Implement running to any town
Moral55
Who cares about end games items 5k? OMG
And runs? You can't run to halve of these places anyways and if a change in the environment kills a service... well to bad sucks to be you.
/Signed @ lvl20
And runs? You can't run to halve of these places anyways and if a change in the environment kills a service... well to bad sucks to be you.
/Signed @ lvl20
You can't see me
Normally I'd be totally and utterly against this. I would be saying that you need to work for rewards if you want to access them. I would be saying that characters are separate and should stay that way in the storyline.. but..
The Storyline is linear through and through. If you start over, you basically turn the tape back over and listen to the exact same song again. Nothing changes. Proving you can do it once or twice is not annoying, but when I have to prove that I've beat a campaign after beating it 9 times, then it's just /fail.
Sadly, I agree. /Signed.
The Storyline is linear through and through. If you start over, you basically turn the tape back over and listen to the exact same song again. Nothing changes. Proving you can do it once or twice is not annoying, but when I have to prove that I've beat a campaign after beating it 9 times, then it's just /fail.
Sadly, I agree. /Signed.
Biostem
What if it wasn't linear? What if the rewards for completing the missions was better?
What if the "better" skills didn't become available until you've done a certain # of missions or quests?
I don't like the idea of having all the rewards handed to you on a silver platter w/ no work. Even though it's a game, there should be a certain amount of effort required to earn the good items or skills...
What if the "better" skills didn't become available until you've done a certain # of missions or quests?
I don't like the idea of having all the rewards handed to you on a silver platter w/ no work. Even though it's a game, there should be a certain amount of effort required to earn the good items or skills...
Red
Trucker
I'm working on that. You've noticed that there is a starting section at the bottom of my original post with such thoughts. However, I want to put fundamental positions there. Thus, while Lyra and I have
gone back and forth, I really don't think anything significant has come that would be significant as a footnote in the OP.
Also, with regards to your point two, I can only guess--for we're not privy to the higher talks of the devs. I can only offer conjecture... but Factions is overall a very small campaign. It's already much more feasible to complete it in a day than it is to finish, all the way through, Prophecies or Nightfall. Can you imagine what Factions would be like if it were runnable?
In any case, I would contend that the situation is different now. Factions was introduced during a peak in Guild Wars life cycle, as was Nightfall. We're now in a slow decline (or at least not a growth period)... as I have said before, my suggestion is aimed with the objective of helping slow the attrition of those who don't want to grind more campaigns, but would like a more PvP-esque "roll what you want and go" approach to high-end missions.
Lyra
I don't believe there should have to be a replacement cost. Nor do I necessarily think the first and only response should be "you don't like it? Go play something else". It's also short-sighted to say such a things like "they aren't enjoying their stay. They would be happier elsewhere." Such a statement, for example, invalidates the feelings of those who, like me, enjoy playing the high-end areas with guildmates and alliancemates. It's fine to think what you do, but it's not so considerate when you make an arbitrary statement that, again, amounts to "you don't like it? Tough!"
And, yes, I am comparing the two. Yes, it's quite obvious that the change to PvP had other factors at play than there are here. However, there are also common elements between the two such that they are comparable. In both situations:
For both cases
Lesser Option: Use an instant PvP with one armor set / Play your finished characters
Greater Option: Have a PvE character multiple armor and weapon sets / Play any character you wish
Cost for both: Put in hours and hours and hours in the campaigns to build characters up
I think a solution similar to the first case could be successfully implemented for the second. And finally, I realize it's End Game content. But ya know... for someone like me, who's gotten to the end several times now on several different characters, I'd like to just try a different profession without spending all that time getting to the end content all over again.
Tooplex
Your pessimism accomplishes nothing. You can't make a post of two sentences reading "bad things would happen" followed by "the game would die" and expect that to contribute anything to the discussion. There is the possibility of bugs in every change to the game--Canthan Ambassador Guild Hall NPCs, anyone? The point is to find as many of those bugs as possible before you implement the change, and close them up as quickly as possible after any are found.
Cybernigma
Yes, thank you! I had not even thought of Tabula Rasa's Character Cloning, but it's sort of the same idea, isn't it? Saving people the grind by letting them use such a method where the work you put into one character suddenly becomes the starting point for others. ^_^
Fox
Excellent summary on the points and dilemmas at play. As to your final thought... well, lol at you. I actually have heard one or two people complain about how hard mode was account wide; and character specific certainly would have made more sense in that respect. And yet, doesn't the current setup of Hard Mode sort of set a precedent? That after putting a time investment in one character, other characters are able to reap some of the benefits? It's almost the same sort of thing... allowing later characters to access content faster, in an effort to provide more options to the player to choose whether they want to raise a new level 20 in normal mode or skip straight to hard...
************************************************** **
Sonata
Ah, thank you for your reply! I find it truly thought out and well-written, even though it is clearly the devil's advocate of posts. And moreover, I am as pleased to find you polite as intelligent. There's a bit of emotion in this thread, isn't there? Please forgive me, but my reply is going to be shorter than your own--partially because some of the points you raise are also in discussion from other posts, and others because I don't have the skill and wit to answer you on.
As to Class Experience, I can only answer that for myself, I would be willing to take that trade off where more people with less experience are running around, since that would mean also that competent people would be able to do the same. You used your mesmer as an example. I myself play mesmer in my GvG guilds. It's rather hard for me to compare myself to an expert PvE mesmer as yourself; but I can also say with confidence that I could deal with PvE monsters, which are much more predictable than humans.
What's more, we've got nooblets in higher areas anyway, who have SOMEHOW--via gold, friends, chance, AFKing, or simply having the good fortune of finding a party of seven others who were able to undo the harm the nooblet caused--made it to high end areas. Again, I've had some... pretty poor performers, even in FoW, Urgoz, Domain of Anguish, and so forth.
So sorry, if that's the case, then was there much point to the "other" content in the first place, except as content to be completed before one could finally play in the areas you suggest are of highest interest? As I had discussed previously with either someone else or Lyra... should we be -too- concerned with areas which have no appeal in and of themselves?
I am intrigued by your suggestion for The Deep and Urgoz Warren. What about Domain of Anguish or Underworld/Fissure? Maybe we could have NPCs for those? While that solution falls a bit short of what I'm suggesting, it also is obviously made with a similar focus.
However, I suppose we must agree to a fundamental departure from one another's thought processes as you talk about the "elite" area function that is character specific. I would posit that part of the reason these seem sancosanct as character-specific elite areas is simply that they have always been that way. What if, from day one, these areas had always been like PvP unlocks--where as soon as one character opened either Team Arenas or Zin Ku Corridor, all characters could then access it? Would people really have complained, do you think, about the accessibility?
As far as armor, you have an excellent point. However, again we have a fundamental difference in priorities. At this stage in the game's life cycle, I would trade an increased ability to play where and how one wants, over a decreased prestige in armor. (And anyway, if you want Elite Kurzick armor say, it certainly takes -much- longer to farm the materials and platinum than it does actually getting a newly rolled character to Vasburg Armory, doesn't it? So it really retains the bulk of its meaning of "Look what I worked for and attained!"))
***
It's not difficult for players to get to AreaX (I hope!)... it's just bloody tedious and, for many of us--and apologies to Lyra because she's going to have fits over this--it's just not a fun thing to do over and over and over. And while you refer to a version of your class experience concern with your sample paragon, it also doesn't necessarily hold true. You don't have to play a character through PvE in order to be able to run it effectively. I know many people who, though they have only one PvE, could effectively play most of the professions--and alternatively, haven't you met monks and warriors and eles at Hell's Precipice who don't have the foggiest idea how to make an effective build, must less run one?
Additionally, a feature that lessens the time necessary for a player to play content hardly implies a conflict with the Skill > Time mantra. At least, it's not nearly that simple.
***
This is where you disappointed me, sir. Why are you explaining to me how the value of these items would plummet, when I myself stated in my original post, just one frickin sentence later: "but we're talking about the loss of a market of 10k items..." Lol, please don't waste your time like that.
But as to your main point: first of all, you did fail to allow for secondary options. What if, for example, only characters that were, say, a month old could receive the end game items? True, that puts a substantial delay over the current situation where I could roll an ele today, and reasonably expect to get an Amulet of the Mists within the week. However, given the ease of reaching the end and, supposedly, my increased interest in playing more professions I might not have otherwise... wouldn't that balance out? It would certainly stop a market flood as well, and this is only one quick option.
***
Just hitting a few more points.
You say a few times in your post that "should this fall onto ANet's shoulders for blame?". Please understand, I'm not saying it was a flawed mechanic the game started with. I'm simply pointing out the current situation--as I can best see it--and, with a concern in mind, raising a possible solution. And as far as it falling on ANet's shoulders to fix... well, keep in mind that at the end of the day, a business seeks to increase its net income (of course both in the current month as well as making sure not to alienate the prospective buyers of GW2). This isn't about laying blame or responsibility, but rather about meeting the company's objectives.
