A Simple Way to Make Pugging More Attractive
Bryant Again
I'm rather a little lost on this one...I thought Heros were implemented because of the PUG problem. Is that incorrect? If so, were Heros a "failed idea"?
Bryant Again
I'm a little lost on this one...I thought heros were created because the PUG situation was bad. Is that incorrect? If so, were Heros a "failed idea"?
Kuldebar Valiturus
Quote:
Originally Posted by Bryant Again
I'm rather a little lost on this one...I thought Heros were implemented because of the PUG problem. Is that incorrect? If so, were Heros a "failed idea"?
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Was ANet giving us Heroes and improved Henchies because player groups were of poor gamer quality? <I don't think so>
I believe ANet gave us these tools because the player base was spread out over 3 chapters and getting groups was becoming a significant challenge.
Now, unintended consequences being what they are...we still have a thinned out population and a dwindling number of players that actually play together.
Also, it creates a situation that tends to make PuG's more likely to be perceived as a negative experience.
It takes time to develop good grouping skills and discipline but unfortunately most players (especially newer players) will never get that experience.
A predicament that perpetuates itself.
-Good players are hard to find because most people will choose to play with Heroes/improved Henchies.
-Most people choose to use Heroes/improved Henchies because PuG's are considered sub-par and good players are hard to find.
-Heroes/improved Henchies tend to promote poor team work skills and lessen player interaction.
-The remaining players that don't use Heroes/improved and seek player groups tend to be newer and inexperienced players.
Aeon221
I'm going to conclude my involvement thusly:
You people have your heads so far up your asses that none of you realized that this feature is already in the game.
You people have your heads so far up your asses that none of you realized that this feature is already in the game.
Kuldebar Valiturus
Quote:
Originally Posted by Aeon221
I'm going to conclude my involvement thusly:
You people have your heads so far up your asses that none of you realized that this feature is already in the game. |
The group bonus "feature" for playing with human players?
Loviatar
[QUOTE]
that part is correct as henchies were designed from the start to either fill a spot or as the game box itself says to *PLAY SOLO*
WRONG
we had henchies from the start and the only reason they were not used by most people is that it took an EXPERT to use them.
from the BWE on the most constant request was fix the henchies so i can get rid of........
the penis map drawers
the give me 5k or i agro everything and then zone
the rage quitter if he isnt the boss
all the antisocial jerks whose idea of fun is ruin the others fun.
your join date shows that you missed a ton of posts by people detailing the latest nightmare PUG experience.
it is not being spread out that killed the PUG it is the obnoxious average PUG player
heroes did not change anything over night .
what you see are people making a choice between a hero and being in another jerk group
Quote:
Originally Posted by Kuldebar Valiturus
Depends on what you mean by "PuG problem".
Was ANet giving us Heroes and improved Henchies because player groups were of poor gamer quality? <I don't think so> |
Quote:
I believe ANet gave us these tools because the player base was spread out over 3 chapters and getting groups was becoming a significant challenge. |
we had henchies from the start and the only reason they were not used by most people is that it took an EXPERT to use them.
from the BWE on the most constant request was fix the henchies so i can get rid of........
the penis map drawers
the give me 5k or i agro everything and then zone
the rage quitter if he isnt the boss
all the antisocial jerks whose idea of fun is ruin the others fun.
your join date shows that you missed a ton of posts by people detailing the latest nightmare PUG experience.
it is not being spread out that killed the PUG it is the obnoxious average PUG player
heroes did not change anything over night .
what you see are people making a choice between a hero and being in another jerk group
Winterclaw
Quote:
Originally Posted by kuldebar
I believe ANet gave us these tools because the player base was spread out over 3 chapters and getting groups was becoming a significant challenge.
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Anyways, I'm going to sign the OPs first and second ideas (but not the numbers with the second idea), but not the 3rd and fourth ones. The first one would help everyone, and the second gives good reason to group. The third might hurt the economy and the fourth will hurt people who can't get pugs or need to bring along a hero to play the tank or a monk.
