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I dont' think I think like I once thought, I think...
General Discussion « Guild Wars 2 9/06/12 9:06:07 AM
Originally posted by rutaq This is a saner debate than I first thought. Your last paragraph baffles me. GW2 is the most inclusive MMO I have ever played. If you love playing with others you should love GW2. I think you're missing the forest because of the tress. It has dawned on me that you might have a misconception as to the design objective of GW2.
The entire game is built around a central competitive concept but it's not individualized, it is entirely team based. Your server is fighting 2 other servers. Everyone around you in PvE is ON YOUR TEAM! The reason for the mechanics is to encourage team commitment, not foster some form of nanny state. The "enemy" is over ---> there on the other side of the mists. You can still get glory on an individual level but the game is a team game. Its about your server winning. Everything in the game supports this concept.
The competition is there is spades, it's just not about you.. its about your team. |
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I dont' think I think like I once thought, I think...
General Discussion « Guild Wars 2 9/05/12 3:37:14 PM
Originally posted by rutaq Please there was nothing "Hard" about the old school games you so lovingly worship except finding the enough time in the day for the insane time requirements they had. There is nothing "challenging" about repeating the same content over and over agian to create the illusion of accomplishment because all of the rational human beings would never subject themselves to the torture and senselessness of the grind they require. It's a Beavis and Butthead competition to see who can hold thier hands in the fry cooker the longest. Congradulations you win, you get the Magic Purple Sword of literal Life Stealing and guess what you won't get those 500 hours back. I hope you enjoyed yourself. It's vapid pointless competition of who can endure the mindnumbing repitition of a task only fit for a 50 lines of code bot, the longest.
You want a game that allows you to be the best? The Best at what? Wasting time in a video game. You want to stroke your epeen in front of an audience. Well too bad. To be the top 1% you need the other 99%. And guess what, no one wants to play that type of game anymore. They never did actually. McQuaid got the formula wrong and the genre has suffered for years because of it. That style of play somehow attracted some the most anti-social people in world and gave them others just like themselves to play "along side" with. Most people play video games for fun not to fullfill some empty desire for imaginary domination or to feed thier own instatiable ego.
You want Competitive PvE, so you can buy into the illusion that you actually accomplished something and you think the genre is in dire straights with all this "pandering to low". Allow me to rebut. You sir are the issue. You have always been the issue. This genre would have normallized years ago if it hadn't been for you die hard old-schoolers using you're copious amounts of free time to fill message board forums with the most self serveing anti-social me first me bestest game design drivel. It took a developer like arenanet to finally understand that you and you're kind serve only yourselves and never the community. You don't want to "play" with others you only want other to watch you play. |
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Originally posted by Praetalus Exactly right. The shocking thing is you were off by half. More like 10-11 hours a day since release. He posted his /age in another thread. Let me preface that a lot of people took vaction last week and given that labor day just passed they probably had a lot more time that usual. Playing that much isn't necessarily a problem (it most certianly can be though), complaining that you're bored afterword is completely disingenous though. Of course you bored, you packed nearly a months worth of play time into a week. You likely have very few people to play with (here is another hint... other poeple give this genre its legs).
You wanna know how WoW corrected this problem? They put lockout timers on thier raid instances to keep the over-consumers from playing it too much in one go. Let me put it another way. They hard coded play time caps. They forcablly didn't let you play all of thier content at once.
So really one solution to this "Problem" would have been to release 1-10 levels day one and every month up the cap by 10 levels to enforce play time caps on the overconsumers. GW2 would have 8 long months of spectacular monthly content drops. |
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Originally posted by Wolvards You are exactly right and it is one of the problems with the genre. People that sit so far outside the norm as to have play times that are 4 and 5 times the average player are the loudest, the angryest and most passionate. Developers absolutly can not cater to them. There are simply not enough resources int the world to feed thier insatiable appetites for content. To bring the disscussion back to GW2, it is rediculous to play a game for 100+ hours finishing less than 50% of Map PvE content not including dungeouns or crafting (map exploration has nothing to do with these two) and then complain about lack of content or being bored at 80. That's not even including PvP (err does map completion include the 4 WvW maps??).
