A simple fix to the repetitive, grindy endgame.

A simple fix to the repetitive, grindy endgame.

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Posted by: Reaper X.6305

Reaper X.6305

This started off as a comment on the thread dedicated to Arena Net’s endgame post on Reddit. I’ll just start by saying that I love GW2. WvW and leveling was the most fun I’ve ever had in an MMO, and I was a DAoC player.

However, I can’t believe the amount of grind that they put in the PVE endgame in order to get skins and whatnot.

Some examples:

119 gold for tier 3 cultural armor, (not even exotic)

300 tokens from an explorable dungeon for some 1 hand weapons. The currency is not universal, so you have to grind the same dungeon in order to get that many tokens.

Crafting mats like Globs of Ectoplasm only come from salvaging rare quality weapons level 74+. So if you want to craft, you have to get gear with magic find to farm and hopefully get yellow drops and hopefully get ectoplasm off of them, with there being no chance of getting them off of a drop in harder content. Same thing with rare crafting materials, like scales and fangs, but the opposite: you have to go farm mobs with magic find gear to increase your chances of getting them to drop, or hope they come in loot bags off of mobs, instead of having a chance to retrieve some from salvaging. The point here is there is only 1 avenue to achieve these things, which is a grind that forces you to do one thing over and over.

Other than crafting recipes/somthing for a legendary, if you don’t like god armor from Orr, there’s not much to spend karma on. Cultural weapons are rare quality, not exotic, so you won’t be buying those unless you like the skins most likely.

I don’t mind that there is a grind to get things at the end of the game in PVE. What I don’t like is that the avenue to get what you want at end game is SO narrow that you have to do a massive grind to get it. They should reward you for playing the game and doing challenging content. All of these different currencies limit how you have to play to obtain the things you want. My friend liked the look of the TA token armor. Me, not so much; I like the look of CoF’s. The mechanics of the game therefore immediately encourage NOT playing together, instead of what they intended, which is playing together. Of course I’m a good friend and grinded out TA with him so he could get some things from there, but why does it have to be like that? It severely limits how people play the end game.

The solution is so simple. Get rid of all the separate currencies and just have Gold, Karma, and WvW tokens. Heck, you probably don’t even need WvW tokens. Increase the price somewhat for endgame karma vendors, and viola, all of those problems above are solved.

Gold will be used exactly as it is now, for the TP, buying things from crafters, repairs, and whatnot.

Karma would replace everything that is currently bought with tokens. Instead of getting token rewards, you get karma rewards. You get karma rewards for completing dailies. From events, world bosses, hearts, dungeons in both story and explorable modes, personal story, WvW activities, etc. This will absolutely free players to play how they want at end game. Want to run story mode AC, then explorable Arah, run around and uncontest some waypoints, then siege in WvW? GREAT, we can do that, and also be working towards the skins we want. Do you want the TA daggers and the COF armor? If you have the karma, you can do those without grinding those dungeons only.

I would love it if you had to ‘unlock’ karma vendors that had that dungeon’s armor/weapon karma vendor in it. Lets use TA as an example. Say you want to buy TA armor/weapons with karma. Well, you have to do explorable mode for TA to get to this vendor. At the start when you pick a path, one path at random will have the karma vendor at the end. So after the wurm boss in TA, when you’re offered the choice to go up or forward, the game would pick one at random (and let you know which one so it’s not a guess/grind the easiest path until the vendor shows) and the vendor will be there at the end. Same with WvW. Have 3 different karma vendors with different skins. Have 2 of them be upgrades you can buy at each Garrison in enemy server’s boarderlands, and one be an upgrade you can buy as an upgrade for Stonemist castle. This solves the problem of badge farming/spawn camping. Just offer a small karma reward for killing enemy players instead of a random badge drop.

Karma rewards could and should increase with the difficulty of the content. End-of-the-chain events should yield more karma than the beginning to encourage players seeing the event through towards the end, so people aren’t encouraged to let events fail just to farm them. High level events should always be harder, and yield more karma than level 1 events. So players that are having trouble with finding a group to take down higher level events can go back to lower level areas, make a difference, and still be rewarded, though you shouldn’t be rewarded equally for watering farmer joe’s crops as someone who killed an eye of zhitan.

