Guild Wars 2 Review

Shuguard

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GrandmaFunk said:
since loot is randomized, how would you be able to be certain that you were in fact getting immediately affected by DR?

Anywho, they have admitted that the system is currently still buggy and that it does need tuning.. but ppl aren't complaining about the implementation, it's like they're offended by the very idea of having this kind of system. even though it's perfectly inline with plenty of other design decisions they've made.

also: you can just say "gold farmer", you don't need to specify "chinese" :(
The easy way to tell is after getting maybe a few greens, blues, maybe 1 yellow or whites, you start only getting grey items like bones for a solid 5-10 groups of mobs or nothing at all, also when an event ends you can also tell because your karma, money, and exp gain is cut in half or less.

I wouldn't say in line with design decisions. They put in anti-farm decisions, when the only way to get a legendary weapon is to farm. If you have to get 525,000 karma for the gift of mastery (not even counting how much gold is required) and you get only 360-390 karma per event in the 70-80 zones that's about 1,347-1459 events (not being reduced by DR). So they don't want you to farm, but the way to achieve it is by farming. I don't think Arenanet knows that some people find farming for loot actually fun.
 

Maleb

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Nice review! That said:

Tanakh said:
For me this game is the spiritual successor of DaoC, as such I came for the WvW and to a lesser degree for the structured PvP (aka battlegrounds). The PvE? Yeah, kind of reminds me of the old GW 1 grind, painful at the beggining but if you submit your soul to that torture long enough becomes kind of familiar and even comfortable.
DAoC is my unconscience standard for any mmo I try to avoid . But this one stands out in pve and pvp. I haven't seen any real structured keeptakes or massive threeserver battles though, but haven't been a lot in wvw lately (or maybe me being on gandara doesn't help either :) ). And btw, I would support a "darkness falls"-type dungeon in wvw. Oh boy! The joy of storming in DF just when realmacces shifted...
./victory
 

lowkey_jotunn

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CriticKitten said:
The leveling curve and "grind"? A flatter leveling curve and more methods of gaining experience make leveling faster and easier than in most MMOs. Plus, as you point out, the death of "kill tagging" and "kill stealing", in addition to additional behind-the-scenes mechanics that provide players with bonus experience for things like killing mobs with other allied players or reviving your allies/party members, leads to players actively cooperating with each other for the benefit of everyone.
Define "more methods of gaining XP" because really, it's the exact same methods in a lazier presentation.

In old MMOs (i.e. WoW, because let's not kid around, it's the yardstick by which all other MMOs are judged) you would arrive in a town with a dozen quest givers, they would each ask one or two tasks of you:
Can you kill a dozen bandits for one NPC.
Can you kill some squirrels until a magical acorn drops, for another.
Can you collect 10 magical sparkly leaves for the Elf-ish NPC.
Can you kill some bears for their ass meat, it is delectable. I require 10 bear asses.
etc etc etc

In GW2, there's a single NPC, standing on a heart on the map who just says : Kill some bandits, squirrels and bears. Click on sparkly things. Don't bother coming back when you're done, I'll mail you some money

That's not better, that's not an improvement. There is NO story progression there. It's just grind. There isn't a continuation of the bandits you killed and tracking down their masters. There's no explanation of why you gathered the magical sparkly things, or what the purpose of the acorn is ... it's all closed off so as not to conflict with other heart-guys on the map. The only halfway decent story line is the personal story, which is great.

Or it would be, if I got more than 1 or 2 quests every 3 levels. Each link of the chain is a fun and enjoyable 5-10 minute breadcrumb that points me towards the next breadcrumb, a mere 6 or 7 hours of grinding away.

Compare to the old Defias quest lines in WoW. You had a few quests to kill bandits, steal some of their stuff, kill stronger bandits, scout the bandit area etc ... eventually leading to the bandit hideout dungeon. How did you get introduced to your first dungeon in GW2? Was it a long quest chain that laid out the backstory of what was going on there? Or was it a letter in the mail "Hey check out AC if you've got some time to kill."

