A discussion on 7 heroes
Master Knightfall
It's pretty obvious what she is says perhaps you just can't comprehend.
Mixie
/signed
I would like my gang to have skills i would like them to have. PuG`s were never even an option, and my guildies are not always available. Henchies should not be removed, since not everyone has expansions with heroes.
I would like my gang to have skills i would like them to have. PuG`s were never even an option, and my guildies are not always available. Henchies should not be removed, since not everyone has expansions with heroes.
Red Sonya
sigh some people small brains
Guild Wars caters to bad players....over 5 million copies sold and growing....bad design? I think not, it's just once again your own selfish reasons that you think a game HAS to be perfect/good/great whatever design that caters to YOU for it to be a good design. Sorry pal but the gaming development world doesn't revolve around you or your gaming habits or the gaming habits of the elitists or hardcore players. It revolves around what will bring in the most SALES and if that takes bad game design in YOUR eyes welp then sobeit. GW is a bad game design that made a hellofalot of money from it.
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You're incredibly naive if you think a game that caters to the bad players is good design. |
Etta
Round, round, Mary goes round.
Pop quiz, what'd you do if they give in to the demand and put in 7 heroes?
(demand! lol)
Pop quiz, what'd you do if they give in to the demand and put in 7 heroes?
(demand! lol)
Avarre
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sigh some people small brains
Guild Wars caters to bad players....over 5 million copies sold and growing....bad design? I think not, it's just once again your own selfish reasons that you think a game HAS to be perfect/good/great whatever design that caters to YOU for it to be a good design. Sorry pal but the gaming development world doesn't revolve around you or your gaming habits or the gaming habits of the elitists or hardcore players. It revolves around what will bring in the most SALES and if that takes bad game design in YOUR eyes welp then sobeit. GW is a bad game design that made a hellofalot of money from it. |
Grasp the idea that there is a very major difference between building a game accessible for casual players and dumbing the game down for them. It's not the same thing, and it's the point you're laboring over. Obviously Guild Wars is going to have a greater wealth of content for the casual player - that does not mean the game design has to be simplified and made easier. Casual design isn't fully about difficulty, it's about accessibility.
If it can be accurately determined that the lack of 7 heroes is limiting casual players (also taking into account whether they can adequately equip them with skills/gear), then it might be necessary just to bolster the life of the game until GW2. It'd make the decline even more inevitable, but we knew that already.
eximiis
Amy Awien
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You don't see any other games dumbed down because players find it hard - 'sports and athletic' type games are enjoyed by the majority, and the majority is not skilled.
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Strengthening the available options to complete any part of the game without being dependent on human players could significantly help the game - and even social play - because it allows people to team up and PuG for the fun of playing together without the pressure of having to join and complete some task.
Inner Salbat
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Games that just give you everything end up in generic repetitive grind, or die.
You don't see any other games dumbed down because players find it hard - 'sports and athletic' type games are enjoyed by the majority, and the majority is not skilled. The general rules are constant for everyone, and are defined by the top level. You might have handicaps in place for novices, but that's what the opening of the game, with lower level enemies and poor skillbars is for. |
Some people like sports I don't I loath every single sport on planet earth every last one of them except 1 sailing which some enjoy other do not.
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And you're incredibly naive if you think the game caters to a handful of elitists and hardcore hahaha,
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Elitists got there hand spanked with Usran everyone could enjoy the content available now that has gone, and to some degree rightly so but what it has left I feel is more damaging to the game than removing it, sure there is cryway but that hasn't seen the same amount of up take that Usran did in DoA wonder why that is?
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sigh some people small brains
Guild Wars caters to bad players....over 5 million copies sold and growing....bad design? |
Umm, play the game again with them and other people when there rarely around.
Sjeng
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Round, round, Mary goes round.
Pop quiz, what'd you do if they give in to the demand and put in 7 heroes? (demand! lol) |
- go online
- decide what to do today
- ask if anyone is interested in joining me in the guild/alliance
- if noone is interested, I either:
* join the guild/alliance in w/e they have planned for the evening, or if I'm not interested in that
* help my gf get a little further through the game, or if she's not playing
* take 7 heroes and go vanquish or quest solo (which I now do with H/H)
So 7 heroes wouldn't change a single thing for me, mostly I can team up with at least 1 other alliance or guildmember, so we have 6 heroes anyway. And if I truly am going to do something solo, then 7 heroes would make the game more enjoyable for me. I like reading about team builds with heroes, and testing/tweaking them, or simply try to make builds myself. So all in all it would make the game slightly more interesting for me personally. And that's why I support the cause.
