The majority of the community sucks (or does it?)

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by Shadowmoon View Post
Unless I have a completely bad memory, but i remember that this was right after they fixed the door glitch, and people were trying to kill him, but mallyx had a glitch where he used summon shadows every 3 seconds, which was confirmed then fixed. The guy you mentioned ended up winning using an imbagon and pre-nerfed 10 sec 20 sec recharge Seed of life. And this was in NM, not HM.
It doesn't matter what they used. It just matters that they beat it. 99.9% of PvE players were whining about these areas and Anet changed their game (made it easier/introduced overpowered skills) to make it bearable for these people who couldn't stand to fail. Instead of getting better skill (the original point of Guild Wars) they continued to suck...and now Anet supports it.

Vel

Vel

Lion's Arch Merchant

Join Date: Mar 2006

W/

Quote:
Originally Posted by DreamWind View Post
It just matters that they beat it. 99.9% of PvE players were whining about these areas
Wow You know how 99.9% of PvE players reacted. You must be ANET Secret Agent! How silly.

Please let's not make this another PvP>>>PvE thread or who beat DOA first thread.

Eddie Frenzy Spam

Eddie Frenzy Spam

Krytan Explorer

Join Date: Jul 2007

Old N Dirty [ym]

W/E

Quote:
Originally Posted by Vel View Post
Wow You know how 99.9% of PvE players reacted. You must be ANET Secret Agent! How silly.
I don't think he actually meant you to take that literally...his general meaning in my opinion was that a large proportion were complaining. Which was true.

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

i dont think 99.9% of the gw community was trying doa.
orignal doa wasnt hard because of hexes/conditions, it was because stuff hit really hard, bosslike damage from what i remmber

Chabby

Chabby

Ascalonian Squire

Join Date: Jan 2009

D/Mo

Yes it does suck, but one of the reason is common to every interactive game.

I just played a Random Battle.

My team : Dervish (me), Warrior and two monks.
The opposite team : One mook, one ritualist, one elementalist and one Mesmer.

Right at the begining, one of the player resigned. I said that some people just resigned too fast...
I knew it would be one of these endless games, but I wanted to try anyway...

Then he told me to resign. I said no, I wanted to try. What did we have to lose anyway, except time? I'm the kind of person to play for fun, not really winning or losing...

...Then he called me a moron, idiot, a scrub, that I should look at his rank, that because he had a high one, he was brillant and I wasn't because I didn't resign...

I mean, come on... How can a new player feel with that kind of attitude? And it's common in any online game you play. There's always players who forget that it's a game.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Chabby View Post
Then he told me to resign. I said no, I wanted to try.
Cool stuff, so you're forcing your team to do nothing for about 10 minutes. There's almost no chance you can kill a monk + rit with 2 monks and you'll just waste time. He's not having fun doing something that is futile, especially as a monk. You can try, but after 1 minute or so, resign... Really, you're not a victim here.

To original question:

It does, but it matters not because you can go on and let them suck somewhere else.

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

Eh, have you been in RA recently? Not every monk is pro, not ever rit is a healer. If you have a team of two monks and two heavy-hitting damage dealers (ie, a war and a derv), you can roll basically any team you come up against. Not even trying with a team like that is just moronic. Now, if it gets to be 3 minutes in and it's clear there's not a damn thing you can do (really, fat chance. Random pick of 4 healers in RA, one of them is going to blow), then you can talk about resigning. And even if it is pointless, what the heck is raging going to do? What the heck does having r6 (or whatever) glad rank have to do with whether or not you should resign? Not a damn thing, that's what, which is the point: the guy was an arse. Whether or not he was right, he should have explained why he resigned, and whether or not he should have resigned, he should have at least tried. He did neither, instead opting to rage at a random player for potentially costing him a minute of time he could be spending farming glad points.

It reminds me of my experience in RA yesterday. I was a mes, we had a scythe ranger, a war, and one other on our team. After killing the entire enemy team, we were left against one defy pain war, who now starts hitting me. I kite, ether feast, kite, etc, with my team in a train behind the war. The scythe ranger yells at me continuously to stop moving, which I a) didn't see, because I was too busy not dying, and b) wouldn't have cared about anyway. The war was easily hitting for enough to make me need to kite to stay alive, and yet this scythe ranger (who should have had no trouble hitting the bugger, given that he's running at +33% and the war had no speed boost and was stopping to hit me) raged at me for 3 consecutive games about how big a noob I was for...well, basically for costing them 10 seconds of time, in the interest of not dying and practicing my circle-strafing.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Skyy High View Post
Eh, have you been in RA recently? Not every monk is pro, not ever rit is a healer. If you have a team of two monks and two heavy-hitting damage dealers (ie, a war and a derv), you can roll basically any team you come up against. Not even trying with a team like that is just moronic. Now, if it gets to be 3 minutes in and it's clear there's not a damn thing you can do (really, fat chance. Random pick of 4 healers in RA, one of them is going to blow), then you can talk about resigning.
If rit OR monk is good, it's auto lose. If they have blind surge or melee hate, if it's ever more failure, even if all of their team is bad.

I have no problem with trying, but after around 1 min without getting a kill, resign.

Greedy Gus

Greedy Gus

Jungle Guide

Join Date: Feb 2006

Striking Distance

Quote:
Originally Posted by Chabby View Post
I just played a Random Battle.