GW2 is boring. I wanted this game to be fun, I really did. It's simply ... not. GW1 had the overarching mission with the group quests that you could work through. This thing has nothing outside the sparse (VERY sparse) personal storyline. Sure, the leveling is faster. I probably got to level 50 in GW2 faster than I could get to 50 in WoW. But that matters little when it feels like I spent the majority of those 50 levels watching paint dry.


I guess when you said "more methods of earning XP," you might've been talking about XP from PvP : WoW has had that for -what- 3 years now? Hardly new. Maybe you meant Vistas or PoIs : WoW has had exploration XP for ever (since the start?) Crafting? WoW has gathering professions grant XP, and specific crafting profession quests for XP. both old news. Though I guess this implementation is new. More on crafting later.

What other "more methods" did you mean?

Zeriah said:
I loved the jumping Vista's, especially some of the hidden puzzles (like the hidden pirate cave in Lions Arch). I thought a lot of them were really quite clever, with some of the puzzles being massive in scope and easily the equal to several levels of a traditional platformer, taking 10-15 minutes to complete. The inclusion of Vista's and puzzles into GW2 was one of my favorite features.
But will you love them when you have to repeat them on every character? In case you missed it, 100% map completion (including all Vistas, all Hearts, all PoI *ugh*, etc) is required for the basic level of "top tier" weapons. Getting 100% completion gives you two tokens, one of which is required for each weapon. Which really sucks if you're a dual-weilding class, you get one pair and that's it. Or if you want to change weapons down the line? Nope. Sucks for you.

---

But it wasn't all bad. I will say that the dynamic grouping is a nice change. No group in invites or loot rolls. Just help people kill the giant monster and get your treasure. Good call ANet.

It's still Boring.

The crafting system seems like a step in the right direction. Cooking especially feels like someone spent a LOT of time on the discovery system. It's fun to play around, but there are WAY to many high level recipes that call for long-grey materials. You want to cook up a high level soup thing? First cook a couple dozen low-level soup stock. You can either farm old zones for minimal XP or just buy it on the AH ... tough luck. It's unnecessary grinding and padding out a game that's already 90% padding and grinding.

---

Also, unrelated gripe ... Give my elementalist the ability to freaking weapon swap.

I already hear you, "but you've got 4 elements so it's 20 powers per weapon."

No it's not. All of those powers that aren't fire are just crappy copies of the fire powers. Every other class gets two distinctly different power-sets via weapon swap*. My thief can switch mid-combat from Ranged AoE with a shortbow to double daggers for up close and personal, or to Pistol/Dagger for some nice movement powers or to Sword/Pistol for sweeping melee AoE and stun/blind.

My ele gets one weapon. If I'm wielding a staff, I can switch from good Ranged AoE with Fire to crappy Ranged AoE with Water or Earth, to decent Ranged AoE damage with Air. WTF is the point, except maybe juggling cooldowns? And no, the tiny heals or debuffs from Water and Earth don't make up for losing out on the ability to switch from Ranged to Melee, or AoE to Single Target on the fly.

*My engi doesn't get weapon-swap either, but being able to switch from pistols, to bombs or grenades, to a freaking flamethrower fits the bill.

/soapbox
 

Tanakh

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CriticKitten said:
A fire staff Ele is focused primary on dealing lots of damage and stacking up Burning. By comparison, a water staff Ele is basically a healer, in that their skills focus on healing allies in melee and nearby. Air staff Eles are primarily focused on creating and maintaining distance from targets while dealing plenty of damage. And an earth staff Ele focuses on defense, using skills that weaken the foe's incoming damage or block it altogether. All you're looking at is "how much damage did I do" and that isn't your only concern in combat....unless you're trying to run the entire game solo, in which case you're doing it wrong. Anyone who has played the Ele for long enough would have realized this, because it's really made rather obvious if you actually look at the skills you're given.
Damn OP staff eles in WvW! They are, IMO, the most powerful profession, capable of awesome very long range AoE damage, decent healing and controlling...

