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All Posts by aesperus

All Posts by aesperus

253 Pages « 1 2 3 4 5 6 7 » Last
5049 posts found

Honestly, it doesn't really matter.

Whether they actually stole the concept or not is likely something we'll never know. It does happen, but it's far more common for developers to have similar ideas that happen to get rolled out at comparable times. Ideas aren't born in a vacuum, developers talk. There are entire forums where developers share ideas, not to mention events like the GDC.

While it's generally frowned on to steal another's IP, taking ideas from another's mechanics or business model is actually often encouraged. How do you think genres get made.

Loot shouldn't matter, but it does.

We've been conditioned to expect it, and we feel happy every time we get slightly better loot. It's the skinner-box model at work, keeping gamers hooked by the ever decreasing chance of better rewards.

It's entirely possible to make a good game with no loot, or very little in the way of loot. However, that's not what currently sells. Which is why nearly every game has some kind of reward progression system tacked onto it.

Originally posted by fivoroth

Originally posted by aesperus

i would say LoL / DotA is more like chess, and HotS is more like checkers.

Both tabletop games where you move circular pieces around tiles. However one is a lot more simplistic / casual than the other.

I think it's more like this: dota - chess; lol - checkers; hots - backgammon. Chess is obviously the most complex and difficult to pick up, backgammon being the most simplistic. It's the evolution of the genre. Lol sucked half of the depth of dota and got rid of it, now hots takes goes even further to get rid of half of the depth of lol.

Indeed, though I have to wonder how many people even know what backgammon is these days, lol.

It's one of the more depressing facts of this genre. The base model is actually quite ingenious as to how much depth & strategy it provides. It's also one of the big dividers when it comes to the communities for these games. You have those (usually at the upper levels) who play the games as intended, acknowledging and utilizing objects & strategy; and then you have the majority who basically play the games like Call of Duty with magic spells & a fantasy setting.

Which is why I'm sure HotS will be popular (that and because it carries the Blizzard IP). There is a market for mindless fantasy combat. Though most MOBA players have too much invested in LoL to give it up completely. I'm sure many of them will try out HotS, but I also think most of those players will keep going back to LoL.

For me, probably AM / Shaman from WO.

I'm not generally a fan of pure healers, but those two did a bit of everything. Being good at them involved a lot more than just spamming heals, you had to cycle through debuffs, resource stealing, CC, damage, and healing. It was a lot of fun.

Originally posted by Kajidourden

These types of bosses lead to a lot of moaning from the player base.

FFXI had notorious monsters that were on respawn timers and had some of the best gear in the game.

The complaint was that if you wanted to get that loot you had to compete with a ton of other players trying to claim the same thing, and it didn't guarantee the drop you wanted either.

Then there were HNMs, which entire linkshells (guilds) would camp around the clock, and people were not above cheating or using game mechanics to wipe other groups.  It really brought out the worst in everyone and I hated them. 

So what happens is, it's either too meaningful, where it sparks "wars" and people are up for two days straight waiting to claim, or it's not meaningful enough, and nobody bothers.

Although I DO miss the ability to get great gear from something other than running the same gotdamn dungeon over and over or raiding the same raid over and over (crafted gear was awesome as well)....NMs can stay gone as far as I care lol.

Edit: Now that I think about it, BCNM was amazing though.  You got drops from mobs that you leveled up on in PvE and then were able to take those and enter instanced battles that had a lot of the same gear as NMs, only it was a one-time use thing, so you had to get it right.  You also didn't get so many of the items needed for BCNM that you could just spam it, they were something you came to really value for their scarcity and what they could potentially get you.

What you're describing is a problem with loot mechanics, not a problem of world raid bosses. GW2 has already fixed this problem by taking away mob tagging, and giving everyone credit for a fight. Because of that, the focus is on who does the most (to the boss) and not on who gets 'dibs'.

As for the OP's question, it comes down to 2 main things:

1) What do you consider 'zerging'. Most people just see a lot of players doing the same thing, and they automatically thing 'great, another zerg-fest'. If that's your mentallity, than the only real solution is instancing. Something you claim to not want.

