If you were the developer...

hallomik

hallomik

Krytan Explorer

Join Date: May 2006

The Illini Tribe

N/Mo

Imagine for a moment you are the lead designer for GuildWars and have to decide where to focus resources.

You have a limited staff, budget and time. The fan forums are screaming for every kind of change to the game imaginable. Your dutiful community rep compiles the list of the hottest topics on the fan forums.

Realistically, you can't do it all (and not only because some of the requests are for the opposite thing).

OK, hotshot. Your staff meeting is about to begin. Which Six (6) things below are you going to spend the most time, money and resources on?
A Player-to-Player Trade Improvements (traders, improved party search, etc.)
B PVP Skill Balance
B 1 Boost underused class
B 2 Boost underused skill(s)
B 3 Nerf overused class
B 4 Nerf overused skill(s)
C PVE Skill Balance
C 1 Boost underused class
C 2 Boost underused skill(s)
C 3 Nerf overused class
C 4 Nerf overused skill(s)
D Player "Policing"
D 1 Anti-Bot measures
D 2 Anti-Eula violation measures (profanity, gold buyers, spamming, etc.)
D 3 Anti-bad behavior measures (leeching, rage-quitting, scamming, etc.)
E 1 Encourage grouping measures (expanded party search, incentives for playing with real players, etc.)
E 2 Improve the solo game (e.g., expanded heroes, better hero AI / control, etc.)
F 1 Make Hard mode & Elite missions easier (e.g. better henches, more heroes, cheaper dp removal, easier to form groups, etc.)
F 2 Make Hard Mode & Elite missions harder (more variable skill bars, more dual professions, more PVP-style fights)
G 1 Economy Management - Makes things more expensive/rarer
G 2 Economy Management - Makes things cheaper/more common
G 3 Economy Management - Makes it easier to get/make/farm gold & rares
G 4 Economy Management - Makes it harder to get/make/farm gold & rares
H 1 New Product Development: GW:EN
H 2 New Product Development: Chap 2
I Player Events (Holiday, Weekend, etc.)
J More Storage
K Character customization options (Name changes, stylists, mini-pets, armor sets, dances, etc.)
L Titles (more, balance, add emotes, etc.)
M Improve / Expand PVP process (Maps, victory conditions, Ladder system, etc.)

Rank your top 6 and provide any special direction to your team. If you have a pet project, you're in control so slot it in, but beware the player backlash!



---------------------------------------------------------------
Results So Far in Decending Order

The first column is the number of times the items appeared in anyone's list.
The second column is the percent of lists in which that item appeared (n=17).
I have analyzed the data a couple of other ways, but I'll expand on that if I get more data to work with.

10 59% H 1 New Product Development: GW:EN
9 53% A Player-to-Player Trade Improvements (traders, improved party search, etc.)
9 53% H 2 New Product Development: Chap 2
7 41% B PVP Skill Balance
7 41% C PVE Skill Balance
6 35% E 1 Encourage grouping measures (expanded party search, incentives for playing with real players, etc.)
6 35% M Improve / Expand PVP process (Maps, victory conditions, Ladder system, etc.)
5 29% B 2 Boost underused skill(s)
4 24% B 4 Nerf overused skill(s)
4 24% D 1 Anti-Bot measures
4 24% G 3 Economy Management - Makes it easier to get/make/farm gold & rares
4 24% K Character customization options (Name changes, stylists, mini-pets, armor sets, dances, etc.)
3 18% B 3 Nerf overused class
3 18% D Player "Policing"
3 18% E 2 Improve the solo game (e.g., expanded heroes, better hero AI / control, etc.)
3 18% I Player Events (Holiday, Weekend, etc.)
2 12% B 1 Boost underused class
2 12% D 3 Anti-bad behavior measures (leeching, rage-quitting, scamming, etc.)
2 12% G 2 Economy Management - Makes things cheaper/more common
1 6% C 1 Boost underused class
1 6% C 2 Boost underused skill(s)
1 6% F 2 Make Hard Mode & Elite missions harder (more variable skill bars, more dual professions, more PVP-style fights)
1 6% G 1 Economy Management - Makes things more expensive/rarer
1 6% J More Storage
1 6% L Titles (more, balance, add emotes, etc.)
0 0% C 3 Nerf overused class
0 0% C 4 Nerf overused skill(s)
0 0% D 2 Anti-Eula violation measures (profanity, gold buyers, spamming, etc.)
0 0% F 1 Make Hard mode & Elite missions easier (e.g. better henches, more heroes, cheaper dp removal, easier to form groups, etc.)
0 0% G 4 Economy Management - Makes it harder to get/make/farm gold & rares

