Farm toxicity and fix suggestion!!

Farm toxicity and fix suggestion!!

in Guild Wars 2 Discussion

Posted by: Bearhugger.4326

Bearhugger.4326

Effort vs rewards is a different topic. I agree that the game’s rewards are off and should be revised, but the current reality of the game as of September 28th 2014 is that they already have places where you can stand in one spot and rake in gold and ascended mats.

If we’re going to have to live with that, I’d rather sequestrate that play style in a specific map than allowing it to pollute the leveling areas of the game and possibly ruin the experience of other players with the toxicity that goes with it.

Farm toxicity and fix suggestion!!

in Guild Wars 2 Discussion

Posted by: Relshdan.6854

Relshdan.6854

[suggestion] suggested for ALL event chains, and ALL events that spawn champs when scaled, and defense events, and multiphase world boss events.

since it’s an event chain… consisting of say, 5 consecutive events.

a) champs spawned from the event drop no loot.
b) succeeding event 1 grants 1-3 champ bags from a “bonus” chest, based on bronze, silver, or gold.
c) succeeding event 2 grants 1-3 champ bags based on bronze, silver, gold
d) etc for every event
e) final event in the chain rewards 1-3 champ bags, PLUS an additional “event bag” per event completed in the chain.
f) the event bags would be like Teq boss bags, for example, and would contain a set number of items, but would have a chance at ascended loot boxes, and zone specific rewards, and possibly even minis or new collections items as well.
g) failing any event in the chain automatically causes a 5-10 minute delay before the first event respawns.

so for example:


someone completes all 5 events in the chain at gold status. s/he would recieve:
a) 15 champ bags (3 for each gold medal)
b) 5 event bags (as a bonus reward for completing the final event, after also completing all 5 evetns.

someone completing the first 3 events at gold status, and failing the fourth event recieves:
a) 9 champ bags
b) no event bags

someone completing the last 3 events at bronze medal would receive:
a) 3 champ bags ( 1 for each bronze medal)
b) 3 event bags (for completing the final event, plus 2 other events in the chain)

additionally
h) all defense events should
~be treated as event chains, and follow the above event chain loot rules.
~every three waves would count as a single event in the chain for loot purposes. (if there was 12 waves, that would count as 4 events, the final wave granting the event bags)

i) all multi-phase world boss events would be treated as event chains
~each attack phase would count as an event
~each defense phase would count as an event
~if an attack phase and a defense phase occur simultaneously (for example, defending the artillery in Jormag fight at the same time as breaking the wall) they would count as separate events, and both events would need to succeed to reach the next phase.
~pre-events count as events in the event chain for world bosses, and participation in the pre-events would earn additional event bags upon completion of the final event.

this is a great suggestion. as long as Anet is going to foolishly tie LS advancement to existing open world events, the reward system for those events has to change into something like your suggestion (because anything is better than what they’ll end up just doing…removing champ loot altogether).

while this is a great farming event(won’t lie, i’ve done it a few times myself), they really have to change it so that failure is less rewarding than completion……and since there’s already a nice champ train in FGS, i’d hardly cry for the dedicated farmers.

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
MARA (EU) Gunnar’s Hold

Farm toxicity and fix suggestion!!

in Guild Wars 2 Discussion

Posted by: Aenesthesia.1697

Aenesthesia.1697

I think you’re misunderstanding the point of this thread… a clear issue (which you yourself admit to, that of players not being able to complete event) is pointed out and a possible solution is proposed too, a solution that attempts to keep both parties happy at that. Forgive me if I’m misunderstanding you but so far in this thread you’ve you’ve primarily just justified how one can entitle themselves the right to verbally abuse someone else, and not making a single meaningful contribution as to how the problem could be solved other than everyone whose being inconvenience to just ‘suck it up’ and let the farmers farm.

I think you haven’t read the title of this post. The problem, if the title is correct, is toxicity between players, not a bug or a design flaw that will be sorted sooner or later. If you erase this design flaw, players will still have reasons to be toxic to each other because this game forces some sort of interaction. There will be always toxicity if some players feel entitled to force their gameplay on the others. Wether it be farmers, or people who just want to complete their mission and go home.