[GW2] Thieves and initiative

Nov 17, 2012 00:42

I was playing my thief a bit more this evening, and I think I figured out why I don't like the initiative system. It's simply a matter of visibility and memorization ( Read more... )

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raegun November 19 2012, 00:09:54 UTC
I am a button masher. I don't even pretend to learn how to play any class other than my ranger. I admit it. I have more fun exploring and hearing the story than learning how to master damage output. No shame in not caring about game mechanics (on my part, that is.)

The event was a massive failure, IMO. I'm usually a cheerleader for games and their companies, but this was ridiculous. I was told that Noll was bugged when I got to him, learned that he would be fixed the next day, and as long as I had advanced to his spot on the questline, all would be well. When he was fixed, I go and get my completion for that task, move onto teh next task and... learn that I should have done step 1 and step 3 while waiting for step 2, so I can't move to step 4. Why on earth would we skip a step in a clue-based system? What logical reason would anyone have for continuing on without the Noll step? I was told I couldn't do anything beyond Miyani (if that was her name) and I should have thought ahead and done her task earlier. On what planet does that make sense? I'm disappointed. The Anet's employees leave messages on teh forums saying "Sorry you missed out, we're not going to fix it because ti's too much trouble." Uh, yeah, real genuine.

I tried to continue on and take part in the last event, but we were being wiped out completely every 5 minutes. Gave up, paid my costly repair bill, and went back to LA. I found out awhile later that people were getting awesome loot from some chest, and had to bear with reading guild chat's excitement about the thing I missed out on. Really, that's become something I'm used to now (disappointment, that is).

I'll probably skip these events entirely if they do them every month, as I've heard rumored. I thought ANet were different. If you spent 10 years making a game, you'd think they would spend ten minutes testing their events.

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