How more than half of the map in Cursed Shore is being rendered useless.
in Suggestions
Posted by: Mickey.4207
(edited by Mickey.4207)
in Suggestions
Posted by: Mickey.4207
On my server Far Shiverpeaks people farm two to three events only with an occasional grenth or melandru . All these events are on timer and people just go afk waiting for the timer to end.
Zerg starts from location of Plinx events (Fields Of Gold), if broodmother is up (since it is in same area) Arena events (again close by) they kill those and then move on to penitent, once completed next stop is Shelter.
Then zerg stops, goes afk..waiting for Plinx event to start and rinse and repeat. To explain what i am talking about.
http://img.photobucket.com/albums/v11/mickey234/gw049.jpg
On my server all these three locations are simply referred to as ‘Plinx’ or ‘Plinx train’.
I was so disappointed with this but since i needed karma and gold i decided to follow. I did those for a day or two and got bored out of my mind. All other events on maps are ignored for two main reasons
1;) High cost of teleports from one waypoint to another.
2;) Contested waypoints which don’t allow teleport.
3;) The nuisance of running through hordes of undead to reach your location.
So by doing this not only you save teleport costs but repair bills. Not to mention quick amount of gold you make by continuous farming of these three locations.
And since Plinx, Penitent and Shelter in close proximity and can be repeated every 10 to 15 minutes it is like being in merry go round. This kills whole ‘dynamic’ nature of zones and events.
Also since changes have been made to DR recently, i am guessing it is not much of a problem?
Now i know many are going to hate me for bringing this up since it will be like putting their ‘path of least resistance to maximize karma and gold’ under scanner but it is my opinion that there is one whole big region filled with so many other events that people are ignoring.
This can be fixed by ;
1.) Increasing timer between events at these three locations
2.) Reducing teleport costs
3.) Have another look at mob density so that people don’t stay in one area because it is pain to run to next event
4.) Include more Mega events with longer chains which take you all over the map.
5;) Scale events better according to small party size so that you can get away from zerg and still complete events.
The only reason i am bringing this up is so that players focus on other events as much as they do on these three locations. I am sure Anet didn’t design Cursed Shore so that people only stay in one corner of the map for continuous karma farming.
Thoughts?
(edited by Mickey.4207)
in Suggestions
Posted by: Corian.4068
My suggestion to you is to join a guild that has a lot of people active, form a party with them, and do the other events with that group without relying on the zerg.
This is a problem Anet can really do nothing about. People are going to just look for the easiest or most mindless way to progress and sit on it. No amount of changing things on their part will ever change that about the zerg.
While I agree with you that many of the events need to be scaled down—many of the Orr events in particular are designed around a minimum level of player activity that just isn’t often met—it won’t change anything about the zerg looking for the easiest spot and sitting on it forever.
The only thing that might come close is to offer a large bonus to the first time per day that an event is completed by a character, but this is a fancy way of saying diminishing returns, which is a term I suspect Arenanet wants to avoid for a little while. :P
in Suggestions
Posted by: Zenyatoo.4059
Wait until after ive farmed the 500g I need for my legendary before you nerf it please. Kthx.
In all seriousness there are a few easy changes that would fix this
1. Make loot from the end event chests actually good. Blues are unacceptable. Im talking at least a rare garunteed. This gives an incentive for players to finish these events if they’re in it for the loot
2. Give more karma for specific events. This already occurs in WvWvW. But not in PvE? I was confused as well. An event in which we need to kill a boss, then stop tons of waves, while also distributing enough players to cover respawns, which takes something like 6-9 minutes to finish, assuming we actually win (which happens maybe 20% of the time unless you’re on during primetime) gives the same karma as killing 20 risen inside gaveborn, or a single veteran spider. Bump up the karma rewards for certain events that are clearly harder than others. This gives an incentive to do them for players who are looking to get karma
3. Increase rewards for defense events. Also increase difficulty if needed. As it stands there is no reason to do any defense event that isnt filler between plinx. Why defend a temple if failing means I get 7 times as many events to do later, with more loot, and more fun fights? I mean, you could easily add a risen priest of grenth to the grenth temple when you defend it. As in, he’s come to take it back. Bam. Defending is now more fun. Make a boss chest spawn and give it a better karma reward. Bam, players will not actually want to defend the grenth temple. It seems counter-productive given my previous 2 suggestions. But as it stands a majority of players dont do events in orr outside plinx, and those that do, pretty much never bother defending the places they capture.
in Suggestions
Posted by: Kore wa Sparta.3750
I noticed you only have 41% map completion. Why don’t you explore the rest of Tyria instead of mindlessly zerging 3 events over and over?
in Suggestions
Posted by: Zenyatoo.4059
I noticed you only have 41% map completion. Why don’t you explore the rest of Tyria instead of mindlessly zerging 3 events over and over?
Hey maybe he wants to get some cool cosmetic or exotic gear and hey woulda look at that, you need money and/or karma, which is mostly found doing those 3 events.
Or
OOOOOOR maybe he doesnt find map completion fun.
