Chestfarm wasn't the cause..it was the action

Chestfarm wasn't the cause..it was the action

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Posted by: Kurrilino.2706

Kurrilino.2706

Ok so what to do now.
All of us know that chestfarm was totally abused. No discussion about that.
But is the nerf really the solution ?

I have the same thought on that like the devs.
People came here to get chests and ignored the map and the game play.
“The purpose of the map is to defeat the 5 underground and not chestfarm”

And as soon as i was thinking that it hit me.
If you take this away the place turns into a Ghost Town and the 5 underground bosses will never ever defeated again anyways.
Mindless slaughtering of stuff without any reward is not cutting it,
so the problem must be somewhere else.

And it is obvious.
The game itself is not rewarding regarding to loot.
As soon as a slight chance of loot is popping up people will crazy farm it.
GW2 is just to repeating and numbing that people switch to looting instead of
really playing the game.

Problem is….. there is no solution because low loot is part of A-Nets plan to keep the game running through the Gem Store.
Somehow we are in a downward spiral.

Any thoughts ?

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Posted by: Trice.4598

Trice.4598

Biggest problem with open world event right now is that they don’t reward completion of said events, they reward during the event.

This is why champion farming has been so popular, this is why the chest farm was so popular, what we need is what we got with crown pavilion this year (people were rewarded for finishing an event, the faster the better).

If the good loot came from killing the boss after the breach, I bet people would be completing the event rather than farming side-things.

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Posted by: Vespertilionidae.5018

Vespertilionidae.5018

The Marionette had a good balance. There was incentive to succeed with the event but players were still rewarded with materials from lane mobs which could be made into keys. Those keys were used on chests at a different location which didn’t conflict/compete with completion of the event.

Partial success was still rewarded but killing the Marionette resulted in the big chest. With SW the rewards for killing all but Indigo’s Silver and Gold bosses is really not so bad. The incentive to kill all the bosses is a bit lacking.

Successful opportunism is often indistinguishable from a masterful plan.

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Posted by: Harper.4173

Harper.4173

Agreed with the OP.
The GW2 motto for me has been “farm it while you can” for any good farm because honestly there’s no easy way to make money nor are there any reliable farms.

So yes – when something good comes out you farm the hell out of it.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: SkyFallsInThunder.8257

SkyFallsInThunder.8257

The end loot for a succesful map is not that bad, actually, and while there won’t be as many chests to open, remember that you can turn in 10 crests and ~90c for a loot bag with a decent chance of dropping t6 mats.

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Kill timers and rewards after the event is done..

been suggested about 10000000000000 times already, but i guess anet will then have to create engaging open world adventures to keep people captivated instead of dangling shinies in front of their playerbase.

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

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Posted by: Tomas.5029

Tomas.5029

Despite me being rather critical of the farm, there was nothing inherently wrong about it. The only thing that’s wrong, is what you guys mentioned – the reward system.

The thing is, Guild Wars 2 lacks unique rewards. What exactly do you get for keeping all the keeps safe, and then defeating all 5 champions? Champ bags. That’s it, champ bags and Rares that you can find everywhere else – dungeons, world bosses, fractals, and wvw.
The players got put in a situation where they had to choose between staying in a zone, doing events (no matter how fun and innovative) for an hour or so to get somewhere around 6-9 champ bags; or simply go to a certain area of the map and get somewhere around 100-150 of the same bags with much less effort.
The idea of a massive profit completely overshadowed the intended objective of the zone, purely because you don’t get anything out of the ordinary for playing as intended.
You do not get rewarded for your effort, but for your attendance. The system rewards everyone with equally useless things no matter how amazing or how badly they play.

If ANET was to put something really special for being successful during the breach, more people would be like “I want that. Chest farm is profitable, yes, but oh god i want that.”
So my thoughts haven’t changed since my last post.
Chest farm didn’t neccessairly require a nerf – it’s the alternatives that required a buff.
If a mindless farm of chests becomes the be-all and end-all so swiftly, that means that something is clearly wrong with the reward system.

—Engi main tryhards unite!—

(edited by Tomas.5029)

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Posted by: Rashy.4165

Rashy.4165

Chest farm didn’t neccessairly require a nerf – it’s the alternatives that required a buff.
If a mindless farm of chests becomes the be-all and end-all so swiftly, that means that something is clearly wrong with the reward system.

Both are needed.

Chest farms were spawning too quickly and in higher concentrations. Rewards from the meta (while decent) were low enough that chest farming became the better option (despite the mindlessness of it).

