Quote:
|
I'm going to preface this post by stating this is all opinion. You may not like it, you may not agree with it, but I feel it needs to be said.
|
I understand, and hope that you will realize that this is only my opinionated reply to your statements.
Quote:
The problem inherent with this business model is that as a development company, they must provide enough adequate content for the consumers to justify the cost, especially when ANet has decided to price the chapters as A List titles ($49.95US retail).
If ANet wants to release a top priced "chapter" every six months - they will need to make sure their customers are getting their money's worth.
|
Actually, they don't necessarily. Looking at it from a wholly economic, rather than consumer rights, perspective, one must realize that in order to compete with MMORPGs, which hold a susbtantial share of GW's market, A.Net can devote no more resources to the development of their expansions than a typical MMORPG game holding company would devote to the development of new game content (how often does game content change in most MMORPGs? These days, I'd say about a year. That's ($15 x 12 months =) $180 in subscription fees, plus the cost of the game ($60) and possibly, depending on the game, the cost for the expansion ($30). That means that a typical MMORPG game holding company could make $270 a year from a single user. In comparison, A.Net is working with two expansions a year at $50 a piece. $100 a year tops. (Yes, I know that very little of that is even A.Net profit, but it's still a useful indirect comparison). So A.Net conceivably has a revenue stream of less than half that of its competitors, while they are expected to devote to at least as much return revenue on development.) I know that GW isn't technically an MMORPG, of course, but let's not kid ourselves ... they're in the same market.
Quote:
|
we're not going to get two new professions with every chapter, they were scraping the bottom of the barrel with the two they introduced now
|
.
And I am oh so thankful for that. The depth of strategy available in the professions already available was more than enough for me. I would personally rather see GW devote its next few expansions to signifcantly boosting the current professions, rather than adding more, which would only create job overlap and eventual balance failure.
Quote:
|
The core problem with GW (As I've stated before in other threads) is the combination of balance, level restrictions, and restricted base design. At some point, ANet simply will run out of different ways of combining conditions, damage, energy cost, duration, speed, hex, curse, whatever. There are just so many ways you can deal out the same amount of damage before it becomes just the same thing, different name. We've already reached that point - why does the Ranger have two skills (Penetrating Attack and Sundering Attack) that do exactly the same thing, cost exactly the same energy, the only difference is the artwork of the skill? How many different ways can you set someone on fire as an elementalist? How many different 5 energy healing skills do you really need?
|
Some of the skill "clones" are actually quite useful. Churning Earth, for example, only appears similar to Eruption when you read the skills ... in practice, it's a whole other ball game. Some skills that really are direct copies also work extraordinarily well when paired together. Certainly, there are limits inherant in the design (what's a good game w/o limits?). However, I could think of any number of ways to use existing skill concepts in different ways. What about skills that lowered attributes? Skills that change the keyboard operations for your character (like a confusion skill?). Nothing like this has been implemented yet, but could be without interfering with balance or game structure concerns. Truly, the limitations are fewer than one might think.
Quote:
|
The game itself has a very limited set of conditions, for example. Dazed, Weakness, Blind, Poisoned, Crippled and Bleeding. Because of balance, any new skill introduced must fit within the framework of GW's current design simply because old players that don't buy the new chapters still need to be balanced with new ones.
|
Very true, but I imagine that game balancing will occur often through updates. The minion mancer nerf was likely one result of this, perhaps to keep ritualists or Cantha necros from manifesting larger or more powerful armies than Prophecy necros (by limiting them all to a certain number when Factions necros otherwise could have sustained more).
Quote:
|
The same goes for weapons. A Max damage bow is a max damage bow, from chapter one to chapter one hundred. There are a very limited # of mods (Sundering, Zealous, etc), and we've basically already seen just about every combination in all of the different green items. Even, in some cases, we haven't, at some point we will. It's just simple logic. ANet again can't change this due to balance between chapters.
|
Once again, A.net can retroactively change the chapters themselves. Notice the new elementalist armors available to prophecy characters or the new skill descriptions on Prophecy skills describing their interactions with spirits, among other things? New chapters won't date the old, and old chapters won't inhibit the new, provided that A.net stays aware.
Quote:
|
The customer base isn't helping either. They go absolutely apeshit over idiotic toys, spending 100s of platinum for vanity items, when items that actually HELP you play the game better are worth almost nothing, with very few exceptions. The game is barbie fashion designer.
|
That's definately not a game issue so much as a gamer issue. I like collecting useful items and skills myself, but some will have to get that 15k armor. What's wrong with GW catering to that crowd if their experience doesn't hurt me as a gamer? Nothing, really.
Quote:
|
What I continually see is ANet consistently underestimating their customers ability to find a way to screw over their fellow players, or find exploits, or devise ways using certain skills/items/runes/armors to have an advantage over others. Factions is no different.
|
Using item and skill combinations to screw over fellow players = competition. PvP is a big part of this game. In a way, the whole point of the game is to arrange certain resources so that you can defeat others who arrange certain resources. I'm okay with that. As for exploits and bugs (real ones, not just good skill combos ...), yes they will have to be addressed as they come up. All games have similar issues, and some are never resolved.
Quote:
|
As far as the new PvE content - I finished it in 3 days, using mostly PUGs and Henchies, with occasional guild help. The fact we have to go BUY most of the skills is stupid. Yet another money sink. Since there aren't really any missions to gain new skills, the quests themselves are almost exclusively fedex quests to gain exp and skill points. I hate to break it to ANet, but my Ranger already has unlocked all of the Ranger skills and I have over 50 skill points just sitting there. I don't NEED skill points. I don't need experience points.
|
By sentence: 1) Good for you! 2 and 3) It's not a money sink. The quests give you money, and enough quests merit skills. I really, really like it myself, and I'm not a rich player by any means. I'd rather complete a mission and know that I could use the proceeds to buy armor or skills or weapons or ... well whatever, really, than undertake a quest solely for XP like some of the old Prophecy quests. 4, 5 and 6) Are you sure you don't need those points to be the best ranger you could be? You see, the best characters should have multiple sub-jobs so that they can take on any number of different opponents depending on your team configuration. (It's called utility). A water/curse E/N that can change to a heal party/ward E/Mo is far more useful a person to have around than either one by itself. (Hopefully some day A.net will let you switch in any town rather than the desert locations). If you have so many skill points, try applying them to a new second profession for an alternate build. As you can tell, I'm happy that there is massive XP to provide new skill points. I'll need them for my next secondary profession.
Quote:
|
So, when chapter 3 comes out in October or November, just what is ANet going to include in it to justify 50 bucks more? We already paid that for 1/2 the content of chapter one. As time goes on, there just won't be anything more they can add that is just rehashing the same old junk with new skins. We've already seen this with Factions, and I predict it will just get worse as time goes on.
|
I'd say that A.Net could justify it by continuing to provide the game. (See the economic argument above). Honestly, I think that if you like the game as it is now, the expansions will just provide more of that, with different options. If you're looking for a truly new game every time you buy an expansion, you'll be dissapointed. Personally, I like Guild Wars, and want to see more of it. My only hope for the next expansion is that it goes through a better story and programming quality control regime.