Quote:
Originally Posted by strcpy
Until or unless you (and the others) get over it *all* online games that you spend thousands of hours will end up this way for the same reason - there is no way to make the game so hard that a multi-thousand hour vet with an equivalent guild can not learn to blow through fairly quickly and still have it beatable. You can think I'm full of it yet note that all the examples given you didn't put near the time in before you quit - you will be disappointed for the rest of your gaming career.
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I tend to agree here. A couple points, however:
- The comparison between console and GW falls apart when you consider that GW can be changed, constantly. That is, the difficulty at the high end can be continually scaled upwards as the skill of the playerbase improves. Some console games like Valkyrie Profile do this by making the game harder every time you beat it. While I've often lamented the shortcut difficulty buff of simply increasing stats, in a well-designed game mechanic buffing the enemy's numbers past a certain point will force changes in player tactics beyond the scope of dealing with bigger numbers (e.g., you deal more damage, I heal more damage).
- GW is being treated as an MMO-style game that is played constantly and for extended periods. While this perception may or may not be in error - particularly considering that the fee structure is not MMO-style - it remains that difficulty/content standards are substantially different from a 20~60-hour console game. A console game that stays challenging for just 100 hours and no more is perfectly fine, because gamers don't expect to get more playtime out of it. At the end of that time, we sit back and say, "alright, I've beaten it", and we move on. GW isn't treated in nearly the same way. So while we might not have invested 1000s of hours into those console and arcade games, we didn't expect to. With GW, we fully expect 1000s of hours of play from GW - and we don't mean 1000s of hours of grind. Whether this is a reasonable expectation given the fee structure is another question. Other posters constantly repeat the tired mantra, "you get what you pay for" - GW may very well be Exhibit A in this regard.
- The low end can stay wherever it is, and thus the game will always be 'beatable'. DMC, for instance, retains its normal/easy mode as well as an unlockable 'super' character. Similarly, GW could retain its ludicrously easy 'normal' mode while continuing to scale difficulty of other modes upwards. There really is no reason why hard mode content should be accessible to everyone - isn't 'hard mode' a misnomer then? Where is the real hard mode? GW doesn't have one.
- As a multiplayer game, GW benefits from a better playerbase. A lot of anti-balance arguments inherently assume that GW is single-player. While it may effectively be such now, this treatment frankly gives up a great deal of the potential that large-scale multiplayer provides. This is one of the points I was making in the other thread with my counter-posting. Thus, while it may be possible to leave the low-end where it is, it is not to the benefit of the game to do so. Ideally, we would like to nudge everyone towards higher-end play. Imagine if GW had only competent players. What kind of difference would that make in the experience? There is a good reason for why sports clubs and other groups push hard to foster the improvement and growth of their members.
Finally, I'll say it again: give us Chimera of Intensity and eight elite skills. Anet could, in fact, have done this earlier to dumb-down PvE
without introducing PvE skills and PvE/PvP balance separation - and it would have been more fun and no grind, to boot.