Chest farms needed the nerf. Rewards for the meta need a buff. There are many ways to make the latter happen, some of which are probably easier to implement than others (a gold reward for completing the Breach in addition to rare bags and other items, the amount determined by number of bosses killed, or simply increasing the number of items given out for success or failure of the Breach). The more difficult system to implement would be tying the rewards to the number of Forts held and defended at a certain level (perhaps also incorporating Supply level) to make the Breach reward more lucrative if more Fortresses are held, defended and supplied at higher levels.

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Posted by: Bloodstealer.5978

Bloodstealer.5978

The content allowed for ample time to farm chests in between events so chest farming wasn’r really the issue as such and will still be relevant for any that want to pursue it. The issue was the content became unimportant to many that simply leeched the map not doing any events until they needed more crests for keys and rarely if ever used a shovel of their own… but that is something ANET should of thought of and tested out prior to implemting the patch. Making it so easy for players to simply AFK and farm chests when they appeared was a silly lack of thought and has been a large reason why its been farmed so easily.
The concept of the content is good and the need to gain one currency in order to obtain another is fine but then making the chests usueable by everyman and his dog was plain stupidity and was always going to encourage the leech farm plague mentality at the expense of the actual reason for being on the map.
Then again when you consider the, yet again poor rewards compared to the free for all lootfest.. it was hardly suprising players decided to ultimately take the path of least resistance.

Note to ANET.. better content requires better consideration not just put an easywin farm in for over half the patch time in order to retain as many in game for as long as possible before the next patch, then call it a bug when it gets abused (or was that really the issue.. maybe the farm had already done its job,)

(edited by Bloodstealer.5978)

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Posted by: Bloodstealer.5978

Bloodstealer.5978

Well I just took my first look at Silverwastes since the nerfbat descended and have to say… its gunna be a ghostmap pretty soon. Cant see the point now in spending the amount of time necessary farming events and defending forts just for the pitiful Breach rewards and an inventory full of crests that serve no meaningful purpose anymore.. shame the map was fun to run and farm at the same time before the nerf but now its lacking any real purpose once you have the achievements done. But like most of the content the replay value just isn’t there and the farm was the only reason it was so populated.. another map consigned to history

All you had to do ANET was make the chest either personal or limited in number of players able to open them.. that way shovels would run dry much quicker. You should of reduced the amount of crests players got from events around them so they didn’t overflow our inventory faster than the rate keys were used/bought/used etc. I mean giving back as many crests from a chest as it cost to buy a key was simply a bad design choice, as ever imo.

(edited by Bloodstealer.5978)

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Posted by: CureForLiving.5360

CureForLiving.5360

Any thoughts ?

I think it’s a matter of what objectives the game gives to you. In a Raid-based MMO the goal is constantly shifting as new armour tiers are released along with new raid tiers. That is to say the primary objective is to get the new loot, so you can be ready to get the next set of new loot.
ANet doesn’t have armour tiers (beyond rare → exotic → ascended, the last of which was only included because of forumites complaining. It didn’t work out though but that’s another conversation). So the question then becomes, what is the carrot? We’re on the hamster wheel, sure but why continue running? At present the goals (as far as I can tell) are: make money (which can be done via farming), get mats for crafting (which can be done via farming) and get new skins (but with the slow introduction of skins a fare number of players have already done dungeons and stuff needed to get skins). So it’s really a matter of engagement, and given that we’re talking about MMOs here (which has for years now been training us all to be engaged not in the experience of play but in the rewards produced by play).

Biggest problem with open world event right now is that they don’t reward completion of said events, they reward during the event.

See exactly what I’m talking about. Players are engaged not because gameplay is engaging (something which makes or breaks most non-mmo games) but rather by the carrots we have dangling in front of us (which as I’ve previously noted is rather farming centrist at this point).

Cant see the point now in spending the amount of time necessary farming events and defending forts just for the pitiful Breach rewards and an inventory full of crests that serve no meaningful purpose anymore

If this was a single player RPG we were talking about the point would have been to have fun, or be engaged in the experience. A certain amount of rewarding would have been present but you don’t play through at least 10 hours (if we’re talking about a shooter) just for the reward. Not sure if this is good (for the MMO genre in general) but I guess that’s the situation we’re in.
To make players like these happy, we don’t need engaging mechanics or interesting and novel experience, or well done narratives. We need them to feel rewarded.

