Another token system...
Well, I am right there with you. In GW1 if I wanted a certain weapon I can go to FoW, Mineral Springs, find a boss wielding it, etc. and kill things to acquire the item. I’m trying to get Jormag’s Breath so I can dual-wield an Icy Dragon Sword and a Fiery one and I have yet to get a single Corrupted Lodestone to drop and I refuse to pay 1.5g for one (I need 50 for this sword).
I agree that they need to actually implement sensible weapon drops in the game and stop relying on the mystic forge as the ONLY way to acquire these weapons.
twitch.tv/mdogg2005
well Anet explained this once. They said that they don’t want people to farm in certain locations over and over to get the specific item, instead you should be allowed to experience a variety of content. (not sure if I paraphrased this right, it’s a while ago).
I certainly would like to see more specific drops, but I wouldn’t suggest that unique drop from a certain enemy in a certain location. Not sure how this could be done right… perhaps Anet spawns a certain named mob in a total random location, where you’d normally find a champion. So that this mob could spawn in every zone of the game and people can’t spawncamp this enemy since they have no idea where it might spawn. Now you could give this mob a unique weapon-skin as drop – I guess this wouldn’t contradict with Anets design decision.
I’m not sure what you guys think of it, but I for one don’t enjoy it so much.
Did you ever go hunting in real life?
Imagine you shoot a turkey, rush to recover the body just to find a ticket in its place that says “Collect 743 of these to exchange with a real Turkey at your local market”.
Now imagine the reaction of the hunter.Similarly, I get more enjoyment to hunt mobs for the hope of rare loot (good old req8 golds?), rare skins, rare materials.
The shift nowadays seems to be that you need to complete X a specific number of times to get an item, there is no real epicness about this.Why can’t the Ice Elemental boss drop a rare Ascended Icy Dragon Sword/Staff with an unique built-in mod, or the colossus boss drop his Ascended Cultist Hammer with his own mod?
Nah, they’re just things to kill fast so you get the tokens.“Hey look, I looted this Shaman Staff off the Grawl Shaman himself! Very rare!”
“Hey look, I got this Shaman Staff from the vendor for 837 token I gained by rushing fractals”
There’s a big difference imo.TL;DR Please add a minimal chance for bosses to drop epic unique gear.
because RNG is an archaic kittenty system, designed to reward only the biggest of biggest farmers that play for hours and hours on end, I for one don’t see that as fun at all and (imo) most gw2 players feel the same
I agree op its quite a broken system.. I hoped open world would get fixed not more grinding added..
I guess i’ll check it out to see if the reward fixes they implement are not what i think they are, if not i think its time for a new MMO..
I’m not sure what you guys think of it, but I for one don’t enjoy it so much.
Did you ever go hunting in real life?
Imagine you shoot a turkey, rush to recover the body just to find a ticket in its place that says “Collect 743 of these to exchange with a real Turkey at your local market”.
Now imagine the reaction of the hunter.Similarly, I get more enjoyment to hunt mobs for the hope of rare loot (good old req8 golds?), rare skins, rare materials.
The shift nowadays seems to be that you need to complete X a specific number of times to get an item, there is no real epicness about this.Why can’t the Ice Elemental boss drop a rare Ascended Icy Dragon Sword/Staff with an unique built-in mod, or the colossus boss drop his Ascended Cultist Hammer with his own mod?
Nah, they’re just things to kill fast so you get the tokens.“Hey look, I looted this Shaman Staff off the Grawl Shaman himself! Very rare!”
“Hey look, I got this Shaman Staff from the vendor for 837 token I gained by rushing fractals”
There’s a big difference imo.TL;DR Please add a minimal chance for bosses to drop epic unique gear.
because RNG is an archaic kittenty system, designed to reward only the biggest of biggest farmers that play for hours and hours on end, I for one don’t see that as fun at all and (imo) most gw2 players feel the same
If a rare weapon drop is luck-based and RNG reliant, and you kill a certain mob that drops it over and over again to acquire such drop, it is farming, no?
But if i do a specific dungeon run, or doing daily achievements over and over again to finally get the xxx amount of tokens in exchange for that rare weapon, is it not farming still? yes?
RNG can be bad for some systems like gemstore boxes and chests since you paid for it, you can’t just rely on stupid RNG to get what you want.
But RNG seems to be an okay system in loot drops, since as stated by the OP, it gives that feeling of epicness when you loot a rare drop from a boss or something.
