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Based on this story, it seems to me the Consortium is more about capitalism, for better or for worse.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
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That d-bag was an asura wasn't it? I can't remember.
...
Story-wise, eh; yes, it was forgettable. Only thing I remember is Karka came, Karka smash, and Karka got kicked in the arse -- not before kicking mine a bit -- oh and end chest;20-slotbag -- and fractals. The scavenger hunt at the start (like Halloween), started it, but between being bugged and finding it all online (especially the rewards for travel money/time spent), I was like no.
I liked some of the concepts behind the finale event chain; turning geysers into mortars, chasing the karken into its nest, boiling it (didn't get to eat it, boo)..
Last edited by Смерть; 19-11-2012 at 17:43.
I didn't say it was a good thing...
Besides: i used the example, because at start of GW1 FoW and UW where kind of the "top dungeons", just like fractals is now.
Next I am sure you are going to tell me , that SF could be done in international dis, by mixed territory grps and that SF was introduced to GW just a few months after release.
Well, GW2 isn't as old as GW1 was, when SF was added.
Note: examples are there to highlight one aspect, not to match something 1:1.
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Those tiny karkas. How they attached to my face, leg, back. That was awesome creepy.
They pretty much had to add gameplay code to work that in, and it seems nobody noticed.
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== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
On the whole open world / weekend event:
Based on the talk I've seen during the final event and also various forum posts, I feel that the overall happiness factor is largely dependent on the final chest reward. You have the very happy people who got a precursors and similar, you have the slightly happy to indifferent people who got some semi-useful stuff and finally you got the angry/bitter people who missed out on the reward due to technical/timezone/whatever reasons.
The event itself didn't seem to have left much of an impression except for that it was too long and plagued by various bugs. Personally I almost felt a little bribed at the end
I think this is a shame because the whole event chain had the potential to be great. Just a little shorter, chance to get decent drops (champions!) during the event and not just at the end... and well, finally, handling the crowd. Just like the clocktower, this event seemed to be designed with a different amount of people in mind.
Unless there will be additional changes to the island, I don't think it'll be played much anymore now.
What story?
Point well made. By removing the need to manually obtain the quests, personally I just don't feel motivated anymore to go read a stationary and poorly presented quest description. In GW1 presentation wasn't necessarily an issue as you could just go fetch the quest, then read its full description in the quest log as you traveled to the corresponding location. What I completely miss however is the GW1-mission-style presentation, the GW2 personal story just can't compete.
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I think you're right to think a lot of people care more about getting the loot, and whether the loot is any good, than the actual event. They'll sooner spend more time doing something boring that gives good loot, than something fun that gives bad loot. Not everyone, but a lot of people.
The problem is that this actually pushes devs to implement better rewards all the time, even if they would rather not go that way. People leave the game when they have maxed their gear... but why did you bother maxing it if you leave it the instant you have maxed it? It's consumerist insanity.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about