Guild Wars 2

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    Who's been the biggest Asshat in the last year? Give us your worst ones!

Mr Creed

Too old for this shit
2,391
285
The different teams reason is thrown around on the forums too. But the bottom line is they have x employees and how they divide them highlights their development focus, and their priorities are definitely on the cash shop and quick small content updates that promote selling skins (RNG-based even) for gems. They do have several teams for that... yay.

WvW and sPVP is sidelined, as is meaningful PVE content. They added less then WoW did in about the same time, since their launch and launch of Padaria. That is not what I expected in the long run given their tagline of delivering more live content then subscription MMOs.
 

Caeden

Golden Baronet of the Realm
7,702
12,899
WoW should never have beat this game in spvp variety. Even after 8 years.
 

Caliane

Avatar of War Slayer
15,613
11,933
Failing at pvp is something I would agree with.

They spent too much time on spvp at release, when wvw was super popular, and needed the most attention.
at this point, both could use work.

Class balance and design is woefully inadequate as well. some of the class mechanics just don't work, and many of the traits are still complete shit or outright broken. Pretty sure deployable turrets for engineers STILL doesn't work in wvw/pve. (but does in spvp)

This is proving to be a bit of a example of why NOT to do two differant pvp and pve skill/mechanics. two data tables is twice the work. Twice the skill balancing, twice the debugging.
I think rifled barrels was finally fixed. but as of 3 patches ago, there were at least 5 traits for engineers that worked for pvp/wvw and were broken for spvp, or vice versa. Rifled barrels, deployable turrets, scope, are the ones I remember, but there were a couple others as well.
And these skills weren't even SUPPOSED to work differently. The problem was, at some point a balance patch was applied. But only applied to one of the data tables. so, spvp rifled barrels got its effects changed with the patch, but wvw/pve didn't.

Fixing problems with design seems to be a clusterfuck. Maybe its just the team sucks, (they don't seem to know what is what in interviews..), or it could just be making changes is needlessly complex.



Holiday events are pretty amazing. but yeah. kindof wish that time was spent on making the pvp more sound.
 

Cantatus

Lord Nagafen Raider
1,437
79
The different teams reason is thrown around on the forums too. But the bottom line is they have x employees and how they divide them highlights their development focus, and their priorities are definitely on the cash shop and quick small content updates that promote selling skins (RNG-based even) for gems. They do have several teams for that... yay.
Perhaps, and not knowing how large any of the teams are, it's hard to refute. Though, it's likely things like the cash shop items (which are mostly just skins) can be turned out a lot faster, whereas PvP is much more complicated due to all the balancing it requires.

Fortunately, it does seem like their interest in the game being an esport has turned more attention to SPvP, but I also think that's something that is holding that part of the game back. They're so intent on creating an esport that so many of the updates and changes to sPVP have revolved around that, but they're really not the sort of changes that are going to bring anyone back. They're laying the infrastructure and expecting the rest to take care of itself, which is just putting the cart before the horse. Their focus should be on making sPvP fun and diverse and allow esports to grow out of that rather than trying to force it.
 

Hekotat

FoH nuclear response team
12,403
12,209
I just wish they'd stop adding pve elements into spvp matches, it really sucks when the entire team is fighting an NPC rather than each other and that's not why I pvp.

This is still a good game but I'm really disappointed because it has the potential to be so much more but they are running out of time to keep me if EQN is going to be as good as it sounds.
 

Campa

Trakanon Raider
16
0
Different teams. There is a specific team just for PvP, which has been focused on esports type stuff over the past few updates. There is a new PvP map coming out next week, though I really wish they'd add some new types of PvP gameplay. After the holiday CTF minigame, I was sort of hopeful that that was a sign that they'd be adding CTF to PvP. GW1 had so many different types of PvP, so I don't understand why they are so focused on just Conquest for GW2.
They've mentioned a few times they are working on new game types but making them work well with their combat system has been problematic. Another thing they've mentioned but haven't done yet is to give custom arenas an option to turn off the conquest points. Then in essence some maps become different game types due to the secondary objectives.