My team : Dervish (me), Warrior and two monks.
The opposite team : One mook, one ritualist, one elementalist and one Mesmer.

Right at the begining, one of the player resigned. I said that some people just resigned too fast...
I knew it would be one of these endless games, but I wanted to try anyway...

Then he told me to resign. I said no, I wanted to try. What did we have to lose anyway, except time? I'm the kind of person to play for fun, not really winning or losing...

...Then he called me a moron, idiot, a scrub, that I should look at his rank, that because he had a high one, he was brillant and I wasn't because I didn't resign...

I mean, come on... How can a new player feel with that kind of attitude? And it's common in any online game you play. There's always players who forget that it's a game.
In fact, their reasoning is also based on it being just a game (one that they're trying to play for fun). If you pull back from your own perspective, you may see that to a lot of people, there's almost an entire sub-game to RA which is about minimizing wasted time and maximizing fun time (playing tough TA-like battles or winning a lot, depending on your goals).

Trub

Trub

Jungle Guide

Join Date: Mar 2006

Sitting in the guildhall, watching the wallows frolic.

Trinity of the ascended [SMS]+[Koss]+[TAM]=[ToA]

Quote:
Originally Posted by DreamWind View Post
It doesn't matter what they used. It just matters that they beat it. 99.9% of PvE players were whining about these areas and Anet changed their game (made it easier/introduced overpowered skills) to make it bearable for these people who couldn't stand to fail. Instead of getting better skill (the original point of Guild Wars) they continued to suck...and now Anet supports it.
Ahhh..the year of the 100 page thread...
I wouldn't say the 'community' as a whole sucks, just the more vocal post Ursan/PvE skills only crowd.
ANet has dumbed down this magnificent game from it's origins of skill>time, into a 'insta-gratification' fest.
I do miss the guild hall meetings, the build discussions that would go on for hours, the experimental builds, that many times failed horribly. (owies owies)
All that seems to be lost to the 'zomg gib me faster, uber kill skills now!' attitude.
Meh.
I still play....but only when I feel the urge to test something out...

Chabby

Chabby

Ascalonian Squire

Join Date: Jan 2009

D/Mo

Quote:
Originally Posted by Greedy Gus View Post
In fact, their reasoning is also based on it being just a game (one that they're trying to play for fun). If you pull back from your own perspective, you may see that to a lot of people, there's almost an entire sub-game to RA which is about minimizing wasted time and maximizing fun time (playing tough TA-like battles or winning a lot, depending on your goals).
And I have no problem with that, but from whoever perspective, there's no point to call the other a "moron" (or other names) and act like if I was superior to anybody because of my rank.

You explained, I understood...

But calling others with bad names is not only immature, but won't help new players.

It's only a game, but whatever my fun is, I will never treat the other players as trashes to impose my own fun. Maybe his was to minimize the time, but that's not a reason for not being respectful.

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by Vel View Post
Wow You know how 99.9% of PvE players reacted. You must be ANET Secret Agent! How silly.

Please let's not make this another PvP>>>PvE thread or who beat DOA first thread.
I knew somebody would take the number and turn it into something it wasn't. Let us just say that 99.9% of the PvE players ON THIS FORUM (and the other elite forums) were complaining. Is that better?

And we don't have to turn it into PvP>>>PvE (or vise versa), but PvP players beat DoA first its just a fact of life.

Trub

Trub

Jungle Guide

Join Date: Mar 2006

Sitting in the guildhall, watching the wallows frolic.

Trinity of the ascended [SMS]+[Koss]+[TAM]=[ToA]

Quote:
Originally Posted by DreamWind View Post
And we don't have to turn it into PvP>>>PvE (or vise versa), but PvP players beat DoA first its just a fact of life.
/Agree.
And, as a huge undertaking of co-operation, and fun...several Pvp'ers and PvE'ers put our heads together to figure out the next steps to take after the glitch fixes to the door/priest/spirits/smash.
It wasn't OP skills...it was simple trial and error with a common PvP tactic....Weapon Swapping. oO
I just think GW players of late, have forgot how to co-operate with a team, or ask someone else with a different outlook, for advice.
The current GW player base(mostly guru posters) have gone down hill just a smidge.
There is no blame...no reason to point fingers.
You cannot be critical to players that have not had the opprtunities to enjoy this game the way it used to be, most haven't.
You can offer advice, and explain why certain builds work better in a given area.
That's the most that should be expected..

englitdaudelin

Krytan Explorer

Join Date: Jul 2006

East Coast

Soldier's Union [SU]

N/Me

Do we suck? Some, I'm sure, as individuals. We're sarcastic, easily annoyed, talkative, combative, competitive, a little arrogant at times.

Who isn't?

I like the question about teaching, because that's what I found my experience lacked. I came to GW almost 3 years ago from sports games. I'd never played an RPG like this, never played fantasy games. So from the start, most of the mechanics were new to me. My very first character got as far as Piken Square before I sat back in frustration and deleted him. Why? Because at level 9 or 10, I could not solo the groups of Charr.

Why was I soloing groups of level 11 Charr and failing? Because I had no idea how to add people to my party--not even henchmen. I had no idea what WTS and WTB meant, scrolling up my screen. No idea what LFG meant.

