Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Aug 17, 2012, 05:08 PM // 17:08   #81
Desert Nomad
 
Join Date: Mar 2010
Guild: Anna
Profession: A/
Advertisement

Disable Ads
Default

Yet, he didn't get an other answer than " GW is a team game" .. Sure it is, but see how organized formats are today.. How do you know these formats would not work ? Do you know how active were hero battles ?

The point isn't to know about if the format will be most balanced, super fun, etc.. but playable. Today, whatever 1 guy is saying, HA is not active. GvG is from time to time, but it mostly is when players are needing their qualifying points for the MAT. Codex and AB are empty 24/7( except on quest day)..
My point might be subjective, but a format that can be played will always be more fun that a format that cannot be played( except if you enjoy having to wait 2 hours to play 3 5mn matchs , but i'm sure this isn't the case of most players)..

Organized formats today require too many players, usually too much time( especially HA, sometimes codex if you have team mates that want xxx wins, even GvG AT can be up to 2 hours and half, which is still much)... and you cannot do anything else
Missing HB is offline   Reply With Quote
Old Aug 17, 2012, 08:06 PM // 20:06   #82
Frost Gate Guardian
 
Join Date: Feb 2012
Profession: D/W
Default

There really not much they can do with PVP unless Anet put gw1 on F2P. As for base of argument of making easier for PVE will help new player or other to come back is just silly. Your actually killing it faster, one reason GW1 lasted that long is because of the long grinding titles that ppl want or at least have something to work for.

As for way old player hate you can't get these title easier will it because we actually care about our title, isn't that what you want in the first place? If you make these title so easy to get your diluting the meaning of it. if that happen what the point of getting a title when anyone can login play couple weeks and get it handle to them. It like michael phelps winning 22 medals, or all those Olympian who work their ass off of it. You think they wouldn't pop out and say something about it, if the next Olympus they changed rule to as long as you compete everyone get a medal.

To this day I still feel I got rap off from my original LS title (took me 3 freaking try of starting a L1 toon to L20 and then hope for the next 1M exp pts that the six gods is on my side and I don't get DC this time). I wearied that title everywhere but after the change I want nothing to do with that title on that toon because it's worth less. Now you want to make all PvE title easier, not freaking way.
Drk Dervish is offline   Reply With Quote
Old Aug 18, 2012, 02:40 AM // 02:40   #83
Jungle Guide
 
Kaleban's Avatar
 
Join Date: May 2005
Location: Hot as hell Florida
Guild: [Wckd]
Profession: Me/
Default

Quote:
Originally Posted by Wielder Of Magic View Post
I am not even going to bother giving any serious form of response anymore since you contradict yourself considering your previous posts in this thread, you even manged to fit multiple contradictions in the above post as well, while pointing your finger at everyone else, while you ignore the ideas people have been posting.

Congratulations, you have made it to my troll list and are not worth my attention.
That's amusing. If you notice, both my previous two posts were dealing strictly with the PvP format that this thread's tone has taken. Neither were contradictory, indeed the second is an expansion of the first in an attempt to clarify the points made.

And I'm not raging, I just hate to see a game that still has quite a bit of potential be dropped by the wayside as if its a bastard stepchild. And for the people who attack these ideas and then have the stones to claim they are the ones being attacked is just awesome. Really.

Anyways, the point is PvP in GW1 has been on a steady decline for a long time. In this thread and others people have been lamenting it for years. Rather than accept the "fact" that GW1 is ONLY a Team Game and must be played as such, I'm trying to propose an alternative that would not only be easy to implement, but fun in many aspects.

The fact is, many players have, do and will continue to duel 1v1 for the FUN of it, and is probably one of the more active PvP types to occur in the GW1 system. Adding an OPTION for players to 1v1 on the structured maps and earning title or qualifier points gives a bigger carrot to try these modes out. On top of that, it might re-invigorate old PvP styles to be played by a larger population, as the quick and easy nature of 1v1 serves to help get newbie players over the potential fear of high stakes PvP and introduce them to the style and system. Plus a 1v1 matching system would also get rid of the rank discrimination that in my mind is what really helped kill off a lot of the PvP options. When no HA teams would accept anyone less than a rank 8, how does one get to be a rank 8? Its like applying for a job to get the experience, but not qualifying for the job without the experience. Its an impossible situation.

