Hypothetical Question
upier
Bryant Again
Another good reason why I felt that ANet should've made an overall easy game. I think back to places like Eternal Grove, THK and Vizunah Square and think "how the hell did I get through these places when I was a sucky player?".
And don't even get me started on those Afflicted. I strongly believe that those things have killed Assassins more than players have killed anything else! "Here's a melee class with low survivability! Now we're going to pit you up against bad guys that rape your face with explosions when they die!"
And don't even get me started on those Afflicted. I strongly believe that those things have killed Assassins more than players have killed anything else! "Here's a melee class with low survivability! Now we're going to pit you up against bad guys that rape your face with explosions when they die!"
Abedeus
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Back when GW was still a newer game people always played together and many people think GW was more fun back then, whether it be everyone was a newb or the lack of heroes...just more fun imo
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Oh, you want arguments? Well, what about the fact that most of the good players quickly stopped using PuGs and went with henches or guildmates everywhere? And since guildmates aren't always available...
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I'm not sure if I posted these somewhere else on Guru, but here they are again:
Arguments for keeping the 3 hero cap: 1. Encourages teaming up with at least one other real player. |
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2. This is too complicated to change (extra flags, too many skill bars on the interface etc). We do not have enough information about GW's code or budget, to reasonably estimate if a change would even be possible. |
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3. Heroes are too good compared to a normal human. |
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4. The current system, with 3 heroes, is good enough, as evidenced by the players who posted their success with h/h. |
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5. We want Arena-Net to focus on doing other things and not bother with changing this. |
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Heroes were a mistake that killed the game, but at this point 7 wouldn't matter much compared to 4. All the elite areas where they'd make a difference are virtually unpuggable anyway. As per Anet's time I'd rather they just add some existing henchmen to the elite missions. UW/FoW already have them in the appropriate outposts, just unban them (set to 20 upon entering though), bring the usual NF crew to DoA and we'll be good. |
PuGs killed PuGs, that's quite simple if you can open your eyes for 10 seconds.
upier
Bryant Again
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But this also means that the players are unable to execute advance strategies, which leads to an overly simplistic game.
So your idea of an easier game could play well into this. Incorporate a RA-way of forming parties, decrease the difficulty of NM, add check-points which allow you to continue your game from that spot even if you are defeated (much like rez shrines, but without the DP AND in missions also - optimally it would allow you to continue from that point even if you leave the game and then come back to it) and you could bring back some life into partying. The issues that arise from that though are the fact that almost nobody does NM these days, then how do you prepare folks for HM if NM does not even teach you the most basic ideas and that age old question - would this still be GW? Well, next to fact that we are dealing with a dead game in terms of support. |
Plus, party size also plays big into this: the fact that an overwhelming majority of the game needs eight people did not help. Finding four people was relatively simple, six wasn't so bad, but eight? Eight party slots?? I've had trouble in WoW finding people to do entry-level raids that were easy as crap, and that was at a party size of 10! Granted things were a bit more localized in GW, but still: geeze!
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Kinda makes you think that the whole solo-play idea for GW2 was the right way to go, but it also shows that we won't be dealing with a game such as GW.
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If there is still a mission structure to the campaign and story, it would be pretty refreshing to have the missions require the grouping and getting to and from a mission to be solo. It adds an interesting pacing as opposed to running the some party config the whole way through, providing different forms of play throughout the story.
Then there's the rumor that missions would be scaled off of party size, which could also make things interesting. It does, however, further the argument that classes could be a bit more universal this time around (which branched from the game being solo-friendly).
I will feel it'll be a much more manageable route, though: it'll be great to see areas that are actually designed for solo-play as opposed to it being an oversight.
I will miss the old days of GW, though - but it's definitely not a game area I'd want to see revisited. I like it when my sequels go in different directions as opposed to getting the same game with prettier graphics (that's just me, though...)
zwei2stein
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a lot of which can be overcome by learning good teamwork. all i get from this post is that people don't want to have to put up with the work required to be in a good team. not to mention that practically none of this applies to organized guild groups, rather only to randomway pugs. sure the party interface can be improved, but i would list this near the bottom of the many reasons why pugging is in the state it is in now.
don't get me wrong--you bring up a lot of good points about successful pugging. and i agree that much of what was said should be taken into consideration when designing a good party interface. however, i do not agree that the party interface killed pugging nor heroes being the "fix" to this. heroes do not fix a person's terrible teamwork abilities, it only gives reason for it not to exist at all. i have been pugging since the beginning of gw, and my experiences have been overall very positive. in recent times, i have been especially impressed by the pug quality that zq's have brought about. no, my problem has never been the pug quality, rather the pug quantity--rarely anyone pugs nowadays. heroes are the blame for that, not the "fix". |
It is because PUG group is usually for signle task: one mission, one area, then it usually falls apart.
