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Old Feb 10, 2009, 01:54 PM // 13:54   #161
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Originally Posted by CHannum View Post
If people are playing the game and having fun and not finding all these completely imaginary flaws, the problem is between *your ears*, not in the game.
You have no idea how ridiculous your argument is. For starters, you didn't even start until EoTN which essentially disqualifies you from this entire thread. You don't know what the game was like, you don't know how it changed, and you can't know why or how the majority of the community sucks in comparison.

But even assuming you did know what you were talking about, you are basically telling people to not talk about CLEAR problems with the game. Just because you and some other people don't see or refuse to acknowledge those problems doesn't mean the problems aren't there.

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Originally Posted by CHannum
If that's the case, you failed, not the game, go play something else, because those of us playing the game and loving it have no interest in the grumblings of a bunch of old men on the porch who should have been carted off to the old age home a long time ago.
If that's the case, you failed, and the game failed, go play something else, because those of us who used to love playing the game have no interest in the grumblings of a bunch of little kids outside looking in who have no business discussing topics with their wiser elders.

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Originally Posted by CHannum
Sixteen months on a single game is an insanely long time to hold a group of long time gamers' interest. That we don't forsee losing said interest for at least another year is further insanity.
I could make a large list of games that have lasted over 5 years with thriving communities. Your statement is void.

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Originally Posted by CHannum
The *fantasy* game you all wish would exist in the place of the current guild wars, frankly, would suck for the majority of players, and that's a pretty stupid game design philosophy.
I want the real game that used to exist, not the fantasy game that exists now. Do you have proof that this would somehow suck for the majority of players? I could make a poll to "prove" you wrong, but nobody believes polls on here.

Quote:
Originally Posted by Bug John
Maybe I don't pug enough to see the "culture" you're talking about, could you be more precise about that ?

Btw, don't you think it's totally normal that after more than 3 years, the way people play has evolved ?
Well you are an oldbie (I think) so I think you should be able to see some of what I am talking about. Don't you agree that the game has gotten easier over time? Even through hard mode and elite areas, the game has gotten easier. That says a lot to me. The_jos again made a brilliant post...the actions of others affect the game because the game isn't played in each players individual vacuum.

That actually raises another point...this game used to be a team game. Now it is a solo game where people can suck all they want with no accountability whatsoever. One of the best ways to get better at something is by simply playing with other players who are better than you, and nowadays this game is nothing more than a solo RPG where people can abuse all the broken crap they want that just happens to be online. It is stupid really, but I'm probably in the minority on that opinion. Just another reason I thought of on why the majority of the community sucks.

Last edited by DreamWind; Feb 10, 2009 at 02:01 PM // 14:01..
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Old Feb 10, 2009, 02:20 PM // 14:20   #162
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I've only been playing since the first week in January but I thought I'd share my experience as to why a lot of players aren't very good at the game. I'm by no means "Pro", and am still learning new things everyday, but there's a few things I've noticed that contribute to the problem.

As a long time EQ2 (3.5y) and WoW (1y) player, I swear a lot of people treat the game like it's WoW. WoW is 90% gear, 10% skill. Everyone wants runs and power levels to hit 20 and buy 60 armor, bypassing quests, missions, everything that makes you learn your class and which skills suit which situation. There seems to be a huge rush to hit 20, like that makes you a good player all of a sudden.

From what I can tell (correct me if I'm wrong), knowing your skills has a lot more to do with being a good player then what gear your wearing. I'm still wearing 51 armor, with buffs put on all the wrong slots (thought it was all global, my hands and feet are stacked lol) and no health runes. That's mostly because I want elite armor and I'm too cheap to buy standard 60 gear

I run people for money (5 more plat to elite armor!), but sometimes I wonder if this is one the main reasons people aren't as good as they could be.

I don't know how many times I've grouped with players in Drok's that are just horrible. They don't know what their doing and it makes me wonder how they got there (probably paid someone). I think one of the only reasons I'm doing pretty well for my tenure is lack of knowledge and determination. Until last night when a friend and I killed Glint (first try wooo!), we didn't know how to get to Drok's, so we kept trying until we fought our way from Beacon's Perch to Camp Rankor. It took two tries, but we got it our second time. Sure we died left right and center, from the loop at Dreadnaught's Drift on we were both at 60% Death Penalty, but I think it made us both better players for accomplishing it. Being caster's running wasn't really an option so we cleared everything necessary to make our way down. In doing this were learning how to play as a team and look out for one another. We both play roles, she does burst damage I do DPS, we both AoE and use our tank's and my pets to clump enemies together. So far it's working really well for us.