When my ranger had to do the first "Over the Wall" quest, someone invited / added me--so I still didn't understand how that had happened.

Next character was a necro. I was still without a guild--didn't know what that meant, really. This is where I fell in with my first guild, a guild I was in through most of Nightfall. The leader of the guild picked me up in Ascalon City, and (as a level 20) rather sped up the killing process (and really, have you seen the skills that a Prophecies-only necro had available back there?).

Did I learn? Some. He taught me some simple things, like adding henchies, and a little about the levelling. I henched through most quests after the searing and had live guildmates help in most missions. I PuGged a lot in Kryta, the desert, and the Southern Shiverpeaks. I did not get a Droks run.

But I didn't fully understand the missions, or builds, for a long time. Some missions still confuse me, after several trips--because in many cases, I did not need to fail. I had a level 20, or a highly experienced player, guiding me through missions.

And I think failing--and then teaching and learning this game--is kind of lost. I'm willing to bet that some great players--some great PvP players, some great PvE players--got their asses handed to them in arenas, in missions, on quests.

And then they talked it through, tried again, failed, lost, tried again. And again. And again.

More recently, when HM came out, PvE players had great opportunities to learn about the game. Countering builds, exploring, reconaissance, balanced builds, and so on. What happened? A group of players did exactly that: created their own, and their heroes, builds, to use for specific situations.

But another group went for maximum simplicity, in several forms. And suddenly, vanquishing didn't require thought, or discussion, or analysis. It required rank. It required three necros. It required one elite skill on 6 bars. (It probably could have been done on 8 bars, no monk).

The guild I was in at the time loved the Ursan for vanquishing. We were all adults; many of us had kids; the idea of spending lots of time to fail was not high on our lists. So the core of this guild pretty much ran all Ursan, all the time. And as much as I could, I joined those groups and asked if I could NOT do that.

Now, these were good players. Smart players. Players who had been successful in high-end PvP play; who had led guilds which owned towns; who had explored far corners of the maps and capped esoteric elites with limited uses, and knew how to use them.

But did I, still figuring out missions, skills, PvP, learn much?

No.

And Whose fault is it when no one learns? Probably mine, for not asking more questions. Probably the fault of others, too, for stacking up the ecto the fast way instead of engaging the challenges that the game presented.

So whenever I can, in whatever polite ways I can, I try to suggest the proper course--for whatever is at hand, from whatever knowledge I have.

That might be about all we can offer, and hope that people can stop telling us to stfu, noob, but I'll suffer such slings and arrows if I end up teaching someone.

All that's left of our guild is 6 or 7 players who are willing to fail and experiment, and who don't care what's on the bar. We talk a lot, and we do learn something from each other quite frequently--mission tricks, quests, mob tricks, builds that work. Often, we even play fair in HM. We even fail in PvP sometimes.

Red Sonya

Desert Nomad

Join Date: Jul 2005

Quote:
However, builds are cookie cutter for a reason; they are the most efficient for the task at hand.
herein lies the problem with THAT attitude about playing this game or any other game. Everyone has their own fun factor. Playing cookie cutter is not creative thought or play. It's robotic and many don't want to play like so n so or robotic. I came from the DnD tabletop games where you rolled up your character and HAD to take that and play it. Now everything is reroll reroll reroll until you get the ultimate warrior, same with GW it's turned into that gotta be ultimate warrior attitude and nothing else. Leaving out creative creations. And let's face it there are 100's and possibly even 1000's of builds that will work from the start to the finish in this game in normal mode and even in hard mode. So, there's no need to play cookie cutter builds unless you are just lazy or think everyone else is right and you're wrong for wanting to be different. People with the cookie cutter most efficient attitudes are probably the ones who make fun of and laugh at retarded people in real life.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Quote:
Originally Posted by Burst Cancel View Post
people don't like to fail, especially in this age of instant gratification, and if it happens too often they'll just give up.

The enemy of good game design has always been the player.

Bottom line, apathy is the killer. The problem is and always has been that people just don't give a shit.
Quote:
Originally Posted by Valcion View Post
So to answer OP's question. Does the community sucks? yeah it kinda does. But does that mean you have to go with the flow and not be that one random helpful person? No it doesn't. QQ doesn't make the community any better, go out there and talk to a random player, who knows, you might just find a new PvE buddy (or find a hilarious story to tell your other friends).
Quote:
Originally Posted by Master Fuhon View Post
Majority of the community does suck because of reason #2. Answers wouldn't have made sense without my reasoning:
1) Yes, they are bad. Just look at what they say.
2) They aren't missing resources, they are skipping ahead to the easy answers and not learning how to play.
3) Good players aren't as good at game mechanics as people think they are. Most dominant play styles can be traced back to 1-2 players developing them. If players were better, game mechanics would be learned at closer to the same rate for many people; instead of having to copy something that someone else was doing for weeks.
Quote:
Originally Posted by englitdaudelin View Post
That might be about all we can offer, and hope that people can stop telling us to stfu, noob, but I'll suffer such slings and arrows if I end up teaching someone.
Thanks to you guys for your great posts.