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Posted by: Gluttony.2017

Gluttony.2017

The thing is, doing the event takes arguably more teamwork and definitely more time then Tequatl, and holy crap, the amount of loot you get from a successful Tequatl fight is at least twice as much, so the effort > reward for sw.
As it stands now running around the map while occasionally helping a fort here, escort a bull there, kill that plant somewhere… it’s just more profitable and a better reward then successfully completing the breach. And with less and less people doing that, the lower the reward becomes because not enough shovels are around and from then its just a downwards spiral.

edit: inb4 anet nerfs fixes Tequatl loot.

(edited by Gluttony.2017)

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Posted by: Chameleon Dude.1564

Chameleon Dude.1564

The thing is, doing the event takes arguably more teamwork and definitely more time then Tequatl, and holy crap, the amount of loot you get from a successful Tequatl fight is at least twice as much, so the effort > reward for sw.

Because Tequatl is up and ready 24/7…

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Posted by: Malkavian.4516

Malkavian.4516

If anything though, I think it needs some adjustment. Perhaps do what they did in Dry Top and have the bandit chests be ready to farm during break-times whether you succeed at the breach or not. Naturally if you are victorious on your breach, then increase the break time to 10 minutes. If they failed, then just keep it to 5 minutes.

FOR SKYRIM!!!!!

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Posted by: spoj.9672

spoj.9672

My only issue with the event system and rewards is that it takes too long for the progress bar to fill. Id prefer it if would fill faster and even have the breach reward lowered if needed to compensate.

It does become quite boring defending the same forts for over 30 minutes and not recieving loot from those mobs. Theres more incentive to just afk until the breach or a legendary spawn. If the whole think took less time then i wouldnt be as tempted to go afk.

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Posted by: Pandaman.4758

Pandaman.4758

Idly, OP, the word you’re looking for is “effect”, not “action”.

Cause vs. effect or problem vs. symptom. Like “chest farming didn’t cause the problem, it was an effect of poor event rewards” or “the problem wasn’t chest farming, it was the symptom of poor reward balance”.

(edited by Pandaman.4758)

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Posted by: Valento.9852

Valento.9852

People will continue organizing SW… for a time. Everyone wants their achievements, and then, they move on, like Orr, and Dry Top (although Dry Top actually managed to keep quite alive).

Attempts at ele specs:
Shaman
Conjurer

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Posted by: thehipone.6812

thehipone.6812

Agreed with the OP.
The GW2 motto for me has been “farm it while you can” for any good farm because honestly there’s no easy way to make money nor are there any reliable farms.

So yes – when something good comes out you farm the hell out of it.

I prefer the phrase “Exploit early, exploit often”, but you captured the sentiment.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

For me it’s pretty obvious that the economy is the reason why there are no engaging rewards in the open world.
John Smith doesn’t grow tired of telling us that increasing the rewards in the open world would knock the economy out of balance. And while John Smith says that the economy works fine, and I think it does from an economist standpoint, I think the economy is not working fine from the players perspective if it hinders the devs to put meaningful reward into the game.

So they wont do anything about the 1 silver you get from completing events or the traiding post flipping, which can offer margins that are completely out of line with the rewards obtainable through “normal” gameplay.

(edited by HHR LostProphet.4801)

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Posted by: Valor Singus.7049

Valor Singus.7049

The thing is, doing the event takes arguably more teamwork and definitely more time then Tequatl, and holy crap, the amount of loot you get from a successful Tequatl fight is at least twice as much, so the effort > reward for sw.
As it stands now running around the map while occasionally helping a fort here, escort a bull there, kill that plant somewhere… it’s just more profitable and a better reward then successfully completing the breach. And with less and less people doing that, the lower the reward becomes because not enough shovels are around and from then its just a downwards spiral.

edit: inb4 anet nerfs fixes Tequatl loot.

Isn’t that sort of the point, though? That running around and doing things is how to make the money?

I don’t understand why everyone keeps comparing the chest runs to the rewards for the Breach. The Breach is a single, 5 minute boss fight that runs about once an hour, give or take the individual conditions of the map. Comparing that to a solid hour of activity, whether chest running or completing events, is sort of like comparing the literary content of apples to chairs.

As far as I’m concerned, the farm hasn’t really gone anywhere. Its still Defend the Fort, save a dolyak/hunt a mordrem, run the chests, then get back to the fort in time to resupply before the next cycle. That’s 5 champ bags and 3 equipment bags for three or four minutes activity, plus whatever random spawn you might have run over in the middle of the event. Then a five minute breather for a guaranteed rare and another 5ish champ bags, assuming people actually try rather than just afk.

