State of the Game Letter
Ashraven
I think Anet has to come back to the basics and analyze the keys elements that make a successful PvP/FPS game and a successful MMORPG game. There's a saying that the key to success is knowing that if you try to please everyone, you will fail. I think they've already demonstrated originality in creating a somewhat new genre of game in addition to development of a novel battle/skill and dual profession system. I don't think Anet needs to be afraid of looking back at traditional games for inspiration.
With that in mind, I think its up to Anet to filter through and take a close look at the key elements that will keep everyone happy. Worry about the small issues (i.e. toggling capes) later. I may be stating the obvious, but its very easy to get caught up in all the rhetoric thats going on in media, elite forums,etc.
I agree that I don't think Anet realized what they got themselves into when they created a game that has two distinct sides. And that they were not prepared to see so many people from EQ, WoW, etc, come along with specific expectations for the PvE/RPG content.
My 2 cents:
I can't speak too much about PvP yet, but as far as PvE is concerned, more character customization (as much as possible, by whatever means) and farming for unique items as the true PvEers don't mind farming as long as the rewards are there. I think as the drop rate increases, you will see the economy correct itself to a certain degree.
-Ashraven
With that in mind, I think its up to Anet to filter through and take a close look at the key elements that will keep everyone happy. Worry about the small issues (i.e. toggling capes) later. I may be stating the obvious, but its very easy to get caught up in all the rhetoric thats going on in media, elite forums,etc.
I agree that I don't think Anet realized what they got themselves into when they created a game that has two distinct sides. And that they were not prepared to see so many people from EQ, WoW, etc, come along with specific expectations for the PvE/RPG content.
My 2 cents:
I can't speak too much about PvP yet, but as far as PvE is concerned, more character customization (as much as possible, by whatever means) and farming for unique items as the true PvEers don't mind farming as long as the rewards are there. I think as the drop rate increases, you will see the economy correct itself to a certain degree.
-Ashraven
Xonic
Excellent. Sounds very promission in every aspect. I don't know how anyone could have anything more to ask for, or whine/complain about the best development team/company today.
ANet you've earned my loyality in all of your future products! The other companies I am a loyal customer to are BioWare, Blizzard, and Valve.
ANet you've earned my loyality in all of your future products! The other companies I am a loyal customer to are BioWare, Blizzard, and Valve.
Jwh6913
--------------------------------------------------------------------------------
Anet-
It seems that to me, that you advertised a (CO)RPG, without advertising the pvp as the main component of the game . nowhere on the box it said "this is a player vs player game," Yet, the PVE is on the backburner even though almost everybody plays PVE more than they pvp. the summer content updates isn't really enough for me. I understand the time put in designing and developing them, but there's still problems you have yet to address.
I've been around since the WPE, and it seems to me that PVE WERE intended to be the meat and potatoes of the entire game, and selective pvp were just pure gravy.
Many times you have proved to me and many others, that it was the PVP that's important to you. You have singlehandly destroyed the economy in your overzealous fight with the bots. if there were no need for bots, I'm sure the botters would have gone elsewhere. Your limited methods of Gold gain isn't working very well. I barely can get 300g by just playing through ONE high level mission normally, and I maybe can get 250g? if I had a pug that went through an EA and killed every single monster and opened every single chest/barrel/stash. it's a game that lends itself to massive farming and botting. You have advertised this for the casual player, but I don't see the casual player being able to get enough gold just for Droknar's armor without farming for at least 3 hours.
I suggest you increase the overall gold drop by 200% for instance, in old ascalon, there's a 4 player limit, and 15 gold drops- increase that to for example 75 gold , and scale it accordingly to the party size.
I've noticed, people don't really want rare weaponry. Aside from their upgrades, they just want rare weaponry because they sell well and gain the most gold. if I had a max dam rare crappy storm bow, I'd make at least 80k right there. and that is equalivent to what? about 50 hours worth of marhan chest farming and IDing and selling the awful drops? Ultimately, it's much easier and cheaper to use the collectors in the desert and Southern Shiverpeaks for your best weapons. We just deal in rares for the upgrades and the gold letters.
