If that new build allows for balanced groups I'm all for it.
And I doubt any of those players would quit. If anything more people will try out UW.
Will nerfing SF really help anything to do with the game?
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i don't have a perma sin i probably would've made one if i didn't want to delete my chars. anywho it'd be good to nerf SF, keep it as a skill that deserves an elite status but cannot be made permanent, the community would come up with something new and thene veryone would probably switch to that, might even make GW more exciting than just farming for a while, with everyone riding the ecto markets. i'd hope that instead of everyone using the same invincible build people would use different ones ( doubt anyone will go back to balanced teams)
You'll all just use Obs Flesh and Nicholas consumable movement speed buffs. Obs Flesh worked fine for everything but Chamber back in the day (without rock candies). You'll have to re-engineer the Vale and Chamber teams a bit, but we got that done easily enough without SF.
It'll slow you down a bit. It won't stop you. It may make alternative uses of your time more efficient.
It'll slow you down a bit. It won't stop you. It may make alternative uses of your time more efficient.
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i just dont get one thing.
IF so many ppl want to SF to be nerfed.. how come i dont see them in GW?
i did read trought this tread abit, and it looked like alot of u wanna do UW/FoW and other stuff ''balanced'' (lol). which is fine be me, every1 has his playstyle.
but what i hear here is that SF affects alot of ppl there playstyle (bugger -_-), there are alot of ppl here on guru that hate sf, want sf to die, smitersbooned or w/e. But just so u know.. i dont even think 5% of gw is on guru, because they cba, and enjoy there time in gw. (my idea)
but on the sf haters again. so u guys prefere "balanced".. shame i cant see ''those ppl you're all talking about'' in ToA. and if i have to believe all i've read inhere.. that would be alot..
some1 will prolly answer: ''yeh, they are on there sin doing uwsc because thats the only way they can get it''.
^if u rly hate sf/blablabla, and u see some1 forming for ''balanced'' u would jump on your dervish, ranger, w/e class thats not sin to get in.. no? doesnt happen..
hmm, and discrimination, i think the only proffession that cant get into fowsc is a dervish, and who plays that anyways. and uwsc, ok why do uw if fow gives around the same?
also saying about those ''noobs'' that run around in Obsi Armors. why would u care what they are wearing? why would u care how much cash they have? why would u care about what weps they have?
and they make the price drop, which is a good thing for you too ye? unless u bought that wep when it did cost way more.. but wth? u bought it because it was a cool skin or because it was ''for pro's only''? if u choose for that last option.. own fault, if u choose for the first.. your weapon skin isnt gone change because it drops in price...
What i think about SF would be killed?
nothing special, some ppl might quit, some ppl might find there heroes back (lets remove heroes for PvE.. srsly, they make it impossible to team up with strangers /endsarcasm), some ppl will get richer and then at the end something else will be found, and ''balanced'' groups will be nowhere to find. those ppl that wanna go balanced will still be doing the new way (''because its the only way they can get in excuse").. so it will be exactly the same as now. with slightly higher ecto/shard prices. Also, balanced will always be slower then a farming team.. its true, srsly. otherwise they will call it a farm team ;p.
ps: we'll still be able to do The Deep (best mission ever) <16mins with sf nerf.. so. ok
IF so many ppl want to SF to be nerfed.. how come i dont see them in GW?
i did read trought this tread abit, and it looked like alot of u wanna do UW/FoW and other stuff ''balanced'' (lol). which is fine be me, every1 has his playstyle.
but what i hear here is that SF affects alot of ppl there playstyle (bugger -_-), there are alot of ppl here on guru that hate sf, want sf to die, smitersbooned or w/e. But just so u know.. i dont even think 5% of gw is on guru, because they cba, and enjoy there time in gw. (my idea)
but on the sf haters again. so u guys prefere "balanced".. shame i cant see ''those ppl you're all talking about'' in ToA. and if i have to believe all i've read inhere.. that would be alot..
some1 will prolly answer: ''yeh, they are on there sin doing uwsc because thats the only way they can get it''.