If you're fine with large groups of players, but are looking for strategy within those numbers, then the answer is somewhat simple:

2) Boss Mechanics. Bosses need mechanics that force players to use their brains, and punish people for trying to facetank everything. Mechanics that cover large areas, and do not have AoE caps are key here. GW2 has a few bosses like this, though I'm hoping they will add more (Triple Trouble, Tequatl, and Vinewraith come to mind).

Last I played, FFXIV also has a few bosses like this (Odin for example). I have seen them get zerged, but it's a lot more difficult than in game like TERA.

Originally posted by Rusque

Hmm, I don't think it can. Not because Blizzard can't draw a large audience, but because they're not really the same game.

Yes, they're both MOBA's, but LoL is a DotA descendent. Blizzard was smart in making HotS different in many ways. No item shop, no last hit micro, no real laning, side-events are a big part of the match, team play emphasis. When I play HotS, it doesn't scratch the DotA/LoL itch and vice versa. They don't play the same and don't feel the same.

I think it will be successful kind of like how Smite feels so different because it's 3D space rather than isometric, it changes the playstyle.

If LoL is basketball, then HotS is hockey. They're both sports, both have nets at each end, and they share a few similarities, but they're just not the same game.

i would say LoL / DotA is more like chess, and HotS is more like checkers.

Both tabletop games where you move circular pieces around tiles. However one is a lot more simplistic / casual than the other.

Originally posted by lipiniak

HI,

Can HotS beat LoL in online gaming? I think hots can be one of major MOBA games. Expectly when blizzard start e-sport with it. What do u think? Make a comment.

Hots :

https://www.youtube.com/watch?v=ukTF6tqbojQ

LoL : 

https://www.youtube.com/watch?v=lQfbMtdyp94

Not very likely.

The big reason being that LoL is the gateway game to MOBAs. As others have said it's the 'WoW' of MOBAs. And in both cases, each games popularity has much less to do with the game itself, and more to do with the timing in which its popularity struck, and the amount of time (and people's friends) that are heavily invested in the game currently.

Furthermore, lets be honest, HotS is the most shallow 'MOBA' on the market. So much so that Blizzard (at least originally) tried to avoid calling it one. It's amusing seeing people comment on how 'fast paced' and 'counter-picking oriented' the game is. As if that's unique to this game. HotS is a game that has literally been made to cater to gamers who don't like MOBAs, but for some strange reason still want to play MOBAs.

They've deliberately removed most of the strategy from the game, because it's not casual-friendly enough. For this reason it's nothing like DotA, as DotA has the highest amount of technical strategy involved. The highest learning curve. Even League, which is currently the most casual MMO, has more depth to it. It still has some degree of counter building, you still have last hits, you have farming & counter-farming, you have a much more objective oriented game.

HotS is the bare minimum of what constitutes a MOBA, with the focus being on team fights all the time. They've kinda removed the rest and made it so the map basically pushes the objectives for you, and you can mostly focus on fighting. It's certainly a fun game, and I'm sure it will be popular. Because lets face it, it's Blizzard, and you could put that label on anything and people would buy into it.

I think the more interesting question would be how the e-sports scene for that game will look a few years from now. I know they've been working towards one, but given the nature of the game I have to wonder how interesting / popular that will actually be. Or if they will end up changing the game quite a bit to make it more competitive.

Originally posted by Temp0
Originally posted by aesperus

Except that they aren't.

While those elements are certainly commonplace (thanks to games like Final Fantasy), there are also some fairly well known RPGs that don't feature those at all. One of the most obvious being Zelda..

Actually, legend of zelda is not what I would call an rpg. In fact, back in the N64 days it used to be called "action adventure" and that is where I would still put it today.

Oh also as a side note, elder scrolls had classes all the way up to skyrim (it being the only exception as the following elderscrolls online also has classes).

That's arguable, but the creators label it as such. And I wouldn't disagree. I could perhaps agree with you for the original Zelda. but the newer ones still don't have levels, and they do have a plot. You are assuming a role (that of link) and are playing through a story. Which is exactly what defines and constitutes an RPG. No where in that definition is leveling talked about at all.

