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My greatest gw2 fear


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Some of my GW2 fears have already come true, but could get even worse.

- Raids have already a very large impact on the game (PvE balance, tie-ins with e.g. The Coalescense trinket, enforcing a very narrow build margin to use etc.)

- No eta on WvW changes that bring balance to server population issues, gimmick meta-gaming and profession issues

- PoF maps / metas / bounties very unfriendly to "play when & how you like" player types. Everything feels like it is on a schedule you have to be there at the exact time with everyone else (Serpent's Ire !!)

- extra LS achievements are not fun to do, due to the very inconsistent use of replay/reset nodes and some horribly long instances

- player population is already spread out very thinly in PvE, so you either get things done "when it is hot" or you might have missed out on stuff (again "redeeming" the Inquest backpack and Serpent's Ire are a good example)

 

GW2 doesn't cater my gaming needs like it did pre-PoF, which might be my personal problem, but it still feels disheartening, being a GW players since the launch of GW1.

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> @"Ardid.7203" said:

> Mi greatest fear for Anet to continue making GW2 less and less innovative, more and more "like a normal MMORPG", taking no risks and proposing nothing challenging and interesting.

> Basically, I fear they would continue making PoF content instead of HoT content.

 

well, thats going to happen guranteed, to many people werent happy with HoTs difficulty at launch, but itd be nice if they could strike a nice balance between HoT and PoF.

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My fear is that they will abandon UW content without a thought.

It just needs a few fixes, some polishing, and some tweaks.

Its already ‘fine’, it just needs to become ‘good enough’.

https://en-forum.guildwars2.com/discussion/22191/how-to-fix-underwater-combat#latest

Made a few suggestions here a while back, but sadly, a lot of suggestions/ideas never reach the anet table

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> @"IndigoSundown.5419" said:

> > @"Gehenna.3625" said:

> > > @"IndigoSundown.5419" said:

> > > My "greatest fear" in relation to GW2 is that ANet will again cave to the portion of the player-base that "loves MMO's" at the expense of players like myself, who don't love MMO's -- again.

> > >

> > > I would love UW combat to be given more love. I've always liked the three-dimensional aspect of it. I disliked the fact that my characters were less effective against the same mobs UW than on land. Some of that was addressed with the recent changes, but by no means all. If they did do more UW content, I'd like to see the other deficiencies addressed.

> >

> > So you want to play an MMO that's not an MMO?

>

> > @"FOX.3582" said:

> > > @"IndigoSundown.5419" said:

> > > My "greatest fear" in relation to GW2 is that ANet will again cave to the portion of the player-base that "loves MMO's" at the expense of players like myself, who don't love MMO's -- again.

> > >

> >

> > Are you okay?

> >

> >

>

> I guess you might have missed ...

>

> "So if you love MMORPGs, you should check out Guild Wars 2. But if you hate traditional MMORPGs, then you should really check out Guild Wars 2. Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs ..."

>

> https://www.guildwars2.com/en/news/guild-wars-2-design-manifesto/

>

> and ...

>

> "The answer can be found in the mechanics and choices made in subscription-based MMOs, which keep customers actively playing by chasing something in the game through processes that take as long as possible. In other words, they design content systems that take more time to keep people playing longer. If this is your business motivation and model so you keep getting paid, it makes sense and is an incredibly smart thing to do, and you need to support it.

>

> When your game systems are derived and designed to fill this prime motivation of a subscription-based MMO, you potentially sacrifice quality to get as much content in as possible to fill that time. You get leveling systems that take insane amounts of grind to gain a level, loot drop systems that require doing a dungeon with a tiny chance the item you want can drop at the end, raid systems that need huge numbers of people online simultaneously to organize and play, thousands of wash/repeat item-collection or kill-mob quests or dailies with flavor text support, the best stat gear requiring crazy amounts of time to earn, etc.

>

> But what if your business model isn’t one based on a subscription, and your content-design motivations aren’t driven by creating mechanics to keep people playing as long as possible? When looking at content design for Guild Wars 2, we’ve tried to ask the question: What if the development of the game was based on…wait for it…fun?"

>

> https://www.guildwars2.com/en/news/is-it-fun-colin-johanson-on-how-arenanet-measures-success/

 

I didn't miss that but I'm not going to make assumptions about what you might or might not have meant. In any case this is a bunch of baloney anyway because GW2 still uses the same principles just in a different way. They said no quests but the hearts and events are repackaged quests. I don't have a problem with that because you have to have something to do and the format is pretty cool so hey that's nice...but they're still repackaged quests and there's still mobs to kill. So GW2 does have kill x mobs, just in a different format.