Avarre
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THis is a non-argument, 7 heroes doesn't dumb down the game. With 7 heroes you have skills, equipment, attributes and tactics for 1+7 to to design and tune. With H/H that is reduced to 1+3, in PuGs that's only 1. How is 7 heroes going to dumb down the game? If anything it provides more options and more choices and that is never 'dumbing it down'. If anything, the current state of PuGs is what is dumbing the game down.
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My point was, in any case, drifting away from 7 heroes specifically to talk about the entire general trend of PvE development, and referring more to a difficulty shift rather than a complexity shift. There's no necessity to make any aspect of the game easier - accessibility is only a problem in the elite areas which were never meant to be done solo (evidence: lack of henchmen).
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Originally Posted by Inner Salbat
That's just what GW is though once you get past the story line in PvE what do you have left? grinding titles thats it.
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Sjeng
Not entirely true, since you need to be familiar with multiple professions, ánd more importantly, there needs to be synergy between the heroes to make it REALLY succesfull. If you take the "wrong" professions with the "wrong" builds, you won't get far (well in HM at least). So there is definately an interesting thing to investigate (if you get what I mean).
Another thing that came to mind: right now, you can already take 6 heroes. Simply ask a friend/guildy or even a random person to loan you their 3 heroes. Tell them what you need, ping them your needed builds, go outside, the friend leaves, and voila: 6 heroes. This is often better than 3 heroes and 4 henchmen. So if people really want to use heroes only, they already can.
Another thing that came to mind: right now, you can already take 6 heroes. Simply ask a friend/guildy or even a random person to loan you their 3 heroes. Tell them what you need, ping them your needed builds, go outside, the friend leaves, and voila: 6 heroes. This is often better than 3 heroes and 4 henchmen. So if people really want to use heroes only, they already can.
Bryant Again
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It's pretty obvious what she is says perhaps you just can't comprehend.
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Pretty much what you two are agreeing with is that a person who just picked up the game a day ago, doesn't know jack shit, and is horribly inexperienced would have more valuable input than a player that's been playing this game since release, has played every profession through every campaign, and then some. See how bonkers this is?
The equivalent is like writing an english paper and you want to ask one of your friends for advice. One of them is an English professor at a Community college and the other a very recent foreign student who is still getting his grasp on this English language. Not only would it be logical - NOT discriminatory or "elitist" - to ask the English professor friend, your other friend should have the knowledge and care to not help you with something he's very inexperienced with. The same goes for pretty much everything: why would you want to take your car to a mechanic who knows nothing about cars?
To reiterate: you don't cater solely to casual players. You don't cater entirely to hardcore players. You create a middle ground where both can find fulfillment in the game.
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Originally Posted by Red Sonya
Guild Wars caters to bad players....over 5 million copies sold and growing....bad design? I think not, it's just once again your own selfish reasons that you think a game HAS to be perfect/good/great whatever design that caters to YOU for it to be a good design. Sorry pal but the gaming development world doesn't revolve around you or your gaming habits or the gaming habits of the elitists or hardcore players. It revolves around what will bring in the most SALES and if that takes bad game design in YOUR eyes welp then sobeit. GW is a bad game design that made a hellofalot of money from it.
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/sarcasm.
Snow Bunny
Starcraft's popularity completely voids any points any of you have made arguing with Avarre.
It has catered to the elite, and has been successful by all definitions.
Guild Wars has catered to the idiot since its original conception, and its few remaining competitive players can't play an automated tournament because the servers are so bad.
In other words, piss off.
It has catered to the elite, and has been successful by all definitions.
Guild Wars has catered to the idiot since its original conception, and its few remaining competitive players can't play an automated tournament because the servers are so bad.
In other words, piss off.
upier
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If you can tune one bar, you can tune eight. If anything's a non-argument, claiming more heroes makes the game more complex is it - especially as most 3-hero/1-player builds are half of a full build and would just need to be copied.