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Posted by: Zelkovan.2630

Zelkovan.2630

The map itself (Silverwastes) is balanced in terms of reward. IF you defeat all five champions you get three gauranteed rares, plus not including the champ bags you get and all of the other minor bags you got from events. Then on the down time you can quickly run around the map and open chests. It’s still very profitable.

The problem is not that the map is not balanced properly; it’s that people expect raining loot. People want loot to drop from the sky like its nothing and not actually have to work that hard for it. They want 40+ champ bags by the end of the event and want to have a few rares which is what the chest farm was doing. Now that it is actually balanced as a farming location in comparison to the rest of the game, it became “gg Anet nerfing farming again they want us to buy gems”.

I think people misunderstand in that when you have one spot that is so much better in terms of reward (gold in this case) than others there are a couple of problems. Firstly, it inflates the economy because gold is worth nothing now so eventually prices rise. Secondly it basically forces anyone who wants to obtain anything to do that specific spot/farm because every other place sucks. Lastly, it hurts new players who will not have access or know about this farm anytime soon and thus will be gated out of the economy due to rising prices.

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Posted by: joshc.3129

joshc.3129

It was a bug that caused them to spawn so fast and all in one area in particular, anyone could have seen that. Feel lucky all they did was nerf the spawn times.

Given Anets track record they could have called this an exploit and banned anyone caught camping in the area.

Kill stuff to unlock weapons skills, most confusing thing I ever heard of. (sarcasm)

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Posted by: Bloodstealer.5978

Bloodstealer.5978

Any thoughts ?

I think it’s a matter of what objectives the game gives to you. In a Raid-based MMO the goal is constantly shifting as new armour tiers are released along with new raid tiers. That is to say the primary objective is to get the new loot, so you can be ready to get the next set of new loot.
ANet doesn’t have armour tiers (beyond rare -> exotic -> ascended, the last of which was only included because of forumites complaining. It didn’t work out though but that’s another conversation). So the question then becomes, what is the carrot? We’re on the hamster wheel, sure but why continue running? At present the goals (as far as I can tell) are: make money (which can be done via farming), get mats for crafting (which can be done via farming) and get new skins (but with the slow introduction of skins a fare number of players have already done dungeons and stuff needed to get skins). So it’s really a matter of engagement, and given that we’re talking about MMOs here (which has for years now been training us all to be engaged not in the experience of play but in the rewards produced by play).

Biggest problem with open world event right now is that they don’t reward completion of said events, they reward during the event.

See exactly what I’m talking about. Players are engaged not because gameplay is engaging (something which makes or breaks most non-mmo games) but rather by the carrots we have dangling in front of us (which as I’ve previously noted is rather farming centrist at this point).

Cant see the point now in spending the amount of time necessary farming events and defending forts just for the pitiful Breach rewards and an inventory full of crests that serve no meaningful purpose anymore

If this was a single player RPG we were talking about the point would have been to have fun, or be engaged in the experience. A certain amount of rewarding would have been present but you don’t play through at least 10 hours (if we’re talking about a shooter) just for the reward. Not sure if this is good (for the MMO genre in general) but I guess that’s the situation we’re in.
To make players like these happy, we don’t need engaging mechanics or interesting and novel experience, or well done narratives. We need them to feel rewarded.

You might wanna take a read properly, and read back at other posts I’ve made regarding SW and farming in general, before making such statements.

I like the mechanics, I like the events, I also liked the fact that the chests were a way of being rewarded for the time spent defending forts and building defences.. I dislike farming leechers who do nothing to contribute to the map, not even picking up a shovel and digging chests.. no where did I say that I was there only because of the farm for lootz. I always run the events and still do, there are pauses in the events that were able to be farmed, which I found time enough to get my lootz fix without disrupting the actual goal of reaching Breach and completing all 5 bosses.. ANET made it too easy to bypass this fact by over the top amounts of crests dropping and keys being so cheap in comparison.. add to that the chests you dug up were lootable by everyone.. it was a mess waiting to be abused.
As I have said, ANET choose the hard nerf rather than correcting their dog awful reward mechanics to encourage participation of the events as a means to an end.. but now its simply gunna be a case of “hope others are on the map today”

But as good as the content might be, if players are continuously running the same event or events over and over with a lack or sense of reward then even the most enjoyable content becomes a churn and burn till your eyes fall out. .. its called replay value and I am sorry to say but in my opinion SW has very little to hold players there now that any meaningful reward for their time has been taken away

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Posted by: Bloodstealer.5978

Bloodstealer.5978

It was a bug that caused them to spawn so fast and all in one area in particular, anyone could have seen that. Feel lucky all they did was nerf the spawn times.