Though, I thought you displayed superior insight with the paragraph:
You do an excellent job pointing out the dangers inasmuch as my post admittedly favours the possible benefits. I salute you, sir.
I'm working on that. You've noticed that there is a starting section at the bottom of my original post with such thoughts. However, I want to put fundamental positions there. Thus, while Lyra and I have
gone back and forth, I really don't think anything significant has come that would be significant as a footnote in the OP.
Also, with regards to your point two, I can only guess--for we're not privy to the higher talks of the devs. I can only offer conjecture... but Factions is overall a very small campaign. It's already much more feasible to complete it in a day than it is to finish, all the way through, Prophecies or Nightfall. Can you imagine what Factions would be like if it were runnable?
In any case, I would contend that the situation is different now. Factions was introduced during a peak in Guild Wars life cycle, as was Nightfall. We're now in a slow decline (or at least not a growth period)... as I have said before, my suggestion is aimed with the objective of helping slow the attrition of those who don't want to grind more campaigns, but would like a more PvP-esque "roll what you want and go" approach to high-end missions.
Lyra
I don't believe there should have to be a replacement cost. Nor do I necessarily think the first and only response should be "you don't like it? Go play something else". It's also short-sighted to say such a things like "they aren't enjoying their stay. They would be happier elsewhere." Such a statement, for example, invalidates the feelings of those who, like me, enjoy playing the high-end areas with guildmates and alliancemates. It's fine to think what you do, but it's not so considerate when you make an arbitrary statement that, again, amounts to "you don't like it? Tough!"
And, yes, I am comparing the two. Yes, it's quite obvious that the change to PvP had other factors at play than there are here. However, there are also common elements between the two such that they are comparable. In both situations:
For both cases
Lesser Option: Use an instant PvP with one armor set / Play your finished characters
Greater Option: Have a PvE character multiple armor and weapon sets / Play any character you wish
Cost for both: Put in hours and hours and hours in the campaigns to build characters up
I think a solution similar to the first case could be successfully implemented for the second. And finally, I realize it's End Game content. But ya know... for someone like me, who's gotten to the end several times now on several different characters, I'd like to just try a different profession without spending all that time getting to the end content all over again.
Tooplex
Your pessimism accomplishes nothing. You can't make a post of two sentences reading "bad things would happen" followed by "the game would die" and expect that to contribute anything to the discussion. There is the possibility of bugs in every change to the game--Canthan Ambassador Guild Hall NPCs, anyone? The point is to find as many of those bugs as possible before you implement the change, and close them up as quickly as possible after any are found.
Cybernigma
Yes, thank you! I had not even thought of Tabula Rasa's Character Cloning, but it's sort of the same idea, isn't it? Saving people the grind by letting them use such a method where the work you put into one character suddenly becomes the starting point for others. ^_^
Fox
Excellent summary on the points and dilemmas at play. As to your final thought... well, lol at you. I actually have heard one or two people complain about how hard mode was account wide; and character specific certainly would have made more sense in that respect. And yet, doesn't the current setup of Hard Mode sort of set a precedent? That after putting a time investment in one character, other characters are able to reap some of the benefits? It's almost the same sort of thing... allowing later characters to access content faster, in an effort to provide more options to the player to choose whether they want to raise a new level 20 in normal mode or skip straight to hard...
************************************************** **
Sonata
Ah, thank you for your reply! I find it truly thought out and well-written, even though it is clearly the devil's advocate of posts. And moreover, I am as pleased to find you polite as intelligent. There's a bit of emotion in this thread, isn't there? Please forgive me, but my reply is going to be shorter than your own--partially because some of the points you raise are also in discussion from other posts, and others because I don't have the skill and wit to answer you on.
As to Class Experience, I can only answer that for myself, I would be willing to take that trade off where more people with less experience are running around, since that would mean also that competent people would be able to do the same. You used your mesmer as an example. I myself play mesmer in my GvG guilds. It's rather hard for me to compare myself to an expert PvE mesmer as yourself; but I can also say with confidence that I could deal with PvE monsters, which are much more predictable than humans.
What's more, we've got nooblets in higher areas anyway, who have SOMEHOW--via gold, friends, chance, AFKing, or simply having the good fortune of finding a party of seven others who were able to undo the harm the nooblet caused--made it to high end areas. Again, I've had some... pretty poor performers, even in FoW, Urgoz, Domain of Anguish, and so forth.
Quote:
If you provide the ability to skip content, what content are you drawing interest too? Barely a handful of single areas in 3 massive chapters? That hardly seems like a balance of interest. |
I am intrigued by your suggestion for The Deep and Urgoz Warren. What about Domain of Anguish or Underworld/Fissure? Maybe we could have NPCs for those? While that solution falls a bit short of what I'm suggesting, it also is obviously made with a similar focus.
However, I suppose we must agree to a fundamental departure from one another's thought processes as you talk about the "elite" area function that is character specific. I would posit that part of the reason these seem sancosanct as character-specific elite areas is simply that they have always been that way. What if, from day one, these areas had always been like PvP unlocks--where as soon as one character opened either Team Arenas or Zin Ku Corridor, all characters could then access it? Would people really have complained, do you think, about the accessibility?
As far as armor, you have an excellent point. However, again we have a fundamental difference in priorities. At this stage in the game's life cycle, I would trade an increased ability to play where and how one wants, over a decreased prestige in armor. (And anyway, if you want Elite Kurzick armor say, it certainly takes -much- longer to farm the materials and platinum than it does actually getting a newly rolled character to Vasburg Armory, doesn't it? So it really retains the bulk of its meaning of "Look what I worked for and attained!"))
***
It's not difficult for players to get to AreaX (I hope!)... it's just bloody tedious and, for many of us--and apologies to Lyra because she's going to have fits over this--it's just not a fun thing to do over and over and over. And while you refer to a version of your class experience concern with your sample paragon, it also doesn't necessarily hold true. You don't have to play a character through PvE in order to be able to run it effectively. I know many people who, though they have only one PvE, could effectively play most of the professions--and alternatively, haven't you met monks and warriors and eles at Hell's Precipice who don't have the foggiest idea how to make an effective build, must less run one?
Additionally, a feature that lessens the time necessary for a player to play content hardly implies a conflict with the Skill > Time mantra. At least, it's not nearly that simple.
***
This is where you disappointed me, sir. Why are you explaining to me how the value of these items would plummet, when I myself stated in my original post, just one frickin sentence later: "but we're talking about the loss of a market of 10k items..." Lol, please don't waste your time like that.
But as to your main point: first of all, you did fail to allow for secondary options. What if, for example, only characters that were, say, a month old could receive the end game items? True, that puts a substantial delay over the current situation where I could roll an ele today, and reasonably expect to get an Amulet of the Mists within the week. However, given the ease of reaching the end and, supposedly, my increased interest in playing more professions I might not have otherwise... wouldn't that balance out? It would certainly stop a market flood as well, and this is only one quick option.
***
Just hitting a few more points.
You say a few times in your post that "should this fall onto ANet's shoulders for blame?". Please understand, I'm not saying it was a flawed mechanic the game started with. I'm simply pointing out the current situation--as I can best see it--and, with a concern in mind, raising a possible solution. And as far as it falling on ANet's shoulders to fix... well, keep in mind that at the end of the day, a business seeks to increase its net income (of course both in the current month as well as making sure not to alienate the prospective buyers of GW2). This isn't about laying blame or responsibility, but rather about meeting the company's objectives.
Though, I thought you displayed superior insight with the paragraph:
Quote:
This is at the heart of it all and is why your post is no more right, or wrong, than mine. You make a very fair arguement that limitations to you shouldn't happen. I agree just as I'm sure you wouldn't want to limit my gameplay either. However, there has to be realization that the downfalls and negatives are felt by everyone in the game no matter if you're new, old, those who would use it, and those who don't. This is the fine line that has to be walked, not by us, but by Anet. |
Red
Tsk tsk, Holly. Thank you for the support, but you must also be ready to listen to all perspectives. You would do well to listen to Tyla immediately after your post.
........ you're not helping.
A most reasonable reply. Guru posters, what are your thoughts on this possibility? A middle path that doesn't skip through the game, but makes additional PvE characters easier to raise?
Bio, I'm adding your thoughts to the bottom of my OP.
Quote:
Originally Posted by Moral55
Who cares about end games items 5k? OMG And runs? You can't run to halve of these places anyways and if a change in the environment kills a service... well to bad sucks to be you.
|
Quote:
Originally Posted by Biostem
There are "meta-level" implications that a feature like this would cause. It would affect *everyone* who plays the game, and as such, even though that wouldn't use it would be affected.
... That example is an extreme one, but it's not unreasonable. I think what is needed is a happy medium; a way to speed through content a bit more quickly your second or later time around. I think the idea of a limited number of skips for subsequent characters would work, or perhaps branching paths to the end game (some having less missions) would also work. Overall, though, a wholesale free pass straight to the end would damage the game... |
Bio, I'm adding your thoughts to the bottom of my OP.
