Please Cap Loot! (Controversial Suggestion)

Please Cap Loot! (Controversial Suggestion)

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Posted by: Kite.2510

Kite.2510

Please A-net place a cap on how much loot you can get by the minute!

The problem:
Coming from my other topic, I believe the way looting works in this game is kind of broken. A-net put a lot of effort into promoting cooperation, but when it comes to looting over-scaled events they kind of overdid it.
When playing alone you struggle to loot one green on blue item, which is especially annoying when leveling. However when you join a massive mindless zerg-train that over-scale the events to the point of fighting an endless armies of mobs, and you tag them all with Aoe skills, then suddenly your inventory fills with more green and blue gear that you could ever salvage.

The solution:
To solve the problem of zerg trains, and generally “Mindless Zerging”, I suggest that A-net should place a limit on the loot that may drop per minute for any given character. If to much loot is dropped for a player at a given time, it’ll get caped, and beyond that the chances of getting more loot will begin to drop. For a player to start having diminishing returns he will need to co-operate with at least 4 other players, and to reach the loot limit and have it stop making a difference to have more players he’ll need more than 10 people.
To counter the above changes, as mentioned in that other topic I made, the value of existing loot should be raised by having it sell more on vendors and give more mats upon salvage. And perhaps with the over-looting problem out of the way, A-net might feel safe to rise the base looting for all characters.
Further twicking is also expected once looting get normalised. (Like the drop rates of rares and exotics who are currently based on zerg-train looting standarts)
__________________________________________________________________

Whouldn’t this damage the cooperative nature of the game?
No. Players won’t be penalized for joining large groups, nether for participating in overscaled events (unless their rig can’t handle the pressure). Players can still participating in any content they want. They’ll just stop being brokenly rewarded for it.
Besides, there isn’t much “cooperation” in massive zergs…

Whouldn’t this damage the economy by making certain items more rare?
No. If the stream of items that come into the world get normalized, their salvage spoils and vendor value can be safely increased (imagine getting guarantied ectos).

Wouldn’t the Canadian Devil get annoyed if they stop selling bank and item space on the gem store?
Sadly no, because this change will effect mostly blues, greens and yellows, that ether way get immediately salvaged or sold by all non-leveling players. The rest of the drops take a single item slot despite their quantity, so there will be no difference in that aspect.

Some people like to feel like they are cheating the game with these massive trains.
If all the future content is designed with broken loot in mind, then it’s not really cheating. It’s just those who want to play normally who get punished for not joining.

This is a fairly toxic Forum. Do you expect to get liked?
I’m brave…
And I came prepared!

Attachments:

…and don’t be toxic!

(edited by Kite.2510)

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Posted by: Flitzie.6082

Flitzie.6082

You’ll get hated for this, … a lot.

But yeah, fewer zerging wold be great

Edit:
This would drastically decrease prices aswell. (Edit2: Dont mind this. I am kittened when I am tired)
Hell I support a direction like this.
Just not quite like that. We just need a way to get rid of farm-trains. Then buff overall loot and we are done.
No need for a loot cap.

You touched the shiny, didn’t you?

(edited by Flitzie.6082)

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Posted by: Lord Kuru.3685

Lord Kuru.3685

They already removed loot in their new zone(s).

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Posted by: Kite.2510

Kite.2510

You’ll get hated for this, … a lot.

But yeah, fewer zerging wold be great

Edit:
This would drastically decrease prices aswell.
Hell I support a direction like this.
Just not quite like that. We just need a way to get rid of farm-trains. Then buff overall loot and we are done.
No need for a loot cap.

To kill zergs and trains a Cap is mandatory. It’ll stop excessive looting, but at the same time it won’t limit grouping for large events, nether cripple players who want to create a massive group if they so desire. It’ll just keep their loot income steady.

Further twicking like the drop rate of exotics, can easily be done after that.

They already removed loot in their new zone(s).

That’s exactly the wrong way to do it!
Killing mobs in the world grand you loot, but killing mobs for an event will grand you only the event rewards.