A simple fix to the repetitive, grindy endgame.

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Posted by: Reaper X.6305

Reaper X.6305

continued from OP

Karma rewards should also experience diminishing returns if it is repeated over and over, and then reset to full after a certain period of time passes and the player hasn’t done it. For example, CoF has a path that can be completed in 20 minutes. Since that’s the easiest path in the dungeon, it would start out giving less karma than other paths in explorable mode. If the group of players decide to run that same path again right away (aka, grinding it) the next completion would result in diminished returns, and say, only half of the maximum karma would be given. Again? divide the reward in half again. This would meant that it would eventually become not worth grinding. This would encourage people to seek out the more challenging paths for a better reward, and also discourage people from just grinding the easiest content. This would work with DEs too, so people don’t focus on letting event chains fail just so they can reset it and farm karma. This would NOT work for WvW though, as it would discourage people sticking around and defending a keep. So diminishing returns would have to be PvE specific.

I just feel like Arena Net forgot some of it’s philosophies when it came to end-game design. Trust me, I don’t want the shinies handed to me, and I realize that there isn’t a gear treadmill that you HAVE to do to stay competitive, but the fact of the matter is if you have cool looking armor in the game, people are going to want it. But that doesn’t mean that you should make people experience horrible, unfun grind to achieve it. You want people to continue to explore, face challenges, and experience this vast, beautiful world you created, Arena Net? Reward people for it. Don’t make the rewards come to those who can stomach grinding one dungeon over and over.

Yeah, Orr could have more epic events, more randomization, and be harder. That stuff is all nice and I believe will come in time. GW2 is still a very new game, and adding more challenge to the game won’t be hard for Arena Net. But to me, how they handled the way players are rewarded end-game(the currency system) is the huge zit on GW2’s beautiful face.

The fact of the matter is that dungeon currencies, or any currencies besides Gold/Gems (the same since they’re interchangeable), karma, and glory are completely unneeded and only serve to drive people away from certain aspects of the game because that activity will not yield the reward that they seek.

WTL;DR The multiple currencies (individual dungeon tokens, WvW tokens, karma, gold, etc) are what truly make end game way too grindy and separate players in the long run. GW2 only needs gold and karma as currency rewards in PvE/WvW and glory for SPVP. That way, for example, my friend who wants TA style armor, and me, who wants CoF style armor, can do dungeons/events/explore low level zones/WvW and still be working towards our goal.

A simple fix to the repetitive, grindy endgame.

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Posted by: greg.3792

greg.3792

What exactly are you grinding for – something that looks nice but has no additional stats or use in WvW or PvP?

Am I missing something or is there no real grind for anything useful in combat?

Thats what I like a long term grind for.

A simple fix to the repetitive, grindy endgame.

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Posted by: MilConDoin.3420

MilConDoin.3420

What to do, if you find dungeon X boring, but really like the look of it? Either do boring content (which is against ANets often stated philosophy), or ignore that look you like so much.
So either the more radical solution proposal of Reaper X could be used, or alternatively all dungeons tokens could be merged into one type. This way you could do any of the 25(?) explorable paths, so you would be able to choose the ones, which you find interesting.
Also this way you could vary your experience more, instead of grinding a small subset of options. This would give a better longevity, because otherwise you would soon get a feeling like: “As soon as i have finished my dungeon armor, I will never again visit Dungeon X anymore.”

A simple fix to the repetitive, grindy endgame.

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Posted by: Reaper X.6305

Reaper X.6305

What exactly are you grinding for – something that looks nice but has no additional stats or use in WvW or PvP?

Am I missing something or is there no real grind for anything useful in combat?

Thats what I like a long term grind for.

Well, all exotic armor end-game has equal stats, just different stat distribution. For example, the Twilight Arbor daggers and WvW Badge of Honor daggers both have the same weapon damage and are both of exotic quality, they just distribute the stats differently. One might have +Power, +Precision, and +Condition Damage, and the other might have +Precision, +Vitality, and +Critical Damage.

