Saylah inspires me:
I’m baffled by what they’ve done and not done with GW2. Am I really in the minority in wanting them to add more persistent content and new zones similar to the campaigns in GW1??? Can’t they do both?
As much as we love having frequent updates, building churn into the content has not been healthy for quality, community, or game-building.
- Tuesday is bug day and update week is bug week.
- The temporary content encourages massive zerging. It was less severe when the Living content was around for four weeks, with overlap between events. When you have just two weeks to complete your meta-achievement, and possibly only a few days where you have both the critical population mass and a playable, balanced game state, it’s zerg zerg zerg zerg zerg. An occasional mass convergence is exciting. A constant mass convergence is a swarm of locusts.
- These combine to create a player experience that is disproportionately zerggy and buggy. Players are being channeled into the content when it is in its least functional state. If it takes a week to get the content working as intended, and it cycles every two weeks, the game feels like it is half-broken and always crowded.
- The need for a critical population mass undermines small servers. If you want 125 people to fight the marionette, how often can you bring that many together on a Bronze server? People
carpetbagguest to the larger servers, which further weakens their ties to the home server. Small servers do not need further impetus to disloyalty unless server merges are the goal.
- Yes, it simultaneously feels like we have everyone in a zerg and like we have too few players to meet the content effectively. If you have not had that experience, guest to a server in the bottom half of the population distribution and play outside prime time. 50 players in a blob is too many to feel like you matter but too few to deal with a zone-wide event.
- And it keeps happening. Instead of leaving Living content in-game or making it available some way (ala City of Heroes Ouroboros? new Fractals?), it goes away once it is fixed.
- If the Living content is working, players will feel a need to keep up with it. If you keep up with it, you experience all of the above. If you do not, you feel like you are missing out on everything, and you might as well quit for your next three-monther. And if the players do not feel like it is important to keep up with the Living World, that is a lot of development time that could be better spent.
There would be more high quality content in the game if they left the content in the game instead of cycling it out just after they get it working as intended. Players could experience it at their own pace, and it would not need to be balanced around the assumption that half the server will be there to fight it.