Farming for tokens however DOES make sure that your efforts payoff and you know that someday, you will get the amount of tokens needed to finally exchange for the weapon or armor you like, but it doesn’t seem to be different from what you are stating to be hours and hours of farming designed to reward only the biggest of biggest farmers that play for hours and hours on end. Think about it.
later. It doesn’t care that I’m there.”
Your logic falls apart around one simple facet: you presume that making it so that an item has a 1 in 200 chance of dropping is about the same as making a player collect 1 token 200 times. But they are not even remotely the same thing, and the reason is because one relies heavily on luck and the other is a system of rewards you build up over time.
Think of it this way: suppose you want a $2000 TV. Is it more efficient to get a job and earn that money, or is it more efficient to enter into every single contest that offers that TV as a prize and hope you win? Pretty sure most people would agree that it’s lovely to win free stuff in a contest, no question, but if you’re being realistic then you’re probably filling out applications for a job.
RNG systems are horrible in this regard because earning the best loot doesn’t boil down to hard work, it boils down to luck. Yes, it’s entirely possible that you’ll get that 1-in-200 drop rate item to drop multiple times in 200 runs. And if you do, hooray, good for you, you beat the odds. But it’s also possible for you to run that mission 1000 times and never see it once, in which case all your hard work has gone completely unanswered.
These two systems work just fine in tandem with each other. But if we’re talking about getting rid of one, I’m not sure why anyone would want to get rid of the more reliable option instead of the other, far more luck-based one.
And I especially don’t know why any GW1 player would want to cut down on token systems considering they were used VERY often in GW1, and to great effect at that.
How’d that work out for us so far?
Now let’s try some ideas that will really work.
Your logic falls apart around one simple facet: you presume that making it so that an item has a 1 in 200 chance of dropping is about the same as making a player collect 1 token 200 times. But they are not even remotely the same thing, and the reason is because one relies heavily on luck and the other is a system of rewards you build up over time.
Think of it this way: suppose you want a $2000 TV. Is it more efficient to get a job and earn that money, or is it more efficient to enter into every single contest that offers that TV as a prize and hope you win? Pretty sure most people would agree that it’s lovely to win free stuff in a contest, no question, but if you’re being realistic then you’re probably filling out applications for a job.
RNG systems are horrible in this regard because earning the best loot doesn’t boil down to hard work, it boils down to luck. Yes, it’s entirely possible that you’ll get that 1-in-200 drop rate item to drop multiple times in 200 runs. And if you do, hooray, good for you, you beat the odds. But it’s also possible for you to run that mission 1000 times and never see it once, in which case all your hard work has gone completely unanswered.
These two systems work just fine in tandem with each other. But if we’re talking about getting rid of one, I’m not sure why anyone would want to get rid of the more reliable option instead of the other, far more luck-based one.
And I especially don’t know why any GW1 player would want to cut down on token systems considering they were used VERY often in GW1, and to great effect at that.
Regarding the TV analogy, I for one would be more ecstatic in winning the TV compared to finally buying one with my earnings. I believe that was the point the OP was trying to say.
However, I do agree that these two systems, when implemented correctly, definitely work just fine in tandem with each other. But as of now, I see most unique looking stuff come out from the Mystic Toilet. That’s RNG. But that’s not what I meant regarding epic loot drops.
later. It doesn’t care that I’m there.”
Regarding the TV analogy, I for one would be more ecstatic in winning the TV compared to finally buying one with my earnings. I believe that was the point the OP was trying to say.
So would I.
Which is my point: are we looking at which system is “more exciting”, or are we actually trying to look at which one provides the most reliable results and does the best job at rewarding your efforts? Because those are two different things.
However, I do agree that these two systems, when implemented correctly, definitely work just fine in tandem with each other. But as of now, I see most unique looking stuff come out from the Mystic Toilet. That’s RNG. But that’s not what I meant regarding epic loot drops.
That’s because loot drops are trash right now, it’s one of many things I think the game needs to get fixed.
I just don’t think that saying “boo tokens, stop adding tokens and just make bosses drop the cool loot” is at all necessary. In fact it’s clearly detrimental to the game, if anything. There’s no reason we can’t have better loot drops and still run token systems. I see no reason the game can’t have both. In fact, having both would make its loot system by far the most rewarding and healthy experience of any MMO out there.
How’d that work out for us so far?
Now let’s try some ideas that will really work.