To say your bored with a game after playing a game 10 hours a day for 12 days straight is preposterous. If the game was boring you would have quit after 20 or even 40 hours. If we need to play a game for 1000 hours before we decide if a game is worth playing there is either something very wrong with genre or something very right. :)
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Are people really complaining about lack of grind? ( warning:this post does not have a wall of text)
General Discussion « Guild Wars 2 9/05/12 8:36:22 AM
Originally posted by MMOwanderer What these particular people are complaining about, without really even knowing it, is a lack of PvE competition where time commitment trumps every other aspect of gameplay and the game atrificially inflates power to support it. They loved thier old school MMO's where 2 years of 8 hour a day commitment was supported in game with such a huge power differential that no newb would dare challenge them. Newbs weren't worthy of the latest content they needed to "EARN" it... the old fashioned way... by playing the same content in a video game over and over agian 8 hours a day for years straight.
What they fail to understand is that Arenanet specifically and very intentionally sacrificed that gameplay for inclusion and elimination of barriers to entry. Arenanet wisely realised that we were never really playing a "Massively" Multiplayer games since most players could never actually play togeather because of these huge power differentials. We were simply playing along side of each other. Yeah you had you 10 closest friends doing content with you but you never needed and in alot of cases couldn't play with the other 10,000 that populated your server.
The type of gameplay wanted by these naysayers is better provided by co-op rpgs. Massively Multiplayer games should be inclusive at all costs or there is no point is being Massive. |
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One thing GW2 has done to consistently raise the bar
General Discussion « Guild Wars 2 8/25/12 9:01:25 AM
Originally posted by DSWBeef The issues with most launches are simply issues with scale. When you only have to deal with a "few" hundred thousand gamers pounding on your servers its quite different than dealing with a "few" million. Neither of those games launched with anywhere near the popularity of GW2 or D3. The appology response from Anet will be something along the lines "We were not prepared" for the number of people that logged in day one. The've built enough positive hype that they will servive this just fine. These forums however we become a bastion of haters "feasting on the tears" of fanboys. So grab some popcorn, we can't play GW2 anyway :). |
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Originally posted by OldManFunk Perhaps you highlighting the critical parts everyone should read and me bumping it will correct the misinterpretations and mark a return to rational converse. But given adversarial nature of the thread title and how defensive posters are about thier MMOs, I doubt it but remain optimistic. |
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Originally posted by Valua Holy Crap. This is just a simply light hearted jab at the WoW In-GAME death penalty. Where you wander around looking for your tombstone when you die. It was absolutly not a refrence to real-life deaths from video game addiction. Let me break down: "I played WoW and look at me now" - he's now a ghost wandering around looking for the tombstone your reading "if only I had been like you and stuck to playing Guild Wars 2." - if he was playing GW2 he wouldn't be a ghost wandering around looking for his tombstone. He'd/She'd be playing the game. It most certianly isn't a cold hearted refrence to real deaths.... |
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Originally posted by Crazy_Stick I mentioned this in a similar thread on guru. The joke is not saying that only the Dead play WOW. It's a refrence to WoW's death penalty and a contrast to GW2's lack of one. If you'd play WoW and die you are stuck as a ghost wandering around until you find your TOMBSTONE. If you play GW2 and die you can port back to waypoint and you don't have to go find your tombstone. That's the joke. It's a jab at the WoW's death penalty and saying that it is inferior to GW2's in terms of actually playing the fun parts of the game. |
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Originally posted by keenber What does convenince have to do with sandbox features? Why is there this myth that casual time commitment and sandbox play are mutually exclusive? I sometimes wonder if a "sandbox" is really what is wanted by the "sandbox" lovers. I wonder if what is really most important is something that keeps them busy for 8-16 hours a day, through insane grinds and epeen acheivements and not something that keeps them busy by providing enough lego bricks for them to be creative. I never thought of mindcraft as particularly casual unfriendly or grindy. |
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[Column] General: Two ‘Failures’ and the Sandbox Revival
News & Features Discussion « General Discussion 8/08/12 10:53:46 AM
The article mentions SWTOR and then a common weakness of "Themeparks" not being able to keep up with content demands of a ravonous playerbase. SWTOR had plenty of content, I seriously doubt most people that quit consumed all of it. Thier problem wasn't a lack of content. It was designing a world that is better visited than lived in. There is nothing wrong with this and it is absolutly fun if players approach it this way. The sub fee doesn't fit with this type of game which is why f2p is a good choice for them.
If a sandbox means designing a world that is to be "lived in" I am not sure that will ever be anything more than niche. It's a time requirement issue. The pool of gamers that have 80 hours a week to throw at a game is much much smaller than the pool of gamers that have 20 or 10.
If sandbox means making an impact on the world Mindcraft style then yes, absolutly yes this is the next iteration of the genre. If it means fresh bleeding edge always different algorythmicly generated content that we can do once and never agian, then yes of course yes.