Given Anets track record they could have called this an exploit and banned anyone caught camping in the area.

Lols.. track record… ooh please.

They have had ample reason to throw that line into the game these past 6 months and have done nothing.

This wasn’t a bug, it was a way to retain players in game as long as possible until the next patch was round the corner. The content has nothing more than a few mob zergs that dropped little no loot even when scaled. Why were there pauses in between events/phases.. purely to keep players interested longer with an open world chest farm because the content then just endlessly repeats the same waves until breach.. then whoopedy dooh da if your lucky enough to of retained players interest long enough they rewarded you with a small amount of loot bags for your trouble.. approx. 1 hr for that doesn’t sit well with many players and they knew that would be the case.
So consider why they made the bandit chests lootable by all and not exclusive to you or your group… because they knew keeping players interested in the content would fall short without a little farming until the time came to turn the tap prior to next patch… simple bait and switch thnking imo.

(edited by Bloodstealer.5978)

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Posted by: Kasima.8143

Kasima.8143

The content allowed for ample time to farm chests in between events so chest farming wasn’r really the issue as such and will still be relevant for any that want to pursue it. The issue was the content became unimportant to many that simply leeched the map not doing any events until they needed more crests for keys and rarely if ever used a shovel of their own… but that is something ANET should of thought of and tested out prior to implemting the patch. Making it so easy for players to simply AFK and farm chests when they appeared was a silly lack of thought and has been a large reason why its been farmed so easily.
The concept of the content is good and the need to gain one currency in order to obtain another is fine but then making the chests usueable by everyman and his dog was plain stupidity and was always going to encourage the leech farm plague mentality at the expense of the actual reason for being on the map.

Make the chests appear only during the downtime between the breach. Problem solved?
However they still have to make it at least as profitable as the other farms, so farmers will come invest energy in SW.

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Posted by: Devildoc.6721

Devildoc.6721

One of the things that hinders it all is that mobs that spawn during the events do not drop loot. You’re supposed to get all your loot from chests, and the completion of the Breach event. But the breach event doesn’t reward enough to warrant its current difficulty. It doesn’t attract enough players to be able to have enough at EVERY breach hole to simultaneously kill all 5.

What happens is you have enough players at maybe 2 of the breaches to take out 2 of the mobs, and then those 2 groups exit and then RUN ACROSS THE MAP (since no waypoints) to reach one of the other bosses, often with less than 1 minute remaining, to try fighting a 3rd boss (usually blue oasis, the most distant outpost)

One of the main deterrents for completing the event, is the gold and silver fight.

Teragriffs have a wonky charge that even if you’re standing WELL off to the side visually of them, you still get hit and knocked down, and since these are champions, that 1 hit will one shot or near one shot squishy players like elementalists and thieves.

Now combined that too large of an area, larger than their body width for their charge doing damage, combined with those narrow hallways.

You got it, you cannot sidestep their charge, and even if you dodge, you will most likely take ticks of their trail which will still drop you low before you find a safe spot.

Every charge results in dozens of downed and dead icons when you DO have enough people to attempt it.

Not to mention there are TWO of them, and you have to try to separate them with GW2 having no taunts and no solid aggro mechanics

Last but not least, since it is a narrow circular corridor, that the bosses are charging through, people are often not in LoS to be able to damage them.

People look at the difficulty of doing this in a pug group, and the fact that the reward is just 1-3 rare pieces, and say “screw this, if I need rares for ectos I’ll just do one of the other dozens of world bosses that reward rares for completion”

For most people, completing the breach event once or twice in the first 2 days of the update when it was possible, was enough, they don’t care to even make real attempts anymore.

The bulk of the loot from Silverwastes is from buried chests, so that’s what people farm.

Zapp – 80 Asura Afromancer

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Posted by: IndigoSundown.5419

IndigoSundown.5419

John Smith doesn’t grow tired of telling us that increasing the rewards in the open world would knock the economy out of balance. And while John Smith says that the economy works fine, and I think it does from an economist standpoint, I think the economy is not working fine from the players perspective if it hinders the devs to put meaningful reward into the game.

For the sake of discussion, what would be meaningful rewards? I see this or similar phrases thrown around a lot and have no idea what you (or others) consider “meaningful.”