Jetdoc
Why is it that every suggestion thread turns into a "Don't Force Me to Play a Certain Way" or a "Heroes are the Root of All Evil" thread?
Simply put, the OP was attempting to find a way to encourage people to play multiplayer. Taking things away from players who like to play single player PvE is simply a bad idea, for many of the reactions you see in this thread.
However, providing incentives to those that choose to group, IMO, is a good idea. One does NOT mean the other.
Simply put, the OP was attempting to find a way to encourage people to play multiplayer. Taking things away from players who like to play single player PvE is simply a bad idea, for many of the reactions you see in this thread.
However, providing incentives to those that choose to group, IMO, is a good idea. One does NOT mean the other.
CDittric77
I actually don't see this as an issue. As a relatively new player to the game (I first started playing in the early fall) I have actually found it rewarding to party with other newer players - it forces us to develop strategy, work on builds, and frankly, gives us the motivation to stick together.
I think the prior arguments in this thread rely on the assumption that newer players are looking for but can't find experienced assistance and/or that experienced players are of such value that it is implausable to think of a newer player getting along in a mission.
Both, I think, are false assumptions.
It bears repeating as well that if you are looking for a greater community, join a guild, get your guild in an alliance - there are plenty of people to meet that way!
I think the prior arguments in this thread rely on the assumption that newer players are looking for but can't find experienced assistance and/or that experienced players are of such value that it is implausable to think of a newer player getting along in a mission.
Both, I think, are false assumptions.
It bears repeating as well that if you are looking for a greater community, join a guild, get your guild in an alliance - there are plenty of people to meet that way!
Kuldebar Valiturus
Quote:
Originally Posted by Loviatar
WRONG
we had henchies from the start and the only reason they were not used by most people is that it took an EXPERT to use them. |
But, yes, earlier on, Henchies were a challenge for newer players. I recall many people never using Henchies because they "sucked"...it was preferable to group with other players.
Quote:
Originally Posted by Winterclaw
If that were the case, why add heroes to nightfall (which was going to have the most players when it came out) when proph and factions were starting to get empty? Heroes don't help people who have the first two games. In fact it kind of hurts them because at least if someone has nightfall, getting a hero monk for your group will never be a problem and is more attractive than henchies.
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Heroes are just an improvement on a game concept that was made to counter the lack of human players to group with. As the player base spreads further out, they will become more necessary if the trend continues. Also, Henchies were improved for every campaign.
As far as Heroes not helping players in the first 2 campaigns, that's not actually correct.
When my Factions character gets off the noob island I have him go to Elona and grab tthe Heroes, then onto Lion's Arch for Olias and Cantha mainland for the Assasin hero.
I think I had 8 or 9 Heroes my last count.
Winterclaw
Quote:
When my Factions character gets off the noob island I have him go to Elona and grab tthe Heroes, then onto Lion's Arch for Olias and Cantha mainland for the Assasin hero. |
Burst Cancel
Quote:
Originally Posted by Aeon221
I'm going to conclude my involvement thusly:
You people have your heads so far up your asses that none of you realized that this feature is already in the game. |
Quote:
Originally Posted by Kuldebar Valiturus
Care to make more sense?
The group bonus "feature" for playing with human players? |
Quote:
Originally Posted by CDittric77
I think the prior arguments in this thread rely on the assumption that newer players are looking for but can't find experienced assistance and/or that experienced players are of such value that it is implausable to think of a newer player getting along in a mission.
Both, I think, are false assumptions. |
Kuldebar Valiturus
Quote:
Originally Posted by Winterclaw
Yes but you have nightfall. If player X only has one or both of the first two games, he's not being helped by heroes where he is most likely to need that help.
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Improved Henchies are many times better than their older versions. The flag control mad a huge difference.
Additionally, I believe it's entirely possible to expect Heroes to be available to all campaigns at some point in either a full or limited way. Much like the Storage Improvement in Factions...
Kuldebar Valiturus
Quote:
Originally Posted by CDittric77 I think the prior arguments in this thread rely on the assumption that newer players are looking for but can't find experienced assistance and/or that experienced players are of such value that it is implausable to think of a newer player getting along in a mission. Both, I think, are false assumptions. |
Quote:
Originally Posted by Burst Cancel
It's about time one of the newer players pointed this out. Thanks.
