Solution: Endgame/Karma/farming/zerg/bots/scaling
I like the idea, but add a UI indicator that this event loot/reward is affected by a a X % reduction when it’s the case. (tooltip saying how to avoid it).
Would like some feedback from devs and the community. Obviously all these changes cant happen over night but do people like the idea of the game heading in this direction?
Seems like you should just ask for easy mode… which is what GW2 already is.
I made it for point 3 or 4 before I stopped reading, so i apologize if I missed something later on.
I don’t want all gear up to my level. What if I’m 80 and farming jute scraps. I won’t be able to get any. Yes I could roll a new character, but he wont be as well equipped as my main.
Events shouldn’t be the same karma level in all regions. It’s much much easier (even though you’re downgraded) in lower levels because you have the armor/gear stats. Events in Orr need more people to be successful where I’ve done events in low levels with 1 or 2 other people.
Seems like you should just ask for easy mode… which is what GW2 already is.
I made it for point 3 or 4 before I stopped reading, so i apologize if I missed something later on.
I don’t want all gear up to my level. What if I’m 80 and farming jute scraps. I won’t be able to get any. Yes I could roll a new character, but he wont be as well equipped as my main.
Events shouldn’t be the same karma level in all regions. It’s much much easier (even though you’re downgraded) in lower levels because you have the armor/gear stats. Events in Orr need more people to be successful where I’ve done events in low levels with 1 or 2 other people.
Yes your points are fair but the point is to expand the range of content avaipable for max level players. Your concerns could essily be folded into this model with propper scaling and adjustments.
Equipment drops should be scaled to player levels, crafting mats should stay as is, otherwise it’d be impossible to get mid-tier crafting mats after awhile.
I was really stoked when they explained “whole game is end game” but still gave you hella incentive to only stay in Orr when doing the karma grind. I’m still going out to lower level zones to get 100%, but mainly 60-70 zones like Fireheart Rise as Orr just gets bit dull after awhile. I know it’s slower if I do it this way, at least it’s not as boring.
Still though, karma gained should scale with player level as no zone has as dense of DE webs as Orr does.
I support 1 + 2, I feel shaky about everything below that.
The only thing they need to do about DRs is fix how fast it kicks in for legitimate players. Also how it’s currently handling dungeon rewards.
I’d like to see these changes you’ve suggested implemented, as they would definitely promote exploration and spread the population.
I also think to make this work well they would need more severe scaling. You’re level scales down, but in my opinion, it’s still too high.
I almost would like to be reduced to a level or two lower then the enemies. It’s much more fun/exciting that way and requires so much more from the player.
Also with a full trait build it makes content even easier! Lv80 in any zone <40 is just too easy.
I may be a minority, but I think if your going to scale content, scale it so it’s still as challenging as relevent content.
I like most of the ideas, but suggest dropping DR completely and replace it with a more dynamic event system that scales instead.
For example: If players succeed at event Y several times in a row, then the next time event Y begins, it throws tougher mobs at the players. If players continue to win the system continually ramps up difficulty till we get several Group Champion boss mobs to evict the players.
Players are asking for more dynamic events; mainly because what we get to see is almost always in a critical win state on the players side.
The result of this would be legit players getting a run for their money; while bots on auto run get squashed a bit and their chosen “farm” spot is now over taken till players gather up and recover the area.
This can also be applied to normal mobs. If certain mobs are constantly wiped out; let “mommy” come out to handle the ruffians. Players will be able to handle them, bots on auto pilot will likely get smashed…
Could even make it so players see a big nasty critter coming for them, give them time to vacate the spot and wait it out while bots get insta-killed.
I like most of the ideas, but suggest dropping DR completely and replace it with a more dynamic event system that scales instead.
For example: If players succeed at event Y several times in a row, then the next time event Y begins, it throws tougher mobs at the players. If players continue to win the system continually ramps up difficulty till we get several Group Champion boss mobs to evict the players.
Players are asking for more dynamic events; mainly because what we get to see is almost always in a critical win state on the players side.
The result of this would be legit players getting a run for their money; while bots on auto run get squashed a bit and their chosen “farm” spot is now over taken till players gather up and recover the area.
