Hello, friends.
I would like to discuss some sort of the current state of affairs. It’s no secret that even without a living story, created by Anet world lives and breathes. Thanks to the events. Different games reveal their world differently. This one revealed through the events. Everyone understands how colossal work done for writing all these scripts, voice acting and the development of the ideas themselves. However, in the same way, it is not secret that this aspect of the game was, to put it mildly, not the most popular in the game. Especially on the 80th level.
Why?
No need to be a psychologist to know that most people in most MMOs are looking for one thing – profit. This can be understood in different ways. I describe it this way: the quickest and most effective way to achieve the best results / get the best stuff.
In other words, the average player only tries to do what leads him to the best things.
From here it follows the basic problem and lack of demand of events. Karma, let’s face it, is rather useless resource. Yes, it is possible to buy an exotic outfit. Yes, it is possible to buy the ingredients for a legendary weapon. Yes, you can buy chests in Orr. And… that’s it.
BUT!
Not everyone is suitable for those stats. Not everyone wants to make legendary. A chests, on their own, engaging in dubious.
I’m straight to the fact that adding sought-after awards for the karma has a direct impact on the demand of the events.
*A variety of weapons that should be used and the fused in the mystic forge for precursors.
*Any unique runes for equipment upgrades.
*The unique town clothing and skins of weapons / equipment.
*Good buffs, useful in the world and the WvW.
etc
Plus, I believe, it should be the obvious way to extract money from karma. For example, spend 400,000 to fuse 4 yellow arms in a mystical forge and get another one yellow with the price of 1 gold – it’s not a very appropriate way. Karma must be clearly beneficial. For example, add more types of chests with loot a great option that can be sold. For example recipes for weapons/food with a unique look / buffs. Exotic items with acceptable prices (~50.000 i mean), which can be sold at auction, and so forth.
However, here is born the next problem. It is directly linked to the previous one.
A small digression: the developers have improved greatly rewards from megabosses and we are seeing huge popularity rise of these (and ONLY these) events.
Here again there is a question of maximum profit, mentioned early. Even if karma will be extra demand, the player will try to do only what brings most huge amount of karma in the minimum time limits (remember the cursed shore’s chain Event on the shore). In other words, will find the most convenient chain / place and grind it again and again and again.
Here in my head (maybe not my first, I will not deny) the thought came: it could be corrected by significantly raising the karma award for events (ANY Event) that a player did not do today. I want to note: do not take the award for finished events??, exactly to increase(!) the award for undone. Some sort of daily, but with the ability to earn rewards for completed. This will provide a significant stimulus to look and complete many different event at different places and locations. Even in a low-level.
In addition, to scatter selling “valuable” items in various locations. Such as selling some exotic items from NPCs, at the end of an ordinary event into a low-level location. Give a variety of valuable items to heart-NPCs. In general scatter sold for karma items worldwide. This will give depth to the world studying and stimulates to do event at different locations.
This can make it so that people will not just grind events, but will start to get pleasure from their performance. But it’s important to not oversaturate award in any location, avoiding the formation of giant farm trains traveling on events.
That way, people will see the amount of labor it took to create all the events. Will look at the scripts, dialogues, storylines in the world etc. The world will be revealed deeper.
Also about hearts. Excellent idea, but almost not necessary. In the form as it is now, for the people it is a kind of unpleasant obstacle to the explorer achievement. Pretty easy to turn them into something really useful (without serious reworking) allowing to perform their objectives even after filling the influence. Plus give for it’s perform an increased amount of experience. Giving thus an alternative way to gain EXP, more effective than simply mobs killing.
And to add value to the experience, skill points rewards should be improved. For example: sell unique recipes, items skins. Perhaps the ingredients for precursors that cost would be extremely expensive, etc.
Why in the high-level areas is the rejection of “hearts system”?
Well… there is no more ideas on this topic, yet.
(edited by MeGaZlo.9516)