Reward imbalance affects player behaviour

Reward imbalance affects player behaviour

in Dynamic Events

Posted by: Noctem.6853

Noctem.6853

The rewards for killing the boss at the Lyssa temple is so unattractive that it is making the community prefer farming the events leading up to unlocking the boss and purposefully stop killing the boss in order to have unlimited respawns of those events to farm karma.

This means that people who want to buy the Lyssa armour cannot do so because their server community refuses to kill the boss.

Of course, the fact that the Risen spawning is bugged also mean that people cannot kill the Lyssa boss easily.

Reward imbalance affects player behaviour

in Dynamic Events

Posted by: NeVeRLiFt.1680

NeVeRLiFt.1680

This is happening on Tarnished Coast as well.

Reward imbalance affects player behaviour

in Dynamic Events

Posted by: Drunken Mad King.8193

Drunken Mad King.8193

I was on last night at Isle of Janthir and we killed her twice and the vendor came up. Risen respawns instantly and we fought them off to allow people access to the armor. I didn’t need armor from this vendor but I still helped out twice on this crazy event.

Reward imbalance affects player behaviour

in Dynamic Events

Posted by: roqoco.4053

roqoco.4053

The reward/drop system in the game is borked in general and really needs a thorough overhaul. I don’t see that happening all at once though. I reckon that they felt so liberated from the necessity to eke out rewards in GW1, that they went to the opposite extreme of dropping “rare” items like confetti, with the result that there was nothing special left to put in high level mobs and chests.