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Winterclaw
Flag controls help, but there's nothing that can be done about normal henchies' skill sets or how/when they use their skills. You also have no way of sending one henchie out to pull a mob like you can do with Jin or Margrid.
Tempy
Quote:
Originally Posted by cellardweller
Are you honestly trying to say that AI are better than people? Go observer mode and count how many heroway guilds are in gvg. If ai is so much moe effective than humans why aren't they used more in the highest levels of the game?
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Oh Yes and those are PUG's????? NOPE!!!!
Sorry to say it but the AI is better than more than half the players out there...and guess what you don't have to deal with attitude from them. Although after this late update they(AI) seem to be doing exactly what they want even when a target is called.
/not signed....If I wanted to play with impatient, never make a mistake, aggro everything know it alls...I would RA more.
and for those of you that agree with this idea...what happens when you get on a team with 1 or more "idiots"? You leave? Oh yes, this is going to help game play and provide more interest in PUG's. Or what if its a W/R or any other non cookie cutter build that jumps in....*kick* Can't tell you how many times I have been in Endgame missions and taking through nonstandard builds with me because no one else wants them.
Hmmmm, I guess with that last comment, once again its not the PUG that is the problem its the person at the computer's mindset. Forcing people to play with each other for economic gain will only create more stress, and cause more people to leave.
TheRaven
LOL, Kinda ironic that the game which brought us heroes and allowed many to abandon PUGs has as it's motto - "You never fight alone!"
Kuldebar Valiturus
People play online games primarily so they can play with other people and game developers seek to provide a platform for that activity and make a profit.
If the game is truly full of idiots and poor players, then we need to ask ourselves, "Why"?
If you no longer need to rely, talk or interact with other players in a game, is it any wonder that there's a lack of civil society and gamer team work within the game?
Yeah dealing with people is a pain, I know. You have to consider their feelings, try to understand them, help them, ask for help from them...it can all get pretty messy.
Thank goodness we have Heroes and improved Henchies.
If the game is truly full of idiots and poor players, then we need to ask ourselves, "Why"?
If you no longer need to rely, talk or interact with other players in a game, is it any wonder that there's a lack of civil society and gamer team work within the game?
Yeah dealing with people is a pain, I know. You have to consider their feelings, try to understand them, help them, ask for help from them...it can all get pretty messy.
Thank goodness we have Heroes and improved Henchies.
Tempy
Quote:
Originally Posted by Kuldebar Valiturus
You have to consider their feelings, try to understand them, help them, ask for help from them...it can all get pretty messy.
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Praetor
Griefing was an issue that a.net failed to directly address. Simply put, they "nuked" the whole PUG problem using heros. There was no punishment for greifing (only isolated, extreme cases might have been dealt with).
Antheus
Here's the breakdown:
Heroway (always all of the following):
- Max armor
- UAS
- 200 attribute points
- Sup, or at least major vigor, with other runes to improve the build
- Proven, working class build
- Sinergetic team build between at least 4 characters of the team
- Following orders to the dot
- Paying attention 100% of the time (minus the lag)
- Balanced team (protection, defense, healing, condition and hex removal, spike damage, aoe damage, interrupts, shutdown, ...)
PUGs (Always at least one of the following):
- Non-max armor
- Only 10 skills available
- No attribute quests done
- Not level 20
- No health runes, preferably with 2 or 3 superior runes
- Non-synergetic builds
- Inability of team play
- Useless builds
- AFKers, leavers, griefers, "I don't give a $%$# about this anyway"-type
No, players aren't anti-social. They just have a limited ammount of patience. Why should I try doing venta cemetary twice, because someone thinks it's funny to trigger the artillery fire? Why should I have to do gate of pain 10 times, because nobody wants to bring a prot monk and warder? Why should I be stuck at THK for two days because someone thinks it's best to split teams rather than camp the king?
