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Main request: officially implement some form of the recent Map Anywhere bug
Reasons
-) Increase in product life
-) Increase in guild, alliance, friendly activities
-) Convergence with PvP model
-) Increased secondary sales
-) Negligible negative effects
Space at the bottom, where I'll add in points raised in the thread.
EDIT: Secondary point raised by BioStem during thread discussion. What if, instead of this original post's suggested dramatic solution, there instead be some way to mildly push other PvE characters through. Perhaps as your PvE characters progress through the game, your account would gain "credits" which would allow you to skip a mission here, a quest there? It would allow you to raise other PvE characters faster than the first (to say nothing of skipping the more tedious parts!), but would also not be nearly as dramatic or eliminate the incentive to play through the game on a character...
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So.
http://www.guildwarsguru.com/forum/s...php?t=10234113
http://www.guildwarsguru.com/forum/s...php?t=10238230
http://wiki.guildwars.com/wiki/Game_updates/20071230 Fixed an exploit which allowed players to access outposts they had not previously unlocked. |
However, I would suggest that this handy little bug reappear, in some form where "it's a feature, not a bug". In my opinion, the good outweighs the bad if such a thing were to happen.
-) INCREASED PRODUCT LIFE
The bottom line for ANet is sales revenue, yes? The more games ANet sales, the more profitable it is. It is in ANet's best interests, then, to encourage further sales even this late into Guild Wars' life cycle, in which no further expansions are planned.
This is sort of the "meta-reason" for my argument, as this is (rightly) the only business motivation for ANet to imlpement any change. While it's good that our devs should have an interest in increasing the sheer fun factor, we can not forget that they run a business, and that they must prioritize their devs' time according to what will provide the most benefit--and one of the beneficiaries of their efforts must be Net Income.
With that in mind, let me present to you these further reasons, which by themselves I feel are legitimate arguments, but which also serve as subsidary supports for Increased Product Life and thus Increased Bottom Line
-) INCREASED GUILD, ALLIANCE, FRIENDLY ACTIVITIES
We've all heard a PvEer complain about how, despite their love for playing the game, they just can't bring themselves to push an Ele through Nightfall to the Domain of Anguish after already having finished the campaign with a Warrior, Paragon, Monk, Necro, and Ranger. There's a sort of fatigue that sets in; few can endure 290342 runs through Dzagonur Bastion and Konodur Crossroads, to say nothing of the million Primary Quests between missions that require inordinate amounts of running through zones over and over again.
One of the best things ANet did was allow Hard Mode to be an account-wide unlock. As soon as one character finishes a campaign, all level 20 characters on the account may access hard mode. This helped the above situation--pushing the Ele through the campaign might be just a bit more fun and feasible, if done as part of a guild-wide effort to play Hard Mode in Elona.
Now, this is (very) debatable, but I would assert that Guild Wars is... well, not dying, but at least a lot less active than it used to be. Even if Guild Wars had maintained a constant level of activity since two years ago, now there are 3.5 campaigns for that pool of players to spread out across, making it less likely to meet up with people--especially in zones players avoided anyway. I'm looking at you, Maguuma Jungle.
With the situation as it is, then, a lot of the game becomes a solo adventure, which is exactly what ANet was hoping to avoid, right? Don't we all remember the days before heroes, when players asked for customizable henchmen, and one of the arguments Gaile stated against them was that their presence would discourage efforts to meet, and play with, other people?
People, I believe, want to play high-end areas together. When gathering guild groups, often an otherwise well-prepared group simply needs one more monk--but alas, says an eighth guildmate, "my monk isn't that far". We'd like to go to Domain of Anguish, but so many have only taken their one or two roleplaying characters through Nightfall, so a guild ends up with a possible team of 6 warriors and 5 eles, with few monks or paragons.
