Doesn't new award system stimulate"skipping"?

Doesn't new award system stimulate"skipping"?

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Posted by: MeGaZlo.9516

MeGaZlo.9516

So, developers moved the gold award from bosses at the end of the dungeon. As you know, most of the groups trying to pass as much as 80% of mobs and bosses, if possible. If not – are looking for different bugs of geodata. Can it happen that this innovation will add this their aspirations? Perhaps devs should raise the award from packs?

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Depends. If it gives more reward for each boss fought, then it’ll make it worth the player’s while to kill all the bosses.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: CMEPTb.8091

CMEPTb.8091

I like that idea RyuDragnier, of scaling loot as you progress through the dungeon. Skipping to the last boss, and just getting what you would have earned at the beginning would certainly fix skipping some content.

(edited by CMEPTb.8091)

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Posted by: MeGaZlo.9516

MeGaZlo.9516

This was not mentioned. I think it would be wonderful to include in this “counter” award for each killed mob. Something about 2-5s per mob. And bonus for killing all possible mobs in path, for example.

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Posted by: Siphaed.9235

Siphaed.9235

So, developers moved the gold award from bosses at the end of the dungeon. As you know, most of the groups trying to pass as much as 80% of mobs and bosses, if possible. If not – are looking for different bugs of geodata. Can it happen that this innovation will add this their aspirations? Perhaps devs should raise the award from packs?

Are you not aware that each boss now contains CHAMPION LOOT BAGS, which have: unique & rare skins, rare crafting materials, and other rewards. ???

If people want to skip a chance at getting THESE https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/f9681qj-screen-04.jpg then that’s their problem. I won’t be skipping any chance at those bad boys. Every champion I see will die! (even friendly ones if they have a chance at those)

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Posted by: MeGaZlo.9516

MeGaZlo.9516

So, developers moved the gold award from bosses at the end of the dungeon. As you know, most of the groups trying to pass as much as 80% of mobs and bosses, if possible. If not – are looking for different bugs of geodata. Can it happen that this innovation will add this their aspirations? Perhaps devs should raise the award from packs?

Are you not aware that each boss now contains CHAMPION LOOT BAGS, which have: unique & rare skins, rare crafting materials, and other rewards. ???

If people want to skip a chance at getting THESE https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/f9681qj-screen-04.jpg then that’s their problem. I won’t be skipping any chance at those bad boys. Every champion I see will die! (even friendly ones if they have a chance at those)

It’s great. However, not all bosses are champions. Some of are “legendary”. Is it spread on them?
But well… In addition it can be born some… disagreement between those who, for example, need ingredients and skins and those who doesn’t care for them and want to just go faster. Plus, sooner or later, no matter how desirable, this champ-loot will become not needed. And most of the packs has no champions, besides. I wish that this moment was better thought out. Group that fanatically passed all possible packs are beginning to tire already.

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Posted by: Lord Trejgon.2809

Lord Trejgon.2809

actually that was told that reward depends of “how long and difficult dungeon was”
who said that have to be fixed number – for example cof p1 will always have just one gold of reward (shortest dungeon)
maybe if somebody will just kill-all-the-mobs-in-the-way that reward will increase?
(seriuosly, you know how much more difficult cof p1 could be if the party want to kill all the mobs on the bridge?)

“-Shield is meant to be broken!”
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles

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Posted by: Charak.9761

Charak.9761

trash mobs have no significant unless you’re in fotm (shards/globs/vials)

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Posted by: Borked.6824

Borked.6824

The problem has nothing to do with the devs, and everything to do with this new mentality of exploiting. It’s fairly new and growing at epidemic proportions, but it’s obviously not kosher. The truth is, everything in this game is equally difficult to obtain outside of exploiting, so I don’t think an increase in rewards is a step in the right direction.

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Posted by: Zumy.6318

Zumy.6318

The skins look meh anyway. In my opinion they are very poorly designed.

