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I'm someone who was MiA from GW for a long long time. Then came back and decided to give PUGs a chance.
After days and days, I'm back with H&H (exceptions are guildies and mesmer meetings). These are the things I had to go through with PUGs: 1. Leechers. Maybe I'm just unlucky, but 3 leechers within few days? This is really despicable. I am not talking about occasional afkers, but intentional leeching. 2. Afkers. Selfish people who think that online is 100% fictional world, and that PUGs don't matter, that PUGs are not people. Hey, if I PUG, I dedicate my time to PUG group. I'm not going to make excuses every 5 min "oh im sorry, i have IRL so you dont care, deal with it". Well if you have IRL what are you doing in online game, and why are you wasting time of others people, just take H n H. 3. Leavers. OK, sometimes a person has to go. No blame here. But in longer missions etc, you need someone reliable. And heroes are more so. 4. Incompetence. I am not talking about beginners who didn't grasp the game yet. I am talking about veterans who still seem to have horrid skill bars. When I PUG, I have one rule: DONT SHOW ME YOUR SKILLBAR. I don't want to know, and don't torture me please Ignorance is bliss. And they equip heroes with worse skills than henchies have (!). 5. Attitude, lack of organization and discipline. May I have 7 heroes pls. Not for higher efficiency, but more fun. |
One of the big problems I have always had with GW was that Anet tried to split the difference between making a single player game and a multi player game. It can be done, just not the way they attempted it.
They way I see it, and I know many will dissagree but this is just my opinion, is this...
1) Explorable zones between cities should have been made much more single player freindly so people could solo, and I dont mean H/H I mean wander around all alone.
2) Quests/Missions should be harder and shorter in length so that they require team work but not a huge time commitment. (other than planing and set up)
3) A few more Elite zones that require much larger parties and take longer. (UW/FOW/SF/Deep/Urgoz/DOA - all of these could have been 12+ party size with the matching level of difficulty as places that "Elite" players could gather and have some solid gaming fun.)
4) Completing any quest/mission/dungeon on hard mode should have spawned a chest with an appropriate reward (one time only drop maybe/green item/gold R9 inscribed X based on profession of player opening chest/exp item towards any title/ect...)
5) Some kind of a special reward for people completing a quest they have already completed with somebody that still requires it (ie. promote people helping others with quests)
I think these would have made GW a much better game, then again I could be wrong.