By allowing some form of expedient zoning, alliances and friends would find it easier to form groups, as more players would be encouraged to play a variety of professions in areas they might otherwise not have had the gumption to reach. Certainly the promise of more organized PvE runs would encourage players to keep playing this game--and perhaps buy campaigns they had not purchased yet. (Really, don't we all know people who still haven't gotten EotN, or who got Factions and Nightfall but were never on board for Prophecies?)
-) CONVERGENCE WITH PVP MODEL
The PvP setup, to be honest, I think is incredible. Roll characters at will, toss on equipment and skills... with the exception of a few rather minor discrepencies such as being able to take old school req 7 shields into GvG, it's really a great game--and a necessary ingredient that made Guild Wars PvP successful.
Can you imagine what it would have been, had PvP been permenantly linked to PvE by requiring you use only your PvE characters? GW would have had balanced PvP, but not accessible PvP. ANet wouldn't have drawn nearly the PvP crowd that they did. Thus, we have instantly rolled PvP characters.
The argument carries over into Guild Wars PvE. Because Guild Wars is unlike EverCrack and WoW in that grind does not reward a player with epic (statistically different) armor and weaponry, there is little to be lost by allowing characters to advance through the campaigns quickly. However, I suspect that by opening up the entire PvE realm in a similar manner that PvP is open to new accounts, then we would witness a similar increase in interest.
-) INCREASED SECONDARY SALES
Instantly mappable towns encourages players to run more characters.
More characters mean more slots.
There are 10 total professions that can be played.
Three Campaigns = 8 slots total.
Also, many players may have two characters of one profession, or use PvP slots.
Where will the additional needed slots come from? Yay for Revenue!
In addition to selling more character slots, players will be rolling PvE Eles to warp to Domain of Anguish. However, it is very conceivable that players will not have gathered nearly as many elementalist skills through the game as they would like to have on a high-end Ele. Right now, there are only two ways to gather skills. For normal skills, buy them or use tomes on unlocked skills. For Elites, go out and cap them or use tomes on unlocked skills.
Granted, opening up towns would make capping elites easier; but there are still a LOT of elites to cap, and that can take some time. even if you had every outpost mapped. For players with the money for tomes, it would be easier--and arguably more cost-effective considering time spent capping--to simply unlock the skills and use tomes to learn skills. And, of course, there are two ways to unlock skills in order to use tomes. One is to PvP the faction.
And the other is to buy the unlock packs. ^_^
-) NEGLIGIBLE NEGATIVE EFFECTS
This is where it gets really tricky. If a change to the game chases away too many people (or any?), then it's bad for business as well as the gaming experience. No matter how well it cures the itch of athlete's foot, few people would be willing to cut off their foot.
However, I contend that implementing some for of expedient mapping would not substantially alter the game. I base this argument on a few ideas:
1) Low Economy Disruption
Some areas can be run already, and are in fact being run for profit. Others, like Consulate Docks, require ferries but are nonetheless desired. Implementing fast mapping would not create or destroy markets, but would rather only expand and replace this current running market.
Some people have brought up the good point that the ability to spam character creation disrupts the Book of Secrets, Amulet of the Mists, and Droknar's Key items at the end of Nightfall, Factions, and EotN respectively. I contend, however, that these items are relatively cheap (and pointless) already. Moreover, what are the prices of these end-game items now? 20k? 10k?
It's true that as supply rises with character creation spam, prices will fall... but we're talking the loss of a market of 10k items which require playing through an entire campaign to obtain? Are we really worried about losing out a market which affords 10k only if you take the time to finish a campaign--and for most of us, only as many times as we have character slots? If you're worried about losing 10k, go do some Kurzick FFF for an hour or three. Much faster than finishing a campaign ^_~
((By the way, it'd only be the sellers who would be losing out here, too. Buyers who previously were spending 10k an item would not be able to engage in character creation spam themselves to get the items!))
2) Desertion of other zones
You may ask, "Great, we get more players rushing to Domain of Anguish--but what happens to Pogahn Passage?" It's true, by making high-end areas more accessible to players, there will be a pull away from more obscure PvE areas.
