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Old Oct 12, 2009, 09:46 PM // 21:46   #21
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Originally Posted by ~ Dan ~ View Post
I had that experience with LOTRO and got bored. It seems every MMO company thinks raising the level cap is the best/only way to add more content, and GW is proof that's not the case.
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Originally Posted by WoW Adviser
We released a new campaign, introducing new dungeon raids, two fugly playable characters, broken PvP balance even more, raised the level cap to 85... 90? yet we still losing subscribers.
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Originally Posted by WoW director
Well, it doesn't sound like we should be losing subscribers at all. What's wrong?
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Originally Posted by WoW Adviser
The dungeon raids are... practically the same of the other 100 ones. The new playable characters are a goblin and a werewolf. We figure midgets and furries would like them. Our balance team has given up on PvP and letting it go. And getting to max level now takes... one second, getting calculator.
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Originally Posted by WoW Director
I thought people liked gaining levels?
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Originally Posted by WoW Adviser
5.03889293775648389e+36 experience to get from level 1 to 85... or 90?
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Originally Posted by WoW Director
Apparently grinding isn't fun anymore. Adding content isn't working, what are the options
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Originally Posted by WoW Adviser
Make World of Warcraft 2 or raise level cap to 150
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Originally Posted by WoW Director
Na, our game isn't on life support.
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I saw the preview of Guild Wars 2, I highly suggest changing our focus on a new game so we don't focus to much on fixing things.
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Originally Posted by WoW Director
Sounds like a good idea, what estimate of subscribers would we lose?
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Originally Posted by WoW Adviser
If we move our focus on a new game, we will get double our subscribers. Rather than keep our focus on fixes. I guess we will lose 80% of our current subscribers until WoW2.
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Originally Posted by WoW Director
That's risky, how long would it take?
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About four to five years.
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Uhh, what was the other idea? Raise level cap to 150?
I can totally see this happening.
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Old Oct 12, 2009, 09:50 PM // 21:50   #22
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jumping is only good for getting to ptA and ptB faster. if we are gunna have jumping we might as well have manualy aimed skill and attacks.
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Old Oct 12, 2009, 09:53 PM // 21:53   #23
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lol why are people posting about jumping? this thread has nothing to do with that
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Old Oct 12, 2009, 11:00 PM // 23:00   #24
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Originally Posted by ~ Dan ~ View Post
I had that experience with LOTRO and got bored. It seems every MMO company thinks raising the level cap is the best/only way to add more content, and GW is proof that's not the case.
^agree with this statement. Unlike other MMO's where the whole point of the expansion is to get better weps and armor and such, GW's expansions (and campaigns ofc) hand you new options and skills and of course new armors/weps. What's nice about GW though is that A-net is more concerned about the skills you use than what armor you have. A warrior let's say with full knight's insignias on his FoW armor will have the exact same matchup against a warrior with canthan 1k armor and knight's insignias. In a 1 on 1 matchup though, the game is decided on the guy with the better bar, not the better armor, which I absolutely love about GW compared to other MMOs
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Old Oct 12, 2009, 11:00 PM // 23:00   #25
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Originally Posted by dunky_g View Post
Jumpings fun for the 1st 20 mins or so, and then you get bored of it.
Jumping is contagious and terribly fun.


Perfect world, as an example. Every three feet I jump. Just for ghits and siggles.

It may not have a point, but it's fun working that z-axis for all it's worth.
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Old Oct 12, 2009, 11:30 PM // 23:30   #26
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Just the concept of the z-axis means that I can't swing my sword at that guy down there, yes, that one, under the bridge.
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Old Oct 13, 2009, 12:50 AM // 00:50   #27
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@Lawnmower: First you say it's a curse that mmo's never end and at the same time you say you would love more content in GW. GW1 has ended, which I still think was a bad idea, they should have at least continued to bring out an expansion or two until GW2. Especially because it uses the MTG model. They didn't have the recources though so case closed.