Short reply to "It's a game, not a school": you probably missed the double-quotes around the word "teaching" (I may have forgotten a few). I'm not stupid, I know GW is a game, yet that doesn't say what is "fun" because this is subjective. I was trying to raise a point here, ok I'll admit I failed again, but that was a very interesting discussion.

the_jos

the_jos

Forge Runner

Join Date: Jun 2006

Hard Mode Legion [HML]

N/

A little while ago there was an item in the news.
A guy fell with his moped and was passed by several people (for over an hour) before someone decided to help and call emergency.
So don't expect too much from random people when playing an online game.

First of all, I'd say that there ain't many bad players and the main problem is experience. So many people are truely depending on help and unable to do anything themself.

Having said that, when someone wants to improve it's his/her responsibility to arrange conditions that enable that person to improve.
Inside guild wars, it's not that hard to go to a place with many players and just ask for some advice.

Now the real problem is what does one need to ask to get better.
Let's say I'm fairly new to PvP and created a monk. I came into this area called Random Arena's and for some reason each time I enter the area the opponents are all over me. Warriors knocking me down, assassins spiking me, mesmers casting backfire and shame on me and on top of that rangers interrupting and dazing me. And they always attack me first for some reason

So my question is: "I want to be better at PvP, help!".

As you can see, that question is not really covering my needs.
I'm a monk and playing RA and the main problem there seems to be individual survival.
So my question could better be: "I'm an RA monk, how do I prevent being knocked over, dazed and hexed?"

Well, there is a ton of advice to give, like pre-veil, kite, take a build that allows you to block melee and rangers and position on the field.
However, while this is all true, it's not easy to do this all at once while three or four people are pounding on you.

And this is where experience starts. Pre-veil and learn to monk with 3 pips of energy. Or take some secondary skills that allow blocking or moving away from damage. Or try to kite. Don't do all at once, focus on one thing, even if players are calling you a noob or bad monk. Because you ain't bad, you lack experience. And one day (some soon, some later) you will find that you can both pre-veil, block and kite at the same time. And people won't call you bad anymore. Because you gained enough experience.

Let's be honest, it's completely unfair to compare my RA-monking skills to those who have countless hours of PvP on their account.
The same with many other parts of the game.

And that's the problem with labeling players 'bad'.
Are they really bad, or are they just inexperienced?

I took RA for a reason, since people who don't sync get into random teams.
When talking about non-random teams, even PUG, things can be influenced more. But specially the PvE side is more forgiving for inexperienced players.
And doesn't push people to improve themselfs so hard.

That's the final part.
I think that within the game several levels of play are possible. And on each and every level there are good, bad and inexperienced players.
However, I feel that the PvE side of the game isn't pusing people to gain experience as it used to be. And I'm afraid that this is creating 'bad' players, players who are playing on a level they wouldn't be if experience would count instead of certain overpowered skills and consumables.
But that's an entirely different discussion.

assassin shaun

Academy Page

Join Date: Sep 2007

England

black wolf pirates [awoo]

A/

i have to agree that the majority of the gw community does suck but most of all they are lazy

they basicly use 1-2-3 kill builds they don't experiment themselves or anything

i mean i wouldn't say im the best player in the world, but i stuck some skills together to see how they worked and changed it / adapted it when i needed to.

so all in all its lazyness

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Quote:
Originally Posted by the_jos View Post
Having said that, when someone wants to improve it's his/her responsibility to arrange conditions that enable that person to improve.
Inside guild wars, it's not that hard to go to a place with many players and just ask for some advice.
I just want to say a final word to try to make clearer the point I was trying to make (see Disclaimer 1 in OP, with "read all posts", this comment is not directed at you the_jos).:

yes, ultimately it's everyone's responsibility to improve, if they want; and if they don't, well it's not ours really ... unless, unless we realise we all have social responsibilities that go beyond our individual duties to ourselves. If you don't realise that, then do not complain that the game is dying, unless you contributed to its "health" (and I know people do, I read everyday useful comments everywhere on Guru, every single day, not only in Q&A). As I said at one point, there's even a good reason to pass on knowledge: it's going to make great teammates in PvE and nice allies or adversaries in PvP.

At one point I was wondering whether this question of "teaching" (double quotes intended) was slightly different in PvP, where you have to win over other human beings and your edge may lie in the knowledge you have (not only the "know how", which is not provided on tools like PvX, although you have more of this on the GW wiki for PvE content). Maybe PvPers want to keep an edge and the only way to teach for them is "self-teach" (RA, improve with a GvG group) or "join my guild" (once you're at my skill level)? I know from personal experience that it's almost uncomfortable when the frontier between politeness and unfriendliness is so blurred (if you can't take the vulgarity, gtfo or stfu, learn2play, carebear, n00b)

I remember when the /report feasture was introduced, I said that it was a unique opportunity for the community to start policing itself. It partially worked, but my point was to realise that as a community each can go beyond its own (little) self and contribute an epsilon (very little) to a good ambiance. And I'm not saying people didn't, because there are countless proof that they do. What I'm saying is that the ratio of these positive contributions to the negatie ones hasn't been enough, either because of lazyness/don't-care-because-it's-only-a-game/not-my-problem, or no one has really seen the "big picture". I'm not claiming I have seen it, but it's my feeling that the balance is not right.

