Expansion of DR in dungeons
I don’t get why people play more should be punished. I’m not even speed running dungeon.
what’s wrong with me playing GW2 for a whole day?
Those that play 1 hours a day can just do the easy dungeon all the time. And people play more have to be forced to do the harder dungeon?
I didn’t do 4 warrior/1 mesmer cof run all day. I did a bunch of cof path 1 on all my alt, I did a bunch of different path of AC, and I did SE1 path on 2 character today. What’s wrong with what I’m doing?
Some of my group are so bad that it take me 30+ minutes to do a dungeon run. And you want to punish me more?
And why do people that play less get to do all the easy dungeon every day. They should just change you can’t “repeat” the same dungeon ever. You have to do another dungeon to reset DR. Force them to do different dungeon too. Don’t just punish people that play more.
(edited by laokoko.7403)
To clarify, just in case my OP was a bit vague, this is about reducing rewards from repeating the same dungeon path multiple times, just like how the end reward gets reduced. It won’t affect you at all if you run different dungeons or paths.
(edited by Bri.8354)
I dont see how doing arah p4 and having it take 3-4 hours to complete would warrant a loot reduction in the already bad loot. CoF p1 you might have an argument. But “Blanket” DR is bad.
I dont see how doing arah p4 and having it take 3-4 hours to complete would warrant a loot reduction in the already bad loot. CoF p1 you might have an argument. But “Blanket” DR is bad.
Then perhaps they should rework the entire DR system, which is applied like a “blanket”, but before that is done we need it to be expanded for the same reason it was implemented in the first place.
Sorry if I didn’t make it clear enough. This is about reducing rewards from repeating the same dungeon path multiple times, just like how the end reward gets reduced. It won’t affect you at all if you run different dungeons or paths.
What’s wrong with repeating dungeon path? I did cof path 1 like 7 times today. I got 9 lvl80. What’s wrong with that? I did AC1 twice today AC3 twice today and SE twice today too. What’s wrong with that?
And if you are reducing the reward for me. Why do people that play 1 hour a day get to repeat the “easy dungeon” every day, and people play more have to do harder dungeon.
I’m not sure if this will be the most popular thread, but the issue of repetitive “speed runs” in dungeons is something that needs to be addressed
You go into detail about how, but make no attempt to say why.
the issue of repetitive “speed runs” in dungeons is something that needs to be addressed
What issue? The ‘how dare those scum war/mes nooblets run cof/coe repeatedly, that isn’t how the game is supposed to be played, its all about having fun and classes equality etc" issue?
(edited by Razeor.6271)
I don’t mind if they do some DR like you can’t repeat the same dungeon path within a 1-2 hour period. You have to be forced to do other activity or you have to do other dungeon path to reset the DR.
But I don’t like the idea of just punishing people who have alot of time on their hand and play all day.
The best reason I can give is that CoF path 1 is out of line with the intended design of the dungeon, is imbalanced in comparison with many of the other dungeons, and as a result there needs to be a change to either bring it in line with what was intended, or reduce the reward so players cannot take advantage of the dungeon being like this.
The reason I suggest DR is because it is the easiest way to address this. The other solution would be a rework of the dungeon, as well as other dungeons which may also be prone to “speed runs” but due to CoF path 1 being the best, are not currently popular.
I don’t mind if they do some DR like you can’t repeat the same dungeon path within a 1-2 hour period. You have to be forced to do other activity or you have to do other dungeon path to reset the DR.
But I don’t like the idea of just punishing people who have alot of time on their hand and play all day.
You do realize that your post is completely contradictory right? Your second point you say you don’t want to punish people that have a lot of time to play all day but in your first point you ask for a way to punish people that want to play all day. If i want to play a certain dungeon all day( say i want to get my flaming weapons from AC why should i have to wait 2 hours before i can do the dungeon again?
Live life to express, not to impress.
Don’t strive to make your presence noticed, just make your absence felt. ~ unknown
I don’t mind if they do some DR like you can’t repeat the same dungeon path within a 1-2 hour period. You have to be forced to do other activity or you have to do other dungeon path to reset the DR.
But I don’t like the idea of just punishing people who have alot of time on their hand and play all day.
You do realize that your post is completely contradictory right? Your second point you say you don’t want to punish people that have a lot of time to play all day but in your first point you ask for a way to punish people that want to play all day. If i want to play a certain dungeon all day( say i want to get my flaming weapons from AC why should i have to wait 2 hours before i can do the dungeon again?
Well you play all day. You probably at least can run the dungeon 4-5 times.
In Bri’s case you can only run it once. Mine is at least better than Bri’s case right?
Yeah, no. Dungeon DR should never have existed to begin with.
I just want to say that I do not like DR in its current shape and see no reason for it to be so strict as to pushing players from running the same dungeon more than once a day. I would be in favor of making DR reset more often, allowing players to run the same dungeon path multiple times in a day without being punished.
But I also see a need for DR to stop players from profiting from exploits and poor design. An issue with the DR currently is that it applies in no way to the coin or bag drops, which players can gain a large amount of profit from, and should be changed for the same reason we have DR on the completion reward.
But I also see a need for DR to stop players from profiting from exploits and poor design.
Here’s an idea. How about they remove the features and fix the poor design? That way the problem solves itself without punishing people for playing the game.
Considering the crypt AC has become, I wouldn’t expect much.
Ya I mean you probably punish the normal player more than anything. They actaully made DR more linient from last patch.