 

So they don't have a gear treadmill in GW2. Well not in the traditional sense but then there is an infusion treadmill in fractals and there are collections where you have to do all kinds of stuff and well there are raids and dungeons. Ok they are all a bit different and you don't need to keep chasing stats each expansion, but the game does still have repeatable content and stuff to work towards though often more cosmetic. The new elegy and requiem armor sets are an example of that.

 

All in all, GW2 does approach things a little different and not having level cap raises with new gear tiers for stats is where the game does differentiate itself from many other MMOs but in large part it's a different approach to the exact same principles.

 

So if you think that GW2 is so incredibly different from other MMOs, feel free, but to me it's not that different, but some of the differences in how they do it are quite well done. Of course having more and more zones with exactly the same type of stuff is also something that people do complain about.

 

All I know is that it is certainly less work in SWTOR to get BiS gear every year or two than it is to get a full set of legendary gear together here. That game does have a sub but has been catering to casuals pretty heavily the last few years. Not that legendary gear is necessary but then neither is BiS gear in SWTOR because the hardest content is set for gear one tier below that. On top of that they're introducing a new tier of gear before the end of the year that can only be made with materials from the hardest content (Master Mode/Nightmare Raids) which will add another tier above the current one that isn't needed. So that could be seen as legendary gear maybe but it will be two tiers above the gear that's needed for the hardest content.

 

People just need stuff to work towards whether it's stat gear or cosmetics or whatever. GW2 has plenty of that. It's just packaged differently and some of it is very successful and some of it is not. In the end we are still killing mobs, escorting people, collecting items for npc's and killing world bosses. We still have levels to go through, we still have a main story line, dungeons, raids and pvp. The game has expansions, classes etc. Sure they have been approach differently but in essence it's still just the same type of stuff you do in any other MMO.

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> @"Ardid.7203" said:

> Mi greatest fear for Anet to continue making GW2 less and less innovative, more and more "like a normal MMORPG", taking no risks and proposing nothing challenging and interesting.

> Basically, I fear they would continue making PoF content instead of HoT content.

 

I don't feel that these two thoughts are all inclusive. I believe Anet can take risks and be innovative without making HoT level content. I believe that they could find a balance in there somewhere. For me, the latest LS chapter was closer to that kind of thing.

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> @"Gehenna.3625" said:

>

> I didn't miss that but I'm not going to make assumptions about what you might or might not have meant. In any case this is a bunch of baloney anyway because GW2 still uses the same principles just in a different way. They said no quests but the hearts and events are repackaged quests. I don't have a problem with that because you have to have something to do and the format is pretty cool so hey that's nice...but they're still repackaged quests and there's still mobs to kill. So GW2 does have kill x mobs, just in a different format.

>

> So they don't have a gear treadmill in GW2. Well not in the traditional sense but then there is an infusion treadmill in fractals and there are collections where you have to do all kinds of stuff and well there are raids and dungeons. Ok they are all a bit different and you don't need to keep chasing stats each expansion, but the game does still have repeatable content and stuff to work towards though often more cosmetic. The new elegy and requiem armor sets are an example of that.

>

> All in all, GW2 does approach things a little different and not having level cap raises with new gear tiers for stats is where the game does differentiate itself from many other MMOs but in large part it's a different approach to the exact same principles.

>

> _So if you think that GW2 is so incredibly different from other MMOs, feel free, but to me it's not that different, but some of the differences in how they do it are quite well done._ Of course having more and more zones with exactly the same type of stuff is also something that people do complain about.

>

> All I know is that it is certainly less work in SWTOR to get BiS gear every year or two than it is to get a full set of legendary gear together here. That game does have a sub but has been catering to casuals pretty heavily the last few years. Not that legendary gear is necessary but then neither is BiS gear in SWTOR because the hardest content is set for gear one tier below that. On top of that they're introducing a new tier of gear before the end of the year that can only be made with materials from the hardest content (Master Mode/Nightmare Raids) which will add another tier above the current one that isn't needed. So that could be seen as legendary gear maybe but it will be two tiers above the gear that's needed for the hardest content.