At the core of this thread, there are ethical issues, and I'm not saying I'm "right", I actually created this thread to see where it could go "collectively", and it went nowhere. It built like a nice tree, then died and it's about to collapse soon. I'm not complaining, there'll be other opportunities like that, and some may even work better. All these long "walls of text" may put off people, so I'll shut up for now.

To conclude on a positive note, yes you're right, we can always ask people.

Ty all.

Lourens

Lourens

Forge Runner

Join Date: Mar 2006

1) Are GW players really that bad?

Many might be bad but it doesn't state that all are bad

2) Could it be that they haven't been taught how to play the game correctly? Maybe they missed resources like GW wiki, PvX and Guru (without even going into the "cookie cutter build" mentality)? Or they didn't have the time, given that it's a game and they don't want to invest much time in it?

Any player with an IQ higher then 100 will have no problem understanding a game as simple as this without those sites unless they're Chinese and forgot to set the language to Chinese.

3) Isn't it rather so-called "good players" that are bad at teaching how the game works? (not helped by lack of in-game good tutorials on many aspects of the game)

Its either you are not willing to teach or you don't have time to teach newbs

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

1) The majority are, yes.

2) The resources are good and bad. For example, wiki and elite fansites are good because players can find answers to their questions. Need to know the skills an enemy has? Check wiki. Want to ask a general question? Ask on guru/GWO/etc. Now, pvx is a good and bad resource. Sure, it gives players good builds, but it poorly teaches them how to play the builds. So now we have hundreds of bad players who got good builds from pvx, but have no clue how to play them. And yes, some people don't do research because they just want to play.

3) You can't generalize players like that. You can't simply say that good players are bad at teaching people how the game works. Some can explain it well, some can't.

Darth Durgason

Ascalonian Squire

Join Date: Apr 2007

Forgotten Elonian Angels

W/Mo

1) Are GW players really that bad?
No, the majority is average. Some good, some bad, most average. Its in the defenition of "average".
2) Could it be that they haven't been taught how to play the game correctly? Maybe they missed resources like GW wiki, PvX and Guru (without even going into the "cookie cutter build" mentality)? Or they didn't have the time, given that it's a game and they don't want to invest much time in it?
A) Teaching come from 2 sides, the teacher and the student.
B) New players have a lot of catching up to do. 3 to 4 years of experience is not catched up fast.
C) not everyone got equal time to invest in the game. A generalisation on this is out of place.
3) Isn't it rather so-called "good players" that are bad at teaching how the game works? (not helped by lack of in-game good tutorials on many aspects of the game)
A) Depends on the student. Some people learn fast, some slow, some are good to learn fast people, others are good to learn slow people...
B) You can't expect anyone to learn weeks/months/years of experience with a mere 5 lines of explenation. There is also a diffrence between theory and putting it in practice.
C) Most teachers use the line "use wiki" or "wiki knows all" to questions. Its 3/4 of most answers one see when someone asks a question. I do not take into account "you noob" as an answer.
C BIS) when you force people to use wiki rather then find it out themselfs/telling them got it consequences. Just like fiinding it out for yourself does and telling them does. In perfect situations its a balance. However the balance depends on each person
D) Some people learn from there own mistakes, others needs to be told. Teaching is entirely up to the people. Its not a science, though containing some "best practices".

Sidenotes:
-Good teachers to me are people that can give critisism without hurting people.
-Good players can motivate other players and get the best out of other players. Another meaning of pushing one to its boundries, but in a good way.
-Bad players to me come into diffrent gradations:
1. People not willing to look up there boundries. Not the boundries themselfs.
2. People bringing other people down, with no other purpose then to bring them down to hide there own failure: not able to bring out the best of people.
- Often people are not given the chance and directly put under the banner of bad player. It took ages to build rome, it also takes some time to put your boundries further. Don't let your own boundries be the same of the others.
- Nobody is perfect. We all make mistakes in this game. Just diffrent ones.

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by Red Sonya View Post
herein lies the problem with THAT attitude about playing this game or any other game. Everyone has their own fun factor. Playing cookie cutter is not creative thought or play. It's robotic and many don't want to play like so n so or robotic. I came from the DnD tabletop games where you rolled up your character and HAD to take that and play it. Now everything is reroll reroll reroll until you get the ultimate warrior, same with GW it's turned into that gotta be ultimate warrior attitude and nothing else. Leaving out creative creations. And let's face it there are 100's and possibly even 1000's of builds that will work from the start to the finish in this game in normal mode and even in hard mode. So, there's no need to play cookie cutter builds unless you are just lazy or think everyone else is right and you're wrong for wanting to be different. People with the cookie cutter most efficient attitudes are probably the ones who make fun of and laugh at retarded people in real life.
Run a cookie cutter build in a "robotic" and "lazy" way and go try to survive in higher level PvP. Good luck....that only works in PvE. The reason the majority of the community sucks is because they choose not to think about why certain things are being used and they probably aren't using them correctly. The other reason is because it is almost impossible to learn anything in Guild Wars PvE anymore...everything has already been learned and once a person figures that out then there is nothing more to learn.

Besides, if build is an established build, your "creative" build is strictly worse anyways. If you are using a worse build that is less fun for me. There is a reason why almost every cookie cutter build in the history of the game was invented by PvPers.

Burst Cancel

Burst Cancel

Desert Nomad

Join Date: Dec 2006

Domain of Broken Game Mechanics

Quote:
Originally Posted by Fril Estelin View Post
Thanks to you guys for your great posts.

