A few observations from pve
Jacobbs
I want to write about a few things that I've encounter in pve, and I hope will be addressed in GW2. There are two main things I'd like to talk about. The first is Death Penalty as an actual penalty, and the second involves the introduction of the pve only skills. For example, Fissure of Woe and other high end pve locations used to take much longer than they currently do. Among other challenges that were tough when first introduced was Sorrow's Furnace, UW, The Deep, Urgoz's Warren and DoA. There are two main reasons for this: dp removal, and pve only skills.
I feel pve lacks a lot of the finesse that it used to take. On of the reasons is most definitely the availability of death penalty removal. Basically, people do not need to worry about dying. These days, people feel as though death penalty is more of an inconvenience, and really it is, especially because removal of DP is so easy. Why not just remove DP all together? This does two things for the game that I feel are not good. The first is that in general, people are essentially given permission to play badly. This is a huge trend sweeping all across the game, but no where is it more apparent than in pve. This type of downward trend gives rise to the title elitism that has always had a hold on many aspects of this game. The second point about losing DP is that it no longer encourages people to play creatively and thoughtfully. They die, remove DP, and go right at it again. Rinse and repeat ad infinium. There's no thought required on how to manage your DP, or how to clean your DP through performing well. This kind of play is especially lacking in vanquishing and other intensive pve situations. So, really, death penalty should be appropriately called death inconvenience.
The second issue of PvE only skills is a little less black and white for me. PvE skills have good and bad sides. They allowed class diversification through skill homogenization. In PvE, rolling a mesmer these days does not immediately mean you will have to H/H everything. EotN's PvE skills helped many classes break into areas that they previously had not been able to even think about before. Cryway DoA was very popular for a little bit, and the popularity of Mesmers soared. Paragons now have the Imbagon niche, but lack very many other outlets for pve other than running an Imbagon build. Other classes that don't fit well into the pve holy triangle benefit from the EotN style pve skills. There are, however, a few gripes with pve skills that I have to voice. A lot of pve skills are obviously designed to give the player a huge advantage. I feel as though this, in combination with the DP removal, has made playing pve at the higher level a bit less challenging. Loot is loot, but I think what makes things fun is the journey. Additionally, I feel as though the "dumbing down" of Guild Wars just makes for a terrible pvp game, as it doesn't encourage creative and active playing, but instead encourages players to approach pvp with a pve mentality, and that is where it gets very dangerous.
As an example for the kind of challenge I'm talking about, take for example the mission Minister Cho's Estate vs something like Grand Court of Sebelkeh both in HM. Minister Cho's Estate is a simple "run through and destroy everything" while Grand Court is a bit more involved, conceptually. I would like to see more engaging challenges in GW2. I kind of just rambled, but I hope that some people will agree, and I'm sure others will disagree.
What do you guys think? Is time efficiency the only measure of challenge in pve? Do dp removal and pve skills affect the development of pve farming builds? What are some challenges in pve that are not time based? How can challenge in pve be increased?
I feel pve lacks a lot of the finesse that it used to take. On of the reasons is most definitely the availability of death penalty removal. Basically, people do not need to worry about dying. These days, people feel as though death penalty is more of an inconvenience, and really it is, especially because removal of DP is so easy. Why not just remove DP all together? This does two things for the game that I feel are not good. The first is that in general, people are essentially given permission to play badly. This is a huge trend sweeping all across the game, but no where is it more apparent than in pve. This type of downward trend gives rise to the title elitism that has always had a hold on many aspects of this game. The second point about losing DP is that it no longer encourages people to play creatively and thoughtfully. They die, remove DP, and go right at it again. Rinse and repeat ad infinium. There's no thought required on how to manage your DP, or how to clean your DP through performing well. This kind of play is especially lacking in vanquishing and other intensive pve situations. So, really, death penalty should be appropriately called death inconvenience.
The second issue of PvE only skills is a little less black and white for me. PvE skills have good and bad sides. They allowed class diversification through skill homogenization. In PvE, rolling a mesmer these days does not immediately mean you will have to H/H everything. EotN's PvE skills helped many classes break into areas that they previously had not been able to even think about before. Cryway DoA was very popular for a little bit, and the popularity of Mesmers soared. Paragons now have the Imbagon niche, but lack very many other outlets for pve other than running an Imbagon build. Other classes that don't fit well into the pve holy triangle benefit from the EotN style pve skills. There are, however, a few gripes with pve skills that I have to voice. A lot of pve skills are obviously designed to give the player a huge advantage. I feel as though this, in combination with the DP removal, has made playing pve at the higher level a bit less challenging. Loot is loot, but I think what makes things fun is the journey. Additionally, I feel as though the "dumbing down" of Guild Wars just makes for a terrible pvp game, as it doesn't encourage creative and active playing, but instead encourages players to approach pvp with a pve mentality, and that is where it gets very dangerous.
As an example for the kind of challenge I'm talking about, take for example the mission Minister Cho's Estate vs something like Grand Court of Sebelkeh both in HM. Minister Cho's Estate is a simple "run through and destroy everything" while Grand Court is a bit more involved, conceptually. I would like to see more engaging challenges in GW2. I kind of just rambled, but I hope that some people will agree, and I'm sure others will disagree.
What do you guys think? Is time efficiency the only measure of challenge in pve? Do dp removal and pve skills affect the development of pve farming builds? What are some challenges in pve that are not time based? How can challenge in pve be increased?
Olle
There is no perfect game, everything has its flaws
Xsiriss
Farming is only necessary because the gameplay itself of the 'main' game and it's aspects (dungeons,missions etc.) are not rewarding. Removing the main reasoning for farming,and that should help tackle the need for abusing pve skills.
Shayne Hawke
Moved to Riverside, this is definitely a topic more set for discussion than as a suggestion.
