I agree with the grind thread

Stur

Stur

Frost Gate Guardian

Join Date: May 2005

Athens Georgia

Outlaws of Ascalon

E/Mo

The best solution I can think of and that I've seen suggested here would be to chop the game in half. Make the PVP characters only able to PVP with other PVP characters. And the PvE characters can only PvP with other PvE characters. A kind of separate but equal solution. Kind of like having 2 games in one but the 2 games don't interacted and have no affect on each other. That would be an acceptable solution, that way if you never make your pvp character and unlock everything you never have to face someone that has.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Stur
What if they game all the skills but you still had to unlock all the equipment and runes and stuff?
It's a nice try at compromise, but it comes down to whether you feel there should be any edge in PvP due solely to time spent playing. If you feel there should be none, and that any edge should only be through skill then it is just as unacceptable. Making it less of an edge is nice, but it is still present, and if everything is equal then edges decide games. That's one of the reasons that big competitive gaming events happen live on networked machines; it eliminates possible edges conferred by ping, lag, hardware etc... it's all about skill. I'm not expecting that GW will be in the next cyberathletics competition, but there are players out there who want to PvP, and for whom it is less fun if they win a match due to having better gear, but also need to have the best gear so that they don't lose a match due to gear. An even playing field should be that: even.

Shamblemonkee

Shamblemonkee

Lion's Arch Merchant

Join Date: May 2005

UK, Bristol

Gwen's Red Capes [Gwen]

Mo/R

well then lets get oe thing right in the open straight away:

Are you solely asking for an unlock all skills? Or would you want equivilent equipment too?

NiknudStunod

Frost Gate Guardian

Join Date: Apr 2005

I would be willing to give in on equipment but in a perfect game you could unlock those as well. Even playing field in pvp is what I want.

FrogDevourer

FrogDevourer

on a GW break until C4

Join Date: Feb 2005

In your shadow

Servants of Fortuna

Quote:
Originally Posted by Sausaletus Rex
Expand skill trainer lists not by adding a few skills but by orders of magnitude. They had four skills? Let them have forty. But let us decide which ones we want from them.
...
People don't need 150 skills to be competitive, after all. They just need the right 20 or 30, if that.
I have mixed feelings regarding this idea. It sure sounds like a good fix to the current skill system, but it is far from perfect.

I'm enjoying both PvE and PvP in this game. I'm a casual player, I like to start with a weakling and to level this character to Ascension, gaining strength and items along the way. I don't grind for hours although I don't mind a few item runs with the occasional lucky drop. I also like to play against human players. I'm not an elite competitive player, so I dont feel compelled to grind for hours to unlock everything I need. How does it translate into gaming experience ?

At first, the old ring system was still in my mind, and I was *very* disappointed not to be able to experiment with skills as I used to. I was pretty disappointed not to be able to choose from extensive lists from trainers, and most importantly to be given useless skills from quests.

Yet, very quickly I realized I found a lot more skills with side quests than I would with trainers or rings. Side quest are generally shorts, and I can log on, complete a couple of those, then unlock a few skills, and log off.

With so many unwanted skills available, I've been changing my skillset way more than I used to in BWEs. I'm even playing with skills that look bad on paper, just to have an ingame opinion about those. Thus, in a few words, I do like to get skills from side quests for the diversity it provides. Having the same skill available from further trainers is also very good. If someone feels like grinding when completing side-quests, he can just buy the skills he needs later. It's no big deal for PvE.

However, the impact on PvP can be frustrating. Trying to build a decent character is a juggling exercise. Take a template with 2/3 mandatory skills you still haven't unlocked yet and complete with yours. For instance, if you're still in the Jungle playing a healer, take the divine healer template for Word of Healing and Healing Touch, and complete with unlocked healing/protection. However, it can be frustrating if you want a specific secondary which doesn't fit the template. As a result, you're not playing the character you want.

Even worse is the current acquisition system for elites. It requires a lot of time to get some of those. Some bosses spawn randomly and far away from a portal, some won't be generous enough use the skill you need, and good luck capturing something with a monk if you don't have 'capture team', not to mention chain-caster bosses who make half your captures random. Simply put, the SoC socks.

Would your skill point suggestion change something for me?

It would indeed make PvP a lot easier, and less frustrating. However the PvE side of the game would become repetitive and boring: 'yay! my 124th skill point, gotta catch them all!'. No thank you. Getting a new skill can be fun, but completing yet another side quest for yet another skill point is bland. As a result, I would unlock only what looks good on paper and simply ignore the rest to skip grinding. No diversity in rewards, no incentive for experimentation.

So, what's my personal fix to the skill grind many people a complaining about?

First of all get rid of the $*%&! capture system. It's not fun after a couple of captures, it breaks the flow of combat, grinding for a boss spawn is not fun. Please, please, streamline a SoC that is smoother, requires some skill, and doesn't clog your skill bar. I would be happy to capture an opportunistic skill from a boss using a capture item (aka: the famous 9th skill) that doesn't require me to keep the boss alive for 5min.

Secondly, make elite skills more available. They already have an elite tag to make them balanced (or more accurately less imbalanced), so there is no need to make them so hard to find. I want to have choice in elites, not to make capture runs only for a handful of the most powerful ones. Generally speaking, make all skills easy to find from trainers but with few skill points. Trainers should be a shortcut for side quests (to make PvP player's life easier), not the main source for skills.