Sora267
I'm working on my 6th PvE character. It's really annoying to go through the SAME STORY for the fourth time just to be able to PLAY. I love the idea of the NPC ferry from the first page, so /signed for that. Most of the arguments against this are pretty much shot down when you realize that usage of it is completely voluntary.
Biostem
Here's an idea:
You know how in Factions and NF you are given the option to skip the tutorial, well what if, once you hit the mainland/main part of the game, if you've already beaten that campaign, you are given the option to take the "express route". This express route would contain vastly fewer missions and/or consist of a set of special-access areas that can be used to circumvent the main series of missions. Taking this route would still get you to some key missions, but overall it'd be fewer.
I just don't want to see all missions essentially become "1st timer's only". I also don't want to see people start complaining how little content there is or how much the game sucks because they can't get a team. I know you can't please all the people all the time, but how close can we get?
You know how in Factions and NF you are given the option to skip the tutorial, well what if, once you hit the mainland/main part of the game, if you've already beaten that campaign, you are given the option to take the "express route". This express route would contain vastly fewer missions and/or consist of a set of special-access areas that can be used to circumvent the main series of missions. Taking this route would still get you to some key missions, but overall it'd be fewer.
I just don't want to see all missions essentially become "1st timer's only". I also don't want to see people start complaining how little content there is or how much the game sucks because they can't get a team. I know you can't please all the people all the time, but how close can we get?
lyra_song
Quote:
Originally Posted by Red
Lyra
I don't believe there should have to be a replacement cost. |
Quote:
And, yes, I am comparing the two. Yes, it's quite obvious that the change to PvP had other factors at play than there are here. However, there are also common elements between the two such that they are comparable. |
PvE characters had an advantage in PvP (in fact they still do). This is imbalanced. This is a game breaking problem.
Because of this, things HAD to be changed, if the integrity of a balanced design is to be maintained.
Your idea is far from balancing ANYTHING.
Your idea attempts to solve a problem that is created by the USER, not the GAME.
Your idea doesnt fix ANYTHING.
If you want to add a radical game-changing concept, I wanna see a much deeper reason than "Because I want to."
Quote:
But ya know... for someone like me, who's gotten to the end several times now on several different characters, I'd like to just try a different profession without spending all that time getting to the end content all over again. |
I'd like a warrior with 4 pips or energy.
I'd like an assassin with 80 AL.
Not very balanced ideas, but they sure would be nice.
Getting the reward without the effort breaks fundamental game design.
You can't see me
Quote:
Originally Posted by Biostem
What if it wasn't linear? What if the rewards for completing the missions was better?
What if the "better" skills didn't become available until you've done a certain # of missions or quests? I don't like the idea of having all the rewards handed to you on a silver platter w/ no work. Even though it's a game, there should be a certain amount of effort required to earn the good items or skills... |
I don't like the idea, but seriously? What's the reward handed to you on a silver platter? Endgames item that are 5 plat now? Armors with the same stats as the docks or ascalon? I agree, there should be work with reward, but in the absense of reward, it's just pointless grind. Sure, the reward is finding out what happens and helping to make it happen, but I've done that already, 30 times now, 10 characters, three campaigns. Not all of them are through EoTN yet due to repetative boring crap. Why do I have to do it again? I can buy any skill I want with bathazar faction and tomes. I can buy any end game item for money it would take me 1/20th of the time it would take me to finish the campaign. What's the use?
Red
Quote:
Originally Posted by lyra_song
So you essentially want something for nothing?
No. Just no. Stop please. PvE characters had an advantage in PvP. This is imbalanced. This is a game breaking problem. If you want to add a radical game-changing concept, I wanna see a much deeper reason than "Because I want to." That would be nice. I'd like a warrior with 4 pips or energy. I'd like an assassin with 80 AL. Not very balanced ideas, but they sure would be nice. |
And, did I not admit that there were other factors with the PvP changes? Significant changes, to be sure. And yet, there are common elements between them.
I've given you reasons beyond "because I want to". I thought the original post laid out a few more objective reasons than simply that.
You, however, have from the very beginning of this thread taken a tone of condescension and impatience with me, ignoring common decency and talking down to me the entire time. Your first real reply to me made an attempt to address the points individually, but since then I've felt a rather insulting current from your posts. You're ignoring my reasoning (as evidenced by "I wanna see a much deeper reason than 'Because I want to'") while continuing to insist on a viewpoint we fundamentally disagree on.
It's fine for us to do so; indeed, I had to do so with Sonata on a point or two. However, while Sonata, Greyfox, and Biostem (for examples) have managed to give clear reasoning and raised concerns while remaining respectful, your posts read like so much emotional rage.
No matter how stupid you think my arguments (or me?), please try to restrain your aggression to your line of argument.
-Sonata-
I will be less long winded this time, promise, as there isn't much else to add without simply playing forum ping-pong.
DoA is designed to be an end game elite area. New areas rewarded to your character after defeating Abbadon. No to NPC's on that. DoA's design serves its purpose well. UW and FOW are already extremely easy to enter and get to especially with the new favor system and passage scrolls. As it stands now, those two areas are nicely balanced in taking just a small amount of time to get there and yet still easily accessible.
Urgoz and Deep are just, well, "there". Kind of like Challenge missions. The difference being that Urgoz and Deep are clearly (at least to me) designed to be guild related activities. Two factions, two missions, based upon your alliance. Very similar to AB. Because they're so heavily weighed upon the Guild aspect it would make plenty of sense to add these missions to your Hall. Still with the cost, of course, but more easily accessible nonetheless.
Those two missions have always been the one area in Guild Wars I've always had an issue with in their placement.
And as I stated before, I agree, redundant game play can suck. I don't look forward to playing the Shing Jea island for the 8th time anymore than the next.
I grind my teeth thinking of the next time I have to do Arborstone. Honestly, I hate that mission with a passion.
But again, this is where it starts to sound like "I'm just to lazy to earn it, so I want it given to me now" and the proposed solution to this is to have Anet change the game mechanics to cater to that and is where I start to disagree. It shouldn't be Anets responsibility to say "Ok, we're sorry you're bored, here, have it all now".
I know that's not the argument you're trying to make, but that's how it's coming across and what it's looking like is main reason for suggesting this.
Ms. And It was more than an explination, it was an example of what one deems as insignificant IS significant to others and how that one area can ripple into other areas. How it compounds itself due to this proposed solution to bordem. The loss of any market, 500g or 100K is still a loss of a market that makes an impact, which can impact another, then another, and another. Just as Gas prices ripple into other markets, not just automotive, or transport. Produce, textiles, delivery, utilities, and so on. That was the point.
It was not a waste of time and I'd appreciate better wording in your response in the future. Certain use of words can cross the lines of taking a mature debate and making it a flame fest. I was very careful in making my original post as to not come off as cross, or condescending. Please return that respect.
Only when that income can be sought without the risks being to great. That's not to say risks aren't taken, but they're measured against the return. Also, I fail to see how the company is not already meeting its objectives & if it's not, how this one change would suddenly make it meet those objectives.
Real life speaking now; I'm not going to make sweeping changes to my Business and how it works just to cash in on a few extra dollars. If the risk is far to great compared to the chance and level of possible income, the change won't be made.
There is huge risk in making this proposed change as it stands and not worth the possible extra few dollars it may make from character slots.
In regards to GW2, people are already foaming at the mouth over any little thing they see as wrong, or evil Anet doing something to kill things. Conspiracy theories and everything else. This is nothing new. It started at the first announcement of GW2 and it's still far away.
I've stated in numerous other threads, Anet, like any other online gaming company, is often damned if they do, damned if they don't, when dealing with a large community. WoW has it, Star Wars went through it BIG time after making such sweeping changes to its game (I was part of it), Final Fantasy, Knight Online (was part of that too) and so on.
Even under the assumption the insta-ferry ever makes it, it wouldn't be long before the next hot topic raises the blood pressure of other players that would use the "They won't get my money when GW2 comes out!".
Cater to one group, alienate another. Try to cater to the ones you just alienated, the ones you originally catered too get offended and alienate themselves.
Cheeri-o.
Quote:
Originally Posted by Red
I am intrigued by your suggestion for The Deep and Urgoz Warren. What about Domain of Anguish or Underworld/Fissure? Maybe we could have NPCs for those? While that solution falls a bit short of what I'm suggesting, it also is obviously made with a similar focus.
|
Urgoz and Deep are just, well, "there". Kind of like Challenge missions. The difference being that Urgoz and Deep are clearly (at least to me) designed to be guild related activities. Two factions, two missions, based upon your alliance. Very similar to AB. Because they're so heavily weighed upon the Guild aspect it would make plenty of sense to add these missions to your Hall. Still with the cost, of course, but more easily accessible nonetheless.
Those two missions have always been the one area in Guild Wars I've always had an issue with in their placement.