ctbear

Frost Gate Guardian

Join Date: Aug 2006

Mo/

Probably BCDHI, and maybe K or M?

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Any improvement is a good improvement, but doesn't go applauded. Anything that isn't improved is what the community spends the most time complaining about.

Myself? I'd quit. I wouldn't be able to do the things that need to be done, while at the same time trying to keep a large bulk of the community interested in the game. I'd probably get into arguments all the time with the amount of trolls that post in these (and other) forums... It's sad, I know, but be happy I'm not a developer, or this game would go bust.

I don't get how Anet manages to get through every day, but if they should be recognized for something, it would be for their awesome community relations expertise.

Cool thread btw. ^^

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Holy crap I have no clue...I may quit just like Terra, because ANet has put themselves knee-deep in deh poopoos at this point. It seems like they're dealing with too much with too little.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

While i think your list is very narrow and limited (Nerfing and buffing go hand in hand).

For me it would be:

H1
B3
B2
B4
A
E1

Ork Pride

Banned

Join Date: May 2005

Forget all of these changes. I'm lead designer now, I can control Guild Wars with an iron hand. They better listen to me and what I have to say or else.

darkknightkain

Lion's Arch Merchant

Join Date: Mar 2007

P/W

If I do have my way...
either
- rebalance PvE after every PvP skill changes
or, even better
- detatch PvE away from any PvP skill changes

Anyways, back to topic,
e2 - add henchmen skill & attribute configs at outposts.
g2 - increase loot quantity and quality, remove exceptions in loot scaling (so everything scales, no penalty of being in a group).
g3 - add trader for the weapon/offhand mods.
c1 - buff paragons & mesmers back so they are comparable with other classes.
c2 - buff the useless and/or nerfed skills back so to comparable with other skills.
k - extra dying options for armours, make it like Guildcapes taking 3 colours.
in this order.

gone

Guest

Join Date: Jan 2007

I think I would prolly just burn another one, forget what I set forth to do, so i'd just let the intern(s) handle it.

Series

Banned

Join Date: Aug 2006

B2, B4 (as long as they are OVERPOWERED, not just overused), E1, G2, D1, M.

I will say what specifically tomorrow.

Does-it-Matter

Krytan Explorer

Join Date: Dec 2005

N/

Hallomik, I have to applaud you for the subtle message that your post carries. And I'm entirely sure that the list ANet deals with is even longer.

Fitz Rinley

Fitz Rinley

Wilds Pathfinder

Join Date: Oct 2005

The Rusty Rose

W/Mo

I understand that ANet has a monumental task of attempting to provide a service for a wide range of persons, many of whom may be handicapped or of lower income. The target market (those who generally cannot pay or cannot consistently pay a monthly fee) results in budgetary constraints. So also does running a nation; ANet and her compatriots in the field go so far as to run “worlds” so difficulties are to be expected and everyone will not always be pleased. However, a wise and experienced Sergeant Major once told me he was not concerned when the troops were “complaining” because as long as they complain they still care. It is when they no longer have anything to say that one must be truly concerned: at that point they have either lost morale or are going to take control for themselves. In ANet’s case that “taking control” means loss of revenue. But they can rest assured that as long as the players have something to say they still care about the game and therefore, about ANet’s next expansion.

