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Old Dec 02, 2007, 05:46 AM // 05:46   #121
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Quote:
Originally Posted by blue.rellik
lol wut?

You need Ursan for quests?
Not that I agree with the statement you quoted, but yeah, Ursan is a needed skill in the quest Blood Washes Blood. You can't break through the barricades without it.
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Old Dec 02, 2007, 05:48 AM // 05:48   #122
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Originally Posted by arcanemacabre
Not that I agree with the statement you quoted, but yeah, Ursan is a needed skill in the quest Blood Washes Blood. You can't break through the barricades without it.
That's not the elite skill Ursan Blessing, though.
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Old Dec 02, 2007, 06:49 AM // 06:49   #123
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Quote:
Originally Posted by Burst Cancel
The argument that PvE balance doesn't matter generally ignores the fact that this is a multiplayer (and more importantly, team-based game), and such games benefit from having a more skilled playerbase. Aside from giving you a better set of people to play with, it also enables the designers to increase the difficulty and depth of the game without fear of cutting out too many of their players.

The fact that Ursan opens up areas like DoA to more people is really an illusory 'benefit' that results from the fact that the game never fostered the player skill and understanding necessary to beat areas like DoA prior to DoA actually being released. As such, Ursan is the kind of quick-fix that game designers should seek to avoid; rather, you want your game to constantly force players to improve in manageable steps. The fact that you need skills like Ursan, TNTF and SY to get people to play the hardest areas in the game indicates an earlier failure in properly training the players.

I don't mean this as an insult, but 'casual' players don't actually help games in any way except with their wallets. By definition, casual players have severely limited understanding and skill in the game, and therefore are unlikely to appreciate any depth in its mechanics. As such, any game that evolves to suit casual players can only lose depth and cheapen itself.

The ideal situation for game developers is to find some way to get casual players to buy the game, while constantly 'pushing the envelope' by designing for higher-end play. The trick to doing this is different for every genre, and it seems to me that RPGs simply haven't found their magic bullet yet.
Then you're in the wrong game. ArenaNet has always had the casual gamer in mind - the gamer that can play a bit, put the game down, then come back a few months later and play the game some more. Here's a tidbit: many gamers don't want to improve their skill a whole lot. If a game gets too difficult they find a new game. Who cares about making better players? Are you on some sort of mission from the player gods? If they jsut want to smash shit, let them. We owe you nothing in regards to having better players to play with. If you can't find people to play with that you like, then it's your problem, not theirs. Games are entertainment, not a mission to make yourself a better person. Entertainment. Strive to make yourself a better person in real life and just play the game. The real problem here is 1) we have people from places that think they need to hold everyone's hand for their own good and that they know what's better for them, 2) there are too many kids with way too much time on their hands that have nothing else to do except try and make the game 'perfect' - perfect of course being the 'everyone is a great player' concept that will not work, and 3) there should be a suggestion forum for registered (via the forums) PvP players and another for PvE players. If you play both equally, too bad pick one. Maybe that would help keep one side from meddling in ideas for the other side. Finally, moderators shouldn't be involved in the discussions because more than likely they fit into the 'have too much time' category, assuming they have enough free time to moderate, which is a lengthy task.

Everyone's trying to fix stuff though. Its almost like politics, at least in America, the idea that you can fix everything from Washington instead of letting people do their thing.

EDIT: Besides, it's called Guild Wars. If you can't manage to buid or stay in a decent guild, then you're the one with the problem getting skilled people to play with you.

EDIT: Maybe we should implement my idea of adding a PvE Observer Mode so that the control freaks can monitor peoples' instances and report them if they're not playing in an acceptable way. If someone's not running a team build with at least a Tank, Healer, and DPS with a touch of support then you can /reportNotBalancedTrinityBullSHIT so that they can be sent back to a town. It will only help them become better payers. Better = your definition of a build to use. As I recall when people were arguing about losing their pet corpses and changing the mechanics of their builds people were saying to adapt. Well guess what, UB is out there... Adapt and get over it. I think what people meant was adapt to the 'norm' trinity build and quit doing anything else. :-)

Last edited by CyberNigma; Dec 02, 2007 at 06:56 AM // 06:56..
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Old Dec 02, 2007, 02:04 PM // 14:04   #124
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Quote:
Originally Posted by Turtle222
rather we cant get rid of the stereo type of "why have a paragon when you can have a prot monk", or "why have a mesmer when you can have an ele or necro" etc etc.
That, I think, would be the ultimate achievement for this game.