Another thing is builds. Why does everyone want the exact same build? I understand from a math perspective certain combination's yield optimal output or sustainability, but I don't believe there's one magic build that's going to work for everyone. I don't know how many times I've had players ask me to print my skill bar, only to tell me I'm a noob and doing everything wrong, then doing a mission with them and have them die 10 times and me once or twice or not at all.

One thing that's really helped me is the community, which I can already say is far more helpful then any other game I've played. The friends I play with, people on this board, and a bunch I've met in game have taught me just about everything I know. It was kind of funny, it actually struck me as odd (from past experiences in other games) how much people are willing to help if you ask politely. Sure I've run into a few elitist's, but for the most part other players won't hesitate to give you tips, tricks, and guidance.

So hats off to you, and thanks for everything

Last edited by VishnuOdin; Feb 10, 2009 at 02:26 PM // 14:26..
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Old Feb 10, 2009, 02:35 PM // 14:35   #163
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Originally Posted by VishnuOdin View Post
As a long time EQ2 (3.5y) and WoW (1y) player, I swear a lot of people treat the game like it's WoW. WoW is 90% gear, 10% skill. Everyone wants runs and power levels to hit 20 and buy 60 armor, bypassing quests, missions, everything that makes you learn your class and which skills suit which situation. There seems to be a huge rush to hit 20, like that makes you a good player all of a sudden.

From what I can tell (correct me if I'm wrong), knowing your skills has a lot more to do with being a good player then what gear your wearing.
Now here is a newb who knows what he is talking about. You are definately right. My problem personally is that Anet has implemented so many more timesinks into the game that give people things to do other than get better. Gear is one of those things, but there are many others.

This is the reason why when people say GW is the next WoW, there will be many people who say they are stupid just because of how it sounds, but many others who say they are correct.
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Old Feb 10, 2009, 03:09 PM // 15:09   #164
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Well you are an oldbie (I think) so I think you should be able to see some of what I am talking about. Don't you agree that the game has gotten easier over time? Even through hard mode and elite areas, the game has gotten easier. That says a lot to me. The_jos again made a brilliant post...the actions of others affect the game because the game isn't played in each players individual vacuum.

That actually raises another point...this game used to be a team game. Now it is a solo game where people can suck all they want with no accountability whatsoever. One of the best ways to get better at something is by simply playing with other players who are better than you, and nowadays this game is nothing more than a solo RPG where people can abuse all the broken crap they want that just happens to be online. It is stupid really, but I'm probably in the minority on that opinion. Just another reason I thought of on why the majority of the community sucks.

Yes, I've been on GW for more than 3 years, and yes, the game seems easier to me now.

I remember, back in the days, when I considered Thunderhead Keep as an incredibly hard mission... One year after that, I could complete it with bonus and only henchmen. Now, I h/h it in hard mode with bonus without any difficulty.

We've just gotten better at the game : we know what skills to use, what monsters we'll have to face, how AI works, and what to do to have more chances to be successful in an area.

Knowing all that, a group of players can clear any area, and the game can no longer be "difficult". It can take time to adapt to a new elite zone, but with time, players will figure out how it works and find the best way to complete it.


I read the_jos's post, and I can't agree on the analogy he made : we are NOT playing together, unless the guys you are talking about are in your group.

As long as you can find players that share your point of view, group with them, form a guild, I believe that's what GW was made for.


GW pve became a solo game for me when I realized it was not even possible to get a pug composed of 8 people with decent builds in less than 30 minutes. Now I just stick to my alliance or to my friend list.

It may be an endless system : experienced people getting tired of unsuccessful pugs > less experienced players pugging > less successful pugs, and so on.
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Old Feb 10, 2009, 04:00 PM // 16:00   #165
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Originally Posted by Bug John View Post
I remember, back in the days, when I considered Thunderhead Keep as an incredibly hard mission... One year after that, I could complete it with bonus and only henchmen. Now, I h/h it in hard mode with bonus without any difficulty.