Quote:
Originally Posted by Red
It's not difficult for players to get to AreaX (I hope!)... it's just bloody tedious and, for many of us--and apologies to Lyra because she's going to have fits over this--it's just not a fun thing to do over and over and over.
|
I grind my teeth thinking of the next time I have to do Arborstone. Honestly, I hate that mission with a passion.
But again, this is where it starts to sound like "I'm just to lazy to earn it, so I want it given to me now" and the proposed solution to this is to have Anet change the game mechanics to cater to that and is where I start to disagree. It shouldn't be Anets responsibility to say "Ok, we're sorry you're bored, here, have it all now".
I know that's not the argument you're trying to make, but that's how it's coming across and what it's looking like is main reason for suggesting this.
Quote:
Originally Posted by Red
This is where you disappointed me, sir. Why are you explaining to me how the value of these items would plummet, when I myself stated in my original post, just one frickin sentence later: "but we're talking about the loss of a market of 10k items..." Lol, please don't waste your time like that.
|
It was not a waste of time and I'd appreciate better wording in your response in the future. Certain use of words can cross the lines of taking a mature debate and making it a flame fest. I was very careful in making my original post as to not come off as cross, or condescending. Please return that respect.
Quote:
Originally Posted by Red
... well, keep in mind that at the end of the day, a business seeks to increase its net income (of course both in the current month as well as making sure not to alienate the prospective buyers of GW2). This isn't about laying blame or responsibility, but rather about meeting the company's objectives.
|
Real life speaking now; I'm not going to make sweeping changes to my Business and how it works just to cash in on a few extra dollars. If the risk is far to great compared to the chance and level of possible income, the change won't be made.
There is huge risk in making this proposed change as it stands and not worth the possible extra few dollars it may make from character slots.
In regards to GW2, people are already foaming at the mouth over any little thing they see as wrong, or evil Anet doing something to kill things. Conspiracy theories and everything else. This is nothing new. It started at the first announcement of GW2 and it's still far away.
I've stated in numerous other threads, Anet, like any other online gaming company, is often damned if they do, damned if they don't, when dealing with a large community. WoW has it, Star Wars went through it BIG time after making such sweeping changes to its game (I was part of it), Final Fantasy, Knight Online (was part of that too) and so on.
Even under the assumption the insta-ferry ever makes it, it wouldn't be long before the next hot topic raises the blood pressure of other players that would use the "They won't get my money when GW2 comes out!".
Cater to one group, alienate another. Try to cater to the ones you just alienated, the ones you originally catered too get offended and alienate themselves.
Cheeri-o.
gone
creating laziness is all this 'feature' will implement. it's a joke. if you're really, truely tired of dragging those toons thru areas...delete them. you're only looking to get the ends without doing the means.
/gasp...I always thought it was about GAMEPLAY./endgasp- not making a character, just to run it as fast as you can to/thru an area...to just stand around...it's like; Ummm, let's hurry up. and wait. or something.
rolling a character, running it thru 'the game' has become the norm...because plain old running has been allowed to go on for so long. hence this thread.
-why on earth would I sign it? it's just...LoL.
/gasp...I always thought it was about GAMEPLAY./endgasp- not making a character, just to run it as fast as you can to/thru an area...to just stand around...it's like; Ummm, let's hurry up. and wait. or something.
rolling a character, running it thru 'the game' has become the norm...because plain old running has been allowed to go on for so long. hence this thread.
-why on earth would I sign it? it's just...LoL.
Red
Sonata
Ah, so sorry, I did not fully realize the real point of your attention to the end game green market. Now that I more clearly see where you're going... I'm not sure my position there changes, but it certainly seems more significant to me, now; and hopefully anyone else who also failed to read your post correctly as I did.
Given your sympathy for 8th Time Shing Jea, though, I'm surprised you haven't paid attention to Biostem's suggestion? What do you think about some sort of middle ground which allows second, third, and other PvE characters to skip tiny sections of the game--a mission here, a quest there--and thus allows other PvEs to be more expedient, but not nearly to the dramatic and allegedly gamebreaking point that my original suggestion created?
As an example, you seem to hate Arborstone with a passion. On the other hand, I rather like that mission and have never found it all that difficult or boring. As a result, with such a system, you might burn your mission skip on Arborstone, while I would not; and maybe it would even out?
I look forward to your reply.
~ Red
Ah, so sorry, I did not fully realize the real point of your attention to the end game green market. Now that I more clearly see where you're going... I'm not sure my position there changes, but it certainly seems more significant to me, now; and hopefully anyone else who also failed to read your post correctly as I did.
Given your sympathy for 8th Time Shing Jea, though, I'm surprised you haven't paid attention to Biostem's suggestion? What do you think about some sort of middle ground which allows second, third, and other PvE characters to skip tiny sections of the game--a mission here, a quest there--and thus allows other PvEs to be more expedient, but not nearly to the dramatic and allegedly gamebreaking point that my original suggestion created?
As an example, you seem to hate Arborstone with a passion. On the other hand, I rather like that mission and have never found it all that difficult or boring. As a result, with such a system, you might burn your mission skip on Arborstone, while I would not; and maybe it would even out?
I look forward to your reply.
~ Red
lyra_song
Quote:
Originally Posted by Red
It makes sense that you see me as wanting something for nothing, because of our different views on the content. You seem to view that high-end content as a reward for playing/grinding/enjoying/trudging through the campaigns; whereas I see that content as the game itself. And still, you again and again continue to stay on your own ground, that there must be a cost for reaching that content. It appears you are yet unwilling to consider the high-end content as anything other than the treasure at the end of the rainbow.
And, did I not admit that there were other factors with the PvP changes? Significant changes, to be sure. And yet, there are common elements between them. I've given you reasons beyond "because I want to". I thought the original post laid out a few more objective reasons than simply that. You, however, have from the very beginning of this thread taken a tone of condescension and impatience with me, ignoring common decency and talking down to me the entire time. Your first real reply to me made an attempt to address the points individually, but since then I've felt a rather insulting current from your posts. You're ignoring my reasoning (as evidenced by "I wanna see a much deeper reason than 'Because I want to'") while continuing to insist on a viewpoint we fundamentally disagree on. It's fine for us to do so; indeed, I had to do so with Sonata on a point or two. However, while Sonata, Greyfox, and Biostem (for examples) have managed to give clear reasoning and raised concerns while remaining respectful, your posts read like so much emotional rage. No matter how stupid you think my arguments (or me?), please try to restrain your aggression to your line of argument. |
Your idea has nothing to do with preserving the game/increasing sales/etc.
Its about you wanting to do what you want in a game not designed to cater to such a demand.
If you find me seeming aggressive, its not meant to be a personal attack of any sort. I don't like your post. I don't like your idea. But that doesn't mean I don't like you.
But this type of idea has been posted many times before and has existed in many forms and it all boils down to the same thing.
I want to do (insert something that goes against basic game design)
It doesnt hurt you.
Let me do what I want.
You can keep doing what you're doing
And dont think im a purely coldhearted bitch.
I know this idea, ive posted one myself: http://www.guildwarsguru.com/forum/s...php?t=10088516
But my idea seeks to increase replayability by changing up the multiple replays by making it harder/changing things/new quests
However even that idea is flawed since its still repetition in its very core.
Something you cannot escape no matter how much you shorten the game progress.
CyberNigma
Some of these ppl must really think Richard Garriot is one of the worst designers in the field. His new Character Cloning System(the thing everyone is referring to as being revolutionary in the MMO market) pretty much does this and much much more by saving branches so you never have to do the beginning again unless you absolutely want to. So many people must be thinking he is catering to the pure lazy people out there. Nevermind that they have to get to that branch in the first place. GW may be revolutionary and Tabula Rasa may be revolutionary, but the players are the same, stuck in the same box as all the other games and gamers before them.
A person that gets protector of all 3 continents and grandmaster of all 3 continents on a character is not being 'given' anything for free. He/she has been there done that. Quick thinking of multiple characters as different people. They are the same character. Too many people keep slowly but surely pushing GW into their comfort zone of previous 'standard' rules of MMOs. That's the very reason many of us came to this game because it was different. Now we're looking at a GW2 that is going even further back to the standard MMO with its high leveling system (unofficially of course).
There's a theory posted somewhere by Richard Bartle, maybe I can find it later, that people leave MMOs for various reason and go to new MMOs that don't have those faults. Yet eventually, those very people will slowly but surely press to add features similar to those that caused them to leave the other games in the first place, eventually ending up with the same thing. If you don't know who he is then don't bother analyzing the statement.
Also, the game isn't an all-or-nothing take-it-or-leave-it item. Too many people state if you don't like part of the game you must not like any of the game so don't play it. Almost all games have parts that people like and don't like. In WoW (since it's brought up here quite a bit) there are many people that really just like raiding or twinked pvp and so everything else is just a chore to get to where they have fun. Fury screwed this up to by not giving the players UAX from the get-go in a PvP-only game. It made them 'work for them'. Guess what, it's pretty much dead.