Every class having the same prestige and usefulness, without having to do the same thing (which would be Ursan Blessing).

Where we are standing now, especially with the additions of non-Core professions, this seems like a far away dream.



A few classes simply seem to be "odd choices". Why would you really want an Assassin? Why would you really want a Ritualist? Why would you really want a Dervish?

Covering myself in against flaming right away: they are all three excellent PvE classes, just underappreciated and misunderstood. The buffed PvE skills would at least entice people to give them a second look before choosing raw power over them.

Buffing the PvE skills would not be about raw power (we obviously have UB for that now), but about adding loads of utility and creativity.

Raw power becomes so incredibly boring after a while.




Quote:
Originally Posted by Zeek Aran
Eternal Aura doesn't need a buff. These suggestions are waaaay too overpowered. They make Ursan Blessing look weak.
That would be exactly my point.

Ursan Blessing would not be weak at all, it would be weaker in comparison, while still offering an "easy to play" alternative.

And people not using UB would not feel frustrated that they might as well "UB it" for a quicker kill.



Will this inflate (buff) power even more in PvE? Yes, absolutely.

But is this necessarily a bad thing? The only other option is deflation (nerfing).

Mobs can't complain and a few less wanted professions will have an easier time finding a team. The game won't become "easier", as we have UB to turn it easy anyway.



If things stay as they are, we have one single obviously (over)powerful skill, which ArenaNet seems not be minding.

So if they don't mind the power creep of a single PvE skill, I'm simply wondering if they wouldn't mind power creeping the rest too.



From what I'm reading in this thread, the general feeling is that PvE is reaching a power stalemate anyway, so why not let us be creative with power?
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Old Dec 02, 2007, 02:14 PM // 14:14   #125
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Quote:
Originally Posted by Burst Cancel
The argument that PvE balance doesn't matter generally ignores the fact that this is a multiplayer (and more importantly, team-based game), and such games benefit from having a more skilled playerbase. Aside from giving you a better set of people to play with, it also enables the designers to increase the difficulty and depth of the game without fear of cutting out too many of their players.

The fact that Ursan opens up areas like DoA to more people is really an illusory 'benefit' that results from the fact that the game never fostered the player skill and understanding necessary to beat areas like DoA prior to DoA actually being released. As such, Ursan is the kind of quick-fix that game designers should seek to avoid; rather, you want your game to constantly force players to improve in manageable steps. The fact that you need skills like Ursan, TNTF and SY to get people to play the hardest areas in the game indicates an earlier failure in properly training the players.

I don't mean this as an insult, but 'casual' players don't actually help games in any way except with their wallets. By definition, casual players have severely limited understanding and skill in the game, and therefore are unlikely to appreciate any depth in its mechanics. As such, any game that evolves to suit casual players can only lose depth and cheapen itself.

The ideal situation for game developers is to find some way to get casual players to buy the game, while constantly 'pushing the envelope' by designing for higher-end play. The trick to doing this is different for every genre, and it seems to me that RPGs simply haven't found their magic bullet yet.
Excellent post, pretty much sum's up GW's problem.

Quote:
Then you're in the wrong game. ArenaNet has always had the casual gamer in mind - the gamer that can play a bit, put the game down, then come back a few months later and play the game some more. Here's a tidbit: many gamers don't want to improve their skill a whole lot. If a game gets too difficult they find a new game. Who cares about making better players? Are you on some sort of mission from the player gods? If they jsut want to smash shit, let them. We owe you nothing in regards to having better players to play with. If you can't find people to play with that you like, then it's your problem, not theirs. Games are entertainment, not a mission to make yourself a better person. Entertainment. Strive to make yourself a better person in real life and just play the game. The real problem here is 1) we have people from places that think they need to hold everyone's hand for their own good and that they know what's better for them, 2) there are too many kids with way too much time on their hands that have nothing else to do except try and make the game 'perfect' - perfect of course being the 'everyone is a great player' concept that will not work, and 3) there should be a suggestion forum for registered (via the forums) PvP players and another for PvE players. If you play both equally, too bad pick one. Maybe that would help keep one side from meddling in ideas for the other side. Finally, moderators shouldn't be involved in the discussions because more than likely they fit into the 'have too much time' category, assuming they have enough free time to moderate, which is a lengthy task.

Everyone's trying to fix stuff though. Its almost like politics, at least in America, the idea that you can fix everything from Washington instead of letting people do their thing.