As I said, if the situation remains like this, the game will evolve with a broken looting system in mind.

…and don’t be toxic!

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Posted by: Zaklex.6308

Zaklex.6308

~Snip~
This would drastically decrease prices as well.
~Snip~

You’ve got this on backwards, it would actually increase prices, especially for materials…since the less loot that drops, the less items there are to salvage for materials.
I honestly don’t see what problem there is currently, it favors no one…especially since we’re talking about blues and greens, once you’ve reached lvl 80 you’re just going to be salvaging them, or, as I do certain items, because I look at ROI sell them on the TP to whomever is buying them.

I look at items this way, for example, if the merchant value is 1 silver or less and the price that someone is willing to pay on the TP is 3 silver or more, then I auto sell on the TP…that gives me at least a double the return(I know, it’s fuzzy math, but it works). Plus, unless you’ve bought one of the salvage-o-matics, you do need to keep buying salvage kits(even Mystic Forge ones) to salvage, so it helps take gold out of the game, though actually I think it might be a net gain instead.

Anyways, I don’t think it’s necessary to cap loot…I don’t really see any negative affects from the current system, especially to the economy, and I certainly don’t see any pros to a cap…other than to kitten off a bunch of players.

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Posted by: Flitzie.6082

Flitzie.6082

Oh wow.. I am tired.. Of course it increases prizes.
Major facepalm right now.

You touched the shiny, didn’t you?

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Posted by: InfernoHero.5687

InfernoHero.5687

Wait… you want to lower the amount of loot we get?

I could agree with it happening IF it increases the chance of rares and exotics dropping, but only then.

The RNG is to bad to actually LIMIT when we get crappy loot.

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Posted by: Essence Snow.3194

Essence Snow.3194

Missing one major bit I think..

Zerging is not only about loot. It is encouraged by mass combo fields, shared boons, shared condition removal….basically more survivabilty and more ability to inflict dmg.

Serenity now~Insanity later

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Posted by: Astralporing.1957

Astralporing.1957

I don’t think asking for any nerfs to farms should be done until after the non-farm rewards will get completely overhauled. Knowing Anet they would nerf first, and then forget to rebalance later, so in the end we’d just end with less stuff and bigger prices.

Currently the normal loot in the game is so bad, that i just can’t look positively at any proposition to make it even worse.

Actions, not words.
Remember, remember, 15th of November

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Posted by: Ykfox.3825

Ykfox.3825

I’m pretty sure even if there was a loot cap people would still zerg. Simply because it’s just easier/faster to kill stuff in a zerg, and even if you hit this ‘X amount of items per minute’ loot cap, most people seem to run with a zerg for potentially hours at a time.

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Posted by: LostBalloon.6423

LostBalloon.6423

NO NO NO. Horrible kittenin idea!
This would be patching a problem instead of fixing it. They need to make the smaller group content as rewarding, its a balance issue and this game has been nerfed to boredom.

Anet, if you want to kill your game even more than you already have, plz listen to this guy. Otherwise, N.O.

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Posted by: Letifer.4360

Letifer.4360

This would be the perfect time to uninstall the game and never look back, drops in this game are ridiculous, mobs only drop crap greens and blues and there are people in this game that want to nerf them even more LOL

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Posted by: Dave.2536

Dave.2536

Mindless zerg blob farmers detected!

Content in this game will always seem
to be faceroll at the high levels, because it
needs to be accessible to the casuals and bads.

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Posted by: maddoctor.2738

maddoctor.2738

They already removed loot in their new zone(s).

Only event mobs don’t drop loot, normal mobs still drop loot as normal.

And to the OP: the best solution is to make all events work like the Silverwastes events, no more loot from event mobs so it doesn’t matter how many players join up. If the event scales and more mobs spawn, players don’t get more loot. At the end of the event, everyone gets bags based on their participation.

This solves a LOT of issues that are affecting the game right now:
The rush to tag as many mobs as possible, making professions without “good” access to fast aoe suffer.
Tagging mobs then switching targets instead of killing them, remember everyone just wants the tag for the loot, not to kill the mobs.
Players who stop to rez are punished because while ressing they can’t tag mobs, so they miss loot
Players zerging to force more mobs to spawn so they get more loot, safety in numbers and all that.