^if u rly hate sf/blablabla, and u see some1 forming for ''balanced'' u would jump on your dervish, ranger, w/e class thats not sin to get in.. no? doesnt happen..
hmm, and discrimination, i think the only proffession that cant get into fowsc is a dervish, and who plays that anyways. and uwsc, ok why do uw if fow gives around the same?
also saying about those ''noobs'' that run around in Obsi Armors. why would u care what they are wearing? why would u care how much cash they have? why would u care about what weps they have?
and they make the price drop, which is a good thing for you too ye? unless u bought that wep when it did cost way more.. but wth? u bought it because it was a cool skin or because it was ''for pro's only''? if u choose for that last option.. own fault, if u choose for the first.. your weapon skin isnt gone change because it drops in price...
What i think about SF would be killed?
nothing special, some ppl might quit, some ppl might find there heroes back (lets remove heroes for PvE.. srsly, they make it impossible to team up with strangers /endsarcasm), some ppl will get richer and then at the end something else will be found, and ''balanced'' groups will be nowhere to find. those ppl that wanna go balanced will still be doing the new way (''because its the only way they can get in excuse").. so it will be exactly the same as now. with slightly higher ecto/shard prices. Also, balanced will always be slower then a farming team.. its true, srsly. otherwise they will call it a farm team ;p.
ps: we'll still be able to do The Deep (best mission ever) <16mins with sf nerf.. so. ok
T
So there's this thing called a selection effect.
The people that are in ToA are there because they want to UWSC/FoWSC. Alternative approaches have been crowded out due to inefficiency. A comparatively small group of people that replays the same content over and over looks like a lot of people, even when it isn't.
A group of people repeating content naturally wants to be efficient about completion. They're outcome-oriented, and they're there because they want in-game cash and UWSC is the most efficient large-group way to do it. It pales in comparison to more efficient approaches, but your typical UWSC player is either a grinding sucker or places a very high value on doing things socially in-game.
Some subset of those people are less money-motivated than others; the social types that just like UW would still be willing to play if UWSC got nerfed into the ground. They don't play slower methods like balanced because they don't have to, and because there are always plenty of UWSC players.
The people they would prospectively play balanced with don't hang out in ToA. If you look for them there, you won't find them. They distribute elsewhere in the game, but if you look for them on forums and guild vents you'll find them.
That's a selection effect - the people in ToA don't represent the preferences of everybody in the game. They represent a certain set of preferences, because that set of preferences causes them to choose to be there.
As for "why do other people care what other people have/wear/etc." I would hope that is obvious. If I put in a lot of effort to get FoW armor, and then suddenly any twit in GW can easily get it, that waters down the value of having FoW armor. The point of having rare items often isn't because they're intrinsically pretty. It's because they act as a signal that connotes accomplishment. Water down that accomplishment, and people get mad.
If the government decides to write a stimulus package tomorrow that involves providing large subsidies for people to buy Ferraris, don't you think that existing Ferrari owners would get ticked off about the plan? That's what's going on here, and explains part of the passion certain posters have.
You can argue the demagogic "everybody should be able to have the stuff that's for pro's" position all you want, but all watering down accomplishments does is compel people to find alternative signals of accomplishment and substitute to them. People want to be able to signal ability. If you prevent them from doing that entirely, they'll move elsewhere to a system that permits them to be recognized (in their own minds, at least).
If you want to be surrounded by idiots, taking the position that "it's your own fault for trying to signal accomplishment" is an excellent way to achieve that outcome.
The people that are in ToA are there because they want to UWSC/FoWSC. Alternative approaches have been crowded out due to inefficiency. A comparatively small group of people that replays the same content over and over looks like a lot of people, even when it isn't.
A group of people repeating content naturally wants to be efficient about completion. They're outcome-oriented, and they're there because they want in-game cash and UWSC is the most efficient large-group way to do it. It pales in comparison to more efficient approaches, but your typical UWSC player is either a grinding sucker or places a very high value on doing things socially in-game.
Some subset of those people are less money-motivated than others; the social types that just like UW would still be willing to play if UWSC got nerfed into the ground. They don't play slower methods like balanced because they don't have to, and because there are always plenty of UWSC players.
