Getting the zerg out of Queensdale.

Getting the zerg out of Queensdale.

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Posted by: Jaric.5679

Jaric.5679

Let’s be honest. It’s a starter area, and shouldn’t really have level 80s running around slaughtering every champion before a new person has a chance to wonder at what is going on. I can think of a solution that would solve this.

Scale loot rewards.

Level is scaled down, why not the reward for being at that level? Why allow people to run around in easy mode, with it not being any kind of challenge at all and give them high level drops? If you make the loot rewards max out at the area level, not only will it give people an incentive to get out of Queensdale, but will prompt more activity in other areas, especially high level places. You would get people exploring areas that are closer to their own level, which would help populate other zones.

The other (maybe more extreme) idea could be to do the same with experience rewards. I know Anet has made a great effort to remove the level grind, and they have done well with this. I’m just not sure that it should be easy to do so by staying in the starter area.

I’m possibly going to get some criticism for this post, but at least make it decent criticism, this is the ‘discussion’ section. I’d like to hear thoughts on why people think this would or wouldn’t work, or what might need adjusting for it to work.

Getting the zerg out of Queensdale.

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Posted by: Jahroots.6791

Jahroots.6791

This again? We need to start making memes for these repeat topics.

Maybe your server is different from mine, but there aren’t usually many 80s in the Queensdale champ train. Those that do join in usually don’t stay for very long, but it is a good way to get some of the Monthly achievements done.

The loot isn’t that great to begin with and we certainly don’t need any more nerfs. To anything. Ever again. What is wrong with you people? I am all for giving players solid incentives to explore the open world but this should never be at the expense of one area of content.

You need to consider that a lot of people are enjoying this. It’s a vibrant, active and fun zone. It should stay exactly as it is.

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Posted by: Charismatic Harm.9683

Charismatic Harm.9683

What you’re proposing is exactly the way it used to be before they changed it to the way it is now.

The problem before was:

  • High level players were only in high level zones so they could get decent loot
  • Low level zones were empty

The solution:

  • Reward players with character level appropriate loot no matter where they’re playing

The problem(s) it caused:

  • Players will look for, and find, the absolute easiest way to get the most amount of loot in the least amount of time (Queensdale Champ Train) (NOTE: This situation will ALWAYS be the case, no matter what changes are made to the game. It may not be the Queensdale Champ Train, but there will always be a “best place to get loot” that players will flock to.)
  • Players find it difficult to find mid-level items / materials once they’ve passed the item level of those items (Cotton, Linen, etc.)

It’s a Catch 22. You either have massive amounts of empty zones with high level players only playing in high level zones, or you have high level players playing the easiest content they can find that gives them the greatest rewards.

Guild: Member of Charter Vanguard [CV]
Logic will never win an argument on the forums…..only a sense of entitlement will.

(edited by Charismatic Harm.9683)

Getting the zerg out of Queensdale.

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Posted by: Lambent.6375

Lambent.6375

Return pent/shelt, etc back to their old faster spawn times.

(if they haven’t been changed back already, haven’t did any of those events in orr in a long time, so no idea what their current spawn times are)

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”

Getting the zerg out of Queensdale.

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Posted by: goldenwing.8473

goldenwing.8473

It’s not loot. It’s karma.

It’s ease of access to the zone.

The ease of the zone itself (easy to get around, flat or gently rolling hills, aggro density is low and mobs don’t stun)

Dailies.

Monthlies.

And some people enjoy being social with others they know run the loop at the same time.

New players often get good advice, invites to guilds, etcetera (was part of helping new folks out in QD just yesterday.)

Again, again, again, again: see bolded above.

BG: 52 alts, 29 lvl 80’s. They all look good, so I am done with the game: Oct 2014

Getting the zerg out of Queensdale.

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Posted by: Healix.5819

Healix.5819

Why allow people to run around in easy mode, with it not being any kind of challenge at all

Sounds like the problem is downscaling.

You’re given rewards because in theory, downscaling is meant to make you equal, but in it’s current state, it’s not even close. Champion boxes could be changed however to guarantee materials from that level range. At least that way, you’ll know where to go to farm specifics.

Getting the zerg out of Queensdale.

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Posted by: DeWolfe.2174

DeWolfe.2174

Let’s be honest.

Why allow people to run around in easy mode, with it not being any kind of challenge at all

As in, the entire game and it’s players have to play where and how you want us to? How about, NO! For one, I don’t play the game to be stressed out. Queensdale is one of only two zones I actually like! How about you ask for new zones with the same pleasant lush green fields as Queensdale has and then maybe some of us will go there.

Why do I have a feeling this is just a selfish request to try and get ahead in the games economy. Instead of having anything to do with the zone itself.

[AwM] of Jade Quarry.