So, the solution is simple, make all events in the game work like the Silverwastes events, problems solved. Maybe they are already planning this and the SW events are their testing ground.

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Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

Please don’t pay any attention to Kite.2510. He was obviously beaten as a child, daily, by his younger sisters and from this experience he has come to believe that we should all suffer similar painful situations.

His mother was quite likely in the MAFIA. Mothers Against Fun in America. The rest of his family are quite likely to be CAVE people. Citizens Against Virtually Everything. At the end of the day he will quite likely be sent to his room, with no dinner. (/jeremyclarkson)

Now then, could each of us go back to playing this game the way we want to play. You do your thing, I’ll go do mine. Thanks.

My posts are facts as I know them, or my own opinion, and do not represent any guild.

(edited by Herr der Friedhoefe.2490)

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Posted by: DeWolfe.2174

DeWolfe.2174

To kill zergs and trains

So basically, this has nothing to do with loot and everything to do with you being against large organized groups of players.

[AwM] of Jade Quarry.

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Posted by: Kheldorn.5123

Kheldorn.5123

So you want to make one of the least rewarding games some of us ever played even less rewarding?

Again, what is wrong with some of u ppl? There are either topics about zerk meta or zerg issues. Come on! Stop complaining about other ppl having fun and go do something else. The game is huge and some of posts like OP feel like you want to be rewarded for putting less effort than “farmers” or “zergers” (speedrunners too?) in which case you want to punish those who play more intense for their loot. This is straightforward SOCIALIST mentality.

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Posted by: Kite.2510

Kite.2510

So many answers…

For starters! Zerging is mindless! You can argue all you want about combo fields, but all you do is making that process of “cooperative skills” as mindless as zerging.

Second! The current system completely devalues all items up to the level of masterwork, as you are getting them in buckets. Opposed to that, players who are exploring in smaller groups or on their own get peanuts, because as you people said, the current drop rates are ridiculous to compensate for all the zerging stuff.
If the zerg-train supper-looting get fixed, the item drop rates can finally be normalized, and it’ll stop being punishing to players who play in smaller groups.

Thirdly, the Silver Wastes events aren’t a solution. They are a nice way to ensure that players will be focused less on tagging and more on killing enemies from all corners, and generally “not zerging”, but then they undermine all of that with that stupid Shovel Mini game that gives tons of greens and blues and cause players to pile up on certain “Hot-spots”, because with the current value of those items, if they don’t give us at least a bucket of them, it’s not considered worthy.
The result in my bags is the same whenever I go to Silver Wastes or Mad King’s Labyrinth so the problem is far from solved.

Fourthly. People assume that by capping the loot, the game will get less rewarding, and most likely haven’t read much of my opening post. If loot get normalized, and stop giving buckets to some players and peanuts to others, the value of the fewer items you’ll be getting will rise, their vendor gold and salvage drops can be increased, and then their drop rates will change, and then perhaps the non exotic trash you craft will become a bit less useless.
If you stop looting 5 potential rares and exotics per second, then A-net can finally increase their drop rates without flooding the market.

I was expecting this suggestion to come under a lot of fire!
People like to think that they are somehow cheating the game with these over-looting methods, but instead they cause the game to evolve with a stupid system in mind, and just punish everyone whose not doing it.

Attachments:

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Posted by: johnnymiller.5968

johnnymiller.5968

…yeah. Lets put in 5 player limits for all events. While we are at it, lets make any drops white only.
bashes head against wall

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Posted by: Kite.2510

Kite.2510

…yeah. Lets put in 5 player limits for all events. While we are at it, lets make any drops white only.

bashes head against wall

That’s why people should read the whole post before they talk…

bashes head against wall

…and don’t be toxic!

