Diminishing returns' effect on gameplay

Diminishing returns' effect on gameplay

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Posted by: Lord Kuru.3685

Lord Kuru.3685

So there was a recent dev quote that said very few people hit DR in this game (search broken so can’t find the post).

But is that because players are happily playing the way they want to play and just not hitting because of well-designed DR thresholds, or is it because the existence of DR has changed player behavior so that they aren’t playing the way the want to play because of fear of hitting DR?

For example, DR in dungeons has made it so that players practically never do the same dungeon path twice a day (yes, the first path of the day officially gives a “bonus” reward that subsequent runs don’t give, but that’s just DR by a different name).

Diminishing returns' effect on gameplay

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Posted by: pdavis.8031

pdavis.8031

I personally believe it’s the former. Unless you are farming the same mobs in the same area fot 10-12 hours a day, running the same event chains for the same amount of time, you aren’t really going to see the effect of it. Granted we don’t know anything about it, other then the name, and the general idea of what it looks like when we hit it.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

Diminishing returns' effect on gameplay

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Posted by: Gnat.9405

Gnat.9405

I think it’s an amalgamation of the two – player’s aren’t farming because the time gates on things such as dungeons, fractals, and bosses immediately limit their ability to farm. The gates leave players who normally would experience DR by doing the same dungeons repeatedly, to spread through different areas of the game and avoid that threshold.

Whether or not this is how people want to play is unfortunately a different story. I think the real issue the fact that there is not enough rewarding content, period, without having to develop a daily routine. Then the game feels like a job, and (I wanted to avoid this word) a grind.

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Posted by: kyrmana.5679

kyrmana.5679

2min search on devtracker: LAZY

Diminishing returns' effect on gameplay

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Posted by: Filaha.1678

Filaha.1678

DR in terms of what, though?

Because I quite definitely hit DR on rewards for events on the Zephyrite island.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

I play whatever content I want, and don’t really experience DR at all, even if I can stomach running around CS for more than a couple of hours. If DR limits drops in persistent world if you stay in the same tiny area of one map all the time, this type of DR would never affect me.

Dungeon DR exists to solve a different problem than persistent world DR. Bots don’t farm dungeon paths, but players will. Other MMO’s lock dungeons to once a day, though I think in most you can do them on a different character. However, in those games, leveling an alt can require more effort than it does on GW2.