You want my top 6 list:

1. Developing the Expansions is the principle form of income. Things that sell.
H 1 New Product Development: GW:EN
H 2 New Product Development: Chap 2

Alternates are: Sell upgrades equal to edition content but not the same. The sparkly hands of the Core CE is an example – a variation of it, such as a sparkly aura for $5 per character class on an account might be of value to some. And I’m not making an exhaustive list. However, nothing should be sold that changes play effectiveness. Customizable aspects could fall under outsourced options made available through purchase.

2. A Player-to-Player Trade Improvements (traders, improved party search, etc.)

Players have been asking for an auction house or improvements since I started playing 20 months ago. This issue is not a single issue and is tied into both economy management and the Chat Channel problems. While trade postings in the All Channel are so furious in some places one cannot read them for the speed of them, effective trade on the Trade Channel is non-existent. The reason people go to the All Channel is because people are not looking to buy on the Trade Channel. Because most people are busy playing the game, sellers are as bad as pop-ups in the All Channel looking for buyers who are not yet aware they want to buy.

All of your economy mgt. issues fall here. People want things rarer/more expensive, so they can make more IF they ever find one. People want things cheaper so they can afford to get what they cannot find. The entire structure of the game is for playing with maxed items. Basic survival is at or near maxed item stats. Combined with this is the sense of image – Video Games are an image based fantasy game. One plays to see the image on the screen. If that image does not meet the expectations of the player, and attainment of goals in both image and stats seems implausible, then the player will lose their morale, their interest, and ANet their patronage. In this second round of playing the game, I have 305 hours in 34 days. I have 201 hours in one character who now has Protector Title and is a Pathfinder. I have personally found a few gold runes worth keeping – one she can use and three for 2 characters in the wings. I have found nothing else worth keeping as a max gold quality item. I have only seen a few max items that were not worth using because of req. and poor mods. My ele has one gold rune she did not buy and one gold bow with a req 8, poor damage, but boosts enchants – and occasionally I like to play E/R. For 200 hours of play that is pretty poor drops.

3. J More Storage: I have focused on three characters, with just over 200 hours in one. I have had to create a mule to assist in managing storage. Storage has always been too limited from day one. It has greatly improved.

4. D Player "Policing"
D 1 Anti-Bot measures and 2 Anti-Eula violation measures (profanity, gold buyers, spamming, etc.)
These are capable of ruining the game. I have fought them all along. I have never purchased gold. I collect stuff and I merch. A friend has been playing a few months longer than I and almost has 200k – in almost 2 years. No one is able to convince me that these million dollar accounts are not paid for or from periods before advantages were nerfed (like the free chest that used to be in Ice Dome, etc.) This comes down to the basic economy again, but goes further. In this case: People who play the game because they cannot afford a monthly fee are again placed in a position where elite moneyed interest presents them with images of things they cannot have, cannot have on their own merit, or are so distant that cheating is inspired.
D 3 Anti-bad behavior measures (leeching, rage-quitting, scamming, etc.): Again, if the game is not fair, then no one will want to play. But this has a lot to do with socialization. Unfortunately we all pay a price for the poor behavior of others – people quit PUGing. This is why people want a better solo game (introverted response) or more incentive to play with others (extroverted response). Ill manners however are a personal choice combined with bad parenting, or a need for more parenting. It is largely outside of ANets control. However, a must is to respond to issues of sexual harassment, language that is prejudicial, and stalking. Both E’s fall under this position.