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Posted by: johnnymiller.5968

johnnymiller.5968

…yeah. Lets put in 5 player limits for all events. While we are at it, lets make any drops white only.

bashes head against wall

That’s why people should read the whole post before they talk…

bashes head against wall

I did

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Posted by: maddoctor.2738

maddoctor.2738

Thirdly, the Silver Wastes events aren’t a solution. They are a nice way to ensure that players will be focused less on tagging and more on killing enemies from all corners, and generally “not zerging”, but then they undermine all of that with that stupid Shovel Mini game that gives tons of greens and blues and cause players to pile up on certain “Hot-spots”, because with the current value of those items, if they don’t give us at least a bucket of them, it’s not considered worthy.
The result in my bags is the same whenever I go to Silver Wastes or Mad King’s Labyrinth so the problem is far from solved.

I fail to see what the Shovels have to do with making all events in the game work like the Silverwastes events. I said change the events, not add shovels everywhere.

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Posted by: Azhure.1857

Azhure.1857

I don’t enjoy zerg warfare either, mind, but a change like this would have negative consequences on community and team play. Imagine the hate that would start to spread if more people appeared for events than was wanted? No, thank you. Map chat can already be bad at times – this would break it.

If they could make smaller scaled events just as rewarding as the large ones, that would be good. Problem is that even if that were done people would still gravitate towards the zerg because it is so mindless. They really don’t have to do anything but autoattack. Its pathetic but it is the state of the game.

I don’t currently see a good fix for the situation that wouldn’t create other problems. :/

Thanks for posting your idea though – with all the hate you may get for it, its still nice to see people trying.

Isle of Janthir Megaserver

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Posted by: Faoiltiarna.4271

Faoiltiarna.4271

This thread stinks of socialism….

The more you farm the more you get and you can’t expect others stop farming if you don’t want to do so. Capping the farm would be harmful for many players and would propaby make them leave the game. Currently, only way to get legendary stuff is farming you kitten off – and nothing will change that.
Capping loot would only cause people farm dungeons all day instead of running from 1 boss to another.
This entire thread is pointless. How can you expect to gain same loot as other players when you don’t try equally hard and you don’t sacriface same amounts of time?
Players don’t enjoy zerging but it is necessary to drop anything valuable.
That is the world of GW2, drop a lot to gain very little and you want to make it even less.

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Posted by: maddoctor.2738

maddoctor.2738

If they could make smaller scaled events just as rewarding as the large ones, that would be good. Problem is that even if that were done people would still gravitate towards the zerg because it is so mindless. They really don’t have to do anything but autoattack. Its pathetic but it is the state of the game.

The Silverwastes event reward system solves this. By giving players the exact same rewards if they do an event solo or with 5 other people, or a massive group of 100 people, this problem is solved.

Mobs in the Silverwastes are more challenging than mobs in other places, also in the Silverwastes mobs have variable roles / team composition, while they also spawn from multiple places instead of at the same spot.

Larger groups have to work harder, because it’s a lot harder to defend the npcs from champion mobs than from normal mobs. Yet the rewards are the same.

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Posted by: Astralporing.1957

Astralporing.1957

Second! The current system completely devalues all items up to the level of masterwork, as you are getting them in buckets.

After a while, anything below BiS will become devalued. It has affected even exotics, and we definitely do not get them in buckets. As i have said, first we need to start getting decent loot in normal gameplay. Then we may start talking about nerfing farms. Not before.

Actions, not words.
Remember, remember, 15th of November

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Posted by: purecontact.1680

purecontact.1680

The problem:
suddenly your inventory fills with more green and blue gear that you could ever salvage.

The solution:
Buy salvage-o-matic.

:)

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Posted by: Azhure.1857

Azhure.1857

So many answers…

For starters! Zerging is mindless! You can argue all you want about combo fields, but all you do is making that process of “cooperative skills” as mindless as zerging.

Second! The current system completely devalues all items up to the level of masterwork, as you are getting them in buckets. Opposed to that, players who are exploring in smaller groups or on their own get peanuts, because as you people said, the current drop rates are ridiculous to compensate for all the zerging stuff.
If the zerg-train supper-looting get fixed, the item drop rates can finally be normalized, and it’ll stop being punishing to players who play in smaller groups.