Sadly i am in love with my assassin (and yeah, he is an assassin, not a thief).

Now, a elementalist that can switch to daggers for example on the fly? Would be totally IMBA.
 

Aposthebest

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GrandmaFunk said:
The amount of backlash over the DR system is pretty silly, imho.

-you're not getting punished for playing too much.

-you're not getting punished for sticking to one type of content.

what you are getting is slightly less rewards for doing the exact same specific task over and over and over.
I got punished for leveling up, that alone is enough to prove that the DR system is bad.

Not only is it bad in essence, but it's also unrefined, because it diminishes absolutely everything rewarded, including heart progression.

How do I know? I was leveling up my elementalist and I was at the asura starting area. There 10 to 12 of the 16 hearts resolve around killing inquest and also 9/10 events are about killing inquest as well.

By the time I was at my 12th heart, I had killed so many inquest, that not only did I not get exp from them (and their events anymore), but my heart completion was terribly slow as well. Not only did they reward just a sliver, every 3d kill would not be counted at all.

Then I make a thread about it, the "fan-boys" rush to their defence and as soon as I counter-argument each of them, my thread gets delete and I also get banned from the forums.

I won't stop playing until X-Com comes out, but seriously, they deserve all the playerbase they will lose and have lost.

You can't have a game where absolutely everything is farming and then stop people from farming. It's just ridiculous. I don't want to be told neither how I earn something, nor how much I can play before the game stops rewarding me. (and let's face it, that's something that should never happen)

In the meanwhile, bots that were there a week ago are still there today. So who are they kidding?
 

GrandmaFunk

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Aposthebest said:
I got punished for leveling up, that alone is enough to prove that the DR system is bad.
please explain how you were punished for leveling up, I don't know what you mean by this.


Aposthebest said:
How do I know? I was leveling up my elementalist and I was at the asura starting area. There 10 to 12 of the 16 hearts resolve around killing inquest and also 9/10 events are about killing inquest as well.

By the time I was at my 12th heart, I had killed so many inquest, that not only did I not get exp from them (and their events anymore), but my heart completion was terribly slow as well. Not only did they reward just a sliver, every 3d kill would not be counted at all.
I haven't experienced anything like that. Hearts don't award the same amount of completion per kill though, and not every mob within the heart's area will contribute towards it's progression.

sounds like a bug though, because even with DR, you never get 0 xp from kills.
 

Aposthebest

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GrandmaFunk said:
please explain how you were punished for leveling up, I don't know what you mean by this.



sounds like a bug though, because even with DR, you never get 0 xp from kills.
I was punished for leveling up, because this is exactly what I was doing. I didn't do anything peculiar other than complete hearts and do events that I found, but hey, since everything there is Inquest related, I'm obviously a bot to their eyes.

And no, it's not a bug. By the way, I didn't mean not getting exp completely, but I was only getting ~35-40% of what I would normally get. (and I know that because I did a lot of events. When I entered the zone I was getting 650-700 exp for each of them. By the time I was out I was getting 200-250. I never repeated an event more than twice and even then, only a couple of them did I do twice. But they were all inquest related)

The exp is not the point though. Heart completion is. Because not being rewarded for every 3d kill is plain ridiculous. Especially since I needed like 30-40 kills for each heart.

And of course, once again. I'm a bot, because if the game forces me to kill twice the amount of inquest needed, it just makes things worse on the DR effect that I obviously deserved.

How dare I want to explore a zone?

This is not a bug. This is just something they didn't bother tweaking. Same way that DR is active on WvW. A bug occurs when a command line does not get executed correctly. There is no command line here to begin with.

Think of it this way. Heart progression is just another exp bar. Killing the desired monster gives +X in that bar. Diminishing returns diminish absolutely everything you earn after a kill,so since they didn't bother tweaking the code, this includes heart completion.

