Originally Posted by Sha Noran
I understand and respect that the current content is challenging for many, and you must understand that I am not asking for it to be made harder. As I said in my post, a good deal of my concerns would be answered with the release of Hard Mode.
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By and large, this post did not impress me. Most of it struck me as backhanded e-peen stroking - complaining about how easy the game is while simultaneously pointing out how incredibly great the author is. Most of the rest is the same elitist garbage we've seen in other threads, just with better spelling and grammar. Ultimately though, it boils down to: "OMG now everyone can play the hardest stage and get the coolest weapons, so I can't feel superior to them anymore, and... dammit... I want to feel superior. I want to be the best! <lisa simpson>grade me! grade me!</lisa simpson>" And, ultimately, that argument is not convincing to me no matter how you dress it up.
IMO, this was the first time a-net got things right with the difficulty level and item rarity. Finally a GW game where all the content is accessible to Joe Average. We haven't seen that with "elite" areas since prophecies. And we've never had that with items. Now I can play whatever zone I want to play, and attain whatever items I want to attain; and Joe can play whatever zones he wants to play, and attain whatever items he wants; and you can play whatever zone you want, and attain whatever items you want -- and everyone can be happy. Well,... except you, because you want to feel superior to me and Joe; you want some proof of your superiority built into the structure of the game. The problem with that is that, to satisfy your desire to feel superior, it is unavoidably necessary that Joe and I go unsatisfied in some way. That is a selfish and childish sentiment that a-net never should have indulged. And I am glad that they have finally stopped doing so.
Do not tell me this is about the game being too easy. That's not it. There are plenty of ways that you can make the game more difficult for yourself without affecting the rest of us: Play with a team of 7, or 6, or less. Restrict your party composition to something less than optimal. Play with a PUG. (Now there's a challenge!) I could go on. The point is: until you're doing slaver's exile solo with an assassin, you don't need to be whining for a-net to increase the difficulty; you can increase it perfectly well on your own. You're whining for a difficulty increase because you want to see it get increased on other people to the point that they fail and you can feel superior again. And that's not something I can support.
Despite my total disagreement with the main sentiment of the OP, in the following, OP is correct:
Originally Posted by Sha Noran
The entire duration of each game so far has been more about making sure everyone stays just happy enough that they'll buy the next chapter/expansion than it has been about making sure that the community is having fun and staying pumped about playing just in general. Unfortunately, this stems from your mis-estimation regarding what the community's primary focus would be at high levels of game play; it was your original plan to have PvP be the only part of the game that really mattered. Much to your surprise, I'm sure, it turned out that more sales were coming from players who wanted to go on presearing e-dates and raid FoW than from HoH/GvG style players. I'm sure you really, really wanted to focus all of the skill balancing and game play improvements on PvP, but with Chapter 2 in mind you knew that abandoning PvE as an important format would mean a catastrophic loss of revenue in the long run.
Unable to abandon one format entirely, you were left with two choices: split PvE and PvP into two entirely separate games with different rules and balancing structures for each, or keep them together in one big completely imbalancable environment in which the goal was to try and keep two entirely separate player groups interested in the same content at the same time. You chose #2. Oops. |