1 titles
2 armor clipping
3 quests that STILL have bugs ....known since they came out, but not fixed.
What is your top 3 ArenaNet mistakes?
8 pages • Page 2
1. Poor skill balancing, updates took way too long and still do.
2. Going too easy on botting, adding farming areas into the game just for botting alone, even in new chapters places like arborstone and yohlon haven were added and are still being botted to this day.
Botted cash just kills the economy and feeling of worth people attribute with the items, the duping bug just finished it off.
3. Dumbing down of PvE, since prohpecies the game had got easier and thats not just because my play has improved, things like heros and insanely overpowered skills being added in.
Also consumables, just making things way too easy.
I dont think theres a single area left in the game that requires skill and rewards for it.
2. Going too easy on botting, adding farming areas into the game just for botting alone, even in new chapters places like arborstone and yohlon haven were added and are still being botted to this day.
Botted cash just kills the economy and feeling of worth people attribute with the items, the duping bug just finished it off.
3. Dumbing down of PvE, since prohpecies the game had got easier and thats not just because my play has improved, things like heros and insanely overpowered skills being added in.
Also consumables, just making things way too easy.
I dont think theres a single area left in the game that requires skill and rewards for it.
M
Quote:
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Originally Posted by Divinus Stella
1. Poor skill balancing, updates took way too long and still do.
2. Going too easy on botting, adding farming areas into the game just for botting alone, even in new chapters places like arborstone and yohlon haven were added and are still being botted to this day. 3. Dumbing down of PvE, since prohpecies the game had got easier and thats not just because my play has improved, things like heros and insanely overpowered skills being added in. Also consumables, just making things way too easy. I dont think theres a single area left in the game that requires skill and rewards for it. |
C
I guess I'll contribute in the spirit of constructive criticism.
1. The Soul Reaping timer. It's ugly, clunky, very bad for PvE, and totally unnecessary. It didn't fix the problem it was meant to address, and, after a proper fix was implemented, it's still here for some stupid reason. It never should have been put it in, and it should have been taken out weeks ago.
2. The way skill balances are done. I mean that in several respects: The decision to have just one person pretty much in charge of it was just foolish -- one person is bound to make too many errors. Then it doesn't help that the one person they chose has proven pretty bad at it. The philosophy of treating symptoms instead of of dealing with root causes has caused a lot more harm than good (see the Soul Reaping timer for example). The philosophy of over-nerfing things so that they'll never ever cause balance issues again because no one will ever use them again is a terrible idea. Most of all, the philosophy of totally ignoring the PvE impact of skill changes (despite the fact that PvE players are the ones paying a-net's bills) is a huge mistake, and probably the largest reason that I am strongly inclined not to touch GW2 no matter how good its buzz may be.
3. DoA. From a gameplay point of view, it takes everything that was bad about previous "elite" zones and makes it worse, and it takes everything good about previous "elite" zones and throws it out the window. This area is overly ugly, overly long, overly hard with a "cheese" difficulty instead of real challenge, overly conducive to degenerate cookie-cutter play, and all-in-all just not fun. From an economic point of view, it creates the game's strongest incentives to cheat by offering "elite" rewards that are absolutely beyond the reach of most players through legitimate means. Aside from weak code, there's a good (psychological) reason that the two biggest cheating scandals in GW history happened in DoA.
1. The Soul Reaping timer. It's ugly, clunky, very bad for PvE, and totally unnecessary. It didn't fix the problem it was meant to address, and, after a proper fix was implemented, it's still here for some stupid reason. It never should have been put it in, and it should have been taken out weeks ago.
2. The way skill balances are done. I mean that in several respects: The decision to have just one person pretty much in charge of it was just foolish -- one person is bound to make too many errors. Then it doesn't help that the one person they chose has proven pretty bad at it. The philosophy of treating symptoms instead of of dealing with root causes has caused a lot more harm than good (see the Soul Reaping timer for example). The philosophy of over-nerfing things so that they'll never ever cause balance issues again because no one will ever use them again is a terrible idea. Most of all, the philosophy of totally ignoring the PvE impact of skill changes (despite the fact that PvE players are the ones paying a-net's bills) is a huge mistake, and probably the largest reason that I am strongly inclined not to touch GW2 no matter how good its buzz may be.
3. DoA. From a gameplay point of view, it takes everything that was bad about previous "elite" zones and makes it worse, and it takes everything good about previous "elite" zones and throws it out the window. This area is overly ugly, overly long, overly hard with a "cheese" difficulty instead of real challenge, overly conducive to degenerate cookie-cutter play, and all-in-all just not fun. From an economic point of view, it creates the game's strongest incentives to cheat by offering "elite" rewards that are absolutely beyond the reach of most players through legitimate means. Aside from weak code, there's a good (psychological) reason that the two biggest cheating scandals in GW history happened in DoA.
Quote:
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Originally Posted by Divinus Stella
3. Dumbing down of PvE, since prohpecies the game had got easier and thats not just because my play has improved, things like heros and insanely overpowered skills being added in.
Also consumables, just making things way too easy. |
The rest is spot on, though.
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1) Rushing an unpolished GW:EN to sales with major bugs in the HoM (customization without 20% bonus damage for example) rather then waiting to release a more polished product that would have a HoM that is actually worth something.
2) Changing HA to 6v6 based on the fact that a lot of people played it when it first came out under a double fame weekend. Duh, 2 variables means you can't tell what caused the change in outcome. You have to have a control group A.net.
I don't PvP in HA at all (not even rank 3), and I still think this was a bad move. It pushed a large amount of the good PvP player base away from the game. The exodus was obvious within a few weeks as the districts just died.
3) Inscriptions. Although they do allow new players to get better gear, it kinda defeated the purpose of PvP characters (if you can get a perfectly equiped PvE character in a matter of days, PvP characters become obsolete) and was the death blow to the rare item economy.
2) Changing HA to 6v6 based on the fact that a lot of people played it when it first came out under a double fame weekend. Duh, 2 variables means you can't tell what caused the change in outcome. You have to have a control group A.net.
I don't PvP in HA at all (not even rank 3), and I still think this was a bad move. It pushed a large amount of the good PvP player base away from the game. The exodus was obvious within a few weeks as the districts just died.
3) Inscriptions. Although they do allow new players to get better gear, it kinda defeated the purpose of PvP characters (if you can get a perfectly equiped PvE character in a matter of days, PvP characters become obsolete) and was the death blow to the rare item economy.
