Diminishing returns while leveling (Karma)

Diminishing returns while leveling (Karma)

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Posted by: Urkhan.7126

Urkhan.7126

Q:

It seems this is happening while leveling in the starting areas.

- Is this working as intended?
- Is this a bug that you are trying to fix?

I really don’t understand your silence about this.
I usually only play around 2h a day, and I’m being hit by diminishing returns? Really?
How can I recommend this game to co-workers now? I understand that certain objectives must take time, but diminishing returns???
If you want people of certain level ranges to stop farming certain events why not increase the respawn timer of those events?

Thanks

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Posted by: shroud.2195

shroud.2195

Have you considered doing some of the other events in the same area (or other areas for the same level range)? Surely there are enough of them so you don’t have to repeat the same one over and over.

I would imagine the events have a short respawn time so other players can do them without waiting for specific events to spawn.

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Posted by: Mattress.3629

Mattress.3629

Have you considered doing some of the other events in the same area (or other areas for the same level range)? Surely there are enough of them so you don’t have to repeat the same one over and over.

I would imagine the events have a short respawn time so other players can do them without waiting for specific events to spawn.

That’s not how it’s been working, when you do to many events one after the other no matter where you are or what your killing you will get diminishing returns, zones, mobs length of event don’t matter, which is why everyone is complaining about it, instead of ruining events for lower levels all they needed to do was change the 3 camps in Orr that everyone is farming, in fact I have GW2 on in the background and I’m waiting for one of those camps to start.

Mattress – Asuran Elementalist
Whiteside Ridge

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Posted by: joe.7684

joe.7684

Have you considered doing some of the other events in the same area (or other areas for the same level range)? Surely there are enough of them so you don’t have to repeat the same one over and over.

I would imagine the events have a short respawn time so other players can do them without waiting for specific events to spawn.

That’s not how it’s been working, when you do to many events one after the other no matter where you are or what your killing you will get diminishing returns, zones, mobs length of event don’t matter, which is why everyone is complaining about it, instead of ruining events for lower levels all they needed to do was change the 3 camps in Orr that everyone is farming, in fact I have GW2 on in the background and I’m waiting for one of those camps to start.

The operative phrase here is “when you do too many events one after the other”. That’s actually a key source of the problem that ANet is trying to fix. As I understand it, the issue from their standpoint is that some players are, a, doing too many events too fast, b, are cycling through event chains too rapidly, or c, are repeating certain lucrative events over and over again instead of moving on to different events. Thus, they’re trying to counteract that by instituting reward caps and diminishing returns. It’s been rather a blunt-force approach to the problem in its initial application and needs to be fine-tuned, but I believe I see what ANet is trying to do here and why.

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Posted by: Mattress.3629

Mattress.3629

Have you considered doing some of the other events in the same area (or other areas for the same level range)? Surely there are enough of them so you don’t have to repeat the same one over and over.

I would imagine the events have a short respawn time so other players can do them without waiting for specific events to spawn.

That’s not how it’s been working, when you do to many events one after the other no matter where you are or what your killing you will get diminishing returns, zones, mobs length of event don’t matter, which is why everyone is complaining about it, instead of ruining events for lower levels all they needed to do was change the 3 camps in Orr that everyone is farming, in fact I have GW2 on in the background and I’m waiting for one of those camps to start.

The operative phrase here is “when you do too many events one after the other”. That’s actually a key source of the problem that ANet is trying to fix. As I understand it, the issue from their standpoint is that some players are, a, doing too many events too fast, b, are cycling through event chains too rapidly, or c, are repeating certain lucrative events over and over again instead of moving on to different events. Thus, they’re trying to counteract that by instituting reward caps and diminishing returns. It’s been rather a blunt-force approach to the problem in its initial application and needs to be fine-tuned, but I believe I see what ANet is trying to do here and why.

I know, but instead of breaking event chains for everyone including people who are actually levelling they should have changed the events that people are farming, mainly the 3 camps in Cursed Shore as I said, what I don’t understand is how they couldn’t see this coming, they make the end game zone have only events, massive event chains and constant events, they make the endgame Orr sets cost 212k karma and the legendarys 500k karma, and they expect people to not use these strictly event zones for farming the ridiculous amount of Karma needed?

Take the diminishing returns away and fix the events that need fixing, this patch seems so unbelievably lazy, how can you have diminishing returns in a game where in most zones there are big event chains where the events are designed to be done back to back and then punish those doing it properly, that’s what’s wrong here.

I mean the Arah control event or any of the temple events if their not bugged out, you will only get karma/exp/silver for doing half of it before it kicks in, it’s a lazy pathetic joke.

tinfoil hat on Easy event grinding and mob grinding using events means to much loot and to much gold in the economy, which in turn means gem prices go down, which again means Anet don’t make any money off of gems as everyone is buying them with gold, that’s why the patch is there. tinfoil hat off

Mattress – Asuran Elementalist
Whiteside Ridge

(edited by Mattress.3629)

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Posted by: bobanick.6104

bobanick.6104

Hoping in a bug. Seriously.