The people they would prospectively play balanced with don't hang out in ToA. If you look for them there, you won't find them. They distribute elsewhere in the game, but if you look for them on forums and guild vents you'll find them.
That's a selection effect - the people in ToA don't represent the preferences of everybody in the game. They represent a certain set of preferences, because that set of preferences causes them to choose to be there.
As for "why do other people care what other people have/wear/etc." I would hope that is obvious. If I put in a lot of effort to get FoW armor, and then suddenly any twit in GW can easily get it, that waters down the value of having FoW armor. The point of having rare items often isn't because they're intrinsically pretty. It's because they act as a signal that connotes accomplishment. Water down that accomplishment, and people get mad.
If the government decides to write a stimulus package tomorrow that involves providing large subsidies for people to buy Ferraris, don't you think that existing Ferrari owners would get ticked off about the plan? That's what's going on here, and explains part of the passion certain posters have.
You can argue the demagogic "everybody should be able to have the stuff that's for pro's" position all you want, but all watering down accomplishments does is compel people to find alternative signals of accomplishment and substitute to them. People want to be able to signal ability. If you prevent them from doing that entirely, they'll move elsewhere to a system that permits them to be recognized (in their own minds, at least).
If you want to be surrounded by idiots, taking the position that "it's your own fault for trying to signal accomplishment" is an excellent way to achieve that outcome.
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| A SF nerf is not going to really change stuff anyway. Most people are doing FoW>UW now anyways. Sure the prices will jump but there's plenty of ways to make money without a perma. |
SF makes the runs sooooooooooooooooooooo much quicker
ya sure other builds are around and will pop up...
Please Name another one skill that makes UWSC under 10 minutes......
got one? didnt think so
Martin Alveto is the only competant person i've read this page. Just to re-establish the fact, UWSC affects the global market of GW as ectos are used in buying/selling of high end items. Ectos will not be farmed as quickly after a nerf of SF, so the price will rise and the ecto trading will be greatly affected. So yes, a nerf on SF will change the game substancionally.
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i just dont get one thing.
hmm, and discrimination, i think the only proffession that cant get into fowsc is a dervish, and who plays that anyways. and uwsc, ok why do uw if fow gives around the same? |
I can heal, Melee, Cry, Nuke, the list goes on. It is one of the most versatile professions in the game behind monk. I can use my derv in uwsc for gods sake.
I have a 2 man build that involves 6 derv heroes, we use it for HM, Vanquishes, Missions and even fow/uw and it did fine.
As to who plays dervish...A LOT OF PEOPLE. In my old guild i know of at least 10 dervish mains who are VERY GOOD PLAYERS.
/rant
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I appreciate the compliment, Fabio, but I'm not sure that I agree with your conclusions. There are a couple of things at work that will keep a lid on any long-term ecto price rise:
1) Quality substitutes. The original UWSCs were done by splitting Eles with Obs Flesh. Those can solo all the currently soloed areas except Chamber (and perhaps Wastes post-change). Throw up enough consumables and there isn't any drawback to using Obs Flesh, and you kill faster due to 16 in Earth.
2) Tons of ectos already out there - a lot of ectos would have to be tradered before you would run out of players that hammer price rises back down.
Long story short, I expect you'll see bubbles like the one a week ago, but you won't see a major long-term shift unless some very fundamental changes are made to UW and a number of solo farming skills. That's not likely to happen.
The main advantage of nerfing SF would be forcing the community to learn new tricks.
1) Quality substitutes. The original UWSCs were done by splitting Eles with Obs Flesh. Those can solo all the currently soloed areas except Chamber (and perhaps Wastes post-change). Throw up enough consumables and there isn't any drawback to using Obs Flesh, and you kill faster due to 16 in Earth.
2) Tons of ectos already out there - a lot of ectos would have to be tradered before you would run out of players that hammer price rises back down.
Long story short, I expect you'll see bubbles like the one a week ago, but you won't see a major long-term shift unless some very fundamental changes are made to UW and a number of solo farming skills. That's not likely to happen.
