Loyalty To None
Feedback: Event loot nerfed
Loyalty To None
You guys are free to disagree all you want. Doesn’t change the fact that people are champ farming on Queensdale and Frostgorge even with the nerfs that you guys mentioned.
It’s basically a balance on the risk vs reward system (fractals anyone?) and probably to slow down the generation of gold.
(edited by Yujin.1785)
In other mmo’s, even old school stuff like everquest, I could go out, put in some effort and get something worthwhile. It may have taken a long time, but I never felt I had wasted my effort.
Guildwars is the only game I have played where I can invest a vast amount of time and get next to nothing in return, mainly due to RNG and a lack of medium value loot.
This is why everyone just stands around in LA/vigil keep and chats all day. The incentive to go out and do anything is lacking when only the lucky will prosper. I would much rather there were a whole lot less RNG and a more reliable return for me spending a day killing mobs and doing gamestuffs.
reducing gold income from events and champion loots will not stop the farming.
Trains don’t exist for raw gold income, they exist to find that sweet loot that sells high on the TP.
So what you are really doing is hurting players who do events and explore.
You basically just increased the grind factor. Players do not change unless you completely remove the reward or gate it. Why not only allow one champ loot box per day per account per champion???? That would definitely spread the player base…
It wouldn’t, as some people already only log in to do dailies and maybe some champ farming, if they gated that, people would log in do dailies, kill 1 round of champs and log out, or hell they may just not log in at all, they haven’t gotten the rewards right since launch of this game, and im willing to bet that gold wont be the only thing removed from champ chests, watch the T6 mats disappear too.
^This. I already ONLY show up to meta bosses once a day period. Why? Because I already got the daily chest. The loot in the per-character chest is laughable at best. Blues and greens, and maybe if you’re lucky, a rare. Oh, and if lady luck and/or karma decided to kitten luck on you, you might get an exotic.
If any of you are in a large guild, you may know that karka queen’s chest had been stealth-nerfed to once an account per day. Why? because it was possible to repeatedly force overflow maps and get that chest again. Ethically questionable practices aside, that is no different than running a champ farm in FGS or weeniedale. If they do that to champs like they did to karka, they pretty much kill off ANY incentive to fight champions at all. If they want to nerf loot like karka, they need to introduce a lot more events that are on par with temple events to make up for it.
You’d rather rescue civilians for a year? While the 1st season Living story wasn’t very strong, the lore that GW has established is strong enough to keep me in it. The content itself, was fun for me. If you don’t enjoy it then do something else. If you can’t find enjoyment in anything else then you have a serious problem that these forums are not going to alleviate.
FF stories are a matter of taste and for the most part, I don’t care too much for them (not a fan of Japanese humor).
I want to rescue civilians until they are all saved. After that, I want to kill the enemies until they are all dead. I want to decide how fast I play through the story and those bits we got every 2 weeks were too small. And since ArenaNet can’t deliver a thrilling story, I want them atleast deliver thrilling rewards.
The nice part of the game though, is that you get Gold for everything. sPVP, WvW, PvE, crafting (if you’re clever with it). There’s little reason for you to grind the same thing over and over again, when you can just play the entirety of the game and make Gold doing it.
You are playing the game I would like to have. You get gold for everything, yes. But for the most part, it’s abysmal low and not worth the effort.
I play the game to have fun, not for a job. If you guys really are wanting some kind of extravagant return, I recommend doing something in real life that will get you it because a video game is not supposed to satisfy every little thing in your life.
Lol. Getting rewards is the very reason for MMO’s to exist. Get gear to be better. That’s all about it. You get no bonus if you get some friends in to complete events, you don’t get a bonus for helping all the npc’s. All you get is gold. And all you can do with gold is buying gear to “impress” other players. If you want to play for fun, you can also buy a WII. But that’s not what I want.
If those are your sole reasons, then it sounds like you have some inadequacies that you need to address before you can get better.
Why do people, for the most part, log in? Is it because the game is thrilling or does the game has gorgeous graphics? None of those. It’s pretty good but that’s no long-term goal. If you want the players to keep playing your game, you have to keep them satisfied. The graphics and the gameplay are a good start, but the game has to deliver more than that to keep it’s players. I have played this game now for one and a half year now and neither graphics nor gameplay keep me playing GW, it’s the reward I get. And the reward is pretty low. So if ArenaNet wants to keep me as player, they have to deliver some proper rewards or stories (which they failed up until now). You may have fun playing this game. But when the graphics and the gamplay become ordinary and the story isn’t satisfying anymore, the game has to convince with other qualities.
