exploration as farming (idea)
they need to put “unique” reward in the game, not just rares…rares is like the new greens now, too easy to get.
Blackgate Militia
I think this is a good idea. A better chance at the higher-rarity items would be a great incentive for people to do some of the less-visited content in the game. Hopefully, the devs will see this once it’s moved to Suggestions. =)
they need to put “unique” reward in the game, not just rares…rares is like the new greens now, too easy to get.
Even the new rares/exotics that were introduced into the game are garbage, so, I wouldn’t anticipate on any unique item added to be much better if at all.
Mud Bone – Sylvari Ranger
the idea has merit to it, and i do like it.
however if everyone is running many different events and such, how are we to tell which mobs are new (thus less chance to get good loot) and whichhave been around a long long time and untouched (thus have higher good loot chance)? Or is it personalized, as in if we personally havent done the event for a long time, it gives better loot just for us? Or we r not spose to know which events/mobs are those that will give better chance?
the idea has merit to it, and i do like it.
however if everyone is running many different events and such, how are we to tell which mobs are new (thus less chance to get good loot) and whichhave been around a long long time and untouched (thus have higher good loot chance)? Or is it personalized, as in if we personally havent done the event for a long time, it gives better loot just for us? Or we r not spose to know which events/mobs are those that will give better chance?
well actually it evens itself out so not everyone is just running around getting higher tier stuff all the time — the more people that regularly do it the less higher tier loot you would get, so it would balance itself out -- and you could tell how long it ago it had been farmed by the amount of bonus xp you would get.
you would still have to go out looking for the less farmed content, but by killing a cpl mobs you would be able to tell how long ago it was done by comparing bonus xp.
ahh ok thanks for the answer
I think the idea is great
From a programming point of view it would be easy for me to implement in one of my games that I am writing now. All I’d have to do is set enemy spawn coordinates and the time of death.
enemySpawnLocation = [X,Y] // you could add a Z axis for 3d and a map reference as well
playerDeathLog = [enemyID + enemyDeathTime, enemyID + enemyDeathTime, and so on]
Then you would just have to do a time comparison and remove items in the array as they time period is passed.
Once you have this data it would be easy to build in conditions +/- magic find, drop rates etc.
Having said all this I have no idea how GW2 has been setup so this might not be possible like it would be for my program.
they need to put “unique” reward in the game, not just rares…rares is like the new greens now, too easy to get.
Even the new rares/exotics that were introduced into the game are garbage, so, I wouldn’t anticipate on any unique item added to be much better if at all.
Garbage? They are exotic. How is that garbage?
Currently playing Heart of Thorns.
It’s something that I’ve been discussing with my friends lately. We think that the easiest idea to implement is some kind of Magic Find boost from each unique DE you complete in an area. It would make people want to go and grab as much MF as possible before starting to actually farm, and it would be a decent start to putting people back into the maps.