Bad Economy
Also @plasmacutter. Mourningcry may be disagreeing with you, but he’s being respectful about it. Throwing around insults like that just belittles your own arguments and makes you seem petty.
PS Is John Smith a troll too?
Your opinion.
I don’t see one modicum of respect in Mourningcry’s arguments. He’s being deliberately intellectually dishonest in pretty much every response he’s made (that is, of course, when they had a point rather than meandering verbosely like well bs-ed english report). His digs against formal education in ranked institutions don’t engender my respect either.
I acknowledge John Smith’s and ANet’s efforts but their “adjustments” have been terrible in the following ways:
- They are regressive (they generally make it harder for people just starting out to get ahead, expanding the advantage of people who got in at head-start and pre-11/15)
- They produce massive shocks which are exploitable.
- The information on upcoming patches always ends up out early, increasing the exploitation.
- They take zero action to repossess ill-gotten gold from massive distortions such as godskull and snowflake exploitation.
I’m sure JS would have more to say if not being muzzled by the PR guys.
(edited by plasmacutter.2709)
He’s being deliberately intellectually dishonest in pretty much every response he’s made
Your opinion.
He’s being deliberately intellectually dishonest in pretty much every response he’s made
Your opinion.
He uses the exact same tactics as Fox News (liberal use of fallacies, attacking the credibility of academic institutions and proven science, careful marginalization of plainly evident fact, wrapping it all up in a “pleasant looking” bow).
If you are swayed by him i’m afraid to say it doesn’t reflect well upon you.
I’m afraid Mr. Gish would very easily convert you to creationism.
Your system is the using what we have already. That does not enforce rarity, none of the content that exists in the game is truly difficult to do so that a majority of players cannot do it. Karma is a joke to earn. You can jump your way to 500 badges in no time. World completion takes like 2 weeks for a player dedicated to it.
If you “tune” it somehow so that 1% can complete it, you’re 1. designing new content, because higher hp/dmg is not the answer. and 2. designing new content to be completed only by the 1%.
It all boils down to this. You know, you brought up the 1% concept, you brought up rarity, I never delved into this in my initial post. What I suggested was, make these items worth the legend, but then you started stating that it’s not worth it if no-one will see it.
To be quite frank, to me if a player has reached a point in the game where he/she feels ‘Now I am up to start building my legendary’, then in two weeks to three weeks of play they should have a legendary. Why not?
What I proposed was taking the tedium out of legendaries, and let players build a legend around the item as they compile them. Let them do mini dungeons, let them do jumping puzzles, let them explore strange nooks and crannies around Tryia, let them defeat giant world bosses. By achieving all these epic tasks, and doing tasks like earning karma, killing players, and world exploration, this will add a lot to the feel of the world by taking them from one corner to the next. Isn’t that what the game is about?
And what I meant by ‘hard mode’ content wasn’t hp/damage boosts, so leave that notion. I stated that by making small solo maps (using already existing personal story maps). Just add in enemies, add some co-ordinated play and strategies, which shouldn’t take more than an hour if you’ve figured out what to do.
There is no extreme rarity, or 1% population exclusion here. Right now people have legendaries, I see them in LA quite frequently. Rarity isn’t my point. Those were your words. Making a legendary should become part of your story, a catchphrase that became quite synonymous with the game.
My view is a legendary should be a journey, an experience that takes you through all facets of the game, while telling a small tale of how it got there.
Rarity isn’t my point.
Well, then this discussion is moot.
All your ideas are great and wonderful, and something I’d love to see in the game though.
EDIT: I’m not being sarcastic at all, I really do love your ideas. But we’re at a fundamental disagreement on the “proper” level of rarity of Legendaries, so we’ll have to agree to disagree.
(edited by Ursan.7846)
Rarity isn’t my point.
Well, then this discussion is moot.
All your ideas are great and wonderful, and something I’d love to see in the game though.
EDIT: I’m not being sarcastic at all, I really do love your ideas. But we’re at a fundamental disagreement on the “proper” level of rarity of Legendaries, so we’ll have to agree to disagree.
That’s what I was starting to realize. We were talking about two different things, which was why we didn’t quite see eye to eye, I’m thinking.
But I agree. Let’s agree to disagree.
P.S. Maybe they can keep the current legendaries as they are, but in the future implemented more varried ways to acquire the new legendaries (which could be clasified as legendary ‘light’) they add to the game. Maybe.
(edited by Azjenco.9425)
PS Is John Smith a troll too?
Interesting question. Actually, I’ve wondered if you “two” were one in the same. But, I’m a conspiracy theorist when it comes to the GW2 “economy” (a word I use in regards to GW2 for contextual purposes only).
The bottom line though is that under the current system of Precursor acquisition, there are people playing that will NEVER get one and that’s by design. No matter what universe you’re from, that can’t be right.
Rarity isn’t my point.
Well, then this discussion is moot.
All your ideas are great and wonderful, and something I’d love to see in the game though.