Thirdly, the Silver Wastes events aren’t a solution. They are a nice way to ensure that players will be focused less on tagging and more on killing enemies from all corners, and generally “not zerging”, but then they undermine all of that with that stupid Shovel Mini game that gives tons of greens and blues and cause players to pile up on certain “Hot-spots”, because with the current value of those items, if they don’t give us at least a bucket of them, it’s not considered worthy.
The result in my bags is the same whenever I go to Silver Wastes or Mad King’s Labyrinth so the problem is far from solved.

Fourthly. People assume that by capping the loot, the game will get less rewarding, and most likely haven’t read much of my opening post. If loot get normalized, and stop giving buckets to some players and peanuts to others, the value of the fewer items you’ll be getting will rise, their vendor gold and salvage drops can be increased, and then their drop rates will change, and then perhaps the non exotic trash you craft will become a bit less useless.
If you stop looting 5 potential rares and exotics per second, then A-net can finally increase their drop rates without flooding the market.

I was expecting this suggestion to come under a lot of fire!
People like to think that they are somehow cheating the game with these over-looting methods, but instead they cause the game to evolve with a stupid system in mind, and just punish everyone whose not doing it.

+1
There is really nothing I can add to this thread that you didn’t say here. Well done, Kite.

Isle of Janthir Megaserver

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Actually, the problem is the player. If you decide not to participate in events that give loot, then you don’t deserve the loot. So there’s nothing wrong with certain players getting everything, and certain players getting peanuts.

People need to play smart. You don’t have to zerg to get loot. Dry Top is the perfect example. Bring AOE skills and high MF, and you can mow through Dust Mites for Charged Lodestones solo. But of course, there’s already an artificial cap on loot call Diminishing Returns. So the more you farm, the less you get over time.

In GW2, Trading Post plays you!

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Posted by: johnnymiller.5968

johnnymiller.5968

Second! The current system completely devalues all items up to the level of masterwork, as you are getting them in buckets.

After a while, anything below BiS will become devalued. It has affected even exotics, and we definitely do not get them in buckets. As i have said, first we need to start getting decent loot in normal gameplay. Then we may start talking about nerfing farms. Not before.

Right on. The loot is fairly mundane at the best of times.

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Posted by: Erick Alastor.3917

Erick Alastor.3917

1. Revert megaserver changes, but let players chose to join another server if their map result underpopulated.
2. Scale all events, except world bosses from solo to group.
3. Remove loot from mob and add it to the events. This way you can even play a non mantra mesmer and obtain the same rewards of a staff 11111 guardian.
4. Add a timer to events (and adjust their reswpawn time), increasing their loot if these are not completed for a long period (add a reset time so people will not try to just wait without playing letting the loot accumulate) .

Expected results: everyone will be able to play any class with any build they like, people will spread on all the maps searching for all the events they can find to complete them, the zerg blob will die.

“Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games.”
- Mike Obrien

(edited by Erick Alastor.3917)

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Posted by: lordkrall.7241

lordkrall.7241

Doesn’t this basically already exist with the DR system?

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

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Posted by: Kite.2510

Kite.2510

Thirdly, the Silver Wastes events aren’t a solution. They are a nice way to ensure that players will be focused less on tagging and more on killing enemies from all corners, and generally “not zerging”, but then they undermine all of that with that stupid Shovel Mini game that gives tons of greens and blues and cause players to pile up on certain “Hot-spots”, because with the current value of those items, if they don’t give us at least a bucket of them, it’s not considered worthy.
The result in my bags is the same whenever I go to Silver Wastes or Mad King’s Labyrinth so the problem is far from solved.

I fail to see what the Shovels have to do with making all events in the game work like the Silverwastes events. I said change the events, not add shovels everywhere.