Thirdly, make a better use of premade PvP templates. In addition to the 'standard' build, provide 10/20 additional skills to tweak them (temporarily unlocked on this character), and especially toolbox skills which are frequently used. PvP players can have fun tweaking and optimizing templates without PvE. The idea is basically to use a template as a basic pool of skills that you can complete (or not) with what you have unlocked.

PvE players can use only what they have unlocked, or complete their stock with a couple of rare skills which are available on a specific template. But most importantly, rotate templates every couple of weeks to change the 'basic pool' of skills provided to players who didn't unlock many skills. This would bring some diversity in the battlefield, at least for those who didn't spend countless hours to acquire skills in PvE

Quote:
Originally Posted by Sausaletus Rex
As for item grinding, I'd give out runes and upgrades as quest rewards instead of foci and swords and other items.
Regarding items, I do agree that grinding is not only useful but pretty much mandatory in PvP. Barring a couple of components (zealous or enchanting come to mind), runes are the most useful items you can unlock. If you competently use a full set of runes, your efficiency can skyrocket. That's currently the most unfair aspect of the game.

I wholeheartedly agree with Rex on this proposal. Make runes & components available through quests.

Personally I would also remove a lot of useless collector rewards. 80% of these collectors provide redundant junk items. Collecting item xxx sure sounds like a boring grind quest to me. However I like finding an unexpected quest hidden in explorables. Remove collectors and replace them by side quests. Remove junk items and make the reward more exciting: unlocked item (dragon sword, ethereal weapon...), additional or upgraded mod on a weapon/armor, a rare dye, a couple of rare crafting material, a change in your character's look, whatever can make rewards unique and special.

If a player doesn't want to grind to unlock something, he would just have to find the NPC he needs (on a fan-made database), and to complete the quest. No grind (repetitive killing for random drops), just standard PvE with specific aims.

In my opinion, the best way to get rid of the grind feeling for items is to complete random drops with side quests which would provide the item you need in a reliable way. Random drops would only give/unlock items earlier if you're lucky.

And like for skills, the best way to remove hardcore grind is to better use templates, and to provide a small set of upgrades and runes with them. Of course not all runes, and not the best you might want, but hopefully something you can use to tweak the template and/or to complete your unlocked stock.



Lastly the game NEEDS grinds and highbie money sinks (not crappy lowbie money sinks such as kits/bags). Quite a lot of people are happy grinders, enjoying 'it3m runz for the ubb3r l00t. There is already a solution to this PvP/PvE conflictual situation: dragon swords and black dye. Mostly identical to regular items, they are sought after and valuable. Why? Because people think they look cool, and you can show off those. That's where item grind can be used to its full extent. Make more items like these and people will have something to grind for. Useless in PvP but stylish enough to make players happy with a lucky find.

A second source of grind is the 'standard item + epsilon': a regular item which has some minor ingame bonus. Not an ubber item, just an item/upgrade *slightly* better than a regular one. Competitive players are always looking for the perfect weapon. Let's them farm endlessly for the 'slightly better than perfect' weapon. As long as it doesn't provide a huge bonus, I don't care. They have a 'godly rune of ubber vigor' +55hp, and I have unlocked a superior +50. Good for them. They're happy grinders and they have a minor edge (5hp/500), but to me this extra 1% of hit point is worth grinding. Fair even.

LaMort

Ascalonian Squire

Join Date: Apr 2005

N/

Quote:
Originally Posted by Stur
The best solution I can think of and that I've seen suggested here would be to chop the game in half. Make the PVP characters only able to PVP with other PVP characters. And the PvE characters can only PvP with other PvE characters. A kind of separate but equal solution. Kind of like having 2 games in one but the 2 games don't interacted and have no affect on each other. That would be an acceptable solution, that way if you never make your pvp character and unlock everything you never have to face someone that has.
This to me makes total sense and the only argument I can think of against this is that by splitting the ladder/competitons into two would effectively lower the userbase on each ladder. I would be nice to hear others points on this suggestion.

Shadow_Avenger

Krytan Explorer

Join Date: May 2005

Stolen Dreams

R/Me

Quote:
Originally Posted by NiknudStunod
This statement alone makes no sense. These same "anal retentive players", are already pvping with the skills they want. Not only are they doing it long before the casual gamer even gets close to the arenas but most are doing it with the full skill sets of there choosen classes because they are hardcore pvpers that wouldn't settle for anything but the best. These players have already grinded well over 100 hours and are now sitting pretty in HoH and Guild matches. I can guess this because I am not a power gamer but I am still at 20 with most of my skills and a lot of runes and hafts unlocked.


Now instead of giving everyone the unlocked skills option you have the best of GW getting better in pvp while the casual gamer is lfg for LA quests.


To the poster above me

There is nothing wrong with that option. The same option was given in BWE and it worked great. Those that wanted to pve got to do that and those that wanted to pvp got to do there thing. Giving this option takes nothing away from 99% of the gamers. The only people it effects are the power gamers who enjoy having advantages over other players because they can put in much more time.
LoL

I am out of work and have been playing this game since release day in the UK.
Every day, Yes I have clock well over 100hr in less than 2 weeks since release, I do not have All skills.
I have 1 lvl 20 N/E with one mission to do for ascention, 1 lvl 16/r/me and 1 lvl 10 Me/Mo. Yes I have PvP'ed using the auto lvl 20 option. But to me I would rather PvP with a character I have took the time to build and enjoy playing rather than insta max player with full skills.
As for Anal retentive yes there are alot of players like this, those who live and breath the game, and get extemely irate in PvP and PvE because there statergies didn't work and they are "GOD"
If everything is unlocked, what is there to search for, acheive in the game?
Squat, the game would just end up a glorified online fighting game. It would lose its appeal to thousands of players whilest only pleasing the minority.
Yes I would bet my bottom dollar that 90% of players actually play Guildwars for 2 reasons 1 its a MMORPG and 2 there is no monthly.
Yes there are people who play for the PvP. But this is the Minority of the world population.
At this moment it is still new, so there are alot of Powergamers, and Anal Retentive gamers, but in a few months these will move on to there next fix and those who actually enjoy GW for what it is will remain.
GW is an MMORPG with PvP, not PvP with a bit of MMORPG.

