You know, just because no one else is doing something, doesn't necessarily make it a good idea. So, yeah, 2 weeks to do all new content is now Anet's "thing". Joy. Maybe if they gave us a month.
Not sure what that accomplishes - are they trying to lock us in? Don't leave, you'll miss stuff even if you're gone for just 2 weeks.
On the possibly plus side, looks like they might allow us to start unlocking permanent skins similar to how the HoM works. I wish they'd do that for all skins. I'd pay for something similar to a T-stone if it basically stripped an appearance and made it an item like the HoM skins on a merchant in either the HoM or maybe home instance.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
Or, just miss stuff and enjoy the stuff you don't?
Sounds like the achievements unlocking rewards (beyond just the meta stuff) is coming in this patch as well. Looking forward to that!
A two week release schedule is aggressive, but they didn't explicitly say content will be only available for two weeks at a time. Part of me agrees with you @Joiry but part of me also thinks I can live with not doing EVERY last bit of content they produce so long as it isn't giving something away that is UBER valuable. Nothing from these events has been thus far.
Or, just miss stuff and enjoy the stuff you don't?
I fail to see the problem...
I fail to see the why you don't have a problem. Oh, where has that got us?
Anet is creating content that will never get used again. Well, maybe a few same old same sticks around - I mean, the Karka Queen event is just so unique in terms of every other big chest event.
There's no good reason for Anet to be doing this. They're either just doing it for the sake of being different (with no real benefit to the players - why make it so we miss stuff?) or its part of some attempt to lock us into keep playing.
The problem is...why are they doing it? It makes no sense from the perspective of providing enjoyment to the players.
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mojojoeoA block off the park, living the dream.Registered Userregular
So the going plan for tonights wuvwuvs will be for us to take over a borderland with RET. RET will run the main force, our hopeful 5-15 will run the havoc group.
Should be a good night with plenty of good help on the map. Ill start up around 7 ish EST but its a very non formal night. Come get some wuvwuv when you want tonight.
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
What about the quality of the content? If its coming out so fast, thats cool and all... but is it actual good content that's coming out?
I tried to play again when one of the new things of content hit, unless I missed something it was just total shit. I'm not saying all their content has been, some was really good. The Halloween stuff last year was really good. But the last time all I found were more stupid ass achievments for doing extremely boring tasks. Oh and that crab minigame which was just meh.... not nearly as fun as keg brawl.
The Southsun stuff wasn't great, yeah, but the Dragon Bash/Aetherblade stuff has been considerably better. The jumping puzzle is quite fun, and the Aetherblade dungeon just needs some tweaks to the final boss fight (it goes ooooon toooooo loooooong) to be fun. I enjoyed finding the caches in the jumping puzzles, too, and the story segment with the private detective was pretty neat.
I'd definitely like to see any introduced dungeons stick around for more than two weeks, though. A month at least would be nice.
Want to find me on a gaming service? I'm SwashbucklerXX everywhere.
The Southsun stuff wasn't great, yeah, but the Dragon Bash/Aetherblade stuff has been considerably better. The jumping puzzle is quite fun, and the Aetherblade dungeon just needs some tweaks to the final boss fight (it goes ooooon toooooo loooooong) to be fun. I enjoyed finding the caches in the jumping puzzles, too, and the story segment with the private detective was pretty neat.
I'd definitely like to see any introduced dungeons stick around for more than two weeks, though. A month at least would be nice.
Oh good, so they do add in brand new dungeons?
But then they aren't permanent? That's just odd.
I've never given a shit about jumping puzzles personally, but thats cool that its still a thing.
What about the "living story" thing... is that still going to be something other than a buzzword? I remember seeing an email ranting about it, then updated my game, logged in and it was just some shitty achievment stuff.
mojojoeoA block off the park, living the dream.Registered Userregular
Ill say here what i said in guild yesterday. this timed stuff does not resonate with me in any way. I get zero joy out of it. I do make cash off the drops.
they need to work on permanent content. new fractals would be easy as GD pie to implement, but we have none since they launched.
