GW2 "endgame" model is fine. Execution doesn't make sense tho, problem and solution.
Posted by: wolfram.8291
Posted by: wolfram.8291
reverse over flow servers…. now that’s an interesting idea. i prolly didn’t interpret that the way you mean, but if overflows were somehow global that would make things interesting. more people in lowER lvl zones is my thinking
Posted by: Gehenna.3625
OP, I see your points but there are a couple of items I’d like to comment on as I don’t agree.
You say you need to grind Orr to get exotic gear. This is a common misunderstanding. I have full exotic gear and didn’t spend much time in Orr at all. Dungeons and the TP are much better sources for exotic gear. It’s much less grind in Dungeons and the TP prices start around 2g each which is not that hard to make going all over the place. Also selling mats that you gather can quickly make you money. I decided I wasn’t going to do crafting and sold all the mats I had gathered so far. I made over 10g and trust me, I was not a meticulous gatherer, I skipped lots of nodes on the way to level 80. Also dungeons (and yes I mean explorable mostly) make good money. A decent group clears dungeons in less than 1.5 hours and you don’t have to have a lot of repair costs, again with a decent group. It nets good silver and some drops here and there that will net you something decent on the tp.
Also you don’t need to go to Orr for level 80 drops. You get those drops from all chests. For example in dungeons when I open a boss chest or in events that end with a chest the drops are level 76+
All in all I became level 80 a couple of weeks ago and it took me less than 10 days to get full exotic gear and I only was in Orr a few times since I had over 30k karma saved up from leveling and getting it to 42k for one piece of karma gear was easy enough to get then. So I have one piece from karma, 2 from a dungeon and the rest from the TP at 2-2.5g a piece which I easily made with dungeon runs (1 or 2 a day max) and selling mats.
I do feel that with a new approach as GW2 has made, there would’ve been a point to explaining more to the player base about how things work. It would’ve allowed more people to not just go to the grind as usual but be more aware of their options.
Posted by: wolfram.8291
2a i think the anti-farm code was implempted for bots etc. not meant to punish us. i agree a different system is needed here. except for dungeons and karma as those are acccount bound and bots can’t profit off the rewards… at least according to the philosiphy of anet i think.
2b i agree here, lvl 80 toons should be rewarded better for participating in lower lvl zone. karma for helping the “weak” makes moral sense to me. if karma is implemented as an account bound currency this will again deter bots. (not trying to focus on bots just making anecdotes) – furthermore, in order for karma rewards to be an effective incentive for anything they need better rewards. that’s another discussion though.
3a basically the suggestion i offered in 2b but more creative/effective suggestions are welcome
3b with the new dungeon system you can get a full dungeon set in less than 2 weeks at less than 2 hours a day with good teams. imo 1 month for unique gear is a liberal allowance for cosmetics. rather i’d see different skins for different temple/karma exotic armor for more incentive to do event chains in orr
“cosmetic items are… irrelevant.” hmmm i kinda agree, i’d like cooler skins but it gets to subjective there.
Posted by: Agenda.7935
Why does there have to be limits and anti-loot code everywhere? Why can’t I just play the game how I want to?
I don’t understand the mentality in this game that everyone has to be having fun a certain way or they are doing fun wrong…
I totally agree
For me grinding and farming is fun because i am actually playing the game, hanging in LA, doing puzzles or exploring is waste of time imo as those doesnt really give any benefits.
I guess im having fun in a wrong way…
Posted by: Arghore.8340
I fully and entirely agree with the OP … ‘but’ i would like to add something to his conclusion/sollutions.
4. Redesign the crafting recipies at high(er) levels to also include lower level items that can not be gathered in Orr.
This can go right along with the ‘make drops in the entire world relevant for the lvl of the player’, with the exception of material drops. This would give these higher level players incentive to go to other area’s, or to the market place. Both would benefit the lower level players, either with support during content, or in monetary gain.
In a sense this is due to the setup of the crafting system as a whole (and one of my biggest gripe with the crafting setup), and resembles the ‘issue’ that the OP (and others) are experiencing in GW2, it’s all linear and and all moving towards high/end level. All the tiers in crafting materials make it realy dull, and once you moved passed a certain material it is pretty much worthless. but i guess going deep into this issue is more suited for another part of the forum…
TL&DR totally agree!
Posted by: Blaeys.3102
I love this game and I agree with the OP.
On my level 80, I currently spend a lot of time in lower level zones, simply because I find them fun. My three biggest issues are:
1. I am hurting myself drop wise by doing so. I hate that spammers and bots in Orr are gearing up more efficiently than I am.
2. The difficulty isn’t quite dialed in right. Downleveling still feels way too powerful in lower zones. It needs to be more of a challenge.
3. The zones could be more populated. Alot of events simply are not fun in tiny groups or solo. I believe this is a result of the efficiency of item acquisition in Orr as well.
I definitely approve of this post. A little tweaking on the non-80 zones will vastly improve the game at level 80 (and make the whole game “end game”).
Regarding the crafting mats, I think an easy answer would be to make it just a little easier to transmute lower level mats into higher level ones.
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