RIP City of Heroes
Moving to remove dungeons?
RIP City of Heroes
“As a part of that process, we’ll shift some rewards away from dungeons and into other pieces of content. "
That doesn’t just mean moving it to fractals. As a matter of fact he goes one to describe the other pieces of content right after he said this.
“The major concern that we’re sure to face is the specific intent of dungeons as a gold-generating activity. To that effect, let’s talk about map rewards.”
Except that the map rewards portion of that article doesn’t cover the concept of increased rewards. It covers the exact opposite. It covers how the new map rewards system will devalue high priced mats and give buyers more power by allowing them to circumvent the market and sellers will have to respond accordingly. The inference here is that sellers will need to price accordingly because they will need to factor in that people can just farm for mats and that flipping, hoarding and price gouging won’t be an option due to the constant stream of new mats into the market.
Further, if you look at the line that you conveniently didn’t mention, the article states, “The shift in rewards is a direct representation of our focus on raids and fractals and our commitment to make them the best they can be.” How is the devaluation of mats via map rewards a “direct representation of our focus on raids and fractals?” Spoiler warning: It’s not.
Terrible. Dungeons were always my favorite thing about GW2. It’s the only thing this game had done right that other MMO’s just couldn’t seem to figure out.
Shifting to raids means me shifting to other games.
I think what they will do is: they will change dungeon armors/skins to be not salvagable or just skins. + no gold rewards anymore
It’s just another example of Anet killing farms. They hate farms and they have systematically gotten rid of every one. Also, they want people playing fractals and raids, so that will the the rewarding content for the game.
Guess you didn’t play GW1 at all? They nerfed every farm in the game and killed the 55 monk to further prevent farming on large scale. So nothing new really and its t be expected from Anerf!
Yes, things did get ‘nerfed’ but it was nowhere (near) on GW2’s scale.
ArenaNet, are you really removing rewards from Dungeons? ….But why??
No, they are not. The header was to grab attention.
Just delete dungeons altogether and make the vendor sell the items for the legendaries for 20g each. Problem solved.
How on earth nerf reward for an old content is a good thing is beyond me. If don’t want players running the content made by yourselves, which took development, time, money because don’t want to fix, patch, adjust and balance, just remove and be done with it like it was done with the Raid on Capricorn.
Thief / Mesmer / Elementalist / Warrior / Necromancer / Ranger / Engineer / Revenant
Crystal Desert – Eredon Terrace – Fort Aspenwood – Stormbluff Isle
Honestly, it feels like 99% of the decision making of Anet is done by a small clan of people that play the game. If its content or characters they play, it will become ace. If its content they don’t play, they will try push everyone away from it because it’s not worth their time.
(edited by Equilibriator.8741)
“As a part of that process, we’ll shift some rewards away from dungeons and into other pieces of content. "
That doesn’t just mean moving it to fractals. As a matter of fact he goes one to describe the other pieces of content right after he said this.
“The major concern that we’re sure to face is the specific intent of dungeons as a gold-generating activity. To that effect, let’s talk about map rewards.”
Except that the map rewards portion of that article doesn’t cover the concept of increased rewards. It covers the exact opposite. It covers how the new map rewards system will devalue high priced mats and give buyers more power by allowing them to circumvent the market and sellers will have to respond accordingly. The inference here is that sellers will need to price accordingly because they will need to factor in that people can just farm for mats and that flipping, hoarding and price gouging won’t be an option due to the constant stream of new mats into the market.
Further, if you look at the line that you conveniently didn’t mention, the article states, “The shift in rewards is a direct representation of our focus on raids and fractals and our commitment to make them the best they can be.” How is the devaluation of mats via map rewards a “direct representation of our focus on raids and fractals?” Spoiler warning: It’s not.
And one reason we need gold is because some mats are so expensive, so by making them less expensive, you reduce the need for as much gold.
The shift in rewards to raids and fractals is because that is where they want to spend their development time, not trying to “fix” dungeons. So that’s why they are removing the “liquid” rewards from dungeons and providing a means to reduce the cost of high price mats. Making something cheaper that’s in high demand is the same as providing the gold you will spend on them.
Think of it this way. You want a cookie. It costs a dollar but you only have 50 cents. So giving you 50 cents gives you the same result as cutting the price of the cookie to 50 cents. So they are looking at cutting the cost of the cookie while not giving you that extra 50 cents as the results is the same, you can get the cookie.