Lord Dagon
personally to me, DP is more a problem in HM areas in the lower parts of the game( noob island in factions for example). There you have a higher chance of dying due to lack of party strength.
But reffering to end game areas and such.... Ppl remove DP and such b/c in HM areas 60% and your gone. And trust me, nothing is more annoying then having known you jsut wasted 2hrs doing something b/c you got kicked out b/c of a thing that you could have prevented(DP).
As for Pve Skills. I perosnally love them b/c as you said they offer class diversion. And, for them to be really any good, you need to level up the ranks, so you esseentially worked for those skills.
So overall no i dotn think that pve skills are a prob, and DP is an inconvience that can turn deadly.
But reffering to end game areas and such.... Ppl remove DP and such b/c in HM areas 60% and your gone. And trust me, nothing is more annoying then having known you jsut wasted 2hrs doing something b/c you got kicked out b/c of a thing that you could have prevented(DP).
As for Pve Skills. I perosnally love them b/c as you said they offer class diversion. And, for them to be really any good, you need to level up the ranks, so you esseentially worked for those skills.
So overall no i dotn think that pve skills are a prob, and DP is an inconvience that can turn deadly.
Chronos the Defiler
Boost rewards for doing FUN things in the game, and all is golden, I am sure alot of farmers don't actually enjoy farming (don't get me wrong, some people do of course)
PvE skills were never needed before, and adding them just made farming more prevalent
PvE skills were never needed before, and adding them just made farming more prevalent
Sankt Hallvard
Quote:
What do you guys think? Is time efficiency the only measure of challenge in pve? Do dp removal and pve skills affect the development of pve farming builds? What are some challenges in pve that are not time based? How can challenge in pve be increased?
|
Remove Hard Mode
Remove party-wide loot, same amount of drops regardless of players in group
Kill heroes
Remove titles
Kill invincibuilds
Mobsize equal to or slightly larger than human party
Smarter monsters, better skillbars
More quests involving a wide range of skills to complete
Basically remove incentives to farm, grind and throwing people's lives away. More incentives to form groups and develop team play/attitude. For comparison think of the golden days of prophecies, especially Thunderhead Keep. <3
miskav
You say Remove HM as your first point.
Let me ask you;
Why would any-one play longer than 2 months?
In 2 months, a terrible player, playing only an hour a day, beats all campaigns, on atleast 1 character.
The game is "Dying" Now, according to people.
With your suggestions? It'd have died a month or 2 after Eotn was out, because there'd be no incentive to play at all.
Let me ask you;
Why would any-one play longer than 2 months?
In 2 months, a terrible player, playing only an hour a day, beats all campaigns, on atleast 1 character.
The game is "Dying" Now, according to people.
With your suggestions? It'd have died a month or 2 after Eotn was out, because there'd be no incentive to play at all.
Jacobbs
Quote:
personally to me, DP is more a problem in HM areas in the lower parts of the game( noob island in factions for example). There you have a higher chance of dying due to lack of party strength.
But reffering to end game areas and such.... Ppl remove DP and such b/c in HM areas 60% and your gone. And trust me, nothing is more annoying then having known you jsut wasted 2hrs doing something b/c you got kicked out b/c of a thing that you could have prevented(DP). As for Pve Skills. I perosnally love them b/c as you said they offer class diversion. And, for them to be really any good, you need to level up the ranks, so you esseentially worked for those skills. So overall no i dotn think that pve skills are a prob, and DP is an inconvience that can turn deadly. |
Isn't that the point of DP?
It's supposed to make you think about your team build, your skills, and your decisions. I feel you're approaching the DP problem from the other side. I strongly believe that this mentality towards DP is the main problem behind the lack of finesse in pve. DP should not be something that's an inconvenience, it should be a penalty.
Quote:
You say Remove HM as your first point.
Let me ask you; Why would any-one play longer than 2 months? In 2 months, a terrible player, playing only an hour a day, beats all campaigns, on atleast 1 character. The game is "Dying" Now, according to people. With your suggestions? It'd have died a month or 2 after Eotn was out, because there'd be no incentive to play at all. |
The problem is that with all these things lowering the bar of entry into end-game PvE now, it is unfeasible to remove end-game without first making normal mode PvE the equivalent to the current HM.
Black Metal
heroes, pve skills, dp removal, consumables of any kind, summoning stones........these follow a long-established line of power creep that many games have as they advance in age. I think it may be inevitable, to keep people interested you must introduce new mechanics and items.
Sankt Hallvard
I did, but note that I also say "add smarter monsters, better skillbars". This means I'd like to see the current "hard mode" replaced with another type of "hard mode", namely one where abusing "tanking", spirits and other gimmicks would no longer be feasible. Make it more similar to pvp, having a goal to prepare the way to pvp or at least more challenging and active play in pve.
To me playing a mmorpg(or whatever it's called) is all about social interaction, regardless of whether it's pvp or pve. If I wanted to run around with heroes I would settle for a single player game. If I wanted to picture myself in a shiny armor I'd close my eyes and start dreaming about it.
I don't know why people would play longer than 2 months tbh and to me that's irrelevant. If they don't find the game fun they shouldn't play it is how I see it. With my assumption that people don't actually enjoy the grind itself this implies that most people should for their own benefit quit the game, or should have a long time ago.
To preempt what is bound to come("You don't know what people want! They LIKE grind!") I readily admit that I don't have the authority to tell how people feel or should feel. But personally I am convinced that this whole grind business is a form of addiction or brain washing. People like to experience "achievement" and "progress", but when the achievements are made easier - only more time consuming what is left? I think I can have the majority agree that running out of Droknar's Forge to the troll cave 500 times in a row is NOT fun in itself, similarly clicking 7 stacks of alcohol over a period of days and weeks is NOT fun in itself either. Still people seem obsessed with seeing progress bars fill up. Why?