Shadow_Avenger

Krytan Explorer

Join Date: May 2005

Stolen Dreams

R/Me

Quote:
Originally Posted by LaMort
This to me makes total sense and the only argument I can think of against this is that by splitting the ladder/competitons into two would effectively lower the userbase on each ladder. I would be nice to hear others points on this suggestion.
I agree that would be a good solution.
You would have Pure PvP ladder.
And the system in place at the moment, with guilds etc.
I may be bias, but my personal feeling is that a pure PvP game is shallow and lacks depth.
If they implemented it this way they could leave the skills locked for the insta PvP chrs and only have the extra skills for those who played the game.
This way insta PvP would be balanced and no player would have the uber sword or better armour as they would have standard gear.
I dont see why a Insta PvP character should have any effect at all on the game world as they don't play in it.
It would also satisfy the instant action junkies out there.

Tyveil

Frost Gate Guardian

Join Date: Apr 2005

Quote:
Originally Posted by Madjik
temptation has nothing to do with it. ~See edit on previous post~

My point is if you dont start posting ways it COULD work, ways PvE players would be willing to accept and come to some kind of a medium between both worlds, all your going to end up with is a 30 page thread on why you should or should not implement said mesure with nothing but arguments on both ends.

Stop arguing start suggesting.

~Madjik
My suggestion is to keep the game the way it is. It's perfect!

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Shadow_Avenger
I may be bias, but my personal feeling is that a pure PvP game is shallow and lacks depth.
Yup, you're biased. Pure PvP is one of the most popular gaming markets out there, with counterstrike, CS:Source, Day of Defeat and various other games being huge player bases. It may be shallow in the sense of an RPG, but it is rich with tactics, strategy and skill and is a rewarding thing to play for those who enjoy it.

Madjik

Madjik

Lion's Arch Merchant

Join Date: May 2005

Somewhere, U.S.A.

Gold Pheonix

Quote:
Originally Posted by Tyveil
My suggestion is to keep the game the way it is. It's perfect!
Then i suppose you will have to just agree to disagree and leave it at that.

goku19123

Frost Gate Guardian

Join Date: Mar 2005

Quote:
Originally Posted by Stur
The best solution I can think of and that I've seen suggested here would be to chop the game in half. Make the PVP characters only able to PVP with other PVP characters. And the PvE characters can only PvP with other PvE characters. A kind of separate but equal solution. Kind of like having 2 games in one but the 2 games don't interacted and have no affect on each other. That would be an acceptable solution, that way if you never make your pvp character and unlock everything you never have to face someone that has.
Okay, this idea bothers me in that, if you split the game, you split the population.

Have you ever been fooling around in any arena, and you win a few times in a row, then some message pops up saying "No opposing party has joined." and the countdown starts over again and again?

I don't want to be in the kind of situation where I want to PvP somewhere, but no one is there to challenge.

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

Quote:
Originally Posted by Manderlock
Well besides the leaving pre for post-serian anyway.

The point that I am trying to make is that PvP players shouldnt expect to be able to gain everything from PvP.
Why not? PvE character can get everything they want without having to bother with PvP? Of course, that's a fallacy because, as you say, we're playing one single game not a bunch of mini-games connected by a graphical UI. It all has to hang together or the whole is weakened. That's partly the reason that an "unlock all skills/item" button would be just as detrimental as what we have now. It devalues and detracts from the idea that you can et better through work and through progression. And relegates a RP character in PvP to second-class status. When, in fact, they should be equivalent. If I've taken the time and effort to level up my character and find the best items and skills I should be able to head to PvP adn stand alongside someone who's taken the PvP shortcut. Not be better than them. Not be worse. But to be able to be confident that our playing field is level and we'll have a good time because the matches are going to be decided not by some external force but by the people at the keyboards.

Part of the problem we have now is that there's little reason to PvP. The rewards are too shallow to attract people and worthless to those who've already become "competitive". Take the Sigil for example. You can win one in the Hall of Heros and that lets you get a guild hall for more PvP options or you can sell it so you can avoid farming for money and loot and the rest. But a PvE focused guild can just farm the money to buy it, too. They never have to touch PvP if they don't want to. While to field a team capable of taking the Hall you're going to have to spend a lot of time in PvE finding the skills and unlocking the things you'll want to have. PvP is optional, PvE is mandatory. That's not the way an organic, cohesive game experience should be working. What's optional should be secondary and forgettable but to those of us who enjoy the combat PvP play is anything but while it's the PvE you want to ignore as much as possible. What does doing well at PvP get your character? GvG gets you ladder position which doesn't do anything for you. Tombs will get you fame and with fame you'll earn skill points (And a fancy emote which is meaningless. That's a PvE type reward not a reward for people who don't care about the looks, they care about the effectiveness.) but to earn that fame you'll have already been leveling and earning far more from PvE than you ever would in PvP. Skill points earned through fame are also limited to the character that earns that fame so you can't earn them with PvP characters. And holding that hall will get you a chance at a sigil and a rare item. And you get XP for fighting in PvP, too, which can lead to more skill points but that's inconsequential unless you're using your RP character and the amount of XP you get isn't enough to level a high-end character all that frequently.. That's it, the rest is bragging rights. There's no meaningful reward for playing in PvP that you can't earn through PvE while the opposite is far from true.

