Added a system to limit the experience and gold that players can receive from speed-farming dungeons.
Posted by: slycem.7695
Posted by: slycem.7695
Can someone explain that a little more thoroughly.
what i mean is how will this effect farming COF i was getting about 50 silver a run
Posted by: Vytal.7942
My thoughts are is they will put a limit to how much gold you can gain per hour off of these dungeons. Or maybe it’s per route, like for example in shard farming, you may only be able to make up to 1g off of route 3, until it stops dropping gold. However, it could more likely be a gold per hour or gold per 3 hrs on a dungeon to encourage people to switch it up and farm multiple dungeons, sine most are being neglected besides CoF and Arah.
Posted by: Pikafan.3792
^ That is wrong, there are other popular dungeons being run such as AC, CM, TA, and to a certain extent HotW.
Posted by: Vytal.7942
^ That is wrong, there are other popular dungeons being run such as AC, CM, TA, and to a certain extent HotW.
The playerbase running all the other ones is minimal compared to the ones running CoF and Arah. An easy test of this is just run outside of each of the instances. CoF and Arah are packed constantly, AC has a few due to the fact that it is the lowest level dungeon followed by CM. Now go to CoE, TA, and SE and there is almost no one outside those.
Posted by: sfxblade.3459
1gold/hour was too much it seems, lets all run 1-2hour dungeons for 27 silver guys.
Posted by: Vayra.3290
Probably less silver from the chests after doing x runs in a day.
Posted by: sfxblade.3459
I never got silver from the chest O_o, most of the time it was between 1copper and 50 copper per chest, the gold was comming from the 27 silver every 15 minutes for completing the path.
Posted by: kal.4350
Really? I haven’t done that dungeon, but dungeons need to give much bigger rewards, not smaller… are they crazy?
Posted by: Gehenna.3625
The update refers to speed running dungeons. We had a lot of speed clearing being done in GW1 of UW and such.
It sounds to me that when you do a dungeon, you will get the normal results for rewards. If you speed clear it 4 times in one evening then you will suffer from the law of diminishing returns.
Posted by: Holy Socks.3195
Can’t farm dungeons for gold due to recent nerf, can’t farm mobs for items/gold due to farming cap, at least give us karma rewards for doing dungeons or something, this is just depressing.
Posted by: Deith.7596
So now basicaly, after doing an explo once there is even more reasons not go to back there again. I love it!
Posted by: Pants.8315
Basic economics.
Players get too much gold, value of gold decreases.
Value of gold decreases, value of gems decreases.
Value of gems decreases, cash shop prices have to be readjusted to match gold value.
OR
Anet finds places where gold is too readily available and reduces rewards from farming it.
Economy stays stable and the whole process listed above doesn’t have to happen.
Of course over the course of the games lifespan golds going to be more readily available anyway, but we’ll ignore that for now.
And again, of course they want you to buy gems from a business perspective, but controlling inflation is a bit more of a concern, especially with the global TP.
Posted by: kal.4350
I hate diminishing rewards. I work, so I dont even have time to farm a lot. But just the idea of them controlling what I can do (by non gameplay means), is plain wrong.
Posted by: Kog.6710
The update refers to speed running dungeons. We had a lot of speed clearing being done in GW1 of UW and such.
It sounds to me that when you do a dungeon, you will get the normal results for rewards. If you speed clear it 4 times in one evening then you will suffer from the law of diminishing returns.
From what I heard there is also a flat reduction so DR will just make it a lot worse.
Posted by: Xfraze.1704
I figured this was going to happen. When I heard a guildie saying he was going to try to make 8g later that night, I figured they were going to nerf whatever was going on.
Posted by: aeonZgamer.5307
The game economy is stable? That’s the first I’ve heard of it being so
Posted by: Plague.5329
People were complaining in a thread yesterday about how because of how terrible rewards are throughout GW2, it necessitates doing dungeon runs over and over again, which is not very fun.
I believe I said in that thread, and I know I told someone IRL, “I bet you anything ANet’s solution to this won’t be to improve the terrible rewards you get everywhere else. They’ll just make dungeons unprofitable.”
Sure enough…
Posted by: Killthehealersffs.8940
Now implant it to the farm DEs spots + the WvWvW dolyaks too :P
Posted by: Fiontar.4695
What’s confusing is that they were telling us forever that getting your Exotic Level 80 gear wasn’t going to be that big a deal. The impression was maybe another 20 hours of game play and after that, the rewards you pursue will mostly be cosmetic skins and achievements.
Really? I think I’ve played my main about 40 hours since reaching the level cap. I have two Exotic Weapons and one piece of Exotic Armor. All my jewelry is still Masterwork, my Runes are low end and I’m not really seeing the path to outfitting myself that doesn’t require massive amounts of one grind or another.
The game doesn’t need an end game gear grind, but somehow they managed to give us one.
Posted by: ref.8196
So now basicaly, after doing an explo once there is even more reasons not go to back there again. I love it!
why? why is that related to speed clearing?
What’s confusing is that they were telling us forever that getting your Exotic Level 80 gear wasn’t going to be that big a deal. The impression was maybe another 20 hours of game play and after that, the rewards you pursue will mostly be cosmetic skins and achievements.
Really? I think I’ve played my main about 40 hours since reaching the level cap. I have two Exotic Weapons and one piece of Exotic Armor. All my jewelry is still Masterwork, my Runes are low end and I’m not really seeing the path to outfitting myself that doesn’t require massive amounts of one grind or another.