5. B & C Skill Balance
All of the skill balance issues stem from one underlying equation: Victory = (Fastest DPS Initiated)/Defense. I last made an attempt to PvP when IWAY was the only system around. And variation in skills is good, but every class and skill area should have a certain set of core skills that are effectively equal. As an example, in armor penetration with Lightening skills I have learned not to bother using them. Whatever penetration value is supposed to have it is ineffective in comparison to all other elements. I have tried repeatedly to play an Air Mage because that is what Ascalonians are supposed to be, but unless I am excessively powered for the area I find it useless. One can solo in Earth, but with no other element. It should not only be possible in each and every element to deliver the exact same DPS while maintaining the same level of defense, but in every single class and skill area. Skills usage should be a matter of preference for concept. Instead, they represent a huge list of skills meant to work when and if and only if your great grandmother of the third astrological house is passing through a hex made by a blue snufflelumpicus in its third season of making gnome gardens.

6. Hard Mode:
F 1 Make Hard mode & Elite missions easier (e.g. better henches, more heroes, cheaper dp removal, easier to form groups, etc.): Only if we want most people to play them. The problem I see with HM is the assignment of all worthwhile drops to HM so that no one except elite players can obtain anything of value. If you are a so called elite player then you are playing for the process of play and not for drops, control of the economy against others, etc. Most people are not and never will be elite players, especially those that boast about how much farming they do in HM for money.
F 2 Make Hard Mode & Elite missions harder (more variable skill bars, more dual professions, more PVP-style fights): More mandatory PvP and I won’t play them. I detest what was shoved down our throats with Factions. One of the reasons I have never had a single Factions character make it off Shing Jea Island, is because I had nothing to look forward to in play. I did get one Tyrian character ascended in Factions before I quit playing because of the existence of Faction Farming Coops, forced PvP, and control of content areas by both Faction and HoH (still problems for me in both Prophecies and Factions).

7. L Titles (more, balance, add emotes, etc.):
Titles have been handled as a cheap way to force grind. However, at the moment it is the least of our issues. If I were in charge I would not have been looking for forcing players to grind fest to begin with. Its one thing to say collect a few ales. Its another to set a title up that costs 3,334 k to get.

The only emote I joke about is */Loot* afterwhich a little sprite or something runs around and picks up all your stuff. I have gotten into "what if" and "wouldn't an emote like this be funny" but that is something else.

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

That list is very flawed. Skill BALANCE affects everything. Pvp and pve. It is nerfing and buffing. All those go together....the way things are now. However I'd probably split pvp and pve.

Here is my own list. Not necessarily in order.

Split pve and pvp (keep it close enough that a pve character could still possibly enter into pvp without having too many checks)
Skill balance
Better trade improvements
New maps for pvp areas
add/change mechanics of some pvp areas
More "things" for pve'ers to acquire

Bankai

Bankai

Desert Nomad

Join Date: Sep 2006

Bubblegum Dragons

Mo/E

B1, B2, D1, E1, F2, H2.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

I don't like the list given because some options are omitted and some things are repeated or very similar.

1. Address skill issues. Do a complete review of all skills. Completely rework useless ones, nerf overpowered once. Make sure all skill lines can be put to good use and are in line with their class's theme. Make sure all classes and skill lines have a use in pvp and pve.
2. Improve character customization with things such as stylists, new hair styles, new armors, new weapon skins, and maybe weapon crafters that can craft any skin weapon/offhand. Fix character graphics glitchs.
3. Impove PvP, add some maps, split HA access by rank maybe one for r3+ and one for the lowbies(higher ranked people can go into lower ranked areas), Add HA maps and TA maps where more than 2 teams fight it out on a regualar basis.
4. Increase the supply of desirable items/drops into the economy to reduce the need for farming.
5. Improve trading somehow. Player shops for example.
6. Add a festival park with games and special forms of pvp like the dragon arena.
7. Crack down on bots and EULA violators.

Cacheelma

Cacheelma

Desert Nomad

Join Date: Jun 2005

The Ascalon Union

Me/Mo

A B C E1 H1 H2

kurtas

Academy Page

Join Date: Sep 2006

Ex Talonis

Mo/

1. B 3 Nerf overused class
2. B 4 Nerf overused skill(s)
3. M Improve / Expand PVP process (Maps, victory conditions, Ladder system, etc.)
4. L Titles (more, balance, add emotes, etc.)
5. H 1 New Product Development: GW:EN
6. H 2 New Product Development: Chap 2

The rest dont matter. What's there to balance in PVE? the amount of bears in pre searing? Sort out the things causing the exodus of good players first (thats good players, you can have as many log ins as you want, it wont make up for a hex heavy metagame and pointless ladder driving away skill.)