As for my own perspective with GVG and HOH, TS and Vent has been overemphasized for teamwork. I cannot use TS or Vent at all because I'm deaf. YET I see the majority clamoring for TS/Vent capable people and that is partly a reason why I've NEVER seen the glory of HOH win or lose.
GVG all depends on the guild of course, and my current one is basically dying out because no one's interested in smashing 8 people from a different guildfor fun or to get nothing vital to the guild or to themselves besides faction. We can unlock all our skills rather easily by going through the PVE at least 6 times to save time by not farming xp or skill points. What else is there? ranking? Ranking doesn't do too much to motivate my guild.
The fun I had from GW were going through the game, gaining all the skills for the primary and focusing on it and developing unique builds. I even made a ranger beast master with a spider for fun because currently many people think they suck. my pet have had survived all the missions. it were an Wolf until I got to Dragon's lair, then I got a hearty black widow. then my pet did even better! it were a corny and off the wall barrage/tigerfury/beastmaster build and it did much better than the rest of my characters.
I'm still playing GW because it's a good game, it's not perfect nor it will ever be.
Anet-
It seems that to me, that you advertised a (CO)RPG, without advertising the pvp as the main component of the game . nowhere on the box it said "this is a player vs player game," Yet, the PVE is on the backburner even though almost everybody plays PVE more than they pvp. the summer content updates isn't really enough for me. I understand the time put in designing and developing them, but there's still problems you have yet to address.
I've been around since the WPE, and it seems to me that PVE WERE intended to be the meat and potatoes of the entire game, and selective pvp were just pure gravy.
Many times you have proved to me and many others, that it was the PVP that's important to you. You have singlehandly destroyed the economy in your overzealous fight with the bots. if there were no need for bots, I'm sure the botters would have gone elsewhere. Your limited methods of Gold gain isn't working very well. I barely can get 300g by just playing through ONE high level mission normally, and I maybe can get 250g? if I had a pug that went through an EA and killed every single monster and opened every single chest/barrel/stash. it's a game that lends itself to massive farming and botting. You have advertised this for the casual player, but I don't see the casual player being able to get enough gold just for Droknar's armor without farming for at least 3 hours.
I suggest you increase the overall gold drop by 200% for instance, in old ascalon, there's a 4 player limit, and 15 gold drops- increase that to for example 75 gold , and scale it accordingly to the party size.
I've noticed, people don't really want rare weaponry. Aside from their upgrades, they just want rare weaponry because they sell well and gain the most gold. if I had a max dam rare crappy storm bow, I'd make at least 80k right there. and that is equalivent to what? about 50 hours worth of marhan chest farming and IDing and selling the awful drops? Ultimately, it's much easier and cheaper to use the collectors in the desert and Southern Shiverpeaks for your best weapons. We just deal in rares for the upgrades and the gold letters.
As for my own perspective with GVG and HOH, TS and Vent has been overemphasized for teamwork. I cannot use TS or Vent at all because I'm deaf. YET I see the majority clamoring for TS/Vent capable people and that is partly a reason why I've NEVER seen the glory of HOH win or lose.
GVG all depends on the guild of course, and my current one is basically dying out because no one's interested in smashing 8 people from a different guildfor fun or to get nothing vital to the guild or to themselves besides faction. We can unlock all our skills rather easily by going through the PVE at least 6 times to save time by not farming xp or skill points. What else is there? ranking? Ranking doesn't do too much to motivate my guild.
The fun I had from GW were going through the game, gaining all the skills for the primary and focusing on it and developing unique builds. I even made a ranger beast master with a spider for fun because currently many people think they suck. my pet have had survived all the missions. it were an Wolf until I got to Dragon's lair, then I got a hearty black widow. then my pet did even better! it were a corny and off the wall barrage/tigerfury/beastmaster build and it did much better than the rest of my characters.
I'm still playing GW because it's a good game, it's not perfect nor it will ever be.