I also think that permanent new content launches bring more people back to the game rather than flavor of the month 1 time only theme parks. maybe thats just me.
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
I've been sort of hoping that once they accumulate several timed mini-dungeons, they'll take them, tweak them, and introduce them into the Fractal rotation.
I do think the limited time of most of the content provides them with two benefits. For one, they don't have an even more weird, schizophrenic world where all things are taking place in parallel and you can do things out of order. For two, adding an expiration date to content may make it seem more valuable to people. At the very least, it does seem to be getting people playing, which means if they're playing, they might spend money on the store.
And I definitely do like having new things come into the game, don't get me wrong. Maybe it'll end up being sort of like Guild Wars, where you revisit things on an annual basis, but updated or tweaked. I still thought some of that was their smartest justifications for revisiting content in the original. I'm forgetting the holiday, but the first year it was a genuine attack on outposts, and then in subsequent years the attackers were played by actors, and it was all being staged as an annual celebration of the victory of people.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
I haven't been a huge fan of it either. But the complain of "I didn't get to do it, so it sucks" is the one I dislike. But when you combine the two, it should make sense why its temporary.
Almost all of this stuff would be completely abandoned if it were left in game. SAB was only populated after the first 2 weeks because people wanted to make money off the skins when it ended. Southsun had a joke of a 'dungeon' that was just a single boss that doesn't even count as one, and was only done because it was a free gold. The bash is basically a holiday event, and the mini games are fun, but I know for a fact every single one of these mini games would be abandoned in a month. Or at least, empty enough that they would fail to be entertaining because no one would be playing them.
The quality of the content is not high enough to warrent it staying around. Now, you could say why not just invest in higher quality content so its worth staying around? Who knows, this is the path they chose and they are attempting to have a market based on the types with short attention spans that have to do EVERY new thing, and will stick around just so they don't miss the next new thing.
I personally just enjoy something new to read about for a few days then jump in and maybe do this or that when I am not feeling like PVPing or WvWing.
I understand this style of design doesn't resonate right with everyone (mostly those who WANT to do everything but CANT be on all the time to do it), but I just accept it as a thing. They are actually working on PVP and WvW now so I am pretty much happy. All I ever wanted was a balance patch that wasn't a joke, and we got it.
I haven't been a huge fan of it either. But the complain of "I didn't get to do it, so it sucks" is the one I dislike. But when you combine the two, it should make sense why its temporary.
My complain is not that "I can't do it, therefore it sucks." The content, as people have posted, has varied in its quality and enjoyment. What sucks is the sense of being rushed. So if something is good, well, its around for a bit and then gone.
I'll make it simple. What does limited time content actually bring to the players? A sense of thrill? A sense that, hey, I'll have something newer players or old players that may have been away won't have? What about being available for a limited time makes the content "better" than if that content suck around. And here I mean the more substantive stuff, not crap like raking up aetherblade kills in the various regions. But then, how different is that than my 100, 500, 1000 harpies killed? Why is it any better for being around for a limited time?
Again, why is this good for the players - you know, the customers?
Anet's benefit I think has been pointed out. There's probably some metric that shows the longer you play (or other measure of involvement) the more likely your are to buy more gems.
Maybe its also Anet's attempt to "normalize" between hardcore and casual play. By artificially limiting the speed at which content can be done (and putting a time limit on when it must be done by), they hope not to have as great a gap along the spectrum of players? But does that really make anyone happy?
+1
Kai_SanCommonly known as Klineshrike!Registered Userregular
edited July 2013
What does it bring to the players? Something new every 2-4 weeks.
If it is good enough is subjective. But this is what it brings. This is not debatable
As for it being taken away, the effect is supposed to be that the world is a little more real. That things do not just kind of fester there when they obviously would have been done. Its more story telling based and no, it does not bring any joy or better gameplay to the players, but its not supposed to.
Kai_San on
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mojojoeoA block off the park, living the dream.Registered Userregular
Oh snap. You may want to sell off your ori. This one brings quartz nodes and new recipies.
And chevo points now = special armors and extra laurals. Shame i give no fucks about cheevos. but some of you are about to retroactively earn some gear.