I know what works for me with a whole string of Protector titles to prove it. I don't bother proving it though. I know what works for me, and have zero intent on arguing or debating over it. I like to have an effective, no hassle way of completing missions and capping skills. PUGs are simply not effective, nor hassle free, and they take too long to set up.
It's not that heroes are a problem. PUGs are ineffective, and sub-par. You can get a superb PUG on 1 every 30 tries. But why not settle for a "great" (not superb) hero team every single time?
This isn't about social attitudes or egoistic behaviour, but simply practicality. Heroes are much more practical. If you don't care about that, then PUGs are still the way to go.
Heroway (always all of the following):
- Max armor
- UAS
- 200 attribute points
- Sup, or at least major vigor, with other runes to improve the build
- Proven, working class build
- Sinergetic team build between at least 4 characters of the team
- Following orders to the dot
- Paying attention 100% of the time (minus the lag)
- Balanced team (protection, defense, healing, condition and hex removal, spike damage, aoe damage, interrupts, shutdown, ...)
PUGs (Always at least one of the following):
- Non-max armor
- Only 10 skills available
- No attribute quests done
- Not level 20
- No health runes, preferably with 2 or 3 superior runes
- Non-synergetic builds
- Inability of team play
- Useless builds
- AFKers, leavers, griefers, "I don't give a $%$# about this anyway"-type
No, players aren't anti-social. They just have a limited ammount of patience. Why should I try doing venta cemetary twice, because someone thinks it's funny to trigger the artillery fire? Why should I have to do gate of pain 10 times, because nobody wants to bring a prot monk and warder? Why should I be stuck at THK for two days because someone thinks it's best to split teams rather than camp the king?
I know what works for me with a whole string of Protector titles to prove it. I don't bother proving it though. I know what works for me, and have zero intent on arguing or debating over it. I like to have an effective, no hassle way of completing missions and capping skills. PUGs are simply not effective, nor hassle free, and they take too long to set up.
It's not that heroes are a problem. PUGs are ineffective, and sub-par. You can get a superb PUG on 1 every 30 tries. But why not settle for a "great" (not superb) hero team every single time?
This isn't about social attitudes or egoistic behaviour, but simply practicality. Heroes are much more practical. If you don't care about that, then PUGs are still the way to go.
Heimdallw32
I agree with the basic principle behind the OP's suggestion, but I don't think it would be practical; While it sounds nice to reward people for making the effort to group with other players, that just ends up creating an even worse mindset than what we commonly have right now. Instead of "Heros are better than 99% of players because I have complete control over them and they don't talk to me", we'd have "I need to team with people to make more money and get more drops"...which would make things even -worse-.
How? Because then people wouldn't even be grouping up for the purpose of completing a mission or quest; You could still use hero/hench. No, people would be teaming up in order to get richer. It would make the PuG situation even worse...I could see more quitters than there currently are, in fact. "'Monk Heals U picks up the Ruby Stilletos' 'Monk Heals U has left the game.'" (made up the player-name and the item name). Yes, we'd see people leaving once they got whatever they determined to be "enough". We'd see people grouping -only- to "farm" a mission or area, then leaving once they got what they wanted.
This would further push people away from PuGging. We don't need another reason for people to dislike PuGs, do we?
I agree that there are ALOT of idiots, self-rightous elitists, selfish jerks, and immature griefers out there...but there -are- people out there who are worth finding.
Sure, you could join a guild, get enough friends so that you never have to look at another player again...is that really such a good thing? What about people who don't have that yet?
I'm not advocating the removal or dumbing down of heros (Please Anet no, don't make them even stupider than they allready are, please!); Honestly, I don't know what can be done to solve the problem, since the problem isn't really with the game at all...and there's not really much Anet can do, in my eyes.
Sure, they could implement in-game things to encourage grouping...but then people would be grouping because of whatever reward there would be, not because they wanted to play with other people.
Sadly, I don't think there's anything that can be done about this. Elitists will be elitists and will forever scream that they can solo everything and anything with heros and henchies and say things like "I have three protector titles to prove how good I am at playing by myself!". Griefers will always be griefers. Arrogant players will always be as such. And a small amount of unskilled players will never improve.