Originally posted by Gestankfaust
Originally posted by nariusseldon
Originally posted by Gestankfaust
Originally posted by nariusseldon
Originally posted by Gestankfaust

I only want to change one thing....stop making MMO's for crowds. Make what you want as devs/gamers. Like you use to profess. It was your love, so make something YOU love and let the masses come to you. Stop catering to anyone.

hmm .. why can't devs cater to anyone they want? It is their game, right? How do you know they don't want to make such games?

May be they should just stop making MMOs and make single player co-op games. To some extent, they have already do that .. they are just calling these games MMOs. So it is just a matter of semantics.

They did cater the gamers...themselves as well as the crowd. But they did it more for themselves than others back then. Not sure you know what I mean from your response. Doesn't surprise me though.

what is "back then" is irrelevant. They certainly can change their minds, and cater to whoever they want to cater to .. today, right?

No one says they have to cater to the same group forever, right?

Are you trying to be dense?

Back then...they JUST MADE GAMES. They did so because THEY LOVED IT. They made games THEY LOVED regardless of what they community wanted because there was HARDLY the community they have now driving the market.

Do you get it now?

It's not quite that simple.

Devs of today still do it because they love making games. I don't know what you're personal view point on the matter is, but you do NOT become a game developer to become rich. It's one of the dumbest ways to gain wealth you could possibly come up with. They aren't rolling around in bugattis.

What changed is both the market grew larger, BUT ALSO expectations with it. The early MMOs were but a fraction of the cost of today's games. And because they were cheaper to make, they could take more risks, and could afford more experimentation. Today, it's such a hurtle just to get your MMO off the ground, few companies have found enough breathing room to do things radically different.

With the exception of certain EA projects, most devs love what they're working on. You simply don't get into this industry if you don't. Those that do don't tend to last long.

Originally posted by Eronakis
Originally posted by VengeSunsoar
The simple answer is they don't agree with you on the nature of mmorpg gameplay.

I don't really agree with you that the nature of mmorpg gameplay means classes or class roles orreally even replayability although the last one is nice just not a core feature.

It doesn't matter with what you agree or what I agree. Those are the definitive core elements of what makes an RPG that is translated into the MMORPG games... it's seriously that simple...

Except that they aren't.

While those elements are certainly commonplace (thanks to games like Final Fantasy), there are also some fairly well known RPGs that don't feature those at all. One of the most obvious being Zelda.

In fact the only real core elements to RPGs in your original list is 'Immersion', and some form of plot development.

Leveling and class designs are so common, because they are a simple mechanic to make people feel like they've accomplished things. They are a cheap way to artificially generate 'fun', without needed to heavily tuned design elements. Which is great if we don't want new experiences. However, it's far from necessary for these games. Just like experience points aren't necessary to make an FPS good, but they've been injected into every one because it's cheap and easy game design.

It's hard to make a game organically feel fun. It's easy to add periodic 'dings' and power increases that make the players stronger for no real effort other than playing your game. And thus, it cuts down on development costs, while simultaneously guaranteeing a sizable number of people will play your game.

Has have been demonstrated in a number of games, and in a number of ways, there are multiple ways to implement progression. There are multiple ways to make your characters feel strong. There are ways (like the Elder Scrolls games) to make an RPG without needing classes.

- I don't think many people want these mechanics to completely disappear. But it's about time we started having more games that actually start flexing those design muscles instead of taking the easier route which is leveling.

Originally posted by NorseGod

Microsoft has already stated today  that despite the buyout, they will not allow former SOE titles to be ported over to Xbox.

Sony hasn't released a contract with Columbia Nova, either.

Bad investment.

Former SOE titles, not employees.

What is likely going to happen is that Daybreak is going to be pushing out EQN in whatever form is shippable and cut the losses, while management focuses on more 'manageable' (i.e. smaller scope) games. Definitely unlikely that EQN will be shipping on xbox or wiiu, but i dont think the new suits particularly care about that.

What seems obvious is that the focus of this studio is going to be very different from what it once was. I'm sure they're keeping just as many people as is necessary to finish the game, and focusing on newer projects.

Definitely bad for EQN, and yet another nail in the MMO market. Sad day indeed, and my hat goes off to everyone laid off. Maybe some beers as well.

Originally posted by Viper482
The fact WoW was so successful does not excuse it from the fact it destroyed this genre. Just because it had however many million subscriptions does not makee this fact any less valid. There were plenty of bad things throughout history that millions of people supported, did not make them right.