The main advantage of nerfing SF would be forcing the community to learn new tricks.
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My Main is a dervish and it can do almost anything dude.
I can heal, Melee, Cry, Nuke, the list goes on. It is one of the most versatile professions in the game behind monk. I can use my derv in uwsc for gods sake. I have a 2 man build that involves 6 derv heroes, we use it for HM, Vanquishes, Missions and even fow/uw and it did fine. As to who plays dervish...A LOT OF PEOPLE. In my old guild i know of at least 10 dervish mains who are VERY GOOD PLAYERS. /rant |
It is true that the dervish is a popular class, but it's not because it's a good one. In fact, it's arguably the least powerful class in the game, outclassed in just about every aspect of what it can do. The reason the dervish is popular is because it looks cool and many people aren't aware of it's shortcomings. In fact, this may even be seen as an explanation for why there are so many good dervish players: their lack of power has forced them to compensate with skill.
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People still wasting their time defending invincibility in a corpg.
Video games in the future will be no more than movies that people watch, smile and drool a little, those that say it isn't effecting them in game, you can kindly shut the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO up as you buy wal mart priced ecto and elite items.
Single player material.
Video games in the future will be no more than movies that people watch, smile and drool a little, those that say it isn't effecting them in game, you can kindly shut the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO up as you buy wal mart priced ecto and elite items.
Single player material.
The basic problem is that you have two groups of people trying to coexist. One wants to play the style of single-player, 1990's CRPGs that Internet FAQs blasted wide open. Some of these people prefer to play socially, but they basically want the sort of easy, sequential gameplay those games provided. They don't like negative signals (like dying) that send negations rather than validations to them.
There's also a more competitive strain of GW player that wants to do things faster, get the most stuff, have the most minis, and so forth. This group also doesn't like those negations, but uses them as motivation to push harder rather than taking them personally.
When you make the game stupid easy to sell copies to that first group, you impact the second group. As you make the game very easy to play, you shift the competitive dynamic away from rewarding skill (doing the impossible has substantial market value) and towards rewarding time and grind.
The first group asserts, "We have a right to be in this playground." The second group asserts, "You're ruining the playground for us, so GTFO." The only way that you can make both groups happy is to somehow make some end content easy to play without breaking other content where the competitive types can be happy (and profit).
PvP turned out to be an inadequate solution to the problem; it pays the most successful very well, but others poorly. So you still get a competitive (and vocal) strain of people that want GW PvE to be challenging.
There's also a more competitive strain of GW player that wants to do things faster, get the most stuff, have the most minis, and so forth. This group also doesn't like those negations, but uses them as motivation to push harder rather than taking them personally.
When you make the game stupid easy to sell copies to that first group, you impact the second group. As you make the game very easy to play, you shift the competitive dynamic away from rewarding skill (doing the impossible has substantial market value) and towards rewarding time and grind.
The first group asserts, "We have a right to be in this playground." The second group asserts, "You're ruining the playground for us, so GTFO." The only way that you can make both groups happy is to somehow make some end content easy to play without breaking other content where the competitive types can be happy (and profit).
PvP turned out to be an inadequate solution to the problem; it pays the most successful very well, but others poorly. So you still get a competitive (and vocal) strain of people that want GW PvE to be challenging.
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The bolded part is the scary part. It's the "don't like it don't use it" argument that can be applied to anything someone else disagrees with. You can use it to defend implementing a Hello Kitty costume, you can use it to insert a God Mode button, you can use it to defend anything you can think of.
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God Mode much less so, because it would probably result in a serious bleed-off in player base, which, in fact, does hurt your ability to play the game.
The question you should ask about your preferences is "Does this hurt the game, help the game, or change nothing". If anything but the former, then there is no reason not to include it (save for work requirements).
Things like running and farming help the game in general, because they provide alternatives without eclipsing "regular" gameplay.
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| The reason I dislike running and farming in general is because I don't believe you should be able to beat an area designed for 8 with less or far less than that, and that what should optimal is a well-rounded, well thought out team build. |
And if you make an area too hard, then you end up with the opposite of what you want. Running and farming may be removed, but the area is so difficult that few people want to play through the area without using the optimal build.
