As we’ve seen with multiple loot changes, the players go where the loot is. Penitent Path used to always be open…since the change I’ve only seen it contested. Now all the PvE players are targeting the boss chests. I personally would go dungeons but can’t because I never find enough players to join me at the times I play. Ditto for WvWvW.
Creating more limitations to steer players won’t solve the problem… the solution is to diversify the market, like the new daily and guild systems have started to do.
Here are a couple of ideas-
1) Use the useless junk loot. Create recipes for the junk loot…perhaps unique skins that capture the theme of the junk loot or the creatures that drop it. Maybe an armor skin made from Porous Bones that makes the player appear like a Risen? Or a hammer skin that appears to be a giant Flintstone-sized bone?
2) Allow a player to accumulate credits for their activities (kills, heals, etc) and use those credits towards tiered random loot when they reach a certain NPC (kinda like at Chuck E Cheeses). This way, a player that kills 1000 Grawl could get the same rewards as someone that kills a dragon. The credit amount could be tied to the number of players that get the kill, penalizing players that like to join zerg rushes and do minimal work, meanwhile rewarding the player that singlehandedly keeps the peace in the Diessa Plateau. This could also reward typical support behaviors (healing, crowd control) and encourage a larger variety of build options and more cooperation between players than the popular min/maxed DPS builds. Players would be able to use the credits towards their choice of rewards – gold bags, crafting materials, equipment, karma, etc.
So, what do you think?
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