The whole “brand new sword” carrot on a stick tactic just doesn’t cut it anymore. It’s why everyone kittenes about Diablo and everyone kittens about whatever MMO they are currently playing. It’s not 2001 anymore, there are too many good games out there to tie yourself to one, grinding the same crap over and over, in order to get a marginally better sword. You all say that’s what you want, but yet all I see is kittening in all the games that provide that type of carrot.
GW2 at least gives new stories and experiences to play through, through the Living Story.
You do realize you just explained GW2 also – right?
A player just logged into the game after a year of absence – How exactly has the game evolved since then beyond farming for skins, farming for money and farming for marginally and I mean MARGINALLY better gear?
This game is almost identical to release. So if you have done 1 character map exploration and story which most have done by now – what exactly is left to do?
Oh wait – that’s right – grinding the same crap here as in other games…….
Pot meet kettle.
“GW2 at least gives new stories and experiences to play through, through the Living Story.”
Let’s see if you continue ignoring that statement.
The living story was crap. It’s neither permanent, nor fast enough. We had 2 weeks to rescue civilians. The story was just there to give a reason for the new content they added (which was also bad). If you want to see how thrilling a story should be, play Final Fantasy for example. That is both good story and good story telling for the most part.
You’d rather rescue civilians for a year (permanent)? You don’t like doing the same thing for two weeks but yet you want to grind same levels over and over for better loot? Make up your mind!
While the 1st season Living story wasn’t very strong, the lore that GW has established is strong enough to keep me in it. The content itself, was fun for me. If you don’t enjoy it then do something else. If you can’t find enjoyment in anything else then you have a serious problem that these forums are not going to alleviate.
The 2 week spans work pretty well for someone who plays other games along with GW2. As a mentioned before, there’s not a single game out there that deserves 100% of your time when the competition is as strong as it is.
FF stories are a matter of taste and for the most part, I don’t care too much for them (not a fan of Japanese humor interjected into all the serious stuff).
(edited by The Revenant.4970)
You’d rather rescue civilians for a year? While the 1st season Living story wasn’t very strong, the lore that GW has established is strong enough to keep me in it. The content itself, was fun for me. If you don’t enjoy it then do something else. If you can’t find enjoyment in anything else then you have a serious problem that these forums are not going to alleviate.
FF stories are a matter of taste and for the most part, I don’t care too much for them (not a fan of Japanese humor).I want to rescue civilians until they are all saved. After that, I want to kill the enemies until they are all dead. I want to decide how fast I play through the story and those bits we got every 2 weeks were too small. And since ArenaNet can’t deliver a thrilling story, I want them atleast deliver thrilling rewards.
Play a single player game?
Is it all events that have reduced gold, or just champion events? If the later, then it might spread people out in the world. If the former it would just push people into dungeons.
You’d rather rescue civilians for a year? While the 1st season Living story wasn’t very strong, the lore that GW has established is strong enough to keep me in it. The content itself, was fun for me. If you don’t enjoy it then do something else. If you can’t find enjoyment in anything else then you have a serious problem that these forums are not going to alleviate.
FF stories are a matter of taste and for the most part, I don’t care too much for them (not a fan of Japanese humor).I want to rescue civilians until they are all saved. After that, I want to kill the enemies until they are all dead. I want to decide how fast I play through the story and those bits we got every 2 weeks were too small. And since ArenaNet can’t deliver a thrilling story, I want them atleast deliver thrilling rewards.
Play a single player game?
Why should I? The Personal Story until lvl20 was good. They should just stop to justify new content with a half-baked story.
You’d rather rescue civilians for a year? While the 1st season Living story wasn’t very strong, the lore that GW has established is strong enough to keep me in it. The content itself, was fun for me. If you don’t enjoy it then do something else. If you can’t find enjoyment in anything else then you have a serious problem that these forums are not going to alleviate.
FF stories are a matter of taste and for the most part, I don’t care too much for them (not a fan of Japanese humor).I want to rescue civilians until they are all saved. After that, I want to kill the enemies until they are all dead. I want to decide how fast I play through the story and those bits we got every 2 weeks were too small. And since ArenaNet can’t deliver a thrilling story, I want them atleast deliver thrilling rewards.
Play a single player game?
Why should I? The Personal Story until lvl20 was good. They should just stop to justify new content with a half-baked story.
I think they had different writers. No one can deny that the 1st season Living Story was weak, but the foundation under it is the foundation I want in an MMO because while I have 1000+ hours in GW2, it’s not he only game I want to spend time on. “Saving every citizen then killing every bad guy” does not happen in an MMO outside of a sectioned off instance. That argument makes no sense. If you’re wanting that kind of stuff then you play the dungeons and single player games.
Is it all events that have reduced gold, or just champion events? If the later, then it might spread people out in the world. If the former it would just push people into dungeons.
From what I read, I got that they’re reducing the raw gold from champ bags, so I would assume it’s all champs.