Bottom line is, a PvP mode that has no players may as well not exist. Sort of like a tree falling in the forest and no one is around to hear it. Introduce an incentive to try it, and people may become more interested. The Zaishen mission is tough to justify as the necessary carrot because its not enough to get people to sit around for a couple of hours spamming LFG only to be rejected for "only" being a Rank 7, or there not being any opposing team, or even enough people to form an 8 person party. But give people the option to play on their own, and succeed or fail on their own merit, and you might see a resurgence of the entire PvP system.

As to the Mesmers/Rangers pwn everything, well that's part of the Build Wars isn't it? Builds would emerge that would challenge their dominance, and then builds would come out to do the same to the newcomers, ad infinitum. That's just how it is in team PvP, the difference being that in a 1v1 environment, the build metas would shift a lot more quickly as people would not feel so 'locked' into a specific build that if they didn't play would get them kicked from any "pro" group, or even not accepted in the first place.
Kaleban is offline   Reply With Quote
Old Aug 18, 2012, 06:12 AM // 06:12   #84
Ascalonian Squire
 
Valkaire's Avatar
 
Join Date: Mar 2012
Location: Canada
Guild: Draconic Ignis
Profession: Mo/Rt
Default

The arenas are back... well, the sunspear one is at least. That's the only one I've checked atm. How many people are in them is an entirely different story lol
Valkaire is offline   Reply With Quote
Old Aug 18, 2012, 03:44 PM // 15:44   #85
Desert Nomad
 
Join Date: Mar 2010
Guild: Anna
Profession: A/
Default

Quote:
Originally Posted by Kaleban View Post
That's amusing. If you notice, both my previous two posts were dealing strictly with the PvP format that this thread's tone has taken. Neither were contradictory, indeed the second is an expansion of the first in an attempt to clarify the points made.

And I'm not raging, I just hate to see a game that still has quite a bit of potential be dropped by the wayside as if its a bastard stepchild. And for the people who attack these ideas and then have the stones to claim they are the ones being attacked is just awesome. Really.

Anyways, the point is PvP in GW1 has been on a steady decline for a long time. In this thread and others people have been lamenting it for years. Rather than accept the "fact" that GW1 is ONLY a Team Game and must be played as such, I'm trying to propose an alternative that would not only be easy to implement, but fun in many aspects.

The fact is, many players have, do and will continue to duel 1v1 for the FUN of it, and is probably one of the more active PvP types to occur in the GW1 system. Adding an OPTION for players to 1v1 on the structured maps and earning title or qualifier points gives a bigger carrot to try these modes out. On top of that, it might re-invigorate old PvP styles to be played by a larger population, as the quick and easy nature of 1v1 serves to help get newbie players over the potential fear of high stakes PvP and introduce them to the style and system. Plus a 1v1 matching system would also get rid of the rank discrimination that in my mind is what really helped kill off a lot of the PvP options. When no HA teams would accept anyone less than a rank 8, how does one get to be a rank 8? Its like applying for a job to get the experience, but not qualifying for the job without the experience. Its an impossible situation.

Bottom line is, a PvP mode that has no players may as well not exist. Sort of like a tree falling in the forest and no one is around to hear it. Introduce an incentive to try it, and people may become more interested. The Zaishen mission is tough to justify as the necessary carrot because its not enough to get people to sit around for a couple of hours spamming LFG only to be rejected for "only" being a Rank 7, or there not being any opposing team, or even enough people to form an 8 person party. But give people the option to play on their own, and succeed or fail on their own merit, and you might see a resurgence of the entire PvP system.

