Yolaine / Orindine / Maliasera
~ Among the Ashes [Dust] ~
(edited by Braxxis.7062)
So after 2 months of dealing with the numerous griefers that participate in the the Temple of Grenth event, I have to ask; Any plans to change this event at all?
The problem is the massive amount of mobs that you can tag and loot during the event before it ends. These people will participate in the event up until it’s almost over, and then intentionally get the NPC killed so the entire thing starts over, and repeat. They have done this since release, and they still do it now. There’s also almost always a group of bots in the back room of the temple farming mobs that join in the event once it starts, get the loot from that, and go back to farming more mobs.
At this point, something really needs to change in this event to prevent the grief farming. Either change the way the event works and don’t reset it every time the NPC gets knocked out and let players revive him, or do something about the massive number of enemies with loot tables that all die in 2 seconds..
As it currently stands the only way for this event to succeed is for enough players to eventually trickle in that they can prevent the griefers from getting the NPC killed by Shades, Spiders, the Champion Wraith, etc.
(edited by Braxxis.7062)
So you’d rather loot a chest with all blue items (95% of the time) than farm ice elementals for lodestones and massive amounts of gold? Hmmm….
this is why boss chest loot needs to be changed. People are encouraged to farm adds in events, rather than finishing the events themselves…
I do my best to keep the guy in the back alive. The problem is, shades don’t telegraph their attack and they hit hard, and if you have the buff that allows you to harm them you can’t rez anyone =(
As for your post… have you noticed diminishing returns and how terrible it is to earn gold in this game unless you gamble for the right things or more reliably sell ( a lot of) mats and collect trash? Ectos are hard to come by, and in Plinx everything dies way too fast whereas Grenth has much better tagging.
Ectos are pretty easy to come by. Just use a blacklion salvage kit on any high level yellow item. As for the Grenth event, that place is loot heaven. I don’t really care if people succeed or lose that event, as long as I get lots of loot.
Ectos are pretty easy to come by. Just use a blacklion salvage kit on any high level yellow item. As for the Grenth event, that place is loot heaven. I don’t really care if people succeed or lose that event, as long as I get lots of loot.
And this is why Orr is a complete failure.
Actually, this is why dynamic events are a complete failure, but let’s save that discussion for another time.
The fact is, players get better loot from forming groups with 4 other strangers that they won’t talk to, and farming the same events over and over again, than from actually completing the events. This results in half the events in Orr being completely ignored, while the other half get oversaturated with players (and bots) to the point of ridiculousness.
I won’t lie, when I need to farm, i grab a group and run the Plinx chain (and a couple other events around it) until I feel like I’m going to cry from boredom. Sure, I would like to see the rest of the events, but if you ask for help, people rarely show up. And if I’m just looking for X amount of gold per hour, there’s no reason to go playing anywhere else, because all the best loot is found by farming the crap out of the center of Cursed Shore.
This was demonstrated with the bugged cannon quest. I ran that quest for 3 days getting tons of loot and when the group got too big i would take a rest and explore the rest of the zone. I noticed very quickly that almost all the people in the zone at that time we farming that event or runnning between ore nodes. This is a farming based game where people need to farm, events need to reflect that. If the end of the event signals the end of the grind then people will obviously hold it open to ensure they get the best return rates.
When a game is based around farming for 100’s of hours for gear you cant blame players for working the system to do that efficiently.
When the reward for failing the event is better than the reward for succeeding event, it means the design is flawed.
When the event fails, it should take much longer before it repeat. When the event succeeds, it should give better rewards than it does now.
It’s not the event that’s the problem, it’s the mentality that is more or less enforced on you by the endgame: Orr is for farming and nothing else!
Let’s face it, 90% of people coming to CS only come here to farm (karma, items, xp, orichalcum, etc). They don’t come here for role playing reasons, they don’t come for the scenery, they don’t come to have fun. They come to do that dreadful activity for 1-2 hours so they earn enough to be able to do what they really want. (gearing up, getting a legendary, getting gold for wvw, getting money for an alt etc).
There isn’t really another zone more efficient for farming then this one, so it’s just business. So like in every business, you have to maximize efficiency. The rest simply doesn’t matter.
So you’d rather loot a chest with all blue items (95% of the time) than farm ice elementals for lodestones and massive amounts of gold? Hmmm….
Agree. Why is it that these champion bosses will give blue and some greens in there chests. It took a bunch of people to finaly down them, and Blues(mostly) and Greens in the chest…Huh? This make no sence whatsoever. Especialy when NPC’s that participate in fight almost die instantly. They are soilders, they should last a hell of a lot longer then players do when doing these events.
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