too. The character creator is good enough (IMHO) with plenty of options and different looks for your character (as long as you're not human, that is... all the male human faces seem to be of the "young pretty boy" style), and there are lots of different looks you can try as far as armor and weapons go. Check this website, for example, to see the different kinds of gear available:

http://argos-soft.net/GW2/ArmorGallery/

Decent crafting: depends on what you call decent. It's a lot like WoW crafting, with the added benefit that you also get XP and level up your character while doing it. You get your basic materials that you gather in the world, as drops from mobs, or bought off NPCs, refine them, use them to create components, then use the components to create the items. For example, if you want to make a sword, you refine the metal ore into bars and wood into planks, then create a sword blade with the bard, the handle with the planks, then use some metal, wood and cloth to create an insignia (tells you which stat combination the sword will have), then use the blade, handle and insignia to create the sword. It also has a discovery tab, for example, if you know a blade, handle and beserker insignia will give you a berserker sword, then you drop a blade, handle and assassin insignia you'll learn how to make an assassin sword.

It can be nice, but can also be repetitive sometimes, specially if you're leveling up, you usually create a bunch of blades and handles and all different types of insignias to "discover" all the sword recipes one by one, even if you're not interested in them, because discovering recipes gives you more crafting XP than crafting them once you know the recipe. It's worth noting, though, that the best gear in the game (ascended) when it comes to armor and weapons can only be crafted by yourself (they're account bound), not traded or bought, but there's not such a big difference in stats that no having them would make a big difference in your gameplay.

Good community and dedicated player base: check and check IMHO. Actually if you check the GW2 reddit, it's rather frequent that someone new to the game makes a post surprised about how friendly the community is. Of course, you run into the ocasional arsehole, but so far in my experience the community is one of the big pluses of the game.

Player housing: that's a negative one, no player housing so far. We'll get guild halls in the upcoming expansion, but still no news on how good or bad they'd end up being.

No monthly subscription: check, the game is B2P.

That came out longer than I anticipated. I do agree that I wish there was a way for you to try it before buying, honestly if I was Anet I'd make a trial version, maybe something where you can just create one character of one race and visit its starter area, but no such thing so far. Keep an eye for sales, they have done quite a few lately specially with the expansion coming, sometimes even as cheap as $10. Actually, they've done one anytime they've gone to a convention, and Anet just confirmed they'll be on E3 on june 15, so I'd keep my eyes open around that date.

It's a bit of a catch 22 deal.

If you have something completely player driven (be it economy, cities, the whole game, whatever) means that in the beggining you start mostly with a blank slate, depending on players to actually create the content. Most players (myself included) these days are content consumers, we take in content and basically stay as long as the available content keeps us having fun. Other players (arguably more valuable ones) are content creators, the ones that derive their fun from creating something that other people find fun, or as some people say, just to scratch an itch and the fact that other people enjoy it is just a bonus. They exist even in games that have no player driven elements, they're usually the ones creating pages and tools, addons, organizing events and things like that.

The goal of a player driven game is to attract enough of both, attract enough creators so that the content is added to the game, attract enough enough consumers and keep them around so that the creators don't leave over feeling the world being empty, or depending on how the world is set up, nobody to provide them with the materials they'd need to create content (for example, raw construction material for housing).

It's not easy to reach that balance, which is why while several games promise fully player driven worlds (specially now with crowdfunding), few actually manage to be developed in a timely manner and/or stay alive (and profitable) long enough for the players to reach the point where they are driving the game in a sustentable manner.

It's not easy, but it has been done before, several examples have been mentioned in this thread. While I've never played any of those, they do seem to be doing well so far.

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