Short reply to "It's a game, not a school": you probably missed the double-quotes around the word "teaching" (I may have forgotten a few). I'm not stupid, I know GW is a game, yet that doesn't say what is "fun" because this is subjective. I was trying to raise a point here, ok I'll admit I failed again, but that was a very interesting discussion.
You're not going to get through to casual gamers on that point, because they've never understood (and likely don't want to understand) the play-to-win mindset. To a lot of people, games are things that shouldn't take any effort - learning is something they do in school and on the job, not when they're "just having fun". I'm not sure why people think that fun necessarily = brainless + effortless, but that's how it is.

What's particularly curious is that these same people will claim that they actually do care whether they suck or not (the general response is, "hey, nobody likes to suck!"). Yet, despite allegedly caring, they don't actually care enough to do anything about it. Hey, they might care about not sucking, but actually learning how to play? Hell no - they're too busy "having fun"!

In reality, what they mean is that they want to believe they're good, and more importantly, they want everyone else to believe it too. But since they aren't actually willing to put any effort into being good, they want the game to be so easy that you can't tell who sucks and who doesn't. These are the kinds of games that are successful with casual gamers - games of socialist-style "enforced equality" rather than games of actual merit. That's why you don't see casual gamers playing solid competitive games - they spend most of their time losing (read: sucking), and they hate having their ego stomped on.

Teaching, therefore, misses the point. These people don't want to learn, because they only care that people think they're good (read: prestige, e-peen, etc.), rather than actually being good. With all of the GW information resources available today - wiki, obs mode, forums, etc. - people who actually care about getting better will get better, even all on their own. You'd be surprised how many players can't immediately recognize skill effects from just seeing the icon - that's a fundamental ability that doesn't require any teaching at all.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Eh, gaming communities are always asses. Especially when they've been waiting for...2 years for news on a product they've only heard whispers of so far?

Plus, guildwars was from the beginning geared for solo play (henchies) in pve. That only increased with time.

PvP is coop, but in exchange you get the elitism and competitiveness that is associated with it.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Fril Estelin View Post
1) Are GW players really that bad?
Yes, but that can be said of every game. Ain't a problem. Most just play for fun.

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by Bryant Again View Post
Yes, but that can be said of every game. Ain't a problem. Most just play for fun.
Why do you have to be bad to have fun? Personally if I was bad I wouldn't be having fun.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by DreamWind View Post
Why do you have to be bad to have fun?
No, rather you don't have to be good to have fun. I wouldn't have fun if I wasn't terribly good, either, but that's just us. That's why we - us - have Hard(er) mode and more challenging content, why there's ever increasing difficulty levels for numerous games.

▼ Not what I'm saying, and not an easy question to answer. I see the players less as "bad" and more "inexperienced": just because you can't beat Doom on Nightmare doesn't make you bad. Improving may require a drastic transition in their gameplay they may not be comfortable with.

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by Bryant Again View Post
No, rather you don't have to be good to have fun.
But why are there a large amount of people who must be bad to have fun? Trying to be good reduces their fun.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Quote:
Originally Posted by DreamWind View Post
But why are there a large amount of people who must be bad to have fun? Trying to be good reduces their fun.
In your case, "fun" and "good"/"skilled" are strongly correlated, in most cases they're more or less correlated, and for "noobs" they're not correlated at all (don't care about skill, fun is all).

In essence, it's a bit what I was trying to say: "teaching" requires to get out of your viewpoint to get into the one of others (obviously, people who are not "too far" from you, yes "teaching" is a 2-way process). If you keep the discussion into one well-delimited playground, you can't really see the problem of making people "jump" from one system of evaluating the game (storyline, big numbers, etc.) into another one (skills, task, etc.). It's the essence of social networking, or more precisely when social networking works.

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by Fril Estelin View Post
In essence, it's a bit what I was trying to say: "teaching" requires to get out of your viewpoint to get into the one of others (obviously, people who are not "too far" from you, yes "teaching" is a 2-way process). If you keep the discussion into one well-delimited playground, you can't really see the problem of making people "jump" from one system of evaluating the game (storyline, big numbers, etc.) into another one (skills, task, etc.). It's the essence of social networking, or more precisely when social networking works.
I understand what you are saying. I find a big problem in most cases though...you just can't change peoples' minds. If a good player tries to teach a bad player to be good, it will NOT work if the bad player has fun being bad. A bad player who is already having fun will never be good because they don't care and won't do what it takes to be good. This in turn annoys the good players who actually care about being good. That is the problem and the reason why good teachers are a rare find.

This is kind of my problem with the direction of the game as a whole....there is no reason at all for people to not be bad and not enough reason to be good. This is fine for most games, but I just don't think this is the way Guild Wars was supposed to go.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Quote:
Originally Posted by DreamWind View Post
you just can't change peoples' minds.
Very not true. You'd be amazed. But that's not really difficult, it may require a bit of efforts depending on players lack of knowledge and willingness to "teach".

The really difficult challenge is to change a community. Of course if you start by saying that it's impossible at the individual level, the question at a community level does not make sense.