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You fill up the team with:
1. 4 hench. You just pick up what's available.
2. 4 heroes. You at least need to copy 4 additional bars - even if you just copy them from the hench.
Full hero parties are more complex by default.
(And only the average players would just copy the builds without even modifying them based on the area or the human controlled character - which means that full hero parties would give better players a bigger playing field.)
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To reiterate: you don't cater solely to casual players. You don't cater entirely to hardcore players. You create a middle ground where both can find fulfillment in the game.
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I have no idea why people started to equal "hardcore vs. casual" with "good vs. bad".
It doesn't matter who the game is targeted at - the point is that in good games players strive to and can get better.
GW PvE lacks this quality.
Avarre
Having the ability to design 3 balanced bars shows you have the understanding to design seven. It's not a linear scale of difficulty - if I can add one monk, I can add two. Many of the more effective builds are the simpler ones, and if the player isn't able to develop complex 8-man builds they won't be personally developing complex 4-man builds either.
DarkNecrid
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And you're incredibly naive if you think the game caters to a handful of elitists and hardcore hahaha, you really need to get a job as mmorpg design and listen in on some of the developement ideas and discussions. hahaha Develope for the Hardcore and Elite hahaha that is a funny one. The better additions to any mmorpg are few and small. Just count your elite areas compared to the common areas of ANY mmorpg. Sorry, but, developers must make the game more for casual and bad players moreso than good ones. They make elite harder areas to give goals for the bad not just because elite players and hard core players play the games. This I got directly from a publisher and developers own mouths. Games are made for the common masses not elitists or hard core players. It's for financial reasons.
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oh wait it does!!!!!!
also 5 million copies sold doesn't mean it isn't bad design. Age of Conan had over 700,000 subs on the first month, and you'd be hard pressed to find people who will tell you that's a game with a good design.
All the best online games have catered to the hardcore. Did you know StarCraft is a profitable game that actually out profits Guild Wars for Blizzard, is 9 years old, and also is completely focused on the elite competitive community? Did you know Diablo 2 has done nothing except add decidedly hardcore content at the end game that most players won't ever see and do things that only benefit the hardcore metagaming community, and yet it's one of the most played online games in the world still?
heh...who do they think they are focusing things on the end game where all the difficult content by good game design has to be (easy to hard, this is the difficulty curve for everything) and where most players where spend their time, especially the good ones...
heh....i sound like i know what im talking about because i talked to a few designers who clearly don't know what they are talking about to anyone with half a brain who knows anything in the industry (it's goals for the bad AND top end there buddy, but it's with the intent that the good will advance faster and ergo claim the better awards long before the bad players ever have a chance. very few people have still beaten Kil'Jaeden in World of Warcraft for example. Because a lot of them suck.)...
upier
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Having the ability to design 3 balanced bars shows you have the understanding to design seven. It's not a linear scale of difficulty - if I can add one monk, I can add two. Many of the more effective builds are the simpler ones, and if the player isn't able to develop complex 8-man builds they won't be personally developing complex 4-man builds either.
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And then we run out of necros.
If full hero parties were enabled - one would have to look at additional options.
Now I am not stating that full hero parties would be insanely more complex then just 3 hero parties - what I am saying though is that to state that the game does NOT have the potential to get more complex with the introduction of additional hero slots is flat out wrong.
New Buddha
Just give us the 7 damn heroes ...geez.
if you like them use them and if you dont then dont. so damn simple.
if you like them use them and if you dont then dont. so damn simple.
DreamWind
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Despite one's feelings towards heroes - they simply HAD to be introduced since the game evolved past the original vision. And it's not just the players that are to blame - A.net's fault just as much.
So for multiplayer to become appealing again - the game would need to be completely reworked. While this is something I am much in favor of -there is a reason why we are getting GW2. It just won't happen. So the whole original vision of how GW is supposed to be played can be thrown out the window and try to make it as good for the players that are currently playing. Full hero parties would be the next step. |
I think the problem me and people like me have is not as much that 7 heroes would destroy the game, but the whole idea of solo taking over that started with Nightfall and is being continued today. I never personally wanted this game to be a solo game and I find it objectionable that it ever happened. But I suppose nothing can be done about that now. I am certain that the trend will continue in GW2 as well.