And shit like this irks me.
Personal Quartz Node
Once you complete the meta achievement for this release, your home instance will have a daily resource node, allowing you to harvest Quartz at your leisure . Quartz is a new material being introduced in this release and will be used to craft new recipes!
so now I have to do this meta to keep up in the mining game.
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
I think maybe they might, to a certain degree, be trying to avoid a problem which has plagued a lot of other MMOs, namely that as the months and years roll by, and content patches and expansions pile up, and getting into the game new becomes this increasingly intimidating prospect.
I remember that WoW would get like this, where you'd miss a few patches, then renew your sub and come in and just have like no clue of what's going on, because everything's been so dramatically altered. Systems upon systems upon systems have been piled up, and disentangling them is more than some people want to deal with.
And if you look at the game, this actually lines up pretty well with what they have. You've pretty much got the base game, albeit with a bunch of trait/geography tweaks, plus one ongoing special event at a time.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
I know they just want to make home instances valid, but I actually find it somewhat annoying I will need to actually find where they are again just to get the new resource
First world problems for sure.
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mojojoeoA block off the park, living the dream.Registered Userregular
I know they just want to make home instances valid, but I actually find it somewhat annoying I will need to actually find where they are again just to get the new resource
First world problems for sure.
Your house will eventually be there. So theres that. this is just a baby step towards that.
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
Quartz sounds like something to make ascended stuff (Assuming you can only get 3-4 quartz crystals a day, kind of like laurels). Or are quartz going to be a new kind of resource node out in the wild, too, providing a better chance at gems and a chance at dusts?
I wish we could grow dye plants again.
Edit: Also, flying. There's going to be flying, I would bet money on it.
Edit: Except it'll probably just be swimming without water effects.
doomybear on
what a happy day it is
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reVerseAttack and Dethrone GodRegistered Userregular
I doubt there will be flying. It's the same problem that vanilla WoW had, the game world isn't designed with it in mind.
+1
mojojoeoA block off the park, living the dream.Registered Userregular
could also just be candy corn 2.0
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
Can someone tell me why WuV doesn't feel like RvR? I used to love the Warhammer pvp (and I haven't done a lot of WuV) but there's just a different "feeling" It maybe that without the trinity no classes feel squishy versus tanky so there's no rock paper scissors effect. As a White Lion, I knew exactly who to go after, got rewarded for doing so and punished if I tried to fight the wrong classes or didn't single someone out well enough. Here, it doesn't really seem to matter as much. It may be that it's more subtle or the learning curve is higher.
Also, Bring back solid players. Although, without the trinity it won't work. I loved holding bunkers etc. with a real shield wall.
Can someone tell me why WuV doesn't feel like RvR? I used to love the Warhammer pvp (and I haven't done a lot of WuV) but there's just a different "feeling" It maybe that without the trinity no classes feel squishy versus tanky so there's no rock paper scissors effect. As a White Lion, I knew exactly who to go after, got rewarded for doing so and punished if I tried to fight the wrong classes or didn't single someone out well enough. Here, it doesn't really seem to matter as much. It may be that it's more subtle or the learning curve is higher.
Also, Bring back solid players. Although, without the trinity it won't work. I loved holding bunkers etc. with a real shield wall.
it's because there is no defined roles in GW2, everyone is everything, and in the end, that kidna takes away from the game for me. just assume that when you're out in WvW, you're simply a block, and you either focus on conditions, direct damage, or more controlly stuff, and each profession can pretty much make 2 of those work, some can do all 3.
I doubt there will be flying. It's the same problem that vanilla WoW had, the game world isn't designed with it in mind.
My guess is that they'd probably do it in a specific arena or instance, dodging that problem by only letting you do it in one or two places that they've custom designed for flying.
Hence, you get to experience flying but only where they want you to be. It could take place really high up, like in the clouds, and you'll see Tyria in a kind of landbox-y way, again dodging that problem by being kind of instanced. Maybe to get up that high you have to be launched from a cattlepult first, or something. Of course, I'm just speculating.