It might make a big difference for those who exclusively run champ trains but it will only affect me in that instead of getting my gold in raw coinage, I’ll get it from other means.
I don’t die or retrait enough to make up the difference in gold reduction I’m sure. and I absolutely HATE the dungeons in this game because everyone does the same job. There’s only 1 role in this game: DPS. Don’t even try to claim otherwise, you’re objectively wrong. Nobody brings a “tank” or a support character, nobody brings a “control” character (to control what? bosses are immune to all those effects 80% of the time), everyone just brings damage, damage, damage, damage, and damage, there’s your 5 slots.
Everyone just zerging and doing the same job is acceptable for open world content, it is NOT acceptable for dungeons or fractals.
So no, just doing dungeons or fractals is not a solution for me until anet realizes that having everyone doing the same thing in dungeons is boring.
So end result.. I’ll just have less money, as if I wasn’t already poor all the time. The Legend is just going to remain out of my reach forever.
I don’t really understand this change at all; wouldn’t reducing the amount of gold given at the end of a dungeon while increasing the amount received from events do a better job?
Either way, it’s a real shame, I love doing the events while I’m out filling in my map.
everyone does the same job. There’s only 1 role in this game: DPS. Don’t even try to claim otherwise, you’re objectively wrong. Nobody brings a “tank” or a support character, nobody brings a “control” character (to control what? bosses are immune to all those effects 80% of the time), everyone just brings damage, damage, damage, damage, and damage, there’s your 5 slots.
These things do exist, just not in the traditional MMO sense and the only reason some people shun support characters is due to a loud but misinformed minority that thinks anything other than damage isn’t viable.
(edited by medohgeuh.4650)
IMO, they want you to BUY GEMS with RLM and convert to gold to make IGM, very sad we can’t make and obtain gold/items/mats just by playing the game, so sad.
I agree.
I don’t really understand this change at all; wouldn’t reducing the amount of gold given at the end of a dungeon while increasing the amount received from events do a better job?
Either way, it’s a real shame, I love doing the events while I’m out filling in my map.
If they do so, they should focus on trading post flipping first. You can acquire much more gold by just simply buying and selling stuff.
I Believe that this is a step back for Guild Wars 2. Dynamic events are one of the best features of this game, But lots of players do not do them for a few reasons.
1. Rewards.
Rewards are the biggest drive for players to do these events, and the current rewards do not satisfy any players. With this latest Nerf it will drive the few players that enjoy the events for the events to be drivin away, because it will now COST them to do these events. I.E. Waypiont Costs.
2.Effect on the World.
Most of the events have a very minimal to no effect on the world. with the exception of some of the chain events like World Boss Chains. Events need to have Meaing to them, be that Visually or Lore Based.
This will drive players away from World Boss Events. This change will remove most of the profit made for those that do the World Boss Trains. The Current Cash made from the event cover about 90% of the Waypoint cost if you do 75% of the world bosses. Which allows the Profit to role in from the chest and the Daily Rare Chests.
Now with the New Reward levels. You will be using your Profit margin to cover your Waypiont Cost. So Unless you are lucky and get 2+ rares per event it will not be worth your time for Gold.
I Believe that this is a step back for Guild Wars 2. Dynamic events are one of the best features of this game, But lots of players do not do them for a few reasons.
1. Rewards.
Rewards are the biggest drive for players to do these events, and the current rewards do not satisfy any players. With this latest Nerf it will drive the few players that enjoy the events for the events to be drivin away, because it will now COST them to do these events. I.E. Waypiont Costs.2.Effect on the World.
Most of the events have a very minimal to no effect on the world. with the exception of some of the chain events like World Boss Chains. Events need to have Meaing to them, be that Visually or Lore Based.This will drive players away from World Boss Events. This change will remove most of the profit made for those that do the World Boss Trains. The Current Cash made from the event cover about 90% of the Waypoint cost if you do 75% of the world bosses. Which allows the Profit to role in from the chest and the Daily Rare Chests.
Now with the New Reward levels. You will be using your Profit margin to cover your Waypiont Cost. So Unless you are lucky and get 2+ rares per event it will not be worth your time for Gold.
Waypoint costs are pitifully low. The change to event cash and money off champ bags doesnt even affect that. I’ll still make money off champ farming.
This is a move to get you to buy gems in the gem store with real money, and then convert it to gold.
I don’t really understand this change at all; wouldn’t reducing the amount of gold given at the end of a dungeon while increasing the amount received from events do a better job?
Either way, it’s a real shame, I love doing the events while I’m out filling in my map.
everyone does the same job. There’s only 1 role in this game: DPS. Don’t even try to claim otherwise, you’re objectively wrong. Nobody brings a “tank” or a support character, nobody brings a “control” character (to control what? bosses are immune to all those effects 80% of the time), everyone just brings damage, damage, damage, damage, and damage, there’s your 5 slots.