And that's the point. You just can't treat everyone as a potential criminal,specially when they are doing exactly what the game allows them to. Which is exactly what arena.net is doing right now. They created a game that requires TONS of farming, but farming is prohibited. It can't get any more illogical than that.
 

GrandmaFunk

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Aposthebest said:
This is not a bug. This is just something they didn't bother tweaking. Same way that DR is active on WvW. A bug occurs when a command line does not get executed correctly. There is no command line here to begin with.
Command line? o_O

Aposthebest said:
Think of it this way. Heart progression is just another exp bar. Killing the desired monster gives +X in that bar. Diminishing returns diminish absolutely everything you earn after a kill,so since they didn't bother tweaking the code, this includes heart completion.

tracking heart progression has nothing to do with kill rewards or with DR code.

I can see you're frustrated but practically everything you've said is simply incorrect. I assume this is where you'll brand me a "fan boy" and go back to ranting, so this post isn't really for you.

Anyone else reading this thread should take this person's complaints with a grain of salt, as they are not representative of reality.
 

Aposthebest

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GrandmaFunk said:
Aposthebest said:
This is not a bug. This is just something they didn't bother tweaking. Same way that DR is active on WvW. A bug occurs when a command line does not get executed correctly. There is no command line here to begin with.
Command line? o_O

Aposthebest said:
Think of it this way. Heart progression is just another exp bar. Killing the desired monster gives +X in that bar. Diminishing returns diminish absolutely everything you earn after a kill,so since they didn't bother tweaking the code, this includes heart completion.

tracking heart progression has nothing to do with kill rewards or with DR code.

I can see you're frustrated but practically everything you've said is simply incorrect. I assume this is where you'll brand me a "fan boy" and go back to ranting, so this post isn't really for you.

Anyone else reading this thread should take this person's complaints with a grain of salt, as they are not representative of reality.
No, I'll call that you seem to know nothing of algorithms...you don't even understand what I mean by saying "command line", but you know that everything I say is wrong?

Yes, I am wrong, and I'm also a bot for a.net. Which is exactly why I will also quit the game. Anyone is free to take what they want out of what they read, but hey, what do I care, they will get hit for no reason from the DR sooner or later. I'll just laugh when that happens.

Sorry,but I won't react positively to someone who treats me like a potential criminal. And that's exactly how a.net treats me and every other player right now.

And hey, now that they made diminishing returns account wide. Have fun if it happens to you. You won't even be able to play with an alt until the effect wears off.

If you are ok with that, that's ok with me. I'm not the one to tell you what you will do with your time.
 

GrandmaFunk

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Aposthebest said:
No, I'll call that you seem to know nothing of algorithms...you don't even understand what I mean by saying "command line", but you know that everything I say is wrong?
I've been a software developer for 11 years, I don't understand what you mean by "command line" because it makes zero sense in the context that you used it in.
 

Aposthebest

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GrandmaFunk said:
Aposthebest said:
No, I'll call that you seem to know nothing of algorithms...you don't even understand what I mean by saying "command line", but you know that everything I say is wrong?
I've been a software developer for 11 years, I don't understand what you mean by "command line" because it makes zero sense in the context that you used it in.
You said that what I mentioned is a bug.

An algorithm is a line of commands, when one of those commands does not get executed correctly, then there is a bug, which can be fixed by re-writting the code.

Something happening because that command line doesn't exist at all is not a bug, it's just that not enough work was put into something to take into account all potential outcomes.

Bad comprehension or what?

Heart completion in it's easiest and bug-free form would be to have it like a bar which is filled with each kill (or action) on the designated zone.

Which means that killing an inquest gives +X on the Y required to fill the heart meter. But since I was having DR effect on me when it comes to Inquest,those diminishing returns were also diminishing the heart completion rate.

I'm fairly certain that what I've written so far is quite easy to understand by the way. I wouldn't mind if you tried paying some attention instead of just a quick read. There is a reason why I use commas. It's not my fault if you don't pay attention to them and the way they seperate sentences.
 