I would disagree that what I said does not apply to guilds and organized pugs: Being able to plug in latecommer would help a lot.
I mean, there is guild event and you are going to be 10 minutes late. Currently, if guild wants to play with you, they have to wait for you (that is, if they come at all.). If they just add hero and start without you, they just lost human player.
What they should be able to do is to put hero in your slot, start immediatelly and when you come online, they can just tell olias "get lost, we have real human now".
Similary, If you need to leave early you could just leave and they would have option refilling your slot with AI or with another human.
Anoither example is that I, as a looner, would simply start vanquish with H/H and if someone who wants to join, they can (I'd simply put myself on LFG for that area).
See, joining group needs to be easy. You need low waiting times. Ideally, you could start with few people and some ai and flesh out party as more people become available by replacing ai with humans.
Heroes are fix in this because they make is easy to form party. Basically, you'd want human party creation to be as close to adding heroes to party in terms of ease.
Zaishen quests indeed prove that pugs and individual players are fairly competent nowadays. I call then "PUG 2.0". But what you need is ability to put them together casually. To be assured that any issues with party can be solved in mid run without having to abort mission. ZQ pugs are especially great for short missions and close bosses. Cost of failing there is very low (one minute lost for shiro, noone cares) so people are more willing to 'risk' humans.
Daesu
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heroes do not fix a person's terrible teamwork abilities, it only gives reason for it not to exist at all.
i have been pugging since the beginning of gw, and my experiences have been overall very positive. in recent times, i have been especially impressed by the pug quality that zq's have brought about. no, my problem has never been the pug quality, rather the pug quantity--rarely anyone pugs nowadays. heroes are the blame for that, not the "fix". |
If you don't like heroes, you don't have to bring them. If you want to encourage teamwork then the Guild/Alliance IS the place to do it, not random pugging with a team that only exists for that mission. To build up teamwork, you have to maintain the team and practise with the SAME team over and over so that everyone learns and adapts to everyone else in the team. Great teamwork needs to be built over time, like a good basket ball team that practices together regularly.
What zwei is talking about is, strictly speaking, not a teamwork issue. He was just listing the difficulties of forming a random PUG in gw and I agree with his points.
Phineas
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1. I would, and I'm pretty sure I wouldn't be alone on this aspect. There a quite a few players out there with limited playing time due to real life obligations. Being able to fully customize the whole team would open the ENTIRE PvE game. Which leads me to #2.
2. Exactly my point "FOR" full hero teams. If I want to do the UW/FoW areas now. I would need to fill a specific role in a team. Which has shown to be quite hard for certain classes. Or go with a 4 man hero team and be pretty much limited to farming. Anything other than those two options is a dice roll, and usually ends up turning out badly. |
Phineas
7(or more) heroes may be good for getting things done and watching things go 'boom', but it would further remove the human player's input from the game.
The player would just be the team manager.
"Ok, today I'm picking you 3 Necro's up front again, you know the drill. And... let's see now... Gwen, you played well last time and deserve another shot, so get dressed, and HorseGoatThing, I like the cut of your jib so saddle-up. Two spots up for grabs, so Tahlkora, Hayda, and... hmmm... Vekk, I'll be in my office awaiting your *ahem* application for the job."
The team manager won't even need to be a discord-caller. Just flag the team near the red dots and sit back and relax. This is why 7 heroes are bad. 'Players' won't be worthy of that title.
The player would just be the team manager.
"Ok, today I'm picking you 3 Necro's up front again, you know the drill. And... let's see now... Gwen, you played well last time and deserve another shot, so get dressed, and HorseGoatThing, I like the cut of your jib so saddle-up. Two spots up for grabs, so Tahlkora, Hayda, and... hmmm... Vekk, I'll be in my office awaiting your *ahem* application for the job."