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But the problem with that metaphor is that the only things that become necessities in the GW world are achieved when you're able to get max gear. Everything else falls into wants, not needs. And yes, this is about personal opinion. It all withers down to what you as a player would rather have: would you rather stumble upon an extremely rare skin - or would is it preferable to permit every skin with easy access? Personally, I don't care about achieving specific or rare skins - the weapon I use 99% of the time is an FDS - but I would rather keep the rarity of items because they don't have anything else going for them. |
Alternative playstyles helps the game community. That should be obvious, really. If everyone wanted to play the way you prefer, then everyone would already be doing it.
If the cost of making the game more palatable for a wider range of users is something as arbitrary as "item rarity", then to hell with rarity.
c
rare skins should be kept rare, thats why they're rare skins... its not alienating anyone either, theres other ways of farming nerfing uwsc doesnt take away from any of the other farms out there, granted they are not as efficient but deal with it, they did before uwsc and tombs were abused, do it now. oh... also what i actually got on here to say .....
ty anet.
ty anet.Quote:
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Hello Kitty costume is more than defendable. We have Gwen-doll tonics, for crying out loud.
God Mode much less so, because it would probably result in a serious bleed-off in player base, which, in fact, does hurt your ability to play the game. The question you should ask about your preferences is "Does this hurt the game, help the game, or change nothing". If anything but the former, then there is no reason not to include it (save for work requirements). Things like running and farming help the game in general, because they provide alternatives without eclipsing "regular" gameplay. |
The point is, the more playstyles you encourage, the more you fade the focus of your game (deja vu?). If you have a shooter and starting implementing more and more racing game elements, you're going to come to a crossroads: who's going to be more profitable to cater the most for, the racers or the shooters? Would it have been better to just stick as a shooter and/or release an actual separate game for the people who do like racing?
Obviously that example is WAY over the top, but it still applies nicely to what we have with Guild Wars. Many players pursued GW's PvE for the hopes that it would require a lot out of them, they were looking forward to having to know a lot about the game, to be faced with numerous challenging encounters, and to figure out what to build to tackle all of them.
The fact that every monster is still to this day stupid enough to waste all their energy and cooldowns on a person with this on them is testament that Guild Wars is far away from that
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Most speed clear builds out there are "well-rounded, well thought out team builds". The only issue is that because they're optimal, they become the only ones used.
And if you make an area too hard, then you end up with the opposite of what you want. Running and farming may be removed, but the area is so difficult that few people want to play through the area without using the optimal build. |
In regards to the second part: That's why I've repeatedly said to either implement an even more accessible mode (easier than Normal mode) or to tone down the Normal mode variants while still keeping Hard Mode for those who want a high chance of getting their face ripped off.
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Keeping rarity at the expense of alienating players?
Alternative playstyles helps the game community. That should be obvious, really. If everyone wanted to play the way you prefer, then everyone would already be doing it. If the cost of making the game more palatable for a wider range of users is something as arbitrary as "item rarity", then to hell with rarity. |
Catering to "farming" really doesn't make a whole lot of sense. If you're to design an area for 8 that can be completed by far less than that, then you have a broken game.
Most if not all of it is the product not of farming builds themselves but with poor maintenance of the game. Poor AI and horrendously balanced groups of monsters is what allows farming to work instead of encouraging thoughtful and diverse gameplay. Of course, things like consumables, PvE skills, and other outrageously powerful tools only worsened the issue.
Players should be allowed to have mindless fun in a game, but they should also be encouraged to be better players. A good example of this is Rock Band 2, in which it locks you from earning achievements if you turn "no fail mode" on. It's also why cheat codes got their name: the devs are saying "hey, you're cheating when you're using this, by the way". It's little messages and hints like these that can go a long way to encourage players to get become good.
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The point is, the more playstyles you encourage, the more you fade the focus of your game (deja vu?). If you have a shooter and starting implementing more and more racing game elements, you're going to come to a crossroads: who's going to be more profitable to cater the most for, the racers or the shooters? Would it have been better to just stick as a shooter and/or release an actual separate game for the people who do like racing?