My vision is simply to remove these clearly grind based tasks and replace them with other "more meaningful" tasks that are in themselves more fun. In my own experience I like to pug FoW, not because the rewards are high but because it's fun to see people get into arguments and others trying to make the people work together etc. I mostly pvp though, because this is where I find the most FUN. I play the different formats based on how fun and accessible they are, not the rewards they yield. If I wanted kurzick/luxon faction I would do speed clears rather than AB. Yet I never speed clear and will happily switch sides in AB even at the cost of losing faction every time. I'm not alone in this, but I suppose I belong to a minority. Does the minority see something the majority does not or is the majority always correct?
Another guy posted this link in another thread: http://progressquest.com/ I find that concept spot on and totally hilarious. People in GW seem to go for the same objective, faster and more effective(boring) farming methods to achieve "progress". So if progress is the ultimate goal, why not remove the boring grind to get there?
I don't know how to respond to "the game is dying". Apparently it's been dying for years now and it will probably be "dying" for another couple of years. If anything I'd say that this is the result of the path of grind that was implemented. Even if the opposite was true, that more senseless titles kept the game on life support I'd rather pull the plug.
tl;dr - See my previous post..
To me playing a mmorpg(or whatever it's called) is all about social interaction, regardless of whether it's pvp or pve. If I wanted to run around with heroes I would settle for a single player game. If I wanted to picture myself in a shiny armor I'd close my eyes and start dreaming about it.
I don't know why people would play longer than 2 months tbh and to me that's irrelevant. If they don't find the game fun they shouldn't play it is how I see it. With my assumption that people don't actually enjoy the grind itself this implies that most people should for their own benefit quit the game, or should have a long time ago.
To preempt what is bound to come("You don't know what people want! They LIKE grind!") I readily admit that I don't have the authority to tell how people feel or should feel. But personally I am convinced that this whole grind business is a form of addiction or brain washing. People like to experience "achievement" and "progress", but when the achievements are made easier - only more time consuming what is left? I think I can have the majority agree that running out of Droknar's Forge to the troll cave 500 times in a row is NOT fun in itself, similarly clicking 7 stacks of alcohol over a period of days and weeks is NOT fun in itself either. Still people seem obsessed with seeing progress bars fill up. Why?
My vision is simply to remove these clearly grind based tasks and replace them with other "more meaningful" tasks that are in themselves more fun. In my own experience I like to pug FoW, not because the rewards are high but because it's fun to see people get into arguments and others trying to make the people work together etc. I mostly pvp though, because this is where I find the most FUN. I play the different formats based on how fun and accessible they are, not the rewards they yield. If I wanted kurzick/luxon faction I would do speed clears rather than AB. Yet I never speed clear and will happily switch sides in AB even at the cost of losing faction every time. I'm not alone in this, but I suppose I belong to a minority. Does the minority see something the majority does not or is the majority always correct?
Another guy posted this link in another thread: http://progressquest.com/ I find that concept spot on and totally hilarious. People in GW seem to go for the same objective, faster and more effective(boring) farming methods to achieve "progress". So if progress is the ultimate goal, why not remove the boring grind to get there?
I don't know how to respond to "the game is dying". Apparently it's been dying for years now and it will probably be "dying" for another couple of years. If anything I'd say that this is the result of the path of grind that was implemented. Even if the opposite was true, that more senseless titles kept the game on life support I'd rather pull the plug.
tl;dr - See my previous post..
Infanta
Honestly title grind PvE skills are the most damaging addition to guild wars in my opinion. It used to be that your build was only as good as you were clever, or as good as you were at using it properly. Now you have builds which are good because you spend 20-30 hours grinding titles and basically just use these stupidly powerful PvE skills as a crutch, which don't require any though or motivation to be a better player... just grind your title, and spam your new win buttons.
You mention Mesmer getting popularity... the Me/A build is seriously the most offensive thing I've ever seen in guild wars, just abusing fast casting to spam stupidly overpowered pve skills... that is NOT the type of game guild wars used to be. Yes, there have always been certain builds which were very good, maybe even OP, but that was usually due to several skills working together and synergizing so beautifully. Now we have just a random assortment of skills that are just stupidly strong by themselves and you throw them together without a second thought.
Hardmodes and the end dungeons are a great thing, they give a challenge to people who otherwise would be bored with the game, but I don't see what the point of offering challenging content and then adding ridiculosu skills to trivialize said content. I remember, myself included, how much people wanted to see a PvE/PvP split, but if i had known the end result would be this I'd prefer to go back to everyone sharing the same skills and leaving room for creativity instead of everying carrying their three pve skills, and elite and then some kind of filler.
You mention Mesmer getting popularity... the Me/A build is seriously the most offensive thing I've ever seen in guild wars, just abusing fast casting to spam stupidly overpowered pve skills... that is NOT the type of game guild wars used to be. Yes, there have always been certain builds which were very good, maybe even OP, but that was usually due to several skills working together and synergizing so beautifully. Now we have just a random assortment of skills that are just stupidly strong by themselves and you throw them together without a second thought.
Hardmodes and the end dungeons are a great thing, they give a challenge to people who otherwise would be bored with the game, but I don't see what the point of offering challenging content and then adding ridiculosu skills to trivialize said content. I remember, myself included, how much people wanted to see a PvE/PvP split, but if i had known the end result would be this I'd prefer to go back to everyone sharing the same skills and leaving room for creativity instead of everying carrying their three pve skills, and elite and then some kind of filler.
Jacobbs
Quote:
I did, but note that I also say "add smarter monsters, better skillbars". This means I'd like to see the current "hard mode" replaced with another type of "hard mode", namely one where abusing "tanking", spirits and other gimmicks would no longer be feasible. Make it more similar to pvp, having a goal to prepare the way to pvp or at least more challenging and active play in pve.