If it means FFA Full loot PvP, then no. If it means time commitments that likes of which olympic training doesn't even require, then of course no. If it means frustration so prevasive that you need to repeat the same activity 1000 times to be successful even once, then no. If it means a world so open ended that the only things to do is to grind mobs and emote going to bathroom, then hell no.
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Activision Blizzard spend 280million a month on operating cost?
The Pub at MMORPG.COM « General Discussion 8/03/12 1:20:59 PM
From this article it looks like thats about a yearly average operating cost. What is so signifigant is that they have revenue of over a billion on that operating cost. From that article it is about 80% profit margin. For every 5 dollars you give them they spend just one dollar on servers, bandwidth, and developers. The other 4 dollars they pocket. This is a horrible value for us as customers.
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Looks like GW2 is going to hurt you know who.....
General Discussion « Guild Wars 2 8/03/12 12:49:19 PM
FTA: Subscription revenue alone totaled $1.2 billion both in 2008 and 2009, and an additional $1.36 billion in 2010. Corresponding costs (the overhead cost of maintaining WoW’s virtual world) totaled a mere $404 million in the first two years mentioned, and $241 million in 2010. This means that WoW subscriptions have generated gross margins over 80% consistently. This alone is why the sub model must now die. For every 5 dollars that gamers give them they pocket 4 and spend 1 on supporting the game. They have exploited this far too much. They could have been charging half what they were for subs and still have been making a killing. I am not anit-captialist but what has suffered here is customer value. What is our money really purchasing. They should have/could have doubled their staff and produced that much more inovative content to stay out ahead. They choose to take profits instead. This has opened the door for competition to produce a better product for cheaper. It is inevitable that this was eventually going to catch up to them. |
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Originally posted by blognorg This arguement is like argueing agiast using modern relationship finding tools in a modern society. No match.com, no eharmony.. grumble grumble... people can only form lasting relationships the old fashioned way. You can't build meaningful relationships unless you hit the bars, church or grocery store isles. It's like you found the love of your life in the frozen food section of your grocery store and can't imagine a real relationship building in any other way. If people keep forming relationships with eharmony and match, who will go to bars, who will attend church. The sky will fall, magnetic pools will shift, cats and dogs living together, mass hysteria!!!?!?!
Now I get your secondary argument which is really about dependancy. It's this idea that the game should foster a "need" for other individuals to complete content. And by making it too easy to form groups and get to content you harm this concept of interdependancy. If there is too large a pool of players willing to join my group then I don't "need" to foster a relationship with you. I don't need your help with anything since I can get anyone else at anytime to fill whatever I needed you for. Getting rid of this doesn't get rid of real relationships just the artifical illusionary ones. What you might be missing is that this false sense of interdependancy fostered by these "golden age" games was built on a foundation of artifical incentive in the first place. They were never real. The real relationships you may have formed came out of real interaction between you and another person and that certianly didn't happen during the LFG conversation.
Man, I feel like I am talking to my kids about why love at first sight doesn't truely exist... :) |
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Originally posted by Zhylaw
You cannot logically say not using using an existing DF tool will gimp you and 4 sentences later say that dungeons are nearly as important to GW2 as they are to other themeparks. It either gimps you because they are important or they aren't important and it doesn't gimp you to not do them. Dungeons are core part of Arenanets content but not because you "need" them for gear that you would be gimped without. There are 8 of them. By comparison there are 4 sPvP maps and there are 4 WvW maps. There is as much Dungeon specific content as there is all of the PvP content. Arenanet built these to be played by everyone. These are not niche peices of content. The reason DF tools pull all of the players into the fold when avialable is because most players don't consider putting togeather a group fun or even that challenging (in terms of thought provoking difficulty). When you've been spamming chat for 15-20 mins you could care less who pops up next you just want a body so you can actually start actually PLAYING this content. Trinity or no, gear based or not, it doesn't matter the logistics of getting 5 players together to play the exact dungeon you are looking to do at the exact time you are looking to do it are problematic. But its a problem that solves itself the more players you throw at it. How long will the poor guy who works till 1 am have to spam chat to put together a group to do the level 40 dungeon? And if he only has an hour or two to play? He can't afford a to go LFG and wander around Lion's Arch for a half hour on the off chance he might get lucky. That guy simply doesn't get to play dungeons unless he has a DF tool. But out of the 1.5 million players playing the game there is a pool of players that would probably be willing to do the level 40 dungeon at 1am. But what percentage of that pool is on his server? What percentage of those just happen to be running through lion's arch at the time he spams for more group members? A DF tool maximizes his ability to find someone to play with. He unlike you doesn't care who, he justs wants anyone like him that wants to run the same content when he wants to run it. You would deny him the ability to play with others just so you can keep your guild members and friends from doing dungeons with others and always being avialable to you?