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I guess the core of what you're trying to say is that Anet pushed to the extreme the "juggling of objectives" with top-level gamers in PvP and super-easy mode PvE. I think this is clear to everyone indeed. Yet GW is still enjoyable to a few people, the rest has moved on as they should have according to the original vision of "play it for a while, leave it, then come back to it".
I understand the side of top PvPers which have "seen" what awesome "gamer game" GW could have been if, say, proper balance was ensured and renewed content offered (well, CB is here). IMHO if the community would have been better at improving the quality of the less able players, this could have happened.
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| The fact that every monster is still to this day stupid enough to waste all their energy and cooldowns on a person with this on them is testament that Guild Wars is far away from that |
I hope that Linsey's update to UW, and possibly more, will lead us, collectively, to rethink our approach to GW. If not, it's the same old problem of a broken (enjoyable) game which will leave many players discussing the game on Guru rather than playing it.
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Gaming is evolving, from the passion of a few to the casual use by many. MMOs are these strange new games where you tend to mix a lot of features found in traditional games and push them to a new horizon. Sure, from a pure gaming experience, it's less interesting (I've been playing a few "offline" games lately), but from a wider perspective it's really up to you.
I guess the core of what you're trying to say is that Anet pushed to the extreme the "juggling of objectives" with top-level gamers in PvP and super-easy mode PvE. I think this is clear to everyone indeed. Yet GW is still enjoyable to a few people, the rest has moved on as they should have according to the original vision of "play it for a while, leave it, then come back to it". I understand the side of top PvPers which have "seen" what awesome "gamer game" GW could have been if, say, proper balance was ensured and renewed content offered (well, CB is here). IMHO if the community would have been better at improving the quality of the less able players, this could have happened. |
That said, no, I'm not talking about ANet attempting to cater to both PvE and PvP, but that was a major issue in and of itself. What I've been discussing has been dealing with the crowds within the PvE playstyle itself, ANet's decision to greatly lower the skill curve, and the general neglect and dismay it's seen over the years. For me personally, I got the message immediately when I saw that they removed scattering from AoE. From just that I knew where they wanted to take the game, and it's rather unfortunate.
It is good to see MMO's taking in more players these days, at least attempting to, but GW is a good sign of how not to do it. You don't appeal to casuals by making the latter portion of the game more accessible. You appease both crowds by keeping a satisfying and challenging endgame while having content more on the entry level remain accessible. The difficulty curve shouldn't spike, it shouldn't be straight, but it should start out simple enough for everyone. Keeping that road well maintained is possibly the most difficult part.
It is very true that ANet from the start wanted most of the longevity to come in it's PvP, but that statement doesn't excuse a poorly designed game. Not only that but that statement is especially invalid with all their mock "endgame" (grind) they've introduced over the years for PvE.
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There are many ways to look at SF, for example see it as a free ride (e.g. Nicholas the Traveller weekly gifts via SF? btw I don't own an SF sin) from the designers. No one forces you to use it, but I agree that it's a too big temptation to the majority.
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With the widespread use of an achievement-like system, developers are now able to properly acknowledge those who invest a lot of time and effort into their game. Both Rock Bands have modes that unlock every song for you or allow you to play through the whole song even if you're always in the red, but doing so locks you from achievements. This is *good*. The devs want to give a "pat on the back" for players being good at their game while also giving everyone the chance to get that "free ride".
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But since the quality players all left the game, what do you think the other players (not to say there aren't any quality players still) will naturaly do? Seek to improve... because it's a universal aim of life, and thus virtual life? Even among top players, people seek the path of least resistance, whether this point is stupidly low as for SF or not.
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To change it right now, as is, would be suicide. It would be like ANet going from a shooter to a racer - and back to a shooter. They would've successfully backstabbed two groups of players instead of one. While yes, I would love a more properly maintained GW, ANet does not need more people pissed off at them. All we can do right now is high-light what went wrong with GW1 in the hopes that they nail it for GW2.


