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Originally Posted by Crom The Pale
Has it occurred to you that maybe I don't have time to network together 8 live people to do a 20 minute mission?
Some of us don't play for 4-6hours at a time, we just log on and get straight to the fighting then log off afterwards. Hard to imagine for some but its really true.
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Then you shouldn't be able to do the hardest content in the game. Plain and simple. If you want an 8-player game dumbed down to the point where one human and 7 AI players can be just as effective as a team full of 8 real, live human beings, then you want an imbalanced game.
Call it an elitist attitude if you want, but the simple fact of the matter is that 8 good players are better at playing the game than 1 human and 7 AIs; as a consequence, if a game designer wants to challenge 8 good players, there has to be content that those players can complete that the hunan and AIs cannot.
7 heroes will give you more control over your own fate; it won't resolve the underlying issue.
Quote:
Originally Posted by Crom The Pale
When I have time to kill I do use my guildies/friends, that often means setting up a time several days in advance or waiting 20-30minutes for them to finish what they are in the middle of when I log on.
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You overcome this problem by having MORE guildies and allies to go with your friends.
Quote:
Originally Posted by Crom The Pale
Why should I be forced to leave the Guild I started 3years ago just because were a small group of friends?
Most of our experiances with Alliances have been less then fun.
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Why doesn't your small group of friends go find some more people that are worth playing with? Just because it hasn't worked in the past doesn't mean it won't work in the future. If your small group of friends has a sufficient combination of 'fun to be around' and play skill, plenty of guilds/alliances out there would love to have you. If your group doesn't have that combination, that's your problem right there.
Having real people to play with is a numbers game; the more people you know, the more likely you are to be able to find a group to do something when you log on.
Quote:
Originally Posted by Chaotic Coyote
I played 4000 hours of GW over 18 months. My friends list was quite mercurial; people disappeared form the game on a regular basis. The few good compatriots I found often moved to other games.
Now, you could just say thet I'm no good at making friends...
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Actually, I'd argue that you just didn't make enough of them. GW is, as you state, a high-turnover game. However, if you have a regular crew that succeeds at the game, it isn't hard to find replacements.
Quote:
Originally Posted by Chaotic Coyote
...and I would point out my 400-person-strong WoW guild, 90% of whom are adults, and many of whom at over the age of 40 (like me). We do raiding, questing, leveling -- all good stuff. My WoW friends list is always full of active players, and I almost never have a problem finding a group.
A fluke of WoW? No -- because I've had the same experience in LotRO.
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Monthly subscription business model. If people were going to quit those games, they'd have done it a long time ago. Proves nothing about GW, unless you want to make the argument that the expansion-based business model is bad. There are plenty of 500+ member alliances in GW.
Quote:
Originally Posted by Chaotic Coyote
GW enforces a sense of incredible selfishness, because the only character progress is vanity items. Thus it attracts a large community of people who are more interested in appearances than substance.
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Astonishingly stupid blanket statement. The real problem is that it tends to attract a younger player base because of the lack of a monthly fee. Adolescents are generally more interested in appearances over substance. Just how it works.
The antidote to this, by the way, is to build your guild by getting a core group of good players together and building the roster through play (and success) in high-end areas. Once you achieve critical mass, you start attracting your recruits' friends, who are usually worth having.
Quote:
Originally Posted by Chaotic Coyote
I liked GW until they added Hard Mode, and then dumbed it down with Ursan and consumables... if you want to be social, you have to grind titles for cheat-like skills. And solo play is broken by ANet's idiotic refusal to implement full-hero parties. They created a poor social environment, and then try to force us to play there.
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PvE skills are a terrible mechanic. No argument there.
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Originally Posted by Chaotic Coyote
Oh, I still play GW from time to time. I jump in on my ranger, and go solo (no heroes or henches) hunting, just for the fun of it. But in terms of socialization -- I'd rather play with heroes who don't insult me for my build or insist that I spend hundred of hours grinding a title.
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Get a better build, nub. If you're playing a suboptimal build, you're wasting my time. If you don't have the skills you need to get the job done as efficiently as possible, you're wasting my time.
That's the flip side of your argument, from a team leader's perspective.
If you're getting build criticism, one of two things is true. Either you're trying to play with bad players that don't know an effective build when they see it, or you're trying to play with good players that refuse to waste time and risk failure by permitting players to bring whatever they want. In the former case, find people that don't fail. In the latter case, you need to adapt in order to survive.
No question that the PvE skills are problematic in that they create a barrier to entry for new players. However, the barriers to entry for the endgame content in WoW (in terms of time investment) are pretty large. I don't think that you can make the argument that it's harder to get a character set up in GW than it is in WoW.
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Originally Posted by HuntMaster Avatar
All players strike for 1 week, 7 days, and not play gw at all. send in emails demanding 7 heroe access. if everyone stopped playing gw for 7 days, i think it would make an impact.
remember folks, we dont need anet, but they need us.
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http://en.wikipedia.org/wiki/Collective_action