EDIT: Besides, it's called Guild Wars. If you can't manage to buid or stay in a decent guild, then you're the one with the problem getting skilled people to play with you.

EDIT: Maybe we should implement my idea of adding a PvE Observer Mode so that the control freaks can monitor peoples' instances and report them if they're not playing in an acceptable way. If someone's not running a team build with at least a Tank, Healer, and DPS with a touch of support then you can /reportNotBalancedTrinityBullSHIT so that they can be sent back to a town. It will only help them become better payers. Better = your definition of a build to use. As I recall when people were arguing about losing their pet corpses and changing the mechanics of their builds people were saying to adapt. Well guess what, UB is out there... Adapt and get over it. I think what people meant was adapt to the 'norm' trinity build and quit doing anything else. :-)
I'd like one of whatever he's on please.

Quote:
That, I think, would be the ultimate achievement for this game.

Every class having the same prestige and usefulness, without having to do the same thing (which would be Ursan Blessing).

Where we are standing now, especially with the additions of non-Core professions, this seems like a far away dream.
Thats pretty much where we are now tbh, the problem is not with non trinity proffessions but with the average PUG player who has no idea how the game works or just how powerful these classes are.
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Old Dec 02, 2007, 03:19 PM // 15:19   #126
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No thanks, this game is already easy enough. Nerf the overpowered shit and force players to be better.
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Old Dec 02, 2007, 04:30 PM // 16:30   #127
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Ursan Blessing: 25 energy, 10 sec cast, 300 sec recharge
For 120 sec, your skill bar is replaced with the following skills.

Ursan Strike- You strike for -10 damage. If this attack hits, you die.

Ursan Roar- You roar like the spirit of Bear. Your teammates die.

Ursan Rage- You move 300% faster. If you move, this skill ends.

Ursan Ursanism- You sacrifice 100% Health. All creatures of the same type within earshot lose 40 energy.

Mending- See wiki.

I know I would use it. At least it would be balanced. /endrant[/QUOTE]

I LOL'ed so hard i cried, thank you for making my day
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Old Dec 02, 2007, 06:10 PM // 18:10   #128
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After reading through this particular thread I find it a wee bit peculiar that, when skills used commonly in PvE are nerfed, PvE players strike at PvP players. :S

Sure, UB makes Elite areas easier, but is it fair to belittle less-skillful players incapable of completing them over a skill they find easy to use? Sure they have an apparently better chance at landing an insanely rare weapon or what-have-you, but as far as balance goes, everyone should have that chance.

Otherwise OP, those are.. Crazy buffs.
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Old Dec 02, 2007, 06:53 PM // 18:53   #129
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* Ether Nightmare: Target foe loses all energy and all nearby foes suffer -4...-7 Health degeneration for 10 seconds. (90% chance to fail with 4 Fast Casting or less) [10 En, 3 Cast, 15 Rech]

-> Zap! Energy of pesky Monk or Boss goes bye and some decent Degen to boot. If anything, we would get Mesmerway with this. Finally. And I don't even have a Mesmer.
Why would you want to drain a boss when you could just pain inverter them and watch them implode.
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Old Dec 02, 2007, 07:50 PM // 19:50   #130
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In reality, GW was not about the 'casual' player - otherwise, it would look a lot more like WoW or Diablo. What GW originally wanted to steer away from was the emphasis on time investment over player skill - i.e., level/item dependence. The system does not at all lend itself to brainless mashing, and it never had - up until things like UB were introduced. Further, something like Hard Mode or DoA is totally unnecessary in a game designed for casual players - they don't care for difficulty, so what is the point of introducing it? Casual players far prefer things like the Bonus Mission Pack, where everything is easy and the rewards are quick and plentiful.

I absolutely agree (and have stated many times in the past) that a lot of players don't care to get better at the game, and that's one of the main reasons why GW - particularly in PvP - never really took off the way some might have liked. As I said, 'casual' players aren't healthy for any game because they force simplicity and stagnation. You can't really implement complex and intricate systems for people to play with, because the majority of your 'casual' playerbase is going to be left out. You can't really introduce harder content, because the majority of your playerbase is going to be left out (see: DoA). It's not good for game quality to be shackled by those kinds of conditions.

There are a lot of things that people do for entertainment that are worth getting better at - consider any sport, for instance. Most people who play sports will never be able to compete on any level that will make them money, so sports are "just" a hobby for the vast majority of people. And yet, these people do care to get better at them, even though sports are "just for fun". Thus, to argue that entertainment = "who ****ing cares" is plainly spurious.