Perhaps the most frustrating thing about this, is that it's not necessarily the game itself that is killing the genre. But rather the players who refuse to give anything else a fair try.

That's the thing that frustrates me when it comes to Blizzard. They are a great company, they know what they are doing, but they have such a die hard fanbase, that most of them think that if Blizzard made it it's automatically perfect, and that there isn't anything else worth playing. This mentality, combined with Blizzard's model of injecting itself into niche genres, copying all the most popular features and discarding the rest; leads to a suffocation of each genre they seem to plant themselves in.

It's been a while since I last saw a good ARPG (prolly torchlight) similar to the diablo series, everyone seems to have forgotten about games like magic thanks to hearthstone, I can't remember the last isometric real-time RTS that wasn't starcraft. LoL may have beaten them to the punch with MOBAs, but we'll see what happens once HotS is released. Same deal with Overwatch, though I wouldn't be surprised if when that comes out everyone forgets that games like TF2 exist.

If only bringing people to a new genre meant they'd actually explore that genre, instead of staying within their comfort Blizz-bubble.

Originally posted by Battlerock
Originally posted by aesperus

I find it ironic how many people are saying 'F2P killed this genre' when (with the exceptions of and EvE) most of the games today would be gone if still on the sub model.

Hate the model all you want, but there is a reason everyone's been it witching over to it. And it's not out of some hipster 'this is the newest cool thing' mentality. Most people (studios and players) were against the F2P model when it was first brought to light. But after numerous examples people began to see that it was one of the best ways to save a game dying on the sub model. And that's still true today.

If the quality was there, the game would have survived. Wow was just better, it's called competition, they couldn't compete so they changed the rules. That's why WoW is what killed the genre, wow made the competition seek new ways, that led to f2p, which led to the monetization we have today. It continues to spiral out of control with paid for alpha.

Sounds good in theory, however the reality is quite a bit different.

WoW is a well made game, true. However it's far from the only well made game on the market. Furthermore, WoW had quite a few issues when it first launched that we often overlook thanks to nearly a decade worth of updates and tweaks. WoW's success is largely contributed to 'friends'. WoW was released during a time when this genre was still very small, for many there was still a massive stigma associated w/ MMOs 'only losers play those games'. Then Blizzard launches WoW and BAM, practically overnight the population of the genre more than doubles.

The problem was, however, that out of all those new players, few really branched out into other games. They were 'hooked' on WoW. They didn't really care about MMOs, they just wanted to play the latest Blizzard game. Because of this, many people's friends were stuck on WoW, not really willing to try other games out. So what happens? The people that want to play other games end up going back to WoW anyway, even if it's not their favorite game, because it's what all their friends are playing.

This is why so many newer games can't compete with WoW. It has little to do with quality. Heck WildStar and even SWTOR were well made games. FFXIV:ARR and GW2 are well made games. Yet none of that matters, because too many people refuse to play anything that isn't WoW.

Nicely written article Bill.

I think one of the things to keep in mind, though (going off the original quote at the top of your article), is that's not how consumers (gamers) think. Your source is absolutely right, though. This is a creative industry, and as such we grow from our failures, and things like growing pains are a very real part of paving the way forward. The problem is, while most developers are keen on trying new things, on experimenting with new ways to make a game and new mechanics to put in them; gamers are fighting to keep more of the same. We even reflect this in our spending habits as we significantly fund sequels more than new IPs. This tug of war isn't unique to MMOs by any means, but it most definitely exists within this genre.

The problem with WoW (and games like it), is it shows a potential trend that is VERY unsettling. Essentially it's the 'first = best' mentality. Where the first game to popularize a genre essentially takes all the players. It's not quite a trend yet, but it could easily become one. We have this with WoW, we have it with Minecraft, and we have it w/ League of Legends. And in each genre other games trying to expand on them struggle. Ironically out of the 3 MMOs seem to be doing the best, whereas most MOBAs fade fast (with Smite being one of the only ones to really carve out a niche for itself). For builder/ sandbox games like Minecraft, no one plays terraria, or starbound, or rust anymore.