Aposthebest

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But in any case. The diminishing returns system is a lazy way to try and stall bots instead of actually tackling the problem. (and there are many reports of bots being active for over 1-2 weeks now, without any form of ban on them)

You say you are a software developer, right?

Then please tell me, how much time does a diminishing return of this degree need in order to be made?

See? When they use that time to develop this system that punishes legit players, instead of using it to ban the bots, then they will lose all their respect they had.

Under no circumstances should a company treat its customers like potential criminals and punish them at the slightest chance. Implementing this system is just that.

You can't and should never automate a punishment system.
 

lowkey_jotunn

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CriticKitten said:
Have you actually played the game?
I have, up to level 53 (iirc, might have been 52 or 54 ... but somewhere in that range). That was when the slog became too sloggy for me

For example, you're essentially pretending that dynamic questing doesn't exist, trying to pretend that the Hearts are the primary form of questing in the game (they're not, and they don't exist in Orr at all).
I ran into a few of those. Like the crafting I mentioned, a step in the right direction but a baby step at best. There was no way to find them except accidentally stumbling upon them, and there was ZERO hints as to where the level appropriate ones might be. I especially loved the dynamic quests that started at a certain level, with follow-ons 3 or 4 levels higher. There was one I remember that ended with me in Skrittsburg, 5 levels lower than any mobs around. And there were a few really annoying ones like the giant fire Ele in the Asura starting area. Though I think most of that annoyance was from terrible players who stood in fire, then waited around to get rezzed.

Also in the "baby-step in the right direction" category : downleveling. Good concept, keep all the content viable for everyone, no high level people stomping all over everything ... but it requires things be properly tuned for that level. Like the fire ele, mentioned above, there were a few quests in my personal storyline that just weren't possible at the assigned level. Maybe these are bugs that will be fixed down the road, but seems like basic problems that should have been fixed in early beta, if not internal alpha testing.

Second, are we really trying to pretend that Hearts have less "story progression" than normal kill 10 bandits quests? If you want to live in that delusion, be my guest, but I'm not inclined to. They're identical in almost every respect. Both are "grinds" of a sort with almost no story to them, except that one of them results in faster leveling than the other. Guess which one is faster (hint: it's not the one you're defending). If you're looking for story, you SHOULD be playing the dynamic events, yet your statements make it sound like you've never done a single dynamic event in the entire game. And I'm pretty sure that's impossible, because I couldn't go more than a few steps in the game without running into dynamic events almost by accident, even. So you'd have to be actively trying to avoid them to claim that they don't exist. >_>
And you accuse ME of bogging down legitimate points in too much opinionated garbage.

Back on track, yes they're different. Vastly so, observe : My low level Charr Engi does the dynamic heart quest thing to clean up a lake. Once I've killed 25 tar-slimes and clicked 25 sparkly crab traps, it's done. The lake is clean. Wrapped up and complete. Does an NPC say "and now we need to track down the source of these slime monsters ... go talk to my friend, Bob?" Nope. No follow up, no story progression. Repeat the above scenario for literally EVERY heart or dynamic quest in the game. Juicing frogs to expose stealthed poachers ... pissing off rock dogs to sabotage the centaurs ... collecting robot parts or raptor eggs or shiny things for the skritt.

Of course, not every "kill 10 bandits" quest will evolve into some epic quest chain, but the possibility is there. Dynamic quests have no attachment or relevance on the world, outside their very small envelope.

It's nice that you've got your own opinion, but it sounds an awful lot like you're trying to pretend that your opinion is objective fact, which it's obviously not. There are some points we'd probably agree on, like personal story being stretched too thin, but it's bogged down in so much opinionated garbage that there's no discussion value here.
I don't think my opinion is the end all be all and thats-that... but I'd like to believe that my slight-hyperbole-laced opinion is at least based in facts.