To me playing a mmorpg(or whatever it's called) is all about social interaction, regardless of whether it's pvp or pve. If I wanted to run around with heroes I would settle for a single player game. If I wanted to picture myself in a shiny armor I'd close my eyes and start dreaming about it. I don't know why people would play longer than 2 months tbh and to me that's irrelevant. If they don't find the game fun they shouldn't play it is how I see it. With my assumption that people don't actually enjoy the grind itself this implies that most people should for their own benefit quit the game, or should have a long time ago. To preempt what is bound to come("You don't know what people want! They LIKE grind!") I readily admit that I don't have the authority to tell how people feel or should feel. But personally I am convinced that this whole grind business is a form of addiction or brain washing. People like to experience "achievement" and "progress", but when the achievements are made easier - only more time consuming what is left? I think I can have the majority agree that running out of Droknar's Forge to the troll cave 500 times in a row is NOT fun in itself, similarly clicking 7 stacks of alcohol over a period of days and weeks is NOT fun in itself either. Still people seem obsessed with seeing progress bars fill up. Why? My vision is simply to remove these clearly grind based tasks and replace them with other "more meaningful" tasks that are in themselves more fun. In my own experience I like to pug FoW, not because the rewards are high but because it's fun to see people get into arguments and others trying to make the people work together etc. I mostly pvp though, because this is where I find the most FUN. I play the different formats based on how fun and accessible they are, not the rewards they yield. If I wanted kurzick/luxon faction I would do speed clears rather than AB. Yet I never speed clear and will happily switch sides in AB even at the cost of losing faction every time. I'm not alone in this, but I suppose I belong to a minority. Does the minority see something the majority does not or is the majority always correct? Another guy posted this link in another thread: http://progressquest.com/ I find that concept spot on and totally hilarious. People in GW seem to go for the same objective, faster and more effective(boring) farming methods to achieve "progress". So if progress is the ultimate goal, why not remove the boring grind to get there? I don't know how to respond to "the game is dying". Apparently it's been dying for years now and it will probably be "dying" for another couple of years. If anything I'd say that this is the result of the path of grind that was implemented. Even if the opposite was true, that more senseless titles kept the game on life support I'd rather pull the plug. tl;dr - See my previous post.. |
Eragon Zarroc
true, DP removal is so readily available that DP doesn't even really matter anymore. quite rediculous.
MagmaRed
I enjoy PvE skills, they are fun to use (some of them at least). I agree that they remove the learning nature of the game though. I often times see people complain that they can't do certain things because they don't have access to a particular PvE skill yet. This just means they haven't learned how to use the normal skills effectively. Everything can be done without PvE skills, and yes, it means most of those things will take longer. I do not really want to see PvE skills removed, but I wouldn't be too sad to see it happen. I learned how to play the game, so not having the PvE skills will just mean a few things will take longer.
DP.... not really sure, and I am probably rare in my view on this. I hate dying. HATE it. It drives me nuts to see people dye with no regard to what may result from it. In fact, I sat with a rezbot hero and BiPed my way through my Candy Canes and other DP removers for my Sweet Tooth title because I rarely need them when playing. But I do agree that people in general do not realize dying is bad, and will just rez and use a Powerstone, Candy Cane, etc. And the amount of XP you get in HM means that any DP you get will be gone fast anyway. So I guess I would be happy to see a larger 'penalty' for deaths, but don't really think it is needed. Instead, I'd say it would be better to reduce the ways to acquire and/or the amount removed with the consumables.
DP.... not really sure, and I am probably rare in my view on this. I hate dying. HATE it. It drives me nuts to see people dye with no regard to what may result from it. In fact, I sat with a rezbot hero and BiPed my way through my Candy Canes and other DP removers for my Sweet Tooth title because I rarely need them when playing. But I do agree that people in general do not realize dying is bad, and will just rez and use a Powerstone, Candy Cane, etc. And the amount of XP you get in HM means that any DP you get will be gone fast anyway. So I guess I would be happy to see a larger 'penalty' for deaths, but don't really think it is needed. Instead, I'd say it would be better to reduce the ways to acquire and/or the amount removed with the consumables.
miskav
Quote:
Your post is exactly the kind of mentality that I am talking about. "it's so inconvenient to 'waste' 2 hours because you get booted when you have 60% DP".
Isn't that the point of DP? It's supposed to make you think about your team build, your skills, and your decisions. I feel you're approaching the DP problem from the other side. I strongly believe that this mentality towards DP is the main problem behind the lack of finesse in pve. DP should not be something that's an inconvenience, it should be a penalty. Old school THK (before the nerf) was super fun. It actually challenged a team of humans. Then people started figuring out that you could just sit at the king, and well, the mission devolved into something of a tank and spank waiting game. The original THK was a lot of fun, and while the tank and spank way may be easier (and it certainly was), the "real" way to do THK was infinitely more fun and engaging. The problem is that with all these things lowering the bar of entry into end-game PvE now, it is unfeasible to remove end-game without first making normal mode PvE the equivalent to the current HM. |
I meant, No HM was nice for the first bit, yes THK was hard, and fun, and rewarding.
But the point is.
The game is 5 years old, it'd be unfathomable to remove HM at this point (Or any point after implementation)
Because GW, as it stands, is just too easy of a game.
(Before you argue "You never played THK when it was hard")
I played since Day 1, and I literally beat Prophecies in a month, casually.
Jacobbs
Quote:
I enjoy PvE skills, they are fun to use (some of them at least). I agree that they remove the learning nature of the game though. I often times see people complain that they can't do certain things because they don't have access to a particular PvE skill yet. This just means they haven't learned how to use the normal skills effectively. Everything can be done without PvE skills, and yes, it means most of those things will take longer. I do not really want to see PvE skills removed, but I wouldn't be too sad to see it happen. I learned how to play the game, so not having the PvE skills will just mean a few things will take longer.