While the events them selves are nicely done offering the same amount of rewards despite of the amount of players doing them, the treasure digging mini game allows anyone to open any bandit chest, thus promoting zergs as much as any other bad event, and you still end up with buckets of items!
I’ve seen maps where the majority of the players had gathered above the yellow base digging chests whenever they where not doing an event, while all other 3 areas where contested.
As a result, we still end up with the same buckets of blues and greens, as we did in the most Zergy maps of the game.

My suggestion offer a change to the core mechanics of the game without the need to make special tweaks in each map.

The problem:
suddenly your inventory fills with more green and blue gear that you could ever salvage.

The solution:
Buy salvage-o-matic.

:)

I did…
Still pausing every 30 minutes to salvage all the blue and green trash. Doesn’t change the fact that we still get tons of trashes!

If they could make smaller scaled events just as rewarding as the large ones, that would be good.

That’s exactly what I’m doing!
With the cap, doing a 50 player rush will give the same spoils as 10 player one. Plus the extra loot will start having diminishing returns beyond the loot that amount for 4 player party, so even doing a 10 people zerg will not give such exaggerated rewards.

People will still be encuraged to party up, or follow other people, and at the same time massive groups will stop breaking the game, without them selfs being prohibited or less rewarded that small ones in any.
It’ll just balance the item income!

…and don’t be toxic!

(edited by Kite.2510)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This is already in the game… it is called the DR system…

I feel like people who post suggestions have never actually played the game. This is like the 3rd “suggestion” this week for a feature already present in the game.

The DR system is already in the game and it limits the amount of loot you get if you loot items too fast over a short period of time. It generally kicks in after 2 hours of solo farming or about 20 minutes of super zerg farming.

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Posted by: Kite.2510

Kite.2510

This is already in the game… it is called the DR system…

I feel like people who post suggestions have never actually played the game. This is like the 3rd “suggestion” this week for a feature already present in the game.

The DR system is already in the game and it limits the amount of loot you get if you loot items too fast over a short period of time. It generally kicks in after 2 hours of solo farming or about 20 minutes of super zerg farming.

So it’s pretty much a daily block.
Still doesn’t solve the zerging problem, nor it’s over-looting for that time.
If I hadn’t noticed it until now and made this post, then it didn’t solve any of the core problems.
The cap needs to limit the stuff you get per minute, not daily.

…and don’t be toxic!

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Posted by: lordkrall.7241

lordkrall.7241

It doesn’t limit it daily. It slowly decreases over time when you leave the area.
It makes you get way less drops (to the point of no drops at all) if you farm the same area for an extended amount of time.

Isn’t that basically exactly what is suggested in the OP?

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

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Posted by: slamfunction.7462

slamfunction.7462

The OP is a genius! Why, do this and you can drive away the other 40% of people still playing this game. Great idea!

While we’re at it, lets just take out loot and zergin entirely, so we all have to solo Lupi just because its FUN! WOW! We are full of the smarts!

Note: Things like this is exactly why the NPE exists, so don’t be surprised if we see another unique change to GW2 soon.

Arena Nets are used to catch Gladiator Fish.

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Posted by: Kite.2510

Kite.2510

It doesn’t limit it daily. It slowly decreases over time when you leave the area.
It makes you get way less drops (to the point of no drops at all) if you farm the same area for an extended amount of time.

Isn’t that basically exactly what is suggested in the OP?

Not at all!
I suggest a balance in the rewards you get when working with few or many people, and an overall decrease in blues and greens numbers, in favor of fewer more valuable items.

The effects of the DR system you describe is pretty much a dailly cap, intended just to partially limit over-farming, and doesn’t mean anything for people who play 2 hours a day like normal.
Long story short, it mostly exist for to prevent gold farmers, and doesn’t do anything for any the issues I’m trying to solve, which are zerging and over-looting.
Proof of that is that I haven’t noticed it, (or completely forgot about it), until now.

…and don’t be toxic!

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Posted by: Paradox.1380

Paradox.1380

I find zerging to be fun at times. I dont’ want this form of game play taken away at all. There is obviously a reason people enjoy doing it… I am one of them. I never understood people hating it. No one forces you to partake and I feel it falls well into the “play the way you want to play.”