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Posted by: Xericor.9103

Xericor.9103

I posted something similar over in General Discussion.
I played for 3hrs doing DE’s in one area and suffered ZERO penalties.

Not sure it its area/level based as I havent been effected by it yet (lvl58)

www.auroraglade.eu – Community Site for Aurora Glade!

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Posted by: Anlyon.8375

Anlyon.8375

I think the best solution is to introduce diminishing returns if you do the same event more than 2-3 times per hours, and the diminishing returns is only on that event.

Low level folks will pretty much never get hit by this because you get more exp exploring and doing other events and hearts and POIs and vistas, and high level folks will only get hit by it if they are grinding the same event over and over. if they move about, then come back, its not a problem.

You have nothing to fear but Fear itself

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Posted by: Morgoth.4573

Morgoth.4573

I think the best solution is to introduce diminishing returns if you do the same event more than 2-3 times per hours, and the diminishing returns is only on that event.

Low level folks will pretty much never get hit by this because you get more exp exploring and doing other events and hearts and POIs and vistas, and high level folks will only get hit by it if they are grinding the same event over and over. if they move about, then come back, its not a problem.

Please for the love of all that is holy, change the system to this! I got hit by this DR last night, and it royally screwed up my play time so much I got disgusted and logged off. If this isn’t fixed I think you’ve lost a customer, and I will be making sure I tell people about this system.

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Posted by: Urkhan.7126

Urkhan.7126

From another player (level 7):
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/6163/gw001.jpg

With all due respect, I don’t know how they work and none of you really knows how they work.

Are they for real? Can someone explain how they work?
Are they a bug? Not meant to exist in certain areas, levels, etc?

(edited by Urkhan.7126)

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Posted by: Gray.9650

Gray.9650

Low level folks will pretty much never get hit by this because you get more exp exploring and doing other events and hearts and POIs and vistas, and high level folks will only get hit by it if they are grinding the same event over and over. if they move about, then come back, its not a problem.

they do, even more than the ppl camping in orr (they just move into ML/straits). take kessex hills for example: how many different events are there? If I do hearts in the northeast the same handful of events repeat over and over.

it’s like the advertisements laugh in your face. “join our dynamic world without the same boring quests” – but don’t join it too often/long!

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Posted by: Drunken Mad King.8193

Drunken Mad King.8193

This is a serious issue and completely against the premise of this game. If I want to spend my time in ONE zone no matter which zone it is or what level it is I am because I enjoy that zone, I should not be penalized for “playing the way I want to play”. If I enjoy the dynamic events in an area or spend time doing a chain of events then I should not be penalized as doing the chain is a valid method of playing.

I have to say that this method of handling karma is extremely disheartening.

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Posted by: ChairGraveyard.2967

ChairGraveyard.2967

To people saying this isn’t happening to others, please bear in mind that at this point, it’s been confirmed that some people see the issue and others do not, and it happens even during normal play, not farming or repeating events over and over.

So instead of simply naysaying people here and dismissing them, please just let people post their experiences with the (buggy) system so that we can figure out if this is how ArenaNet intended it to work (I highly doubt that) or whether it is in fact bugged as it very clearly appears to be.

Keeping the posts here constructive instead of simply claiming people are lying about it will go a long way to fixing an issue that is seriously impacting a lot of players (though some don’t see it for whatever reason). Fixing this will improve the game for everyone, and it’s impossible to do that if every second post is someone calling out others as liars.

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Posted by: Morgoth.4573

Morgoth.4573

Dev has finally commented on this issue here: https://forum-en.gw2archive.eu/forum/game/gw2/Can-someone-explain-these-cap-limits-with-farming-mobs-dungeons/194976

Its the same tech as in dungeons, and isnt working properly.

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Posted by: Strill.2591

Strill.2591

Dev has finally commented on this issue here: https://forum-en.gw2archive.eu/forum/game/gw2/Can-someone-explain-these-cap-limits-with-farming-mobs-dungeons/194976

Its the same tech as in dungeons, and isnt working properly.

You’re making things up. It mentions nothing about event DR or loot DR.

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Posted by: Morgoth.4573

Morgoth.4573

The thread has people talking about the DE DR and loot. So yes it is relevant.

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Posted by: Strill.2591

Strill.2591

The thread has people talking about the DE DR and loot. So yes it is relevant.

People yes. But no dev in that thread says anything about DE and loot DR, nor do they say anything about them being the same system. All they mention is “diminishing returns system” which you’re assuming to be the same thing when there is no evidence to suggest it is.

All I see is a dev not reading a thread, assuming people are talking about something completely different, and making an erroneous post.

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Posted by: ledzep.9504

ledzep.9504

I too would like a dev clarifying this

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Posted by: Morgoth.4573

Morgoth.4573

Ok, then yes a Dev should make a post to better clarify whether the DE DR is intended.