Suggestion on Champions
If this is a suggestion it will soon be moved to the suggestions sub-forum.
Mud Bone – Sylvari Ranger
Champs should not drop guaranteed rares- makes them too farmable.
Any loot overhaul should not reinforce the idea of farming, but instead allow a player to just play the game while naturally accruing the mats they need or want. Concentrating rewards anywhere is a bad idea.
Champs should give/have a better loot table, but more along the lines of guaranteed tier whatever crafting materials/multiple bags/slightly increased monetary drops/ possible uncommon food items/ slightly increased chance for lodestones-cores-slivers/ recipes/ boosts/ slightly increased drops of rares and exotics/ blc keys etc etc.
Champs should not drop guaranteed rares- makes them too farmable.
Any loot overhaul should not reinforce the idea of farming, but instead allow a player to just play the game while naturally accruing the mats they need or want. Concentrating rewards anywhere is a bad idea.
Champs should give/have a better loot table, but more along the lines of guaranteed tier whatever crafting materials/multiple bags/slightly increased monetary drops/ possible uncommon food items/ slightly increased chance for lodestones-cores-slivers/ recipes/ boosts/ slightly increased drops of rares and exotics/ blc keys etc etc.
I was specifically stating champions from group DE’s, and also, arenanet tries not to force upon grind, but it is near impossible to make an MMO WITHOUT a direct source of grind to gain coin.
One thing that might happen if champions dropped a guaranteed rare, more money or a unique item is that you might get hordes of people camping the spawn points and farming them. If its good enough it will pull people from the Temples and other world events, making the Temples less likely to get done for one thing.
Maybe if they had a random, very long respawn timers to discourage people from just sitting and waiting for them.
For example, say you kill a Champion First Mate in eh… Genderran Fields. He would first of all, either drop a rare or better of your level and good coin, but he would also have a possible chance to drop new, unique loot (maybe a possible pirate headpiece that would be a new design.) That would:
1. Give a new method of farming.
That’s bad. It’s too exploitable, I’m not sure we need one more way to farm, and so on, but the main issue is something else.
RNG is bad. The reason why dungeons give tokens and not a chance for random drops is because the “rare item drop” system is ultimately unfair – someone who does a dungeon a lot of times can get nothing, while the person who did it once and was mostly carried by the rest of the team could get the place’s most desired item.
Some parts of the GW2 original design made a point in trying to avoid this kind of RNG – dynamic events not only always give the same rewards, but they also reward you based on contribution; map completition gives more or less the same rewards (as in, you know if you will get exotics, rares, or masterwork items), and so on.
At the same time, the original GW2 design also had a lot of very stupid RNG (ectoplasm, Mystic Toilet, ectoplasm, all the RNG in the gem store, ectoplasm and so on). In this we can see how different designers had different opinions on applying fair content or not to the game.
But in the end, it’s a bad system from which we should see less, not more.
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
For example, say you kill a Champion First Mate in eh… Genderran Fields. He would first of all, either drop a rare or better of your level and good coin, but he would also have a possible chance to drop new, unique loot (maybe a possible pirate headpiece that would be a new design.) That would:
1. Give a new method of farming.That’s bad. It’s too exploitable, I’m not sure we need one more way to farm, and so on, but the main issue is something else.
RNG is bad. The reason why dungeons give tokens and not a chance for random drops is because the “rare item drop” system is ultimately unfair – someone who does a dungeon a lot of times can get nothing, while the person who did it once and was mostly carried by the rest of the team could get the place’s most desired item.
Some parts of the GW2 original design made a point in trying to avoid this kind of RNG – dynamic events not only always give the same rewards, but they also reward you based on contribution; map completition gives more or less the same rewards (as in, you know if you will get exotics, rares, or masterwork items), and so on.
At the same time, the original GW2 design also had a lot of very stupid RNG (ectoplasm, Mystic Toilet, ectoplasm, all the RNG in the gem store, ectoplasm and so on). In this we can see how different designers had different opinions on applying fair content or not to the game.
But in the end, it’s a bad system from which we should see less, not more.
My main focus wasn’t really on a money making system, my main focus is that people are more lively in maps other than WvW and the cities. They put DYNAMIC events on the game for a reason. They put SCALING on for a reason. Yet, most dynamic events to people are useless once they hit 80 and/or get their obsidian shards. It bothers me how arenanet put thousands of dynamic events in the game, when only a handful of them are worth the time. I just felt like making it a good source of money would attract more people into doing them instead of having random newcomers just walking up to a camp they need to go to but instead finding 20 dead NPC’s and a big champion standing in his way. I do understand where you are coming from though.
Wow. What a coincidence that my suggestion I posted a month ago is being implemented in the game now XD