These things do exist, just not in the traditional MMO sense and the only reason some people shun support characters is due to a loud but misinformed minority that thinks anything other than damage isn’t viable.
The reason being, everyone can dodge everything, and everyone has a self heal, there is no need for healer, support (beyond stacking might and fury), or tank.
Every boss is immune to interrupts and control skills almost all of the time unless your group is coordinating a CC skill cycle. It’s easier to just expect everyone to dodge or use a defensive skill. So no use in bringing a control character.
That means damage damage damage damage and damage.
If you’re trying to play another role in current dungeons you’re a waste of a party member, sorry to say, that’s current dungeons and current mechanics.
The problem with new content, and new land to explore is that we’d grind it out in a week, figure out that best stuff to kill, and then go back to complaining about how bored we are, and why isn’t anet expanding the game already. We don’t use up 80% of the map as it is, why should they open up more of it, just for us to ignore it after we’re done with it.
The problem with new content, and new land to explore is that we’d grind it out in a week, figure out that best stuff to kill, and then go back to complaining about how bored we are, and why isn’t anet expanding the game already. We don’t use up 80% of the map as it is, why should they open up more of it, just for us to ignore it after we’re done with it.
If they would give events a proper reward, you could go out and look for the eventchain yo like the most and do it. And once you’re bored of this particular eventchain, you could go to the next eventchain. You would actually have a reason to go to maps like Snowden Drifts or Timperline Falls.
The problem with new content, and new land to explore is that we’d grind it out in a week, figure out that best stuff to kill, and then go back to complaining about how bored we are, and why isn’t anet expanding the game already. We don’t use up 80% of the map as it is, why should they open up more of it, just for us to ignore it after we’re done with it.
Perhaps that is one of the biggest differences between GW1 and GW2.
GW1 there was VQ(HM) Elite Skill capping, Zaishen Bounties and enough dungeons that people had a reason to go to most areas. Heck I even chest ran through the echovald forest looking for shields
GW2 has champ farming and…..dungeons….and…um ya. There isnt a reason to go to other areas of the game.
intel 335 180gb/intel 320 160gb WD 3TB Gigabyte GTX G1 970 XFX XXX750W HAF 932
No but you don’t get it man, they are getting rid of this gold sink that literally no one has ever complained about, so they have to make up for it, don’t you see?
Nerfing champion loot is definitely the right way to do this. /s
p.s. dungeon bosses drop champ loot too – this is also a dungeon nerf
Yes. Because nerfing something people DONT run champs and dungeons for, is really a nerf. I say this because I never see champ bags give out actual money. It’s not because I’m not watching the screen scroll of loot, but because it’s such a PITIFUL AMOUNT of money, I dont even pay attention to it. Nerfing something that inconsequential isnt a nerf. It’s a waste of our time to be informed about it.
I believe they are trying to get players more spread out in the world and degenerated gameplay like champ trains and boss event trains are keeping players away from the rest of the game’s content. All it’s doing is training players to zerg en mass instead of learning how to play their profession.
I would also expect that the trait unlocks will also require players to spend time in zones and doing content rarely frequented now.
RIP City of Heroes
I believe they are trying to get players more spread out in the world and degenerated gameplay like champ trains and boss event trains are keeping players away from the rest of the game’s content. All it’s doing is training players to zerg en mass instead of learning how to play their profession.
I would also expect that the trait unlocks will also require players to spend time in zones and doing content rarely frequented now.
How are they? They are lowering the reward you get from normal events. You will have even less reasons to go to unpopular maps like Snowden Drift.
I believe they are trying to get players more spread out in the world and degenerated gameplay like champ trains and boss event trains are keeping players away from the rest of the game’s content. All it’s doing is training players to zerg en mass instead of learning how to play their profession.
I would also expect that the trait unlocks will also require players to spend time in zones and doing content rarely frequented now.
But how well this cause people to spread out? I mean, all the open world really has is events and champs, if they’re reducing the rewards for events and champs then what’s the incentive to go elsewhere for different events and champs with reduced rewards? Surely reducing dungeon rewards would be more appropriate (note: I don’t want them to reduce any rewards) if you want to reduce the gold entering the game after they remove repair costs and respec costs.
People out in the open world use more waypoints and die or respec less than those in dungeons, I would think.
The problem with new content, and new land to explore is that we’d grind it out in a week, figure out that best stuff to kill, and then go back to complaining about how bored we are, and why isn’t anet expanding the game already. We don’t use up 80% of the map as it is, why should they open up more of it, just for us to ignore it after we’re done with it.
