So the changes we’ve made have gone to great lengths to make it stickier. Kern: I can’t give out specific numbers, but I can say that prepatch and postpatch, we’re about three times stickier than we were when you played the beta. GamesBeat: What has the overall reception been to the game so far? And the player retention? How long do people play the beta before they move on?
That’s one aspect that we’re getting feedback on. I think the game, as it stands right now, is too hard to solo. We also want to make sure that when we guide you down the path, the difficulty is matched much more to the ability of the solo player, but group players can still have that social experience and get a couple special things out of it. If you just show up, we’re going to be building in public quests. That type of dynamic where you can get points for participation even if you’re not grouped. We want you to be able to participate in world events and get credit for it even if you’re not grouped up. Now we’re working on the PvE aspect and the solo-ability of the game. We did our classes-tuning and our leveling progression in the last couple months. Kern: It’s really good that you picked up on that, because that’s the next round of beta feedback for this milestone. Do I just suck, or is the game intentionally designed to be a multiplayer-only experience?
#Guild wars 2 free to play restrictions suck how to#
Especially for newbies who are starting out and maybe don’t know how to work together. GamesBeat: I did play the beta several months ago, and I noticed that I felt that the difficulty, even from the onset, was pretty rough if you tried to do it either solo or with a two-man team. By the time you get that feedback, you can’t make dramatic changes to the system. You’ve done a commercial beta, not a real beta. If you’re another company, you often don’t have that luxury. That’s very demoralizing for the team, though, because they polished it to such a high level in the first place. If you’re Blizzard, good, you take it and you redo it. Then they’d put it out there and get the feedback. It’s something where it wouldn’t have been possible if we hadn’t been willing to share our earliest systems in the beta.Ī lot of companies, companies I used to work for, they would polish the heck out of something. You kind of plan your way to what you want to unlock. We broke it up into tiers instead, and that way we give you a road map of your character. But we still wanted to have some type of different classes of progression. It kind of fought against the horizontal progression that we’ve wanted to do. It didn’t seem to fit right with the game. The other one was that the whole leveling system wasn’t working out for people. That was one major change, based on feedback. At the higher tiers of competition, you have a lot more capability to display your twitch reflexes and everything else. They’d say, “OL, I can go this far with my skill and not any higher.” What we did is we raised the skill ceiling.
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