Heros or not, it was inevitable that the community would end up this way. It's the way of all MMOGs. You have your "golden era", the first year, maybe a bit longer, before it starts to break down as more and more immature players join, which encourage arrogant "vets" to become even more arrogant and elitist.
As for me? I'll continue to prefer PuGs, even if they're not the most "efficient" way of doing things. I'd rather have good and bad experiences with other players to remember than mediocre and boring hero/hench experiences. To each their own. There isn't anything you can do to encourage players to change what they enjoy.
How? Because then people wouldn't even be grouping up for the purpose of completing a mission or quest; You could still use hero/hench. No, people would be teaming up in order to get richer. It would make the PuG situation even worse...I could see more quitters than there currently are, in fact. "'Monk Heals U picks up the Ruby Stilletos' 'Monk Heals U has left the game.'" (made up the player-name and the item name). Yes, we'd see people leaving once they got whatever they determined to be "enough". We'd see people grouping -only- to "farm" a mission or area, then leaving once they got what they wanted.
This would further push people away from PuGging. We don't need another reason for people to dislike PuGs, do we?
I agree that there are ALOT of idiots, self-rightous elitists, selfish jerks, and immature griefers out there...but there -are- people out there who are worth finding.
Sure, you could join a guild, get enough friends so that you never have to look at another player again...is that really such a good thing? What about people who don't have that yet?
I'm not advocating the removal or dumbing down of heros (Please Anet no, don't make them even stupider than they allready are, please!); Honestly, I don't know what can be done to solve the problem, since the problem isn't really with the game at all...and there's not really much Anet can do, in my eyes.
Sure, they could implement in-game things to encourage grouping...but then people would be grouping because of whatever reward there would be, not because they wanted to play with other people.
Sadly, I don't think there's anything that can be done about this. Elitists will be elitists and will forever scream that they can solo everything and anything with heros and henchies and say things like "I have three protector titles to prove how good I am at playing by myself!". Griefers will always be griefers. Arrogant players will always be as such. And a small amount of unskilled players will never improve.
Heros or not, it was inevitable that the community would end up this way. It's the way of all MMOGs. You have your "golden era", the first year, maybe a bit longer, before it starts to break down as more and more immature players join, which encourage arrogant "vets" to become even more arrogant and elitist.
As for me? I'll continue to prefer PuGs, even if they're not the most "efficient" way of doing things. I'd rather have good and bad experiences with other players to remember than mediocre and boring hero/hench experiences. To each their own. There isn't anything you can do to encourage players to change what they enjoy.
creelie
Man oh man.
Guildies FTW.
Guildies FTW.
Kook~NBK~
/not signed.
I play with PUGs. I play with Heros/Henchies. I also do a bit of solo farming.
I enjoy all three methods and shouldn't be penalized for using any of them. I've said it before, and I'll say it again: The "PUGs suck" idea is an overblown load of garbage. I play a lot with PUGs and have had my share of problems, but they're very few and far between.
I play with PUGs. I play with Heros/Henchies. I also do a bit of solo farming.
I enjoy all three methods and shouldn't be penalized for using any of them. I've said it before, and I'll say it again: The "PUGs suck" idea is an overblown load of garbage. I play a lot with PUGs and have had my share of problems, but they're very few and far between.
CDittric77
Quote:
Originally Posted by Tempy
Hmmmm, I guess with that last comment, once again its not the PUG that is the problem its the person at the computer's mindset. Forcing people to play with each other for economic gain will only create more stress, and cause more people to leave.
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Perhaps an over-looked piece to this debate is the subtle difference between immature or younger players and 'new' players to the GW universe? Immature players, whether new to the game or experienced high level characters, will impact the ability of a mature newer player to find a coheisive and successful group.
As a newer player I actually appreciate the existence of henchmen and heroes because it gives me the opportunity and flexibility to look for a group or mix/match/solo play a mission or quest if the company present is less than desirable.