This can also be applied to normal mobs. If certain mobs are constantly wiped out; let “mommy” come out to handle the ruffians. Players will be able to handle them, bots on auto pilot will likely get smashed…
Could even make it so players see a big nasty critter coming for them, give them time to vacate the spot and wait it out while bots get insta-killed.
I agree dropping DR and going with a progressive DE system would be an improvement to what we have now but in the end we would all still sit in cursed shore doing the same event chains over and over with the odd “retake the camp” event every so often. With that type of system dont you think players will be just as bored doing the same events over and over even if they are a bit more challenging?
I like most of the ideas, but suggest dropping DR completely and replace it with a more dynamic event system that scales instead.
For example: If players succeed at event Y several times in a row, then the next time event Y begins, it throws tougher mobs at the players. If players continue to win the system continually ramps up difficulty till we get several Group Champion boss mobs to evict the players.
Players are asking for more dynamic events; mainly because what we get to see is almost always in a critical win state on the players side.
The result of this would be legit players getting a run for their money; while bots on auto run get squashed a bit and their chosen “farm” spot is now over taken till players gather up and recover the area.
This can also be applied to normal mobs. If certain mobs are constantly wiped out; let “mommy” come out to handle the ruffians. Players will be able to handle them, bots on auto pilot will likely get smashed…
Could even make it so players see a big nasty critter coming for them, give them time to vacate the spot and wait it out while bots get insta-killed.
Actually I really like your idea, combining progressively difficult DEs with a rotation buffed zone would really keep the game fresh. Awesome idea.
yes, good point, agree.
I like most of the ideas, but suggest dropping DR completely and replace it with a more dynamic event system that scales instead.
For example: If players succeed at event Y several times in a row, then the next time event Y begins, it throws tougher mobs at the players. If players continue to win the system continually ramps up difficulty till we get several Group Champion boss mobs to evict the players.
Players are asking for more dynamic events; mainly because what we get to see is almost always in a critical win state on the players side.
The result of this would be legit players getting a run for their money; while bots on auto run get squashed a bit and their chosen “farm” spot is now over taken till players gather up and recover the area.
This can also be applied to normal mobs. If certain mobs are constantly wiped out; let “mommy” come out to handle the ruffians. Players will be able to handle them, bots on auto pilot will likely get smashed…
Could even make it so players see a big nasty critter coming for them, give them time to vacate the spot and wait it out while bots get insta-killed.I agree dropping DR and going with a progressive DE system would be an improvement to what we have now but in the end we would all still sit in cursed shore doing the same event chains over and over with the odd “retake the camp” event every so often. With that type of system dont you think players will be just as bored doing the same events over and over even if they are a bit more challenging?
That would depend on how creative Anet gets with it.
Two quick examples might be:
Queensdale Scales. Players/bots farm these for a good while. Vet Scales begin to spawn in place of normal Scales. Players/bots continue farming. Eventually Group Champion Scale spawns. Players will move out of the area or join together to take it out. Bots will get slapped down. – This is the simple solution.
Queensdale Scales again. Players/bots farm these for a good while. Wasps begin to spawn in their place. Scale population went down, wasps moved in.
Example Two:
Shelter Gate in Cursed Shore:
Players/Bots camp gate and farm. Vet Risen begin to spawn making it harder to fight back. Eventually, Group Champion bosses show up to take the area. Players can either wait a pre-set time for the biggest mobs to de-spawn, or attempt to take it out. Maybe add a chest at the end of killing it? Idea is to give the players more to do; while making it more difficult for bots. Randomizing chest location for such an event will also help.
It depends on how creative Anet wants to get. Dynamic is the key feature Anet should be working with. A changing system is more interesting to players and more difficult for bots.
It may also go a long way to have weekly updates where some area that are heavily bot camped be taken over by mobs, big ones. Lowers the effectiveness of bots, and creates interest in “What’s different” for players.
We need more support for a broader end game experience.
Agree with #2, disagree (for varying reasons) with the rest of the solutions.
Number 3 isn’t bad, but the applicable reset from #6 should apply daily to #3, rather than weekly, imho.
I guess it comes down to whrther you want to repeat the same content every day, or every week.