That’s not really the fault of the players though, it’s because
a) you need gold for almost everything you might want in the game, and
b) “playing the game normally, out in the world” doesn’t get you enough gold to make it worthwhile compared to things like TP flipping, champ farming or chain dungoneering.
That’s the problem. I personally spend 90% of my game time out in the world, doing map completion on any of my numerous alts. And I’m pretty poor. With this change, my income rate is gonna decrease even more, if hopefully not by a lot. I really don’t see the point.
The problem with new content, and new land to explore is that we’d grind it out in a week, figure out that best stuff to kill, and then go back to complaining about how bored we are, and why isn’t anet expanding the game already. We don’t use up 80% of the map as it is, why should they open up more of it, just for us to ignore it after we’re done with it.
Actually i just about did it all.
Some of it was pretty good.
Problem is not that they are trying to nerf gold earning, the problem is they are discouraging events more than they have been. The game needs to totally rework the way the incentize content, and actually step away from gold wars. But this change is essentially an across the board nerf to everyones gold earning potential, while the goals are still gold based. Which means more grinding.
Instead of nerfing events, they should be working on ways to make events more valuable. well, maybe they got an ace up their sleeve in fostering helpful play. But honestly, i really dont think it will.
If anet want’s to “spread the people around the world”, then they are doing it the wrong way. Events aren’t worth all the trouble because:
- they aren’t rewarding at all (completing event’s give around 2 or 3 silver)
- the loot from (random) enemies is mostly worthless (even with 103% magic I end up with the crap that you can only sell to an npc for a few copper.)
- most of the time chests contain junk as well (you get 1 or 2 blue armor and maybe a green weapon)
- not doing event’s doesn’t have ANY effect at all. For example: there is an event where the centaurs are building a bridge. But why should we go stop them? It’s not like they are actually going to actively use it to conquer the rest of the zone. (It’s not like you hear anyone saying "quick we should stop the centaurs from building that bridge, because otherwise they will do absolutely nothing with it).
Some people don’t like doing dungeons all the time. From my experience, people are either selling spots in their party, or demanding a certain class and/or build, skipping any and all mobs and running directly to the boss, attacking the boss from a certain location where he usually can’t reach you, demand you to be lvl80 (even for ac, although ac is actually a lvl30 dungeon), or suddenly telling you they now have to go (leaving the party and if they started the dungeon everyone gets kicked out of the dungeon).
I (personally) don’t consider that to be even close to fun. So therefore I tend to not do dungeons and just run in the wvw zerg :p
The (possible) solutions (in my opinion)?
- Rework the RNG (one of the biggest problems in this game), so that every once in a while you actually get some good loot.-
- Let event’s have consequences. For example if the centaurs build the bridge then the heart where one of the seraph asks you to find ‘badges of their fallen friends’ could be hidden (because their friends are still fighting the centaurs). If the bridge gets destroyed the heart shows up again because some of ‘their friends’ died fighting to destroy the bridge the centaurs build. Or have a part of a zone visitable if a certain event succeeds/fails.
- Yes, something should be done about the queensdale train (people new to the game shouldn’t be pushed towards a train, but towards exploration, etc…). So low level zones could have a (big) nerf to rewards, but higher level zones could have their rewards increased a bit to compensate for the nerf (and to make it more appealing to spread out towards the higher level zones). (Just to be clear: I’m talking about the event-completion reward here, not the loot.)
Although it’s a bit waiting to see how it will end up, I think this nerf might have 2 effects:
- more people pushed into dungeons/fractals (because it’s the only way to earn some gold)
- bigger zergs to kill the champs even faster and to move to the next champ even faster…
Event and Champion Loot
With the changes we’re making that remove some of the systems that take gold out of the economy, we need to make sure the economy remains balanced in terms of gold input as well. We’ll be reducing the amount of raw gold that comes out of champion loot bags and events in an effort to keep the economy balanced and spread out player activity a bit.
I read this as major events (ie Maw) as well as champs. Right now the playstyle has become more about farming champs and bosses from events than exploring and doing normal DEs (Vs Boss chest events) on the rest of the maps. If you decrease the incentive to play only champs and boss events then maybe, just maybe, players would actually play in the other 90% of the game the devs created.
Maps empty of players discourages players on those maps and creates the illusion that nobody plays.
Or are you suggesting that players are now so trained to do only champ trains and boss events that it wouldn’t even occur to them to explore and see if something better exists or would earn them just as much while being different.
RIP City of Heroes
Changing the loot will not affect my desire to join the QD champ train when needed.
QD champ train has nothing to do with loot.
I join the QD champ train for
1) Karma
2) Dailies (ease of use / socialize with known players there)
3) Monthlies
.
.
