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Auto Partying for Low lv Dungeon In Guild Wars 2

First of all I haven’t played Tera, but it sounds like your generic groupfinder; you enter a queue (with a certain role in some games) end up with 3-7 other people, do the dungeon, if I’m completely misunderstanding, my apologies and stop reading.

The current groupfinder usually shows a majority of people asking for people who stack, even if non-zerkers are welcome. If you play zerker, you know many non-zerkers still try to get into zerker groups. You know what this means; the majority prefer getting things done quickly and efficiently.

So you introduce your random groupfinder, there will still be a majority of people who will want to stack or follow some kind of tactic to make encounters easier. On top of that you’ll have some people that don’t mind either way (new players for example) and adjust to whatever works best (stacking most likely) and the players who don’t want to stack will stay the minority and will be forced to adjust on their group if they have any sense of democracy.

Before you know it, everyone who completely loathes stacking will stop entering the groupfinder and those who prefer not to, but rather do the dungeon nonetheless will stop trying suggesting other ways and just go to the stacking corner without saying a word.

If you don’t want to stack, make your own post and show some patience. It’s in most people’s nature to want to get things done quickly, even if they do enjoy what they’re doing. But you will find people joining you, new players and level 80s alike and you’ll have a blast. Whenever I’m leveling with a friend (or help them leveling since I’m getting too many duplicate professions for no reason) I make a groupfinder post along the lines: “Warning: new players, anyone welcome” and I add things such as ‘no stacking’ if desired by my friend(s.) It’s not instant like my “Lvl 80, zerker only, class X and Y only” posts, but it does get filled, eventually.

You’d be surprised with the people you meet. I’ve met a lovely fellow who invited us to his TS and started chatting with me and my friends, turned out he was a zerker even though they preferred to play without as stated in our groupfinder, so he and I decided to just take some pieces of armor off to slow down the run for them. (I’m sure if this was after the first feature pack we’d respec aswell.) Met loads of lovely new people who were incredibly happy with all new information my experience provided and loved a little link towards dungeon mentors. Met veteran zerkers who just enjoyed the change of pace and discovered new things aswell, also shocked by the challange it can present.


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Guild Wars 2 Feature Pack 9/9 Feedback

I tried to properly review the feature pack and it came out way too long, so I’ll cut to the important parts: skill/ability locking and personal story. This is from the perspective of a semi-veteran PvE player who has created a ranger since the patch and played to level 10.

Skill and Ability Locking: I seriously question the decision to lock skills so extensively. While I agree having all your skills available at once could be overwhelming, this was not the situation. I believe the previous system for unlocking weapon skills worked admirably: it was refreshingly unique, it made logical sense (you’re practicing and figuring out new techniques) and it gave you a chance to figure your skills out gradually, one at a time. Furthermore it gave you that chance every time you picked up a new weapon, something the new system denies you.

The new system fulfills only the third of these, only for your first weapon, and in my opinion much too slowly. It is now practically impossible to unlock even your second weapon skill during the tutorial area, yet the second and third skills are vital to give the player a sense of agency in battle. Instead of an epic and engaging fight, the tutorial boss now becomes a simple auto-attack battle, which cripples the experience of those vital first few minutes.

My recommendation would be to use the old system to unlock weapon skills, at least for the first three, fast enough that the first three unlock before the tutorial boss.

Not only that, but the ‘downed’ state seems to me far too important to leave out in the first few levels. The 2nd and 3rd downed skills are important, but can perhaps be delayed a few levels to make the whole experience less overwhelming. The only way for players to learn this is to experience it, so stopping them from doing so won’t help anyone. I also think not allowing the player to die in the tutorial is a bad idea – it cheapens the experience if the player notices they have that safety net.

Finally, not giving the player a starter underwater weapon just seems silly. I don’t see why you should remove it when it starts with learning one simple skill just like everything else. It makes the lower levels that bit less varied, and leaves low-leveled characters defenseless should they meet a hostile creature underwater, unless they are savvy enough to purchase an underwater weapon themselves.

All in all, while spreading out the learning curve is all well and good, you should make sure you aren’t taking all the engagement out of the lower levels and hiding the ways your game stands out by doing so. Remember that these levels are where you are making your first impression. The tutorial is short, but there is plenty of room for spaced-out tooltips to explain these most vital features.

Personal Story Changes: I can completely get behind the idea to shorten the gaps between story instances in the same chapter. In my opinion the personal story works a lot better without so many fits and starts. However, I feel this change is too heavy-handed, and removes any aspect of choice the player has. I think it should be possible to go into your next story instance while slightly under-leveled if you really want to – I have recently started playing through the game with three friends, and we make such easy work of the story instances that we have often gone in early to make it a challenge.

Perhaps a better approach would be to “bunch up” the recommended levels of instances so that you have one-level increments within a chapter, and perhaps a five-level gap between them. This makes the story run more smoothly while still leaving the ultimate choice of when to attempt it to the player. It would also pull forward the starting level requirements for each chapter, and thus get rid of that unfortunate ten-level gap before the start of the Personal Story.

And why oh why did you switch chapters 7 and 8? This creates all sorts of inconsistencies in the continuity – now you ‘meet’ Sayeh after already having fought beside her several times, you defeat the Sovereign Eye of Zhaitan before the original encounters with the Eye and Mouth, and you airdrop into the heart of Orr long before securing the area on foot, not to mention ending up wandering the Cursed Shore at level 70.

I really think the only remedy for these consistency problems is to switch them back. Changing the order of Personal Story events now would require serious rewriting, and just isn’t worth it when the story isn’t actually in any way ‘broken’ to begin with.

In summary, this is by and large a very good feature pack, with some technical hiccups particularly with miniatures, but the level-based skill locking replaces a perfectly good system with something worse and ruins the tutorial area, and the Personal Story changes remove too much player choice and create sweeping continuity problems.