Man With No Name
I'm not sure where to start and I can only echo many of the points BlackAce raised....
PvE
Gameplay
It's a mostly skill-less affair. The standard Tanks + Monks + Ele's are more than enough to handle any mission. There's minimal thinking involved, not much skill -- just charge the Tanks at the enemy, keep them healed and nuke the mobs -- repeat for every mob..
At least 2 of the classes serve no purpose in PvE at the present IMO with very little penalty to the team for not using them...
Ideally, each battle should be a mini puzzle with at least 1 type of class in the enemy team. Using more of the tactics that are needed in a PvP game can only benefit the PvE side.
No longer could you charge in and nuke everything -- you'd have to use Warrior's to kill their prefered enemy type and use the Elementalist's to kill their prefered type -- etc...
Hence -- make the encouters less numerous but more difficult
Consider even making certain types of enemies only take minimal / no damage from certain types of damage and maximum damage from other types -- this should make the class usage more diverse ( this should stop those solo Mo/W runs )
Travelling between towns shouldn't be as much as a choir as it currently is -- considering the loot that gets dropped.... Ten minutes for a journey from Beetletun to Hot Springs with a full party -- to the sound of 25gp and 6 feathers -- almost makes solo'ing area's justifiable...
Running should also be stopped -- it's quite sad to see people willingly run to area's rather than play though them.
Requirements for Armour should be added too...
Materials, Crafters
Prices range from worthless to excessive atm.
The Traders are nothing more than con-men -- offering rediculously low sell-back prices even though the buying prices are astronimical. People are simply holding back their materials / dye ( which I don't blame them for ) -- making the prices skyrocket even higher
Why would anyone go to the trouble of making Linen / Deldrimor Steel / Material -- when the sell-back price the trader offers doesn't even let them break-even..??
You either:
- Make the Traders offer fairer sell-back prices ( at the expense of this "realism" ), in order to get ppl to sell back to the Trader lowering the Buying price OR
- Enforce fixed buy/sell prices for every item -- killing Gold farming and Ebay'ing in one fell swoop
Fixed prices would piss-off the gold farming crowd but do we really need players that gold farm in this game -- what do they offer..?? The moment ppl realise that this was meant to be a skill based game based on teamwork -- the better...
I want the Ub3R sword of killing and FoW armour as much as anyone ( even if it is just cosmetic ) -- but I'm not willing to grind rediculously for it
PvP
I don't play enough high-end PvP to comment -- although no skill should dominate all others or prevent the use of a whole subset of skills -- such an RPG could hardly claim to be "skill-based"
You've no doubt collated plenty of information on what needs to be changed -- and I'd suggest you make those changes ASAP
I would take at look at the effectiveness of conditions on melee vs casters -- makes no sense to me why a Blind Paladin can't attack but a Blinded caster can happily still operate...
As for faction -- I'd say increase the reward in Arena -- other than that I think it's a fine idea that rewards PvP players for doing what they do anyway
FInally, as an afterthought...
I do sometimes wonder if the ability to pick a secondary class actually hurts the game more than it benefits it: having a Scissor --> Paper--> Stone system -- seems more manageble even if it is more restrictive...
PvE
Gameplay
It's a mostly skill-less affair. The standard Tanks + Monks + Ele's are more than enough to handle any mission. There's minimal thinking involved, not much skill -- just charge the Tanks at the enemy, keep them healed and nuke the mobs -- repeat for every mob..
At least 2 of the classes serve no purpose in PvE at the present IMO with very little penalty to the team for not using them...
Ideally, each battle should be a mini puzzle with at least 1 type of class in the enemy team. Using more of the tactics that are needed in a PvP game can only benefit the PvE side.
No longer could you charge in and nuke everything -- you'd have to use Warrior's to kill their prefered enemy type and use the Elementalist's to kill their prefered type -- etc...