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Posted by: GOSU.9574

GOSU.9574

Loot in this game is craptastic. In order to have any real “rewards” you have to have fast turnover with the crap. Thus any means to rapidly get through the crap to get a few decent rewards is gonna lead to the behavior experienced.

The best thing that can be done for this game is to improve loot across the board.

Hey dude you are walking into a wall.

smack..Wut?…smack…smack…

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Posted by: misterman.1530

misterman.1530

^^ what he said…

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Posted by: thekap.8645

thekap.8645

as everyone has said this problem has a simple solution.
1) get rid of the event tracker thing.
2) once you get to 4/4 4/4 level 4 defense start breach event.
3) reward for breach event = loot equivalent to 50 chests + 2-5 guaranteed rares + guaranteed exotic.

with this force the event to take 30 mins or so if perfect. by perfect i mean no defend events fail.

I realize in the farm you could get more then 50 chests but not much more. With the addition of the 2-5 rares and an exotic it would make the events more worth doing. Also by exotic i mean random armor or weapon with rune or sigil and can include precursors not accessory. and by loot equivalent to 50 chests i mean what you would get from open 50 chests not what anet thinks is equivalant, so you would end up with 50 coin purses plus other stuff

Calidorne – L80 Ranger – Commander

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Posted by: Stooperdale.3560

Stooperdale.3560

Ok so what to do now.
All of us know that chestfarm was totally abused. No discussion about that.
But is the nerf really the solution ?

Reward should match the challenge. The solution is to give zone event completion a high reward and shoveling the dirt a modest reward.

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Well…..

When I started about 2yrs ago I was happy, I earned enough through chests.

You could run a dungeon 50 times a day if you were mad enough, bags paid 20-50 silver each, 2-3 of blue/green or yellow quality, nowadays you get a “fixed amount of rares” and some silver (generally not so much) and a bunch of crap blues and greens…. this view is caused mostly as people used rares at start and ascendeds now… making the blues now comparable to junk then and greens now to white items. then….

Even all dmg has been nerfed 5% in general, making ascendeds exotics with an infusion slot and exotics comparable with rares…., rares greens, greens blues… and so on, white was junk already so I’ll not bother.

The increased prizes show a devaluation of gold to such an extent it’s rediculous!
Before Pre’s cost 5-45 gold, armors cost 5-10 gold (rares and exotics), weapons cost 1-3 gold
Now Pre’s cost 100s of gold, Armors cost 50-1000 gold )exotics and ascended, weapons cost 40-80 gold

Prices: have risen a factor 20-100+… if that would happen in real-life people would revolt,
Here we just say, well just go TP flipping, milk all objects so noone can buy them anymore… or you surely need to grind… A-Net promised us no grinding, so I want Fatter Bags!

Bosses have been nerfed, lower quality champ bags everywhere.

Dungeons have been nerfed, bag money drops were nerfeded, money drops from chests removed, maximum number of runs a day introduced,

All farms have been adressed, some multiple times. I agree queensdale champ train gave a lot of grief. Now I run through and if a former champ spawns I solo them with my level 80 in seconds. 1 hit for lvl 1-15 normal spawns 6 or 7 for a vet… I killed these champs with my ranger with rapid fire and barrage before others could run in… Only 7 more lvl80’s need to get world completion now… but no drops, not for me nor for the unfortunate spectators

No more world events, al least not in the same frequency as before. They have been NERFED!

Many events have the mobs no longer dropping loot, it’s been nerfed.
Some don’t even give XP (living story, if they would give XP you could rally on enemies and get stacks, which has been NERFED!)

I could get decent income before, but It’s been removed , reduced, changes, timegated and so on.

The nerf itself was only needed because some people are ranting. like I said before in anothe thread:

Just as people can make maps to farm, players can make instances for achievements!

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

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Posted by: velmeister.4187

velmeister.4187

Ok so what to do now.

“The purpose of the map is to defeat the 5 underground and not chestfarm”

Problem is….. there is no solution because low loot is part of A-Nets plan to keep the game running through the Gem Store.

Any thoughts ?

The simple way:

1. Reward players who participated in 25%, 50%, 75%, 100% of the events leading to meta completion by opening the breach in certain amounts proportional to event participation level.
— To prevent fort camping, let successive events at the same fort apply DR towards rewards. This will spread the population across the map.

2. Reward guaranteed Exotic with “greatly increased chance (w/e that means)” of receiving ascended gear box along with other goodies after successful completion of “killing of 5 underground champs”.

Designing a game to revolve around a gem store is not a good sustainable plan. It will hurt the game in long term.