Quote:
Originally Posted by Zeru
The randomness is the big issue. It's not wanted and it's certainly not needed, as all randomness does is create grind. So take that out and make choice and ironically, skill at selecting skills important instead.
Yes, it's choices that are the important thing. And not just anyone's choices, player choices. What should be the most important thing when playing a game based on skill and strategy? The gray matter between your ears. It's your choices and your decisions that should have the greatest impact on your outcome. What we have now is limited choice, arbitrary decisions. Our skill lists are selected by the developers and as we go along and progress we can unlock more and more of them. But it's like a quest reward. Do you care what skills you unlock? No, you just do the quest and unlock the skills because they're free and won't cost you a point. Maybe a quest has a skill you want and that's great but most of the time it's just, "Well, that's one less skill to unlock with a skill point, I guess. Don't see how I'm ever going to use that one." You rush through them and you skill list fills up. Or you go to a website like this one and find out which ones are the one you want to do. Or you rush to the trainers. It's mostly out of your hands. There's no control, there's no choice, and so you just have to plug along and hope the random roll goes your way or that the next trainer has what you need.

But power, in Guild Wars, does not come down to having "better", it comes down to having options. To choice. The more options you have, the better off you'll be. You're limited in what you can have from all those options, though, so someone who's smart enough to take better advantage of possibilities has a fighting chance even if they don't have your options. Advantages can be made and overcome, that's how the game stays based on player skill and strategic play.

Quote:
Originally Posted by FrogDevourer
With so many unwanted skills available, I've been changing my skillset way more than I used to in BWEs. I'm even playing with skills that look bad on paper, just to have an ingame opinion about those. Thus, in a few words, I do like to get skills from side quests for the diversity it provides.
That's true. And there is something to be said for providing people with skills they'd never have considered, with options they hadn't explored. By leaving everyone to their own devices there's always a danger that things will blow up in their own faces. Say you have your pick of Mesmer skills. Someone could pick up Signet of Midnight, Cry of Frustration, and Mantra of Earth or something along those lines an have a very hard time of it. While someone else could buy Power Leak, Shame, and Migraine because they *know*. Populating skill lists with pre-determined skills means that there's less of a chance of people coming up with a bad build and that they'll have an introduction and some familiarity with what's been decided on as good things for them to have and know. So the current system can be very well used for holding someone's hand and slowly but surely introducing them to the idea of deciding for themselves, for sampling and experimenting with their options, and for the very concept of strategic flexibility that comes with being able to respec a character on a whim. And some of that would be lost by expanding skill availability in earlier areas.

However, I'm willing to live with that. Yes, people can come up with lousy stuff. They can come up with lousy stuff when you hand them things, too. Part of the game is learning how to think for yourself, how to make your own build, your own plan, and, for me, the sooner people are thrown into those waters the better. I'm much more comfortable letting people decide for themselves how they want to play and letting them recover from the inevitable mistakes quickly and easily than I am with having someone somewhere sit in judgement and manage their experience for them by deciding this skill is a starter skill and that skill is too advanced for new players so you need to reach the end game to get it. Let *us* decide because chance are we know what we want a lot better than anyone else. Structure things so that it's easy, that it's comfortable, and that mistakes and misassumptions aren't deadly, but if this is to be a game where the players are going to churn through strategy and plans and builds then we have to be trusted enough to be allowed to do so.

As for underused skills or skills people wouldn't have considered, well, that's why I'd like to see some way - any way - of testing skills before you have to spend a point on them. Or, failing that a way of refunding skills, relocking them, perhaps as there is with attributes. Skills are one of the few irrevocable decisions you'll make in the game and thee's no way of telling what you're getting unless you delve into a site like this one or otherwise have a lot of knowledge about the game. Just seeing a skill's description isn't enough, you need to be able to use it in a fight, to see what the range is, what the effect is, how it's timed and everything else. This is something that the gem and skill ring systems did but that we've lost (They also let players trade skills which is another absence in the current system. If established PvP guilds could quickly deceminate a critical elite, even temporarily, then a lot of their concerns about grinding vanish. And if someone could take a shortcut to tracking down a skill by buying it a lot of other grinding concerns similarly evaporate) and it's of detriment to the game. But for now I'll settle for just having some sanity brought back to skill acquisition and leave the problem of testing out skills to the future. Sure, if you give everyone more choice and less guidance some skills are going to be overused and some underutilized. So be it. If the skills are in balance then the ones overly popular or ignored need to be looked at to see if they're imbalanced in some way. Why are people flocking to this skill or that skill? Why's this one gathering dust? From a developer's standpoint allowing greater choice gives better feedback on their design. And, as well, part of the game is discovering a gem in the middle of a heap of trash. A skill might be overlooked and you could figure out a way of using it that makes it the Flavor of the Moment. That's all part of the meta-game, the constantly swirling and shifting overarching strategy that's driven by the player base. Giving people more choices to play with means more strategies and more skills will inevitably be thrown into that cruicible and the meta-game will be better off for it as threats and answers arise and are dealt with.