Quote:
A bad player who is already having fun will never be good because they don't care and won't do what it takes to be good. This in turn annoys the good players who actually care about being good. That is the problem and the reason why good teachers are a rare find.
No, good teachers are not rare. And the "bad" player (double quote) may simply discover a new kind of fun, either from the improved skill level or the new friends he can have.

Quote:
This is kind of my problem with the direction of the game as a whole....there is no reason at all for people to not be bad and not enough reason to be good. This is fine for most games, but I just don't think this is the way Guild Wars was supposed to go.
As I said before, you're right, but it's off-topic. Other thread have discussed this at length, and you know it because you were right in the middle of these discussions . Sometimes, to reach one's goal, you have to stop focusing on one aspect and try others, in the end we're holistic beings and rarely react to only one side of the argument (even if Anet changed the game, the community may not move by one inch).

Apollo Smile

Apollo Smile

Wilds Pathfinder

Join Date: Jan 2008

[LORE]

E/Mo

Experimenting with different skills is part of the fun. If people don't like that because it "isn't the most effective" or isn't a carbon copy of *insert popular build; well, thats just too bad.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Apollo Smile View Post
Experimenting with different skills is part of the fun. If people don't like that because it "isn't the most effective" or isn't a carbon copy of *insert popular build; well, thats just too bad.
Nah, lots of experienced people run stupid bars in arenas such as RA, AB, JQ, FA just for fun... In fact, getting 10 consec in RA with Echo+Mending is FTW!

But there are those who run a stupid/inefficient bar and think it's good. That they lose only cause their team sucks or other team cheated. Those people aren't worth being helped, taught or even talked to, just let them have their "fun" in RA. Also they often give me a good laugh, so it's not all that bad.

Burst Cancel

Burst Cancel

Desert Nomad

Join Date: Dec 2006

Domain of Broken Game Mechanics

Quote:
Originally Posted by Apollo Smile View Post
Experimenting with different skills is part of the fun. If people don't like that because it "isn't the most effective" or isn't a carbon copy of *insert popular build; well, thats just too bad.
This line of argument is and always has been completely idiotic. Where do you think those "most effective builds" came from? Why aren't we all still playing builds from three years ago? Do you actually think the good players started the game with all of the best builds already implanted in their head? Or could it possibly be that top players experiment with builds also?

The difference between the casual player and the good player in this instance isn't that one is willing to experiment and the other is not. The difference is that the good player has a solid grasp of the game mechanics, and therefore is able to experiment with builds in a deliberate and rational way. The casual player is clueless, so their experimentation results in idiocy like Meteor Storm rangers.

Re: Dream - sorry, but the problem isn't the game; the problem is the players. As I said before, Anet can't make the game harder because people will leave. It's pretty clear even from forum posts that people feel entitled to all of the rewards just because they paid for the game; daring to think that people might actually have to be good at the game to succeed is considered "elitist". The "elitist" label is, as always, a red herring - casual players start throwing it around at random when they feel threatened by people who are simply better than them.

I'd go so far as to say that complex challenges and financial success are inversely correlated in the gaming industry. To make the mega-bucks you put out hand-holding, ego-stroking casual games with "good stories" rather than smash-you-in-the-face competitive games that actually take thought and skill to play. The best ones are sheep in wolves' clothing - they present the illusion of difficulty (thus allowing players to feel good about themselves when they beat it), but don't actually have any real difficulty to speak of (example: pretty much any JRPG).

Re: Fril - changing the community requires shifting the huge base of casual players to equate play-for-fun with play-to-win. This is an insurmountable task in any game (heck, even fighting game communities can't really manage this, and they're the epitome of play-to-win). Don't be fooled into thinking that this is a gaming-specific problem either; it's actually an extension of people's attitudes towards life in general. You can see it all around you - at work, on the road, at the gym, etc. Why are there so many drunks, cellphone users, makeup artists, etc. on our roads? Because they don't think being a good driver matters, so it's not worth putting any effort into being a good driver (this is the answer straight from the horse's mouth). If they cared, they wouldn't even have the stereo on or talk to passengers lest it distract them from the actual task of driving. The problem is called not giving a shit - it's absolutely everywhere, and affects everyone to varying degrees.

In short, you're not fighting ignorance and stupidity here - you're fighting apathy, which is a lot scarier. "Teaching", in the sense of "imparting knowledge", is the easy part. It's getting people to even care in the first place that's hard.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

Quote:
Originally Posted by Burst Cancel View Post
In short, you're not fighting ignorance and stupidity here - you're fighting apathy, which is a lot scarier. "Teaching", in the sense of "imparting knowledge", is the easy part. It's getting people to even care in the first place that's hard.
I agree to a certain extent with what you said, but: 1) I have a more "enlarged" vision of what "fun" is, i.e. storyline, landscapes and music are also a great part of the fun; 2) I'm optimist (some will see it as naive), you can change people and communities, it's probably not going to happen for a variety of reasons, but it's no reason for not trying; 3) I think the responsibility is shared between a variety of players, not only the one that "should be learning" (yes, indeed, learning by playing is the most important, but given the 3years+ of GW1 experience, you can't blame people that can't devote the several dozens of hours of reading+failing&improving necessary to "master the game mechanics", I know that personally).


Great challenges go far beyond beating DoA HM or the GvG mAT 8 times in a row (not to say that these are not "valid" challenges of course!), it's not because they're difficult that "we" shouldn't do it.