Can someone tell me why WuV doesn't feel like RvR? I used to love the Warhammer pvp (and I haven't done a lot of WuV) but there's just a different "feeling" It maybe that without the trinity no classes feel squishy versus tanky so there's no rock paper scissors effect. As a White Lion, I knew exactly who to go after, got rewarded for doing so and punished if I tried to fight the wrong classes or didn't single someone out well enough. Here, it doesn't really seem to matter as much. It may be that it's more subtle or the learning curve is higher.
Also, Bring back solid players. Although, without the trinity it won't work. I loved holding bunkers etc. with a real shield wall.
it's because there is no defined roles in GW2, everyone is everything, and in the end, that kidna takes away from the game for me. just assume that when you're out in WvW, you're simply a block, and you either focus on conditions, direct damage, or more controlly stuff, and each profession can pretty much make 2 of those work, some can do all 3.
Lack of (hard) trinity is a major feature of the game for me, too. I do think WvW (and pvp/pve) would be immensely improved by body-blocking, although ANet has said that's too much work for their servers.
once the weather cools off a little i'll be back around gw2, i don't think i'll ever finish the aetherblade cheevos. don't really care for them, and not enough play time for it.
besides crafting, how do you guys level through 20-30? i used to go to kessex and run the centaur chain, but last time i was there no one was running it, so it stalls on the overlord, granted, there are still lots of events to do around the zone, this was just the fastest i'd found that wasn't crafting. guess i could grab an xp boost and try wvw. do people get cranky if you run your lvl 2x toons in EB?
@doomybear bodyblocking is both a blessing and a curse for players, and with what they have going on now, i would believe it, when they say it's too much work for their servers.
@doomybear bodyblocking is both a blessing and a curse for players, and with what they have going on now, i would believe it, when they say it's too much work for their servers.
I doubt their servers would have any trouble with it. Adventurine has full player collision with Darkfall and that's a terrible company with not even a fraction of the money/resources that ANET has... yet has hundreds of players with full collision and hit detection working rather well in huge PVP encounters.
The core combat mechanics probably would have to change a lot to feel right with collision. I would prefer collision existed, but I don't think the game lacks without it really.
I do think the large scale WvW strategy could grow a great deal if collision were a thing. Of course there will never be collision in GW2, but them blaming it on their servers is just nonsense.
@badwrong this is true, but there is a much larger number of people in GW2, and they have an odd mix of things that the client handles compared to what the server handles. for collision to work, all the player location data would need to be handled by the server instead of client. huge rework at this point.
you're right though, i'm sure they could have the server power to handle it.
@badwrong this is true, but there is a much larger number of people in GW2, and they have an odd mix of things that the client handles compared to what the server handles. for collision to work, all the player location data would need to be handled by the server instead of client. huge rework at this point.
you're right though, i'm sure they could have the server power to handle it.
Oh ya, it would take a redesign from the ground up. Collision is something they would have had to add extremely early. Just like how WvW seemed to be added much later on and the culling thing was a result of it not being in from the ground up.
I want to play GW2 and love it so badly, but every time I log back in I can't find any solid reason to keep playing. I had so much enthusiasm for GW1 that I want to direct toward this, though.
For some reason the sense of completing and achieving things isn't as significant here for me as it was in GW1.
What does it bring to the players? Something new every 2-4 weeks.
If it is good enough is subjective. But this is what it brings. This is not debatable
Wait, new content every 2-4 weeks necessitates it be limited time? How does that follow? There's nothing about a new dungeon that requires it to only be around for a few weeks time. But hey, just declare that not debatable by fiat and you're good, right?
As for it being taken away, the effect is supposed to be that the world is a little more real. That things do not just kind of fester there when they obviously would have been done. Its more story telling based and no, it does not bring any joy or better gameplay to the players, but its not supposed to.
More real, seriously? Why do the other dungeons stick around then? How many times has Rumblus (or any other boss) been killed? Man, totally breaking my immersion. How many times is Mai Trin gonna get captured just in the 2 weeks the dungeon is around? This is such a red herring. So often game designers will claim X because of Y, but Y is blatantly violated throughout the rest of the game. Besides, any sense of a real world or immersion died when I saw a norn wearing boxer shorts, boxing gloves and bunny ears. yeah, those aviator glasses don't help either.