Quote:
Originally Posted by FrogDevourer
However the PvE side of the game would become repetitive and boring: 'yay! my 124th skill point, gotta catch them all!'. No thank you. Getting a new skill can be fun, but completing yet another side quest for yet another skill point is bland.
Well, you're already going to be getting that 124th skill point as things stand, if you want to unlock things. And what placing the emphasis on skill points does is to move the point of "Yay! New skill!" from completing that quest to when you actually select your skill. It's not your 124th skill point. It's, say, Doylak Signet. Or Peace and Harmony. Or whatever skill you want to find next. It's the difference between someone giving you a gift and a gift certificate. If they know you, a gift's going ot be nice because it's something you really want and they know that. If they'd don't then you're getting a box of socks or something else you're going to have to smile and pretend you're thrilled with. But if they give you a certificate or just a wad of cash then you can go out and get your own gift. And that's my point. It's you that's important and it's you that needs to make the choices.

What I would do, and I'll admit this needs some tweaking and adjusting to see what's optimal, would be to have the initial flurry of skill points come quick and easy, just as it is with leveling. But as you go along it becomes more of an accomplishment. Not so much of a struggle that it's easier to just start up a new character and blitz through things for more skill points to unlock more but enough of one that skill points have some meaning. There's a curve there but by making the initial runnup fast and providing options at the lower points someone can ride it just as far as they want. If you're going to be PvEing to your heart's content then you don't care because you'll eventually unlock everything anyway. But if you see PvE as an annoyance standing in the way of the real fun then you're going to get just what you need out of it and move on. And if you ever need more you can dip back into things. It allows the completists the time to advance and rewards them for sticking to things but it also allows those who think they know what they want to just get their feet wet and move on. PvE becomes not mandatory but necessecary but it's up to the player to decide when they've had enough. It moves the point at which diversity explodes and overwhelms rarity from somewhere near the end-game of PvE to near the beginning but by limiting things it still preserves rarity as a whole. If it's borring to you to find that 124th skill point, you don't have to. You can live with 123 or 100 or 50 or whatever it is you think you need.

Quote:
Originally Posted by FrogDevourer
make a better use of premade PvP templates. In addition to the 'standard' build, provide 10/20 additional skills to tweak them (temporarily unlocked on this character), and especially toolbox skills which are frequently used.
That's not a bad idea. I'd rather see 10~20 new premades and a wide variety of skills between them (None of this, "Every Ele gets GLE", or "the reason you take Mes is for Energy Drain" stuff) including a unique assortment of elites and a representative of every profession combination so that you could tweak and twist things as you want. But including a "sideboard" of skills for premades has some merit, too.

Quote:
Originally Posted by FrogDevourer
Personally I would also remove a lot of useless collector rewards. 80% of these collectors provide redundant junk items. Collecting item xxx sure sounds like a boring grind quest to me. However I like finding an unexpected quest hidden in explorables. Remove collectors and replace them by side quests.
I agree with you that most collectors are junk. However, I'd like to see them serve the same purpose that a skill trainer might serve for skills. Have them sell upgrade components and/or runes rather than that five thousandth protective icon. Then you can, as with skills, find them randomly (SoC versus IDing), obtain them through a set sequence (questing), and pay a premium to acquire them in a known location (trainers versus collectors). The more ways of obtaining something the easier it will be for everyone to find it and the less random and difficult it will be seen to be. So, if you need, say, a Major Healing Rune you'd know you needed, say, 5 Minotaur Horns and you could travel to Ventari's Refugee to get one. Maybe it would unlock, maybe it wouldn't, I'm not sure, but the point being you have a place where you *know* you're going to find it.

Lastly the game NEEDS grinds and highbie money sinks (not crappy lowbie money sinks such as kits/bags). Quite a lot of people are happy grinders, enjoying 'it3m runz for the ubb3r l00t. There is already a solution to this PvP/PvE conflictual situation: dragon swords and black dye. Mostly identical to regular items, they are sought after and valuable. Why? Because people think they look cool, and you can show off those. That's where item grind can be used to its full extent. Make more items like these and people will have something to grind for. Useless in PvP but stylish enough to make players happy with a lucky find.

Quote:
Originally Posted by FrogDevourer
There is already a solution to this PvP/PvE conflictual situation: dragon swords and black dye. Mostly identical to regular items, they are sought after and valuable. Why? Because people think they look cool, and you can show off those. That's where item grind can be used to its full extent. Make more items like these and people will have something to grind for. Useless in PvP but stylish enough to make players happy with a lucky find.
Right. It's the ascetic rewards that are the best sort of PvE rewards. Like the 15k a piece armor. It doesn't offer anything over the 1.5k sets to someone just interested in stats and finding that last little edge. But it looks different and it's special because not everyone has it so it's an accomplishment to be proud of. It's just optional. You don't *need* it to be competitive or to survive, it's just a nice little bonus. Items that are scare are valuable simply by dint of being hard to find. If there was a sword that only 1 out of every 100 people in game could have, that sword would be a hot commodity because it was rare (And we have such a sword already, the dragon sword). It doesn't matter what that sword is or does exactly, as long as it's not trash, because just because I can have it and you can't that makes it important, that makes it valuable, and that makes it desirable. It doesn't imbalance things because it's not more powerful than anything else. It doesn't degenerate things because although a lot of people want it, not everyone can have it. And such ascetic bonuses are the right way of going about rewarding those who want to spend their time "grinding" away.

So, black dye, the dragon sword, the etherial weapons, the 60k sets of armor, those are all excellent ways of serving those who want to acquire loot. Things like elite skills, runes, and hard to find skills, though, are not, because rather than simply being ascetic they offer significant amounts of power to those who can find them. It's better to have them easy to find (although not brainless) for the purposes of having a diverse and balanced environment.