EDIT: I’m not being sarcastic at all, I really do love your ideas. But we’re at a fundamental disagreement on the “proper” level of rarity of Legendaries, so we’ll have to agree to disagree.
That’s what I was starting to realize. We were talking about two different things, which was why we didn’t quite see eye to eye, I’m thinking.
But I agree. Let’s agree to disagree.P.S. Maybe they can keep the current legendaries as they are, but in the future implemented more varried ways to acquire the new legendaries (which could be clasified as legendary ‘light’) they add to the game. Maybe.
Personally, I think they should leverage what they have already, in addition to what they have.
1. Legendaries should be account-bound.
2. Require Dungeon Master
3. Require completion of all jumping puzzles.
4. Require completion of personal storyline.
5. Require a small amount of Glory
Gold is still required to purchase the copious amount of ectos/t6 mats/lodestones. But at least with requirement #1, you’re required to participate in ALL aspect of the game.
Of course, this is a lot harder than the current system. But I much prefer this method, because if you see a Legendary, you’ve tried to do everything there is to do in the game.
I strongly reckommend making legendarys account or soulbound that’s a great idea.
About the changes concerning the most epic weapons in the game: i disagree. I know a lot of people complain because so much gold is required but this is the only currency that you get from doing anything in the game. Therefore i believe it’s not so bad designed.
Adding dungeon master as a requirement (or anything else) to wield one is a bad idea imo. It would cause players camping the dungeon entries and tempting others to get rushed through for money… never liked the rushing in GW1 or in other games :/
You have to keep in mind that no matter what you want legendarys to require there will always be some gamers who try to rush it the fastest possible way. Almost anyone will if they know how tbh. Taking that into account i don’t dislike the current system so much. Since it’s pretty much rush-safe (more than anything else at least).
Rarity isn’t my point.
Well, then this discussion is moot.
All your ideas are great and wonderful, and something I’d love to see in the game though.
EDIT: I’m not being sarcastic at all, I really do love your ideas. But we’re at a fundamental disagreement on the “proper” level of rarity of Legendaries, so we’ll have to agree to disagree.
yea, i also disagree here, rarity isnt what makes items cool in games, and legendaries arent just desired for their rarity.
Unique and special visual effects
High level achievements and goals
The only thing to aim for, and main reason to keep playing at 80+
these things have nothing to do with rarity, and would be better served by tasks that show mastery of game, or at the very least time spent playing. Take for example tetris, the highest level can be completed by everyone, what makes it special is that you personally achieved it. millions of people may have beat it, but you having beat it feels special. The same with the Special bosses in offline rpgs. Yeah many people beat them, if the encounter is designed well its still highly satisfying, and worth pursuing if the content is designed well, regardless of how many other people out there have also beat them.
Rarity isn’t my point.
Well, then this discussion is moot.
All your ideas are great and wonderful, and something I’d love to see in the game though.
EDIT: I’m not being sarcastic at all, I really do love your ideas. But we’re at a fundamental disagreement on the “proper” level of rarity of Legendaries, so we’ll have to agree to disagree.
That’s what I was starting to realize. We were talking about two different things, which was why we didn’t quite see eye to eye, I’m thinking.
But I agree. Let’s agree to disagree.P.S. Maybe they can keep the current legendaries as they are, but in the future implemented more varried ways to acquire the new legendaries (which could be clasified as legendary ‘light’) they add to the game. Maybe.
Personally, I think they should leverage what they have already, in addition to what they have.
1. Legendaries should be account-bound.
2. Require Dungeon Master
3. Require completion of all jumping puzzles.
4. Require completion of personal storyline.
5. Require a small amount of GloryGold is still required to purchase the copious amount of ectos/t6 mats/lodestones. But at least with requirement #1, you’re required to participate in ALL aspect of the game.
Of course, this is a lot harder than the current system. But I much prefer this method, because if you see a Legendary, you’ve tried to do everything there is to do in the game.
1: Preferably account bound—don’t want issues with people accidentally making it on the wrong character.
2: People already sell completion of, say, Arah P4 just for the title. Make it a requirement for legendaries, and this will be more rampant.
3: Same issue, only now it’s mesmers selling portals.
4: Not remotely challenging, just time consuming.
5: I actually prefer that they continue keeping PvP its own little world.
Overall, I wouldn’t mind seeing it more skill-based, and I actually have completed a legendary. That said, though, making it both skill-based would be extremely, extremely difficult to do right. . .
^Of course I don’t content that people will find ways to work around it. But I think just the fact that it encourages people to get out there and do those things is important, even though if people end up circumventing it.
^Of course I don’t content that people will find ways to work around it. But I think just the fact that it encourages people to get out there and do those things is important, even though if people end up circumventing it.
Oh, for sure, it’d encourage most of the people who want legendaries to actually complete content they wouldn’t otherwise. I only meant to show that, even though those might look like good metrics, there are workarounds to most of them. Essentially, the last sentence in my post: skill-based content would be great, but extremely difficult to design.