of course, kids with gigantic sense of entitlement like you probably don't know what volunteering means, so there's really no point discussing this with you.
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Obviously we can't have a conversation. However if you don't see the condescending tone in your replies, even from the first and if you don't think that your first reaction to a constructive idea was: "if you don't like it go play something else" (must I really quote you again?), so if you don't think that is a problem... Could you do me a favor and go back to reading it all once more, from my initial post and your reply to the last. I beg of you, yes I genuinely beg of you to do so. If at least I manage to get this single point across to you, then all the posts I've made in this thread may not be in vain.
That is the last thing I have to say about this very welcoming attitude I found both here on the guru and in-game in PvPs area. People don't understand that I don't come here to post ideas or go to play in PvP areas because I'm looking to get "owned". Yes the PvP game is a fight with others in many ways and yes people want to win. But to take that mentality here on the forum or in outposts or when your forming parties... it's totally silly. But it is what's currently happening.
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The main and only idea that I wanted to express in this post (as I thought it was clear): GW does not offer any reward whatsoever for playing the game, it offers a reward only for *teams that excel*.
(Also there is no incentive to get better, the little rewards that are there are not better based on how well you played, you either get something -the rare case- or you get nothing -the common case-).
And many little evils derive from that:
- forming a team with people you don't know is undesirable because you can't trust them to excel and help you achieve what you want to do
- all of us have experienced the huge frustrations of being so close when member X or Y of the party became inactive/disconnected/or just quited. And it isn't the *lack* of your gaming skills that caused you to fail in these kinds of situations. And when you spent several hours playing and get nothing at all, though you played perfectly and excelled all time... it sucks. I have 2 friends that quited just for that.
- frustration of failing in GW > feeling good about winning most of the time
- random/casual play is not favored - GW seems to be made for people that like to grind and/or invest a huge chunk of their time into the game, and all at once. There is no way to play 10 mins, get in a battle achieve some minor things, get out, leave. There is no way to answer the phone while you're playing. If you're playing an instance with a party size of 8, you basically have 8 people that are sequestrated by the game that can't do anything else at all. Since some zones/missions/battles can take a long time even a toilet break is out of the question. However you can't really tie people to their computers (which I sometimes think the designers of GW wanted to do since they added content to the game that requires 3h or more of commitment from 8 people), so people *will* take breaks no matter. And suddenly you see that the Mo is unresponsive and idle, cause he took a toilet break without saying a thing. And the party fails and possibly over 2h of each of the 8 involved people were wasted on absolutely nothing (except experience points for PvE which is irrelevant in gw).
So I've offered some possible solutions to make the game more casual:
- one solution could be: allow people to put an instance on hold/break/pause if one of the members of the team is lost and most importantly allow them to replace the lost member with a new one - yes that would mean allowing people to jump in and out instances - needed to bad
- if that is too hard to implement (probably is) then at least offer people at least some partial rewards for the partially completed objectives.
Most of the reward systems in GW are just badly thought and/or absent. It's black and white, with a 90% chance to come out black. So of course people get frustrated and want to play solitaire instead. And of course PvPers become elitists cause they look at minimizing liabilities instead of looking at maximizing rewards. And so on.
I wonder if what I'm saying here is really that hard to understand. So ANet, just make the game fun even if you fail and you'd have gone a long way.