You can get weapons/armor with the stat distribution that you want in different ways. You can become a crafter, get to 400 in crafting, and make them yourself, hire a crafter to make them for you/buy them off of the trading post with gold, or get it off of a karma vendor/dungeon vendor. Multiple ways to get it, and that’s great. You can customize your gear further with runes/sigils. If you don’t care about skins, then there probably isn’t much of a grind in your eyes end-game. For those of us who DO like skins, (and keep in mind that Arena Net’s endgame is focused on cosmetics, not a gear treadmill) there is pretty much only one avenue that you can take to get the skin you want. If you like Twilight Arbor’s armor skins, you have to grind Twilight Arbor over and over. I’m just suggesting that it shouldn’t be like that. Put Twilight Arbor’s armor/weapon vendor at the end of the dungeon on a random path, and let the player buy the stuff with Karma. That way they still have to do the content to get it, but aren’t forced to grind the same thing a mind-boggling amount of times.

A simple fix to the repetitive, grindy endgame.

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Posted by: Handies.7602

Handies.7602

What exactly are you grinding for – something that looks nice but has no additional stats or use in WvW or PvP?

Am I missing something or is there no real grind for anything useful in combat?

Thats what I like a long term grind for.

If you are not 80.. you have no clue about this post.

A simple fix to the repetitive, grindy endgame.

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Posted by: Handies.7602

Handies.7602

I am currently grinding CoF for the set. What is the whole point of dimishing the currency.. when we need to get 1380 of it. I rather do 25 min runs over and over again and make the 30 currency.. then spend an hour or 2.. just to have the same thing happen. While, i wont say its fine. I should not be punished for choosing the shorter run to maximize profit.

A simple fix to the repetitive, grindy endgame.

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Posted by: Reaper X.6305

Reaper X.6305

What to do, if you find dungeon X boring, but really like the look of it? Either do boring content (which is against ANets often stated philosophy), or ignore that look you like so much.
So either the more radical solution proposal of Reaper X could be used, or alternatively all dungeons tokens could be merged into one type. This way you could do any of the 25(?) explorable paths, so you would be able to choose the ones, which you find interesting.
Also this way you could vary your experience more, instead of grinding a small subset of options. This would give a better longevity, because otherwise you would soon get a feeling like: “As soon as i have finished my dungeon armor, I will never again visit Dungeon X anymore.”

While I’d definitely take having a universal dungeon token over what we have now, it doesn’t address the grinding problems as much. I know for a fact that if there was a universal dungeon token, people would just grind the easiest path of the easiest dungeon over and over to get the armor they want. That’s not the solution I think.

If you’re rewarded in the same way for all content (besides SPVP) where harder content yields greater rewards and grinding the same thing yields diminishing returns, I believe that would quell a lot of the grinding that’s currently going on. You have to know that people are going to take the easiest route possible. So discourage farming the easy stuff, reward players who take on and get through the challenging stuff, and let people play how they want while still working towards a reward.

Karma is such a good currency. All you’d really have to do is remove the other forms of currency (besides gold/gems of course, and SPVP should be completely separate as it is), implement diminishing returns (a simple cooldown), and rework the numbers for karma rewards on easy events and hard events.

A simple fix to the repetitive, grindy endgame.

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Posted by: Eochaidh.4106

Eochaidh.4106

What exactly are you grinding for – something that looks nice but has no additional stats or use in WvW or PvP?

Am I missing something or is there no real grind for anything useful in combat?

Thats what I like a long term grind for.

If you are not 80.. you have no clue about this post.

I am 80 and getting exotics is not that hard at all.

A simple fix to the repetitive, grindy endgame.

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Posted by: nehezbegar.1065

nehezbegar.1065

You can’t simply remove the grind from the game. It’s not possible, cuz everyone would just stop playing after 2 days, having all the possible gear.

Grind is not a problem, the problem is, how this grind is served and how well grind is hidden behind the content. ArenaNet nailed it almost perfect, but it is very very very hard to make non-repetetive content…it is impossible

A simple fix to the repetitive, grindy endgame.

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Posted by: Reaper X.6305

Reaper X.6305

I am currently grinding CoF for the set. What is the whole point of dimishing the currency.. when we need to get 1380 of it. I rather do 25 min runs over and over again and make the 30 currency.. then spend an hour or 2.. just to have the same thing happen. While, i wont say its fine. I should not be punished for choosing the shorter run to maximize profit.