Shadow_Avenger

Krytan Explorer

Join Date: May 2005

Stolen Dreams

R/Me

Quote:
Originally Posted by Epinephrine
Yup, you're biased. Pure PvP is one of the most popular gaming markets out there, with counterstrike, CS:Source, Day of Defeat and various other games being huge player bases. It may be shallow in the sense of an RPG, but it is rich with tactics, strategy and skill and is a rewarding thing to play for those who enjoy it.
CS, unreal etc are totally different PvP game types. You have to use wits, use the enviroment and most importantly sound to hear the other players, they require cat and mouse tactics.

GW is nothing like this in PvP. The PvP in GW plays out more like RTS that FPS.
Thankfully GW is not 1 on 1 PvP as that would be totally brainless.
Even tactics in GW are not that brain stormingly difficult.
If they have healer kill healer else kill caster, last kill fighters.
Tanks fight Tanks so others can kill the more dangerous or useful members of oppossing team. Beleive it or not PvP in GW actually plays alot like PvE group missions.....
To win you need to beable to work as a team and communicate with each other quickly. I suspect true PvP players, play in guilds and will always use voice over net Tec for any tourny play.

Adaria

Adaria

Wilds Pathfinder

Join Date: Apr 2005

Florida

Wayward Wanderers

E/Mo

I've been reading through alot of these posts and it seems to be alot of whining...

There could be a solution to it, but it would change the PvP side of things, say, for every amount of matches won in a row, your team could unlock a new skill or rune, it'd be random.

But still I think people would complain, and personally, having everything unlocked, would just mean you had the power, but not the knowledge, nor the skill on how to properly use it. So, 'grinding' is useful to learn how skills work and which work best together, because some PvP matches I've seen only last about a minute or a little more, so it doesn't give a truly good timeframe to see how well your skills will really work in a drawn out fight.

But anyway this is just my opinion on the deal...

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Shadow_Avenger
CS, unreal etc are totally different PvP game types. You have to use wits, use the enviroment and most importantly sound to hear the other players, they require cat and mouse tactics.

GW is nothing like this in PvP. The PvP in GW plays out more like RTS that FPS.
Thankfully GW is not 1 on 1 PvP as that would be totally brainless.
Even tactics in GW are not that brain stormingly difficult.
If they have healer kill healer else kill caster, last kill fighters.
Tanks fight Tanks so others can kill the more dangerous or useful members of oppossing team. Beleive it or not PvP in GW actually plays alot like PvE group missions.....
To win you need to beable to work as a team and communicate with each other quickly. I suspect true PvP players, play in guilds and will always use voice over net Tec for any tourny play.
You've contrasted them, but also highlit similarities. For example:
Thankfully DoD and CS aren't 1 on 1, that would be totally brainless.
To win in either GW or CS/DoD requires communicating efficiently.
Both styles require planning beforehand, in DoD the weapons you bring along and how you use them is based on the environment and the skills of the team, and how to combine them - here it is the skills you bring, what roles you play, who watches whom - same ideas.
Both styles have simple tactics - Sniper, take out snipers and MGs (Take out the team support and nuker). Use nades on imobile or blocked opponents (AoE?). Use positioning (suppression fire to pin them while you flank=positional blocking while AoE is set off... It's very similar when you get down to it.

I'm not trying to start a fight or anything, I'm trying to show why pure PvP players like PvP, and want it to be fun and fair.

Oh, and Adaria, if you are just going to gripe about "whining" you don't have to comment or read them, it contributes nothing.

goku19123

Frost Gate Guardian

Join Date: Mar 2005

Sausaletus Rex, another excellent post - those are seriously, very good ideas.

ssnider75

Academy Page

Join Date: May 2005

I have read every post in this thread. After a careful review, I think the answer is to make it so no skills are "elite". Every skill can be bought or won through completing a mission. This eliminates having to find select bosses over and over again.

As for the runes, maybe create a way to craft them using the crafting materials as opposed to finding them in something and trying to use an expert salvage kit and hope it works. It could be profession specific so you could craft the warrior runes with iron ingots (a lot of them!), ranger runes with wood planks, and so on.

By doing this, there is still incentive to play PvE to get the materials needed or complete the quest to get the skill or rune. On the PvP side, it is not forcing you to find that one boss and use a signet of capture and maybe get it. You would be finding the crafting the materials anyways for the runes.

Loviatar

Underworld Spelunker

Join Date: Feb 2005

why not have 2 different pvp setups?
1 everything unlocked for trying out builds or a quick pvp action but no credit or record of the match is made

2 the unlock by pve which everybody can do and records for ladders and fame are kept

Rotgut The Unholy

Academy Page

Join Date: May 2005

You know that if you play a good few hours a night you can get to 20 and ascend in about 1 weekstime, right?

EinValentine

Academy Page

Join Date: May 2005

A Lovely Suburb

Even from a purely PvE perspective the game turns into a horrid grind at the endgame. I had heard when I started (poor naive soul that I was) that you could keep gaining skillpoints infinitely, and since they seemed to be rolling in rapidly with missions and levels I actually used them. Little did I know what a wretched chore gaining them later becomes. I used them at trainers, I used them to capture Elites. This in addition to doing every quest I could find in every town on the map.

And then I ran out. And, at level 20 with every storyline mission finished, that meant that my options for gaining more skillpoints were meagre. I could grind away on Perdition's Rock with just me and the henchie healer, which could bring in a skill point after a rather protracted period of utter boredom. Or I could try to find a team to grind away in the Fissure or Underworld (assuming we had the Favor) which was usually about as much fun as pulling teeth. After the 50th time some idiot with the reading comprehension of a slug gets your entire team killed down there, let alone the nuisance factor of just getting a party to begin with, you start losing patience.