Thief | Zumy [Buka]
Legendary counter: Twilight, Bolt, Incinerator, Incinerator Nr. 2, Meteorlogicus, The Dreamer

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Posted by: Siphaed.9235

Siphaed.9235

So, developers moved the gold award from bosses at the end of the dungeon. As you know, most of the groups trying to pass as much as 80% of mobs and bosses, if possible. If not – are looking for different bugs of geodata. Can it happen that this innovation will add this their aspirations? Perhaps devs should raise the award from packs?

Are you not aware that each boss now contains CHAMPION LOOT BAGS, which have: unique & rare skins, rare crafting materials, and other rewards. ???

If people want to skip a chance at getting THESE https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/f9681qj-screen-04.jpg then that’s their problem. I won’t be skipping any chance at those bad boys. Every champion I see will die! (even friendly ones if they have a chance at those)

It’s great. However, not all bosses are champions. Some of are “legendary”. Is it spread on them?
But well… In addition it can be born some… disagreement between those who, for example, need ingredients and skins and those who doesn’t care for them and want to just go faster. Plus, sooner or later, no matter how desirable, this champ-loot will become not needed. And most of the packs has no champions, besides. I wish that this moment was better thought out. Group that fanatically passed all possible packs are beginning to tire already.

And honestly those people either need to chill out, or find a better game. They act as content gorging, greed eaters. They care nothing for the game’s story, for the background of the content they do, or for anything else surrounding them other than their speedy ways of getting “lootz”. Even the community is just a means to an end, and if these people could solo the content with the same efficiency and payout they’d do so. [This is clearly seen in the /party kicks and berating against some for “too slow”, “wrong gear”, and other ego filling reasons to put down other players.]

I can honestly evaluate that this game isn’t for those people. They yell/scream/throw hate at the development team whenever they close “grind loops” (though they’re self-proclaimed ‘efficient farming!’). They treat the community like scum. And they treat the game unlike a game, but instead a job/commodity/well to suck dry. There are games designed for people with those kind of tastes and play styles, but Guild Wars 2 is not that game.

GW2 is designed for the experience, which is also why the Living Story exists. Some may not like it, some downright hate it because it’s not like other MMO’s in execution and design. But many love it. Why? Because it’s not like other MMO’s. If I want a raiding game, there’s quite a few on the market available such as Rift, EQ II, WoW, etc. If I want a dungeon game, there’s quite a few like those mentioned, plus Tera and a few others. However, those types are tiring and after decades of them …something new and fresh is better. That’s where GW2 shines.

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Posted by: Erasculio.2914

Erasculio.2914

And honestly those people either need to chill out, or find a better game. They act as content gorging, greed eaters. They care nothing for the game’s story, for the background of the content they do, or for anything else surrounding them other than their speedy ways of getting “lootz”. Even the community is just a means to an end, and if these people could solo the content with the same efficiency and payout they’d do so. [This is clearly seen in the /party kicks and berating against some for “too slow”, “wrong gear”, and other ego filling reasons to put down other players.]

I can honestly evaluate that this game isn’t for those people.

It wasn’t, but that’s what ArenaNet got. In large part due to their own faults, I think your description above fits most of the Guild Wars 2 community.

It used to be that ArenaNet took a hard stance against exploiting. Remember how they banned a lot of people who exploited the bug that lowered the cost of cultural weapons? Or how they banned people who exploited the Snowflake salvaging bug?

They don’t do that anymore. A lot of people exploit dungeons, killing bosses from where the boss can’t hit back; we have people exploiting the spawning system for dynamic events by preventing the event from finishing in order to farm. Did ArenaNet punish those players? No. Not anymore.

And do you know why? IMO, because ArenaNet realized most of their players are exploiters, so banning those who use exploits would leave them with an empty game.

“I think that players are starting to mature past the point of wanting to be on that
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons

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Posted by: Ethics.4519

Ethics.4519

we have people exploiting the spawning system for dynamic events by preventing the event from finishing in order to farm.game.

That is not an exploit. You are not capitalizing on a game bug. You are using game mechanics perfectly within the realm of normal gameplay. Anet never said that every event has to go to completion as fast as possible.