And if its not supposed to bring entertainment or better gameplay to the players, what is it bringing?
Sigh, whatever.
As for a new crafting resource...hey, great. Too bad there's all those tier 4 and lower mats that serve nearly zero purpose except to level crafting.
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reVerseAttack and Dethrone GodRegistered Userregular
I want to play GW2 and love it so badly, but every time I log back in I can't find any solid reason to keep playing. I had so much enthusiasm for GW1 that I want to direct toward this, though.
For some reason the sense of completing and achieving things isn't as significant here for me as it was in GW1.
GW1 was hard and cruel. GW2 doesn't really have that, it's just terribly grindy.
I don't get why so much content is temporary. The game is fine with the player suspending disbelief in pretty much every other area. I've destroyed the flame legion superweapon a dozen times, killed subject alpha a dozen times, I've even killed Zhaitan three times on the same character. I don't think having, say, the flame and frost missions/dungeon available permanently would ruin my belief in anything.
It looks like some of next week's new content will be permanent, though.
I really like the rotating content. It's kind of nice to have something new and exciting to deal with every couple of weeks. It keeps me coming back, otherwise I'd probably get bored with stuff after a while. I'm already pretty bored with a lot of PVE but the new stuff is great.
Also, some things ARE permanent. The jumping puzzle is permanent. And sometimes these events are used to test new things, like SAB was used to test the spring jump things and then Dragon Ball was used to refine their use and now they're seeing use in a new arena
which btw that arena is great
It's all just a game, you should really just relax.
Posts
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I seem to be trapped in there somewhere. Between some linux, or something.
You know, just because no one else is doing something, doesn't necessarily make it a good idea. So, yeah, 2 weeks to do all new content is now Anet's "thing". Joy. Maybe if they gave us a month.
Not sure what that accomplishes - are they trying to lock us in? Don't leave, you'll miss stuff even if you're gone for just 2 weeks.
On the possibly plus side, looks like they might allow us to start unlocking permanent skins similar to how the HoM works. I wish they'd do that for all skins. I'd pay for something similar to a T-stone if it basically stripped an appearance and made it an item like the HoM skins on a merchant in either the HoM or maybe home instance.
I fail to see the problem...
A two week release schedule is aggressive, but they didn't explicitly say content will be only available for two weeks at a time. Part of me agrees with you @Joiry but part of me also thinks I can live with not doing EVERY last bit of content they produce so long as it isn't giving something away that is UBER valuable. Nothing from these events has been thus far.
I fail to see the why you don't have a problem. Oh, where has that got us?
Anet is creating content that will never get used again. Well, maybe a few same old same sticks around - I mean, the Karka Queen event is just so unique in terms of every other big chest event.
There's no good reason for Anet to be doing this. They're either just doing it for the sake of being different (with no real benefit to the players - why make it so we miss stuff?) or its part of some attempt to lock us into keep playing.
The problem is...why are they doing it? It makes no sense from the perspective of providing enjoyment to the players.
Should be a good night with plenty of good help on the map. Ill start up around 7 ish EST but its a very non formal night. Come get some wuvwuv when you want tonight.
I tried to play again when one of the new things of content hit, unless I missed something it was just total shit. I'm not saying all their content has been, some was really good. The Halloween stuff last year was really good. But the last time all I found were more stupid ass achievments for doing extremely boring tasks. Oh and that crab minigame which was just meh.... not nearly as fun as keg brawl.
¯\_(ツ)_/¯
I'd definitely like to see any introduced dungeons stick around for more than two weeks, though. A month at least would be nice.
Oh good, so they do add in brand new dungeons?
But then they aren't permanent? That's just odd.
I've never given a shit about jumping puzzles personally, but thats cool that its still a thing.
What about the "living story" thing... is that still going to be something other than a buzzword? I remember seeing an email ranting about it, then updated my game, logged in and it was just some shitty achievment stuff.