Hence -- make the encouters less numerous but more difficult
Consider even making certain types of enemies only take minimal / no damage from certain types of damage and maximum damage from other types -- this should make the class usage more diverse ( this should stop those solo Mo/W runs )
Travelling between towns shouldn't be as much as a choir as it currently is -- considering the loot that gets dropped.... Ten minutes for a journey from Beetletun to Hot Springs with a full party -- to the sound of 25gp and 6 feathers -- almost makes solo'ing area's justifiable...
Running should also be stopped -- it's quite sad to see people willingly run to area's rather than play though them.
Requirements for Armour should be added too...
Materials, Crafters
Prices range from worthless to excessive atm.
The Traders are nothing more than con-men -- offering rediculously low sell-back prices even though the buying prices are astronimical. People are simply holding back their materials / dye ( which I don't blame them for ) -- making the prices skyrocket even higher
Why would anyone go to the trouble of making Linen / Deldrimor Steel / Material -- when the sell-back price the trader offers doesn't even let them break-even..??
You either:
- Make the Traders offer fairer sell-back prices ( at the expense of this "realism" ), in order to get ppl to sell back to the Trader lowering the Buying price OR
- Enforce fixed buy/sell prices for every item -- killing Gold farming and Ebay'ing in one fell swoop
Fixed prices would piss-off the gold farming crowd but do we really need players that gold farm in this game -- what do they offer..?? The moment ppl realise that this was meant to be a skill based game based on teamwork -- the better...
I want the Ub3R sword of killing and FoW armour as much as anyone ( even if it is just cosmetic ) -- but I'm not willing to grind rediculously for it
PvP
I don't play enough high-end PvP to comment -- although no skill should dominate all others or prevent the use of a whole subset of skills -- such an RPG could hardly claim to be "skill-based"
You've no doubt collated plenty of information on what needs to be changed -- and I'd suggest you make those changes ASAP
I would take at look at the effectiveness of conditions on melee vs casters -- makes no sense to me why a Blind Paladin can't attack but a Blinded caster can happily still operate...
As for faction -- I'd say increase the reward in Arena -- other than that I think it's a fine idea that rewards PvP players for doing what they do anyway
FInally, as an afterthought...
I do sometimes wonder if the ability to pick a secondary class actually hurts the game more than it benefits it: having a Scissor --> Paper--> Stone system -- seems more manageble even if it is more restrictive...
DarkWasp
My biggest question: I saw that there will be observer mode in the tombs. But, will there be in the Hall itself? Every time I die there, I want to stay and watch the rest of the fight.
Chad
May I request that bosses (particularly the ones you get elite skills from) spawn of the same type (as in Warrior, Ranger, etc) in the same place every time. I just spent over an hour going to where a map showed a monk boss to be...only to have it turn out to be a mesmer. Now I get the joy of doing the entire hour+ fight all over again in hopes that the monk boss spawns this time, which I'm assuming has a 17% chance of happening (1/6). To me, that is 100% grind that is completely unnecessary.
Dadacham
Quote:
I'm afraid that Observer Mode is going to be like watching American football on television. It's a lot of fun, but without some play-by-play announcing or replay ability, it does little to help for actual 'improving' or 'studying', analyzing strategies, etc |
Cymboric Treewalker
Here are a list of items - sorry for its length:
For Guilds:
1. A officers channel
2. Two levels of officers - one that can do more things than the simple level now
3. The ability to do a search on a guild tag and retrieve a list of the officers
4. Guild hall storage shared between officers - used to help guilds reward their members
5. regular storage available at the guild hall
6. make guild practices possible - got 16 people allow them to have two teams play in the guildhall of their choice
7. allow for guild alliances
For PvE:
1. When players drop (lied about wanting mission and bonus) replace that character with a Henchmen with their primary profession
2. Allow players that got diconnected to rejoin their last mission if it is in progress (not players that dropped by hitting M)
3. Create a Roleplay only district
4. Allow an option to display a parties energy as well as health (make it easier to work together and not have people run off when the priest has 0 energy)
For PvP:
1. Make elite skills captured after the desert not useable in the Shiverpeak and Ascalon arena
2. Make armor from Droknar useable in the Shiverpeak or Ascalon arena
That is it off the top of my head... if I think of more I will post later.