If you start going down your method of thinking, using clerics gear instead of zerk gear is exploiting because you’re killing the giant slower therefore allowing more mobs to respawn.

Being a ranger is an exploit because you could be killing it faster as a warrior.

RIP in peace Robert

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Posted by: Kal Spiro.9745

Kal Spiro.9745

You still get physical rewards for killing the boss, just not monetary, also all champions have a bonus reward now, so doubly worth killing them.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: LameFox.6349

LameFox.6349

And honestly those people either need to chill out, or find a better game. They act as content gorging, greed eaters. They care nothing for the game’s story, for the background of the content they do, or for anything else surrounding them other than their speedy ways of getting “lootz”. Even the community is just a means to an end, and if these people could solo the content with the same efficiency and payout they’d do so. [This is clearly seen in the /party kicks and berating against some for “too slow”, “wrong gear”, and other ego filling reasons to put down other players.]

Most groups I’ve ever been in run past unnecessary mobs; I do it too most of the time, unless I’m bored and want to break routine. Not to be über-efficient, to avoid spending more time than necessary repeating the same thing as I’ve done over and over and over and over in order to get tokens, or help someone else get their tokens, or what-have-you. No matter how much you might care for the story to begin with, unless you’ve some sort of medical condition that precludes remembering it, it’s going to get like watching reruns of the same three episodes of a show, maybe a few times a day, or a few times a week, or however often you do it.

Mostly that wouldn’t even matter because you go someplace else, but in this case, if you want skins from a certain dungeon, you’ve no choice but to run it repeatedly. If you want certain runes, you’ve got to run it. Or you may just find it’s the easiest way to get certain stats on your armour/weapon. In any case, if the fight itself isn’t interesting – which they tend not to be, especially after so many times – and there’s no incentive to do it anyway like there is with the dungeon overall, you may as well skip the fight.

I’m not even talking about things like farming CoF p1 forever, the main dungeon I’ve completed in the game is AC, and I’ve probably not even done that 50 times across all my characters yet (playing since pre-release), but with story mode and three exp paths, it’s going to be repetitive no matter what. I even switch to different characters on repeats to get the most tokens out of each run, and with that approach I’d still be well and truly over any story components by the time I got a set of armour from it.

Nor have I ever kicked anyone over it. If they want to kill Kholer, fine, I don’t care. I’m sick of hearing his voice anyway, especially when he speaks in triplicate as we run up the stairs. Murder the irritating sod (again). Jump on the body if you want. Drag Warmaster Grast back from the end of the dungeon to help beat up his irritating lieutenant just for amusement, it’s fine, really. Hell I don’t even care if your gear sucks, or your build sucks, or you just can’t do anything right, or whatever. If I end up in a group that just can’t make it at all, which is thankfully rare, I’ll just keep going until they quit. I can afford the repairs hundreds of times over, and at least it’s different.

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Posted by: LameFox.6349

LameFox.6349

Also I find it hard to believe they’d make champions better reward-wise than legendaries in the same place. That doesn’t even make sense. Whatever buff they give to champion loot I’m sure you’ll see it reflected in legendaries too.

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Posted by: Parisalchuk.9230

Parisalchuk.9230

we have people exploiting the spawning system for dynamic events by preventing the event from finishing in order to farm.game.

That is not an exploit. You are not capitalizing on a game bug. You are using game mechanics perfectly within the realm of normal gameplay. Anet never said that every event has to go to completion as fast as possible.

If you start going down your method of thinking, using clerics gear instead of zerk gear is exploiting because you’re killing the giant slower therefore allowing more mobs to respawn.

Being a ranger is an exploit because you could be killing it faster as a warrior.

There is a MAJOR difference between killing something slower due to gear choice and physically backing out of a fight in order to cause more spawns. Its all about intent. Your intent is to reset an event knowing full well it was not designed in that way. The same way that people knew full well that karma items priced far below the average was not intended, or that crafting an item that salvages into ectos for way below cost was also not intended.

“An exploit, in video games, is the use of a bug or glitches, rates, hit boxes, or speed, etc. by a player to their advantage in a manner not intended by the game’s designers.”