And I'm pretty sure I've already listed them off, but hey, you apparently want to claim that WoW currently offers XP for all of the following tasks: quest completion, map completion and exploration, kills, daily/monthly achievement completion, reviving fallen NPCs and players, crafting and gathering materials, all forms of PvP (including WvW), dungeon completion, and so on. Now my experience of WoW is limited but I'm fairly sure it doesn't offer XP for all of these things, and I know for a fact that it doesn't offer as much XP for these things as GW2 does, either. I've already proven as much numerically in this thread and others. GW2 offers no less than double the ratio of XP-to-level compared to WoW in almost every task they have in common. I do wish people would stop attacking this stance with their subjective opinions and try to pretend that their opinions override numerical fact, because I have news for you: they don't.
Yes to all of them except reviving fallen allies and possibly achievements. Rezzing would be difficult as not all classes in WoW can do that. I don't know about the achi thing, as I haven't played WoW in a few years. Might've been added, might not. I'm pretty sure they didn't have the daily/monthly achis like GW when I left, so there's one.

As for the numerics of it all, I actually agreed with you in my post. Leveling is much faster in GW than WoW. But I found it more boring. I will demonstrate this with math and real numbers. We'll use Metrica Province (the Asura starting area) in this example. A level 1-15 zone.

Metrica has 16 hearts, 16 waypoints, 23 PoI, 8 Skill Challenges, 9 Vistas and 36 dynamic events.

Completion of these gives a static % of XP. Respective to the above list: 8 ; 2.5 ; 1.5 ; 4 ; 1.5 ; 7 (assuming Gold)

16*8 + 16*2.5 + 23*1.5 + 8*4 + 9*1.5 + 36*7 =
128 + 40 + 34.5 + 32 + 13.5 + 252 = 500%

What all that means is this... If you do EVERYTHING in Metrica province, and score gold on every event, you'll earn enough XP for 5 levels. Personal Storyline quests are worth a whopping 25% per quest... but there are only 7 of them in the 1-15 range, good for 1.75 levels. 100% map completion itself is worth another 10% of a level.

That brings our total to 6.85 levels for 100% completion leaving 8.15 levels to be earned via grinding (some of which will occur naturally while you complete the hearts, events, etc) or crafting (1% per item crafted) or gathering (0.15% per swing ... just under half a percent for a 3-swing tree or ore)

When over half of your XP has to be earned via Grinding (45/55 split) I consider that a slog.

See, here's another statement you make that makes me think you don't actually play the game, or you haven't played long enough to know what you're talking about. Jumping puzzles are not required for 100% map completion. Nor are dungeons for that matter.
Did I say Dungeons? Did I say jumping puzzles? I said Hearts, Vistas and Points of Interest. All of which are required for 100% completion.

Yeah, here's another statement that makes me think you've not been playing long or just haven't played the game at all. I've played an elementalist and there's very clearly a difference between a water staff Ele and a fire staff Ele, and so on. >_>

They all serve significantly different roles in combat. You're obviously too busy looking only at the damage YOU deal to realize this fact, because it's actually made extremely clear what each of them do in the skill descriptions. And once you've dedicated some traits to certain preferred elements, the differences between each element only become more apparent.

A fire staff Ele is focused primary on dealing lots of damage and stacking up Burning. By comparison, a water staff Ele is basically a healer, in that their skills focus on healing allies in melee and nearby. Air staff Eles are primarily focused on creating and maintaining distance from targets while dealing plenty of damage. And an earth staff Ele focuses on defense, using skills that weaken the foe's incoming damage or block it altogether. All you're looking at is "how much damage did I do" and that isn't your only concern in combat....unless you're trying to run the entire game solo, in which case you're doing it wrong. Anyone who has played the Ele for long enough would have realized this, because it's really made rather obvious if you actually look at the skills you're given.
You apparently missed the point. I mentioned the healing/debuffing of water/earth in my post. I know what they do. I just don't care. They're dead weight for 90% of the leveling experience. Choosing between a healing set or debuffing set or DPS set is something *I* would like to chose. Not have thrust upon me. And it's something every other class can chose for themselves.