>

> People just need stuff to work towards whether it's stat gear or cosmetics or whatever. GW2 has plenty of that. It's just packaged differently and some of it is very successful and some of it is not. In the end we are still killing mobs, escorting people, collecting items for npc's and killing world bosses. We still have levels to go through, we still have a main story line, dungeons, raids and pvp. The game has expansions, classes etc. Sure they have been approach differently but in essence it's still just the same type of stuff you do in any other MMO.

 

I agree that the differences between GW2 and "standard" MMO's are quite well done. However, there are fewer differences now than there were at launch. Thus, my "fear" that ANet may move the game even further in the direction of the standard MMO.

 

Unlike some, my first online game was the original Guild Wars. Somehow, even with a much flatter max stat gear acquisition than GW2, that game managed to keep people playing. Not that GW didn't have its share of repetitive grind. It certainly did. However -- and this may be me -- that game felt like it offered more for me to do than this one does.

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I don't understand peoples hate of underwater combat. Honestly alot of games that don't allow underwater bug me. Now I get it what they should do it just get the current skills and weapons to work underwater.

 

So for example just allow hammers/rifles etc to work underwater.

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> @"Zakka.2153" said:

> I don't understand peoples hate of underwater combat. Honestly alot of games that don't allow underwater bug me. Now I get it what they should do it just get the current skills and weapons to work underwater.

>

> So for example just allow hammers/rifles etc to work underwater.

 

People hate it because alot of builds and skills dont work underwater along with the combat feeling un-engaging and slow. My condi SB is pretty useless UW if i dont just AA with speargun for example.

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> @"IndigoSundown.5419" said:

> > @"Gehenna.3625" said:

> >

> > I didn't miss that but I'm not going to make assumptions about what you might or might not have meant. In any case this is a bunch of baloney anyway because GW2 still uses the same principles just in a different way. They said no quests but the hearts and events are repackaged quests. I don't have a problem with that because you have to have something to do and the format is pretty cool so hey that's nice...but they're still repackaged quests and there's still mobs to kill. So GW2 does have kill x mobs, just in a different format.

> >

> > So they don't have a gear treadmill in GW2. Well not in the traditional sense but then there is an infusion treadmill in fractals and there are collections where you have to do all kinds of stuff and well there are raids and dungeons. Ok they are all a bit different and you don't need to keep chasing stats each expansion, but the game does still have repeatable content and stuff to work towards though often more cosmetic. The new elegy and requiem armor sets are an example of that.

> >

> > All in all, GW2 does approach things a little different and not having level cap raises with new gear tiers for stats is where the game does differentiate itself from many other MMOs but in large part it's a different approach to the exact same principles.

> >

> > _So if you think that GW2 is so incredibly different from other MMOs, feel free, but to me it's not that different, but some of the differences in how they do it are quite well done._ Of course having more and more zones with exactly the same type of stuff is also something that people do complain about.

> >

> > All I know is that it is certainly less work in SWTOR to get BiS gear every year or two than it is to get a full set of legendary gear together here. That game does have a sub but has been catering to casuals pretty heavily the last few years. Not that legendary gear is necessary but then neither is BiS gear in SWTOR because the hardest content is set for gear one tier below that. On top of that they're introducing a new tier of gear before the end of the year that can only be made with materials from the hardest content (Master Mode/Nightmare Raids) which will add another tier above the current one that isn't needed. So that could be seen as legendary gear maybe but it will be two tiers above the gear that's needed for the hardest content.

> >

> > People just need stuff to work towards whether it's stat gear or cosmetics or whatever. GW2 has plenty of that. It's just packaged differently and some of it is very successful and some of it is not. In the end we are still killing mobs, escorting people, collecting items for npc's and killing world bosses. We still have levels to go through, we still have a main story line, dungeons, raids and pvp. The game has expansions, classes etc. Sure they have been approach differently but in essence it's still just the same type of stuff you do in any other MMO.

>

> I agree that the differences between GW2 and "standard" MMO's are quite well done. However, there are fewer differences now than there were at launch. Thus, my "fear" that ANet may move the game even further in the direction of the standard MMO.

>

> Unlike some, my first online game was the original Guild Wars. Somehow, even with a much flatter max stat gear acquisition than GW2, that game managed to keep people playing. Not that GW didn't have its share of repetitive grind. It certainly did. However -- and this may be me -- that game felt like it offered more for me to do than this one does.

 

Alright, I see your point. That's fair comment for sure.

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My greatest fear is that they take a step back from Hot and PoF content and release content that is not fun to play. HoT and PoF have set new standards for GW2. No turning back now please.