O O O O I I I O – Spoons and Sporks [Soup] (Retired)
http://www.twitch.tv/parisalchuk

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Posted by: LameFox.6349

LameFox.6349

There is a MAJOR difference between killing something slower due to gear choice and physically backing out of a fight in order to cause more spawns. Its all about intent. Your intent is to reset an event knowing full well it was not designed in that way. The same way that people knew full well that karma items priced far below the average was not intended, or that crafting an item that salvages into ectos for way below cost was also not intended.

“An exploit, in video games, is the use of a bug or glitches, rates, hit boxes, or speed, etc. by a player to their advantage in a manner not intended by the game’s designers.”

Except that in those other examples, it strongly appears someone has made some kind of mistake and didn’t actually end up making the thing according to their design. Events that spawn stuff constantly until x happens aren’t exactly unique, and though they may now be realizing this was a bad idea, AFAIK there’s never been any evidence these were unintended so much as the ability to farm them was unforeseen. Nor does it appear the mob’s leashing or leash range wasn’t part of their design. This is an important distinction: in one case you expect players not to take advantage of obvious errors like a typo in an item price that sticks out from anything else like it, while in the other you ask that they recognize which of your (in the general sense of ‘your’) ideas, in hindsight, were just bad and avoid profiting from it.

Like CoF p1 being completable in 5 minutes. The dungeon is working just like they made it, but I think we can reasonably assume here that they didn’t foresee that meaning it was such a quick source of gold. So in cases like that, they just realize what they’ve done and alter the design. As they did with the giant (amazingly, without ruining the event by doing anything as drastic as making the loot non-existent. I guess they’re starting to notice some of their past ‘fixes’ haven’t been wonderful either) and will do with dungeons and by extension CoF p1.

Whereas on the other hand, I hear a few bans were issued over exploiting those sped karma prices.

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Posted by: Parisalchuk.9230

Parisalchuk.9230

There is a MAJOR difference between killing something slower due to gear choice and physically backing out of a fight in order to cause more spawns. Its all about intent. Your intent is to reset an event knowing full well it was not designed in that way. The same way that people knew full well that karma items priced far below the average was not intended, or that crafting an item that salvages into ectos for way below cost was also not intended.

“An exploit, in video games, is the use of a bug or glitches, rates, hit boxes, or speed, etc. by a player to their advantage in a manner not intended by the game’s designers.”

Except that in those other examples, it strongly appears someone has made some kind of mistake and didn’t actually end up making the thing according to their design. Events that spawn stuff constantly until x happens aren’t exactly unique, and though they may now be realizing this was a bad idea, AFAIK there’s never been any evidence these were unintended so much as the ability to farm them was unforeseen. Nor does it appear the mob’s leashing or leash range wasn’t part of their design. This is an important distinction: in one case you expect players not to take advantage of obvious errors like a typo in an item price that sticks out from anything else like it, while in the other you ask that they recognize which of your (in the general sense of ‘your’) ideas, in hindsight, were just bad and avoid profiting from it.

Like CoF p1 being completable in 5 minutes. The dungeon is working just like they made it, but I think we can reasonably assume here that they didn’t foresee that meaning it was such a quick source of gold. So in cases like that, they just realize what they’ve done and alter the design. As they did with the giant (amazingly, without ruining the event by doing anything as drastic as making the loot non-existent. I guess they’re starting to notice some of their past ‘fixes’ haven’t been wonderful either) and will do with dungeons and by extension CoF p1.

Whereas on the other hand, I hear a few bans were issued over exploiting those sped karma prices.

They can prove who did things with karma prices or ecto salvage exploit. Good luck trying to prove someone exploited an event. It was clearly not designed for players to kill all the mobs and then back out of the fight, resetting it, and having more mobs spawn. Instead the mobs were created to add challenge while killing the giant. So, by the definition of a game exploit people used an event in a manner which it was clearly not intended for in order to achieve personal gain. However, as said, its extremely hard to prove someone exploited this event and thus you won’t see bans.