Some people like the replayable parts of the game, but would like to play them with different types without paying through the less-than-replayable parts of the game...the quests and storyline.
As far as end-game items, Prophecies doesnt have them, Nightfall requires you to do the missions in order (regardless of how you get to the mission locations), and Factions can probably be fixed to work like Nightfall. If you get to a mission area in nightfall and haven't done its predecessor in the storyline then (if I remember correctly) you can't do it even though you are there.
For people that are worried (and there is probably good reason here) about people exploiting the 'free treasure chests' in nightfall - fine, take them out, all of them or find another way to restrict them.
Your new characters already don't require any work for their equipment as they can get cash from previous characters. You don't have to work for many of their skills as they've either been bought in the in-game store or unlocked by another character, hence they can go to any skill trainer with respect to each continent and buy them without getting to where they are first found in the actual game. Hell, you don't even have to buy weapons if you bought the special/collectors editions (or the GotY edition for 5 bux in the store).
ArenaNet allows players now to buy every skill in the game and allow your henchies to use them. That's henchie UAX in PvE. That is probably the most 'imbalancing' act so far in the entire game, if you consider any of this stuff unfair and imbalancing. In-Game Store - 5 Dollars - all characters on the account share outpost unlocks amongst each other. or all future characters have all outposts unlocked once a character unlocks them/gets protector/whatever.
This is a very intereszting idea and many people just want to go back to the old ways. GW is dead. This is a good oppourtunity for ArenaNet to experiement and realy explore the boundaries of the MMO scene while preparing to release GW2. There's really not a whole lot at this point that they can do to make stop whoever is going to buy GW2 from buying it or get those that aren't going to buy it to instead buy it (from GW player base) san subscription. Experiment. Try it out. It was a good step to map travel in the first place. Take another step. After I've eaten my full meal (including veggies) with my first character, let me eat as much dessert as I can with my other ones.
EDIT: I read Lyra's post after I posted this. I like your ideas as well. Hell, if GW wasn't in maintenence mode (or death mode whatever) I'd suggest they do that if they could. I know there will be no major changes though. Unlocking outposts can be done because I believe it works on Battle Isles.
I think the key is that this industry is just like any other and ArenaNet is just like any other company that starts out revolutionary because they're on the bottom, make it big, then stop taking so many risks in the future. That's where I see GW2 going. GW though is a good place to take some risks at this point in the game since GW2 is on its way in and GW is not. In the end they'll probably conform to the norm till a new startup comes out and rocks everything again.
A person that gets protector of all 3 continents and grandmaster of all 3 continents on a character is not being 'given' anything for free. He/she has been there done that. Quick thinking of multiple characters as different people. They are the same character. Too many people keep slowly but surely pushing GW into their comfort zone of previous 'standard' rules of MMOs. That's the very reason many of us came to this game because it was different. Now we're looking at a GW2 that is going even further back to the standard MMO with its high leveling system (unofficially of course).
There's a theory posted somewhere by Richard Bartle, maybe I can find it later, that people leave MMOs for various reason and go to new MMOs that don't have those faults. Yet eventually, those very people will slowly but surely press to add features similar to those that caused them to leave the other games in the first place, eventually ending up with the same thing. If you don't know who he is then don't bother analyzing the statement.
Also, the game isn't an all-or-nothing take-it-or-leave-it item. Too many people state if you don't like part of the game you must not like any of the game so don't play it. Almost all games have parts that people like and don't like. In WoW (since it's brought up here quite a bit) there are many people that really just like raiding or twinked pvp and so everything else is just a chore to get to where they have fun. Fury screwed this up to by not giving the players UAX from the get-go in a PvP-only game. It made them 'work for them'. Guess what, it's pretty much dead.
Some people like the replayable parts of the game, but would like to play them with different types without paying through the less-than-replayable parts of the game...the quests and storyline.
As far as end-game items, Prophecies doesnt have them, Nightfall requires you to do the missions in order (regardless of how you get to the mission locations), and Factions can probably be fixed to work like Nightfall. If you get to a mission area in nightfall and haven't done its predecessor in the storyline then (if I remember correctly) you can't do it even though you are there.
For people that are worried (and there is probably good reason here) about people exploiting the 'free treasure chests' in nightfall - fine, take them out, all of them or find another way to restrict them.
Your new characters already don't require any work for their equipment as they can get cash from previous characters. You don't have to work for many of their skills as they've either been bought in the in-game store or unlocked by another character, hence they can go to any skill trainer with respect to each continent and buy them without getting to where they are first found in the actual game. Hell, you don't even have to buy weapons if you bought the special/collectors editions (or the GotY edition for 5 bux in the store).
ArenaNet allows players now to buy every skill in the game and allow your henchies to use them. That's henchie UAX in PvE. That is probably the most 'imbalancing' act so far in the entire game, if you consider any of this stuff unfair and imbalancing. In-Game Store - 5 Dollars - all characters on the account share outpost unlocks amongst each other. or all future characters have all outposts unlocked once a character unlocks them/gets protector/whatever.
This is a very intereszting idea and many people just want to go back to the old ways. GW is dead. This is a good oppourtunity for ArenaNet to experiement and realy explore the boundaries of the MMO scene while preparing to release GW2. There's really not a whole lot at this point that they can do to make stop whoever is going to buy GW2 from buying it or get those that aren't going to buy it to instead buy it (from GW player base) san subscription. Experiment. Try it out. It was a good step to map travel in the first place. Take another step. After I've eaten my full meal (including veggies) with my first character, let me eat as much dessert as I can with my other ones.
EDIT: I read Lyra's post after I posted this. I like your ideas as well. Hell, if GW wasn't in maintenence mode (or death mode whatever) I'd suggest they do that if they could. I know there will be no major changes though. Unlocking outposts can be done because I believe it works on Battle Isles.
I think the key is that this industry is just like any other and ArenaNet is just like any other company that starts out revolutionary because they're on the bottom, make it big, then stop taking so many risks in the future. That's where I see GW2 going. GW though is a good place to take some risks at this point in the game since GW2 is on its way in and GW is not. In the end they'll probably conform to the norm till a new startup comes out and rocks everything again.
Red
Lyra
Ooo, I like your idea in that link! It even has the additional benefit, for the more RP-inclined among us, of linking your characters in the game to each other.
However, I think you sell me short. Many requests in life will serve multiple purposes. One of the most effective methods of communicating is not to insist on your own rights or needs, but rather to show how your proposal is mutually beneficial--or, to be more direct, how it helps the person whose aid you are requesting.
I don't believe I ever hid how such a feature would benefit me personally. As you said, I stated it plainly. However, it's also a good idea to look at the various perspectives, and see how suggestions would affect--and hopefully benefit!--other people rather than just yourself. It was with that mindset that I crafted my original reasonings. So, in that regard, is there anything wrong with doing such a thing? From your reply, it sounds as if you think doing that is pointless, since the entire motivation is self-centered laziness or whatever you want to call it. Am I correct in my interpretation?
ALSO
What do you think of the idea Biostem posited earlier--a sort of PvE credit that would allow you to skip a mission here or a quest there? It aligns somewhat with your link, doesn't it, only it lacks the story-integrated NPC feature your thread offered.
Edit for Cyber
Ah, your points are well-stated and novel to the thread. ^_^ Thank you for your post, sir.
Quote:
Originally Posted by lyra_song
All the reasons in your OP attempt to only mask your true intentions for what you want for yourself which you have already stated plainly. I've seen through your "reasoning" as merely an excuse to sell your idea and gather support.
Your idea has nothing to do with preserving the game/increasing sales/etc. Its about you wanting to do what you want in a game not designed to cater to such a demand. http://www.guildwarsguru.com/forum/s...php?t=10088516 |
However, I think you sell me short. Many requests in life will serve multiple purposes. One of the most effective methods of communicating is not to insist on your own rights or needs, but rather to show how your proposal is mutually beneficial--or, to be more direct, how it helps the person whose aid you are requesting.
I don't believe I ever hid how such a feature would benefit me personally. As you said, I stated it plainly. However, it's also a good idea to look at the various perspectives, and see how suggestions would affect--and hopefully benefit!--other people rather than just yourself. It was with that mindset that I crafted my original reasonings. So, in that regard, is there anything wrong with doing such a thing? From your reply, it sounds as if you think doing that is pointless, since the entire motivation is self-centered laziness or whatever you want to call it. Am I correct in my interpretation?
ALSO
What do you think of the idea Biostem posited earlier--a sort of PvE credit that would allow you to skip a mission here or a quest there? It aligns somewhat with your link, doesn't it, only it lacks the story-integrated NPC feature your thread offered.
Edit for Cyber
Ah, your points are well-stated and novel to the thread. ^_^ Thank you for your post, sir.
lyra_song
CyberNigma, if GW was a classless system, I would agree with your points. But its not.
Your elementalist isnt your monk. Multiple characters are distinctly different.
Theres the MMO classles system implements an illusion of a classless based system based on skill trees and limited attribute points that can be reset and redistributed to anyway you see fit and create builds and characters that can equip and use anything, depending on how its built.