“If there is anyone here whom I have not offended, I am sorry.”

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Posted by: Serophous.9085

Serophous.9085

When I first completed the Meta event, we got down 4 bosses, got the two rare bags and stuff. I thought “huh, ok, 2 rares for 4, but 5 must give something awesome! Maybe chances for ascended like teq can give, or something!”

Three bags with rare quality loot….for 5 bosses…

Lets face it. The meta can take awhile to achieve, holding forts isnt always easy (no one killing vines for example…), guarding yaks, rebuilding walls…yeah, it can be hard and take awhile to get to the final bosses, which are on a time and each have a unique way to be stopped (indigo is so annoying >.>).

But when i got the loot for it for finally beating all 5, I just thought….wow….this is it? All that hard work for…3 rares I can get anywhere else? Or even buy off the TP for cheap? I didn’t get it.

Sure, you can run world bosses, get at least a chance for an ascended piece of gear, or a unique skin (centaur’s staff, skins from teq, etc) but….this zone, for a complicated meta, just seemed so meh in final rewards. So, who wouldnt want to do the bag farm since it gave out plenty of t6 mats for people trying to complete pieces of gear, or sell and make gold, or for legendaries?

So, if anet can patch the chests, they need to patch the meta reward. Its the only bad thing I can say about this patch. Make it if you complete the meta, you are certain to get an exotic box that has the possibility (very very low) to get a precursor, but it would be an exotic piece of gear. And then you would have a random chance instead of an exotic box, an ascended box instead to get a weapon or piece of armor.

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Posted by: Sir Alymer.3406

Sir Alymer.3406

I think I might have a solution. Put all chests back to spawning as frequently as they used to, but only become available to dig up AFTER a successful breach event. I mean, there’s 5 minutes of downtime before everything gets going again. Perfect time to farm chests.

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

The meta award is laugable. but all awards have devaluated so far Arenanet is no longer aware they are saying well spend 40 minutes of your time here to do something you can earn a huge reward: a fraction of the rewards somewhere else… Cof 1 pays 1 gold and 2-3 bags for 10 minutes, this event takes 20-40 minutes to complete… for a bit of gold and a few bags…

I sincerely hope if a big boss is added we will not get a well once every 4 hours note… It would be like the creators took a predator and shot their own foot…
Pain everywhere, and a crippled result…

I hope something spectacular will be added as it’s well… not interesting atm, for skins yes, for some scattered lootbags well yeah…. but i got this load… now we need to wait a bit…
de some farming somwhere else, and we wait till the next NERF brought to you by A-Net!

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

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Posted by: johnnymiller.5968

johnnymiller.5968

Now I know why the map is suddenly empty. Found people were doing both; events & chest farming. They would chest farm in between events.
What makes this annoying is trying to get all the achievements with very few players around to help.
As for the loot, it’s not spectacular anyway. Lets face it, loot in this game has been poor for a while now.

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Posted by: Serophous.9085

Serophous.9085

Now I know why the map is suddenly empty. Found people were doing both; events & chest farming. They would chest farm in between events.
What makes this annoying is trying to get all the achievements with very few players around to help.
As for the loot, it’s not spectacular anyway. Lets face it, loot in this game has been poor for a while now.

I do find it ironic. People hated chest farms cause no one completed the events (not true in the maps I was on, people were still holding on to 3-4 forts. only amber was held in the late hours, as less people were on anyway). Now, I’m logging in, and no forts are held at all, or just one.

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Posted by: johnnymiller.5968

johnnymiller.5968

Now I know why the map is suddenly empty. Found people were doing both; events & chest farming. They would chest farm in between events.
What makes this annoying is trying to get all the achievements with very few players around to help.
As for the loot, it’s not spectacular anyway. Lets face it, loot in this game has been poor for a while now.

I do find it ironic. People hated chest farms cause no one completed the events (not true in the maps I was on, people were still holding on to 3-4 forts. only amber was held in the late hours, as less people were on anyway). Now, I’m logging in, and no forts are held at all, or just one.

Yes, ironic alright. No commanders tags, very few players.

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Posted by: Ashandar.2570

Ashandar.2570

Now I know why the map is suddenly empty. Found people were doing both; events & chest farming. They would chest farm in between events.
What makes this annoying is trying to get all the achievements with very few players around to help.
As for the loot, it’s not spectacular anyway. Lets face it, loot in this game has been poor for a while now.

