Misconceptions regarding Level gating.

#1 - Sept. 10, 2014, 4:06 p.m.
Blizzard Post

There are definitely bugs and some external miscommunication with the system and I want to listen some more before discussing.
Chris

This is interesting.

Chris is saying there has been external miscommunication about the new system. Could it be that you guys realize you went too far with the removing of functions and level gating it too extreme, and it was not supposed to dumb down the game quite this much?

Hi Traveller,

No not really. I m referring to some videos etc that aren’t quite factually correct in all areas and thus there are some misconceptions being propagated by those that have not played the through NPE yet.

Chris

Don’t want to de-rail the thread this was in so I thought I would clear this comment up a bit by starting a new topic.

There is some misconception about a lot of things that are level gated videos/some comments don’t tell the entire story. A lot of things that people think is level gated actually is not. This is due to the UI shows a Unlock symbol on some of these items. But in reality just like WvW and sPvP you can still preform the actions at Level 1. You are just unlocking the hint about the items.

The following are level gated items:

  • Weapon skill 2 (Unlocked at level 2)
  • Weapon skill 3 (Unlocked at level 3)
  • Profession skill F1 (Unlocked at level 4)
  • Rally(downstate) (Unlocked at level 5)
  • Off-hand weapon slot (Unlocked at level 7)
  • Weapon skill 4 (Unlocked at level 7)
  • Underwater Combat (Unlocked at level 8 with underwater weapon skills 1 and 2)
  • Personal story (Unlocked at level 10 in chapters every 10 levels)
  • Weapon skill 5 (Unlocked at level 10)
  • Utility Skill 1 (Unlocked at level 13)
  • Underwater skill 3 (Unlocked at level 14)
  • Weapon Swap (Unlocked at level 15)
  • Down Skill 3 (Unlocked at level 19)
  • Profession skill F3 (Unlocked at level 22)
  • Underwater skill 5 (Unlocked at level 23
  • Utility Skill 2 (Unlocked at level 24)
  • Profession skill F4 (Unlocked at level 24)
  • Adapt Tier Traits (Unlocked at level 30)
  • Elite Skill (Unlocked at level 40)
  • Master Traits (Unlocked at level 60)
  • Grandmaster Traits (Unlocked at level 80)

The following items are not locked but do not appear on the minimap until the specified level.

  • Points of Interest (level 7)
  • Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
  • Vista (level 10)

Please note I do not necessarily agree with all of the changes. Specifically the changes to unlocking of weapon skills please see my feedback at the following link.
https://forum-en.guildwars2.com/forum/game/gw2/Learning-Curve/first#post4389552

All other items that are being reported as level locked are likely not. If you have a question about a particular item feel free to discuss it.

If you think I missed some or my information is incorrect please feel free to tell me so I will research it then inform you the results. I currently have enough characters spaced out on levels enough that I can get to most of the levels in a somewhat timely manner.

The majority of my source is http://wiki.guildwars2.com/wiki/Level_rewards and me playing with the system itself yesterday to level 10.

EDIT: 09/12/2014
Please see the following posts regarding the systems current state.
https://forum-en.guildwars2.com/forum/game/gw2/Misconceptions-regarding-Level-gating/first#post4392666
https://forum-en.guildwars2.com/forum/game/gw2/Misconceptions-regarding-Level-gating/page/4#post4396936
https://forum-en.guildwars2.com/forum/game/gw2/Misconceptions-regarding-Level-gating/page/8#post4398760

#28 - Sept. 10, 2014, 6:32 p.m.
Blizzard Post

I just want to quickly add, there are some errors on this chart of how stuff is unlocking, as well as 1st character vs. account unlocks when some of these systems were carried between regions. We’re trying to identify what happened and repair those things assigned the wrong account/character fields, as well as levels.

#182 - Sept. 11, 2014, 10:16 a.m.
Blizzard Post

Hey folks,

Wanted to pop by and give another update on where we stand, as well as to help provide some information on some of the more common misconceptions we’ve seen floating around as well:

- There are bugs! We’ve seen the content direction system (the little arrow) pointing people at super high level maps when it shouldn’t, some systems/features not unlocking as intended for all characters on your account once your first learns them, some systems level gated that aren’t intended to be, balance issues where certain levels appear to be very out of whack, etc. As I mentioned earlier in this thread, our team is working to figure out what happened here and fix these as quickly as possible.

- There is misinformation: Numerous systems that show up in the level up guide that teaches you about things in the game when you gain levels are not locked out, the system simply tells you they exist in the game to help give you a better list of things you can do. Just because it’s included in the level up guide, doesn’t mean it’s actually locked out. You can dodge from level one, jumping puzzle from level one, etc. There also appear to be a lot of folks chiming in who haven’t actually played with any of the system, and are making claims that aren’t remotely true.

- There are some things happening at the wrong levels. Things like utility skills and elites are intended to come at approx. the same time they used to in actual game time, we sped up leveling for levels 1-15 and had them slide back in levels a bit to offset that pacing, they are not currently where we want them to be in the level up system. This was an oversight, and will absolutely be fixed.

- Not all of these changes were made as ways to teach the game, some of them are to provide a better sense of pacing, reward and progression. Early on we want to give a sense that you’re rapidly gaining new abilities, rewards, and learning new things as you level up. We added the level up reward messages, and the actual rewards themselves, and took abilities you’d usually use around that point in total game hours and presented them as unlocks (or things we teach that are already unlocked) to help give a better sense of pacing and progression.