PS: I also do dungeons (Storymode and Explorables), Fractals, dragonite encounters (all zones) and WvW. As do my guildmates. They also use the QD champ train, because it’s tied to the dailies.
(edited by goldenwing.8473)
Event and Champion Loot
With the changes we’re making that remove some of the systems that take gold out of the economy, we need to make sure the economy remains balanced in terms of gold input as well. We’ll be reducing the amount of raw gold that comes out of champion loot bags and events in an effort to keep the economy balanced and spread out player activity a bit.
I read this as major events (ie Maw) as well as champs. Right now the playstyle has become more about farming champs and bosses from events than exploring and doing normal DEs (Vs Boss chest events) on the rest of the maps. If you decrease the incentive to play only champs and boss events then maybe, just maybe, players would actually play in the other 90% of the game the devs created.
Maps empty of players discourages players on those maps and creates the illusion that nobody plays.
Or are you suggesting that players are now so trained to do only champ trains and boss events that it wouldn’t even occur to them to explore and see if something better exists or would earn them just as much while being different.
except, the activity you are talking about wont earn them jack. Events have only ever been profitable by scaling up the amount of enemies, which in order to be profitable also requires a place where everyones gathered in the same place and not spread out.
To really fix the event systems so that people have reasons to play them, they need to alter the whole structure and introduce new reward systems over all. Reducing the money earned from in game sources only reduces the earning power of people overall.
Yeah, its inflation, but it was kind of around the point where people felt they could make money for the things they needed. now the difference between the richest and the poorest will only grow more, and no activity besides dungeon running will feel worthwhile.
However, dungeon running will probably get nerfed right after, so ehhh
I read this as major events (ie Maw) as well as champs. Right now the playstyle has become more about farming champs and bosses from events than exploring and doing normal DEs (Vs Boss chest events) on the rest of the maps. If you decrease the incentive to play only champs and boss events then maybe, just maybe, players would actually play in the other 90% of the game the devs created.
Players will still seek what gives at least decent loot, and nothing is worse as doing normal events, beside if you maybe have an event with Fire-Legion Charr that drop Linnen at the moment.
So in the end its better just to run in circles kill the same mobs again and again that drop mats that a currently at a high price than doing normal events.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
Popular events/champs should give bad loot and unpopular events/champs should give very good loot. This would make players actually explore world and try to find some very unpopular events. Of course players would probably find some way to exploit this.
Seafarer’s Rest EotM grinch
This is a bad design decision. I thought of all things that event rewards (silver) would at least be buffed since it’s already so unrewarding.
Popular events/champs should give bad loot and unpopular events/champs should give very good loot. This would make players actually explore world and try to find some very unpopular events. Of course players would probably find some way to exploit this.
If ANet would once in a time do a good job in debugging, the events couldn’t be exploited.
The rewards could be depending on:
- How many players participate
- How much one player does to finish the event
- The time the event is being completed
- The Time needed/Actions performed coefficient
They should also monitor each event to find those who give unusual high or low reward
A lot of people are still fixated on the fact that this change likely effects only the CASH from events and champs. They arent affecting the loot. So… who the hell runs champs for the silver or three from each champ when the loot bags are worth far more because of the other things they contain.
A lot of people are still fixated on the fact that this change likely effects only the CASH from events and champs. They arent affecting the loot. So… who the hell runs champs for the silver or three from each champ when the loot bags are worth far more because of the other things they contain.
As you may have realised by reading the title, we’re talking about event rewards, not championbags.
Didn’t anet mentioned earlier that their events are being neglected by most of the players because it’s not offering enough rewards. So wouldn’t nerfing reward from events further discouraged players from actually doing events (and possibly exploring)?
I’ve never considered armor repair costs to be an issue, and to balance that out by reducing rewards for events might discourage exploration.
I think they’re making these changes based on WvW point of view because players die a lot more (making no costs to repairs reasonable, encourage people to experiment with builds more, and not afraid to fight instead of running away), a lot more events that are extremely quick to complete (so nerfing gold/karma gain can also be reasonable). Again, I see that it makes sense to have these changes in WvW.
However, if you look at PvE point of view, there are many ways to make gold and events aren’t one of them, while anet wants to encourage more exploration in PvE and doing more events, nerfing their rewards will not help that. At the moment, many PvE players are starting to feel a shortage of Karma since its nerf so I think in PvE, events should have their rewards increased (meaning karma and gold) to encourage more exploration, doing events and help with karma shortage.
In my opinion, these changes should be separated by WvW and PvE.
I’m going to be completely honest. I have never paid attention to the amount of silver I was awarded for an event. I can understand anger if they’re cutting a successful explorable dungeon path from 1 gold to 50 silver, but I didn’t see anything like that. How much silver are you typically rewarded for killing the boar in Queensdale? If it’s less than or equivalent to selling a green armor drop from that event on the TP, I have no idea why this is even an issue other than something new to cry about on the forums instead of playing the game.