(edited by DeWolfe.2174)

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Posted by: Jaric.5679

Jaric.5679

You totally got the wrong end of the stick, DeWolfe. There is nothing selfish about this request, just trying to think of ways to populate other areas of the world. I don’t begrudge anyone enjoying an easy run through Queensdale for a relaxed, fun time. I just think the rewards should reflect the effort.

However, points brought up by other people are quite relevant, it seems the mid-game is always going to suffer and there is no way to combat this using ‘incentive’ such as rewards, etc. The only way would be to force players there, but this is not an acceptable approach at all.

Getting the zerg out of Queensdale.

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Posted by: Dean Calaway.9718

Dean Calaway.9718

Level is scaled down, why not the reward for being at that level? Why allow people to run around in easy mode, with it not being any kind of challenge at all and give them high level drops? If you make the loot rewards max out at the area level, not only will it give people an incentive to get out of Queensdale, but will prompt more activity in other areas, especially high level places. You would get people exploring areas that are closer to their own level, which would help populate other zones.

The loot is already scaled, the champ bags that drop in Queensdale aren’t the same as bags that drop at high level areas.
People flock to Queensdale because they heard about it because some people saw a nice alignment with little down time, every map in Tyria has champions, people choose to go to Queensdale because everyone does it, the the lvl 80 ones do so when they can’t keep up with Frostgourge Sound.

Now besides that there are two other problems.

One, the game was designed so players don’t feel like going to low level areas is useless ence allowing them to play with friends that aren’t at their level yet or just help new players. Just look at most MMOs, the world map is just a 1 trip to level cap then absolutely useless, in GW2 thanks to scaling the world map is still a viable playable area, if you cut back on the loot low level areas would be even more empty.

Two, Anet net doesn’t want to antagonize their player base even more.
Players are happy with the champ train, it’s always running regardless of day time, so if they’re happy let them be happy.

Also, cutting the rewards on the start areas champs would be unfair for new players, and it wouldn’t change a thing, quick enough they’d all start running the train the same way on another map that happens to also lines up well.

So in the end, even if you cut the rewards all you get is people moving to another map, then Queensdale gets like every other starting area, empty.
It’s bad enough for a new player to do the intro alone (I bet there are people that don’t know you could do it with other new toons) but playing in a empty starting area is just terrible and will only further the “endgame” mentality.
Frankly if I had just started playing GW2 right now I wouldn’t be here long, I loved the early weeks/months of the game, seeing a bunch of players running around isn’t that bad and honestly it gives new players a chance to score a kill since other wise it would be impossible for them.

Victoria Cross [VC] – Desolation [EU]

Getting the zerg out of Queensdale.

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Posted by: goldenwing.8473

goldenwing.8473

You totally got the wrong end of the stick, DeWolfe. There is nothing selfish about this request, just trying to think of ways to populate other areas of the world. I don’t begrudge anyone enjoying an easy run through Queensdale for a relaxed, fun time. I just think the rewards should reflect the effort.

However, points brought up by other people are quite relevant, it seems the mid-game is always going to suffer and there is no way to combat this using ‘incentive’ such as rewards, etc. The only way would be to force players there, but this is not an acceptable approach at all.

Other games have this similar problem with their mid- level zones: low population in those zones except for players leveling through them. The lowest zones and the highest level zones usually are where players congregate (for obvious reasons). Often the problem with lack of zone population is the zone itself. Surveys done in other games have determined which zones are usually the empty ones; one of the overriding factors turns out to be the artwork and/or feel of the zone itself (colors, lushness vs desolate, atmosphere, etcetera.)

Aggro density, terrain difficulty, mob abilities also play a large part in affecting zone use. The Orr zones in this game are a perfect example of all of these factors combined.

Good rewards will incent some players into those zones, despite all those factors:
(example: Dragonite farming will have a zerg flow into a specific Orr zone, complete the encounter, then move to the next zone.) Players however, will not linger there unless leveling / farming / or doing map complete.

ANet has done a fairly decent putting LS content into under-used zones. However, most of it is then removed, removing incentive to revisit. In the case of the new/updated world boss encounters (Teq, Wurm), players (like the Dragonite farming), only use the zone for a specific brief encounter then leave.

ANet may have added to their own woes in this area by designing the downranking in a way that allows leveling in the low levels zones to be as effective as in at-level or above-level zones. In many cases, it many be easier for players to revisit all the low level zones (many of which are more “attractive”), than trying to do so in zones that do not feel as pleasant (visually/emotionally/mob density/mob abilities).

Just as an aside, it is not necessarily the result of a game’s lack of overall population/popularity. High population games also have this same problem with mid-level zones. One of the best ways to combat that, is to make a mid-level zone a travel/destination hub, or a requirement for any kind of advancement, or both.

However, I agree that directive gameplay trying to force players into zones is not a good idea.

BG: 52 alts, 29 lvl 80’s. They all look good, so I am done with the game: Oct 2014