We've just gotten better at the game : we know what skills to use, what monsters we'll have to face, how AI works, and what to do to have more chances to be successful in an area.
I've heard this argument before and I don't buy it for several reasons. The biggest reason is because this game has had a major power creep. Anet has essentially given us more tools to beat things effectively. By PvE skills, consumables, a series of buffs, and just flat out better skills (particularly with Nightfall), the game got plain easier. The moment Nightfall came out, Prophecies and Factions were pieces of cake for almost anybody. The moment EoTN came out, the entire Guild Wars game was easy for almost anybody.

In my personal experience, THK used to be the barrier that seperated decent PvE teams from bad PvE teams. Nowadays anybody can heroway it, but that doesn't make the players better. In fact, I'd argue it makes them worse because the overall challenge they are facing has gone down and that may make them think they are better than they actually are. The game today just has a completely different feeling to me.

Quote:
Originally Posted by Bug John
I read the_jos's post, and I can't agree on the analogy he made : we are NOT playing together, unless the guys you are talking about are in your group.
Sure we are...we are all playing the same game. Using his example, we are all playing Risk. If some people are playing by the rules of the game, but then some others come along and play it in a different way, should the people who were playing it right be forced to play it the different way? Should the people playing it the different way get the same rewards as the people playing it the right way?
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Old Feb 10, 2009, 04:24 PM // 16:24   #166
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Originally Posted by CHannum View Post
Absolute nonsense.
Sixteen months on a single game is an insanely long time to hold a group of long time gamers' interest. That we don't forsee losing said interest for at least another year is further insanity.
That comment made my day You do realize there's still an enormous community for both Doom1 and Quake 1-3? Those games have been out for over 15 years and a lot of people still play and mod them to death.
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Old Feb 10, 2009, 05:13 PM // 17:13   #167
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Originally Posted by DreamWind View Post
I've heard this argument before and I don't buy it for several reasons. The biggest reason is because this game has had a major power creep. Anet has essentially given us more tools to beat things effectively. By PvE skills, consumables, a series of buffs, and just flat out better skills (particularly with Nightfall), the game got plain easier. The moment Nightfall came out, Prophecies and Factions were pieces of cake for almost anybody. The moment EoTN came out, the entire Guild Wars game was easy for almost anybody.
That's why I said that I could complete it using only henchmen, to put myself in the same conditions as I was when I started GW, in order to talk about the "I just got better at the game" effect.

Btw, I hardly use pve skills, and never use consumables (too expensive ), I just adapt my builds, which is much more efficient. I tend to consider they are just a way to speed things up, or to help you do alone things you'd have to pug (vanquishing).

I consider heroes really made the game easier, but only for people skilled enough to make them better than henchmen (builds, equipment, flags...). People using goofy builds for themselves somehow find even worse builds for their heroes, considering they're unable to set them on the right mode (defensive...) and flag them correctly out of aoe, that's still epic fail.

Missions in Nightfall are considerably harder than in Prophecies, because just like players, the game design team got more experienced : henchmen have (nearly) decent builds, enemy groups have more synergy... You will certainly feel a bit disappointed when you go back to Prophecies with your heroes, but that's just normal evolution.
I agree that there has been a "power creep" in GW, that makes older campaigns easier, but newer campaigns are still a challenge for new players, enough to give potential good players a decent start.

Even if they had no way to succeed in some areas, I believe bad players would stay bad. They'd spend their time QQing on Guru instead of trying to figure out why they fail.

What's inside a game doesn't make the community good or bad, the community makes itself good or bad.



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Originally Posted by DreamWind View Post
Sure we are...we are all playing the same game. Using his example, we are all playing Risk. If some people are playing by the rules of the game, but then some others come along and play it in a different way, should the people who were playing it right be forced to play it the different way? Should the people playing it the different way get the same rewards as the people playing it the right way?
Sure we're all playing Risk, but we're not sitting at the same table. Of course you can look what others are doing a few tables away, but does it matter, as long as all the people you are playing with agree with your rules ?

There's a difference between playing the same game at the same time, and playing together (= being in the same group).
For example, I heard most elite area cookie cutter builds revolved around cry of pain. I have hardly ever used this skill, and that doesn't prevent me from having fun in pve, even in the same area as cryway groups.

About rewards, GW has nothing significant in pve... A shiny armor ? A nice set of weapons ? As long as you can get nearly whatever you want by playing the way you like, and you are experienced enough to know how, why do you care about others ?