 

I felt like Blizzard took a step back with BFA for example. Legion set a standard for WoWs future but they ditched it.

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My greatest GW2 fear is that we keep going in the direction PoF has started, in terms of difficulty and content. Don't get me wrong - I think the desert maps are beautiful, and there's still a lot of value in just exploring - one of the most unique charms of this game. However, it's definitely a long step down in difficulty compared to HoT, and I fear Anet is going to continue to cater to the people who found HoT too difficult. I contend that most such players are actually difficult to keep happy in the long run, but I'm also afraid that most of the playerbase is like that...

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> @"voltaicbore.8012" said:

> My greatest GW2 fear is that we keep going in the direction PoF has started, in terms of difficulty and content. Don't get me wrong - I think the desert maps are beautiful, and there's still a lot of value in just exploring - one of the most unique charms of this game. However, it's definitely a long step down in difficulty compared to HoT, and I fear Anet is going to continue to cater to the people who found HoT too difficult. I contend that most such players are actually difficult to keep happy in the long run, but I'm also afraid that most of the playerbase is like that...

 

I fear I'm going to have to disagree with your contention. Overall I think it's fair to say that casual players do not go through content as quickly as the more hardcore players. Also when content is too hard for people, they don't do it. So PoF is more content for them than HoT because they can actually do the content. So where they may have abandoned HoT maps they would make more use of PoF maps.

 

Personally I'm in the middle because I found the HoT maps partially too messy and annoying but also had parts that I thought were very cool. What PoF's biggest issue is when it comes to the maps is the lack of meaningful meta's and collections that keep you coming back. I quite like the PoF areas but after completing the story and getting the mounts unlocked, I have no reason to come back there again. I do however go to Auric Basin and Dragon Stand to do the meta's there quite often.

 

And there was a lot more going on with regards to masteries and the mastery points were interesting though I did hate the fact that the combat ones were champions, which was rather annoying for map completers.

 

I think you're right that there's a majority of players that are more casual oriented as I call it, but I do not think they are bored as easily as you contend simply because they tend to take more time doing things and don't get bored with things as quickly as you might get bored for example.

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> @"Zakka.2153" said:

> I don't understand peoples hate of underwater combat. Honestly alot of games that don't allow underwater bug me. Now I get it what they should do it just get the current skills and weapons to work underwater.

>

> So for example just allow hammers/rifles etc to work underwater.

 

I do not speak for anyone but myself. I don't enjoy UW combat because I don't like fight in three dimensions. Have done it in other games, both underwater and in the air. Just a preference for me... just like in college, I liked statistics and finance while others preferred more qualitative subjects.

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> @"voltaicbore.8012" said:

> My greatest GW2 fear is that we keep going in the direction PoF has started, in terms of difficulty and content. Don't get me wrong - I think the desert maps are beautiful, and there's still a lot of value in just exploring - one of the most unique charms of this game. However, it's definitely a long step down in difficulty compared to HoT, and I fear Anet is going to continue to cater to the people who found HoT too difficult. I contend that most such players are actually difficult to keep happy in the long run, but I'm also afraid that most of the playerbase is like that...

 

Why I think PoF is seen as easier is a twofold issue. A lot of players learned to up their game in HoT. So, going into PoF, they were ready to have to do so again. However, even if PoF mobs presented the same _level_ of challenge as did the HoT mobs, they were going to be seen as easier, in much the same way that "harder" instanced content is seen as too easy once players have run through it a time or three. Also, while PoF mobs did present some new moves for players to have to learn, these new moves depend (with a couple of exceptions) on condition pressure rather than burst damage, and that is (despite the whining about conditions in WvW/PvP) easier to deal with than burst.

 

Sure, a lot of PoF mobs don't hit that hard, but that is true about a lot of HoT mobs, also. A lot of the perceived challenge with HoT mobs came from the use of mob moves that consisted of burst damage. Once you learn their moves, those troubling HoT mobs are easy to deal with for the most part.

 

There are also times I wonder whether a lot of the perception of HoT as challenging was generated because players were asked to deal with new mob moves at the same time they were having to learn to navigate the maps in new ways.

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My greatest fear is not finding enough people to do a dungeon or deal with an out-of-the-way mini-event - or, worst case, the population too spread out over so many maps that they can't band together to complete a single meta event. I'm also fearful of content like raids (or some high level fractals) becomming the norm, because they aren't friendly to hotjoin.

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