You can point to single-player games like Devil May Cry that have been very successful in retaining a large crowd of casual players while still keeping game mechanics that challenge hardcore players. For instance, I'm pretty sure most DMC players don't know how the invulnerability on rolls actually works, or how to systematically exploit the AI glitches of certain bosses, or even how to cancel recoil on projectile weapons. However, none of that really matters to the casual player because they don't need it to beat the game on easy/normal difficulty, and they're unlikely to try the harder modes.

The design lessons learned here aren't directly transferable because GW isn't a single player game - it's multiplayer and team-based. Therefore, you have to carefully consider whether splitting the playerbase using elite areas and difficulty modes is doing the game a favor or a disservice. Single-player games like DMC can have their Dante Must Die mode to challenge hardcore players while keeping an Easy mode for their casual fans, without really impacting anyone's ability to play either. GW was on its way to implementing this model with Hard Mode and DoA - but if this is what they wanted to do, there's no reason to implement something like PvE skills. Casual players can stick with the easy content and leave the good players to the harder content. But clearly, the problem is more complex than that in a multiplayer game - it's okay if less than 1% of people play Dante Must Die mode, but when DoA is a ghost town, the designers might have been worried.

I've long worried about the general downward spiral of the quality of game mechanics as a result of the "casual crowd is where the money is" school of game design, but I suppose I'm in the minority there. I've played competitive games and sports, including tournament-level martial arts, for years, and the trend towards instant gratification and mindless entertainment is not, to me, healthy for any game or the industry as a whole.
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Old Dec 10, 2007, 09:59 AM // 09:59   #131
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Quote:
Originally Posted by Lagg
I actually posted this before in a huge Ursanway thread, but it got lost very quickly and I had no reactions (I'd like some, even if only to say it's rubbish).


With all the debate going on whether or not Ursan Blessing should be nerfed, I'd like to discuss whether we could have the best of both worlds.


  • Ursan Blessing stays as it is, allowing people to play an easy and powerful build.

  • All the Sunspear and Kurzick/Luxon profession-specific PvE skills get a huge buff, encouraging people to play the non-tank/nuke/heal professions more in Hard Mode and Elite PvE: Mesmer, Assassin, Ritualist, Dervish and Paragon.


    A few examples to go with it, just to give an idea of what I'm hinting at.

    (note that these should only work with their primary profession)


    • Ether Nightmare: Target foe loses all energy and all nearby foes suffer -4...-7 Health degeneration for 10 seconds. (90% chance to fail with 4 Fast Casting or less) [10 En, 3 Cast, 15 Rech]

      -> Zap! Energy of pesky Monk or Boss goes bye and some decent Degen to boot. If anything, we would get Mesmerway with this. Finally. And I don't even have a Mesmer.


    • Shadow Sanctuary: For 10 seconds, Spells against you fail, Attacks against you miss and you gain 5...9 health regeneration. (90% chance to fail with 4 Critical Strikes or less) [5 En, 1/4 Cast, 30 Rech]

      -> Mini no-penalty Shadow Form that actually heals you.


    • Vampirism: Create a level 1...8 Spirit that dies after 30...126 seconds. Attacks by the spirit steal up to 20...36 Health, and Party Members are healed for 20...36 Health. (90% chance to fail with 4 Spawning Power or less) [10 En, 3 Cast, 30 Rech]

      -> Quite a bit more powerful and heals the entire party when it steals health.


    • Eternal Aura All nearby foes take 40...88 holy damage. For 10 seconds, Dervish skills recharge 50% faster and Elite Forms you enter are permanent. (90% chance to fail with 4 Mysticism or less) [10 En, 1 Cast, 30 Rech]

      -> Spam your Attacks and Enchantments some more during a short time and you need to enter your Elite Form only once (unless you die, obviously).


    • "There's Nothing to Fear!" For 20 seconds, all Party Members within earshot take 25...50% less damage. Affected Party Members are healed for 50...100 Health when this Shout ends. (90% chance to fail with 4 Leadership or less) [15 En, no Cast, 20 Rech]

      -> Only one needed and quite a bit more powerful.



Sure, it's completely overpowered, but even so, not quite as powerful as a team of 6 Ursan Blessings and two Monks.

If PvE balance doesn't matter anymore, at least with these skills there will be some creativity left on the rest of people's bars.

If it can entice half the group to go without Ursan Blessing, it would be a victory.



