Isaiah Cartwright said:
they intended to reduce threshold for the small association, help them more
competitive, more influence. This is good news for the small guild.
Please see the followings interview from FORBES
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Please see the followings interview from FORBES
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Tell me about the new additions to GW2.
We’ve been reworking on a lot of rewards and giving people
lots of goals and achievements to accomplish. We’ve redone the daily system. We
added currencies. And we made a new dungeon type called the Fractals of the Mist.
Probably been the biggest change that you’d see when coming
back: We’ve been improving the rewards and balance of people’s time versus the
things they get out of it.
Why have there been so many additions to the
game?
As we were looking at the play patterns of players, we
noticed they were getting through the last step of progression in our game
faster than we wanted them to. That would lead them to run out of things to
accomplish. We didn’t want to get into a gear-grind scenario, so what we did
was add a new tier rarity called “Ascended items.” We wanted to add a step in
there to insure that people had a lot to do.
I’ve noticed you’ve added a lot of currencies.
We have somewhere around ten to fifteen currencies in the
game right now. There are two main types, basic currencies and tokens. Basic
currencies are gold, karma, the new laurels that we added, glory. They exist
with you in your inventory at the bottom [of your UI]. The second type of
currency we have are tokens. We use tokens in a number of different places,
like the dungeons; they each have their own tokens. They show that you’ve
beaten this dungeon.
We try to use currencies to split up the goals of players so
that they want to do each of the different game types in different ways in
order to earn the things they’d like to earn.
Tell me about the guild system.
We really wanted to make a system to encourage guilds to get
together and play together. It can really help make a guild tighter knit and
just enjoy the game together. And so we built these guild missions that you can
go on, and we made a variety of different tiers and systems for them to go
through.
Because the game is very large and there are lots of
different types of guilds, we were looking at systems to make sure smaller guilds and larger guilds can kind of compete in the same space. It’s obviously
a difficult challenge to do, because when there’s a lot more people in a guild,
they have a lot more resources, people to organize themselves and those types
of things. So we build a couple of systems in there to help us limit that.
We made all the guild content on weekly rewards, and we find
that longer lock-out timers like that really help the smaller guilds catch up,
because what the bigger guilds can do really, really quickly, the smaller
guilds take a bit longer to do. We know there was an initial influence cost
that was very high that a lot of smaller guilds weren’t able to get into it, so
we’re looking at ways that we can improve that, make smaller guilds more able
to compete on the influence gathering area.
But really, our goal for the system is so guilds don’t ever run out of accomplishments and goals they can work at together in order to overcome. So we’re going to add to the system and we’ll make sure we’ll add things for smaller guilds to really be able to compete in this space. But the goal of this system is to be rewards and goals and accomplishments for guilds of all sizes
But really, our goal for the system is so guilds don’t ever run out of accomplishments and goals they can work at together in order to overcome. So we’re going to add to the system and we’ll make sure we’ll add things for smaller guilds to really be able to compete in this space. But the goal of this system is to be rewards and goals and accomplishments for guilds of all sizes
So…do you think GW2
has become too complicated?
It’s a debate we have
here all the time, especially when it come to the number of currencies that are
around. It really comes down to when you want to reward someone for doing a
specific type of gameplay. Because we’ve been adding a lot of reward systems, we’ve
seen an increase in the number of currencies out there.
But we’re getting
toward the tail end of the number of systems we feel that we can put in the
game. We’ll be really working on improving the current systems we have and
making them more robust.
I want us to slow down
on the number of systems that we’re adding and polish up and clean up the ones
that we have added so they’re easier to understand, with better UI for them,
those types of things, that’ll be some of the stuff that we’re focused on in
the future. One of the major goals of GW was to allow anyone to jump in and play.
We have a team dedicated to making sure that it’s easy, and we’re going to
continue to improve that process as much as we can.
One of the things we
might do is not unlock the ability to get to some of these currencies until you
get later on in the game. That way, they’re not overwhelming in the beginning.
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I want us to slow down on the number of systems that we’re adding and polish up and clean up the ones that we guild wars 2 gold have added so they’re easier to understand, with better UI for them, those types of things, that’ll be some of the stuff that we’re focused on in the future. One of the major goals of GW was to allow anyone to jump gw2 gold in and play. We have a team dedicated to making sure that it’s easy, and we’re going to continue to improve that process as much as we can.
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