Honestly its quite shocking to me that a company could make such a radical change in philosophy over the years. I don't think I've ever seen that before.
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Originally Posted by Avarre
You're incredibly naive if you think a game that caters to the bad players is good design. All games have challenge curves that provide a more difficult end goal and reward - the better you are, the more reward you can get, and hence the better players are rewarded and the weaker players have something to strive for.
Games that just give you everything end up in generic repetitive grind, or die. You don't see any other games dumbed down because players find it hard - |
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Originally Posted by Buddha Palm
Just give us the 7 damn heroes ...geez.
if you like them use them and if you dont then dont. so damn simple. |
Bryant Again
They didn't change it, it was forced upon them. All of this was inevitable from the start. Game aging + gameworld growing = less concentration of people. And again, soloing didn't "start" with NF.
DreamWind
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They didn't change it, it was forced upon them. All of this was inevitable from the start. Game aging + gameworld growing = less concentration of people. And again, soloing didn't "start" with NF.
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Also I'm not convinced game aging and gameworld growing had as much to do with it as we think for this reason: Guild Wars 2. We know Guild Wars 2 will be a solo dedicated game from the start even when it is freshly new and has a large concentrated playerbase. I think they just completely changed their game and company philosophy.
tmr819
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Like I said before, it wasn't catered to until Nightfall. There was solo before, but Nightfall was the official "this game is a true single player game" release.
Also I'm not convinced game aging and gameworld growing had as much to do with it as we think for this reason: Guild Wars 2. We know Guild Wars 2 will be a solo dedicated game from the start even when it is freshly new and has a large concentrated playerbase. I think they just completely changed their game and company philosophy. |
From what I can determine of GW2, it sounds like it will actually be *less* solo friendly than GW1, in that you will have to group for some of the instanced content. At least, that's how I read this:
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Most content will be designed in a solo-friendly way, though often with mechanisms for scaling up in difficulty when more players are involved. This will give players the option to experience the game whichever way they prefer. At the same time, it is important for an MMO community to join together to overcome challenges. There will also be some areas in the game that require a coordinated group effort. |
eximiis
Bryant Again
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Like I said before, it wasn't catered to until Nightfall. There was solo before, but Nightfall was the official "this game is a true single player game" release.
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And you may say "look at what Nightfall did with heroes!", I say "look at what we the players did in asking for a larger gameworld."
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Also I'm not convinced game aging and gameworld growing had as much to do with it as we think for this reason: Guild Wars 2. We know Guild Wars 2 will be a solo dedicated game from the start even when it is freshly new and has a large concentrated playerbase. I think they just completely changed their game and company philosophy.
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And yes, they changed their philosophy and core game design because in GW1 it just didn't work. It's hard to say "look at how good it was at the start"...when it was *at the start.* It was inevitable that we were going to run into the problems we have now.
Red Sonya
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You don't see any other games dumbed down because players find it hard - |
New Buddha
Its not that simple. I want a skill that does 1,000,000 damage. Should they give it to me even if it doesn't affect you?[/QUOTE]
sure ...and I have the option to use it if I like the skill, same for everyone else.
sure ...and I have the option to use it if I like the skill, same for everyone else.
Bryant Again
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Wrong again. SWG's and the NGE guess you didn't read about that one.
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:3
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Originally Posted by Buddha Palm
sure ...and I have the option to use it if I like the skill, same for everyone else.
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DreamWind
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And you may say "look at what Nightfall did with heroes!", I say "look at what we the players did in asking for a larger gameworld."
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Originally Posted by Bryant Again
And yes, they changed their philosophy and core game design because in GW1 it just didn't work. It's hard to say "look at how good it was at the start"...when it was *at the start.* It was inevitable that we were going to run into the problems we have now.
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Originally Posted by Buddha Palm
sure ...and I have the option to use it if I like the skill, same for everyone else.
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Bryant Again
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I didn't ask for a larger gameworld. I was happy with Prophecies. Cue omg the game would have died post.