I hope that as games continue to evolve, so do we as players. There are many good games out there, with more being made every year. They may not be in our preferred genre, but that doesn't mean we shouldn't be giving them a fair chance. And if the above trend becomes more of a reality, then the only real innovation we're going to see will be outside our comfort zones.

I find it ironic how many people are saying 'F2P killed this genre' when (with the exceptions of WoW and EvE) most of the games today would be gone if still on the sub model.

Hate the model all you want, but there is a reason everyone's been switching over to it. And it's not out of some hipster 'this is the newest cool thing' mentality. Most people (studios and players) were against the F2P model when it was first brought to light. But after numerous examples people began to see that it was one of the best ways to save a game dying on the sub model. And that's still true today.

Originally posted by Grimmx

I have played lots of MMO's, but i think i need players that actually stuck to their MMO's and did pvp on a high lvl to tell me why they like pvp in THEIR game.

Im mostly playing solo. I dont like pay to win games.

Id dont like EVE...i need to play a character.

I dont mind grinding, but skill should matter the most. Not only template/gear.

Thanks to anyone taking the time to answer.  :)

It really depends on what you consider 'good' PvP. Different styles of PvP function very differently, and based on your preference different games will be your answer.

If you're looking for large scale warfare (RvR), then it'd have to be between DAoC, GW2, and ESO. Keep in mind this style of combat focuses more on group strategy, than personal skill. Because of this, it can seem 'zergy' unless you are playing with a group that's coordinated (which every single one of those games has). It makes a huge difference between solo playing around 100s of players, and being part of a larger force using tactics & baiting other armies into bad situations.

If you're looking for more personal skill-based PvP, you have a few options. GW2 has probably the most skill-based on the market currently. It's matchmaking can be a bit messy at times (i.e. sometimes you get qued with / against pretty bad teams), but overall it's very well done, and a good player can win against multiple other lesser-skilled opponents. Even with a more fragile build. Don't confuse this w/ WvW, because GW2 has 2 different kinds of PvP (3 if you count EotM). Structured PvP (the PvP lobby) is a much smaller scale (5v5) pvp mode that is anything but zergy.

If ur willing to try MOBAs, Smite is one of the best MOBAs on the market right now, and it's combat feels very similar to that of an MMO. It's very skillbased, and has a lot of depth if you're willing to take it that far strategically.

If you want more casual (less-skill heavy) pvp games there are FFXIV, Rift, WoW, TSW, SWTOR, etc. They all have semi-fun bite sized pvp, but they're all pretty shallow gameplay wise.

 

Originally posted by maskedweasel
Originally posted by aesperus
 

No I understand, I'm not saying I'm "ANGRY" in the sense that like.. I'm really mad about it.. the anger is very shallow.. I don't really care that much about the living story.. and I have enough gems right now to buy all of them if I wanted to.  

I just don't follow GW2 that much, I wasn't aware the change would happen,  so in a sense I guess its "my fault"  in a way.  But I don't really remember an e-mail campaign about it either.   In the end its not something that really drives me away from the game.  Again, the LS portions that I do have access to, I don't really play.. so this isn't a huge loss for me. 

Gotchya, that is understandable. It's purely psychological, but it does make sense.

The emails, tweets, and reddit posts were there (in addition to their own forums). And tbh, I hadn't been following the game that closely either (I took close to 2 years off from playing the game), but i happen to check my emails as regularly as I can, and read that they were doing so. So I made the effort to log in every couple of weeks to access the parts of the story I didn't already miss out on.

And tbh you aren't missing out on a whole lot (unless you're an achievement player). Though season 2 is a huge improvement from season 1, it's still bite-sized canned content. And it does have room for improvement.

Most everything of value in the game currently is still available for everyone. Which is why it's kind of annoying at how big of a deal this got made out to be. From where I'm sitting it seems a lot like entitlement and splitting hairs.

Originally posted by stevebombsquad
Originally posted by Gaia_Hunter
Originally posted by stevebombsquad
Originally posted by Gaia_Hunter
Originally posted by Kyleran
Perhaps some customers are more desirable than others and maybe having an early paywall helps them separate the wheat from the chaff.

A player that can't be arsed to log in once in 2 weeks or pay $2.5 for a few hours  of play and some grind option in form of achievements, isn't exactly a customer.