I also don't agree with your part about being addictive and using it to run away from one's responsabilities. It's perfecly possible that one is 'addicted' to gaming, but finds a good balance between work, daily duties, socialising and free time to play. I know several people like that in real life. One of my friends turns into a hardcore gaming monster for a weekend two times a year when the kids and the wife are out of town. I see the kid in his eyes when that happens. The rest of the year he's the perfect husband with a respectable job who plays casually.
Richard Bartle who is said to be the actual father of MUDs(Multi User Dugeons) and therefore also the grandfather to the MMORPG, was once quoted saying that the games didn't have any point.
All he wanted to do in those text based games, was to let friends share the experience together. So that became the fundamental goal.
To add meaning to the game he decided to implant levels, and once the players in the dungeon had gotten a several level(the max level) they would have won the game. It was about getting to the max level and that was it.

Somewhere along the line on the path to the MMORPG, it became a never ending evolution of content that was not designed to end. I suspect this is due to the subscription model. Think business first, then game design secondly. If subscribers would not keep playing(and paying) the game would not be a suffient business model.

Guild Wars not only broke the mold here, but it went oppesite direction. Levels are not a priority. It just begins when you are at the end. It's like Guild Wars is so much more optimistic and proactive than other online RPGs because it just gives you the gameplay and begs you play and experiment as you choose. To have your own fun, and not be hurled through the system.

The system of paying monthly fee(which they said couldn't be done), the system of not putting emphasis on Items(which they said wouldn't be fun). Guild Wars really broke so much new ground and went the oppesite way compared to so many RPGs.


Yes, the Guild Wars campaign have ended and I have gotten my money worth. I still go back to do the extras, at my own pace, as I am not rushed by the thought of getting the most out of my money(if I was paying for a fee) or if the characters would keep getting significantly(in an overpowered way) stronger for longer time investment.
But just because it has ended, I am saying that I would love to see more for Guild Wars 1, in either downloadable form or an expansion.

Everything has it's day. Except for never-ending MMOs and the people who burn out from playing them. This is true.


But I do think a creation like Guild Wars deserves to be watered and nursed for a long and healthy life, as it has so far. I do think that all the effort that went into it have not been wasted, and I think it's position in the business has not been hurtful, like so many games in the MMORPG genre.


As for the part of being Addicted, if it's only for two weeks, is it then addiction? Then I would personally say that it's more like a short term enthusiastic interest.
Though I can't comment on addiction patterns for every person. I am merely speaking about the forum posts I read around the internet from people who blame games like World of Warcraft for putting on weight, losing their girlfriend, quitting school and so on.
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Old Oct 13, 2009, 02:08 AM // 02:08   #28
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Good grief - what a positive thread. Are all our regular trolls asleep?

Bravo, OP - I agree with eveything you said.
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Old Oct 13, 2009, 02:37 AM // 02:37   #29
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Having a cap on things permanently is great. I just hope GW2 puts the emphasis back on PvP as end-game, and not title grinding.
but not everyone who plays MMO's likes to pvp to end game focus on PvP isn't the greatest idea
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Old Oct 13, 2009, 03:12 AM // 03:12   #30
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Guild Wars is one of the best games I've ever played.
Any QQers can go shove it.

I mean, it has some flaws, but so did Seiken Densetsu 3. And that's often regarded as one of the best SNES games ever made (Was Japanese only though, but a near-perfect translation patch is available.)
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Old Oct 13, 2009, 03:20 AM // 03:20   #31
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your right that other games simply add more content but do not change the formula, which can get boring to some people; however, to other people this can be seen as a good thing. was guild wars better off evolving with every update? sure it may have spiced things up, but all i have seen is the skill>time formula being broken with increased grinding/farming. pve has been dumbed down and pvp has been imbalanced. gw has a lot of great things about it, but i miss the "old" gw.
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Old Oct 13, 2009, 03:24 AM // 03:24   #32
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Are all our regular trolls asleep?
I'm not sure if I'm a troll, but my posts do get deleted and I was actually asleep.