I actually have a better idea. Start with 60 token, 20, 10, 5, after that loot get nerf too.
That is probably what fit more in mind with Bri’s complaint.
Not saying I support the idea. Just saying it probably fit Bri’s vision more without punishing normal player.
But I also see a need for DR to stop players from profiting from exploits and poor design.
Here’s an idea. How about they remove the features and fix the poor design? That way the problem solves itself without punishing people for playing the game.
Considering the crypt AC has become, I wouldn’t expect much.
No game or developer is perfect so they need some sort of safety net (in this case DR) just in case there are flaws with what they created. That’s not to excuse bad design though, they really need to fix up some of the dungeons.
But until that bad design is addressed, I think an easy and good step to take would be to increase that DR safety net so those currently taking advantage of unintended or poor design can’t gain huge profits from it any longer.
(edited by Bri.8354)
Ya I mean you probably punish the normal player more than anything. They actaully made DR more linient from last patch.
I actually have a better idea. Start with 60 token, 20, 10, 5, after that loot get nerf too.
That is probably what fit more in mind with Bri’s complaint.
Not saying I support the idea. Just saying it probably fit Bri’s vision more without punishing normal player.
Hmm, something like that might work out a lot better! It would achieve the same effect for those doing repetitive speed runs, yet wouldn’t affect players who casually run the same path a few times in a day.
aka speedfarm groups won’t let me join them so I’ll show them, I’ll show them good…
I really do not understand why people complain about other people’s way of playing. Wasn’t it said that we could play here whichever way we liked most? After whole day at work i sometimes like to do speedruns. They are easy, you can just turn on some good music and chill doing what you like. I like the way cof p1 is right now, right now i have a mesmer i stopped playing some time ago but i like the way i can make some gold in the little time i have for gw2.
In my opinion DR is really bad concept that is holding people back because the whole rewarding system is not really that great in this game. I like gw2 i played so many hours and yet i do not feel really rewarded by what i like doing. I like doing fractals, they are challenging and imo just super fun with a ‘good pug’.
So if i were to do what you did there, i would say: anet please introduce new DR hammer for your whack-a-mole rewarding tactics and make everything in this game as rewarding as fractals lvl 48. For 2h of play i want players to earn max of 1g, tops 1.5g.
In every single mmo i played before people were constantly rewarded for playing and in gw2 when you play to long you get less and less.
TL:DR I love the game but let us play as we want and get rid of DR, not make it stronger.
So you want to restrict our playstyles even more?
You really think thats a good idea in the grand schemes of things?
Personally i think DR is a very bad mechanic and i definitely dont want more of it, not in dungeons, not in open world.
If something like COF1 creates too much money, make another goldsink, but never ever tell ppl what they can and cant enjoy in their game, thats just bad design.
If you actually read the context of “you should be able to play Guild Wars 2 the way you want to play the game” rather than just reading that part and taking it literally, they are speaking about players should be fairly rewarded no matter what area of the game they decide to participate in.
This essentially means that their goal is to make it so you can level up, gain the best equipment, and earn a fair profit in any area of the game. It does not mean that they want players taking advantage of broken dungeons like CoF path 1.
If DR was expanded it would just bring CoF in line with other dungeons and you’d still be able to gain a fair profit from it. It would not break their promise of being able to “play the game how you want to”.
But again, I dislike DR in its current state because its too broad. They need to cut it back who it affects so players doing normal dungeon runs aren’t as effected by it while also expanding its harshness so those who do exploit or take advantage of broken content will not be able to gain huge profits.
(edited by Bri.8354)
So you guys say cof p1 is broken… i won’t really argue about it. It is broken because easiest and fastest way of making money should not give the best rewards.
But in my mind DR is like the taxes. Most don’t like it but there’s also a reason it is there. In gw2 ‘taxes’ are really bad, when you earn a little you have no tax at all. When you start earning more you get taxed to the ground to the point that there is no motivation for you to work more than is ‘the right amount’.
Even then people want to get at least a bit more than their lazy neighbours and are working hard day and night… and then some guy shows up and says: I want 98% taxes from all the work you do over 1h a day. That would be ofcourse great for the 1h working guy but a guy that works 18h a day would be kitten ed.
In no way i want to say casual players are lazy, that would be stupid. But you cant really make everything fine and dandy by limiting other players in the way they play.
The best reason I can give is that CoF path 1 is out of line with the intended design of the dungeon, is imbalanced in comparison with many of the other dungeons, and as a result there needs to be a change to either bring it in line with what was intended, or reduce the reward so players cannot take advantage of the dungeon being like this.
The reason I suggest DR is because it is the easiest way to address this. The other solution would be a rework of the dungeon, as well as other dungeons which may also be prone to “speed runs” but due to CoF path 1 being the best, are not currently popular.
I suspect ANet will get around to revamping dungeons other than AC sooner or later. I expect CoF P1 will get its day in court when they do — after which their true intentions may be clearer. To me, gauging their intent with dungeon design is chancy, at best.
In the meantime, I have to question whether throwing more DR into the game would be a good idea. The game already has multiple types of DR and adding more strikes me as a poor solution. DR is, as you say, an easier fix — but that does not make it a good idea.
No game or developer is perfect so they need some sort of safety net (in this case DR) just in case there are flaws with what they created.
Excuse for bad design.
That’s not to excuse bad design though, they really need to fix up some of the dungeons.
Mutual exclusion detected. Does not compute.