As to the Mesmers/Rangers pwn everything, well that's part of the Build Wars isn't it? Builds would emerge that would challenge their dominance, and then builds would come out to do the same to the newcomers, ad infinitum. That's just how it is in team PvP, the difference being that in a 1v1 environment, the build metas would shift a lot more quickly as people would not feel so 'locked' into a specific build that if they didn't play would get them kicked from any "pro" group, or even not accepted in the first place.
I cannot find any counter argument to this to be honest..The idea seems fair( anyway, every build has a counter, so it won't be ruled by 1 build..),and would be quite easy to implement an arena in such a way to keep activity for the future..

At worse, the argument of " team game " can be adapted to the arena.. just make it 2v2( 2 humans or 1 human + 1 hero)
Missing HB is offline   Reply With Quote
Old Aug 18, 2012, 11:15 PM // 23:15   #86
Lion's Arch Merchant
 
Join Date: Feb 2008
Profession: W/
Default

This seems to be a call to pretty much bomb the economy and integrity of the game as if no one will give a shit what happens to gw1 after gw2 comes out. I want to still play the game and not get the impression that the entire game is hosted on a private server.
Relyk is offline   Reply With Quote
Old Aug 19, 2012, 04:20 AM // 04:20   #87
Jungle Guide
 
Kaleban's Avatar
 
Join Date: May 2005
Location: Hot as hell Florida
Guild: [Wckd]
Profession: Me/
Default

Quote:
Originally Posted by Relyk View Post
This seems to be a call to pretty much bomb the economy and integrity of the game as if no one will give a shit what happens to gw1 after gw2 comes out. I want to still play the game and not get the impression that the entire game is hosted on a private server.
And what are you going to do when a huge percentage of the population leaves for GW2?

How will you PvP when there aren't even enough people to make your team (and of course there wouldn't be the "right" professions or people able to play such) not to mention having enough to scrounge up an opposing team?

How will the economy operate (relatively stable pricing on ectos accounting for market fluctuations, relatively accurate pricing on rare skin items, etc.) when the people that farmed such things (UWSC and DoASC guilds as an example) are gone? The whole reason that items like ectos and armbraces are used as currency is because there's a steady influx of such from farming, and a steady outflux due to usage for armors, HoM dedication, etc. If either or both sides of the equation get tipped even a bit, the whole thing gets sent out of whack.

Think of it this way. ANet introduces this Reverie quest at the culmination of which you get a Tormented weapon. Armbrace prices are already crashing quickly, from 29-30 ecto to sub 20 in some districts. Heck, when the release date of GW2 was announced, and people started focusing on the HoM, the pricing on some items bottomed out (BDS that routinely went for 60+ ecto won't even net you offers over 30 now) while anything related to the HoM, even Hero armor remnants skyrocketed.

While its a game and in the overall scheme of things not terribly important, it still stands to reason that it shouldn't just be abandoned completely, if nothing else for the PR factor and getting new players involved. PvP is in such a sad state that its difficult if not impossible for old players to get groups most hours, and forget about new players ever getting any Gladiator or Fame points. And the craziness of the market when even one item is made somewhat easier to acquire should be a flashing neon warning sign.

The suggestion to make certain PvE stuff more available was based on a reduced economy output vis a vis the reduced player base, and specifically the farmers. As for PvP, the idea of introducing a Dueling League or Arena to complement each format was formed to combat the reduction in player count and the already "deadness" of the various formats most hours of the day.

If you're worried about "newbies" getting more for less as so many in this thread are (which makes no sense if they're moving to GW2 in the first place, unless they're pretentious children) then make each format earn rewards slower. Example:

Heroes' Ascent:
1v1 League - accrues Fame at 1/8 the normal rate
2v2 League - accrues Fame at 1/4 the normal rate
3v3 League - accrues Fame at 3/8 the normal rate
etc.

So the rewards would be commensurate with team size, but given the elitist nature of HA as an example for a very long time, the 1v1 league would see more people playing, probably playing a LOT more matches (which in the process would make them better PvP/Duelers) and earning Fame slightly faster than sitting around spamming LFG for two hours, getting a PuG and failing on the first map.
Kaleban is offline   Reply With Quote
Old Aug 19, 2012, 05:44 AM // 05:44   #88
Lion's Arch Merchant
 
Join Date: Feb 2008
Profession: W/
Default

This is mostly a response to your comments and some related to OP.