Of course, your achievements are worth more in terms of game knowledge and "skill", but you're the only one who has to know it. You know what you are worth, and what you can do, let others think whatever they want. If some random GWAMM-black-fow-chaos-gloves-ninja-mask-echo-mending-wammo is taunting you be cause he thinks he's much better than you, just leave him for what he is : an idiot.

If you were forced to play the way you don't want to in order to get things, there would be a problem, but it's not the case.



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Originally Posted by Vel View Post
That said, it did not help ANET promote GW. Someone suggested players are the bane of good game design. And he/she is quite right. Hence, you have PvE skills, Consumables and what not to make it easy and idiotproof.
Yes, these skills help idiots, just like they help good players to be faster.

Their existence does not promote idiocy, it was already included in the community.

Last edited by Bug John; Feb 10, 2009 at 05:35 PM // 17:35..
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Old Feb 10, 2009, 05:18 PM // 17:18   #168
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Let me make a somewhat nicer responce to this subject than my last.

I know GW isn't easy for everyone.
I recently started playing more active on my mule account and certain things that are easy even in HM are somewhat hard now. No heroes, no elite skills, not all efficient skills unlocked or available yet, no max armor available (proph character in desert).

But hey, it's how I started out 3 years ago.
And I can tell that the learning curve isn't as steep as it used to be, specially when a player has several chapters available.

And while it might not seem that we play together, but we are influencing each other.
The moment you ask for an easier game you are influencing my gameplay, which is based on the somewhat harder gameplay. Except the HM button I don't have an option to set GW to 'Nightmare' level, so each moment the game is made easier my level of play isn't as challenging as it used to be. Meaning I have to change things (like take other skills, don't spend all attributes or take less party members) to keep it a challenge.
For as much PvE is a challenge, that is....

Now this is PvE, where everything stays the same. Spawning points and all that, it's always the same.
You know what, some (I think GW) developer explained that once. He said that the environment was constantly changing people would have a very hard time to learn and beat something.
It's one of the main reasons random spawns are not introduced in many games.

Now look at what's happening.
People face the same foes over and over and over again and still can't beat them.
Same spawning points, same classes, same skills. And all documented on wiki.
And the same AI, which does stupid stuff all the time.

Now if you don't adapt, you will fail over and over again.
You don't want to know how many times people have tried to beat areas like Deep, Urgoz's, DoA, UW, FoW and ToPK. Not because they were bad, but because they faced new challenges every time. Challenges they didn't prepare for.

New players don't have to do all this hard work anymore. They can prepare a lot, by reading wiki or asking questions in the game.
Sure, they need to learn spawning points and the patrols, but that's about it.
The rest is just preparing and knowing the build you use.

Now I find it kinda annoying (and that doesn't happen that much) that a developer stated that they implemented fixed spawns so people can learn and people still ask for easier ways to finish things.
Hello, you get a fixed environment so you can learn how to counter it!!!!!!!

I wonder how some people would play Super Mario or game like that.
Would they also call for nerfs of the fire-flowers and buffs for Mario?
Because it's hard to beat level 2? No, they play over and over again to beat it.
If you can't bring up that kind of dedication for a game, maybe it's the wrong game for you and you should stop playing it? Or play only level 1, the level you did master.
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Old Feb 10, 2009, 05:19 PM // 17:19   #169
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Originally Posted by Master Fuhon View Post
*snip*
I don't see how you're disagreeing with me, except on my criticisms of your education analogy. Given that public schooling is completely OT, I'd be happy to discuss that with you elsewhere. This paragraph is worth addressing here, however, because it highlights exactly why I think your analogy is worthless:

Quote:
When a 5 year old enters a school building, you have to get them to learn whether they are going to care or not. Teachers don't get to retain/fail people without discussing it with their bosses at level (if they do, that’s proof people don’t care about students in that area). Calling someone unteachable in the profession is an indictment on your own ability to teach.
There are a number of reasons why teachers don't get to retain/fail people (say, the law), but the basic idea is that education matters; kicking kids out of school has very real consequences. In contrast, GW doesn't matter - at all. Nobody cares how many people can't complete the game without consumables. Having GWAMM doesn't make you a better person. Add to this the fact that Anet can wish everyone's problems away by making the game easier at any time, and there's really no point to the whole teaching exercise. Most people play the game to have fun - whatever "fun" means to them - and as long as that's true, there's nothing to fix.