For Guilds:
1. A officers channel
2. Two levels of officers - one that can do more things than the simple level now
3. The ability to do a search on a guild tag and retrieve a list of the officers
4. Guild hall storage shared between officers - used to help guilds reward their members
5. regular storage available at the guild hall
6. make guild practices possible - got 16 people allow them to have two teams play in the guildhall of their choice
7. allow for guild alliances
For PvE:
1. When players drop (lied about wanting mission and bonus) replace that character with a Henchmen with their primary profession
2. Allow players that got diconnected to rejoin their last mission if it is in progress (not players that dropped by hitting M)
3. Create a Roleplay only district
4. Allow an option to display a parties energy as well as health (make it easier to work together and not have people run off when the priest has 0 energy)
For PvP:
1. Make elite skills captured after the desert not useable in the Shiverpeak and Ascalon arena
2. Make armor from Droknar useable in the Shiverpeak or Ascalon arena
That is it off the top of my head... if I think of more I will post later.
Maxiemonster
Quote:
Ascended Content As I mentioned in my last open letter, one of our top priorities has been adding content for ascended roleplaying characters. It's on the way. We are now entering a testing and polish phase on Sorrow's Furnace and other new ascended content. The additions will include new quests, new monsters, new items and new accelerated sources of XP and rare items. |
Old Dood
Gail,
Now that you have seen many,many post in this thread you have started, can you give us a summery on what IS going to be considered in the future.
Can you say what is probably going to be implemented and what is not?
A rough summery would be acceptable.
Thank you!
-Dood
Now that you have seen many,many post in this thread you have started, can you give us a summery on what IS going to be considered in the future.
Can you say what is probably going to be implemented and what is not?
A rough summery would be acceptable.
Thank you!
-Dood
Aniewiel
http://www.guildwarsguru.com/forum/s...ad.php?t=42924
The Fansite Friday from yesterday gives some hints.
The Fansite Friday from yesterday gives some hints.
Anomaly
My only request, please update the trading system.
It's the worst part of the game by far.
It's the worst part of the game by far.
Old Dood
Quote:
Originally Posted by Aniewiel
http://www.guildwarsguru.com/forum/s...ad.php?t=42924
The Fansite Friday from yesterday gives some hints. |
Aniewiel
I suspect, OWD, that they're not going to tell us. If you look at the Fansite Friday thread again (if you haven't already), Gaile posted in there about why they didn't include much detail. Not terribly satisfying, admittedly, but understandable nontheless.
JoDiamonds
I wouldn't expect a high level of detail. There's a lot of forums, after all. It's not like they can answer each post.
Drakron
Or update their site with more detailed information.
Wa$d
Well I have quit Guild wars mainly, but i pop back in and out to cheak for updates and to say hi to guildys, if you do one thing for me i ask for a auction house thats it i dont care were the game goes all i want is a auction house
lessa
I would like to see the addition of henchmen in the underworld, and other places that they are not allowed. My friend and I have been playing with just each other and once we get to those places where we can't take the henchmen the game is going to stop for us, or prove VERY difficult. From what I have read it is VERY hard to get a party together with the members that you need. And we like playing just with each other. Also would like to at least have a chance to survive the experience too.
trelloskilos
Quote:
Originally Posted by Wa$d
Well I have quit Guild wars mainly, but i pop back in and out to cheak for updates and to say hi to guildys, if you do one thing for me i ask for a auction house thats it i dont care were the game goes all i want is a auction house
|
Question is, how would it work? What would the setup be like? Would it be that you had to be in an area at a specific time for this to happen or could you "Commision" a bid? Would you be charged a buyer's fee for putting an item up for auction? What about auction wrecking? (or would the exchange be immediate?), and most of all, what about dealing with traders who will probably spam the bejeezus out of finished auctions by offering similar items at a slight discount?
(I could ask quite a few questions, and think up all kinds of possibilities for how to implement one, and any problems that might arise), but yeah! An auction house would kick booty!!!