May 23, 2009, 08:03 PM // 20:03
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#21
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Forge Runner
Join Date: Sep 2007
Guild: Trinity of the Ascended [ToA]
Profession: A/
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Two things:
1. The new skill updates in the past year or so have indeed changed the meta game, something which was desired and is now being despised once again because a lack of change. Once again, no matter what skills are changed and how they are changed, there will be a new "best" or "easiest" build to play with great success. Perfect balance, ie, allowing an 8 player team to run whatever they want and be competitive, will never happen. It's just too difficult to get this many skills that balanced. Instead, phase in new skills that are competitive with whatever current meta game exists in any given time period. Allow for diverse play without killing the old style.
2. New styles of gameplay, particularly in PvP. In a 6 man arena, team dynamics and strategy change. Sure, some of the builds will be just as effective in 4, 6, 8, 12 man teams, but others, for example, Dervish [[Wounding Strike] pressure and Assassin chains, become more effective with lower levels where a team cannot concentrate on defensive turtling and still be a legitimate offensive threat. There needs to be some shakeup not only of skills but of what types of competition exists in PvP arenas.
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May 23, 2009, 10:57 PM // 22:57
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#22
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Lion's Arch Merchant
Join Date: Jun 2007
Guild: FotS
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They have a Live Team of 4 people working on it. Remember how it was when Izzy was in charge? This is worse.
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May 23, 2009, 11:04 PM // 23:04
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#23
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Lion's Arch Merchant
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Quote:
Originally Posted by icedwhitemocha
oh my god, are you people serious?
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It is a little worrying.
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May 24, 2009, 03:09 PM // 15:09
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#24
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Lion's Arch Merchant
Join Date: Mar 2008
Guild: [DVDF]
Profession: P/
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I agree, Skill update is needed and has been for a long time. Anet simply made some skills redundant. Anet are lazy with skill updates also. rather than re-work a skill they just nerf it right down to nothing "Smiter's Boon".
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May 24, 2009, 03:49 PM // 15:49
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#25
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Forge Runner
Join Date: Mar 2006
Profession: N/
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we need more skill updates. however they need to be planned and thought out carefully... randomway can do just as much bad as it can do good.
imo anets balances have already been fairly random... they need to move away from this, not towards this.
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May 24, 2009, 04:39 PM // 16:39
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#26
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Forge Runner
Join Date: Feb 2006
Location: Belgium
Guild: PIMP
Profession: Mo/
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Skill updates? GW became too soft since we have Linsey (even though she seems to be hard working and full of passion for the job). Zquests, Nicholas the traveller and the cutest wallpaper evar, tonics and all the other dressing up of this game. What's next, feeding your mini so it will make cute sounds? It's time we see some more balls again.
Wasn't this game about skills and killing things with them?
Last edited by Gun Pierson; May 24, 2009 at 05:00 PM // 17:00..
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May 24, 2009, 07:47 PM // 19:47
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#27
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Ascalonian Squire
Join Date: May 2009
Location: Canada, eh?
Guild: Disciples of Nocturnal Chaos [DoNC]
Profession: E/
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I think some people are missing the point of Z-quests: to provide better incentive for doing missions and exploring areas again. It's also to make tomes more accesible, and add storage slots. (Equipment packs) And seriously, there's been a whole bunch of fun stuff with the update. Account-wide HoM= win.
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May 24, 2009, 08:34 PM // 20:34
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#28
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Forge Runner
Join Date: Feb 2006
Location: Belgium
Guild: PIMP
Profession: Mo/
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Quote:
Originally Posted by Calvar Draveir
I think some people are missing the point of Z-quests: to provide better incentive for doing missions and exploring areas again. It's also to make tomes more accesible, and add storage slots. (Equipment packs) And seriously, there's been a whole bunch of fun stuff with the update. Account-wide HoM= win.
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Yes, if Anet was in the environmental business they would prolly win the Nobel prize for their recycling model.
From a developer's view it's brilliant as they don't have the manpower to come with actual content. The good news is they're looking for two extra members to strengthen the live team. It's on her wiki page. Not that we have to expect miracles, but still.
I agree the update had good stuff in it and account wide HoM was one of them, but pretty late, like with a lot of stuff. The question is do we really need more of the cute type of fun stuff or would it be better to polish some of the core gamemechanics in this game, the skills?
Last edited by Gun Pierson; May 24, 2009 at 08:37 PM // 20:37..
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May 24, 2009, 08:37 PM // 20:37
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#29
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Furnace Stoker
Join Date: Apr 2005
Profession: W/
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Quote:
Originally Posted by Shayne Hawke
I do not want GW to have an infinite arsenal of powerful skills.
Updating the skills so that we can go from one imbalance to another? Yeah, there's a whole lot of progress being made there.
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If there are 10 different team builds that are "unstoppable", that's more balanced than one team build that's "unstoppable", wouldn't you say? How about 50 "unstoppable" team builds? Are they truly unstoppable any more? That's called balance, with powerful skills. it would require PvE to be amped up by quite a bit but that would be cool too...it might stop farming as well.
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May 24, 2009, 08:45 PM // 20:45
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#30
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Wilds Pathfinder
Join Date: May 2007
Guild: Kaons Banned Fecal Super Team [Ban]
Profession: Mo/A
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Another utterly terrible thread sees the light.
