most other games either make all items fairly obtainable, or make obtaining it require some sort of endgame, high end activity. Heck in FFXI even farming high level crafting mats was either about killing tough monsters, or traveling into death pits no one went to (and no one could solo) and ninja ing around the place with magic and knowing the spawns.
Death would lower your level, and send you far away from where you needed to get to. Like i said you keep talking about entitlement, its not about wanting something for nothing, its about wanting something for actually doing something.It’s everything about self entitlement and a complete failure to understand systems.
You do get rewarded for doing endgame content and you can “win”.
If you think the guy with x more gold is “winning” against the guy soloing dungeons, setting record times and also making enough gold to buy luxury items whilst he is doing it.
If you think the guy standing at the TP flipping all day is “winning” against the teams competing in major spvp tournaments.
If you think the guy flipping is “winning” against the people dominating in GvG everyday.
Well, then I find your notion of “winning” rather odd.
I’m all for new rewards for non TP activities btw, but if you want additional rewards for endgame activities than those rewards need to be granted for elite level content. And if you want to increase farming drop rates, then make the loot system competitive.
If winning the game is any activity that is playing the game, then sure you dont need the tp to win.
If winning the game is actually getting rewards/progress towards the end game.
- Just to be clear, mike o brien president of anet said that the long term game is about obtaining cosmetics, and Eric Flannum said that legendaries were supposed to be a goal for player who wanted to master the game. Ascended items were supposed to be a goal for players as well
and all of these endgame rewards are most easily obtained via gold
then getting as much gold as possible is winning the game.
yeah i play basketball, i sometimes lose, i still enjoy the struggle, but enjoying basketball is not winning the game.
So yeah this isnt a sPVP discussion, till last patch, all of their rewards were self contained, aka the fastest way to progress in spvp was actually winning matches
GvG doesnt really exist, but if you mean WvW, It works because it has other goals that people who actually like WvW can seek to do. Like killing the enemy. It also has seperate reward tracks that reward you for playing WvW (world ranks). If Pve had more reward structures for playing the game, the TP wouldnt be an issue. The Tp issue mostly comes from players who realize that the best way to get cool items is to play the tp, and dont particularly enjoy playing the TP for whatever reason. If there were other ways to get what they want, where they could play the game, they would probably be happier about it.
They dont have to make loot farming competitive if they make it targeted, the market is already competitive. The problem is filling demand is not well focused. Sure you can solo some skelks for powerful blood, but you ll probably get just as much per hour, and other mats/loot/gold/skillpoints from doing a champ train. And you ll get even more reward per hour playing the TP, if your actually ok at it.
The game actually forces farmers to overproduce.
Mostly what they need to do is create a reason to actually run around doing hero/adventurer stuff. Im not saying you get nothing for adventuring at all, just that adventuring isnt really a very good way of getting anything of value.
And the guy soloing dungeons isnt getting very much for it all unless he is selling spots, and a lot of the players doing it are exploiting anyhow.