The team manager won't even need to be a discord-caller. Just flag the team near the red dots and sit back and relax. This is why 7 heroes are bad. 'Players' won't be worthy of that title.
Scary
It would be nothing else than positive,
I mean, sure playing with friends is always better than using hero's.
maybe not in a technical way, but for fun(only when they play random) its always better.
This would not be any different when we were allowed to use more hero's.
It would however give us the opportunity to play in a way as we want a team
to be, only without real players and pve skills when your friends are not online.
As I see it now. the most pugs that are made. Are those that want to do
speedclears only, couse random fun!!! builds are taking to long for them.
So the people who want to make fun and are not in a hury to get somewhere
can't get in those pugs becouse they don't want to be forced by running
somekind of boring build.
And it are those people who like to play with friends without being in a hury,
that would like more hero's so they can go to places where no henchmen are
allowed to go, when there are not enough friends/guildies online to run some
random fun evening filling build.
I know, I opend a 7 hero topic a few years ago and it was the same as now.
people who would like it, and people who are against it.
But if you are asking yourself, Ok what pugs do we have these days..
Than it are the pugs doing speedclears. And those created by alliance members.
And most of the time they are for speedclears to in some way ore the other.
So in that way it could be only positive..in my opinion.
Extra hero's will not give you those oportunity's to do speedclears as human
pugs do.. So they can only being used to have fun.
And there is nothing wrong to have fun while playing a game I'll guess.
I mean, sure playing with friends is always better than using hero's.
maybe not in a technical way, but for fun(only when they play random) its always better.
This would not be any different when we were allowed to use more hero's.
It would however give us the opportunity to play in a way as we want a team
to be, only without real players and pve skills when your friends are not online.
As I see it now. the most pugs that are made. Are those that want to do
speedclears only, couse random fun!!! builds are taking to long for them.
So the people who want to make fun and are not in a hury to get somewhere
can't get in those pugs becouse they don't want to be forced by running
somekind of boring build.
And it are those people who like to play with friends without being in a hury,
that would like more hero's so they can go to places where no henchmen are
allowed to go, when there are not enough friends/guildies online to run some
random fun evening filling build.
I know, I opend a 7 hero topic a few years ago and it was the same as now.
people who would like it, and people who are against it.
But if you are asking yourself, Ok what pugs do we have these days..
Than it are the pugs doing speedclears. And those created by alliance members.
And most of the time they are for speedclears to in some way ore the other.
So in that way it could be only positive..in my opinion.
Extra hero's will not give you those oportunity's to do speedclears as human
pugs do.. So they can only being used to have fun.
And there is nothing wrong to have fun while playing a game I'll guess.
snaek
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Originally Posted by daesu
Heroes are the NOT the problem, the problem is getting a group of total strangers with no experience working together, and entering a mission with minimum planning.
If you don't like heroes, you don't have to bring them. If you want to encourage teamwork then the Guild/Alliance IS the place to do it, not random pugging with a team that only exists for that mission. To build up teamwork, you have to maintain the team and practise with the SAME team over and over so that everyone learns and adapts to everyone else in the team. Great teamwork needs to be built over time, like a good basket ball team that practices together regularly. |
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What zwei is talking about is, strictly speaking, not a teamwork issue. He was just listing the difficulties of forming a random PUG in gw and I agree with his points. |
Deris
More heroes or less would be a moot point if the game encouraged interactive human participation. It does not.
The obvious solution is a large guild/alliance. Of course that is what most guilds say they are..friendly,helpful and active. I have joined several guilds over the years based on this advert. And while friendly and sometimes active is true...helpful is subjective.
Good luck on finding a guild that will take the time to practice and teach a new member.
I remain guild less for a reason.
The obvious solution is a large guild/alliance. Of course that is what most guilds say they are..friendly,helpful and active. I have joined several guilds over the years based on this advert. And while friendly and sometimes active is true...helpful is subjective.
Good luck on finding a guild that will take the time to practice and teach a new member.
I remain guild less for a reason.
Daesu
If you remove heroes then pugs are still going to be as bad, some people are going to leave becauise their class get discriminated against, and there is still no incentive to learn better team work because pugs are random strangers pulled to do a mission and disbanded.