User talk:The Sins We Die By/ANet is Failing

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Where has ANet been since Thursday, October 9, 2008? That is the last major update regarding both PvP and PvE and that was relatively small. Yes there was the update on Thursday, November 13, 2008 that took into consideration the grind of PvE, which was much needed. Then there was a small update on Thursday, November 6, 2008 that brought blood spike back down to what it should be. So really the last time they fixed anything was about a month ago. I'll give them that it's wintersday soon and maybe they are doing something cool with that, but if not we all know GW2 was pushed back and there is still a GW team working on this game. So where is the time going? Is there any time going into things right now? At least let people know that it will be a bit before we can expect anything.

Currently there are still issues that need to be taken care of...

  • There's still rediculous title grind. You should not expect players to devote 3000+ hours of gameplay to come close to your finishing your max titles. Let people have lives.
  • There's the issues of class revamping. Several classes are hardly effective in both sections of the game, but especially pvp.
  • There's the problems in PvP themselves i.e. Hexway, Obviously OP skills, and PvP Grind.
  • There's the problems with the PvE armor system, or lack thereof.
  • There's the fact that there is still no effective ingame auction/trade system.
  • There's the fact that ANet doesn't let people why these major issues aren't being addressed besides the belief that resources aren't available because of Guild Wars 2. Then there's the issues we are seeing with GW2, pushed back dates, minimal feedback about the game itself, and we recieve hardly any idea of how things are actually going.

People wouldn't be so frustrated if we would see steps being taken, or at least somewhat informed as to what the hell is going on. I was hopeful when I saw the PvE update reducing the games grind, but what is there to show since then? A whole lot of bug fixes, AKA NOTHING.~>Sins WDBUser The Sins We Die By Sig.png 02:56, 10 December 2008 (UTC)

Where the hell are my TRPs? Those are like welfare for me! (AKA, I'm still waiting to see what they pull out this month) --TalkRiddle 02:59, 10 December 2008 (UTC)

I missed a bunch of things that still need to be taken of. One of the more pressing issues is that way the arenas are. Random Arena has a syncing issue, but beyond that it has the problem of limited play due to only having 4 men. Team Arenas has the same issue. The problem is you run into a team and you can only be set up to counter so much while still having a balanced manner. If you want to make those arena's more fun and more based on skill reduce the team1build>team2build team2build>team3build team3build>team1build. Do what online FPSs (like counterstrike or wolfenstein) do and give a side bar where players can see those they are matched up against and can swap out up to 4 or so skills.~>Sins WDBUser The Sins We Die By Sig.png 03:16, 10 December 2008 (UTC)

Since we're being extreme here when it comes to balancing lower-ends, why not just split PvP skills into two groups? (much like the PvE, PvP skill split.) That way, skills could be more properly fixed for the low ends. --TalkRiddle 05:24, 10 December 2008 (UTC)
Because then all you're doing is hiding the symptoms. You want to get the concepts in the game right in regard to what you have. Covering up the problems by sub-dividing skills further and making people remember 1200 skills 3 ways is insane and just shows incompetence. You fix the actual concepts and put things into practice that work. There's nothing wrong with having PvE, 4 man arenas, hero battles, Halls, and Guild Battles, but you need to get everything right and balanced.
ANet decided to change the way halls worked, by making you go through heroes ascent because of changes in the game (namely expansions which are really stand alone) but the change did what it was supposed to do. Now the overall effectiveness of that change can be debated as to it being better or worse, HA needs some changes itself but that's not for here.
ANet also decided to change how they did things fairly recently in regard to splitting skills for the two major portions of GW PvP and PvE. Now I see that as hiding symptoms yet again, but the simplicity and fact that they use the split sparingly works. No one was able to come up with an overall better solution so it's the best they could go with.
ANet then proceeded to completely blunder the SV exploit, which yet again brings to light the OPness of hexes and Hexway. Instead of fixing the exploit they made it so that the exploit can't be used on guild lords. While that's the only worthwhile thing to use it on all they did was bury it and it may end up poping up again, bcs Amulet of Protection isn't coded correctly.
So then, since more content has been added to the game (which is something ANet should do and they should be all over fixes to that new content, and sometimes they are) they need to make sure things already in place don't get ruined. Think about it, you go from skills in 1 campaign to having to deal with skills from 3 + 100 more from eotn. When your arenas were originally designed for the 1 set of skills and you end up having over 1000 skills to deal with you will have to make changes to keep the balance. Giving people the option to make an extra side set of skills to swap in and out before a match is more logical than having to code 4PvP and 8PvP skills. As a bonus in 4 man arenas intelligent people might be able to make hexway actually fail!~>Sins WDBUser The Sins We Die By Sig.png 08:46, 10 December 2008 (UTC)
Sins, your sideboard idea is great. I'm surprised nobody thought of it before. Hard to code, but I think it would add a lot to the game. ~Shard User Shard Sig Icon.png 21:32, 11 December 2008 (UTC)