No illusion here, great discussion but going nowhere, alas :/.

Burst Cancel

Burst Cancel

Desert Nomad

Join Date: Dec 2006

Domain of Broken Game Mechanics

Let's refocus a bit.

Fun means something different to everyone, that's the heart of the issue. People who have fun while sucking aren't going to understand why they should bother getting better at the game. They aren't here to beast the game or their friends, they're here to unwind for an hour or two before doing something that matters to them. In the greater scheme of things, there's nothing wrong with that - games ultimately don't matter, so the fact that a lot of people suck at them is actually okay. But in the context of wanting a skilled playerbase, it's a serious - and likely insurmountable - problem.

Most games address this by not worrying about skill in the first place. Final Fantasy doesn't take any skill to play, but millions of people all over the world have fun playing it anyway. Company makes money, gamers have fun, everyone goes home happy. Strictly skill-based games like fighting games have a harder time - casual gamers generally don't like having their skill measured, because although they don't really care about games, on some level they also don't want to be told to their face (over and over again) that they suck. You resolve this problem largely the way Anet handled GW, and the way Blizzard handled Starcraft: make the game easy for everyone, leaving the competitive gamers to create their own high-end.

That's how pretty much how all skill games end up: you have a small core of serious gamers one-upping each other on the tournament ladder, and a huge crowd of casual gamers playing the single-player campaign and the occasional match on Big Game Hunters (to continue with the Starcraft analogy). The competitive players are the ones that push the envelope and drive the evolution of the game - they're the primary (sole?) source of high-end tactics, because they need those tactics to win. The casual players are just there for their monetary contribution - they're the ones that fund the top players by making the game a commercial success.

GW isn't any different. Some people care, and they'll get better all on their own. Most people don't care, and all Anet needs to do is take their money and throw them enough bones to keep them interested. That's why the PvE (and casual PvP) situation will never change.

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

You're wrong on two accounts Burst Cancel:

1) people's notion of fun is not fixed, it can change; imagine if the PvE guy sucking at PvP because he's been destroyed/annihilated/ridiculised can be "guided" (or "taught") a few basic skills and suddenly starts not being so bad with a few wins (but still failing/loosing); this can, in a just few moments, change he sees as "fun" (on the other hand, that's not sufficient in the long term);

2) there's no simplistic dichotomy "serious gamer" vs "casuals"; plenty of PvErs enjoy "light PvP" such as AB, JQ and FA, although they won't/can't (possibly "not yet") jump into more serious/organised form of PvP. I bet a lot of people playing on the PvP ladder don't play "seriously" (ty gimmick builds). This is a very important point for this discussion, without it there's no hope of transforming "white" into "black".

Tbh, I'm willing to start gathering resources for a "GW Guide on how to get better at the game" which coud may be be a "teaching"/"guiding" tool (I know that there are already a lot of very nice guides, articles, and the wiki, but nothing central which guides you through all this vast content). Maybe like a step-by-step guide which can progressively (re)introduce the game mechanics (I should get paid by Anet if I'm doing it j/k). But I'm very short on time (hey, I want to AB a little bit ) so I'll stop here and use my time for this.

EDIT: this reminds me of one of Billiard's great blogpost:
http://teamlove.us/guildtracks/?p=70

Burst Cancel

Burst Cancel

Desert Nomad

Join Date: Dec 2006

Domain of Broken Game Mechanics

The problem is that you're approaching the problem from an individual's standpoint, which is completely different from the situation at the macro level. I agree that the perception of fun can change - but unless it changes for hundreds of thousands of people at a time, it's completely irrelevant. Plenty of people like their suckage just fine, and will resent you for trying to point it out to them and "educating" them. Take a look around you - what popular skill-based game has a play-to-win majority? Think about all of the mainstream fighters, RTS, FPS, etc. Starcraft is definitely For Serious (I mean, there's nothing more serious than playing for cold, hard cash), but there are still far more BGH scrubs than tournament-level players.

And there is a dichotomy, it's just that you've incorrectly identified the dividing line: play-to-win. That's it. It doesn't matter what types of GW you play - if you play GvG but you don't have the play-to-win mindset, you're still not a serious player. The fact that some PvEers dabble in "casual PvP" doesn't make them any less scrubtastic. There are plenty of "PvPers" who have no more clue about the game than PvEers, because they don't give a shit either - they're just in it for the lulz. There's no such thing as "kind of playing to win" - you either play to win, or you don't (note that wanting to win != playing to win).

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Skillwise, players in this game aren't any better or worse than players in any other game. In the popular MMOs, the designers created fully fledged character classes with skills that make sense, but Guild Wars doesn't, and gives you a lot more rope to hang yourself with. Bad players in WoW, for example, will still keep mashing their nuke spells and get something done. In Guild Wars, they might not even have brought something even that useful.

Community wise, though, Guild Wars has the worst community of any game I've ever played. This is partly because everyone is on one big world, so you'll never see the same person twice, and never recognize guilds from some random 4 letter tag either. If you've played on any of the classic MMOs, you'll know who the prominent guilds are and which guilds and players have a good/bad reputation. Players can't really build up bad reputations in Guild Wars, so they have no incentive to be nice. Also, almost everyone solos with heroes and henchmen now, as you don't need other people to play the game.