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"How did it not work back then?" Well it worked pretty well due to a couple reasons, largely being a new game with everyone not sure of the direction and with a very small playerbase. Now? Not so much. Not because of "bad decisions" ANet has made but by simply expanding the content.
Inner Salbat
In fact it was declining during Prophecies understandably so due to the length of time between the new content of Factions, so much so they had to launch Sorrows Furnace to keep people playing in the mean time.
DreamWind
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Because it would? GW would've been declining much, much earlier if not for all the new content.
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The only games that die are the ones that people didn't think were that good unless they get constant expansion.
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Originally Posted by Bryant Again
"How did it not work back then?" Well it worked pretty well due to a couple reasons, largely being a new game with everyone not sure of the direction and with a very small playerbase. Now? Not so much. Not because of "bad decisions" ANet has made but by simply expanding the content.
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pumpkin pie
I was not around during the beta testing stages of Guild Wars. So I look up reviews and write up from other sources.
And people who think guild wars is a MMORPG just doesn't understand the "game mechanic" (word choice, I can't find a better one, had to use that and I think its appropriate, I also don't claim to be a game designer so don't come debating with me base on the fact that I also don't know the game mechanic, just so we are clear.) to the fullest and I think this November 4th 2004 Article on Guild Wars Beta Impression tell it best. have a read. here excerpt 1 Another Article May 15 2005 here excerpt 2.
excerpt 1:
"Another interesting feature is that GW lets you fill out your party with computer controlled henchmen."
"The greatest appeal of instancing, however, is that it allows for the linear and epic style of adventures common in single-player RPGs, while still within a large online community of persistent characters."
"Guild Wars is arguably not a massively multiplayer game. Nowhere is this more noticeable than when you're exploring a wilderness area and your party never comes across any other players."
excerpt 2:
"Once you head out of them into the wilds, they instance on a party-by-party basis. In other words, it's you and your friends (whether human or computer controlled henchmen) versus the world with no other people wandering around."
"This is actually fine. In terms of the actual player-versus-environment experience, it's a solo game which you can invite your friends (new or old, at any time) to join at any times."
"While it's possible to play through the vast majority of the game solo with the AI-sidekicks, they're hardly the brightest bunch. While anyone will have seen much worse, they can and do go wrong. And it annoys."
"At its core, Guild Wars is a game which has realised that a massively-multiplayer online game can be an online game and not a world. "
Damn instancing, its the reason players can sync so easily, love it and hate it at the same time.
And people who think guild wars is a MMORPG just doesn't understand the "game mechanic" (word choice, I can't find a better one, had to use that and I think its appropriate, I also don't claim to be a game designer so don't come debating with me base on the fact that I also don't know the game mechanic, just so we are clear.) to the fullest and I think this November 4th 2004 Article on Guild Wars Beta Impression tell it best. have a read. here excerpt 1 Another Article May 15 2005 here excerpt 2.
excerpt 1:
"Another interesting feature is that GW lets you fill out your party with computer controlled henchmen."
"The greatest appeal of instancing, however, is that it allows for the linear and epic style of adventures common in single-player RPGs, while still within a large online community of persistent characters."
"Guild Wars is arguably not a massively multiplayer game. Nowhere is this more noticeable than when you're exploring a wilderness area and your party never comes across any other players."
excerpt 2:
"Once you head out of them into the wilds, they instance on a party-by-party basis. In other words, it's you and your friends (whether human or computer controlled henchmen) versus the world with no other people wandering around."
"This is actually fine. In terms of the actual player-versus-environment experience, it's a solo game which you can invite your friends (new or old, at any time) to join at any times."
"While it's possible to play through the vast majority of the game solo with the AI-sidekicks, they're hardly the brightest bunch. While anyone will have seen much worse, they can and do go wrong. And it annoys."
"At its core, Guild Wars is a game which has realised that a massively-multiplayer online game can be an online game and not a world. "
Damn instancing, its the reason players can sync so easily, love it and hate it at the same time.