COF is a different story. You literally DO everything you are supposed to. Skipping mobs has been declared perfectly fine by Anet. You fight the bosses, you just do so with an optimal team comp. You don’t break any events in order to get more loot.

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Posted by: Mia Lunarfang.5826

Mia Lunarfang.5826

You need to chill, the OP was saying that if the reward comes only for completion, and not killing the bosses and mobs, then people will skip them all together. This topic has nothing to do with not caring about the story or lore, just maintaining the dungeons play-ability from those who are overly greedy and would thus chose to skip to the end. I believe this is a likely variable, and should be considered.

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Posted by: Parisalchuk.9230

Parisalchuk.9230

You need to chill, the OP was saying that if the reward comes only for completion, and not killing the bosses and mobs, then people will skip them all together. This topic has nothing to do with not caring about the story or lore, just maintaining the dungeons play-ability from those who are overly greedy and would thus chose to skip to the end. I believe this is a likely variable, and should be considered.

Except basically every dungeon requires you kill the boss in order to advance. Its not like you can literally walk to the end of the dungeon and be like… ‘Done!’

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Posted by: Mia Lunarfang.5826

Mia Lunarfang.5826

You need to chill, the OP was saying that if the reward comes only for completion, and not killing the bosses and mobs, then people will skip them all together. This topic has nothing to do with not caring about the story or lore, just maintaining the dungeons play-ability from those who are overly greedy and would thus chose to skip to the end. I believe this is a likely variable, and should be considered.

Except basically every dungeon requires you kill the boss in order to advance. Its not like you can literally walk to the end of the dungeon and be like… ‘Done!’

In AC you can skip the troll and lieutenant

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Posted by: LameFox.6349

LameFox.6349

They can prove who did things with karma prices or ecto salvage exploit. Good luck trying to prove someone exploited an event. It was clearly not designed for players to kill all the mobs and then back out of the fight, resetting it, and having more mobs spawn. Instead the mobs were created to add challenge while killing the giant. So, by the definition of a game exploit people used an event in a manner which it was clearly not intended for in order to achieve personal gain. However, as said, its extremely hard to prove someone exploited this event and thus you won’t see bans.

COF is a different story. You literally DO everything you are supposed to. Skipping mobs has been declared perfectly fine by Anet. You fight the bosses, you just do so with an optimal team comp. You don’t break any events in order to get more loot.

The risen there used to respawn to replace the ones you killed until the event was completed, they didn’t actually need you to leash the giant before the event made more of them. That was just something people did (or tried to do) to keep a buffer of health on it so the event wouldn’t complete, counting on anyone not helping farm it to be unable to deal with the risen and the giant on their own once the farmers backed off (hence ‘tried to do’ because that’s actually pretty easy if you’re prepared to deal with the grubs).

Now they still spawn that way, but they eventually run out, and then it’s either kill the giant or leave it there as a decoration. Though last time I did it, post-fix, risen were still spawning when we killed the giant anyway, so for most people the difference should barely be evident.

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Posted by: Parisalchuk.9230

Parisalchuk.9230

You need to chill, the OP was saying that if the reward comes only for completion, and not killing the bosses and mobs, then people will skip them all together. This topic has nothing to do with not caring about the story or lore, just maintaining the dungeons play-ability from those who are overly greedy and would thus chose to skip to the end. I believe this is a likely variable, and should be considered.

Except basically every dungeon requires you kill the boss in order to advance. Its not like you can literally walk to the end of the dungeon and be like… ‘Done!’

In AC you can skip the troll and lieutenant

Which, as stated by Anet, were bonus events in the dungeon that are not required for completion… so… yea…

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Posted by: Parisalchuk.9230

Parisalchuk.9230

They can prove who did things with karma prices or ecto salvage exploit. Good luck trying to prove someone exploited an event. It was clearly not designed for players to kill all the mobs and then back out of the fight, resetting it, and having more mobs spawn. Instead the mobs were created to add challenge while killing the giant. So, by the definition of a game exploit people used an event in a manner which it was clearly not intended for in order to achieve personal gain. However, as said, its extremely hard to prove someone exploited this event and thus you won’t see bans.