However, there are two counters to this concern. First, It's not necessarily true that gaining more players in one area means they were pulled away from another. I think that many of the players who would rush to high-end areas were not really playing Pogahn Passage anyway. If they were, we wouldn't need to encourage them to make new characters with this whole idea!
Furthermore, I believe that fast mapping would actually increase players, rather than decrease. Grand Court of Selbekeh, for example, is fairly far into Nightfall. Players who are not encouraged to play through the campaign will obviously not appear at Grand Court. However, as previously stated, guild and alliance groups will be encouraged to try other missions--for titles, for capping, for pride's sake--that they might otherwise never have played if they were made more accessible. Because of this, there will be more players who, able to skip the bother of playing through an entire campaign and its primary quests, will play these more obscure missions.
3) It disrupts the storyline / unfair to let other people push through
-_- Ahem.
For you, it only disrupts the storyline if you use it. If you're that concerned with the story--if part of your joy in the game comes from the immersion you get as a character bravely questing across the continent, then by all means! Do so!
It is gravely unjust, however, to link your enjoyment to the actions of other peopel that do not affect you. I'm not talking about those of you with concerns about the economic affects of fast mapping. I'm talking about those of you who just flat out don't want other people rushing through the game. Those of you who were downright thrilled that Factions was a game largely made of locked gates, because it would keep other people from running.
How selfish of you. Tsk.
This game is many things to many people--balanced PvP, a place to relax and grind a few Kurzick faction points, a settings for guild-organized high-end runs... for some people, they would love playing as different characters through the missions, or being able to ALWAYS respond to their alliance's "We need an obsidian flesh ele for underworld", without ever having to say "sorry, I'm not that far".
Giving them the ability to do that increases their fun, and does not harm your ability to play directly. As such--when the implementation of fast mapping means good things for them without restraining you--what's the problem?
-) CONCLUSION
^_^ So then. I welcome (intelligent) thoughts and (reasoned) discussion about this sort of thing. So far as I can tell, making this change would encourage people to play the game more--I know it would encourage me, at least.
And I know that, whereas a year ago I was encouraging friends to buy Guild Wars, now I'm really not because it's become a niche game. You either have your characters far enough into high-end to appreciate those PvE runs (and have grown to love GW enough to push a character through once in a while), or else you're into GvG. Obviously that doesn't sum up everyone, but I've noticed that this is a really hard game to get into as a newbie now, because so many can't be bothered to push through the campaign again outside of organized guild pushes.
I think, just as PvP's accessiblity has allowed it to be a draw to both veterans and new players, so also would PvE's accessibility open up new opportunies for players across the board.
~ Red
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-) Points raised in the thread
I'm not making a specific suggestion for how to do this. Maybe make towns unlockable, where all characters on an account share one map? Or, what if an NPC will ferry you to any unlocked town on the account for 100 gold? I'm not really specific on how this would be implemented--just that it is! (thanks Arkantos)
Maybe only let level 20s be ferried, to cut back on character creation spam? (thanks Shakti)
There are several other relatively minor issues, such as character creation spam for buried treasures. Well, I call them minor because they are simple to talk about, but of course who can predict the amount of coding necessary to account for them? Just the same, it is very important to analyze all effects, both positive and negative, and I think the buried treasure spam would be relatively economy-shattering if left unchecked. (thanks Jaythen)
When ANet wanted to encourage activity for EotN, they lowered the level requirement for characters to level 10. Do you see what they did there? They allowed characters to access areas earlier than they previously could! Do you see the comparison?
IMPORTANT POINT
What if completing PvE with a character gave your account some amount of, say, "credits"... and as you raised your PvE characters, you could use these credits to skip small portions of the game, such as a mission or two here, a primary quest or three there. It would allow you to more quickly raise PvE characters after the first, but it would also not be NEARLY as dramatic as a free mapping NPC. A happy medium, ne? (special thanks to BioStem for fleshing out this idea)