I happen to agree and like the starting post of this thread. It's just a shame Anet can't fix certain play styles and decided to make the game solo-able. Guild Wars was a group game (with people or AI). The progression is the main thing keeping me playing...and the hope that Anet will try to improve things.
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Old Oct 13, 2009, 03:26 AM // 03:26   #33
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I'll come in to troll a bit.

I just have one question...how was Guild Wars right? (Please simpify I'm too lazy to read a long post atm).
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Old Oct 13, 2009, 03:42 AM // 03:42   #34
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The great thing about Guild Wars is that there is an end to it. You basically have the possibility of paying for whatever content that you want. Getting left behind in the curve is not something that happens when you choose not to buy the latest expansion or game update.
This depends upon your playstyle. The serious PvP-ers have always been compelled to upgrade. If the new content has even one essential skill, you're stuck buying it if you want to continue with serious PvP.

If all you want to do is play the campaigns, and you don't mind using heroes or playing with bad PuGs, then you are absolutely correct. If you want to play with more capable players, you'd better have the skills that make completion efficient.

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But if I like World of Warcraft for example, but do not like the direction it is going, I can not vouch my opinion through choosing to not buy their latest expansions and updates, but simply either totally stop playing, or live with whatever they decide.
This is a tactic. Psychological research shows that people have difficulty judging sunk costs properly, so if you can make the sunk cost as large as possible you can extract maximum revenue. By making the decision all-or-nothing, the gaming company gets people to continue their subscriptions far longer than they otherwise might.

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I hope that ArenaNet will continue to support Guild Wars. I think what Valve have done with Team Fortress 2 was to create a Win-Win situation for both the end user and Valve itself. By continuing to improve the game in a meaningful way since the launch, interest have peaked much later than it normally would due to the free updates, and that is something that is benefical for both the consumer and Valve.
Valve has a LOT more resources than ANet does. It's pretty clear from behavior that ANet isn't going to follow this strategy.

Keep in mind that Valve's pretty smart about reputation, too. They don't engage in this intense level of upkeep with every game they release (eg: Left 4 Dead). But they recognize that people are more likely to buy their games if they invest heavily in them, given that they attain a certain level of popularity.

The frustrating part about the business model ANet has created is that it gives them little incentive to reinvest in their existing games. Valve puts out more products, has a wide reach, and wants to keep people using their Steam service to sell them games. It makes sense for Valve to dump resources into their games to keep people buying their products and logging onto Steam.

ANet 's business model makes them like an author of books that peak around #10-20 on the bestseller lists. They don't generate a large enough revenue stream to permit the ability to invest large amounts of resources in each new endeavor. The best way for them to keep the light bill paid is to release one piece of stellar work that builds a fan base, followed by regularly cranking out average but unimaginative content.
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Old Oct 13, 2009, 06:12 AM // 06:12   #35
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I had that experience with LOTRO and got bored. It seems every MMO company thinks raising the level cap is the best/only way to add more content, and GW is proof that's not the case.
Well, there was a lot more behind the scenes that made me snap and finally quit if you want the full story just look it up on my GWW page. And yes, GW is proof that unique MMOs can succeed.
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Old Oct 13, 2009, 08:24 AM // 08:24   #36
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Originally Posted by MisterT69 View Post
A warrior let's say with full knight's insignias on his FoW armor will have the exact same matchup against a warrior with canthan 1k armor and knight's insignias. In a 1 on 1 matchup though, the game is decided on the guy with the better bar.
Eh, so you're saying your bar determines how well you play, not your own brain and skill? That would suck for meta builds xD

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Originally Posted by Shadowed Ritualist View Post
Just the concept of the z-axis means that I can't swing my sword at that guy down there, yes, that one, under the bridge.
I lol'd first time I did that ^^
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Old Oct 13, 2009, 09:36 AM // 09:36   #37
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Originally Posted by GW Adviser
Our balance team has given up on PvP and letting it go.
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Originally Posted by GW Director
I thought people liked grinding titles?
^ This. Someone did call for trolling after all.
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Old Oct 13, 2009, 09:41 AM // 09:41   #38
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Originally Posted by Martin Alvito View Post

Valve has a LOT more resources than ANet does. It's pretty clear from behavior that ANet isn't going to follow this strategy.