The game doesn’t need an end game gear grind, but somehow they managed to give us one.
But the difference is that you don’t need the best gear. Crafting is the easiest way to get it anyway, dungeons are just for skins.
Posted by: kiba.2768
yep…so i was saving 8.88g for a full set of vigil armor because i like the skin and all the attributes are in line with my build.
my most viable choice now is to ditch that(one of the biggest draws is customization, as it persists throughout ALL modes of the game) and settle for another set of rinky dink armor someone else or i can craft with desirable attributes. the look will be horrid since i can’t bekittento buy(i refuse) gems to buy fine xmutation stones(doesn’t even begin to address how i’m going to find another decent looking set that won’t break the bank).
oh boy. time to deposit what little coin i have and walk everywhere(maybe their intent in the first place?) because WP’s are burning a whole in my coin sack?
Posted by: Deith.7596
People were complaining in a thread yesterday about how because of how terrible rewards are throughout GW2, it necessitates doing dungeon runs over and over again, which is not very fun.
I believe I said in that thread, and I know I told someone IRL, “I bet you anything ANet’s solution to this won’t be to improve the terrible rewards you get everywhere else. They’ll just make dungeons unprofitable.”
Sure enough…
You called it, burn in hell! Stop giving them ideas!
Posted by: RasmusFireJ.2749
Please just tell me WHY the xp and coin reward has been reduced to 1/10th the amount before the latest patch, when doing a dungeon?
This is even if it’s the first time I do a given dungeon… That can’t possibly go for being a speedrun, when it’s the first time in a new dungeon AND it takes 60+ minutes… Come on. The coin reward can’t even begin to make it up for the repair cost.
You are doing about the same mistake, as they did with Diablo 3, when they sky rocketed the repair costs. At least give some clear messages to your users about how you changed the system, and not just say: We added an anti-speedrun system (which by the way affect EVERY kind of dungeon run…).
Give me some good explanations and data examples please.
Posted by: Elusive.9162
I am pretty sure the Currency Exchange dungeon is not nerfed yet. There is a button to queue for it top left of your UI.
Posted by: Moonlight.4635
Best solution is to set the rewards back to what they were (like 30s for completing any dungeon path), but set the minimum time cap to for example 1 hour.
This means, completing the dungeon:
- In 3 hours rewards 30s
- in 2 hours rewards 30s
- in 1 hour rewards 30s
- in 50 minutes rewards 25s
- in 30 minutes rewards 15s
- in 15 minutes rewards 7s 50c
- in 5 minutes rewards 2s 50c
wouldn’t this be fair enough?
Posted by: wintermute.4096
Best solution is to set the rewards back to what they were (like 30s for completing any dungeon path), but set the minimum time cap to for example 1 hour.
This means, completing the dungeon:
- In 3 hours rewards 30s
- in 2 hours rewards 30s
- in 1 hour rewards 30s
- in 50 minutes rewards 25s
- in 30 minutes rewards 15s
- in 15 minutes rewards 7s 50c
- in 5 minutes rewards 2s 50cwouldn’t this be fair enough?
Hey mods, maybe we can move this post to the necromancer forum?
Posted by: wintermute.4096
Best solution is to set the rewards back to what they were (like 30s for completing any dungeon path), but set the minimum time cap to for example 1 hour.
This means, completing the dungeon:
- In 3 hours rewards 30s
- in 2 hours rewards 30s
- in 1 hour rewards 30s
- in 50 minutes rewards 25s
- in 30 minutes rewards 15s
- in 15 minutes rewards 7s 50c
- in 5 minutes rewards 2s 50cwouldn’t this be fair enough?
Hey mods, maybe we can move this post to the necromancer forum?
Posted by: Masaki.2153
Basic economics.
Players get too much gold, value of gold decreases.
Value of gold decreases, value of gems decreases.
Value of gems decreases, cash shop prices have to be readjusted to match gold value.
OR
Anet finds places where gold is too readily available and reduces rewards from farming it.
Economy stays stable and the whole process listed above doesn’t have to happen.
Of course over the course of the games lifespan golds going to be more readily available anyway, but we’ll ignore that for now.
And again, of course they want you to buy gems from a business perspective, but controlling inflation is a bit more of a concern, especially with the global TP.
A moot argument when considering or factoring in purchased gold from the Gem Store.
Ergo, their is NO way for the economy of this game to ever be stable
Posted by: Rhysati.4932
Best solution is to set the rewards back to what they were (like 30s for completing any dungeon path), but set the minimum time cap to for example 1 hour.
This means, completing the dungeon:
- In 3 hours rewards 30s
- in 2 hours rewards 30s
- in 1 hour rewards 30s
- in 50 minutes rewards 25s
- in 30 minutes rewards 15s
- in 15 minutes rewards 7s 50c
- in 5 minutes rewards 2s 50cwouldn’t this be fair enough?
Holy necro action batman!
Posted by: Kyosji.8961
Wait, is this for coin drop, or loot drop worth? I may maybe 1-4 gold an hour in orr from DE chains. I don’t get much from actual coin drops, but mainly from material and equipment drops. That’s where I get all of my gold from. Is that what they are limiting?
Posted by: Kyosji.8961
Wait, is this for coin drop, or loot drop worth? I may maybe 1-4 gold an hour in orr from DE chains. I don’t get much from actual coin drops, but mainly from material and equipment drops. That’s where I get all of my gold from. Is that what they are limiting?
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