¯\_(ツ)_/¯
they need to work on permanent content. new fractals would be easy as GD pie to implement, but we have none since they launched.
I also think that permanent new content launches bring more people back to the game rather than flavor of the month 1 time only theme parks. maybe thats just me.
I do think the limited time of most of the content provides them with two benefits. For one, they don't have an even more weird, schizophrenic world where all things are taking place in parallel and you can do things out of order. For two, adding an expiration date to content may make it seem more valuable to people. At the very least, it does seem to be getting people playing, which means if they're playing, they might spend money on the store.
And I definitely do like having new things come into the game, don't get me wrong. Maybe it'll end up being sort of like Guild Wars, where you revisit things on an annual basis, but updated or tweaked. I still thought some of that was their smartest justifications for revisiting content in the original. I'm forgetting the holiday, but the first year it was a genuine attack on outposts, and then in subsequent years the attackers were played by actors, and it was all being staged as an annual celebration of the victory of people.
Almost all of this stuff would be completely abandoned if it were left in game. SAB was only populated after the first 2 weeks because people wanted to make money off the skins when it ended. Southsun had a joke of a 'dungeon' that was just a single boss that doesn't even count as one, and was only done because it was a free gold. The bash is basically a holiday event, and the mini games are fun, but I know for a fact every single one of these mini games would be abandoned in a month. Or at least, empty enough that they would fail to be entertaining because no one would be playing them.
The quality of the content is not high enough to warrent it staying around. Now, you could say why not just invest in higher quality content so its worth staying around? Who knows, this is the path they chose and they are attempting to have a market based on the types with short attention spans that have to do EVERY new thing, and will stick around just so they don't miss the next new thing.
I personally just enjoy something new to read about for a few days then jump in and maybe do this or that when I am not feeling like PVPing or WvWing.
I understand this style of design doesn't resonate right with everyone (mostly those who WANT to do everything but CANT be on all the time to do it), but I just accept it as a thing. They are actually working on PVP and WvW now so I am pretty much happy. All I ever wanted was a balance patch that wasn't a joke, and we got it.
I like that the world changes, even if it is just bits and pieces. Permanent new content will come eventually.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
My complain is not that "I can't do it, therefore it sucks." The content, as people have posted, has varied in its quality and enjoyment. What sucks is the sense of being rushed. So if something is good, well, its around for a bit and then gone.
I'll make it simple. What does limited time content actually bring to the players? A sense of thrill? A sense that, hey, I'll have something newer players or old players that may have been away won't have? What about being available for a limited time makes the content "better" than if that content suck around. And here I mean the more substantive stuff, not crap like raking up aetherblade kills in the various regions. But then, how different is that than my 100, 500, 1000 harpies killed? Why is it any better for being around for a limited time?
Again, why is this good for the players - you know, the customers?
Anet's benefit I think has been pointed out. There's probably some metric that shows the longer you play (or other measure of involvement) the more likely your are to buy more gems.
Maybe its also Anet's attempt to "normalize" between hardcore and casual play. By artificially limiting the speed at which content can be done (and putting a time limit on when it must be done by), they hope not to have as great a gap along the spectrum of players? But does that really make anyone happy?
If it is good enough is subjective. But this is what it brings. This is not debatable
As for it being taken away, the effect is supposed to be that the world is a little more real. That things do not just kind of fester there when they obviously would have been done. Its more story telling based and no, it does not bring any joy or better gameplay to the players, but its not supposed to.
Oh snap. You may want to sell off your ori. This one brings quartz nodes and new recipies.
And chevo points now = special armors and extra laurals. Shame i give no fucks about cheevos. but some of you are about to retroactively earn some gear.
And shit like this irks me.
so now I have to do this meta to keep up in the mining game.
I remember that WoW would get like this, where you'd miss a few patches, then renew your sub and come in and just have like no clue of what's going on, because everything's been so dramatically altered. Systems upon systems upon systems have been piled up, and disentangling them is more than some people want to deal with.