Here is Exhibit A for why this whole teaching fantasy will never produce results:
Quote:
Originally Posted by CrustyEarl
How good or Bad some one is at a game is completely immaterial. It's a Game. The real question should be Are you having fun? If the answer is yes then continue to do so . If the answer is no, then its time to move on and find a new source of fun. Playing Games for bragging rights is silly at best, yet so many people I know still do... Just play to have fun.
See also the article cited by Gigashadow:
Quote:
Players dislike challenge. They SAY they like challenge. They lie.
As I've said before (in this thread, in fact), the way to making a commercially successful game is to trick the player into thinking they've done something hard/remarkable when it is in fact easy/boring.

The masses want to believe they are beautiful and unique snowflakes. Rather than disabusing them of this notion, you nurture it while taking their money.
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Old Feb 10, 2009, 05:27 PM // 17:27   #170
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Originally Posted by DreamWind View Post
In my personal experience, THK used to be the barrier that seperated decent PvE teams from bad PvE teams. Nowadays anybody can heroway it, but that doesn't make the players better.
I still remember the weekend when Monks went on strike at THK to protest against mending whammos leeroying and ruining the mission. <lol>

It was hilarious.

That said, it did not help ANET promote GW. Someone suggested players are the bane of good game design. And he/she is quite right. Hence, you have PvE skills, Consumables and what not to make it easy and idiotproof.

I liked GW before and I still like it now regardless of the changes. It was and still is a good game to play compared to many others that popped after its release. And, most importantly, for 50 bucks it gave me the bang for the buck.
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Old Feb 10, 2009, 07:09 PM // 19:09   #171
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Originally Posted by Vel View Post
I liked GW before and I still like it now regardless of the changes. It was and still is a good game to play compared to many others that popped after its release. And, most importantly, for 50 bucks it gave me the bang for the buck.
Very well said.

OT: People don't suck as much as guru thinks , or you have too high standards.
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Old Feb 10, 2009, 07:22 PM // 19:22   #172
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Originally Posted by VishnuOdin View Post
As a long time EQ2 (3.5y) and WoW (1y) player, I swear a lot of people treat the game like it's WoW. WoW is 90% gear, 10% skill.
This isn't actually true, I've played with plenty of horrible WoW players who have amazing gear, and they completely fail at both pve and pvp. There are a very large number of people with great gear who still can't succeed at that game. There are also a large number of people who when they fail, rationalize that it was only because of gear (because they don't have the absolute best), when it's actually because they aren't very good and could have played better. Then there are people who can get very high arena ratings on their rerolls while wearing awful gear. Definitely not 90% gear, that's for sure. I also played EQ2, Warhammer Online, and various other MMOs, and didn't find them to be any more skillful. Guild Wars PvP stands out far in front of all other games in that regard.

What concerns me about GW2, is if they make everything so easy that there is no challenge, which is exactly what happened in WoW's latest expansion (all the raids in that game are PUG'd now, that's how easy it is). Are Guild Wars' designers of the same mindset? The fact that Ursan Blessing stayed as it was for so long makes me deeply concerned for the direction they may take GW2. I know James Phinney said "We want to encourage skillful play", but I have my doubts.

Are all MMO designers going to come to the same decision that you might as well make the game really easy and make everything trivially obtainable for everyone, because the hard-cores are more trouble than they are worth (they complain the most and consume your content too fast anyway)? Are we going to see GW2 monsters not moving out of firestorms (remember the ruckus when that change was implemented in 2005?) Is there a point at which everything becomes so easy to acquire that even Joe casual doesn't like the game any more? (perhaps because, that cool item/title he is so proud of, is also worn by 90% of the population now).

Last edited by Gigashadow; Feb 10, 2009 at 08:03 PM // 20:03..
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Old Feb 10, 2009, 07:59 PM // 19:59   #173
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Originally Posted by Gigashadow View Post
There's an interesting article by an MMO designer here: http://www.brokentoys.org/2009/02/03...-mmos-is-hard/

It's a great article, and in particular I agree with this statement of his:

"Game design, in many ways, is convincing players that they won a struggle against imposing odds. It does not mean actually creating imposing odds.