And again, I don't think we can state enough that guilds exist, in part, to assist each other. If your guild doesn't do that, perhaps it's time to find another?
the_jos
Making PuGs more attractive can be done with rewards.
But, the reward should not go up with the number of humans, but with the skills those people use.
So a 'cookiecutter' SF ele build generates 'normal' drops and a non-standard water ele gets 'normal+20%' drops (so a 100 gold drop will become a 120 one).
The more non-cookiecutter players are in the team, the more rewarding the drops will get. Heroes will generate 'normal' drops.
This will increase gold drops with a maximum of normal + 160% if the whole team is non-cookiecutter.
The cookie-cutter builds could probably be determined with statistical analysis, so when new ones hit the general GW community those get lower drops within a couple of days.
This should give PvE players some reward for thinking about builds and could probably cause less people to be kicked because they don't have the right build.
I can just imagine:
- new player (necro) joins group and pings skills
- group leader says: "You are running MM build, please change to blood or curses (not SS) or non-MM death."
- new player does not want to change, so gets kicked
- new player in local chat: "OMG, I just got kicked because I'm MM"
But, the reward should not go up with the number of humans, but with the skills those people use.
So a 'cookiecutter' SF ele build generates 'normal' drops and a non-standard water ele gets 'normal+20%' drops (so a 100 gold drop will become a 120 one).
The more non-cookiecutter players are in the team, the more rewarding the drops will get. Heroes will generate 'normal' drops.
This will increase gold drops with a maximum of normal + 160% if the whole team is non-cookiecutter.
The cookie-cutter builds could probably be determined with statistical analysis, so when new ones hit the general GW community those get lower drops within a couple of days.
This should give PvE players some reward for thinking about builds and could probably cause less people to be kicked because they don't have the right build.
I can just imagine:
- new player (necro) joins group and pings skills
- group leader says: "You are running MM build, please change to blood or curses (not SS) or non-MM death."
- new player does not want to change, so gets kicked
- new player in local chat: "OMG, I just got kicked because I'm MM"
Age
I will tell you what the problems with pugs today is that they are forced into doing mission they would rather skip.This is early into the game all they want to do especially with thier 2 or 3rd char. is to cap elites and just beat the game.There are those who don't care about the story line of the game just getting what they want.When it came to Prophecies you could go from ascalon right to Sacntum Cay get all 3 desert mission done ascend and get to Dragons Lair and be off in Droks or you could get a run to Droks.This what most want and are very use to in GW.I would suggest that it is high time that Anet Unlock the gates or make a different way to skip most of the missions in Factions for now.I wouldn't mind getting some capping some elites for my 2nd account in Factions but I hate the thought of doing missions over agian.
I don't work well with Henchies and the same could said with Heros as i prefer a human team anyday.I would have to say the reason most are avoiding grouping is because you can't skip the missions unlike Tyria which in Elona I thought you would be the same.I guess when pugging most don't trust of have a lot of faith in one another as we all Humans not machines.It would be nice if others thought of it that way and possibly when playing alone and struggling through missions can get very depressing for some or most which may hide it.
I don't work well with Henchies and the same could said with Heros as i prefer a human team anyday.I would have to say the reason most are avoiding grouping is because you can't skip the missions unlike Tyria which in Elona I thought you would be the same.I guess when pugging most don't trust of have a lot of faith in one another as we all Humans not machines.It would be nice if others thought of it that way and possibly when playing alone and struggling through missions can get very depressing for some or most which may hide it.
Jetdoc
Quote:
Originally Posted by Antheus
But why not settle for a "great" (not superb) hero team every single time?
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Again, I think this suggestion should not be made to penalize players that enjoy heroes, such as yourself. I think that providing incentives to encourage PuG play (especially to overcome some of the frustrations that you've noted above) is an excellent idea....the key is balancing them to make single player PvEers not view them as penalties.
Vinraith
Quote:
Originally Posted by Jetdoc
To play a multiplayer game?
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cellardweller
Quote:
Originally Posted by Tempy
Oh Yes and those are PUG's????? NOPE!!!!