In a group setting or dungeon, switching between DPS and Heals could be useful. While solo, it's worthless. Actually, worthless implies zero worth, which gives earth way too much credit. Using earth powers while solo is an active detriment to your progress. Below worthless, negative worth.

Even in group settings, the heals and debuffs are suspect at best. Every class can heal themselves, and shouldn't be taking too much damage anyway. In a coordinated team that knows wtf they're doing, the lower damage from water isn't worth the light heals. In an uncoordinated team where people are getting owned left and right (i.e. every dynamic event group ever) the splash heals just aren't going to help much, compared to the brute force method of "JUST KILL IT" employed by fire.

huh ... this turned out a lot longer than I'd anticipated. C'est la vie. Hope it was a good read ;)
 

Aposthebest

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CriticKitten said:
Also, "a game that requires tons of farming"? Do I really need to keep combating this obviously false statement? Yes, there are demands required of you in order to level, just like every other RPG ever made. However, the "grind" on GW2 is significantly lower than all of its competition. To claim that ArenaNet "made a game that requires tons of farming" would require that you believe one of two things:
1) That GW2 is more "grind"y than its competition (which it isn't); or
2) That GW2 is "grind"y because of its nature as an RPG (in which case I'd ask why you bother buying RPGs if you are not fond of "grind"y experience-based systems).
Have you actually bothered checking the requirements for a legendary weapon?

Please do, then come and tell me that GW2 is not "grind-y".

That being said, this is not a complaint that legendaries shouldn't be hard to get, that's something I actually liked. But noone should come and tell to a player "ok, enough progressing towards that legendary for today, come back tomorrow". The DR does that. In fact, now that the DR is account wide, it's more of "enough playing for today, come back tomorrow for anything" as well.

There is absolutely no reason for this system to be in-game. It punishes legit players more than what it does bots. The bot user just has to run 2 more bots and his problem is solved. The legit player can't do anything, he can only log out for the day. Log out from the game that he payed to be able to play.

If they wanted to be true to their customers, they'd have a team dedicated to the bots, that would proceed on thorough investigations of reports and then in account and potentially even IP bans. (in assosiation with the support team as well,in order to revert any false bans)

As for "doing something wrong"...well,no,I don't...that's exactly why the DR system is bad. Because it dictates the way of play of a big part of the playerbase. I didn't do anything peculiar, just hearts and every event I found. The difference between you and me could have been a different starting point or a different route.Or maybe I managed to cap more inquest during the events since I play an AoE focused elementalist. Many possible reasons that could be assumed. It doesn't matter,as long as even one of us gets hit by it for no reason. It could have been you in another area, or just someone else. In the end of the day, it shouldn't happen, simple as that.
 

Aposthebest

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CriticKitten said:
What you're doing right now is essentially saying "my anecdote is more meaningful than your anecdote", which is sort of stupid. Anecdotes are not data. My case is no more or less meaningful than yours. The fact that you have a problem with this system when you play the game, and I have never run into it at all, just helps confirm this.
No, what I'm saying is that since the system does not take into account all potential outcomes, then it's plain bad. And yes,I did notice you do agree with that.

Obviously I don't do anything wrong when I do what the game gives to me. I don't exploit and neither do I focus on one thing alone oftenly.

I've never had a problem with DR until the time came to do that asura region. (or I just didn't notice it in Orr) In either case, one time was enough to take away a big part of the fun for me and see what everyone has been talking about and how insane it is.

You said it yourself, your case is no more or less meaningfull than mine. That's exactly even once case of those returns kicking in unfairly is enough to prove that they shouldn't be there. That's the point I was making on my previous reply.

I didn't say I was doing something more or less right than you. I was saying that I wasn't doing anything wrong either. I was practically doing what the game offers. Quests and events.

I'm not exactly arguing over it with you either, I just don't see where you are going with it at the moment really. It's more of a conversation than an argument to me as well.