Guild Wars 2 isn’t selling level 80 boosts, might consider raid difficulty modes

    
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Guild Wars 2 isn’t selling level 80 boosts, might consider raid difficulty modes

If you missed last night’s Guild Wars 2 Ask Me Anything on Reddit because you were too busy actually playing the update, then you weren’t alone. But there was good stuff! Joined by over 20 ArenaNet devs, President Mike O’Brien helmed the AMA to talk about the patch and what’s still to come — let’s hit the highlights:

  • New legendaries aren’t fully off the table, but the team wants to push out story and world content first.
  • ANet will keep working on WvW, relinking and pairing worlds based on population, maybe re-enabling boon-stripping, rotating borderlands quarterly, and polling WvW players for input.
  • They aren’t talking about future raid wings yet, but they are talking about easy and hard modes — those are still under discussion.
  • “We are looking into moving further away from pure RNG as a reward system” in fractals. Ascended gear is intended to be easier in fractals now.
  • PvP players, yesterday’s patch is it for you for a while thanks to the impending Season 3.
  • Hate where the shared inventory slots go? Moving them is “a decent amount of work [but] not out of the realm of possibility.” ANet won’t be selling level 80 boosts in the gemstore either.

As for the summer updates, ArenaNet’s plans are still firm: living world, living world, living world, plus a quarterly update, maybe all jammed together and maybe not.

Don’t miss MOP’s Tina’s full run-down of everything in the patch!

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BritoBruno
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BritoBruno

“New legendaries aren’t fully off the table, but the team wants to push out story and world content first.”
STAY AWAY WITH THAT TABLE, FOR THE LOVE OF GOD, ENOUGH OF IT, GET IT OUR AND BURN IT!

schmidtcapela
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schmidtcapela

DugFromTheEarth schmidtcapela RiccardoTavano 
Sorry, never actually experienced DAoC. What I read about it at the time made it seem like a PvP focused game, so I never bothered to look for further info or try it.
Though that might be an element in why PvP worked for the game. Was DAoC advertisement focused on PvP or PvE? Might players not interested in PvP at all be drawn to the game by its advertisement (before Gaheris was added)?

Also, Gaheris might be part of the answer too. The game provides a server type where PvP doesn’t exist, and everything you would usually obtain through PvP is, instead, obtained through PvE. Seems like a good way to remove from the PvP those players that are doing PvP just for the rewards.

BTW, had GW2’s WvW been closer to what you described of DAoC I would very likely never had bothered with the game in the first place. And yeah, when rewards useful in PvE are offered for taking part in PvP (and I didn’t notice it early enough to avoid purchasing the game in the first place) I’m very much a part of the problem; I try to not be an ass while doing it, but if I’m doing something for a PvE reward then the less PvP I have to engage in the happier I am, to the point in GW2 I would just sit and let other players kill me if I was doing something PvE-related in the WvW zones and an opponent caught me.

DugFromTheEarth
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DugFromTheEarth

schmidtcapela DugFromTheEarth RiccardoTavano

Well, to help correct your understanding of Daoc… no, its not a PvP to the core.
Its split, like GW2. Its got a completely separate PvE game for leveling up, getting loot, questing, dungeons, entire zones, etc that plays pretty darn similar to Everquest, and then, in a totally separate instanced area, it has RvR zones. (which at the time I played, were end game zones, not meant for lower levels). You actually had to play through the games PvE gameplay to get to the point where you could do the end game PvP/RvR.

The RvR zones have huge battles, just like in GW2, only, the battles between actual players were a lot more common in Daoc. AND, the goal/rewards for doing PvP in Daoc were still heavily PvE driven as well. The Relic that each realm was inspired to take granted the realm that owned them bonuses that were JUST as useful in PvE (just like gw2 mist bonus). The RvR ranks you would earn, granted you points to spend on character bonuses that benefited you just as much in PvE too.

The only exception to this was the Darkness Falls Dungeon. A dungeon added in the RvR zone later in the game, that rewarded PvE oriented loot, but required you to take part in PvP while doing it (Each realm fought for control of it, it was a really fun concept)

Since you brought it up, Camelot Unchained is on my watch list, as its the spiritual successor to Daoc. (wish Warhammer ONline had been, but it felt like it had both arms tied behind its back). But, after Warhammer, im a little hesitant to throw my money at it until i get the opportunity to try it out (Jacobs said there will be an open beta, which im looking forward to)

Anyway…

Most Daoc players can see a lot of Daoc elements that Anet may have tried to put into their WvW design, but at some point in the development it feels like they just said, “well, we implemented it about 40% of the way, thats good enough” and left it at that.

Most Ex-Daoc players Ive talked with that play(ed) GW2 WvW pretty much all have the same impressions of it, like its a neutered version of what they loved in Daoc. These players find themselves playing WvW and asking “Why?” when they encounter things that lead them to feel this way.