DP.... not really sure, and I am probably rare in my view on this. I hate dying. HATE it. It drives me nuts to see people dye with no regard to what may result from it. In fact, I sat with a rezbot hero and BiPed my way through my Candy Canes and other DP removers for my Sweet Tooth title because I rarely need them when playing. But I do agree that people in general do not realize dying is bad, and will just rez and use a Powerstone, Candy Cane, etc. And the amount of XP you get in HM means that any DP you get will be gone fast anyway. So I guess I would be happy to see a larger 'penalty' for deaths, but don't really think it is needed. Instead, I'd say it would be better to reduce the ways to acquire and/or the amount removed with the consumables. |
Infanta
Quote:
I'm not completely sold on my point about PvE skills. I think the PvE skills do bring something to the mix, and allow classes like mesmers to get a slot in a party. Your point about playing effectively without the PvE skills though, that is a huge point that I neglected to mention explicitly. You hit the nail on the head with that one.
|
NerfHerder
Sounds like GW has just stopped being new and interesting to you. It happens to most games after a year or less. Its amazing and a good sign that GW has maintained a reliable base of players for 5 years.
What can they do about it?
Release GW2
What can they do about it?
Release GW2
FoxBat
Hard mode was the mistake really, but it could be seen as far back as DoA. Most of the playbase doesn't want a challenge, but they feel entitled to HM and its titles. So we get an ever increasing player creep of heroes, pve skills, consumables, and finally the skillsplit to atone for Anet's original mistake. The main problem is difficulty and player powers evolved in very assymetrical and imbalanced ways, making a relatively balanced (albeit easy) normal mode into the pve balance nightmare we have now.
Spiritz
Hmm , i personally rarely use anything to remove dp , i do have stacks of candycane an 2 stacks of clovers but candy is for mesmers sweet title where i purposly die for dp an use candy for points.But in general i never use dp removal , usually cept rare times i regain zero dp via fighting .If the event where i do die an its 60% dp then i restart.
Dp shud be left as it is and the removal cons left as well - as stated by others there are times where dp removal is needed - like a party wipe as 1 person has 60%.
If your doing an elite area and got hit by lag and died thru no fault of your own its needed.
Next things gonna be someone saying remove res shrines and res skills and when you die thats it - end of chr and re-roll which im sure if anet did that say bye to 99% of players.
pve skills are gd in most cases and the mes bit i lol`d at , i cant assume how long you`d been playing gw for but 600/smite i always went smite as a Mesmer not a monk and when myself and a few guildies did stuff as 600/smite funny enough they had my mes as bonder.
Often mes are overlooked thru bad skill ideas by anet and yes if mes have only 2 gd skills which are pve only then hell why not use them 2 skills.Mes have a use and ppl use them - wheres the problem in that ?
Why not just remove all player classes , armor , weapons , skills and have 1 type with a sword and no skills etc and then try and play gw ( infact make all professions into mesmer with mes pve skills only :P ).
( above is pure sarcasm so dont take literally )
Dp shud be left as it is and the removal cons left as well - as stated by others there are times where dp removal is needed - like a party wipe as 1 person has 60%.
If your doing an elite area and got hit by lag and died thru no fault of your own its needed.
Next things gonna be someone saying remove res shrines and res skills and when you die thats it - end of chr and re-roll which im sure if anet did that say bye to 99% of players.
pve skills are gd in most cases and the mes bit i lol`d at , i cant assume how long you`d been playing gw for but 600/smite i always went smite as a Mesmer not a monk and when myself and a few guildies did stuff as 600/smite funny enough they had my mes as bonder.
Often mes are overlooked thru bad skill ideas by anet and yes if mes have only 2 gd skills which are pve only then hell why not use them 2 skills.Mes have a use and ppl use them - wheres the problem in that ?
Why not just remove all player classes , armor , weapons , skills and have 1 type with a sword and no skills etc and then try and play gw ( infact make all professions into mesmer with mes pve skills only :P ).
( above is pure sarcasm so dont take literally )
Skyy High
DP removal came out at, iirc, the second Wintersday. It's been a part of GW for a long time now, much longer than HM. I don't think you can really pin the "decline" of GW on DP removal.
Iron Smerf
True, but In some instances when one is unprepared, does not have the funds for anti dp, or something of the such, DP can be quite the problem. One example of this would be in the Wurm area, many people do not bring cons/anti DP on these Vanquishes, but as soon as the wurm parts are finished, the group will be flushed out by the DP and large mobs not acsessible by the wurm.
Iuris
Every game has to walk a fine line between "too easy" and "too hard". Too easy, and whatever you achieve will not matter, since it was too easy to get. Too hard, and you'll eventually ask yourself "Why am I doing this, again?".
For me, a major part in gameplay is to avoid frustration. DP is the perfect example of this isue: Once you accumulate some, it becomes easier and easier to get more. Eventually it locks you down to the point where it's almost impossible to finish the task. And suddenly, you find that you have wasted hours of time for nothing. Litterally frustrating (frustra being latin for nothing, in vain).
How long would I play this way? How long until the game is not worth playing any more because hours of work can be wasted for nothing? Eventually, I'd move away, and play something else.
Or, I could pay the price of failure in some other way.
Now look at the best DP removal method: the powerstone of courage. It's a price, and not a cheap one. The granite and dust and gold actually amount to quite a large amount -several thousand gold. Something a farmer with thousands of gold per hour earnings may be able to ignore. For me, earning 5-10k per day of play, it's not. A powerstone is a large price to pay.
Do note one thing, too: you only get DP if there's actually a resurrection shrine around. In many cases, there isn't one, and it's good that most of those cases are things to do in half an hour. Two hours wasted on one TPK? I'd play something else...