RIP City of Heroes
(edited by Behellagh.1468)
Guild Wars 2 – Play The Way You Want – except for dungeons, stay out of those.
“As a part of that process, we’ll shift some rewards away from dungeons and into other pieces of content. "
That doesn’t just mean moving it to fractals. As a matter of fact he goes one to describe the other pieces of content right after he said this.
“The major concern that we’re sure to face is the specific intent of dungeons as a gold-generating activity. To that effect, let’s talk about map rewards.”
Except that the map rewards portion of that article doesn’t cover the concept of increased rewards. It covers the exact opposite. It covers how the new map rewards system will devalue high priced mats and give buyers more power by allowing them to circumvent the market and sellers will have to respond accordingly. The inference here is that sellers will need to price accordingly because they will need to factor in that people can just farm for mats and that flipping, hoarding and price gouging won’t be an option due to the constant stream of new mats into the market.
Further, if you look at the line that you conveniently didn’t mention, the article states, “The shift in rewards is a direct representation of our focus on raids and fractals and our commitment to make them the best they can be.” How is the devaluation of mats via map rewards a “direct representation of our focus on raids and fractals?” Spoiler warning: It’s not.
And one reason we need gold is because some mats are so expensive, so by making them less expensive, you reduce the need for as much gold.
The shift in rewards to raids and fractals is because that is where they want to spend their development time, not trying to “fix” dungeons. So that’s why they are removing the “liquid” rewards from dungeons and providing a means to reduce the cost of high price mats. Making something cheaper that’s in high demand is the same as providing the gold you will spend on them.
Think of it this way. You want a cookie. It costs a dollar but you only have 50 cents. So giving you 50 cents gives you the same result as cutting the price of the cookie to 50 cents. So they are looking at cutting the cost of the cookie while not giving you that extra 50 cents as the results is the same, you can get the cookie.
no, overall they are going to try to balance things in other ways, which he admits will probably fail, and need adjustment.
he said for the most part they want people to get liquid gold, just from other sources. So its not really about deflating, its about changing where you earn it.
The materials thing they think they will balance via reducing salvage and drop rates, as well as more sinks.
his ultimate hope is that things settle around where they have been, with a few corrections.
next will be removing maps from base gw2 game to force people into hot maps
So many tinfoil hats.
“They’re devaluing the base game to increase sales of HoT”
If that were truly the case…. why would they have bothered with the map rewards system?
Why would they have bumped up fractals as the dungeon alternative, which is core, not HoT, content?
It seems that they’re moving farming out of dungeons, and for the most part that farming is being left right there in the core game.
This theory doesn’t really fly, but it’s a convenient way to say “me too, I hate arenanet like all the other cool kids!”
You guys are so edgy.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
ANet doesn’t want you to farm. ANet doesn’t want you to drone mindlessly, they want you to explore and experience their world.
I understand that for some reason some people can only be happy in a game if they’re earning resources and don’t care about anything else. That the actual activity and interaction with the game is meaningless to them, but that’s what ANet actually wants you to be enjoying.
This isn’t meant to hurt anyone, and honestly it’s not hurting anyone in this virtual world that has no significant impact on your actual lives, it’s just meant to try and shift your priorities.
And it is successful in that regard; people have quit in droves, or gone on auto.
Really, in droves? How did they quit, exactly? Stopped paying the no money? Also, just out of curiosity, what exactly does going on auto mean in context?
Nobody quits this game, that is a pointless thing to even say. You can’t quit a game you’re not paying for because nothing is stopping you from returning at a moments notice. Anyone who is straight up giving up the whole game entirely because they can’t make a virtual living off dungeon rewards anymore aren’t making a difference to the game, because they obviously didn’t do anything else anyway
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
(edited by Kal Spiro.9745)
ANet doesn’t want you to farm. ANet doesn’t want you to drone mindlessly, they want you to explore and experience their world.
I understand that for some reason some people can only be happy in a game if they’re earning resources and don’t care about anything else. That the actual activity and interaction with the game is meaningless to them, but that’s what ANet actually wants you to be enjoying.
This isn’t meant to hurt anyone, and honestly it’s not hurting anyone in this virtual world that has no significant impact on your actual lives, it’s just meant to try and shift your priorities.
And it is successful in that regard; people have quit in droves, or gone on auto.
Really, in droves? How did they quit, exactly? Stopped paying the no money? Also, just out of curiosity, what exactly does going on auto mean in context?