Theres still classes, but the definition of a character has been wiped clean so you can turn one class into another simply by changing armors/weapons/attributes.
That kind of game is not guild wars.
Your elementalist isnt your monk. Multiple characters are distinctly different.
Theres the MMO classles system implements an illusion of a classless based system based on skill trees and limited attribute points that can be reset and redistributed to anyway you see fit and create builds and characters that can equip and use anything, depending on how its built.
Theres still classes, but the definition of a character has been wiped clean so you can turn one class into another simply by changing armors/weapons/attributes.
That kind of game is not guild wars.
CyberNigma
Quote:
Originally Posted by lyra_song
CyberNigma, if GW was a classless system, I would agree with your points. But its not.
Your elementalist isnt your monk. Multiple characters are distinctly different. Theres the MMO classles system implements an illusion of a classless based system based on skill trees and limited attribute points that can be reset and redistributed to anyway you see fit and create builds and characters that can equip and use anything, depending on how its built. Theres still classes, but the definition of a character has been wiped clean so you can turn one class into another simply by changing armors/weapons/attributes. That kind of game is not guild wars. |
Age of Conan though does appear to be going this route even with different archetypes. They haven't finalized it, but the very first character at least is to be a single player experience to learn the ropes of the game and the archetype. They haven't fully decided on whether to force new characters (especially of other archetypes) to go through the quests and missions but they do mention that there will be benefits to doing so. Some people believe people should play through story lines in games like HALO series or even the UT arenas before being allow to play with other people so you don't get crap on your team. Part of it is hand-holding and part of it is self protection. Either way, it would suck ass to have to.
A person that has played through the game that rolls a polar opposite at the same time as a brand new player is still going to be better at playing that character until they converge somewhere down the line and it becomes more about the player's skill and not time spent. In PvP only one character has to make it through the trials to the RA, TA, and finall HA, not each class you intend to play. Yet, people unlock them and then switch back and forth to other classes all the time.
EDIT: I like throwing ideas into the mix, but I guess somewhere deep inside I know ANet isn't going to do anything major to GW any more unless they need an infusion of capital (which I doubt they need). That is until right before GW2 comes out in which case we will probably see a great resurgence of AdverQuests for GW2 and maybe even some kind of special events. They're probably pretty much done with GW. It would be nice to see GW do something like go the way of Minions of Mirth and the TMMOKIT or GarageGames' stuff, but that's just wishful thinking :-)
gone
/re-roll
the only way I'd ever go for this to be implemented is if there is rule to the system. say, for instance, you have ummm...*3k Logged hours* of gameplay, completed campaigns(however many you might own). In reality it could work...but then people would just want hours logged turned down.
*3k is a figure, as in 3 FULL campaigns, 1k hours per*
the only way I'd ever go for this to be implemented is if there is rule to the system. say, for instance, you have ummm...*3k Logged hours* of gameplay, completed campaigns(however many you might own). In reality it could work...but then people would just want hours logged turned down.
*3k is a figure, as in 3 FULL campaigns, 1k hours per*
CyberNigma
An interesting experiment will be in WoW when they release WotLK and the Death Knight. That is pretty close to what I was referring to (not the whole WoW thing but the idea), not just the map travel. It will possibly be a completely different type depending upon which character meets the requirement (assuming they go with the gotta have a lvl 70 or 80 first). The way they keep compete idiots from getting a high level character out there that they can't play is that the DK supposedly has to compete some kind of challenge or series of quests (escaping from somewhere I think someone said) before you can play him at large.
If GW was still in dev mode it could work here, but possibly in GW2. A difficult mission or quest chain in order to play him/her elsewhere, kind of like the pre-searing/tutorial areas, but opposite in difficulty (hard instead of easy, a test instead of a tutorial).
EDIT: Of course in relation to my earlier comment about people turning the new MMO into their old MMO, this one's a bit off-track because the 'original MMO' is actually experimenting with a new type of gameplay, thus I'm only suggesting we take a look at this new type of gameplay and see if it works.
Heh, just thought of a good one. It doesn't remove all tedium, but it reduces it. Roll a new toon and he goes through n00b area (in the appropriate campaign) in hard mode. Once he gets off the island in HM he has access to the other places you've unlocked. Just give him the same buff they give them in EotN. If he can't or chooses not to, he can go the traditional route which of course means going the full traditional route. This solves the problems people mention about people not being able to play those classes. If they can't then they won't get off of the island any other way than normal. If they can, then there's no problem from that aspect. N00b islands don't take too long to get off of.
If GW was still in dev mode it could work here, but possibly in GW2. A difficult mission or quest chain in order to play him/her elsewhere, kind of like the pre-searing/tutorial areas, but opposite in difficulty (hard instead of easy, a test instead of a tutorial).
EDIT: Of course in relation to my earlier comment about people turning the new MMO into their old MMO, this one's a bit off-track because the 'original MMO' is actually experimenting with a new type of gameplay, thus I'm only suggesting we take a look at this new type of gameplay and see if it works.
Heh, just thought of a good one. It doesn't remove all tedium, but it reduces it. Roll a new toon and he goes through n00b area (in the appropriate campaign) in hard mode. Once he gets off the island in HM he has access to the other places you've unlocked. Just give him the same buff they give them in EotN. If he can't or chooses not to, he can go the traditional route which of course means going the full traditional route. This solves the problems people mention about people not being able to play those classes. If they can't then they won't get off of the island any other way than normal. If they can, then there's no problem from that aspect. N00b islands don't take too long to get off of.
Miss Eisei
i would actually like to see an actuall ferry option from Anet in some way
BUT, under certain conditions required from the Account
Kinda like with HM, have to have completed the campaign on atleast one character, and visited that outpost, also only lvl20 + ascension
some may say lvl20 + ascension is unfair
since dif campaigns have dif ascension, but lets be honest, any of the campaigns u can get to lvl20 and get ascended in a day, or a weekend
mainly the reason i would like to see this is that if i make a new character i dont wanna have to beat a full campaign to get one set of armor when i have already finished that campaign 10+ times
sure i usually end up playing thru the campaign in the end
but it would be nice to be able to get whatever armor i feel like once i have reached lvl20 and ascension, and then i can at my own pace move thru the story, insted of having to buy a set of armor to just use thru the campaign
just my 2 cents :P
BUT, under certain conditions required from the Account
Kinda like with HM, have to have completed the campaign on atleast one character, and visited that outpost, also only lvl20 + ascension
some may say lvl20 + ascension is unfair
since dif campaigns have dif ascension, but lets be honest, any of the campaigns u can get to lvl20 and get ascended in a day, or a weekend
mainly the reason i would like to see this is that if i make a new character i dont wanna have to beat a full campaign to get one set of armor when i have already finished that campaign 10+ times
sure i usually end up playing thru the campaign in the end
but it would be nice to be able to get whatever armor i feel like once i have reached lvl20 and ascension, and then i can at my own pace move thru the story, insted of having to buy a set of armor to just use thru the campaign
just my 2 cents :P
Shadow of Light
A feature like this has been suggested/asked for back in the days of Factions, I believe. If people have done the missions, finished the game, visited the outposts on one character, they shouldn't have to repeat over and over for every PvE character if they don't want to.
So long as people can't teleport others with them, it's all good.
So /signed... again.
So long as people can't teleport others with them, it's all good.
So /signed... again.
Sleeper Service
In the same vein as "make all grind based titles account based" and "Lyra's compromise..."
Has my support for what its worth, i do so with the same arguments that i used in those threads.
It basically boils down to the fun factor VS game designer "vision", something i have come to abhor in GW.
- TOTALLY Unlinked PvE from PvP.
- All grind based titles account based.
- 7 Heroes.
- Unlocked account wide access.
cant be bothered to explain over and over to the same old RP maniac / grind addict crowd just who is piloting their toon about.
Has my support for what its worth, i do so with the same arguments that i used in those threads.
It basically boils down to the fun factor VS game designer "vision", something i have come to abhor in GW.
- TOTALLY Unlinked PvE from PvP.
- All grind based titles account based.
- 7 Heroes.
- Unlocked account wide access.
cant be bothered to explain over and over to the same old RP maniac / grind addict crowd just who is piloting their toon about.
Lykan
/nope no porting or ferrying at all
Eviance
Quote:
Originally Posted by flubber
/re-roll
the only way I'd ever go for this to be implemented is if there is rule to the system. say, for instance, you have ummm...*3k Logged hours* of gameplay, completed campaigns(however many you might own). In reality it could work...but then people would just want hours logged turned down. *3k is a figure, as in 3 FULL campaigns, 1k hours per* |
--------
Anyways I honestly could care less about the stuff gained. I have all the money I could want from farming before runes got jacked. I have all the things I've ever wanted (no need for torment weapons, or more armor sets - I have those I desire). I honestly want this so that I can play with friends in high end levels. Most of which are already at those levels but my ranger is my main. It's always the one I pull through the campaigns first. Unfortunately they have no use for my ranger in DoA, but they want my necro or ele. Neither of which are there! I'm close with my necro which before this would even be implimented would be moot for her, but I do have a my ele still and she's still sitting at the docks. I tried pushing her through and even with help became bored out of my mind after the first mission.
