I’ll preface this post by reminding people that this is a topic of opinion rather than fact, so do not become hostile with each other and argue about who is right or wrong (as that concept does not apply here). I am also not saying that random drops don’t exist, but in comparison to other games and in comparison to currency rewards, they are very sparse. Also, everyone please keep in mind that RNG does not mean an impossibly low drop rate… RNG as a system is not out to screw you. That is a drop-rate problem.
It seems there are very few ways to get lucky and strike gold in this game. That makes it unexciting for some of us.
The heavy focus of GW2 on things like karma, dungeon tokens, and various other high-stack currencies really kills my desire to play this game, which I so very much want to enjoy.
Seeing the precise number of dungeons I have to run or amount of karma or gold I must acquire to get my desired reward does not ‘put a tangible guaranteed goal in sight’ (as some may think is the benefit of currency), but instead reminds me of just how far away that goal is.
A currency system actually guarantees that you will not find what you want within a certain amount of time. It eliminates any chance of being lucky. It makes the game a gind in the truest sense of the word, regardless of how much you buff the currency drops, because your first however-many runs of that dungeon are done only as work, for the sake of a non-random reward at the end. The same applies to gold or karma, wherever you farm it.
Another effect of these currencies is that once you have what you want from a particular dungeon or area (that is assuming you want ANYTHING other than karma and gold), you cease farming it, because the currencies are account-bound, and the things you buy with them are soulbound. There is nearly no point in revisiting a dungeon that you have everything you want from, except to grind more of a different currency (this is boring).
Other games I’ve played did not have this problem. Guildwars did not have this problem, for example, and I loved that game because of it. It had a few tokens here and there from completion of certain things, and gold existed and was used for much, but its main focus was not on grinding out a single currency for a guaranteed reward.
In games like that (and other games, including non-MMO), I had a chance of finding something amazing, worth a small or large fortune, regardless of whether it was my first run through the zone or my hundredth. In the best games, these valuable rewards are also tied to that particular area (such as in GW1). There was nothing stopping me from enjoying the feeling that I could potentially strike gold at any moment, from a chest or from a random monster kill.
Honestly I was quite hyped up about GW2 ever since it was announced, and got my friends into it, but I’ve been left disappointed by most things about the core of this game (the manner in which you obtain PVE rewards, the lack of SPVP variety and forced colours, the problems with too many particle effects in combat[this is huge because it is always present outside of solo play], a skill bar that you cannot rearrange).
No, it’s not because I had unrealistic expectations, because really all I expected was a base of Guildwars 1 with a third axis to move along… any other improvements would only have granted me more joy, but it seems ANET has taken many steps backwards.
There are nice features, but they are mostly fluff that wont keep me playing, like the art-style for armour, WvW, equal gear in SPVP, etc. Core features must be enjoyable before I can really enjoy any of the nice stuff that interacts with core features.
I desperately want to say that this game is fun, truly. I want a reason to play, and I want my friends (who all quit playing for similar reasons) to come back and play a fun game with me.
So I hope you guys can significantly fix this boring loot system up with more random tradeable drops, and less soulbound high-end desirables from tokens, karma, and other currencies.
Thanks.
(edited by Shindar the Reaver.2518)