TIme for Skill, not farm

TIme for Skill, not farm

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Posted by: g e o.2589

g e o.2589

The way of making dungeons and content in game I will now described I think is based on skill more than on ZERK and COF!

So there are personal and group challenges when you enter the dungeon, this challenges are completed while playing along the main story. So the more personal challenges you complete, better rewards you get, for example more tokens and gold. The group challenge gives twice as much bonus as does the personal challenge.

Personal Challenges:
0 deaths
0 times downed
X amount of enemies killed
unique profession in a party
X players revived
X amount healed other players
X amount dealt to one foe
X amount of death blows by you
X times got up from downed
X amount of damage received and survived
etc…

completing certain amount of personal challenges gives 5% bonus for every reward you get
completing more challenges gives +1% to bonus 5%. Some challenges are opposite of others so you may never complete every possible challenge.

Group challenge:
0 members died
0 members got downed
0 foes left alive
X times survived downed state
completed in X minutes
Never let foe regenerate
Maximum variety of professions
etc…

Completing certain amount of group challenges gives 10% bonus for every reward you get.
completing more challenges gives +2% to bonus 10%.Some challenges are opposite of others so you may never complete every possible challenge.

So i think if this system existed people would be rewarded for skill and not for farm. This post welcome any extra suggestions and corrections.

TIme for Skill, not farm

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Posted by: NightStar.4670

NightStar.4670

I think this would be a neat idea. Adding such challenges for explore mode. It would give more incentive to complete all of a path of a dungeon, defeating all the enemies, vs running through killing only the boss.
Like, it would have to be a bonus vs pentalty scale. So like, there is a pentalty if a boss or event is skipped (thinking of the bridge in CoF p1, so tired of “I think we have more spies”)
On the flip side, if this was implemented, it could possibly be much harder to get a PUG for any dungeon. Like, if dying was a penatly, then people wouldn’t want to run a risk of somebody dying and losing the bonus. So maybe the penalties would have to be which content was actually completed in the dungeon, instead of deaths or downed state.
But as for bonuses, I think it would be neat if there was something. Like, kill over XX of enemies as a team, more than what’s usually skipped.
Basically, I hate doing dungeon runs that skip half the dungeon. Particularly CoF p1. I understand it takes extra time, but its such a waste to leave things alive! It also makes it harder for players who aren’t as experienced, since not everybody is capable of running through the enemies and not dying. Which can drag down the entire team.

Paskal – 80 Asura Thief – Aeon Kleos officer
Meredy Izumi – 80 Human Elementalist [Aeon]
Alruane – 80 Sylvari Ranger [Aeon]

TIme for Skill, not farm

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Posted by: g e o.2589

g e o.2589

I mean that there could be way more group challenges than those listed above so that having a bad party wouldn’t be a real problem, but i would say to limit personal ones as it is right now so that it wont be done by itself.

TIme for Skill, not farm

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Posted by: thefantasticg.3984

thefantasticg.3984

It’d be great to kill things in dungeons if they didn’t have stupid high life pools and, more importantly, NO drops or worthless drops.

Yeah, your suggestion is a fine as long as I can still speed run. If you don’t like speed running, you can put the energy into finding a group who feels the same instead of nerfing it for everyone.

Oh, and one more thing. To clear CoF p1 near 5 mins takes more than just having the right gear. Takes skill knowing when and how to lay down that DPS and dodging like a boss.

RNG is a bell curve. Better hope you’re on the right side.

(edited by thefantasticg.3984)

TIme for Skill, not farm

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Posted by: Bubi.7942

Bubi.7942

It’d be great to kill things in dungeons if they didn’t have stupid high life pools and, more importantly, NO drops or worthless drops.

Yeah, your suggestion is a fine as long as I can still speed run. If you don’t like speed running, you can put the energy into finding a group who feels the same instead of nerfing it for everyone.

Oh, and one more thing. To clear CoF p1 near 5 mins takes more than just having the right gear. Takes skill knowing when and how to lay down that DPS and dodging like a boss.

Dunno if mentioning CoF p1 and skill in one comment is legit.

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Posted by: thefantasticg.3984

thefantasticg.3984

If the player doesn’t know what they are doing (no skill) then it doesn’t matter what class they are playing. I’m guessing you don’t have a zerker war or Mes and haven’t done the speed runs as such. The group I normally run with consists of 2-3 wars and Mes. We average 8 min runs. We started out taking a lot longer. Over time we got better at CoF p1 and p2.

RNG is a bell curve. Better hope you’re on the right side.

TIme for Skill, not farm

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Posted by: g e o.2589

g e o.2589

Actually i am am zerker mesmer and i do love speedruns but i would love to be rewarded for doing it well not fast

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Posted by: Bubi.7942

Bubi.7942

Actually my main is also a “zerker” mesmer (I do not have a warrior) and I do not like speedruns.

I am surprised that there are people out there that think CoFp1 ‘is k’ as the way it is. Even calling it skill that they can do it under 10 mins. Ever compared it to other dungeons?

I am baffled why Anet has not closed down that path yet to be honest.