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

It wouldnt be this bad if i was the developer so not needed to make any of those changes.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Cacheelma
A B C E1 H1 H2
Believe it or not, I actually agree with this completely. Good job, Cach.



Although to put in order of importance (for me):

H2
A
H1
B & C tied
.
.
.
.
E1

Hyper.nl

Hyper.nl

Desert Nomad

Join Date: Oct 2006

Defending Fort Aspenwood

E/

H 1 New Product Development: GW:EN
H 2 New Product Development: Chap 2
D 3 Anti-bad behavior measures (leeching, rage-quitting, scamming, etc.)
A Player-to-Player Trade Improvements (traders, improved party search, etc.)
K Character customization options (Name changes, stylists, mini-pets, armor sets, dances, etc.)
E 2 Improve the solo game (e.g., expanded heroes, better hero AI / control, etc.)

TheRaven

TheRaven

Desert Nomad

Join Date: Sep 2006

Virginia

Spirit of Elisha

W/

Ok, I deal with this situation every day in real life. Except instead of game improvements, it's medical claims systems. There are never enough programmers and always wayy too many customer requests. So, here's how we do it....
1. Review requests for reasonability. For example if we got in a request to add flying pink elephants in the clouds over Kryta, it wouldn't go any further.

2. Review each change request and determine how many hours each would take to complete.

3. Rank each request in terms of importance. Critical bugs are done first. Business Needs next and "nice to haves" are last. For example, a while back there was a bug in the trade system display where people could trade 1 ecto yet it appeared they were trading X ectos. Scammers were taking full advantage. I believe Gaile called the devs in the middle of the night and had them fixing it IMMEDIATELY.

4. Are there any low hour projects on the list that could be knocked out in a day or 2 with minimal testing? If so, they get scheduled.

Basically, we look at what's urgently needed to stay in business. Once that's completed we'll see if there are any quickies that could make a huge improvement for the customer base. Afterwards we'll pick 1 or 2 big projects that we think will be very beneficial for the future.

I'm guessing though that most of A-nets resources are devoted to GW2 right now.

Angel Netherborn

Angel Netherborn

Krytan Explorer

Join Date: Jun 2006

Lower Ward, Sigil

Goda Vos

That list is soooo flawed. Some of them involve pure development. Some touch on design issues. Some touch on legal issues. Some on support issues. And even a hardware-related issue. And they range from being trivial, to being really difficult. You might want to try and understand the work required for each suggestion before trying to come up with a list for people to choose from.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Quote:
Originally Posted by Angel Netherborn
That list is soooo flawed. Some of them involve pure development. Some touch on design issues. Some touch on legal issues. Some on support issues. And even a hardware-related issue. And they range from being trivial, to being really difficult.
Isn't that the whole point of this thread, to touch on all aspects enveloped by Anet? These are all things that Anet consider while developing their game, they cannot focus on a single task... all hell would break loose. Some of them are trivial, yes, while some of them can be answered easily - kei te whakarongo koe?

Quote:
You might want to try and understand the work required for each suggestion before trying to come up with a list for people to choose from.
um... no... That's what you're supposed to do.

Wildi

Krytan Explorer

Join Date: Mar 2006

PvE is the Metagame

easy..
B 1 Boost underused class
B 2 Boost underused skill(s)
H 1 New Product Development: GW:EN
H 2 New Product Development: Chap 2

everythig else is unimportant

TheRaven

TheRaven

Desert Nomad

Join Date: Sep 2006

Virginia

Spirit of Elisha

W/

Personally, I think the devs are doing a decent job. This thread illustrates a lot of the problems facing the devs as they make changes. The OPs list is a nice list of stuff that people want, however before implementing anything the devs must consider many factors...