For me, a major part in gameplay is to avoid frustration. DP is the perfect example of this isue: Once you accumulate some, it becomes easier and easier to get more. Eventually it locks you down to the point where it's almost impossible to finish the task. And suddenly, you find that you have wasted hours of time for nothing. Litterally frustrating (frustra being latin for nothing, in vain).
How long would I play this way? How long until the game is not worth playing any more because hours of work can be wasted for nothing? Eventually, I'd move away, and play something else.
Or, I could pay the price of failure in some other way.
Now look at the best DP removal method: the powerstone of courage. It's a price, and not a cheap one. The granite and dust and gold actually amount to quite a large amount -several thousand gold. Something a farmer with thousands of gold per hour earnings may be able to ignore. For me, earning 5-10k per day of play, it's not. A powerstone is a large price to pay.
Do note one thing, too: you only get DP if there's actually a resurrection shrine around. In many cases, there isn't one, and it's good that most of those cases are things to do in half an hour. Two hours wasted on one TPK? I'd play something else...
4thVariety
In the days before quick DP removal, people quitting the team was a rampant problem. If you remove the DP, you at least only ruin the "DP experience" for yourself. All the quitters back in the day ruined the run for the entire team. I'd say DP removal improved at least that situation.
It is also worth noting that the norm in games has always been death being a loss of progression. Not only the player is reset to a spawning location, but also the level. Games such as Guild Wars and Bioshock removed that, one can chip away enemies one at a time. One solution is as arbitrary as the other, we are merely used to the tougher one, because old games used to be a lot shorter, requiring those drastic losses to occur in an effort to stretch out the game. Just think of Gradius, which basically became unplayable once you died too far in and had no strategy there to fight your way back up.
For a long game, such as MMOs, it makes sense to have death be only an inconvenience. Because the game is more than six levels one could complete in 60 minutes, if one was not constantly reset to the beginning. No need to turn GW into MegaMan, simply because GW has more content to throw at the player.
It is also worth noting that the norm in games has always been death being a loss of progression. Not only the player is reset to a spawning location, but also the level. Games such as Guild Wars and Bioshock removed that, one can chip away enemies one at a time. One solution is as arbitrary as the other, we are merely used to the tougher one, because old games used to be a lot shorter, requiring those drastic losses to occur in an effort to stretch out the game. Just think of Gradius, which basically became unplayable once you died too far in and had no strategy there to fight your way back up.
For a long game, such as MMOs, it makes sense to have death be only an inconvenience. Because the game is more than six levels one could complete in 60 minutes, if one was not constantly reset to the beginning. No need to turn GW into MegaMan, simply because GW has more content to throw at the player.
Jacobbs
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your point about mesmers only goes to show there's something wrong with mesmers, not that pve skills are a good thing.
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DP removal came out at, iirc, the second Wintersday. It's been a part of GW for a long time now, much longer than HM. I don't think you can really pin the "decline" of GW on DP removal.
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Consumables are another class of pve only items that I feel lower the bar for players to actually get better.
Everyone's speaking about frustration with being kicked out after being 60'd out. That's the point of DP though. It seems the point of DP as a punishment for ducking up is lost on a lot of people. Yea, you get booted. Yea, it's a pain in the ass. Yes, you will fail. That is the point of Death Penalty is it not? In pvp, if you get 60'd during a GvG, you don't res at the shrine. You are punished for your mistakes.
I was vanquishing Serpent Lakes about 80% through, and was pretty close to 60%, but managed to work my way to a 4% morale boost by the time I was done. This stuff is not insurmountable, but it certainly makes life tougher, which is the point of death penalty as a punishment mechanic. It just seems that with the flood of dp removal, a large part of the reward/punishment system is negated (specifically, the punishment part).
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Hard mode was the mistake really, but it could be seen as far back as DoA. Most of the playbase doesn't want a challenge, but they feel entitled to HM and its titles. So we get an ever increasing player creep of heroes, pve skills, consumables, and finally the skillsplit to atone for Anet's original mistake. The main problem is difficulty and player powers evolved in very assymetrical and imbalanced ways, making a relatively balanced (albeit easy) normal mode into the pve balance nightmare we have now.
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I get it, losing isn't fun. But what is enjoyable when you just steamroll through everything mashing 2 buttons? Seems that people like me could be considered "purists", in that we don't use PvE skills, or consumables, simply because it feels like cheating to me.
4thVariety
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Do you guys things GW's HM is easy simply because people would be fed up with losing all the time?
I get it, losing isn't fun. But what is enjoyable when you just steamroll through everything mashing 2 buttons? Seems that people like me could be considered "purists", in that we don't use PvE skills, or consumables, simply because it feels like cheating to me. |
What's not fun about losing is the loss of progress. Take a game such as CoD4: 50% of player there lose all the time, but they stick with it because winning is not their goal, progressing towards more unlocks is. You can do that still while you are losing, winning only accelerates it moderately.
In GW losing means being denied any progress and the table scraps of monsters do not count in this context. That makes more people log off permanently than any wipe. That is what WoW has over Everquest, no denial of progress due to a player screw up. If you spend and hour only to be where you were before starting spend that hour the game has a problem. It needs to reconcile every time investment of the player, not just the successful run.
GW PvP is hilariously oblivious to that and its players usually defend that notion to the grave, even in the absence of people to play against.
Jacobbs
But you do progress when you fail. You pick up something called experience. And I don't mean +xp for skill points.
Guild Wars has always been a game that engaged the player more so than games like WoW or other MMOs. My character has an upper limit. After that, it becomes a problem that's between the chair and the monitor.
Is that why people don't like to fail in GW? Because it takes them down a notch? I mean, that seems to be the fundamental. "The game won't let me win unless I actually try, so I'm leaving."
If I spend an hour and RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO something up, I will know not to do that again. Perhaps I'm vanquishing and I took a bad route. Maybe I went too fast and double aggro'd, sealing the deal. Does it suck? Yes. Did I learn from my mistakes? Hopefully. What happened? I developed as a player.