Sorry to say it but the AI is better than more than half the players out there...and guess what you don't have to deal with attitude from them. Although after this late update they(AI) seem to be doing exactly what they want even when a target is called. |
Quote:
Originally Posted by someone
Simply put, the OP was attempting to find a way to encourage people to play multiplayer. Taking things away from players who like to play single player PvE is simply a bad idea, for many of the reactions you see in this thread.
However, providing incentives to those that choose to group, IMO, is a good idea. One does NOT mean the other. |
Quote:
Originally Posted by Kuldebar Valiturus
Using Heroes is akin to masturbation, everyone does it, but it's not the best long term way to find fulfillment.
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Jetdoc
Quote:
Originally Posted by Vinraith
It's not an exclusively multiplayer game, even the box says it can be played single player. It's a selling point, and an important one IMO.
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I was in no way disputing that GW can be played single player. However, I think that GW can do more things to encourage multiplayer play, so that players that want to participate in that arena have the ability to do so.
Jetdoc
Quote:
Originally Posted by cellardweller
Providing a benefit for only one method of playing is equivilent to denying the second method the same benefit. You are still trying to penalise them for having a different value system to your own.
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For example, cars that carry 3-4 people can travel in the High Occupancy Vehicle lane on the freeway. Are people that travel in the mainlanes penalized because they chose to drive alone? IMO, the answer is no - it is just the people that decided to travel with others received a "perk" or "incentive" for doing so. Providing incentives for playing with others, IMO, is no different, as long as you aren't taking something away from those that play single player.
...and please remove my name from the 2nd quote - I didn't post that.
Cherng Butter
I'm against penalizing hero users, but PuG incentives are fine. My Nightfall campaign was extremely successful, yet extremely lonely!
Kuldebar Valiturus
Quote:
Originally Posted by Jetdoc
...and please remove my name from the 2nd quote - I didn't post that.
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Heroes and improved Henchies are in the game, it's highly unlikely ANet will nerf or delete them. The cow is outta the barn.
The issue of whether Heroes/improved Henchies have negatively impacted player interaction is only debatable as to the degree of the impact.
My personal view is that player grouping has declined for a number of reasons. NPC group members are only in part to blame.
The biggest reason player grouping has diminished is largely due to the paper thin playerbase spread out over 3 campaigns and instanced content.
Add Heroes/Imp. Henchies to that mix and you start tilting the scales.
Teamwork between players has generally suffered a perceived decline in quality that may be the result of a significant percentage of people relying on NPC group members. Game play with NPC's is entirely different than grouping with other players.
Having more players running on top each other would increase success and failures of PuG's across the board and be a positive development.
Bottom line: more opportunity to group with other players is a good thing.
Antheus
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Originally Posted by Jetdoc
To play a multiplayer game?
Again, I think this suggestion should not be made to penalize players that enjoy heroes, such as yourself. I think that providing incentives to encourage PuG play (especially to overcome some of the frustrations that you've noted above) is an excellent idea....the key is balancing them to make single player PvEers not view them as penalties. |
Then I didn't bother anymore, spent around 100k per character to equip heroes, and moved on.
I, for one, play the game for diverse content. PvE, PvP, timed missions, loot, masters, titles, you name, I dabble in everything.
As such, I seek optimal way. If humans are optimal, I'll go with that. For DoA, I'd never even remotely consider requesting heroes or henchies be made available. I never tried bringing heroes into UW/FoW, although I understand it's quite doable, even with 4 person teams. SF-way into HA? No thanks. Actually, one thing I never tried was Hero battles, since I think that's just lame excuse for PvP.
But for everything else, PUGs (not all human players) have become suboptimal by a wide margin. Not just a random fluke, but unfortunately consistently.
Why play multiplayer? I wouldn't enter high-end missions without max armor. I wouldn't go pvping with level 18 character. And same applies to PUGs. They are suboptimal.
But if you do have a group of players who is consistent and available, then they'll usually outperform heroes.
But asking to play with anyone who happens to pop up in my current instance is totally unrelated to the fact this is multiplayer game.