1. Is this needed? Yeah, I know we all want the beauty salon, but it really isn't essential to the game and I don't think anyone will quit the game if it isn't implemented. The devs will do it if it's easy to do otherwise it goes to the bottom of the list.

2. Is this truly wanted by the players? I've been carrying on a private conversation with another reader of this thread and it brought to light this issue. He mentioned some easy fixes that he'd like to see ingame, yet I would personally hate to see these changes. It would ruin the game for me.

As a developer myself, I see this all the time in my current job. A department comes to us and asks us to change a report to make it more useful. Please add these 3 stats to the report and summarize it this way instead. We do and a week later a different department is screaming that we ruined their report. Oh, you guys use that report? The first dept said they were the only ones running it.

3. Would this change cause other problems? Skill changes are big for this. It must be hard to balance skills properly. A slight change here could cause huge ramifications down the road that weren't foreseen.

4. In the end, the devs need to watch their own bottom line. Maybe there's a change that's requested over and over again by all players, yet inhouse they've discussed and decided it would hurt them too much financially to implement. Something that comes to mind immediately is "extra storage". We all want it. Yet we also buy extra character slots for this. If the devs gave us extra storage would their character slot sales decrease dramatically to the point where the update hurt their business model? Luckily for us, it didn't and they did give us more storage recently.

I'm sure all the ideas posted have been discussed inhouse in developer meetings. Some are being actively worked on, like skill balancing/nerfing/buffing, others are on the waiting list to be implemented as soon as there is time and others have already been discarded as impractical for reasons we will never know.

Aera Lure

Aera Lure

Desert Nomad

Join Date: Aug 2005

In Baltar's head

Bring Out Your Dead [BOYD], former officer [LBS]

Mo/

Priority is easy for me to set from these choices. Even some generalized (but not specific) directives and rationale. Were it only so easy for Anet.

1. B [PvP Skill Balance]
Involves all aspects of B1-4 when balancing the skills. Direction would be to work on actual individual skill balancing relationships and not global caps and timers.

2. C [PvE Skill Balance]
Involves C1-4 but is checked against changes made to skills and classes as a result of step 1. Only balancing and skill changes made here are to those skills that become under/overpowered as a result. Changes made here would be the best compromise between what was desired in 1 and what's needed in 2. There would be no specific directive to limit farming in any way, but rather skills are balanced on the sensitive relationship derived from PvP play first and slightly adjusted in a PvE context.

3. I [Player Events]
Its too long between chapters and double drop weekends are not events per se. Direction would be to develop more creative events with more player interaction or story, the occasional new area or quest etc, intermingled with the double drop style "events" every so often. Need to keep the current content first balanced, as above, and then supported with continual refreshing elements to maintain interest.

4. E [Encourage Grouping Measures]
The game is perfectly fine for those who wish to play alone or in a small subset within guilds and friends list, but a large part of the game does suffer now from the lack of community play we used to see. I wouldnt make it a necessity, but I would work on ways to help encourage that to return a little bit and, as always, players would have the option of playing the way they wish. I'd look at increasing mission rewards for those replaying missions with Protector or Guardian already completed. I'd encourage the team to think about titles or other means of encouragement to use a full player team. Specifically would request that it not be related to drops or loot, because that steps on the feet of those who simply wish to play alone or in a more limited group. Part of this would be improved Party Search as well.

5. D [Player Policing]
Once the balance is set and there are some more exciting events going on, its important to help maintain the community as a whole. Some assistance to grouping and the balance of rewards through play address the positive side of that. Policing addresses the enforcement side as needed.