[Ether Nightmare] Target foe loses 4...7 energy. For each point of energy lost this way, that foe and all foes in the area suffer -1 health degeneration for 10 seconds.

if they lose all nrg it be the best skill on whole GW game :]
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Old Dec 10, 2007, 10:08 AM // 10:08   #132
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Quote:
Originally Posted by Lagg
If it can entice half the group to go without Ursan Blessing, it would be a victory.
gogo 7 more skills, 2 of which can be pve!

edit: are you RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing serious? >.>
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Old Dec 10, 2007, 10:47 AM // 10:47   #133
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Buff PVE skills!
As if they aren't powerfull enough already.
While you are buffing pve skills why not give us the 'god mode' skill right away, single spike death to all mobs, max heal/prot to the entire party as long as 'god mode' is active. No more Death penalty, we never die anyway!
Hit the button and own every boss, see foes perish and kneel for mercy before you. You are GOD himself punishing every foe in GW

Have fun 'hack and slash', and run through all of GW before X-mas.
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Old Dec 10, 2007, 11:26 AM // 11:26   #134
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ME too metoo!

Elementalist
Intensity
Stance
15E instant 15 recharge
For 5...16 secs your spells activate and recharge 10...33% faster.
-> an ele deadly paradox.

Elemental Lord
10E 2Cast 45 recharge.
For 30... 60 secs Your elemental attributes are increased by 1...4.
More damage? and then?

Ranger
Triple shot - only 30...0% damage reduction.
Never rampage alone: Buff to 33% IAS.

Mesmer
Ether Nightmare - Buff duration to 6...16 seconds. Reduce cast time to 1s.
Cry of Pain - interrupt every foe in the area. Reduce recharge to 10s.

Necro
Necrosis: Change fonctionnality: deals 10...40 damage, +5...15 damage for each condition and hex on the ennemy.
Signet of Corruption: reduce to 15 recharge, increase range to foes in the area.

Warrior:
Whirlwind attack: decrease AD to 4.

Paragon.
Spear of fury: unconditionnal AD gain.

Monk:
Selfess spirit: Reduce recharge to 30.
Seed of life: reduce recharge to 10.

Assassin : like OP said.

Ritu
Vampirism: 2 cast , 15 recharge, change functionnality to: Target spirit steals 1...18 health and every allied spirit is healed by 1...18.
-> a spirit supporting his pals.
Summon spirits: Change to affect minions as well and gain full health.

Dervish:
Eternal aura: add +1...3 energy regen when active.
Aura of Holy Might: Increase critical chances by 5...41% as well.

I think PVE skills are pretty well imba, but in addition, some of them are complete shit (see, ele PVE skills), compared to godmode ones (SY! TNTF!).
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Old Dec 10, 2007, 12:06 PM // 12:06   #135
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Buffing skills to match UB would be a bad mistake, if anything nerf UB back into line and quick, the PvE side is easy as it is, Ursan just makes it worse. Or maybe just make it so UB is only EOTN specific.

Last edited by Angelic Upstart; Dec 10, 2007 at 12:09 PM // 12:09..
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Old Dec 10, 2007, 01:53 PM // 13:53   #136
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People who say "LOL PVE IS EASY" clearly aren't Pugging enough. Or they're ragequitting when they discover the pug isn't uberskilled enough for them.

If you're in a team of clever people, communicating well and often (vent/teamspeak), with prepared, synergised builds, then yes: it makes things a HELL of a lot easier.

If you can get that sort of team on a regular basis, then YAY FOR YOU. I suspect you are in the minority, however.

For many other people, such options are not available.

At worst, you have a team of mismatched people, communicating by text only (or crudely drawn cocks on the map..yes we KNOW you can draw a penis, thank you) -when they communicate at all, who all act entirely independently and do their best to screw things up.

Usually though, you'll have people who, while not actively asshatting, are non-ideal. While many people will sit around in towns spamming "4/8 LFG no mesmers/dervishes/assassins/paras", many of us don't have the patience, or time, or perfectionist idiocy to be so picky. I will take what I can get. If you end up with an unbalanced (often woefully unbalanced) group, so be it.


Now, you're never going to get much done with the first type of group, but the second....well, with a group like that GW still presents a fairly decent challenge. And to be honest, it's a lot of fun. Use your greater knowledge of the game to dispense advice, and to work out how to best optimise what you CAN change to compensate for what you can't (like, say, a team with five warriors).

Often you'll get the mission done, feel a pretty decent sense of achievement, and on the way back you'll note the guy spamming for a super-specific party is STILL there.