And if you look at the game, this actually lines up pretty well with what they have. You've pretty much got the base game, albeit with a bunch of trait/geography tweaks, plus one ongoing special event at a time.
First world problems for sure.
Your house will eventually be there. So theres that. this is just a baby step towards that.
I wish we could grow dye plants again.
Edit: Also, flying. There's going to be flying, I would bet money on it.
Edit: Except it'll probably just be swimming without water effects.
Also, Bring back solid players. Although, without the trinity it won't work. I loved holding bunkers etc. with a real shield wall.
3DS FC: 5086-1134-6451
Shiny Code: 3837
Guardians and Necros are the two classes that are used for 'walling off' areas.
it's because there is no defined roles in GW2, everyone is everything, and in the end, that kidna takes away from the game for me. just assume that when you're out in WvW, you're simply a block, and you either focus on conditions, direct damage, or more controlly stuff, and each profession can pretty much make 2 of those work, some can do all 3.
My guess is that they'd probably do it in a specific arena or instance, dodging that problem by only letting you do it in one or two places that they've custom designed for flying.
Hence, you get to experience flying but only where they want you to be. It could take place really high up, like in the clouds, and you'll see Tyria in a kind of landbox-y way, again dodging that problem by being kind of instanced. Maybe to get up that high you have to be launched from a cattlepult first, or something. Of course, I'm just speculating.
Lack of (hard) trinity is a major feature of the game for me, too. I do think WvW (and pvp/pve) would be immensely improved by body-blocking, although ANet has said that's too much work for their servers.
besides crafting, how do you guys level through 20-30? i used to go to kessex and run the centaur chain, but last time i was there no one was running it, so it stalls on the overlord, granted, there are still lots of events to do around the zone, this was just the fastest i'd found that wasn't crafting. guess i could grab an xp boost and try wvw. do people get cranky if you run your lvl 2x toons in EB?
I doubt their servers would have any trouble with it. Adventurine has full player collision with Darkfall and that's a terrible company with not even a fraction of the money/resources that ANET has... yet has hundreds of players with full collision and hit detection working rather well in huge PVP encounters.
The core combat mechanics probably would have to change a lot to feel right with collision. I would prefer collision existed, but I don't think the game lacks without it really.
I do think the large scale WvW strategy could grow a great deal if collision were a thing. Of course there will never be collision in GW2, but them blaming it on their servers is just nonsense.
¯\_(ツ)_/¯
you're right though, i'm sure they could have the server power to handle it.
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Oh ya, it would take a redesign from the ground up. Collision is something they would have had to add extremely early. Just like how WvW seemed to be added much later on and the culling thing was a result of it not being in from the ground up.
¯\_(ツ)_/¯
For some reason the sense of completing and achieving things isn't as significant here for me as it was in GW1.
Wait, new content every 2-4 weeks necessitates it be limited time? How does that follow? There's nothing about a new dungeon that requires it to only be around for a few weeks time. But hey, just declare that not debatable by fiat and you're good, right?
More real, seriously? Why do the other dungeons stick around then? How many times has Rumblus (or any other boss) been killed? Man, totally breaking my immersion. How many times is Mai Trin gonna get captured just in the 2 weeks the dungeon is around? This is such a red herring. So often game designers will claim X because of Y, but Y is blatantly violated throughout the rest of the game. Besides, any sense of a real world or immersion died when I saw a norn wearing boxer shorts, boxing gloves and bunny ears. yeah, those aviator glasses don't help either.
And if its not supposed to bring entertainment or better gameplay to the players, what is it bringing?
Sigh, whatever.
As for a new crafting resource...hey, great. Too bad there's all those tier 4 and lower mats that serve nearly zero purpose except to level crafting.
GW1 was hard and cruel. GW2 doesn't really have that, it's just terribly grindy.
It looks like some of next week's new content will be permanent, though.
Also, some things ARE permanent. The jumping puzzle is permanent. And sometimes these events are used to test new things, like SAB was used to test the spring jump things and then Dragon Ball was used to refine their use and now they're seeing use in a new arena
which btw that arena is great
It's all just a game, you should really just relax.
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