GW2 WvW has always suffered from it never feeling like a completed project, and Anet has confirmed this officially several times by stating things like “We just dont have a big team working on it” or “Its on the list, its just at the bottom of the list of things to work on” or  “WvW was never meant to be a main game focus, for GW2 that focus has always been PvE and the Storyline”

schmidtcapela
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schmidtcapela

DugFromTheEarth schmidtcapela RiccardoTavano 
DAoC, from my understanding, is an PvP game to the core. Everything — even the PvE — revolves around the PvP. You don’t get into the game unless you want to play PvP.

If that is the case, you have your answer. Everyone in DAoC is there to play a PvP game.
In contrast, in games that have segregated PvE and a PvP segments you have a lot of players that aren’t interested in the PvP at all. Those players not interested in PvP might go into the PvP side if it offers enticing enough rewards, but they won’t be there to play PvP; they will be there to get the rewards, often with the minimum possible amount of PvP, and many are willing to completely ruin any and all PvP if it allows them to get the rewards slightly faster.
So, again, rewards. Whenever the rewards for PvP are good enough to attract players that don’t actually care for the PvP, you get trouble.

(BTW, take a look at Camelot Unchained. From what I hear, it’s attempting to bring back what made DAoC great while having a modern engine and graphics.)

paragonlostinspace
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paragonlostinspace

DugFromTheEarth Sounds like it’s pretty much what WoW’s Alterac Valley has become. :(

DugFromTheEarth
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DugFromTheEarth

schmidtcapela DugFromTheEarth RiccardoTavano Somehow, Dark age of camelot got closer to getting it right years ago. Its far from perfect, but it sure as hell worked better than this.

Just wish the game today didnt have such a dated UI and controls (dont even mind the old graphics).

schmidtcapela
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schmidtcapela

DugFromTheEarth schmidtcapela RiccardoTavano 
Classical merry-go-round issue, where players avoid fighting each other and fall into a pattern, usually a circular one, and the factions just keep trading captures without bothering with defense. Happens when the best way to earn the rewards is to cap static objectives, like fortifications, to the point fighting other players ends being seen as a waste of time; I’ve personally seen it in WoW and TSW, and heard reports of it happening in Warhammer Online and SWTOR.

Each way of rewarding players tends to cause a different issue. Make players gain rewards by killing opponents and players will just ignore every other objective to engage in a big brawl in the middle of the map, and that if they don’t instead start trading kills (it’s faster to kill someone that isn’t trying to stay alive, so two players trading kills will each rack kills far faster than they could by actually fighting). Make players gain rewards for the time spent in PvP and people will find ways to do some rewards farming AFK. Make it a big reward to the winner and players will simply leave as soon as victory isn’t assured anymore. Make a “consolation prize” good enough to keep players until the end and you will start getting “losing premades” (groups assembled with the explicit intent to lose as fast as possible to quickly rack up the consolation prizes). And so on.

I’ve yet to see a PvP rewards structure that promotes good, enjoyable PvP. Thus why I tend to stick to PvP games that don’t use rewards to entice players.

DugFromTheEarth
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DugFromTheEarth

RiccardoTavano Players screamed for PvE rewards because GW2 doesnt have PvP gear, PvE gear is the only type, and if someone doesnt like doing PvE content, they need SOME way to get that gear.

And its not so much THAT you can get the gear doing WvW, its HOW you get it.

Rather than fighting other players from other worlds, rather than attacking a keep defended by a bunch of enemy players, instead, focus is made on completely avoiding confrontations with other players, to have 40 people attacking 1 keep lord NPC (that is ZERO challenge for that many players, allowing them to steam roll the NPC in 10 seconds). Its the mechanic of HOW and WHY you get them that upsets me, not the fact that pve rewards exist.

DugFromTheEarth
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DugFromTheEarth

Serrenity DugFromTheEarth

Ive posted several large posts on the official GW2 forum over the years about changes. Way too much to post here, 

Those posts went over everything from Keep placement (location on the map to distance from other keeps) to how both large group (zerg) CC and AoE attacks were handled. It covered concepts of granting more for capturing a defended keep, as well as better rewarding those who actually defend a keep. I also covered things about the overall win bonus for your realm/world (right now, it doesnt matter if you come in 1st, 2nd or 3rd, outside of bragging rights, which removes a LOT of motivation to even care about it).

Its absolutely meaningless for the most part for a guild to claim a keep in WvW. (this is GUILD wars, anet could have done a LOT better).

The motivation for doing anything in WvW is just completely bass ackwards from what motivations should be in pvp oriented gameplay. How so? How about this example. Its better to let the enemy realm capture a keep, and leave, so you can easily capture it 5 minutes later undefended. This is just down right silly. I encourages people to avoid actual pvp IN the large scale PvP zone.

Seriously though, there are TONS of great, constructive, well thought out posts on the gw2 forums that go over these sorts of ideas and concepts. Many share the same concepts (because they make sense), and Anet pretty much just ignores it. Anets main focus (as stated numerous times by Anet themself) is PvE, which means WvW always gets the left over scraps.

Xephyr
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Xephyr

breetoplay Xephyr oh yeah, derp, I just assumed it was a link to the dulfy website.