OR, OR OR OR OR OR you could realize that even players with 100% map completion think Orr needs a change (funfact: a BUTTLOAD of people fall into this category)
in Suggestions
Posted by: Mickey.4207
@Kore wa Sparta
I will go for 100% map completion at some point but i don’t know how is that going to fix my concerns because eventually i am going to come back to Cursed Shore.
in Suggestions
Posted by: mulch.2586
It is what it is. I feel like Cursed Shore is not going to be a lot of fun no matter what you do. It’s the basic design that encourages the zerg-train circuit, the basic design that makes it unfun to play and difficult to navigate, but at the same time essential for farming.
You can’t make a silk purse from a sow’s ear.
in Suggestions
Posted by: Sollith.3502
I noticed you only have 41% map completion. Why don’t you explore the rest of Tyria instead of mindlessly zerging 3 events over and over?
Wow, dude play how you want much?
Not everyone is into pure exploring and running all over the place… some people have their few events they enjoy, the one or two areas they like enough to stay in, etc.
Players should be able to get things they need and want by playing the game the way they want.
While some of us enjoy just moving around and seeing what is there to be seen, others don’t enjoy it as much, especially since there isn’t much of a reward for doing so (well at least not as good of rewards as “mindlessly zerging 3 events over and over”).
in Suggestions
Posted by: Snoring Sleepwalker.9073
1. Make loot from the end event chests actually good. Blues are unacceptable. Im talking at least a rare garunteed. This gives an incentive for players to finish these events if they’re in it for the loot
That won’t work. If an area is regularly farmed, all it’s loot will fall into three categories:
– Vendor trash. It’s only value is selling it to the vendor for a fixed price. Giving the players the gold directly has the same effect.
– Items, or ingredients of items, to sell to other players. Which will have its price decline due to it being oversupplied by farmers until it becomes vendor trash.
– Bind on pickup items. Useless unless you want those items for yourself.
So by guaranteeing a rare drop, you’ll just crash the price on rares. Then someone will come along saying they should guarantee exotics, using the exact same reasoning you used to say guarantee rares.
in Suggestions
Posted by: rgrwng.4072
i stay at Penitent Camp and Shelter because of the protection i get from NPCs and the “waiters” at the walls. i myself am a “waiter” on a regular basis at the tunnel (or inside). i used to be able to go afk in the bot circles, and be protected.
now that some of the bots are gone, and the difficulty of the mobs is now @ lv84, it’s a nice change of pace. i think the tunnel is the safest place in Cursed Shore, compared to the rest of the area.
in Suggestions
Posted by: Zenyatoo.4059
1. Make loot from the end event chests actually good. Blues are unacceptable. Im talking at least a rare garunteed. This gives an incentive for players to finish these events if they’re in it for the loot
That won’t work. If an area is regularly farmed, all it’s loot will fall into three categories:
– Vendor trash. It’s only value is selling it to the vendor for a fixed price. Giving the players the gold directly has the same effect.
– Items, or ingredients of items, to sell to other players. Which will have its price decline due to it being oversupplied by farmers until it becomes vendor trash.
– Bind on pickup items. Useless unless you want those items for yourself.So by guaranteeing a rare drop, you’ll just crash the price on rares. Then someone will come along saying they should guarantee exotics, using the exact same reasoning you used to say guarantee rares.
This would be true if not for the fact that players receive more rares doing events that dont have end chest rewards simply because they kill more things. With the exception of perhaps grenth, the rares would probably be about equal, perhaps slightly more common but I have my doubts about a total crash.
At the very least the end rewards need to be SOMETHING better than they are. As it stands you have a very very very very very very very low chance of getting anything valuable out of that end chest, and it’s clearly not enough to entice players.
in Suggestions
Posted by: Mickey.4207
1. Make loot from the end event chests actually good. Blues are unacceptable. Im talking at least a rare garunteed. This gives an incentive for players to finish these events if they’re in it for the loot
That won’t work. If an area is regularly farmed, all it’s loot will fall into three categories:
– Vendor trash. It’s only value is selling it to the vendor for a fixed price. Giving the players the gold directly has the same effect.
– Items, or ingredients of items, to sell to other players. Which will have its price decline due to it being oversupplied by farmers until it becomes vendor trash.
– Bind on pickup items. Useless unless you want those items for yourself.So by guaranteeing a rare drop, you’ll just crash the price on rares. Then someone will come along saying they should guarantee exotics, using the exact same reasoning you used to say guarantee rares.
This would be true if not for the fact that players receive more rares doing events that dont have end chest rewards simply because they kill more things. With the exception of perhaps grenth, the rares would probably be about equal, perhaps slightly more common but I have my doubts about a total crash.
At the very least the end rewards need to be SOMETHING better than they are. As it stands you have a very very very very very very very low chance of getting anything valuable out of that end chest, and it’s clearly not enough to entice players.
Adding a rare to chest every time you complete the event and adding a chance of getting an exotic might help. Because right now whether people want to believe it or not it is all about the loot.
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