COF is a different story. You literally DO everything you are supposed to. Skipping mobs has been declared perfectly fine by Anet. You fight the bosses, you just do so with an optimal team comp. You don’t break any events in order to get more loot.

The risen there used to respawn to replace the ones you killed until the event was completed, they didn’t actually need you to leash the giant before the event made more of them. That was just something people did (or tried to do) to keep a buffer of health on it so the event wouldn’t complete, counting on anyone not helping farm it to be unable to deal with the risen and the giant on their own once the farmers backed off (hence ‘tried to do’ because that’s actually pretty easy if you’re prepared to deal with the grubs).

Now they still spawn that way, but they eventually run out, and then it’s either kill the giant or leave it there as a decoration. Though last time I did it, post-fix, risen were still spawning when we killed the giant anyway, so for most people the difference should barely be evident.

Your still not getting it, the event was designed to kill the giant, not kill everything but the giant because it gives out more rewards. That is independent of the fact of how or why they respawn.

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Posted by: LameFox.6349

LameFox.6349

Your still not getting it, the event was designed to kill the giant, not kill everything but the giant because it gives out more rewards. That is independent of the fact of how or why they respawn.

And in dungeons we weren’t meant to do the same path over and over and over taking 5 minutes at a time, which should be fairly evident considering the upcoming changes.

Unless they tell us someone made a coding error that caused risen to spawn for that event indefinitely instead of running out after so many were killed, as far as we know it was initially designed to keep throwing them at you until you killed the giant, at which point you’d be allowed to progress – and this just turned out to be a bad idea, because it actually provided incentive not to complete the event.

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Posted by: Parisalchuk.9230

Parisalchuk.9230

Your still not getting it, the event was designed to kill the giant, not kill everything but the giant because it gives out more rewards. That is independent of the fact of how or why they respawn.

And in dungeons we weren’t meant to do the same path over and over and over taking 5 minutes at a time, which should be fairly evident considering the upcoming changes.

Unless they tell us someone made a coding error that caused risen to spawn for that event indefinitely instead of running out after so many were killed, as far as we know it was initially designed to keep throwing them at you until you killed the giant, at which point you’d be allowed to progress – and this just turned out to be a bad idea, because it actually provided incentive not to complete the event.

It was designed to keep throwing enemies at you…. while you killed a giant…. not while you farmed them for rewards, disregarding the event itself. And yes, dungeons were designed to be repeatable, thus the DR on your rewards.

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Posted by: LameFox.6349

LameFox.6349

It was designed to keep throwing enemies at you…. while you killed a giant…. not while you farmed them for rewards, disregarding the event itself.

Yes – a problem which stems from the idea behind the design. An oversight – or lack of foresight, if you like – not some kind of accident like an item cost that’s missing a few things.

And yes, dungeons were designed to be repeatable, thus the DR on your rewards.

Their being repeatable and us being meant to repeat them to that extent are not the same. We’re supposed to be able to do it, just like we’re supposed to be able to leash mobs, but in either case they misjudged the incentives. The DR on rewards in theory pointed us to doing all paths, and the inability to progress in the event in theory compelled us to kill the giant. Neither worked out that way; one has been adjusted, the other is about to be adjusted.

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Posted by: ccspokai.6941

ccspokai.6941

chance to get rare skins? meh, i prefer my legendaries
and yes skipping will be the new approach for speed farming
and my guild will still figure method to minimize time while maximize profit as usual.

farmers always control the TP economy
control or under control, your choice.

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Posted by: LameFox.6349

LameFox.6349

and yes skipping will be the new approach for speed farming

Except without ‘new’.

Doesn't new award system stimulate"skipping"?

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Posted by: Vick.6805

Vick.6805

Skipping mobs has pretty much been the state of the game for dungeons since launch, mostly because ANet has left so many holes/pathing exploits in various dungeon paths. The best example right now is jumping the gates in CoF p2. An older example was jumping from p2 to p3 (i think) and getting both rewards in HotW before that got fixed.

