#ELEtism
By Ogden’s hammer, what savings!
By Ogden’s hammer, what savings!
(edited by Imagi.4561)
The new rewards system for the Lunatic Inquisition is, on the whole, a great principle. It brings new players into an underrated minigame, and dedicated players can earn something for the time they spend.
However, the way the rewards system is currently being implemented, you only get a chest (and achievement credit) if you kill a villager. It gives you no credit for participating as a ghost without accomplishing that, and it gives you no credit for surviving the entire match without dying. So, not only is surviving often difficult and harrowing, but you get nothing for doing so. Nothing. Nada. There have been several threads questioning this implementation.
What I haven’t seen addressed yet, however, is what’s happening in-game as a result of the rewards system. Players are committing suicide at the beginning of matches to start ghosting earlier, and entire servers are having “time-saving” matches by beckoning everyone to meet in the center and die. People occasionally get yelled at for not being “team players” if they want to play the game correctly.
This skewed rewards system needs to be fixed, and sooner rather than later. Two extra trick-or-treat bags doesn’t compare as a reward for survival next to chests, achievement points, and loot bags. Please give survivors something better than a pat on the back.
(edited by Imagi.4561)
So you first praise this reward system, then point out (correctly) how it is messed up.
Well, hopefully they see your thread and get on it right away, but I doubt it.
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