The better question here would be: How to improve the skill level and attitude of players - although this is mostly futile task, everyone plays the way they want. And so do I.
Loviatar
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having been in the i have nobody heading that way to group with and get the perk of the fast lane except on rare occasions i can tell you this about the south bay curve in LA.
the difference between 15 miles of stop and go traffic for most of us and the *PERK* of 45-55 MPH all the way is the difference between a trip of 20-25 minutes for some and a trip of over 2 hours for me and the others.
bottom line is that an advantage for some puts them ahead of the others who do not have the same advantage.
putting some ahead of the rest is indeed a penalty to the left behind people no matter how nicely you word it.
Kuldebar Valiturus
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Originally Posted by Antheus
The better question here would be: How to improve the skill level and attitude of players - although this is mostly futile task, everyone plays the way they want. And so do I.
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The use of Heroes/Henchies does not make for good team players.
Now that we have new players coming into the game, perhaps even new to online gaming, they may not learn how to be effective group players.
Henchies used to be fairly problematic and a challenge to use when the game was released, that's not the case now. So, even for people who don't own Nightfall, they may rarely group with other players.
There are exceptions to everything, but i think my answer reflects a general trend.
cellardweller
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Originally Posted by Jetdoc
That is absoultely incorrect. Viewing a benefit one person receives as harming someone else is a very narrow view, IMO.
For example, cars that carry 3-4 people can travel in the High Occupancy Vehicle lane on the freeway. Are people that travel in the mainlanes penalized because they chose to drive alone? IMO, the answer is no - it is just the people that decided to travel with others received a "perk" or "incentive" for doing so. Providing incentives for playing with others, IMO, is no different, as long as you aren't taking something away from those that play single player. |
Quote:
Originally Posted by Jetdoc
...and please remove my name from the 2nd quote - I didn't post that.
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grottoftl
okay here's something I would like to hear from the pro-PuG players
I bet some of you didn't think that most of the players that use heroes and henchmen a lot also play with their guildmates exclusively too
now here's the scenerio and question: heroes and henchmen are removed from the game. those people who used them always now only strictly play with their guild and still never ever play with PuGs. there is still a lack of PuGs not caused by heroes and hench anymore, as some pro-PuG players think that way, but the lack of PuGs is caused by players who play exclusively with their guildmates.
now here's the question will you still complain and try to force those guild-only players to play with PuGs when there is a lack of them? since they don't use heroes and henchmen anymore just guildmates now.
I bet some of you didn't think that most of the players that use heroes and henchmen a lot also play with their guildmates exclusively too
now here's the scenerio and question: heroes and henchmen are removed from the game. those people who used them always now only strictly play with their guild and still never ever play with PuGs. there is still a lack of PuGs not caused by heroes and hench anymore, as some pro-PuG players think that way, but the lack of PuGs is caused by players who play exclusively with their guildmates.
now here's the question will you still complain and try to force those guild-only players to play with PuGs when there is a lack of them? since they don't use heroes and henchmen anymore just guildmates now.
Kuldebar Valiturus
Quote:
Originally Posted by grottoftl
okay here's something I would like to hear from the pro-PuG players
I bet some of you didn't think that most of the players that use heroes and henchmen a lot also play with their guildmates exclusively too now here's the scenerio and question: heroes and henchmen are removed from the game. those people who used them always now only strictly play with their guild and still never ever play with PuGs. there is still a lack of PuGs not caused by heroes and hench anymore, as some pro-PuG players think that way, but the lack of PuGs is caused by players who play exclusively with their guildmates. now here's the question will you still complain and try to force those guild-only players to play with PuGs when there is a lack of them? since they don't use heroes and henchmen anymore just guildmates now. |
People would be even more motivated to join and build stronger guilds and community.
But, of the Guilds I have been privy to after Nightfall release there was a general decline in guild groups.
This may have been a spike event because people needed to level Heroes and get them skills, etc. But, I am sure there has been a lasting impact of some kind.
Additionally, it has always been a challenge for guilds having to build cohesion within the chaptered and instanced spread of Guild Wars, Heroes don't make the job any easier.