But yeah, in total agreement they need more types. And even more than that I want them to give causal PvP'ers a reason to get into the system. WoW BG system was great for this. Multiple game types will help but they also need to give something that helps you progress your character as a whole not just the sPvP version.
 

Campa

Trakanon Raider
16
0
WvW and sPVP is sidelined, as is meaningful PVE content. They added less then WoW did in about the same time, since their launch and launch of Padaria. That is not what I expected in the long run given their tagline of delivering more live content then subscription MMOs.
I'm calling bullshit on that. It may not be content you like and a lot may have been temporary but there has been a lot it.

PvE has had additions every month & sPvP has gained a ton of shit. But I do agree WvW has drawn the short straw.
 

Mist

REEEEeyore
<Gold Donor>
31,541
24,157
It takes less than a minute to find groups for most dungeons on the LFG website.
 

Noodleface

A Mod Real Quick
38,384
16,303
You have to use a website?
frown.png
 

Hekotat

FoH nuclear response team
12,403
12,209
I thought that too, but it's fast as shit. You just pick the dungeon you want and your account name and people just join you, it's quite painless.
 

Noodleface

A Mod Real Quick
38,384
16,303
I have fat, sausage-shaped, diabetes-ridden fingers and my 2nd and 3rd monitors are already filled with various interracial pornos.

It just makes me sad when players have to invent things that the devs won't make.
 

Mr Creed

Too old for this shit
2,391
285
Its not too hard but its plain dumb by the dev team to not steal it and make it part of the game proper. The design is laid out, put a programmer on it and done. I'm more people will use it if its part of the game interface, no matter how easy it is to alt+tab. And the more people using the lfg tool the better.
 

Grim1

Ahn'Qiraj Raider
4,909
6,901
Its not too hard but its plain dumb by the dev team to not steal it and make it part of the game proper. The design is laid out, put a programmer on it and done. I'm more people will use it if its part of the game interface, no matter how easy it is to alt+tab. And the more people using the lfg tool the better.
Not every mmo needs or should have a LFD tool, but for GW2's type of instanced dungeon design it's a no brainer. It was a huge mistake on their part not to have it at launch.
 

Mr Creed

Too old for this shit
2,391
285
I wouldnt even go as far as an LFD tool if you mean it in the dungeon finder sense (though that would be ooc for you).

I just want an UI element with checkboxes for each dungeon/path, and some misc fields like WvW roaming or sPvP or leveling ranges. Check your class and area of interest to flag yourself lfg, or look for people flagged for the dungeon(s) you want to do. Same as the website really really, maybe a few bells&whistles because they get paid for making it.

Currently many use the website which is ok, many dont (out of ignorance I guess, why wouldnt you) but for them lfg times are even longer then they need to be, because the website diminishes the amount of locally lfg people. I'm not against the website since it does its job. I just think someone taking 6 years to make an MMO with a grouping endgame would be smart enough to launch with one. They didnt, bad enough. But then taking a year to implement is even worse.

Edit: and yea its coming, I hope the implementation is at least as good as the website, because otherwise it still splits the lfg player base.
 

Grim1

Ahn'Qiraj Raider
4,909
6,901
I wouldnt even go as far as an LFD tool if you mean it in the dungeon finder sense (though that would be ooc for you).

I just want an UI element with checkboxes for each dungeon/path, and some misc fields like WvW roaming or sPvP or leveling ranges. Check your class and area of interest to flag yourself lfg, or look for people flagged for the dungeon(s) you want to do. Same as the website really really, maybe a few bells&whistles because they get paid for making it.
I prefer ooc for games like old style EQ. But for instanced McDungeon games like GW2 give me a LFD tool like Rift's (I assume WoW's is the same). I don't give a fuck who I'm playing with if it's not a guild group, I'm not going to talk to them and the dungeons are easy. Any warm body will do. Since that's the way instanced McDungeon games are designed, you might as well go all in with a LFD tool. In GW2 it should be even easier to make since the trinity doesn't exist.

Although, since I rarely last long in McDungeon games, it really doesn't effect me that much. It just makes good business sense to have a LFD tool in an instanced dungeon game.