That was beautiful, Behellagh.1468.
Thanks for going into detail, I wasn’t entirely sure on your points in the earlier post.
I think the whole of GW2 game development is being wagged by the “degenerate” play-style; it’s manifesting in almost everything in the game now.
Thank you.
But I believe the root cause is the reward system of the game creates a positive feedback loop that in turn drives players to unconventional, unique play styles.
Due to the RNG nature of rewards, the only way to guarantee you get item X is buying it off the TP. Not a problem if what you want isn’t overwhelmingly popular or the drop rate is common, big problem if there is a huge demand and a drizzle of a drop rate. So players do whatever earns them the most gold per session in hopes to earn enough to buy one but the thing is lots of players are doing the exactly same thing. So everybody’s whose after item X are building up their gold reserves to buy one of the few available but it still will only go to the one that has the most gold. And likely that will never be you, at least not in a time frame you are looking for.
A more obvious positive feedback loop are gem shop skins, direct ones and indirect ones via tickets. So players exchange gold to buy gems to get items which in turn raises the cost of gems in relation to gold. So you need to earn more gold to get the next item at a similar gem price.
This convinces players that they must do whatever gets them the most gold during their play session, even if they dislike that activity. Which leads to the “GW2 is full of grinding” threads. Or players get clever and find a way to use the multitude of existing game mechanics to create a way to play totally unplanned and unforeseen by the developers. So when the devs data mined that players weren’t bothering to defeat champs they decided to juice up their rewards. And that led to some clever person to come up with the Queensdale champ train.
Someone else figured out by guesting on several servers that his level 80 can mine T6 mats from multiple maps all day, switching from one server to the next until the nodes respawn on the first server. Guesting was meant to play with friends on other servers, not to strip mine their resources to line your pockets (channeling Capt Planet here).
Now we have the boss train that arrives at the next stop every 15 minutes, all aboard.
But it’s all about getting the almighty gold in hopes to buy that item you want either at the gem shop for “free” or TP. Except nobody sees that doing that makes the gem shop more expensive for those shopping for “free” and more players with more gold means the price of those highly desirable items keep increasing, always being just out of reach.
Now the only real fix for items like precursors is either increase the drop rate or make them craftable. Except legendary weapons can be considered by some as “winning” the game. Even if they never spent a dime buying gems their presence in the game is a feature. Nobody wants to play in an MMO where you don’t see other players. It’s better to live in a city of a million strangers than alone in a ghost town. So ANet really doesn’t want players to leave because their grand quest is over.
I think that’s one reason ANet decided to do the Living Story than bulk content expansions. Keep players playing every two weeks at least. Here’s something new to do even if a devoted player can polish it off in only a few hours. You are now a persistent part of the world, even if the content isn’t.
Anyways enough of my rantings. I play because it’s more engaging than passively watching a TV show. I play for fun. If that means I never get a precursor/legendary, so be it. I just enjoy running around in a pretty world playing hero, bonking nasties on the head and going though their pockets.
We are heroes. This is what we do!
RIP City of Heroes