What PvP format? No one plays AB or HA now. No reward or bonus will encourage players to start playing again, Anet already tried that. That will only encourage bots to abuse the formats. As far as JQ/FA are concerned, they were dead previously; the majority of people who play in these formats are playing for the faction and to get zkeys, not for the actual combat. Even if most of the players disappear, there will still be bots farming JQ. RA will never die, there will always be enough people available that enjoy gw1 PvP enough to keep it going; the conditions to form two teams of randomly chosen players aren't arduous by any standards. I can't say the same about codex considering its lack of popularity since the introduction. I can't say anything about GvG, but they'll still run automated tournaments.

Then people will have to either do these areas with friends or use heroways. UW is not hard to complete with a couple friends and consumables and all the ecto farms are solo. Skins aren't vital to the gw experience, people will have to suck it up if they can't run around with an r10 BDS or voltaic spear. You can ignore stuff like vanity items. The actual concerns with the economy involve the purchase of basic items like runes and scrolls. There will be bots to supply the excess of ectos and obsidian shards, as you have multiple methods for obtaining materials for vabbian and kurzick/luxon armor without resorting to players. The same goes for any of the weapons.

The reason Anet gave a tormented weapon as a reward is because 1. It gives a point to the HoM 2. Many (if not most) players cannot clear DoA on their own, do speedclears, or afford to buy them from other players 3. They don't salvage into base materials. They're intentionally crashing the prices on the Armbraces and Tormented weapons. That's their awesome plan for maintaining the economy after gw2 is released. Also, hero armor remnants pricing is irrelevant because it is ridiculously easy to obtain them for both the nf and eotn heroes.

From my view, I could care less if the price on BDS, VS, obby edge, or Eternal blade drops drastically. New players will have to suck it up as the market and requisition of these weapons requires a minimum critical level of players to be available in a significant amount, they'll have to respect that a 7 year old game simply won't have these and they'll get over it, quickly. there will still be the rare few that will get lucky enough to get a voltaic spear or silverwing recurve bow to drop while playing PvE content.

Your PvE suggestion only concerns itself with title grinds. You do not need to max lucky/unluck or any consumables titles to get 30/50 on the HoM. In fact, you can already progress these titles without any events or bonuses. If per chance you decide to go for 50/50 or GWAMM, that's your choice. You have to deal with the fact that you don't have an easy way out to get to these after a majority of the population leaves. There are at least a few people who have gotten 50/50 and/or GWAMM without the assistance of other players.

I am concerned for new player putting less effort into getting the same items. That goes against the concept of an RPG. I don't want the equivalent of clearing DoA areas multiple times with a heroway equivalent running to random locations in the Guild Wars universe. Most of the other changes were fine because it made the game less tedious, like trading non-spammable items for spammable ones, avoid using abusive methods for obtaining ldoa or drunkard, making 7 heroes available to address the issue of a less active playerbase and the shitty npcs that are henchmen, or making wik content easier to players can actually get their oppressor weapons.

You can't breath new life into PvP no matter the update. People played PvP to compete, not for rewards. Stuff like your ridiculous suggestion (no offense) for HA won't bring more players in if it doesn't make the format enjoyable, besides being difficult to implement. If Anet wanted to reduce the grind for titles, all they have to do is simply lower the requirements and time expenditure like they did with Gladiator or LDoA. None of your proposals are aimed at the players, they are aimed at a market that revolves around shit players don't actually need to enjoy the game and I oppose that strongly.