I’m sure ANet is aware of how many of the dungeons allow skipping, and they’ll adjust the rewards accordingly. The dungeons that are effectively gated to force groups to fight mobs will be the ones that are worth more, and I think that’s fair.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Hm… remember GW1’s morale bonus?

Something similar could be done in GW2.

Some effect that stacks in intensity up to 25 stacks.
Make all enemies give different stack sizes and durations depending on enemy rank and locatiion in the dungeon (enemies at the start give longer durations), and the faster you kill and the more you kill, the higher the stack when you reach the boss. For example:
- 1-2 stack for 2-1 minutes for each normal enemy.
- 2-5 stacks for 5-2 minutes for each veteran.
- 5-10 stacks for 20-5 minutes for each elite.
- 5-10 stacks for 60-20 minutes for each champion.
- 10-15 stacks for 120-30 minutes for each legendary.
(Numbers are just examples, it’ll be way harder to adjust than that)

Being defeated (not downed) could remove stacks.

Skip too much, or be too slow, and you may just get just 2-3 stacks when you reach the boss.
Kill on your way, and you’ll probably reach the boss with 25 stacks that will last 10-20 minutes more, enough to get it working against the boss.

Then make these stacks give up to +200% magic find and make this particular bonus work on dungeon chests, and it’ll be worth it to kill as many things as possible in your path.
The effect could also increase the end reward. Something like +1% more gold, exp and karma per stack could be fair.
The faster you kill and the more you kill, the better may be the rewards.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Quarktastic.1027

Quarktastic.1027

chance to get rare skins? meh, i prefer my legendaries
and yes skipping will be the new approach for speed farming
and my guild will still figure method to minimize time while maximize profit as usual.

farmers always control the TP economy
control or under control, your choice.

Chance to get rare cars? Meh, I prefer my Bentley.

Those armadillos would be a lot cooler if they looked more like real armadillos. mmm armadillos
-BnooMaGoo.5690

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Posted by: Shiren.9532

Shiren.9532

I don’t think it will be any different than it is now. Players already do everything they can to skip mobs and get to the end reward, even if there is more incentive to do it (you miss out on champion boss loot bags, but those sound like run of the mill RNG so I suspect they will be like Dragon Bash chests, you can get cool stuff but you will get trash instead). Honestly, I don’t think the community could be doing more than they already are to skip dungeon content. I doubt this side of things will change at all unless they scale the final reward based on how many mobs you killed, and that seems unlikely given ArenaNet’s apathy to skipping.

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Posted by: DanteZero.9736

DanteZero.9736

You need to chill, the OP was saying that if the reward comes only for completion, and not killing the bosses and mobs, then people will skip them all together. This topic has nothing to do with not caring about the story or lore, just maintaining the dungeons play-ability from those who are overly greedy and would thus chose to skip to the end. I believe this is a likely variable, and should be considered.

Except basically every dungeon requires you kill the boss in order to advance. Its not like you can literally walk to the end of the dungeon and be like… ‘Done!’

In AC you can skip the troll and lieutenant

I’m all for skipping a troll who has unreflectable bouncing projectiles and likes to pop out in narrow spaces.

As for Lieutenant Kholer, he’s not so bad once you get his attack timing down (immobilizing him helps too).

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Posted by: MokahTGS.7850

MokahTGS.7850

Any and all dungeon rewards should be based on what you do, not how far you get by exploiting or skipping content.

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Any and all dungeon rewards should be based on what you do, not how far you get by exploiting or skipping content.

Considering each boss is a champion level, you’ll make MORE cash just from fighting them thanks to the introduction of those champion loot bags…well, at least the first time you fight them since most dungeons seem to have the bosses repeating. Unless of course they set the bags for the champions in dungeons to work on a path by path basis.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: LotusThief.4613

LotusThief.4613

Personally I think we should have to vanquish the entire dungeon or there should be no loot chest at all. Or at least a vanquishing bonus.

This is why I don’t play dungeons, everyone just wants to run through everything. I would rather kill everything.