I’m not suggesting diminishing returns on dungeon tokens. I’m saying get rid of dungeon tokens and be able to purchase the gear with karma. You can get karma from participating in all aspects of the game besides SPVP. In order to get the gear in CoF, you must complete the dungeon on an explorable mode where the game will randomize the path that leads you to the vendor for the CoF set (it would tell you which path, it just wouldn’t be the same path each time, so you get to experience all of the paths instead of just grinding the easiest one). The gear would still take a while to be able to afford, as it would take a significant amount of karma, you just wouldn’t have to farm the same dungeon over and over to get it. You could play the game however you want, still earning the currency (karma) that you need, and still have to play the dungeon to get it.

A simple fix to the repetitive, grindy endgame.

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Posted by: Reaper X.6305

Reaper X.6305

You can’t simply remove the grind from the game. It’s not possible, cuz everyone would just stop playing after 2 days, having all the possible gear.

Grind is not a problem, the problem is, how this grind is served and how well grind is hidden behind the content. ArenaNet nailed it almost perfect, but it is very very very hard to make non-repetetive content…it is impossible

I’m not suggesting just hand everything to the player (in fact i specifically said that). Gear would still be really expensive to get (even 100k karma a piece for end game stuff would be fine). I’m just saying that we shouldn’t have to grind the same dungeon or same content over and over to get it. I’m saying, if I want to buy CoF gear, it would be more fun to use the karma I earn from doing events, WvW, clearing other dungeons, etc to buy it, and in order to get to the merchant that sells CoF gear, you have to complete the dungeon on explorable mode, and at the end of the dungeon, he’s there to sell you stuff at high amounts of karma.

A simple fix to the repetitive, grindy endgame.

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Posted by: Reaper X.6305

Reaper X.6305

What exactly are you grinding for – something that looks nice but has no additional stats or use in WvW or PvP?

Am I missing something or is there no real grind for anything useful in combat?

Thats what I like a long term grind for.

If you are not 80.. you have no clue about this post.

I am 80 and getting exotics is not that hard at all.

I’m not talking about getting exotics for the stats. I have all exotic crafted level 80 gear. I’m talking about getting skins, which is the end-game gear grind, if you will, of GW2. My gripe is not that they’re expensive/hard to get, my gripe is that you’re forced to repeat the same content over and over in order to get them.

A simple fix to the repetitive, grindy endgame.

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Posted by: thebigredone.1269

thebigredone.1269

I so agree with OP! Make karma a more used currency and get rid of the tokens. I also like the idea of repeating the same stuff reduces rewards, motivating for more exploration and trying more stuff!

A simple fix to the repetitive, grindy endgame.

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Posted by: greg.3792

greg.3792

, but it is very very very hard to make non-repetetive content…it is impossible

I liked Ultima Onlines random dungeons back in the day.

A simple fix to the repetitive, grindy endgame.

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Posted by: nehezbegar.1065

nehezbegar.1065

Maybe ArenaNet should implement some kind of the editor, and players will create and design new dungeons, like you know, ppl making maps for Warcraft, Starcraft…sth like DOTA or so

A simple fix to the repetitive, grindy endgame.

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Posted by: Reaper X.6305

Reaper X.6305

Maybe ArenaNet should implement some kind of the editor, and players will create and design new dungeons, like you know, ppl making maps for Warcraft, Starcraft…sth like DOTA or so

I’m not unhappy with ANets dungeons. I just wish it’s currency system encouraged you to explore them more, and not grind the easiest one over and over.

Man, I really hope someone from Arena Net reads this post. I love this game a lot, and this so far has been the only really disappointing thing. It’s like the no-grind philosophy died when I reached level 80. It makes me conflicted as a player, because of course I want the shiny skins, but in order to get them, I’m forced to not enjoy all of the other content.

It’d be cool if someone from Arena Net could discuss this with us, and review our suggestions

A simple fix to the repetitive, grindy endgame.

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Posted by: littleevil.9560

littleevil.9560

the whole point of guild wars is that u grind if u want to grind – they are forcing the grind on us and i dont understand why
like i said before a simple vendor with the armors and weapons that have same stats as all the end game would make this perfect and would work like a guild wars 1 did
u just get the basic armor and weapon after u hit lvl 80 and u can choose what u want to from there
atm once u hit 80 u are forced into a huge grind fest and its not what anet has promised