I wasn't interested in guildwars to grind titles or fill out my HoM for gw2, I was interested in playing the actual game, as hard as that is to believe. The HoM and GWAMM title are suppose to be vanity rewards for players who put time and effort into Anet's game. I also don't believe Anet made their game simply as a cash cow.
Relyk is offline   Reply With Quote
Old Aug 19, 2012, 08:12 AM // 08:12   #89
Forge Runner
 
HigherMinion's Avatar
 
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
Default

Quote:
Originally Posted by Relyk View Post

I wasn't interested in guildwars to grind titles or fill out my HoM for gw2, I was interested in playing the actual game, as hard as that is to believe. The HoM and GWAMM title are suppose to be vanity rewards for players who put time and effort into Anet's game. I also don't believe Anet made their game simply as a cash cow.
QFT.

I hadn't expected Guild Wars 2 when I bought the game eight years ago. I enjoyed the game, the experience is great and what I loved most was you don't have any necessary money sinks. Grinding was optional.

The extra vanity titles shouldn't be made easier just because people are leaving Guild Wars. That is a terrible idea, and frankly, if Ayummi agrees it's a good idea it's definitely not.
HigherMinion is offline   Reply With Quote
Old Aug 19, 2012, 02:25 PM // 14:25   #90
Jungle Guide
 
Kaleban's Avatar
 
Join Date: May 2005
Location: Hot as hell Florida
Guild: [Wckd]
Profession: Me/
Default

Quote:
Originally Posted by Relyk View Post
Snip
I'll just respond as I can, don't want a quote battle going on lol.

I've never said that areas like DoA or UW are impossible. However, a Speed Clear guild or individual team can clear it much faster and introduce more wealth into the economy, since drops aren't vanishing to non-interactive heroes. The point is, with people leaving the economy gets thrown out of whack, and causes the time taken to, say, acquire Obsidian armor much LONGER for newer players compared to the old players. Regardless of what its for (enjoyment or HoM points) the fact of the matter is the economy, due to lack of supply will see a large spike in pricing, while the ability to acquire wealth for newer players will be drastically reduced. So basic economics, prices go up, income goes down, and nobody can afford anything.

As for the argument that new players should have it just as difficult, you contradict yourself in your very next statement, claiming that most players cannot clear DoA on their own or do speedclears. With those guilds dedicated to such, the price of things stayed relatively low and stable, with them gone, what do you think will happen next? Or what happens to any new players who buy the game after the Reverie and lose out on the ability to get that Tormented Weapon forever? Where is the concern then?

And my main point was not primarily concerned with title grinds, I would thank you and others to stop putting words into my mouth (keyboard). My main concern was and is the drastic effect a mass player exodus will have on the GW economy, HENCE THE TITLE.

Your concern over new players getting items easier makes no logical sense, seeing as how in the very same post you claim that new players not having access will get over it easily. If that's the case, then why can't you and older players get over the idea of these skins being made available to new players "easier?" Its not like it affects gameplay right, a req 9 15>50 Crystalline Sword has the same effect on mobs that a collector req 9 15>50 Ascalon Razor has. The fact that many of the old players will be leaving for GW2 should mean that they don't care what happens in GW1, much less be arguing that newer players should have it just as tough. PvE skills, Heroes, 7 Hero teams, Mercenaries, Consumables, etc. say hello.

You then go on to mention that 7 Hero teams were fine to make up for a less active playerbase. Well what do you think will happen when GW2 goes fully live? How will any new players in GW1 (or those who stay) experience any sort of PvP other than the very occasional Random Arena or JQ match? Especially considering the amount of time I've stood idle in JQ on Zaishen weekends waiting for an opposing team, and listening to people complain about how its taking forever, I can't see team PvP being viable much longer. And the "higher end" PvP like HA and GvG is mostly dead now as well, so how do you propose to fix it so that remaining players can experience that part of the game?

And I have the answer for you. You say people play PvP to compete, that the spirit and fun of competition is a reward in and of itself. In that I agree completely. So, given that the GW environment will see a large reduction in players, meaning the already low PvP population will become even fewer, why not introduce a game mode that serves the remaining population reliably. Hence Dueling. As I've said before, look at HA. You have a map rotation in place, a scoring system, and rewards at the end in the form of a chest. Why not simply scale it down to the lessened playerbase by allowing dueling or small scale teams (2 or 3 people per team) to take place there?