Speaking of, back to playing the game
A lot of people are still fixated on the fact that this change likely effects only the CASH from events and champs. They arent affecting the loot. So… who the hell runs champs for the silver or three from each champ when the loot bags are worth far more because of the other things they contain.
As you may have realised by reading the title, we’re talking about event rewards, not championbags.
That still doesnt negate my point. So I’ll make it again: who runs champs for the pittance they get from them? I certainly dont. I run them for the karma, experience, and the materials found within the loot bag.
A lot of people are still fixated on the fact that this change likely effects only the CASH from events and champs. They arent affecting the loot. So… who the hell runs champs for the silver or three from each champ when the loot bags are worth far more because of the other things they contain.
As you may have realised by reading the title, we’re talking about event rewards, not championbags.
That still doesnt negate my point. So I’ll make it again: who runs champs for the pittance they get from them? I certainly dont. I run them for the karma, experience, and the materials found within the loot bag.
Well, you should post your concern in a thread dealing with the champion bag loot nerf then. ^^
Yeah, I do not like this at all either. I have not done many dungeons and I do events all over various maps, I like getting champ bags for the cash in them. It may not be much or the best but now it’s being nerfed. I do not agree w/the logic either. But many want these nerfs and they are getting their way. Go to the TP forum and it’s all high-fives and bro hugs w/the economist. Anet really thinks this is a good idea and I do not think that my or anyone else’s opinion will be considered in this matter. The rewards in the game have been Meh for a long time and now more of the same.
Hey, too bad dungeon folks if they nerf your bags too, get over it. Hey WvW folks that keep lord’s bag has no gold, sorry. It’s win-win; you did not really need the coin; there’s mats in the bag, sell them. You wanted cash for mats, er too bad, sell the blues & greens and that’s yr money and sell the other mats too, more money. But why do ya need money? They will tell you on the TP forum that there is NO INFLATION, none, it’s not there. Just try to open a thread on Inflation, you will be flamed into the Mists.
I do not know why this thread is even open.
A lot of people are still fixated on the fact that this change likely effects only the CASH from events and champs. They arent affecting the loot. So… who the hell runs champs for the silver or three from each champ when the loot bags are worth far more because of the other things they contain.
As you may have realised by reading the title, we’re talking about event rewards, not championbags.
That still doesnt negate my point. So I’ll make it again: who runs champs for the pittance they get from them? I certainly dont. I run them for the karma, experience, and the materials found within the loot bag.
Well, you should post your concern in a thread dealing with the champion bag loot nerf then. ^^
You’ve also glossed over the fact that this change is also affecting champ bags, thus doesnt really need another thread. Oh, and the fact that the same people who run champ events for anything but the money, also like the bags for everything BUT the money in them. I mean, I cant tell the last time I noticed money out of a champ bag. I’m more interested by the stuff I can sell in them. Which, as far as I can tell, isnt being affected either.
Anyone really shocked by this? The champ train was incredibly degenerate game design and I’m sure Anet has been looking for a justified reason to nerf it for some time just as they nerfed the Cursed Shore farm train. Evidently, nixing armor repair costs was the best they could come up with.*
*I am actually in great favor of no more repaire costs from a WvW perspective, but it’s a pretty weak reason to nerf champ loot.
Yeah, I do not like this at all either. I have not done many dungeons and I do events all over various maps, I like getting champ bags for the cash in them. It may not be much or the best but now it’s being nerfed. I do not agree w/the logic either. But many want these nerfs and they are getting their way. Go to the TP forum and it’s all high-fives and bro hugs w/the economist. Anet really thinks this is a good idea and I do not think that my or anyone else’s opinion will be considered in this matter. The rewards in the game have been Meh for a long time and now more of the same.
Hey, too bad dungeon folks if they nerf your bags too, get over it. Hey WvW folks that keep lord’s bag has no gold, sorry. It’s win-win; you did not really need the coin; there’s mats in the bag, sell them. You wanted cash for mats, er too bad, sell the blues & greens and that’s yr money and sell the other mats too, more money. But why do ya need money? They will tell you on the TP forum that there is NO INFLATION, none, it’s not there. Just try to open a thread on Inflation, you will be flamed into the Mists.
I do not know why this thread is even open.
the people who play tp want money to remain in their hands, it increases their buying power. By reducing the effectiveness of the average man to earn money, it increases the power of their wealth. Sure, they make less because there is less money overall, but its more about what their money can buy, and the difference in earning potential between casual play, and their high end play.