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Originally posted by Painlezz Great post. For all of the clamoring about the "social" aspects this will break the "no DF tool" proponents simply do not care, have little repect or empathy for and have zero understanding of casually playing a MMO. They would be all too happy to completely lock out the casual crowd from dungeouns all togeather. They have no intention of grouping with these "bads", you will never be skilled enough to join thier group. This issue is simply MMO elitism masked under the guise of community building. They aren't interested in the community because they are all to happy to simply eliminate the casual segment from thier dungeoun games. They believe Arenanet made these dungeons for them and only people like them. You can say "but I don't have time to spam chat and sit in town waiting for a group to form" all day long until you're blue in the face. But don't expect the community building retorict they are trying to push to change thier response to from anything but an unempathic "maybe dungeons aren't for you then". Nothing kills a community faster than elitism born in the womb of exlusion. |
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This is a hangout for a lot of hard core/non-casual players. The poll results will likely be scewed in their favor as I think they overlly represented on this site (as opposed to a percentage of actual game population).
DF tools I think have gotten a bad rap from this crowd and become the whipping boy for bad social behavior. Bad Social behavior is mostly a product of the amonimity and this medium of communication (non-face to face). The reason games "seem" better previous to DF tools is that it's easier to find fully invested players with great amounts of freetime. By sheer time and investment these players are better and more willing to fully embrace the social aspects of the game. Why is it easier to find them? Because they are the only ones left in the pool of players willing to put up with the time requirements for putting togeather a group for a dungeoun.
Is short non-causals get a better game by eliminating casuals. Now I understand this is the dream for some. But its unrealistic and it isn't Arenanets intention to eliminate casuals from dungeoun content. Without a DF tool finding a group becomes just another barrier to entry for the casual audience. It's in the same category as ridiculous the long leveling times, harsh death penalties and massivily scaled raid drops.
Maybe your right and trinity spots were the reason groups took to much time to put togeather in previous game. I doubt it. WoW, Rift and SWTOR didn't just add DF tools because a small vocal minority screamed for it. They added it because they data-mined and found dungeouns were under utilised for a siginifigant portion of thier player base.
I somewhat agree with the poster above that its inevitable. Arenanet will data-mine just like everyone else and if enough players aren't doing dungeouns they will add a DF tool. Honestly wouldn't you prefer that to something like decreasing dungeoun difficulty or making them soloable (or some other casual only change)? |
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Great suggestions here, so I figured I would give back. If you love turn-based games: Civ 4 (yes the old one, mods were better with this version) + BTS + Rise Of Mankind: A New Dawn (Mod) Giant Map with ~20 civs
A game of this can literally take a whole month to complete, which should take you near up to release. Now Civ games if not played on the easier difficulties have this problem I like to call "Dead Man Clicking". Meaning the game is lost but the AI is so inept at finishing you off that it could be a week in real time before you realize there is no way to catch up. So don't be afriad to use the built in cheat tools (modifies terrian, cities, units, etc), to avoid some frustration, no one has that much free time to start over. Everyone should experience the sheer geeky joy seeing your Assault Mech take out a unit of swordsman. |
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Since Zhaitans undead ships are blocking the way to Cantha, and defeating Zhaitan is the story for the initial release I would think Cantha makes a good choice for the first expansion. Kralkatorrik (another elder dragon) blocks the way to Elona but we aren't messing with him in this initial story (maybe). But defeating Zhaitan would also make him and Elona more accessable. Could go either way but it they go with Elona they will need a backstory as to why we still can't reach Cantha. Cantha on the other hand is eastern themed and maybe too close to Mists in terms of content for GW2 to do first out (they really want to differenciate themselves from WoW).
As for what's in the expansion I would love to see: - 1-2 new races with full starting areas (I would love 2, one humanoid and one a little bit more fantasy) -enough new content to level from 1-80 in the new area alone (Cantha or Elona or ...) -1 new profession -new PvP maps -a new tradskill -A change to the mist's maps (they should change the terrian on these just a little every expansion, to keep things fresh) -perhaps a level cap raise from 80-90 centering around content that leads up to defeating the next elder dragon
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Originally posted by terrant You mean like turn them to living stone :). |
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