Nerf this thread to dead please.
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May 24, 2009, 08:45 PM // 20:45
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#31
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Furnace Stoker
Join Date: Apr 2006
Location: Cheltenham, Glos, UK
Guild: Wolf Pack Samurai [WPS]
Profession: R/A
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Quote:
Originally Posted by Gun Pierson
Skill updates? GW became too soft since we have Linsey (even though she seems to be hard working and full of passion for the job). Zquests, Nicholas the traveller and the cutest wallpaper evar, tonics and all the other dressing up of this game. What's next, feeding your mini so it will make cute sounds? It's time we see some more balls again.
Wasn't this game about skills and killing things with them?
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Linsey has been around doing the job for quite sometime...
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May 24, 2009, 09:06 PM // 21:06
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#32
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Forge Runner
Join Date: Feb 2006
Location: Belgium
Guild: PIMP
Profession: Mo/
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Quote:
Originally Posted by Lonesamurai
Linsey has been around doing the job for quite sometime...
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Yes, most of us know that, but when she worked on the campaigns and stuff it was with the whole Anet team and she realised parts of the bigger picture. Since the live team, she decides more how the picture will look like now. Don't get me wrong, I like a lot of her work and that of the team, as long as things don't get too cheesy.
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May 24, 2009, 10:19 PM // 22:19
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#33
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Desert Nomad
Join Date: Apr 2006
Profession: R/
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OP didn't suggest making lots of powerful skills/builds, he just acknowledged that was a risk and that re-evaluation was needed.
This thread needs to remain open as long as people retain closed minds.
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May 24, 2009, 11:08 PM // 23:08
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#34
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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Quote:
Originally Posted by Joak
If GW had an infinite arsenal of powerful skills, it would be balanced. If every skill is good, none is bad, and in turn there can't be no good since there is no bad. And with more powerful skills the meta can't become centralized around one build, since many other skills are as good or better/worse in certain circumstances. I'd say make all skills OP in some way!
/signed
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Simply awful reasoning for buffs. Does not work in practise.
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May 24, 2009, 11:54 PM // 23:54
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#35
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Krytan Explorer
Join Date: Jan 2006
Guild: [TEW]
Profession: N/
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In conclusion, a rough balance is more than sufficient.
The unbalanced nature of the skills in the game and the team builds that maximize this broken-ness -- in game theory terms, the presence of a few dominant strategies and many dominated ones -- reduces the strategy matrix by several orders of magnitude and therefore makes it possible for players to maintain beliefs about what other players bring to the table. In effect, it makes possible a Bayesian game, where players hold certain beliefs about their potential opponents. Those beliefs make strategy and counters possible in build terms.
In other words, if the game were perfectly balanced it would become strategically uninteresting, as the dominant strategy would be, essentially, a team build composed of bars selected on a whim*.
An example of a perfectly balanced game is Tic-Tac-Toe, wherein the end result is always a draw (unless you're playing an opponent who makes a mistake). An example of an imperfectly balanced game, in strategic terms, is chess -- white has a first mover advantage that results in an ~8% higher margin of victory, and both sides have access to many dominant and dominated strategies.
*The correct phrasing would be "at random", but the stronger assumption would require a defense that relies too heavily on specialized jargon from game theory and higher level mathematics to be acceptable in a common use situation.
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May 25, 2009, 12:23 AM // 00:23
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#36
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Wilds Pathfinder
Join Date: Jan 2006
Location: Elona
Guild: Clan Eternal Legion
Profession: D/W
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It would take them forever for a big skill shake up and honestly it isn't worth the time or the effort since priority is Guild Wars 2, well atleast we think it is.
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May 25, 2009, 12:34 AM // 00:34
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#37
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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You can't just make everything overpowered because then the game will just become a crapshoot. Games will simply depend on what skills you bring, not how you use the actual skills.
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May 25, 2009, 01:01 AM // 01:01
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#38
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Krytan Explorer
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Big shake up is not needed, larger and more frequent skill balances are. Static skill system = dead GW.
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May 25, 2009, 06:18 AM // 06:18
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#39
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Frost Gate Guardian
Join Date: Apr 2007
Profession: Rt/
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Quote:
Originally Posted by Buster
It would take them forever for a big skill shake up and honestly it isn't worth the time or the effort since priority is Guild Wars 2, well atleast we think it is.
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I disagree.
I think you could go through every skill in this game and make changes to make it useful, within a week.
Probably the majority of time is spent by anet testing the effect of this skill in house (just a guess!). I say reduce this time and send it out to us to play test.
I cannot see how this would effect the PvE side of the game to any great degree apart from giving you more options.
PvP would be thrown into some chaos briefly but given that high level PvP is dying a slow death, it could be good for it long term.
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May 25, 2009, 06:36 AM // 06:36
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#40
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Jungle Guide
Join Date: Jul 2007
Guild: Wars
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Quote:
Originally Posted by haggus71
They have a Live Team of 4 people working on it.
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No, they have TWO people working on the game, only one of whom is a programmer. The other two members of the team are PR and marketing. Reportedly other people working on GW2 help out as and when they can.
To call this a skeleton crew would be giving it too much credit.
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