It doesn't devalue your or other old players' experiences with that format, because you've already had your fun and the current format makes team formation impossible anyhow. So my solution of dueling/small teams solves pretty much the entire PvP problem of a low and/or disinterested playerbase, and may serve to revitalize PvP in GW1. Its one thing to hold to an outdated system because you think its great (8 person team balance) and its another to say it cannot change even in the face of the death of the format. So take a page from almost every other MMORPG out there, and introduce Arena combat. The HA maps are perfect for this, and I can see a 2v2 format being MUCH more popular than 8v8 ever was.

And its amusing to me that you say you were interested in actually playing the game and not grinding, yet are completely oblivious to the effects of a player exodus on how the game is played in both PvE and PvP. I mean, unless you've only EVER played with heroes/hench, the decrease in player population and its effects should be glaringly obvious.
Kaleban is offline   Reply With Quote
Old Aug 20, 2012, 12:06 AM // 00:06   #91
Lion's Arch Merchant
 
Join Date: Feb 2008
Profession: W/
Default

Short answer: Players that want to fill HoM to get vanity crap that has no impact on GW2 will have to suck it up and learn to play the game.

I didn't say anywhere that "new players should have it just as difficult." I am saying players have it easy. They cannot do DoA on their own because the area is quite demanding to clear with a heroway, therefore players will find it easier to join a speedclear. Many players don't want to put in the effort or have the will to learn speedclear roles, therefore they go out and simply buy the weapon. So what happens after this supply line is removed? I'm not worried about them not having access to Tormented Weapons, because I literally learned how to clear DoA with a heroway having no prior experience with speedclears or pugs. And I farmed a couple tormented weapons from doing so. In the close future, there will still be enough randomways and DoAsc groups available to obtain the weapon even if prices skyrocket. People will still be able to obtain weapons and materials for their HoM even without the ability to buy them off other players.

Did you read my paragraph or the first line? I explained why a majority of players leaving isn't a significant concern for titles. And your changes do concern title grind, whether you implied so or not. If you don't comprehend that, feel free to /headdesk instead of the multiple people telling you otherwise.

I didn't say players will get over it easily, I was saying it's not impossible to clear difficult areas as long as you have access to heroways, consumables, and/or friends even for casual players.

The problem is that I will still give a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO after GW2 comes out. You are arguing that it's agreeable that new players can have it easier than old players. As you pointed out, they already do; what with the power creep, 7H teams, and numerous recent updates. You took that statement about my "concern" out of context, I was referring to players being able to Tormented Weapons from the Reverie Event, not necessarily in general. I don't understand why you think current skins won't be obtainable/accessible by new players. It will take longer and your won't always get r9, but the skins will still be obtainable.

New players will have to team up and organize higher level PvP. PvP combat in Guild Wars is inherently designed to incorporate a larger playerbase than is available now or after GW2 comes out. That was a design choice by Anet and players who want to experience PvP will have to take that into consideration. You can't play against people that simply aren't there, that's a downfall of the MMO genre. As far as introducing alternatives that address a smaller playerbase, the best and simplest option would be to bring back Team Arenas and Hero Battles; that is an impossible suggestion given Anet's current attitude (nuking those formats).

I'm not sure how you draw that conclusion from my comments as interest in the game should imply concern about the size of the playerbase . Considering I played the game when people actually formed group to complete Prophecies missions and did AB with wammos, I am keenly aware of the current state of the game.
Relyk is offline   Reply With Quote
Old Aug 20, 2012, 02:18 AM // 02:18   #92
Wilds Pathfinder
 
Qing Guang's Avatar
 
Join Date: Nov 2008
Location: California
Guild: Lucid Spirits [LIFE]
Profession: N/A
Default

I disagree with almost all of the OP's ideas, as I feel they're rather too focused on the grind that is and always has been completely secondary to the goals of the game, but I definitely think something needs to be done - not necessarily for the HoM, but just for the sake of playability. The GW population is already incredibly thin, and GW2 isn't going to help it any.