PvE CAN be easy, but that is not the same thing as "PvE IS easy": you need to consider 'standard conditions', rather than 'ideal conditions'.

And to anyone who says you can complete PvE missions just by random button mashing, I really, honestly challenge you to do just that, and document it. I have my doubts you'd get anything other than a long string of "clickclick" noises and "invalid target selection" messages.
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Old Dec 10, 2007, 02:58 PM // 14:58   #137
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Quote:
Originally Posted by Whiskeyjack
I'd like one of whatever he's on please.

Ah, that's just a dash of common sense mate. No one can give it to you though, either you have it or you don't. I half agree with you though in regards to Burst Cancel's post though, only I don't see it as a problem of Guild Wars inasmuch as it's a problem of Guru posters. You guys would have us believe that you are somehow doing this for the betterment of the GW player base as a whole, rather than what it really is, which just a way for you to get your "elite" playground back.

None of you care in reality how good the rest of the GW population is, you just like being the one that farms DoA and gets the purty weapons.

Like Cyber Nigma said, the ultimate goal of GW is to make money. All this "original intent" nonsense is just that. The goal is to make money. You make money by making your product interesting to as wide an audience as possible. If no one but you balance boy scouts got the game, the servers would have died a long time ago. Casual players keep the game going, casual players keep food on Jeff's table and toilet paper in Gaile's bathroom. Even if casual PvE play wasn't something that Anet thought more people would be into in the beginning, they surely realize that's the way it is NOW.

Skill over time is for PvP. Nothing has changed either. Even though PvE was probably intended to be a mini primer for PvP, it's not now. Things change. Adapt. The game caters mostly to casual PvErs, who like to fell powerful. They like to slaughter their enemy ai. They don't really care too much about your balance, if they did, they'd probably be PvPing. They don't need balance boy/girl scouts trying to make them "better" by whining to Anet to ruin the skills that they love. On top of everything, they're mindless slaughters have nothing to do with you, you don't have to play with them and you'll never ever run into them while you're pressing buttons in your own instance.



EDIT: Ha ha at this thread's continued existence.


EDIT: Oh yeah, the common sense thing wasn't meant as an insult Whiskey. If Anet felt the same way about UB as you and the rest of the crew, they would have really killed it when they fixed the functionality of Ursan Strike last week. They want their players to have fun killing monster ai, in the way those players define having fun. It's not for everyone of course, but luckily, everyone doesn't have to do it.

Last edited by trobinson97; Dec 10, 2007 at 03:03 PM // 15:03..
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Old Dec 10, 2007, 04:21 PM // 16:21   #138
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Quote:
Originally Posted by Burst Cancel
Likin' it.

Quote:
Originally Posted by trobinson97
None of you care in reality how good the rest of the GW population is, you just like being the one that farms DoA and gets the purty weapons.
Would you be able to emphasize this point? The beginning is a little iffy. I'm asking because I hope that you're not tiding that over to all of us against it.

Quote:
Originally Posted by trobinson97
Casual players keep the game going, casual players keep food on Jeff's table and toilet paper in Gaile's bathroom. Even if casual PvE play wasn't something that Anet thought more people would be into in the beginning, they surely realize that's the way it is NOW.
If that's true, than why is WoW the most universally successful MMO?
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Old Dec 10, 2007, 04:39 PM // 16:39   #139
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Quote:
Originally Posted by DDL
People who say "LOL PVE IS EASY" clearly aren't Pugging enough. Or they're ragequitting when they discover the pug isn't uberskilled enough for them.
Game is balanced towards maximum player potential.

Same reason rank 9000 GvGs and RA don't determine PvP balance.
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Old Dec 10, 2007, 04:49 PM // 16:49   #140
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People who say "LOL PVE IS EASY" clearly aren't Pugging enough


I pugged thorugh three chapters of GW for over 18 months,and believe me, that is enough pugging, the amount of what i consider 'good' teams, i had the fortune of joining up with are massively outweighed by the dysfunctional and downright retarded ones.
Pugging in areas where the rewards are good, DoA for example, you probably have a better chance of running into decent players , given the area, but PvE in general is easy, with the current H/H set up you can micro manage and walk around doing the barest minimum, and still have no serious problems, in pretty much every campaign to date.
Personally i think you can make it as hard or as easy as you want, with all the options we now have in PvE, with UB being a prime example, and the use of consumables, how easy do you want the game?
Easy = Boring
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