I've been playing for over 2yrs now as most have. I stay, I play, and I give because of the community. (Of course the community is also why I avoid RA - but that is off topic XD ) The fact is, I want to just play with my friends without restrictions. Most of them have started to filter off to WoW now, because either they don't want to push another character through, or they have and are now so fed up that not even the rewards of high end are enough to keep them around.
However I know that the stuff gained means a lot to some - but to me its just shiney pixels and I could care less what others think of myself or my heros. Usually if I want something from the high end I have friends who give things to me.... I mean I have more bows than I know what to do with because I can't find the heart to give or sell what was given to me in friendship. Red is no different. He does like shiney pixels and he does like his gold stash, but above that he misses playing with friends.
So it may be selfish but if you knew Red at all, you would know that the request is just as unselfish as well.
(( Sorry Red if this doesn't seem like a good point, but I am finding the lame YOU ARE SELFISH AND LAZY! to be getting a bit too annoying for my taste. People who don't know you always tend to shout that in here, but at least you have some intellegent thoughts as well. ))
Go ahead and disagree and with reason, but assuming is just another way of of making a bad first impression and that nets you nothing.
When GW2 rolls out this point will either be completely moot or the only reason anyone still plays certain areas. *shrugs* I know I would rather be playing GW2 than shoving ANOTHER character through the game just to play in a high end area for a break.
chessyang
/signed
1) I have to say i'm not in a big guild. it's just me and my close friends. so running doing missions/quest get old after the 3rd toon.
2) i have no life after work and grind away at this darn game but i hate to run my self to each darn town over and over and over....
3) Yet my brother (a casual player) w/ 2 kids and a 40+ hour job buys all 3+Eoth (yes he supports the game) and has to run to every town and when we get together to play on the weekends GUESS WHAT we have to run to each town or unlock each dungeon area or mission etc.... OH what fun. Someone from A-net tell me how my brother is going to make a monk/nuker/etc and find time to get him to where he can have fun?
/rant
Yes i have to teach a few of my noobish friends how to do stuff in the game but YES it's more fun to play the HIGH end areas then other ares. .... there i said it... as for the items we get most of my friends will not stand in any town and spam all day and night to get rich. we like to have fun.
NO we do not PvP or care about PvP. i'll run it from time to time but most of my friends find it lame running to each place/town/mission/gate/etc when we only get 2-4 hours to play together. i'm sure if we tired HOH or any guild battle we get owned so fast it won't be funny or FUN.
/endrant
1) I have to say i'm not in a big guild. it's just me and my close friends. so running doing missions/quest get old after the 3rd toon.
2) i have no life after work and grind away at this darn game but i hate to run my self to each darn town over and over and over....
3) Yet my brother (a casual player) w/ 2 kids and a 40+ hour job buys all 3+Eoth (yes he supports the game) and has to run to every town and when we get together to play on the weekends GUESS WHAT we have to run to each town or unlock each dungeon area or mission etc.... OH what fun. Someone from A-net tell me how my brother is going to make a monk/nuker/etc and find time to get him to where he can have fun?
/rant
Yes i have to teach a few of my noobish friends how to do stuff in the game but YES it's more fun to play the HIGH end areas then other ares. .... there i said it... as for the items we get most of my friends will not stand in any town and spam all day and night to get rich. we like to have fun.
NO we do not PvP or care about PvP. i'll run it from time to time but most of my friends find it lame running to each place/town/mission/gate/etc when we only get 2-4 hours to play together. i'm sure if we tired HOH or any guild battle we get owned so fast it won't be funny or FUN.
/endrant
Wildi
let people run and allow them to skip certain missions if they want, open all gates but do not add an npc which takes you anywhere you want in 1 second
Biostem
OK, so let's say the implement unlimited travel to any town or outpost once you've beaten the campaign. What happens to all the people who want to play all the way through? With fewer people going to the middle areas, those people who want to play all the missions have less other players to team with.
It just seems to me that unrestricted travel penalizes those that want to do all the content while rewarding those that want to skip to the end w/ the end game skills, armor, treasure, and gold drops.
I agree an alternative to repeating the same content ad nauseum is needed, but skipping ot the end is not the answer.
It just seems to me that unrestricted travel penalizes those that want to do all the content while rewarding those that want to skip to the end w/ the end game skills, armor, treasure, and gold drops.
I agree an alternative to repeating the same content ad nauseum is needed, but skipping ot the end is not the answer.
IlikeGW
Signed to wanting open gates/ferry available to your other characters after you beat a campaign. The Factions/NF system just = super grind.
Sleeper Service
Quote:
Originally Posted by Biostem
OK, so let's say the implement unlimited travel to any town or outpost once you've beaten the campaign. What happens to all the people who want to play all the way through? With fewer people going to the middle areas, those people who want to play all the missions have less other players to team with.
It just seems to me that unrestricted travel penalizes those that want to do all the content while rewarding those that want to skip to the end w/ the end game skills, armor, treasure, and gold drops. I agree an alternative to repeating the same content ad nauseum is needed, but skipping ot the end is not the answer. |
the people rushing their "n" toon through a chapter ARE NOT PUGING.
Ugoff The Unholy
I think this could work a lot like skills. When you go to a skill trainer, you see (Unlocked) on the ones other characters have, and can buy them immediately. I think towns should be (Unlocked) upon arrival.
When you enter a new town, it could have a Hero-type "Unlocked!" message/pop-up on the side, with the name and paragraph description that you can see when zoning there.
When you enter a new town, it could have a Hero-type "Unlocked!" message/pop-up on the side, with the name and paragraph description that you can see when zoning there.
cellardweller
It occurs to me that they got the two character types wrong. Instead of being PvE and PvP toons they should have had PvX and Story Mode toons.
1) PvX Toons - for people that just want to get on and play GW without having to complete storylines first. These are created at L20 and come with full access to unlocked towns, account based skill/item unlocks and account based title effects
2) Story Mode toons - for people that want to role play through the game plot. These start at L1 and would have character based unlocks, items from drops/trades/crafters and character based title effects.
There would need to be some way to turn existing story mode toons into a pvx toon.
1) PvX Toons - for people that just want to get on and play GW without having to complete storylines first. These are created at L20 and come with full access to unlocked towns, account based skill/item unlocks and account based title effects
2) Story Mode toons - for people that want to role play through the game plot. These start at L1 and would have character based unlocks, items from drops/trades/crafters and character based title effects.
There would need to be some way to turn existing story mode toons into a pvx toon.
nielsbr
/signed
Because Im so happy that i got Ancient armor without using xx hours on nightfall since I dont like the campaign.
Because Im so happy that i got Ancient armor without using xx hours on nightfall since I dont like the campaign.
System_Crush
Quote:
Originally Posted by Red
Maybe only let level 20s be ferried, to cut back on character creation spam? (thanks Shakti)
|
/Signed
Only out of the urge to make it easier on myself, I don't have a main, but I still want to get whoever I feel like playing to wherever I want to do something with them.
Out of pure lazyness and lack of a second account with a runner, I want to be able to add map travel to anywhere; though it probably shouln't be free, but I'd be fine with giving 1 skill point and a platinum to unlock a town I would have to spend ages getting too.
quickmonty
Let's see ......
we have:
suggestions for unlocking all areas after one character has been through
suggestions for titles to be account based instead of character based
suggestions to unlock everthing in HoM for all characters
If this trend continues we will only need to do everything with one character, then create other characters that instantly have everything! Why bother?
we have:
suggestions for unlocking all areas after one character has been through
suggestions for titles to be account based instead of character based
suggestions to unlock everthing in HoM for all characters
If this trend continues we will only need to do everything with one character, then create other characters that instantly have everything! Why bother?
freekedoutfish
Point 1: I'm all for a game being open ended and being able to go anywhere you like, in any order you like.
Point 2: However you should get there yourself or with a friend, via your own effort and footpower!
/not signed
Sorry but why play an RPG/MMO if you simply want to create a new character and from the word go, bypass 90% of the content just so you can reach an end zone to get elite armor or ignore half the game.
That is purely all this is about; You want to instantly travel to end or high end areas to get access to content your character hasnt worked for (worked for in the sense of walked there themselves)!
I dont accept this idea of helping guildies play together, because if you want to play alongside your friends in an area you havent reach yet, then tough.
Get off your a*s and walk there or do the VERY simply missions or quests it takes to get there. There are NO areas in any of the 4 campaigns which takes huge amounts of time to reach.
Most areas in prophercies can be run very easily! Factions may have gates blocking your way, but it takes a very short amount of time to complete the entire game and to reach locations in cantha. As for Nightfall, its a mix of both prophercies and factions and just as easy to reach locations.