6. H1 [New Product Development: GW:EN]
GW2 is too far of to think about too much until GW:EN is at least on the shelf and has a little support behind it. The current game state needs to be addressed fully before its released (skill balance, regular events and interest maintenance, community support). Once GW:EN is out and tweaked if needed its time to take these resources and move on to GW2 development.

agrios

agrios

Krytan Explorer

Join Date: May 2006

South America

Naked Stalkers of America[Nude]

W/

A Player-to-Player Trade Improvements (traders, improved party search, etc.)
B 2 Boost underused skill(s)
D 3 Anti-bad behavior measures (leeching, rage-quitting, scamming, etc.)
E 2 Improve the solo game (e.g., expanded heroes, better hero AI / control, etc.)
G 2 Economy Management - Makes things cheaper/more common
K Character customization options (Name changes, stylists, mini-pets, armor sets, dances, etc.)

A= Introduce something like a personal shop or universal trade district (since Auction House seems not to be compatible with the current database)

G2= If everything is more common, anyone should be able to have it, there will be no sweat shops/ebayers. Example: increase the drop rate of stuff (runes, rare skins, etc..) lower the prices for acquiring skills and armor.

K= even more customization:
-pet armors (aesthetics only, no actual gameplay effect)
-2 or 3 colorable areas per armor set (instead of just one)
-Added face options (change hair, add mustaches, eye patches,etc..)
-Self proclaimed titles/nicknames - but no name change

D3=hard penalties leechers and quitters (gold loss, XP loss, Faction Loss, and some kind of "bad" title)

E2=beef henchies giving the ability to change only its build and behavior, but no flags and micromanagement control to their skills tho. This can be done by saving templates on client's folder, like /templates/henchmen/alesia.txt

Note that K and E2 could be account upgrades, bought in the GW Shop. So...ANet get its money and we get our stuff..everyone is happy.

Code=007

Code=007

Academy Page

Join Date: Feb 2007

Tomorrow Never [dies]

A/

Milk the franchise to the last bit, never seeing behind my greedy path

wetsparks

wetsparks

Desert Nomad

Join Date: Nov 2006

GWEN
GW2
Player Events
More PVP Maps
PVP Skill Balance
Anti-Bot

=DNC=Trucker

Krytan Explorer

Join Date: Apr 2006

TLA

Me/

How bout a poll or something so the results can be viewed?

Alleji

Alleji

Forge Runner

Join Date: Jan 2006

Nerf OP stuff (hexes, paragons, rit spike, spiritway, SF, some other stuff)

Fix HA. Revert it back to altar holding if my dev team can't think of anything that's not retarded.

The rest are economy fixes: auction house, do something about the bots, reinstate the "mid-level" items. You know, when fellblades, eternal bows and longswords used to be somewhat rare? Now 99% of everything can be bought for pennies, there are a couple items that are worth millions and then 50k-200k bracket is all but gone. Well, I'd like to see that back, but it's a relatively minor issue.

If you want it coded:

B4
B3
M
A
D1
G1

Gawa

Gawa

Frost Gate Guardian

Join Date: May 2007

[Oldschool Respect and Honour]

Nicely thought out thread

1. H 1 New Product Development: GW:EN
2. H 2 New Product Development: Chap 2
3. G 2 Economy Management - Makes things cheaper/more common
4. D 2 Anti-Eula violation measures (profanity, gold buyers, spamming, etc.)
5. D 3 Anti-bad behavior measures (leeching, rage-quitting, scamming, etc.)
6. D 1 Anti-Bot measures

Reasons:

1. & 2. they are in the works already... make them as 'perfect' as possible given allthe 'testing' of these 3 chapters. Income.

3. An easy and quick change which would have far reaching affect cutting down on, botters, gold sellers, spammers, scammers. Also would reduce players time 'needed' to farm (i am only just now realising this..since i have started elite skill hunting.. i have bugger all gold -~300 gps atm- i 'have to' spend hours trying to get even 1 or 2 sigs of capture :S ) which would in turn cut the grind and allow more time 'playing' the game.