I finally got so annoyed I just deleted the character from spite and started over.

Gaining skill points in the endgame needs to be less of a chore.

Guardian Legend

Ascalonian Squire

Join Date: Apr 2005

haven't read all the posts, but wanted to say that i agree completely with Blackace. I think the power grind should be altered. Players who grind a lot should be given an advantage in PVP, I think, but it should be very slight. Currently the advantage is very significant to the point that the competitive skill-based aspect of GW is weakened significantly.

QTFsniper

QTFsniper

Academy Page

Join Date: May 2005

Rhode Island, USA

[UC] Uber Crew

N/Me

PVE players can play with PVP characters. If everything was unlocked automatically for PvP only characters, it would be unfair to the PvE characters. Giving equal terms is the way to go.

spiritofcat

spiritofcat

Jungle Guide

Join Date: Mar 2005

Sydney, Australia

Order of the Sanguine Dragon [OSD]

E/Mo

Quote:
Originally Posted by QTFsniper
PVE players can play with PVP characters. If everything was unlocked automatically for PvP only characters, it would be unfair to the PvE characters. Giving equal terms is the way to go.
So let PvE characters have an Unlock All button that only applies to PvP. So in a PvP outpost they can choose from all skills, but in PvE they only have what they've earnt.

Madjik

Madjik

Lion's Arch Merchant

Join Date: May 2005

Somewhere, U.S.A.

Gold Pheonix

Quote:
Originally Posted by spiritofcat
So let PvE characters have an Unlock All button that only applies to PvP. So in a PvP outpost they can choose from all skills, but in PvE they only have what they've earnt.
This idea was already suggested and severly rejected. PvE players want some kind of reward for playing the game like they do and they tend to look at the unlocking of PvP based skills and items as that reward.

EDIT:: goku19123 has started a suggestion thread here on this issue a few days ago. If you think you got a prime idea you should post there, seems like he's taking a bunch of ideas and merging them into one great big wonderful one. Note that thread should not be used to argue for your point at his request, leave that here.

NiknudStunod

Frost Gate Guardian

Join Date: Apr 2005

After reading all the threads here I am going to make a quick summary. There are 3 types of players that are playing guild wars right now.

You have your dedicated pve players. These people think that the game content is the reason to play. The don't care if there guild is ranked 1000 or first because all they want to do is enjoy the story and explore the game at there pace.


You have your dedicated pvper. These people want nothing to do with the "grind". They are here for the thrill of going against other players. The further they stay away from pve the happier they are.

Finally you have your power gamers. It is very hard to describe this group without turning this post into a flame. These people go through these missions, quests and areas continuely to get unlockables for the power they get over other players. They like the grind because they know a lot of the players will not do it in order to compete so that gives them the edges in battles.

I can say with all honesty I came here from WoW to get away from this sort of thing. The way they advertised this game all through BWE was skill over time spent and to me that was enough to close my WoW account and not look back. I have some faith in a group of devs who helped create some wonderful games for blizzard back before they sold there soul to vivendi. So there is still a chance for skill to take a larger role then time spent.

Phaedrus

Lion's Arch Merchant

Join Date: Apr 2005

Most of the hardcore PvP players spent their time getting exactly what they needed for their builds so they could get to business. If they haven't done that, they're doing a disservice to themselves.

Guild Wars has been out less than a month and my RP character is only missing one of the skills I use. I've finished the missions, found/assmebled a weapon I think will last me quite a long time, crafted my pretty-oh-so-pretty armor, and begun with the PvP. I wouldn't call the process agonizing. My map isn't completely cleared yet, but I do have all the map points uncovered. That said, I support the current system.

Everyone wants PvP to give more reward. Everyone wants to be able to build their elite PvP character without having to do any of the busywork. Everyone wants their elite skills handed to them and made non-elite so they can stack six of them.

I doubt it will change, if only because PvE a large part of what GW is peddling to us. Do I think it should change? No. If it's really that much of a burden, why don't guilds find people who like that part of the game, pay them to unlock all their abilities, then buy back the account when that person is done? Everyone makes playing Guild Wars sound like so much drudgery, but it's not. Capping a skill is not that difficult. Unlocking items...not that difficult. God forbid the developers and game designers put failsafes in that might prevent people who have had months to playtest and prepare themselves to rule PvP from completely owning everyone right out of the gate. Equality is a bitch, isn't it? It especially sucks the way those who never played PWE or BWE might unlock awesome items before a guy who really knows his shit.

So it gives you a challenge. It's not like other games where you have to take some wood and some iron, synthesize a hatchet, go into the woods with that hatchet (which might break, so you should take and synth several), chop a special tree, synthesize the wood into planks, find some feathers, find some stones, synthesize the feathers into fletching and the stones into arrowheads, then synthesize the arrowheads, fletching, and planks into arrows...all before you can freaking fire your bow.

If you need an elite skill, you will probably cap it around level 20. If you ascended an RP character, that's not too terribly far out of your way. If you need a rune, well...either start paying for unidentified salvage items/runes or maybe help people through back missions for those things. There's always a few per mission. It adds up. You can make it painless, just try.

[ ]

Linkie

Lion's Arch Merchant

Join Date: Mar 2005

Norway

P/W

Quote:
Originally Posted by Phaedrus
Most of the hardcore PvP players spent their time getting exactly what they needed for their builds so they could get to business. If they haven't done that, they're doing a disservice to themselves.