It really annoys me when people ask for stuff which fundimentally destroy the entire point of an RPG game! Your meant to work and build your characters up and achieve things in PVE. You cant just create a new character and expect instant access to all towns and max gear.
Plus this will increase the number of very low characters in high end areas asking to join PUGs and expecting to get a free ride.
As for "it will prolong the lifespan of the game"! What?
Are your seriously suggesting that by allowing characters to jump from Ascalon to the Fire Ayles will magically add life to the game? It wont! The only thing which will extend the life span of the game is whole new content.
Allowing your idea will do nothing more then create lvl1s running around in elite armor and with max weapons trying to play high end content which they will end up dieing in every 2 seconds and be of NO use to anyone.
Ok so it may not personally impact me, but I just feel it would completely kill the spirit of pve. This isnt PVP where you get everything instantly. You have to work for it.
As quickmonty said! The trend in the guru now seems to be creating threads saying "right I have 10 million characters, and for that reason I want PVE turned into PVP and to have everything unlocked and accessible instantly from being lvl1" and then we get some rant about how Anet is forcing us to only play with 1 character!
FGS people its a "role playing game"! If you dont want to role play then do pvp and stop winging about things being hard to access just because you have 20 characters.
If we actually do half the ideas people ask for, pve will become nothing more then this....
1. Create a character in pre-ascalon and take them to post-ascalon at lvl4.
2. They can travel to any location because a previous character has been to them all.
3. They can access max elite armor and weapons instantly in those locations.
4. They start trying to play high end content and elite zones at lvl4.
5. They instantly have countless maxed titles which give them +damage, +protection and +armor.
6. They instantly have pve only skills maxed out.
...how is that even remotely "role playing"? Where is the development of a character, the exploration or areas, the doing quests or missions to progress?
There is no role play! Its purely pvp and the creation of an instantly functional character, something which goes against the point of pve!
I really dont get why half of you play pve because you dont actually seem to like role playing characters!
Point 2: However you should get there yourself or with a friend, via your own effort and footpower!
/not signed
Sorry but why play an RPG/MMO if you simply want to create a new character and from the word go, bypass 90% of the content just so you can reach an end zone to get elite armor or ignore half the game.
That is purely all this is about; You want to instantly travel to end or high end areas to get access to content your character hasnt worked for (worked for in the sense of walked there themselves)!
I dont accept this idea of helping guildies play together, because if you want to play alongside your friends in an area you havent reach yet, then tough.
Get off your a*s and walk there or do the VERY simply missions or quests it takes to get there. There are NO areas in any of the 4 campaigns which takes huge amounts of time to reach.
Most areas in prophercies can be run very easily! Factions may have gates blocking your way, but it takes a very short amount of time to complete the entire game and to reach locations in cantha. As for Nightfall, its a mix of both prophercies and factions and just as easy to reach locations.
It really annoys me when people ask for stuff which fundimentally destroy the entire point of an RPG game! Your meant to work and build your characters up and achieve things in PVE. You cant just create a new character and expect instant access to all towns and max gear.
Plus this will increase the number of very low characters in high end areas asking to join PUGs and expecting to get a free ride.
As for "it will prolong the lifespan of the game"! What?
Are your seriously suggesting that by allowing characters to jump from Ascalon to the Fire Ayles will magically add life to the game? It wont! The only thing which will extend the life span of the game is whole new content.
Allowing your idea will do nothing more then create lvl1s running around in elite armor and with max weapons trying to play high end content which they will end up dieing in every 2 seconds and be of NO use to anyone.
Ok so it may not personally impact me, but I just feel it would completely kill the spirit of pve. This isnt PVP where you get everything instantly. You have to work for it.
As quickmonty said! The trend in the guru now seems to be creating threads saying "right I have 10 million characters, and for that reason I want PVE turned into PVP and to have everything unlocked and accessible instantly from being lvl1" and then we get some rant about how Anet is forcing us to only play with 1 character!
FGS people its a "role playing game"! If you dont want to role play then do pvp and stop winging about things being hard to access just because you have 20 characters.
If we actually do half the ideas people ask for, pve will become nothing more then this....
1. Create a character in pre-ascalon and take them to post-ascalon at lvl4.
2. They can travel to any location because a previous character has been to them all.
3. They can access max elite armor and weapons instantly in those locations.
4. They start trying to play high end content and elite zones at lvl4.
5. They instantly have countless maxed titles which give them +damage, +protection and +armor.
6. They instantly have pve only skills maxed out.
...how is that even remotely "role playing"? Where is the development of a character, the exploration or areas, the doing quests or missions to progress?
There is no role play! Its purely pvp and the creation of an instantly functional character, something which goes against the point of pve!
I really dont get why half of you play pve because you dont actually seem to like role playing characters!
MagmaRed
For the first time ever, I completely agree with Fish. Read his post again, then reread it. Role Playing is a TYPE of game. You 'become' the character. You are wanting to have a baby born at 65 years old ready for retirement with a full 401k and a condo in Tampa Florida.
fowlero
I'll /sign on a few conditions:
1. The price of the ferrying should scale as to the "distance" through the storyline you want to go, which should imo be pretty pricey since its saving you a lot of time.
2. Should you use this ferrying function you will not recieve a Book of Secrets/Amulet of the Mists/Droknars Key upon completion of any campaign.
This would (to a certain extent) keep running and end game green economy stable, if it really exists much anyway.
Its just so very dull at times (not always, i do enjoy the newbie area's) to do an area for the 10th time.
Edit: Also the whole having to be level 20 already should be present.
1. The price of the ferrying should scale as to the "distance" through the storyline you want to go, which should imo be pretty pricey since its saving you a lot of time.
2. Should you use this ferrying function you will not recieve a Book of Secrets/Amulet of the Mists/Droknars Key upon completion of any campaign.
This would (to a certain extent) keep running and end game green economy stable, if it really exists much anyway.
Its just so very dull at times (not always, i do enjoy the newbie area's) to do an area for the 10th time.
Edit: Also the whole having to be level 20 already should be present.
=DNC=Trucker
Another trend I have been noticing is the "stop being lazy do the work" argument. It sounds good, but I am afraid it isn't a matter of laziness, it's a matter of repeatability. If I want to stop being lazy I'd be at the gym instead of playing GW. See, most veterans have done the work. Probably 7-8 times to be exact. Think of how they implemented the BMP with the ability to unlock 3 extra books for your other toons? I think it would be cool to have something like the hero's handbook, instead of trading it in for rep points, it can be consumed by 1 other character on your account. S/he reads the detailed tales of the quests/mission, thereby allowing passage through that particular part (it's too late for this I suppose, so some other retro-active solution would need to take place)
Idea: I think the acceleration should have very strict requirements like:
-Vanquish zone complete for areas you are attempting to "pass?"
-HM and NM masters complete for missions to "pass?"
This is absolutely correct.
Well, in a sense it is not. There would be a certain requirement to be able to accelerate through the story (this requirement may not be refined at this time, but it doesn't have to be in order to discuss the idea). Someone cannot just buy the game and warp to the end - of course that is ridiculous. Have you ever thrown in a movie you have already watched and went to a certain scene you felt like watching?
Where did all this come from? Last I checked this was a thread about storyline acceleration for worthy characters? Lets show the OP some respect and not talk about other peoples ideas from other threads and somehow "disagree" with OP about the ideas he's not talking about... er... yeah. The limitation has already been stated of being ascended (or at least lvl 20 at a minimum) Certainly someone taking your stance of "do the work and stop being lazy" would read OP's entire post before replying, no?
Of COURSE it is becoming more common because the game is getting very mature, people are starting to venture into creating more and more characters, thus the opinions are now just starting to surface. Are you saying those that have 10 characters are not subject to a valid opinion because that is a playstyle you disagree with?
Idea: I think the acceleration should have very strict requirements like:
-Vanquish zone complete for areas you are attempting to "pass?"
-HM and NM masters complete for missions to "pass?"
Quote:
Originally Posted by Sleeper Service
the people rushing their "n" toon through a chapter ARE NOT PUGING.
|
Quote:
Originally Posted by freekedoutfish
Sorry but why play an RPG/MMO if you simply want to create a new character and from the word go, bypass 90% of the content just so you can reach an end zone to get elite armor or ignore half the game
|
Quote:
Originally Posted by freekedoutfish
1. Create a character in pre-ascalon and take them to post-ascalon at lvl4.
2. They can travel to any location because a previous character has been to them all. 3. They can access max elite armor and weapons instantly in those locations. 4. They start trying to play high end content and elite zones at lvl4. 5. They instantly have countless maxed titles which give them +damage, +protection and +armor. 6. They instantly have pve only skills maxed out. |
Quote:
Originally Posted by freekedoutfish
As quickmonty said! The trend in the guru now seems to be creating threads saying "right I have 10 million characters, and for that reason I want PVE turned into PVP and to have everything unlocked and accessible instantly from being lvl1" and then we get some rant about how Anet is forcing us to only play with 1 character!
|