Guild Wars has always struck me as a different game. The game put the focus on player development over character development, and the introduction of DP removal, cons, and PvE skills (for the most part) has shifted the focus of GW from player development to character development. And to me, that's the most unfortunate development of all. Games will decline with age, that's a given.
Guild Wars has always been a game that engaged the player more so than games like WoW or other MMOs. My character has an upper limit. After that, it becomes a problem that's between the chair and the monitor.
Is that why people don't like to fail in GW? Because it takes them down a notch? I mean, that seems to be the fundamental. "The game won't let me win unless I actually try, so I'm leaving."
If I spend an hour and RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO something up, I will know not to do that again. Perhaps I'm vanquishing and I took a bad route. Maybe I went too fast and double aggro'd, sealing the deal. Does it suck? Yes. Did I learn from my mistakes? Hopefully. What happened? I developed as a player.
Guild Wars has always struck me as a different game. The game put the focus on player development over character development, and the introduction of DP removal, cons, and PvE skills (for the most part) has shifted the focus of GW from player development to character development. And to me, that's the most unfortunate development of all. Games will decline with age, that's a given.
4thVariety
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But you do progress when you fail. You pick up something called experience. And I don't mean +xp for skill points.
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"Player action acknowledgment" might be the single most important psychological factor to drag people to your game in the last five years. At least among the self-proclaimed "hardcore crowd". The 360 made it its core online feature with the player score, the PS3 was engulfed in hateflame until they patched it in (Trophies), the Wii avoids this market as best as it can, aiming at totally different mindsets among target customers.
What is the difference between UT3 and CoD4? Between 360 and Wii? Between Farmville and any other dumb Sim? Between a utterly failed Quake Wars and a rather successful Bad Company. It is not the carrot, it is not the quality of the game, the lack of bugs, or the technical perfection, or the age of the players. It is the game acknowledging the player did something even after he basically did nothing and allowing him to resume from there next time he logs in.
In GW PvP you can have four victories in a row, only to be told by the game that you still suck and do not deserve "a point". Compared to other games that is a major turn off and the idealistic truth of me getting better in both games by losing a lot is valid either way.
Losing needs to be fun, because you will lose a lot! Winning, that is seldom enough for most players that it does not require a reward on top of it. Because winning being its own reward is accepted in society, learning through failing is not.
Fay Vert
The problem with GW is that if you use optimal builds and imba skills then GW is too easy, but if you don't use those builds it's too hard. It's no good dealing with one and not the other, both the builds and the areas need bringing back to a happy balance.
Martin Alvito
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The problem with GW is that if you use optimal builds and imba skills then GW is too easy, but if you don't use those builds it's too hard.
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Given the business model, I suspect that the problem is intractable.
Essence Snow
For those who complain GW is too easy......No one is forcing ya'll to use the "easy button" builds and or skills. Some people restrict themselves while playing to counter this "easy button". Try HM Elite area with only 4 party members using non-gimic builds if u want some challenge. Don't use the cons that make it easier if u want a challenge. The level of difficulty is entirely up to you. Evidently from this thread and some others there are ppl that enjoy self-inposed restrictions....find them and play with them if you need more than one person. You always have the option....and complaining that a game is too easy when you have the option for it not to be is........well you know what I mean.
Estief Yu
Heroes killed this game for me. I bought the game when it first came out but was playing other games at the time, so I didn't actually start playing until a year ago. I didn't have any of the campaigns but Prophecies at the time, but I had way more fun than after I bought the trilogy. Honestly, why would I play this game when I can play better single player games? When I only had Prophecies I HAD to group, henchmen were a joke. But that was way more fun, even when I had to sit in a mission for an hour waiting for enough people to join.
I honestly don't understand what they were thinking when they released heroes...it's become so bad now that most people just hero everything. No thanks, I'll just go play Fallout or Borderlands.
I wish I had actually given Guild Wars a chance when I first bought it when it had come out. Hopefully GW2 will give me the chance to experience what I missed from GW, but I have to say if they have anything like Heroes in GW2 I will be sorely disappointed.
I honestly don't understand what they were thinking when they released heroes...it's become so bad now that most people just hero everything. No thanks, I'll just go play Fallout or Borderlands.
I wish I had actually given Guild Wars a chance when I first bought it when it had come out. Hopefully GW2 will give me the chance to experience what I missed from GW, but I have to say if they have anything like Heroes in GW2 I will be sorely disappointed.
Amaurosis
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true, DP removal is so readily available that DP doesn't even really matter anymore. quite rediculous.
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ex: Someone keeps finding themselves constantly being killed. After realizing partly what they're doing wrong, they add defense capabilities to their template providing more survivability.
Even though they are dying less frequently, the amount of deaths they receive are still an issue to them. That player then realizes that at times they tend to rush enemies head on and take the most initial damage. As a result they decide to be more careful when approaching enemies and if they find themselves taking too much damage, instead of just standing there, they've came to the conclusion that they should get out of immediate danger to relieve pressure on themselves and on their healers
The end result is someone who has just learned simple tactics and will later thrive as a player as they encounter other people who learned from their mistakes. DP represented a great Trail and Error scenario for people to actively understand their flaws and build off of them.
With DP removers, that doesn't exist. Dying is no longer an issue and DP means absolutely nothing as they can easily pop a consumable to remove the DP and carelessly continue with their playstyles. That coped with OP builds that require no coordination/thinking to execute has resulted in the development of PvE to deteriorate.
DP should never be an issue if you and those around you are actually developing in regards of abilities to learn and adapt to situations. Otherwise you are just refusing to actually stop for a moment and actually analyze the 8 skills on your bar and possibly of those in your group.