They bought the box, right? Just like you did. How does that make them any less of a customer? Just because you play more makes you more entitled? 

We bought the same box and we got exactly the same content from that box.

The Living World Story is paid by the Cash Shop revenue, not by the box price.

The community expressed to Arenanet the interest in having a more permanent Season 2 that could be played at everyone's own pace.

Arenanet explained we can do that but the objective of the Living World is to keep people logging in so if you log in you get this content permanently, if you don't you might buy it at a later time.

People that log in spend more money apparently and/or keep the game alive for those that spend.

I chose to log in every 2 weeks at least once when Living World was on - I got the content free of charge.

He chose not to do so. He has some of the content, including the main meat of Living World Season 2, Dry top and Silverwastes free of charge and some other he can buy it at his own pace, with in game money or real world money.

This is a balanced relation between customer and service provider.

What you and the OP are claiming is "who cares about Arenanet as a business? It is all about me!".

They paid for the game right? Then they are customers. You said they weren't. Just logging in does not equate to spending money. I can see the point of the people that are complaining. I am sure they did this to have people log in. It makes the numbers look good for NCSOFT/NEXON as far as active log-ins and it keeps them relevant for a portion of the player base would would most likely log-in at the end or afterwards and consumed the paltry content in the 10 or so hours and move on until another season had passed. 

They may be customers in the technical sense, but if they haven't been playing the game for sizeable chunk of time, they aren't active, and thus aren't relevant to the current situation. I once bought a candy bar from Walmart 10 years ago. I haven't been there since. Am I still a customer of Walmart? Of course not. And haven't been considered one for some time.

Of course it's a ploy to get people to pay their game. It's got nothing to do with some overly exaggerated boardroom meeting (ala Brain Candy). Sure it makes the numbers look good, but ANY game developer would be retarded to not try and bring players to their game. It's common sense, and is good for the game. All games (and especially MMOs) need people playing them to survive. It's part of how the world works.

It is not uncommon for companies to have special deals, or giveaways to REWARD those who are paying / active customers. In every case, those who are inactive / abscent customers do not get the benefits. It's not because they are somehow 'second rate', it's because they either weren't paying attention, or didn't care enough to capitalize on the special offers.

And that is exactly what is happening here. This was a deal that was ADDED to the game. It's an addition, and not something that was part of the original game. The original game had episodic, temporary living story content. You played it for a month, and then it was gone. Regardless of if you completed it or not. This new addition makes it easier for everyone to go back and experience that content / get achievements they may have missed. But it's a service like any other. There is no reason it has to be free. The game is extremely reasonable cost-wise as it is. They do need to make money somehow.

Originally posted by maskedweasel
Originally posted by loyheta

The level of entitlement is impressive. Seriously? Would you feel better if they never let you replay LS content? People would be clamoring and screaming "I bought the box I should be able to play all content all the time at any time... and solo it!!!!1!!". That's like going to a movie late and asking them to start it over for you. It's the LIVING story. It was always set to be a temporary ever-evolving story and world. The fact that they let you replay it is great. It's a bonus. Most games don't let you replay pre-game-changing events. You don't see FFXIV letting you play 1.0 or WoW letting you play pre-Cataclysm. I really don't understand the mental gymnastics people have to do to justify their reasoning.

Living Story was never intended to be replayed. Enjoy the privilege that a few dollars will grant you. Otherwise, just log in for it.

Thats an even worse argument.  If they didn't let anyone else play it AFTER the time it was allowed, then it would be just like any other seasonal event.  Nobody complains about seasonal events.

If they said "For 200 gems you can play the Halloween Mad King event all year around, but people who were there on Halloween get it for free forever" people would probably be unhappy with that too.  If everyone has access to something, its okay,  if people get special treatment when others have to pay, people are unhappy.  If you say.. "Come join the Halloween event, ONLY HERE FOR 30 DAYS or you miss out"  everyone is in the same boat... people have a choice to experience it or not,  if they miss it, then they miss it.

I think the thing that has me the most angry about it, is that I didn't know that they would charge for it later,  and had I known it would be available and they would charge for it.. I probably would have logged in just to get the content for no reason.  Even though I don't really play the LS stuff...