Also, I have seen metrics prove conclusively, time and time and time and time again, that in a game that *does* have monsters with decent AI and that use strategies that require some thought to defeat, that players will avoid them in droves and seek out the ones with the most brain damaged AI possible.

Players dislike challenge. They SAY they like challenge. They lie."
He's missing the most important metric of all: why we play a game. Do people play for community or do they play for content? Some decisions to boost community might have an adverse effect on content enjoyability, while some decisions to boost content enjoyability will have a harmful impact on community.

I would personally lean towards leisure activity markets being dominated by decisions based on boosting community (people are social animals), but the MMO market continues to make content based decisions. The game makes people feel better about themselves, but do those people keep their attitudes and egos in check when they defeat perceived impossible odds without the help of the community?

I would say they don't based on observation. The more an individual is able to do on his own; the more he shuns people, the more he forgets how to interact with people, the more he eventually starts to treat people like something else. In the case of this discussion, some bad players are the ones who forget what they need to do to be part of the team. And since they can retreat to the world of individual greatness, they care about community less and less.
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Old Feb 10, 2009, 09:23 PM // 21:23   #174
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Originally Posted by Bug John View Post
I'm getting sick of this virtual fascism, nobody is forcing you to do anything, but you want to decide how others should have fun, and it has to be your way

just let people enjoy the game the way they want
How is me wanting the game to not be so simple anymore selfish than someone wanting it to be easier?

I'm not saying to cater to one group exclusively. I've just yet to see a reason why we needed to have the hardest variations of the areas as easy as the normal ones. I'd partially sympathize with toning down the normal mode variants, but not toning down the hardest portions at the same time. That's why I gave the DoA normal mode change a huge thumbs up.

If you want to better please both sides, you make the normal mode a bit more accessible and keep the harder mode difficult. The only people still complaining the largest will be those who aren't good enough yet want the best loots (who are fortunately a whiny minority).

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Originally Posted by Bug John View Post
Yes, these skills help idiots, just like they help good players to be faster.
That's the problem: Good players don't need these shortcuts, and the bad players will come to rely on them. Why learn to better buff/heal/protect your team cooperatively when you can just get two warriors with SY! to take care of it all?

When I'm playing Doom, I don't IDDQD myself because I know I'm good. I don't need it because I'm good!
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Old Feb 10, 2009, 10:28 PM // 22:28   #175
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In my opinion it's the game at fault more than the player base.

Guild Wars rewards the path of least resistance more than player skill, pure and simple.

The popularity of certain builds like perma-SF Sins (pre-nerf), touch rangers, BOA Sins (pre-nerf), skills like Ursan (pre-nerf) , items like consets, and builds like Sabway, Discordway, etc, etc, etc are all symptoms of a game design that rewards repetition, grind at speed, and ease of use above all else.I don't see it as the players fault that reward and status in this game revolves around grind and repetition of content to get some text under your name.

As a result the majority don't care about skillful or challenging play.

They want either an "I win" button or maximum efficiency in repeating content and it's game design that has dictated that.

You can teach a player about "skill" all you want, chances are as soon as they find out about the easiest option available to them they will throw that out the window.

As far as I'm concerned the player base is only to blame in so far as dictating and passively allowing such options and mentalities to slowly become the norm, with other variations or original ideas usually being laughed at, insulted, or refused for being less efficient or un-"uber".

The same mindset is prevalent in PvP where many great builds get laughed at as they are not the popular norm.

Guild Wars is about winning, not fun, skill or challenge and it's a core philosophy which feeds on itself.

Other MMO's have a better design in this regard, as did GW pre-factions, in conjunction with majority opinion against such options, or at the least the freedom to completely ignore such mindsets and play with others who want to challenge themselves.

I would also add non-subscription has a lot to do with it imho.Most subscription games I play have vastly superior communities in every regard.

GW can be a bit of a tard magnet as far as that goes.

In a game where the main topic of conversation in public chat is often "Yo mama" insults and prepubescent arguments concerning how much someone pwns over some noob my expectations have never been overly high.

Last edited by fireflyry; Feb 10, 2009 at 10:31 PM // 22:31..
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Old Feb 11, 2009, 03:00 AM // 03:00   #176
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It's partially the community, partially ANet's attitude in pandering to them.