I feel like ANet really needs to start thinking in terms of GW as a singleplayer game, because that's more or less what it's been turning into over the past 2-3 years. I had to give up on my "complete Factions without ever resorting to H/H for a mission" project (just an attempt to get back on the multiplayer side of things) because I got stuck at at Arborstone, where there was literally no one in the outpost every time I checked. GW is too far gone to hope things will go back to the way they were when I fell in love with it 5 years ago - between the gradual player loss and the general anti-pug attitude held by many remaining players, the pug is virtually dead outside elite areas and PvP.

What we need is for ANet to make H/H less painful. There are currently missions where it is nigh impossible to get the bonus with only one human player. You still can't take the Kuunavang skills on your heroes in the late-Factions missions. I've had my hero party one-shotted by bosses because they wouldn't spread out to avoid AoE. And it's discouraging to get only one (usually crappy) drop every 8 or 12 kills because the heroes get turns too (especially considering we still have to kit them out).

My suggestions would be:
-Revamp some of the missions to make them work better with non-player parties. Key ones to look at, beyond the ones with the previously mentioned Kuunavang issue, are those that require/encourage splits or involve players transporting objects (Dzagonur Bastion, Aurora Glade, etc).
-Improve hero AI (and/or capacity for micromanagement). Improvement would be best in position awareness, target prioritization (this could be microed, perhaps, a bit - some sort of menu with a priority list for professions or skill types), and teamwork (everyone rezzing the same guy, etc).
- Remove NPCs from the loot selection/gold sharing process, so that an H/H party is treated as a party of 1. Tone down the loot scaling some so a solo player gets, say, half of what an all-player party does.
- (unrelated to previous ideas) Allow heroes in Codex Arena. My experience has been that during peak hours there will be about enough non-botters in the CA outpost to form one team... which will then sit there waiting for another team until they finally give up. Allowing heroes will at least let there be a small pool of teams able to play, and the nature of the arena will prevent the formation of the stale metagame that plagued HB (obviously, little can be done if Red Resign or the like surfaces, but it's still better than having an empty outpost.)

I realize that probably the first two of these suggestions are fairly difficult to implement, and may be beyond the range of the skeleton crew maintaining GW. But if any of them can be included, it would greatly, I think, improve the state of the game.
Qing Guang is offline   Reply With Quote
Old Aug 20, 2012, 04:00 AM // 04:00   #93
Forge Runner
 
HigherMinion's Avatar
 
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
Default

How about this:

Get live team to move their arses about fixing eles part 2, then fixing paragons and rangers. That will provide enough content for builders to be happy for a long time.
HigherMinion is offline   Reply With Quote
Old Aug 20, 2012, 11:18 AM // 11:18   #94
Lion's Arch Merchant
 
Join Date: May 2008
Location: Netherlands
Guild: The Saviors Of [EviL]
Profession: D/
Default

I would settle for that.
Wielder Of Magic is offline   Reply With Quote
Old Aug 20, 2012, 04:16 PM // 16:16   #95
Desert Nomad
 
Join Date: Mar 2010
Guild: Anna
Profession: A/
Default

Quote:
Originally Posted by Qing Guang View Post
- (unrelated to previous ideas) Allow heroes in Codex Arena. My experience has been that during peak hours there will be about enough non-botters in the CA outpost to form one team... which will then sit there waiting for another team until they finally give up. Allowing heroes will at least let there be a small pool of teams able to play, and the nature of the arena will prevent the formation of the stale metagame that plagued HB (obviously, little can be done if Red Resign or the like surfaces, but it's still better than having an empty outpost.)
Seems a good and fair idea, since :
- real codex players today aren't facing any opponents , they'd rather face heroes than noone
- it would be a way to play PvP when i want to and make a true link with hero battles
- Red resign can't happen : the reward is based on consecutive wins