I think more people would agree with your anger if they weren't forthcoming and transparent about this addition well before they actually added it. They essentially said 'previous living story content was a 1 time thing, and if you weren't logged on while it was happening you were SOL. Now you have the option to play older story content you may have missed via the cash shop'. Which is honestly fair. It's content that was given out free.

This whole uproar reminds me of how people complained with EQN, when they bought the game at full price and they had a sale like a year later. It's like everyone wants their games to exist in a vacuum. And nothing works that way. Not even single player games. There are always promotions, deals, and new ways that games try to make money.

I get that it feels bad to have to pay for something you could've gotten for free. Truly I do. And I also missed out on a few episodes of the LS because I wasn't sure if I would come back to the game or not. But I did, and I sucked it up and unlocked the content because I was interested in trying it out from the beginning, and it honestly wasn't that costly to unlock. Gold is incredibly easy to come by in this game, and you don't need to play like a stock broker to get it. You can unlock each episode after a day or two worth of farming, if that's the route you wish to take. Or just spend 10$ and get a few unlocked.

This isn't something unique to this game. Promotions happen all the time, and there are frequently things given away or sold for cheap that have real value. People view this like an unequal opportunity, but it isn't. Every had the same chance (and will continue to have the same chance) of getting LS content for free, permanently. There is even a pretty modest window for acquiring each episode.

This should just be another lesson in consumer awareness (being smart about spending, and mindful of deals happening around you). Instead, it's become a discussion of entitlement. People believing they should be given content that was never permanent in the original game. And indeed was originally supposed to be completely temporary. Meaning you (and everyone else) would've missed out on it forever, if you weren't playing at that time.

Originally posted by Nanfoodle
Originally posted by Torvaldr
Originally posted by tryklon
Originally posted by Bladestrom
So what are you going to do :

Play Free and pick up the questlines later with gold

Buy for free and buy the questlines with gems

Wish for the game to be sub based.

Or complain about some free beerz solution over and above the above?

There you go, Im gonna wish the game was sub based and/or let me play at my pace, and be able to play the past quests/world stories with a decent and well made "Phasing System", like Warcraft or Elder Scrolls... (this last one becoming B2P soon)

For now, Im gonna simple give up GW2 and move on, since a game that blocks the story to new/returning players, is not what I would call fair, especially to PvE driven players.

You keep using the word unfair, but I think you're wrong. They were more than fair. They offered an option to get the content at no additional charge. They let you just buy it with money and they also let you convert in game resources to gems and purchase through game play. On top of that the game you purchased with the box fee is still completely available plus there is more that has been added at no additional charge outside of the LS updates.

They sent out emails when they were going to launch an update. They sent out emails when they launched an update. You had about 2 weeks to log in and get it for free. All it took was logging in and clicking on the green star in the UI. Log back out and you're done.

What is unrealistic is to expect a flexible system to cater to your personal whims or needs. At some point you need to take responsibility for your own choices. The free option was there but you ignored it.

I dont agree, it should be free for all or paid for all. The gate is not how much you already paid into the game its a log in date. I dont see your this is fair stand in this.

Firstly, if this game went sub, everyone would be paying more than people are bitching about currently. A lot more.

Secondly, this content was originally temporary. As in, you wouldn't even have the option of playing it currently if they were still on the old system. It would be gone, along w/ all the achievements tied with them. This new system was added to give players the option to go back and play the temporary content they'd missed.

They sent out multiple emails, reddit posts, and notifications stating 'hey this is happening, if you're still interested in the game you can just log in to get it for free, but if not you will have to pay for it later to experience that content'. They were crystal clear on that.

Now that an expansion is announced, it's entitlement city all over again. All over content people have been bashing on this game for years now. This is the same Living Story content everyone said was crap. And now people are upset that they can't play it without some gems. It seems very petty tbh.

And I have to ask, how the hell have you managed to spend 400$ on this game? Did you buy the deluxe edition for a full family of people? And then proceed to fully upgrade their accounts as well (character slots, bank tabs, etc. etc.) I'm honestly curious. I've spent roughly 80$ total since this games beta. I took over a year off from the game, and I've still managed to unlock almost everything I've wanted from the cash shop, using mostly gold I've earned in game.

 

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