None of the changes really benefit the game in terms of making players feel like doing content though, so its a pretty big fail in my eyes.
Score one for the TP barons
the people who play tp want money to remain in their hands, it increases their buying power. By reducing my effectiveness to earn money via champ training numbskullery, it increases the power of their wealth. Sure, they make less because I have less money overall, but its more about what their money can buy from me, and the difference in earning potential between my casual play, and their high end play.
None of the changes really benefit the game in terms of making me feel like doing content though, so its a pretty big fail in my eyes.
TP barons take my money
Fixed that for you.
Stop acting like a few copper reductions from event/champ loot is the end of the game.
Stop doing the pathetically sad champ train work simulator, and play and enjoy the game.
Walking around in a circle, showing 0% player skill, then pressing F to loot, is not content or enjoyment. Yes, I just said it isn’t enjoyment for EVERYONE, because no one truly enjoys it.
If all this game is to you is a work simulator, I’ll help you here by saying there are other games out there you’ll probably enjoy. Riding the champ train all day every day is about 0.1% of what the game offers.
PvP modes are the “endgame” in every MMO.
Stop failing at PvE, start fixing PvP/WvW. Thank you.
(edited by Realist.5812)
what they should do.
Is create “map scraps”, where each map has it’s own scraps regardless of the events you do.
You can then trade in scraps for unique items on that map. (unique, not necessarily unobtainable through other means, it could have strawberries in one map, repair kits in another,.. a skin to the map…even a mini for the map-that could cost 1000 scraps or something etc.)
have a guaranteed scrap per event, but only once per character.(or account, but I think per characters is fine.). This would spread people out to chase a reward they want from a certain map. Or an item they would find useful. It would bring people into lower level maps as well.
Not everyone would find the same thing useful/want the same thing. So there’d be no reason to stay on the same map. It’d be something to do, and at least it wouldn’t be just ‘champs’ or ‘farming gold’.
Ok, it’s still some sort of grind, but..depending on the reward costs. I think this would be great. A map has alot of events one could hop through.
this is one of the silliest things to nerf, ~ we barely make any copper from these champ loot. a few of you stated that people farm this event for the gold.. it’s impossible to farm gold from these events without obtaining the other items in the champ loot. t5 mats, rng exotics, and leveling toons are what people do these events for. taking the very few copper that we get now (since it’s already been nerffed horribly) it’s just ridiculous. the quantity of the mats, ores, and other items obtainable from these loot bags should be increased.
~ I taught cows how to Moo! ~
the people who play tp want money to remain in their hands, it increases their buying power. By reducing my effectiveness to earn money via champ training numbskullery, it increases the power of their wealth. Sure, they make less because I have less money overall, but its more about what their money can buy from me, and the difference in earning potential between my casual play, and their high end play.
None of the changes really benefit the game in terms of making me feel like doing content though, so its a pretty big fail in my eyes.
TP barons take my money
Fixed that for you.
Stop acting like a few copper reductions from event/champ loot is the end of the game.
Stop doing the pathetically sad champ train work simulator, and play and enjoy the game.
Walking around in a circle, showing 0% player skill, then pressing F to loot, is not content or enjoyment. Yes, I just said it isn’t enjoyment for EVERYONE, because no one truly enjoys it.
If all this game is to you is a work simulator, I’ll help you here by saying there are other games out there you’ll probably enjoy. Riding the champ train all day every day is about 0.1% of what the game offers.
You misinterpret me, i dabble in whatever works, i sometimes play tp, sometimes provide goods and sometimes champ train.
Heck if it was just about the champ train i would say eh well. But they are reducing event rewards which is already horribly under rewarded system. They essentially just cut earnings from ALL normal play.
because people get champ bags doing all sorts of content, on top of that they reduce event profit.
However, If you are rich, people having less money is good.
I dont dislike TP baroning because they are rich, i dislike it because the game reward systems are too based around the economic style of the Items team, and not enough about game design.
the problem is the things the game are the best at, dynamic events, open world content, instances, etc, are not properly rewarded, or have weak incentives (not just talking about gold here) And while the pittance of copper from events isnt much, its really sad to see events get even less incentive for completion.
Its sad to see that common players who primarily kill stuff will have less available money, and also make less money from sales, (because the bulk of day to day materials are collected by all players) Dudes in the Tp forum even have graphs and equations showing how prices for day to day farmable goods will drop with peoples wealth.
So who wins? The people who dont earn based on drops. The gap between regular play wealth and tp mastery wealth grows, and that benefits no one but TP players. Playing the game feels less rewarding, and i have to run merchant based activities more when i want to make money, which i find boring.
Hopefully the last blogs have something built in that will actually foster some type of progression or reward systems that work to incentivize people to do more interesting activities, but im not too hopeful.