With the addition of the new rewards, messaging, and level up screen to make leveling more exciting: we also wanted to make sure you had that feeling of excitement more often early on in the game, and presented new learning on a more regular cadence. So we greatly sped up leveling from levels 1-15. Many of the things unlocked at later levels are earned at about the same time period you used to start using them in the old system in actual real game time, we just staggered them out across the levels since we sped up leveling to make the game feel more rewarding early on.

- In general, this system is intended to be not only better for new players, but our hope is by the time it’s all in place you’ll find via the better rewards from levels 1-80 via the level up guide, the better rewards from personal story, the faster leveling from 1-15, and the ability to toggle the content direction system to help you with map complete will make this a better for experienced players as well.

- Over a years worth of testing with new players found we were absolutely able to keep them both more engaged, and more likely to return to keep playing Gw2 as a result of the intended system. That is at the end of the day, a win for all of us since all of you need more people to play with! However: if we find in the live environment that isn’t true and we’re not retaining new users better, we’ll absolutely both share that information with you, and continue to iterate to make it better. We keep very real time metrics of player retention for new users, and we’ll know very quickly how effective the work we’ve done is. I want to make it clear: what we used to have absolutely wasn’t good enough for our standards of retaining new users. Before we do some of the other things we want to do with Gw2, we had to fix this, period.

- Finally, I want to add that a few things (hello traits!) are things that can be improved for players who make multiple alts, we’re aware of this, and though company policy prevents us from discussing what’s in development: I can say we know Gw2 can be an even better game for people who love making alts in the long run, more info: when it’s ready™.

#198 - Sept. 11, 2014, 10:45 a.m.
Blizzard Post

snip

Exactly how much of this was influenced from KongZhong? Because by the looks of it, the direction you are taking this game is being HEAVILY influenced by metrics from CHINA GW2….

Testing was done predominantly in the west focused on players who played guild wars 2 today, people who played gw2 at launch and left, people who heavily play other MMORPG’s, and people who heavily play RPG’s. We did all of this testing ourselves in the west, I’ll just kill right now that this is a system developed for China. It’s a system developed for the global game, period, because retaining new users at early levels wasn’t just a china problem we needed to solve, it’s a problem in the west too.

Our friends over in China did their own tests as well and saw nearly identical results to us in retention differences when testing our old systems to the new. And as I said, if we find on live all our testing was wrong, we’re not going to let it sit there, our goal is to teach and excite better at low levels to keep more players, not the other way around!

I’d also be very careful attempting to apply stereotypes to western or eastern gamers and attempting to lump them all into one pile. Just like we have a very diverse community of western gamers who play and enjoy games in different ways you’ll find in the east the same is also true.

As for content for level 80 people, I agree, we need more awesome stuff there too. However if you don’t keep people at early levels, you don’t have level 80 players to ship content to, and our development team was asked to fix the very clear issue of early player retention. Anyway as for level 80 this is a post about new player experience specifically, not level 80 stuff. There is a great CDI going on right now about guilds in (and more coming soon) where you can help give feedback on what you’d like to see the level 80 guild experience be in particular!

#199 - Sept. 11, 2014, 10:46 a.m.
Blizzard Post

Colin, just clear up one thing – There is 0% chance EU/NA GW2 gets a VIP system?

We’re absolutely not bringing the China VIP system to NA/EU, correct.

#204 - Sept. 11, 2014, 10:52 a.m.
Blizzard Post

You want to retain players? that’s not going to help. No one is going to keep playing this game because of the early levels…every MMORPG maker knows that endgame is how you retain players, not the early stages that get completed in less than a week…. so for the 10000th time, please work on a CONTENT PATCH FOR VETERANS. thats how you get new players to commit to this game and stay commited…. not by this pointless NPE.

I want to clarify one point I’ve been seeing expressed. This is one type of retention. There’s another type of retention where new players try the game and churn out before they even get to the point where they’re seeing the potential the game has to offer. Yes, a certain amount of people will just do that; they’ll log in to see what it’s about, have their curiosity satisfied, and move on. But we were seeing a lot of places where people who would otherwise have become active users were churning out prematurely because of the issues that we’re addressing with the NPE.

As Colin stated above, we can’t talk in detail about the ongoing development to drive retention for our veteran players, but I just wanted to make the point that the NPE was deliberately designed to address the early game retention issues, and ensure that Guild Wars 2 can benefit from a strong and steady influx of new players into the game.

#353 - Sept. 11, 2014, 3:01 p.m.
Blizzard Post

Hi there,

As a follow-up to Colin’s post, we want you to know that we’re busy working on fixing bugs in the New Player Experience system. We’re also using this opportunity to make a few changes to its design to take into account the feedback we’ve been reading. We’re aiming to deploy the fixes early next week.

As Colin explained (make sure to read this post and that one if you haven’t!), this is a complex, “big picture” system that has a lot of components. We want it to benefit all players and improve your game experience overall.

We understand that this is an important topic for the community and appreciate that players have been talking about it. We’ve been triaging bug reports, developing fixes for them and discussing what design changes we will bring to you next week. We’ll continue to both work on the next updates and read the feedback from the community on this topic!

Thank you