Anet cant think of any PVE endgame content so this is how they fix it?
If they want people to spend more time in dungeons they are doing a very poor job, because I don’t want to go into any of them anymore.
I think reducing the reward might have been because people were running it over and over and over. I know at least two people who were running CM story mode constantly just for the gold. They said they were getting about 1.5g per hour from it.
Well they did a good job of implementing idea of having no “Carrot” at this game thats for sure and look at what happens.
Anet cant think of any PVE endgame content so this is how they fix it?
Posted by: TheBlackLeech.9360
ALL of the people complaining are people who are trying to grind a non-grind oriented game.
You get to level 80 on your first character after 2 days of gameplay because you grind through crafting… anet comes behind you and nerfs it…. do they take away your levels and xp? no.
You repeatedly farm the first chest in an explorable dungeon with no intent of clearing it… you get a bunch of tokens and then anet comes behind you and nerfs it…. do they take away your tokens? no
Anet is fixing the game. You are on top. Everyone else is going to have to work 90% harder to get what you have already achieved…. and yet you complain. You keep slipping through the cracks in anet’s grand game design and then whine when you can’t get what you want easily anymore.
Imagine this:
Imagine you hit level 80 in 2 days, and complete all the dungeons and have all the elite armor within a week. Oh man…. so tough. I bet you would sure feel good about having accomplished something that everyone else in the game accomplished within a week. When you get things easily or quickly, those achievements mean next to nothing. When you EARN your rewards and your status, you feel proud of your accomplishments.
ALL of the people complaining are people who are trying to grind a non-grind oriented game.
You get to level 80 on your first character after 2 days of gameplay because you grind through crafting… anet comes behind you and nerfs it…. do they take away your levels and xp? no.
You repeatedly farm the first chest in an explorable dungeon with no intent of clearing it… you get a bunch of tokens and then anet comes behind you and nerfs it…. do they take away your tokens? noAnet is fixing the game. You are on top. Everyone else is going to have to work 90% harder to get what you have already achieved…. and yet you complain. You keep slipping through the cracks in anet’s grand game design and then whine when you can’t get what you want easily anymore.
Imagine this:
Imagine you hit level 80 in 2 days, and complete all the dungeons and have all the elite armor within a week. Oh man…. so tough. I bet you would sure feel good about having accomplished something that everyone else in the game accomplished within a week. When you get things easily or quickly, those achievements mean next to nothing. When you EARN your rewards and your status, you feel proud of your accomplishments.
I couldn’t agree more with you man. I mean I have a lvl 80 Ranger and it took me 2 weeks to do but as far as the dungeons are consider’d I think they should be scaled down just a little bit because at this point in time the dungeons are looking like they are all going towards unbeatable, by the time areanet is done updating.
GW1 had really enjoyable and balanced instances, offering a challange while not relying on gimmicks or artificial difficulty. DoA, UW, FoW, Deep, Urgoz, they were all well designed. Even though there were some cookie cutter builds that could finish them, they were all very much possible just by just using your brain. Most importantly they were enjoyable to do and the challange was fun.
Now with GW2 we have the complete opposite. Monotome and unoriginal challanges, artificial difficulty, tanky trash mobs, lots of grind factors, repair costs, corpse running, not so much interesting sub-quests… I could go on for a while. Not to mention that the balance between dungeons themselves are way out of wack. Some dungeons are quick and easy, others a huge >1 hour grind while offering very little content. It makes dungeons feel like an afterthought, just like lv75-80 and lv80 areas of Arah which seem to be released uncomplete and bugged. Seriously, how did it come to this?
ALL of the people complaining are people who are trying to grind a non-grind oriented game.
100+ runs for gear just for skin or not, regardless the amount of time you are doing the same thing over and over and over = grind
Anet is fixing the game. You are on top. Everyone else is going to have to work 90% harder to get what you have already achieved…. and yet you complain. You keep slipping through the cracks in anet’s grand game design and then whine when you can’t get what you want easily anymore.
This game is far from a “Grand Design”
Imagine this:
Imagine you hit level 80 in 2 days, and complete all the dungeons and have all the elite armor within a week. Oh man…. so tough. I bet you would sure feel good about having accomplished something that everyone else in the game accomplished within a week. When you get things easily or quickly, those achievements mean next to nothing. When you EARN your rewards and your status, you feel proud of your accomplishments.
This isn’t real life to have proud moments nobody cares about your status getting gear that took 100+ runs isn’t something to be proud off, and the sane people don’t care what you acquired in a dungeon only care about what they got, and when people see you in full COF exotic they just say “wow that guy had a lot of time on his hand” not " wow his a pro player"
People need to think things through a bit. Let’s say ANet wanted the dungeon armours to be pretty rare and special. So they need to limit the number of players that can have the armour. But they also want the armour to be accessible fairly, in that everyone has the opportunity to obtain the armour.
So how can they do this? Let’s list the alternatives and why they are bad:
- Make the armour drop randomly at a very low rate: We already see this in other games, and GW2 is specifically trying to avoid it. This mechanic not only causes grind, but possibly fruitless grind – you’re not working towards a goal, you’re rolling a RNG that might never win for you.
- Make the armour only accessible if you complete something incredibly difficult: Like beat the dungeon in ultra-hard mode without dying in under XX mins or whatever. This isnt fair or accessible, because certain skilled players will be able to obtain all of the rare armours, whereas certain other players will never be able to get any of them. You might say, “if you are unskilled then you don’t ‘deserve’ the armour”, but that’s pretty discouraging and would get many more flames than the current system.
- Make the armour require a large amount of time and effort, such that most wouldn’t attempt it and few would do it multiple times: The current system. I wouldn’t say that it is ideal, but it’s the least worst option that fulfills the objective.
So yeah, let’s take it as a given that ANet wants the dungeon armours to be rare and special. But they want anyone to have the potential to obtain them.
Can anyone think of a better mechanic that fulfills these conditions?