The target of this post will be about focusing on each one of the new diminishing return systems that have been put in place. Also, I will talk about how the economy is being changed by little tweaks that ArenaNet has made. Now, I’m hoping this thread doesn’t get swept under the door and closed; only to be piled and directed by moderators to the other 8 page DR thread.
In each category, I will discuss how ArenaNet has proposed these DR systems affect bots, gold sellers, and players. Then, I will list how it is affecting players; Ranging from casual gamers to 10-14 hours-a-day gamers. From there, I would like to add my own opinion on how things might be able to change for the better.
Lets start with the new Karma DR system. Many players, from casual to hardcore, have hit this new DR system within 1 hour of farming events. At this time, bots do not gain any benefit from farming karma, for there is no way to make gold off of it. Although, ArenaNet has stated that none of these DR systems are supposed to affect the every day casual to hardcore gamer. Quoting, “We do have these thresholds in place, but it’s not our intention that normal players should ever run into them.” So, here is the issue with the Karma DR. If it doesn’t affect the economy, and it doesn’t affect bots, that only leaves the “normal players”. Meaning, this DR system was implemented to either slow down or stop the process of farming karma. That booster you bought will get it’s full use, but the “+15% Karma for 24 hrs” banner that you invested all of your guild influence in will only be useful for about 1/12 of that duration (2 hours). My opinion on the matter? Throw the karma DR system away. Get rid of it completely. If you want to limit the Karma per hour, add hearts to the 75-80 zones and increase the respawn timer on dynamic events. Once you clear a 75-80 map, there is no other reason to “explore” the map unless you are doing the dynamic event chains.
On to the next topic, the dungeon DR system. There are 2 main focuses of this system. One, was to eliminate anybody using exploits to clear a dungeon faster than a normal run would take (around 30 minutes.) The other, was to prevent people from farming “the easiest” chain over and over again. A completely understandable and respectable system, until they made it account wide. Meaning, all that time I spent leveling my second character to 80 doesn’t mean anything because now that character is linked to my first character. Here is how that system works. If I clear the 3 paths on my first character, the second character will be hit with the DR system, preventing it to receive the full reward. This is a new system, implemented last patch (October 2nd). This system seems to do nothing but punish the more hardcore gamers. It doesn’t effect bots at all. One of the main themes of Guild Wars is to enjoy the world, and level up new character with new story lines. Yes, the story line is interesting and fun to follow, but when all of these DR systems are linked to your first character, it makes you chose which character you want to play per day instead of playing them both together. Just roll-back this system to make it not affect other characters. I didn’t go through the entire process of hitting 80 twice to be forced to play only one of the characters a day.