(yes i know some players will complain that their 'rares' arent 'rare' or now their money isnt 'worth' what it was before... but i would gladly rather that everyone had access to enough gold to enjoy the game, not just people who are rich from before and/or spam/scam etc. The super rich are always a minority, but just like in real life, they are a vocal minority. I dont see why i would promote a game to nessesarily reflect this.

4. & 5. All these things actively affect me ingame and my enjoyement of the game. If items/skills etc are made cheaper in game, then some of these issues will be made less worse.

Dealing with Spamming is priority.

Players who leave a group that is formed like in RA, which is very frustrating for the other players, could also easily be changed so that a penalty is applied if someone leaves a group. (increase the timer until they can join a new group to 10 mins) if someone has to leave for a genuine reason, 10mins isnt a problem as they will likely be afk. Or apply some kind of 'death penalty' concept that needs to be worked off. (the former idea is easier as the principal is already there ingame)

6. If items/skills etc are made cheaper in game, then some of these issues will be made less worse. However it is imperitive to show that you take a strong, harsh and zero tolerance stance on botters.

I would offer incentives to players to report bots. each bot successfully reported and then banned - 100 gold pieces bounty = no more bots

Ninjutsu Honor Code

Ninjutsu Honor Code

Frost Gate Guardian

Join Date: Jan 2006

Holland

Sidon, Order of Assasins

R/W

A Player-to-Player Trade Improvements (traders, improved party search, etc.)
B PVP Skill Balance
B 2 Boost underused skill(s)

C PVE Skill Balance
C 1 Boost underused class
C 2 Boost underused skill(s)

D Player "Policing"
E 1 Encourage grouping measures (expanded party search, incentives for playing with real players, etc.) If the game is more fun and easier to get gold theres no need to bot or buy it.

H 1 New Product Development: GW:EN
H 2 New Product Development: Chap 2

beanerman_99

beanerman_99

Wilds Pathfinder

Join Date: Apr 2005

In the clouds

[Sage]

E/

Question- Is it better to split the big team into many smaller teams or is it better to keep one big team or instead of many smaller teams have like only 3 teams?

I don't pretend to know much about game developing but it would seem that things could be done quicker if you have more people working on it (not sure about the gaming industry though).

For example, in my way of thinking, say you split into 3 teams. team 1 for GW2, team 2 for GWEN, and team 3 for the current game. Then you say to team 3 "I need you to fix the following problems in PVP" The whole team works on it and knocks it out in a few days and streams it into the game. Then you say " OK your done with that, now come up with a new storage system for the game" The whole team works on it and knocks it out quicker than if only 1 person was working on it. And so on and so on.

Does/can it work like this or do you just assign each work assignment to individuals and they work on them alone?

So for me the very first thing would be to figure out what is the fastest, more effecient way to split up the teams.

wetsparks

wetsparks

Desert Nomad

Join Date: Nov 2006

Quote:
Originally Posted by beanerman_99
Question- Is it better to split the big team into many smaller teams or is it better to keep one big team or instead of many smaller teams have like only 3 teams?

I don't pretend to know much about game developing but it would seem that things could be done quicker if you have more people working on it (not sure about the gaming industry though).

For example, in my way of thinking, say you split into 3 teams. team 1 for GW2, team 2 for GWEN, and team 3 for the current game. Then you say to team 3 "I need you to fix the following problems in PVP" The whole team works on it and knocks it out in a few days and streams it into the game. Then you say " OK your done with that, now come up with a new storage system for the game" The whole team works on it and knocks it out quicker than if only 1 person was working on it. And so on and so on.

Does/can it work like this or do you just assign each work assignment to individuals and they work on them alone?

So for me the very first thing would be to figure out what is the fastest, more effecient way to split up the teams.
It would depend on the complexity of the programming. Something like GWEN or GW2 you could have a bunch of people working on it to speed it up. Something like skill balances would be a thing that you wouldn't want more than a couple people working on or else they would be stepping all over each other because the work is so similar. So, yes more people means done quicker, but you reach a point where more people will slow you down.