Nobody quits this game, that is a pointless thing to even say. You can’t quit something you’re not paying for. Anyone who is straight up giving up the whole game entirely because they can’t make a virtual living off dungeon rewards anymore aren’t making a difference to the game, because they obviously didn’t do anything else anyway
You can’t quit something you’re not paying for? Really? I’m sorry that one cracks me up.
I’m wondering why so many veterans get angry on these changes.
We the veterans have already thousands of materials stockpiled and some thousand gold. We probably all did every dungeon for some hundred times during the last 3 years.
Dungeon nerf or every nerf focused on the current gw2 areas is totally awesome! That just means that we the veterans will stay forever richer/further than newbies or f2p. So while we can get awesome loot and new expensive stuff playing HoT, casuals and f2p’s can grind like forever for us.
[RUC] Riverside United Corps! For Riverside!
ANet doesn’t want you to farm. ANet doesn’t want you to drone mindlessly, they want you to explore and experience their world.
I understand that for some reason some people can only be happy in a game if they’re earning resources and don’t care about anything else. That the actual activity and interaction with the game is meaningless to them, but that’s what ANet actually wants you to be enjoying.
This isn’t meant to hurt anyone, and honestly it’s not hurting anyone in this virtual world that has no significant impact on your actual lives, it’s just meant to try and shift your priorities.
And it is successful in that regard; people have quit in droves, or gone on auto.
Really, in droves? How did they quit, exactly? Stopped paying the no money? Also, just out of curiosity, what exactly does going on auto mean in context?
Nobody quits this game, that is a pointless thing to even say. You can’t quit something you’re not paying for. Anyone who is straight up giving up the whole game entirely because they can’t make a virtual living off dungeon rewards anymore aren’t making a difference to the game, because they obviously didn’t do anything else anyway
You can’t quit something you’re not paying for? Really? I’m sorry that one cracks me up.
That was poorly stated, so I fixed it.
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
I’m wondering why so many veterans get angry on these changes.
We the veterans have already thousands of materials stockpiled and some thousand gold. We probably all did every dungeon for some hundred times during the last 3 years.
Dungeon nerf or every nerf focused on the current gw2 areas is totally awesome! That just means that we the veterans will stay forever richer/further than newbies or f2p. So while we can get awesome loot and new expensive stuff playing HoT, casuals and f2p’s can grind like forever for us.
That logic could have been used when they made paths pay off once a day. Or when they eliminated mat and boss farming across servers or on multiple characters. After everytime they shut down some outrageous farm or the champ trains.
RIP City of Heroes
So many tinfoil hats.
“They’re devaluing the base game to increase sales of HoT”
If that were truly the case…. why would they have bothered with the map rewards system?
Why would they have bumped up fractals as the dungeon alternative, which is core, not HoT, content?
It seems that they’re moving farming out of dungeons, and for the most part that farming is being left right there in the core game.
This theory doesn’t really fly, but it’s a convenient way to say “me too, I hate arenanet like all the other cool kids!”
You guys are so edgy.
fractal masteries will be used for higher level fractals. Its not purely core anymore. Map rewards isnt really about gold. but as i understand it its different for every map, so no one knows how that will play out.
i will say they arent devaluing dungeons because they want to sell hot, but dungeons was left out of HOT based improvements and progression, because they dont plan on supportying dungeons any more at this juncture
I want…
http://wiki.guildwars.com/wiki/Dungeon
Y u ruin dungeons Anet?
Mind you, interestingly enough, CoF farms existed in both games lol
Not “remove” dungeons, but rather reduce the “CoF1&3 15kAP Ascended or kick” farm. Or dungeon-gold farming in general. A big payout on dungeons adds money to the economy, more than is appropriate to maintain its health.
Rather, it’s better to reward materials and items with low vendor value. Players sell on the market to other players, and that filters out money via trading fees. With the map rewards coming, even those prices should be relatively in control, once the upshot in demand bases out.
Dungeon runs might remain the fastest way to get the unique exotics, but it’s old, stale content that is no longer supported, and it seems wise to aim away from them as a part of the reward structure.
I don’t know anyone that farms dungeons for gold, but if they do it, they’re not really that smart i have to say, sure for tokens, kinda, but for gold?
The only “good” gold reward is the 24h gated one, after that, 20s is peanuts. You earn tons more from FGS champ farm or simply doing silverwastes chains, dry top buried chests, World boss trains.. Honestly, anything gives your more money for your time than repeating a dungeon twice in a day.
You know it can also be called a farm if you do every dungeon path of all the dungeons a day right?