But Anet would have to take a lot of mobs out and remove a lot of HP. That’s half the reason people skip them. Spending 20 mins on a group of mobs that drop white trophies wroth nothing.

Dungeons should have vanquishing bonuses. Also could be the return of Legendary Vanquisher title for vanquishing all dungeons and all paths. I know vanquishing was my favorite part of GW1. It was also my favorite method of farming. Just go vanquish a map even if you’ve already done it, it was still wroth it.

Plus with people actually completing the entire dungeon it will give Anet the proper data they need to balance the dungeons right. Instead of just stuffing tons of powerful mobs with endless HP.

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Posted by: Shiren.9532

Shiren.9532

It’s a shame they don’t use a system similair to the Candidate Trials. When you kill 15 mobs there you get a special loot bag. They could do the same in dungeons. Every 15 “trash” mobs you kill drops a special loot bag with increasing chance for rare items the more mobs you tally up (in Candidate Trials, the first loot bag has a lower chance for a weapon than the fifth loot bag). This rewards trash mobs without encouraging farming the first 15 mobs in a dungeon. Balance the number so it doesn’t favour dungeons filled with easy to kill trash.

I’d love to see them implement this in dungeons.

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Posted by: Nike.2631

Nike.2631

So, developers moved the gold award from bosses at the end of the dungeon.

How does that influence skipping one way or the other?

The situation hasn’t changed other than reducing the incentive to repeat the same path on the same day.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: laokoko.7403

laokoko.7403

I really look at skipping as “jumping puzzle”. Which is a hard part to master than say killing some trash mob.

(edited by laokoko.7403)

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Posted by: Tentonhammr.7849

Tentonhammr.7849

So, developers moved the gold award from bosses at the end of the dungeon.

How does that influence skipping one way or the other?

The situation hasn’t changed other than reducing the incentive to repeat the same path on the same day.

^ Pretty much this. ^

I don’t see how this change could make skipping any more prevalent than it already is. Groups already skip as much as they can to finish as quickly as possible because most trash and non-blocking content is time consuming and not at all rewarding. If anything, this change might encourage groups not to skip certain encounters.

The Troll in AC, Kholer, the Risen Abomination in CoE p2, the Champ Dredge mobs after the armored carrier in SE p3, the free floating Champion mobs in the various Arah paths, the Champion Igniter on the bridge in CoF p1, Legendary Jaddeor Icefist in HotW p2, and Mad Martha in CM p2 are some (I’m probably forgetting a few) of the champion+ mobs that can be skipped in the various dungeon paths (baring outright exploitation). A lot of groups already skip these fights in the interest of time, so buffing their loot table with the new champion drops may encourage groups to start fighting them. We shall see.

Zelendel

(edited by Tentonhammr.7849)

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Posted by: Gnat.9405

Gnat.9405

Yes, they will also drop them in WvW.

And legendary mobs will indeed also get champion loot rewards.

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Posted by: Celtus.8456

Celtus.8456

Seems like it will be a good move to get people out of CoF p1 and into the other dungeons again. From there, Arenanet can perhaps address ‘skipping’ if it is creating a negative experience.

Josre
Zulu Ox Tactics [zulu]

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Posted by: ilr.9675

ilr.9675

Not getting the feeling that English is the OP’s first language so this is difficult to both interpret and answer…

BUT, there’s already tons of agreement in the Dungeon forums that skipping is simply the most efficient way to get to the INTERESTING FIGHTS (or the Tokens) .. or in COE’s case, the Chests with possible Charged Cores that took the least time to get…

Dungeons simply don’t provide better drop rates than most Open world content can provide. That is why their mobs are usually skipped. ESPECIALLY Silver/Elite Rank Mobs. IoW: Basically no one is even in the dungeon for “farming”. They’re in it for the same reason some people kept doing Sanctum Sprint even after getting first place. They want to get the best time, or the most artificially difficult small format PvE fight they can find. The only exception to this in general was COF which will no longer have that huge Gold gaining leverage to it.

So, Unless more of the skippable champions have much greter drop rates, they will continue to be skipped shortly after the Aug 6th update.