Yeah, feel a little bad for people who can’t finish their achievements now, but having all achievements I see no point in going back there now when other places give more loot. 3 rares for 5 champs after 40 min killing non-loot mobs, when I can get the same amount of loot in 20 min in Orr.. My inner skritt says: No.

In due time, all will serve the asura.

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Posted by: johnnymiller.5968

johnnymiller.5968

Now I know why the map is suddenly empty. Found people were doing both; events & chest farming. They would chest farm in between events.
What makes this annoying is trying to get all the achievements with very few players around to help.
As for the loot, it’s not spectacular anyway. Lets face it, loot in this game has been poor for a while now.

Yeah, feel a little bad for people who can’t finish their achievements now, but having all achievements I see no point in going back there now when other places give more loot. 3 rares for 5 champs after 40 min killing non-loot mobs, when I can get the same amount of loot in 20 min in Orr.. My inner skritt says: No.

More or less got laughed at in another thread, when stating about getting two rare items from roughly four hours of gameplay with 522% magic find. So I fully understand where you’re coming from.
Went back to Orr that night & picked up 5 in an hour.

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Posted by: Theftwind.8976

Theftwind.8976

The chest spawn at Amber was high but other areas there were very few chest spawns. They could have spread the spawns out over a wider area but they chose to lower it instead. For example even before the nerf there was only a couple of chest spawn points in the vicinity of Blue. End result people wanted to defend Amber as there were more chests to pop during down time.

Incidentally it looks like, at least from my experience last night, that they also lowered the number of shovels granted for event completion.

Theftwind (HoD)

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Posted by: Azhure.1857

Azhure.1857

Ok so what to do now.
All of us know that chestfarm was totally abused. No discussion about that.
But is the nerf really the solution ?

ArenaNet: Okay players, we will not nerf this obvious flaw in game design because we trust in you all to be responsible and not abuse it yourselves. Please demonstrate that amazing self control you all are known for.

Players: * trade looks between themselves before breaking into full blown laughter *

Yes, the nerf was the solution to the chestfarm abuse.
Is it an overall fix to the underlying loot problem? No.

The best thing I think they could do would be to balance loot in such a way where people want to farm for successful events, in every zone, rather than the system we have now where they just aren’t a priority because other things are more profitable.

Isle of Janthir Megaserver

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Posted by: Wetpaw.3487

Wetpaw.3487

When will players finally realize the LS is a bad idea, and once again is tied to the gem store….going on 3years and it’s same ol argument, same division, and same shallow content.

the personal story episode parts are great, and that’s where this LS should end. Use the rest of those resources for some real content, not these subpar zones that follow.

JQ Druid

(edited by Wetpaw.3487)

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Posted by: chronometria.3708

chronometria.3708

I`ve talked about “loot starvation” in my posts from time to time. We are in a game that is so set against us getting any loot that when we do get some, people go crazy, gorging on it, knowing full well that it will be taken away in a short time.

The devs must see this by now. Things are really bad, to the point where no mobs in new zones drop anything and we are all but punished for trying to get something of value for the time we put into the game.

This game is built to take from us and give nothing in return.

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Posted by: One Prarie Outpost.4860

One Prarie Outpost.4860

I got Bonetti’s Rapier opening chests… and about 20 Twisters in a Jar. I farmed and did the content. Now there is nobody here doing content and farming is not happening.
….Cccccooombo Breaker!!!

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Posted by: Devildoc.6721

Devildoc.6721

Here’s the thing. Anet seems to think we shouldn’t be doing these events for loot or reward but for “fun” but once you’ve done the events once or twice they get repetitive. Reward is needed to keep people doing the same things over and over.

If the zone isn’t rewarding enough anymore, you create a ghost town of a zone.

Zapp – 80 Asura Afromancer

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Posted by: Bloodstealer.5978

Bloodstealer.5978

Strange I thought we might of seen at least one Red post in these threads to explain how ANET think it was a good idea to all but kill the map in one big swing of hits nerfhammer instead of trying to tweak the concept and mechanics a little more intelligently …. but guess not.

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Posted by: RedRhino.4281

RedRhino.4281

The boss should drop a handful of locked chests that you use the keys to open. The shovels should be an alternate way of obtaining the chests, but shouldn’t be an easier alternate.

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Posted by: zallis.2138

zallis.2138

I think the rewards are good. I had a good time getting badges to get all the stuff from the new vendor. The new shoulder skins has been keeping me occupied, and mawdrey is a long term goal that I am slowly gathering the materials to get. Before silverwastes, my time was spent trying to get all the ambrite weapons and I am still working on that. I think the zones are very rewarding

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