Man oh man why do they do this, why not leave the dungeons up forever like a normal game. Totally kills any excitement for me to come back to the game in a years time to experience new content when all the new content is not longer available to play due to timed releases. Seriously stupid way to design a game, especially one considered to lack a serious case for endgame activities.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
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I think because they are trying to create something different to do month to month. They want to create a sense of things always changing, events happening and then leaving. Rather than "we added a new dungeon run it until you get sick of it!" ok now here's another! Keep going!!
With this system, there's a good chance people might not be sick of the content before it leaves the game. And if they ever bring it back again it will be something people weren't sick of.
Personally, I think it's a good system. Keeps things fresh and changing.
I think it's more of a "I better login every month and see whats new" because things will be different month to month and the content is always fresh rather than "oh hey, I need to do this dungeon that was added 5 months ago but everyone else is bored of it already."
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Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
^THIS
now: GW2 (11 80s).
Dark Souls 2.
future: Mount&Blade 2 BannerLord.
"Bro, do your even fractal?"
Recommends: Guild Wars 2, Dark Souls, Mount&Blade: Warband, Kingdoms of Amalur: Reckoning.
That's great so you won't miss anything with a "limited dungeon"
The problem is I don't want to login and be bored within a few days, hence my reason for giving the game time to grow like a normal MMO. If anything this source of limited timed events will force more to not even consider the possibility to login at all. I know it has for me.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
^this
The genre is in fail mode because the players are locked into fail thinking and so most feel no need to make new forms of gameplay.
I hope we shall crush...in its birth the aristocracy of our moneyed corporations, which dare already to challenge our government to a trial of strength and bid defiance to the laws of our country." ~Thomes Jefferson
We all knows what happends if all the dungeons are left ingame...when the novelty wears off and people got the items they wanted the dungeons are left barren and new players having problem getting groups going due to everyone allready run em gazillion times.
I rather like this new "living" world Anet trying to make with these dungeons and events and imo It's really a breeze of fresh air.
If it's not broken, you are not innovating.
So taking out content that you just put in creates "new forms of gameplay?"
I'm not dis'n. I left long before these things and have no idea how this feels, but doesn't that sound like marketing spin?
its a living world
you beat the pirates so you cant beat them again when they move from your land
living story not gonna wait for you to finish it
but some of the content stays in the world its not like they disable all of it
^This 100%
Long time GW1/Arenanet fan, and its UNBELIEVABLE how deep the marketing has penetrated to some of these gamers.
They are creating content and removing it, it's that simple anything else you say about it is exactly just a marketing spin.
"Living World"? All this is doing is rewarding those who would have already been experiencing this content when it was fresh.
Me as well as 30% of the other posters in this thread so far don't even touch the content for such a reason, not to mention as it was perfectly stated initially that this games endgame experience is lacking to say the least.
A true living world in a MMO is not created by restricting developed content over an elapsed period of time. I guess maybe if you've only been apart of MMOs the last 5 years than maybe...
Although I'm not currently playing the game to really understand the depth of peoples concern. I am in favor of this type of dynamic (schedual) changing of events. It gives the game more history not by the fact that it's up and can revisited for nostalgia purposes but more for the "had to be there to see it" type of thing thats sorely missing from most MMO's.
Interesting to see how far they tend to take it and what other types of 'timed / temporary" events other MMO's try to use.
PM before you report at least or you could just block.
^this The genre is in fail mode because the players are locked into fail thinking and so most feel no need to make new forms of gameplay.
So taking out content that you just put in creates "new forms of gameplay?"
I'm not dis'n. I left long before these things and have no idea how this feels, but doesn't that sound like marketing spin?
It's a living world.And trust me its a very good feature.Yes there is a living world with limited dungeons and events.But with them there are limited items and limited achievements too.And it is a good thing. Old players have items and achievements that new players can never get.And I like it very much actually.
^This^
People want stereotypical MMO gameplay so much and they have soooo many MMOs to choose from, yet they still want GW2 to fall in line with all the other clones. Oh well, ANet isn't going to change for the minority anyways because the game is designed the way it is for a reason. If they wanted players to mindlessly re-play dungeons over and over again they would have put in the stereo typical raids. A lot of these temporary dungeons are not for gear anyways, but for story and achievements. I'm pretty sure Anet is well aware they can't please everyone. I also wouldn't be surprised they are going to keep doing what they are doing because obviously they are doing something right to continue being successful.
Pro tip:
Companies that aren't successful and continue turning profit don't hire for:
"If I offended you, you needed it" -Corey Taylor
Some temporary content is just fun, many of the old MMOs had it. But GW2 also really needs to add new permanent stuff, right now it seems like they have been putting far too much work into temporary stuff compared to permanent.
Just adding permanent zones and dungeons in expansions (besides the lost shores that still is kinda weak) wont really be enough unless they release large expansions every 9 months or even faster and it frankly doesnt look like we will be getting the first expansion this year so I think ANET should rethink their strategy here.
From what I understand, or atleast the smartest way they could go about it, is that they are using the living story dungeons as temp content up until a much larger permanent content patch. Taken from their site, they said to have a large roadmap for the game being introduced to the community on july 2nd. In addition, when I was watching their stream, one of the staff members hinted towards it.
I'd enjoy the patch and balances, and look forward to July 2nd. Cautious at the moment, but optimistic.
Played-Everything
Playing-LoL
Same.
I was hoping the game would mature into something greater, as I did enjoy it for a bit. But they don't seem to be adding any systems to the game that would increase longevity for me.
It's a good concept, but when players finish it in one day, then they will just log off until next month. I've noticed lately, they've been gating content, releasing more updates throughout the week (instead of monthly as in Flame & Frost), but it's still not enough in my opinion. There needs to be more incentive to stick around throughout the entire Living Story phases, because breaking pinatas and running around press F on effigies isn't going to keep players interested. I would rather have permanent (or temporary) dungeons with full armor sets to strive for. Lately though, the dungeons only drop minis or one-piece items instead of a full set. With more items in dungeons, it will keep players interested until the next Living Story update. They could also add new crafting recipes to them too.