Guild Wars has been out less than a month and my RP character is only missing one of the skills I use. I've finished the missions, found/assmebled a weapon I think will last me quite a long time, crafted my pretty-oh-so-pretty armor, and begun with the PvP. I wouldn't call the process agonizing. My map isn't completely cleared yet, but I do have all the map points uncovered. That said, I support the current system.
Then start this process over again 2 more times! You have to realise, we need to unlock more than skill for 2-3 builds. Hardcore PvPers need to be able to change builds very often. In some battle having unlocked just that one skill can make all the difference (just look at the Fianna vs KOR last BWE). That also includes unlocking several different professions to be able to change both primary and secondary professions on command. It means being able to find that one skill in your list that might change the tide when playing that guild for the second time.

Phaedrus

Lion's Arch Merchant

Join Date: Apr 2005

Quote:
Originally Posted by Linkie
Then start this process over again 2 more times! You have to realise, we need to unlock more than skill for 2-3 builds. Hardcore PvPers need to be able to change builds very often. In some battle having unlocked just that one skill can make all the difference (just look at the Fianna vs KOR last BWE). That also includes unlocking several different professions to be able to change both primary and secondary professions on command. It means being able to find that one skill in your list that might change the tide when playing that guild for the second time.
Forgive me for assuming, but I can be fairly confident most hardcore PvP players are in guilds, yes? Why aren't these guilds farming their own builds? Without a guild and no assistance from my friends whom I later addicted, I unlocked most monk and ranger skills, with a respectable number of mesmer skills on ths side. If this is truly the case, why aren't guilds strategically building primary/secondaries and grouping them together for quests and missions so they can maximize their unlocking? In this way you could unlock almost all the skills in the game inside a month. I daresay *faster* since you'll have quality players assisting you every step of the way.

If it's about saving time, why aren't people playing smarter instead of harder?

[ ]

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by QTFsniper
PVE players can play with PVP characters. If everything was unlocked automatically for PvP only characters, it would be unfair to the PvE characters. Giving equal terms is the way to go.
How is it "Unfair"? That they don't have an edge? It's "Skill, not time spent". Anyone could make a character for PvP still, so there's no "unfairness", and PvE is only for PvE characters, so you'd neveer need to meet a PvPer. PvE can then be seen as a fun place to learn skills and teamwork. There could be PvE (RP) only arenas, and the PvP area would then be the ladder area. Makes more sense to have the ladder area the one in which all people are on even footing.

sama

Frost Gate Guardian

Join Date: Apr 2005

EST

K A R M A

Quote:
Originally Posted by Rotgut The Unholy
You know that if you play a good few hours a night you can get to 20 and ascend in about 1 weekstime, right?
hmm, i reached ascention in 3 days. but of course, that's just the tip of the pve iceberg of grind...

NiknudStunod

Frost Gate Guardian

Join Date: Apr 2005

Quote:
Originally Posted by Phaedrus
Most of the hardcore PvP players spent their time getting exactly what they needed for their builds so they could get to business. If they haven't done that, they're doing a disservice to themselves.

Guild Wars has been out less than a month and my RP character is only missing one of the skills I use. I've finished the missions, found/assmebled a weapon I think will last me quite a long time, crafted my pretty-oh-so-pretty armor, and begun with the PvP. I wouldn't call the process agonizing. My map isn't completely cleared yet, but I do have all the map points uncovered. That said, I support the current system.

Everyone wants PvP to give more reward. Everyone wants to be able to build their elite PvP character without having to do any of the busywork. Everyone wants their elite skills handed to them and made non-elite so they can stack six of them.

I doubt it will change, if only because PvE a large part of what GW is peddling to us. Do I think it should change? No. If it's really that much of a burden, why don't guilds find people who like that part of the game, pay them to unlock all their abilities, then buy back the account when that person is done? Everyone makes playing Guild Wars sound like so much drudgery, but it's not. Capping a skill is not that difficult. Unlocking items...not that difficult. God forbid the developers and game designers put failsafes in that might prevent people who have had months to playtest and prepare themselves to rule PvP from completely owning everyone right out of the gate. Equality is a bitch, isn't it? It especially sucks the way those who never played PWE or BWE might unlock awesome items before a guy who really knows his shit.

So it gives you a challenge. It's not like other games where you have to take some wood and some iron, synthesize a hatchet, go into the woods with that hatchet (which might break, so you should take and synth several), chop a special tree, synthesize the wood into planks, find some feathers, find some stones, synthesize the feathers into fletching and the stones into arrowheads, then synthesize the arrowheads, fletching, and planks into arrows...all before you can freaking fire your bow.

If you need an elite skill, you will probably cap it around level 20. If you ascended an RP character, that's not too terribly far out of your way. If you need a rune, well...either start paying for unidentified salvage items/runes or maybe help people through back missions for those things. There's always a few per mission. It adds up. You can make it painless, just try.

[ ]
You do realize you can not stack elite skills right? You can use only 1 at a time unless they have changed it since bwe.

My beef is I have been through the game and refuse to do it again. I have unlocked the majority of the skills for the war/mes build but in order to play any other class I need to run through the game several times to get all the skills. The only way to put everyone on equal footing is to treat each aspect of the game like a different game. PvP has almost nothing to do with pve. The only thing it does effect is passage to the underworld. PvE on the other hand completely effects the game. You can not effectively pvp unless you have been through the game atleast once.

The reason a lot of the bwe players are so unhappy is all through the beta weekends we were told that skill will be more important then time played. right now it is time played over skill.