Numa Pompilius
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"This is actually fine. In terms of the actual player-versus-environment experience, it's a solo game which you can invite your friends (new or old, at any time) to join at any times." "While it's possible to play through the vast majority of the game solo with the AI-sidekicks, they're hardly the brightest bunch. While anyone will have seen much worse, they can and do go wrong. And it annoys." |
capblye
Why not? I can use henches, so really no difference. Better for the economy anyway, having to outfit all those hero's
Red Sonya
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...And look how just awesome and popular those games are now. |
Guild Wars biggest popularity comes from being "no pay monthly fee" a lot moreso than it does its game engine. You put a $15 a month fee on GW and you'll see a mass exodus like never before from it as well. Then the other draw is its simpleness to play, gain max levels and get to the phat loot for everyone, face it it's a simpletons game for the most part because everyone and anyone can make just about any 8 skill bar they want to and play with their heroes and henchies and still win 99% of the time. Case in point I went through the entire Prophecies campaign using the 3 heroes and henchies and all I had to do was pretty much just loot with the occassional hand in larger battles. The hero/henchie AI in GW is powerful enough to play and win without you and I find it funny when people complain about the hero and henchie ai's and see no reason to add 4 more heroes since 3 is sufficient with 4 henchies anyways. There are even several hard level areas I can take just my 3 heroes and I never have to lend a hand and they can clear it on their own. So, no, there is no reason to add more heroes to just make the game even more silly to even play as heroes are already overpowered with just 3.
Another thing, Guild Wars is like playing Diablo 2 online or Neverwinter Nights which both had large sales figures as well and can be played online at no cost per month. Guild Wars has over 5 million sales over three years time, but, hardly has that many people playing anymore.
Numa Pompilius
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it it's a simpletons game for the most part because everyone and anyone can make just about any 8 skill bar they want to and play with their heroes and henchies and still win 99% of the time. Case in point I went through the entire Prophecies campaign using the 3 heroes and henchie
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The reason you find prophecies easy is because it was first, and it's easy due to power creep (more powerful skills from the newer campaigns). You have gear and skills which didn't exist when Prophecies was released, so of course Prophecies is easy for you now!
Start a prophecies character, don't twink it, use only core skills and henches, and see how easy it is. And that's still much easier than it was in the beginning, because the interface and skill capture mechanics have been improved - plus of course you know where to go and when.
Karia Mirniman
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Another thing, Guild Wars is like playing Diablo 2 online or Neverwinter Nights which both had large sales figures as well and can be played online at no cost per month. Guild Wars has over 5 million sales over three years time, but, hardly has that many people playing anymore.
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I originally voted against 7 heroes (less challenge, quicker to finish the game and move on) but now, having stopped playing for a while and restarted, feel differently.
A-net would be stupid not to give the community 7 heroes to play with and stupid not to the give us a harder mode of play ( can’t be that hard to add ) plus area nasties; things that make you run away or get the right skills, spells that go off like bombs (sometimes) ~ maybe even weapons that break,
Basically content.
I don’t care what content. GW is haemorrhaging bored players and isn’t going to get major medical attention (the staff is in gynae looking at the scans of GW2) so the only option is more content, 7 heroes would keep going the good done by adding MOX and that little fire imp.
Akaraxle
30/04/2010 Update notes:
Added "HARDER Mode". Monsters in HARDER Mode do quadruple damage.
Added "HARDER Mode". Monsters in HARDER Mode do quadruple damage.
Bryant Again
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You had little faith in the game to begin with then. I think the game had the potential to be one of the best competitive video games ever but not anymore. Real games never die. (SC, CS, blah blah all the standard).
The only games that die are the ones that people didn't think were that good unless they get constant expansion. |
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They could have expanded the content in other ways. That discussion goes completely off topic though so whatever. I'm just saying this game should have never went solo for purposes of this thread.
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And I was going to reply to your post, Red Sonya, until I read "lulz game is easy for everybodie!" and "heroes ish OP", then I didn't even bother.
DreamWind
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A-net would be stupid not to give the community 7 heroes to play with and stupid not to the give us a harder mode of play ( can’t be that hard to add )
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Originally Posted by Bryant Again
Ah, but we're talking about PvE here. Two different crowds, two wildly different games. It's not that I didn't have faith in the game to begin with, it's that what they had wouldn't last, and if they wanted PvE to remain popular (i.e. multiplayer) then yes they would need to add more and more game into it.
For the sake of the PvE crowd, no you could not. Hence bigger game worlds, more chopping of the population. |