The problem with PvP today is that, whether it's AB, HA gvg or codex, it depends too much on having a number of opponents...
Basically, you can be playing from 7 to 8pm, log out since there's noone , a few minutes before more players would play. Everything then ( whether it's fun, title points, competition, etc.. ) is more or less based on luck..
Missing HB is offline   Reply With Quote
Old Aug 20, 2012, 05:49 PM // 17:49   #96
Frost Gate Guardian
 
Join Date: Feb 2012
Profession: D/W
Default

Quote:
Originally Posted by Qing Guang View Post
My suggestions would be:
- Remove NPCs from the loot selection/gold sharing process, so that an H/H party is treated as a party of 1. Tone down the loot scaling some so a solo player gets, say, half of what an all-player party does.
Fair suggestion except for this one. I don't understand removing this as to be more 1 player focus game. For example if your in a pug your chance of loot and gold are also shared. Now just because there isn't enough player to pug and your doing it in heroway why can't it be share. If you remove the share feature in hero, your actually promoting it's better to do stuff with hero then in a pug. So this suggestion don't hold water at all.
Drk Dervish is offline   Reply With Quote
Old Aug 20, 2012, 09:50 PM // 21:50   #97
Forge Runner
 
HigherMinion's Avatar
 
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
Default

For the PvP side of things, I would suggest:

RA is a success and is constantly active because of the ease of playing and low threshold for skill. There should be a team version for competitive players and an 8v8 version. Remove HA since it was a spamfest anyway and a bad format. There were little tactics but "bring gud build and stomp" so an 8v8 deathmatch would be better. Randomised 8 man teams would be fun. GvG should be the only tournament game.
HigherMinion is offline   Reply With Quote
Old Aug 22, 2012, 02:05 AM // 02:05   #98
Furnace Stoker
 
Mournblade's Avatar
 
Join Date: May 2005
Location: Houston, Texas
Guild: Dawn Treaders [DAWN]
Profession: W/Mo
Default

Quote:
Originally Posted by Kaleban View Post
Plus, there are some who may choose to stick with GW1, just as a bunch of people who tried D3 went back to D2..
You hand everything to the few who are left and I guarantee you you will kill the fun for them, and they will quickly leave. There has to be SOME purpose, some challenge, some goal to keep (the majority of) people entertained.

Make it easier for the people who remain? Sure, I guess thats ok. But not what you originally proposed. I think I like the random weekend event idea the best.
Mournblade is offline   Reply With Quote
Old Aug 22, 2012, 08:23 AM // 08:23   #99
Lion's Arch Merchant
 
Join Date: Feb 2008
Profession: W/
Default

Quote:
Originally Posted by Mournblade View Post
You hand everything to the few who are left and I guarantee you you will kill the fun for them, and they will quickly leave. There has to be SOME purpose, some challenge, some goal to keep (the majority of) people entertained.

Make it easier for the people who remain? Sure, I guess thats ok. But not what you originally proposed. I think I like the random weekend event idea the best.
Actually, there just has to be content. People can create a challenge or goal themselves. Most people won't have done all the speedclears, gwamm, 50/50, heroway every area, done portal humping, soloed dungeons, tried all the farming builds, done a desolation run, played all the PvP formats, customized all their characters with equipment and armor, etc. Most people prefer to play through new content.
Relyk is offline   Reply With Quote
Old Aug 22, 2012, 05:47 PM // 17:47   #100
Academy Page
 
Join Date: Apr 2012
Default

I'm a relatively new player. My best friend started a month or so ago (though he doesn't have the free time I do).

Either way, I don't think it's a very good idea. I think if you were to look at the things that could help GW progress, it would be getting rid of the things that truly break down as the player counts degrade. Things like favor (though we have scrolls, so it's not that bad), or odd quest/area choices (like the 5 switches points in the deep that require shennanigans or two humans + heros).

I don't see a huge reason to shorten the GW experience. I would say things that should be targeted for change are "Things that hinder future players from experiencing content that is now out-of-reach or overly-difficult due to the lack of players".
projectmercy is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:32 AM // 02:32.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("