R_Frost
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Hard mode was the mistake really, but it could be seen as far back as DoA. Most of the playbase doesn't want a challenge, but they feel entitled to HM and its titles. So we get an ever increasing player creep of heroes, pve skills, consumables, and finally the skillsplit to atone for Anet's original mistake. The main problem is difficulty and player powers evolved in very assymetrical and imbalanced ways, making a relatively balanced (albeit easy) normal mode into the pve balance nightmare we have now.
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i was for the skill split and felt the skill split was needed shortly after factions release. Anet was having a hard time then trying to balance PvP and the extra skills from factions, nightfall and EoTN didnt make it any easier. Anet just waited too long and by the time the split happened, it was too late. PvE skills were a staple on most bars by then so giving us normal skill with more damage in the PvE versions was too late. had the split been done sooner, PvE skills may of never been needed as long as a more balanced HM was done at the same time.
Heros were nice to an extent at first. before heros, yeah people played with other people more, mainly because there was more people to play with and the henchie bars for the most part were bad. as factions came out, then nightfall and later EoTN, the henchies got no love. would we of really needed heros with the release of nightfall if the henchies had gotten skill bar improvements as skill balances happened? probably not but most of the community were screaming back then how bad the henchies were and wanted something different so we were given hero's, a customizeable henchie. my only gripe towards heros really is that why, after nightfall, were we given more yet still only able to run 3 at a time. i would love a whole party at times but really at the minimum i would like even just 1 more.
Silmar Alech
Apropos DP and consumables. I remember a hard mode run through the Ooze Pit with my guild. In normal mode one of the easy dungeons, in hard mode one of the nasty ones. Usually, I carry my "Dungeon Survival Kit", which is a selection of consumables for self- and party-buff. I use it seldomly, but in rare cases an armor or salvation makes us succeed even if we went with a bad team setup. So it happens that I forgot it, and my party members forgot their DP-removing consumables as well.
Usually someone immediately throws four-leaf clovers or honeycombs if someone died. But not this time. After the first few ooze mobs everyone had some DP and our 3 heroes had between 45 and 60%.
We continued - only much more careful. We remembered the tactics we learnt long ago but forgot about. Better team coordination. I flagged my heroes better. We let the warrior tank better. We regenerated better between fights. We proceeded slower. Used the landscape. We chose and called targets better. In the next 20 minutes, my heroes went from 60% DP to 0% or even 5% morale boost. At the end, we succeeded comfortably.
For me, it tells that consumables allows inferior play style and promotes it. They somewhat dumb players down. They allow players with less patience and skill to succeed where they usually cannot succeed.
But it is not a bad thing, in my opinion. We want to succeed and be the victor. This is fun. Failure is annoying and no fun. We play for fun, not to be annoyed. So there is no point in asking to remove (DP-removing) consumables. For me, it is even more fun when I succeed without consumables where others cannot. For others, it is already fun when they succeed, no matter what it took. Live and let live.
If you want to take a challenge, simply don't carry consumables. But don't force others to drop theirs as well.
Usually someone immediately throws four-leaf clovers or honeycombs if someone died. But not this time. After the first few ooze mobs everyone had some DP and our 3 heroes had between 45 and 60%.
We continued - only much more careful. We remembered the tactics we learnt long ago but forgot about. Better team coordination. I flagged my heroes better. We let the warrior tank better. We regenerated better between fights. We proceeded slower. Used the landscape. We chose and called targets better. In the next 20 minutes, my heroes went from 60% DP to 0% or even 5% morale boost. At the end, we succeeded comfortably.
For me, it tells that consumables allows inferior play style and promotes it. They somewhat dumb players down. They allow players with less patience and skill to succeed where they usually cannot succeed.
But it is not a bad thing, in my opinion. We want to succeed and be the victor. This is fun. Failure is annoying and no fun. We play for fun, not to be annoyed. So there is no point in asking to remove (DP-removing) consumables. For me, it is even more fun when I succeed without consumables where others cannot. For others, it is already fun when they succeed, no matter what it took. Live and let live.
If you want to take a challenge, simply don't carry consumables. But don't force others to drop theirs as well.
Skyy High
Sure they were. You think people only stock up on these things now? I got a stack the first wintersday they came out, and I'm not really a big farmer, because I knew right away that they'd be useful. Everyone else did the same thing, and so people were selling stacks of candy canes for months afterwards (pretty much until people started to look at the calendar and realized they'd be back soon enough). Compare the price of a powerstone to any other DP removal out there; they're not exactly "readily available" when you can buy pretty much any other kind of DP removal for cheaper from players.
JDRyder
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You say Remove HM as your first point.
Let me ask you; Why would any-one play longer than 2 months? |
I've been playing for 57 months and most of that has been in Nm, not to mention the game did fine (arguably better, and im sure most will agree) before Pve skills and HM.
HM imo is a joke in itself. They made HM in the laziest way possible (huge stat buffs to npcs) and then made a bunch of Pve skills to make HM easier. Imo a lot could be fixed with the game by simply disabling Pve skills in HM.
FoxBat
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i dont think HM was a mistake. poorly designed and implemented would be more like it.
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The other part is making a challenging mode, and then giving people OP tools to walk over it like it's normal. What's the point? Might as well leave things easy but balanced. Yeah I'd like a well done, challenging balanced HM, but it's evident most don't, so its a non-starter.
Skyy High
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Originally Posted by Fay Vert
The problem with GW is that if you use optimal builds and imba skills then GW is too easy, but if you don't use those builds it's too hard.
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GW is not in any way "too hard" if you're not using the best builds. You probably won't be able to beat the elite content without using the best builds, since build creation is a large part of what counts as "skill" in this game, but you can lulz your way through NM with whatever you want, and with some difficulties you can get through most HM with almost anything that you put some thought into.
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Originally Posted by Estief Yu
I honestly don't understand what they were thinking when they released heroes...it's become so bad now that most people just hero everything.
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