ANet's business model, from the start, was to produce a game and then milk it for all it was worth. Rather than produce a solid game and continue to support it without drastic changes, then move to produce something new that could be sold, they constantly made new content releases which twisted the game like a tree in a gale. Since they were doing this, a lot of the changes ended up just being crowd-pleasers that they felt would squeeze a bit more profit from the franchise.

As a result of this, a large part of the playerbase developed entitlement issues - partially because they were dumb, but far, far more because ANet actually paid attention. You can't compare this to WoW - tell any WoW player about the effects of PvE skills, then mention that the developers and players support these as they allow casuals to complete the elite zones, and they will laugh. Largely, the wrong kind of player mentality developed - rather than developing skills and tactics, skill abuse was encouraged.

I'm not sure whether the Guild Wars community would have degraded into the same shape had the game not massively sold out. Players should shift to fit the game, not the other way around, assuming the game itself is designed in a proper manner. I don't think Guild Wars was far off from the start.
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Old Feb 11, 2009, 03:15 AM // 03:15   #177
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You have to also take into account that the majority of -ORPG only- players are generally less skilled in terms of hand-eye cordination then those of other game genre's. Heck, based on some of the arguments I've seen about skill balance, it seems a lot of people don't even know what "player skill" is.

Go play counterstrike and ask them what they think of MMO's. Observe the lulz.

Last edited by Master Ketsu; Feb 11, 2009 at 03:17 AM // 03:17..
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Old Feb 11, 2009, 03:21 AM // 03:21   #178
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Quote:
Originally Posted by Master Ketsu View Post
You have to also take into account that the majority of -ORPG only- players are generally less skilled in terms of hand-eye cordination then those of other game genre's. Heck, based on some of the arguments I've seen about skill balance, it seems a lot of people don't even know what "player skill" is.

Go play counterstrike and ask them what they think of MMO's. Observe the lulz.
This is also valid. Guild Wars was somewhat of a niche game, intending to be skill based in a market where the customers are largely attracted to pretty lights and large numbers. I think Guild Wars was not the right game for a lot of players, but ANet tried to meet them halfway anyways. Meanwhile, the players who were legitimately competitive dwindled away.
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Old Feb 11, 2009, 03:46 AM // 03:46   #179
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Quote:
Originally Posted by bryant again
That's the problem: Good players don't need these shortcuts, and the bad players will come to rely on them. Why learn to better buff/heal/protect your team cooperatively when you can just get two warriors with SY! to take care of it all?

When I'm playing Doom, I don't IDDQD myself because I know I'm good. I don't need it because I'm good!
i agree
for some ppl, its a lose-lose situation

the broken skills r not fun for some to use, because...well they're broken
however, gimping urself on purpose is generally not fun for most ppl either

so wuts someone who feels this way sposed to do?
use broken skills and not have fun?
or gimp urself on purpose and not have fun?
hmmmm...tough decision


Quote:
Originally Posted by master ketsu
Go play counterstrike and ask them what they think of MMO's. Observe the lulz.
qft lol
then again...aks a street fighter player wut they think of fps's...observe even moar lulz
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Old Feb 11, 2009, 05:10 AM // 05:10   #180
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From a company's perspective, the only thing that matters (and the only thing that should matter, if they're rational and competent) is improving the bottom line. If making the game easier results in higher profit, you make the game easier, period. It's easy to play armchair developer and discuss "pandering to the wrong crowd" or whatnot, but the job of a game company isn't to develop the best game, it's to develop the most profitable one. In an ideal world these two goals would be identical; the perverse reality is that, at some level, the two become mutually exclusive.

You know who the real "wrong crowd" is? The group with less money.

If players don't get what they want often enough, they quit. We can talk about designing games to reward skill until we're blue in the face, but you have to realize that most people don't give a shit, will never give a shit, and ultimately don't understand why they even should give a shit in the first place. You can't sell games of skill to people who approach games with all of the intellectual engagement of a cow turd. Most players don't shift to fit games - they buy games that fit them.

I'll say it again: an eternal problem of game design is that the majority of your consumers are slack-jawed morons. If you're out to design good games, you'll have to do so despite the idiot masses - find some way of tricking them into buying your game, whether it be staggered difficulty levels, pointlessly pretty graphics, braindead "achievement" trophies, or whatever other kind of idiot-coddling gimmick you can think of. They won't appreciate (and may often resent) complex mechanics and any sort of actual gameplay depth, so using that as a sales hook is naive.
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