Keep in mind that Valve's pretty smart about reputation, too. They don't engage in this intense level of upkeep with every game they release (eg: Left 4 Dead). But they recognize that people are more likely to buy their games if they invest heavily in them, given that they attain a certain level of popularity.

The frustrating part about the business model ANet has created is that it gives them little incentive to reinvest in their existing games. Valve puts out more products, has a wide reach, and wants to keep people using their Steam service to sell them games. It makes sense for Valve to dump resources into their games to keep people buying their products and logging onto Steam.

ANet 's business model makes them like an author of books that peak around #10-20 on the bestseller lists. They don't generate a large enough revenue stream to permit the ability to invest large amounts of resources in each new endeavor. The best way for them to keep the light bill paid is to release one piece of stellar work that builds a fan base, followed by regularly cranking out average but unimaginative content.
I do think that brand itself is important. For example if you look at the way Warcraft got big, it was sort of the same thing. It was an evolution, and by supporting each game, the fanbase just got bigger. Blizzard became a brand, and Battle.Net became a brand.

I think that alone the fact that people know your brand is a fantastic thing. Some people say that bad PR is better than no PR as well. I don't think GW has a bad rep, but it could be stronger.
Four years ago, ArenaNet had to prove to many nay-sayers who said that the game wouldn't sustain an income even after a month.

Even now, four years later, you have games with a similiar Instanced set-up like Crimecraft and Global Agenda, who decide to charge a forced monthly fee despite being heavily instanced.

I believe that if people get to see more that ArenaNet is keeping GW1 alive, that they want to have a bigger initiative later on to invest in GW2, because it sends a messege about that if GW1 was supported for many years and even after the sequels release, GW2 would also be, and that would be worth to pay for. The consumer makes an investment based on what they know, what they have heard from friends and the general media.

You reap what you sow, so to speak. I do think that there are many misconceptions surrounding GW. It's different, and the learning curve is incredible high(in my opinion) compared to other games, and I think many players got their wrong foot through the door and decided that it was not for them.

If we try to adress(The community, and Anet) some of these issues that people would like to see more of, like a harder challenge(bigger difficulty), 1 vs 1 pvp, or more armor designs or more titles, then I am sure that it will be worth it.
Because it sends a signal that they care and that they want people to keep playing GW1.

It all comes back to you. And mate, I do think it's true that people buy what they know. That's why I don't think GW has "ended". The campaign ends when it ends, but like many other games you can stick around for 100% completion, practice at it's mechanics(pvp) or going through the experience again(playing another character).
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Old Oct 13, 2009, 09:45 AM // 09:45   #39
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Eh, so you're saying your bar determines how well you play, not your own brain and skill? That would suck for meta builds xD
Well, I think that owning more campaigns and expansions, gives you a wide aray of choice of skills, and classes, but that it's basically balanced so no skill is better than another one, which means that any person should be able to create a build regardless of how many or how few games they own.

This I think is an important initiative to illustrate the difference between GW and other games. YOU have to buy the latest expansions to be able to get the skills, levels and abillities that will be significantly better than the ones that you have the possibility of accessing.
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Old Oct 13, 2009, 11:29 AM // 11:29   #40
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Originally Posted by DreamWind View Post
I'll come in to troll a bit.

I just have one question...how was Guild Wars right? (Please simpify I'm too lazy to read a long post atm).
No emphasis on levels, No montlies, game is about build experimentation and your own fun.

Basically, similar to Ultima Online is still considered best of mmos by people who actually played and: Game pour Game, character customizability, no levels or any other artificial goals, just play for sake of being in fantasy world being somehing.
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