There is plenty of non-zerg areas of the game. Please leave my fun alone, thank you.

-It’s Lady Paradox- Sweet Adrenaline
“What Part Of Living Says You Gotta Die?
I Plan On Burnin Through Another 9 Lives”

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Posted by: Vargamonth.2047

Vargamonth.2047

While I agree on the sympton, I don’t agree on the cure.

If ANet wants event rewards to not be so dependant on upscaling events with a massive amount of players, the solution is probably on the scaling itself; more precisely, on making additional units generated by the scaling system to drop no loot so there’s always a fixed amount of lootable enemies.
Then, the scaling system should focus on freely achieving similar “difficulties” and completion times for differents amounts of players.

Two important notes need still to be made:

- On upscaled events, the highest ranked foes should be the lootable ones, so the huge amount of players doesn’t make tagging the right mobs unnecessarily difficult (this doesn’t mean that additional champions should be rewarding champion bags, just the loot associated to some regular enemy on the base, non-scaled, version of the event).

- Base mob loot on every involved event should be adjusted (probably increased by a lot in most cases) in order to make them interesting reward wise. If many players find some rewards lackluster even in massively upscaled scenarios, giving them the current base reward (which is probably ridiculous) won’t be specially welcomed.
The potential profit of any event should be based on things like average completion times, difficulty and important details like if the event is isolated or surrounded with many other ones or belongs to chain with a big potential prize at the end.

The event reward chest that has been used lately is not only another good solution for the “issue” but also offers many other interesting advantages like:
- Allow players to focus more on the background goal of the event and less on tagging as many foes as possible.
- Balance rewards for not so slaughter intensive events (which would probably be completely ignored under the classic mob loot system).
- Provide bonus rewards when some special conditions, not necessarily related to killing, are met (keeping the walls of a fortress up, preventing some NPCs from dying, …).
- Offer players a choice between different rewards.

The floating chest system, however, still has some important flaws that should be addressed and fixed as soon as possible:

- The most important one is probably, as several people had already pointed, event tagging.
Nothing prevent players from running from one event to another making just enough contribution to earn those chests. Currently, even if he has passed the majority of the time running across the map and contributing zero to overall success, it’s fairly easy for this player to get a much better reward than those focused on succesfully completing single long events.

- With floating chest rewards, there’s no use for Magic Find.
Even if not as pernicious as the first flaw gameplay wise, this is definitively a problem, so either reward chests should use magic fid to some degree, or the classic mob loot system should be used (alone or in combination with a chest reward) as often as possible.

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

OK Read it…


[Troll]

I know the perfect solution,
Just give people 1 exotic,10 rare and 30 greens and 50 blues at log in…. It would make everything nice and fair!

-After implementation user tries to log in and fails and fails again… Eventually moves to the forums, and finds:

NEW LOGGING IN AND OUT META DISRUPTS GAMEPLAY…..

A-Net decides on limiting log-ins to 1 a day

[/Troll]


Just 1 question? Why nerf gameplay rewards? Rewards are horrible as is….

If you are playing wvw this cap could be the end of zerg vs zerg fights, but it would makee the wvw completely PvDoor destroying gameplay.
And spawns in ANY event of more then 1 critter would be a waste of drops whe AoE-ed with this implemented…

Why? to reduce zerging? People will zerg this as this is a multi user environment and people will tend to group up for content leaving zergs or groups unavoidable. Capping will just make the game less rewarding, if you get a maximum amount of drops during an event people will LEAVE after recieving those drops, content is nice but in itself not rewarding, I cannot buy armor/weapons and gems for experience…. Karma has been locked as well as a source of cash(karma armor/weapons/jewels= unsalvageable).

So we want drops. Drops to pay for stuff, drops to salvage for a chance to get MORE drops. MAximizing drops will be te focus of everything which can be countered by a set amount of drops per day which will make people leave after receiving the set amount. a set amount per event which will make people leave after receiving them or just drops on event finishes, which tends to cause a huge amount of afk-farmers… or taggers…

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

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Posted by: Kite.2510

Kite.2510

OK Read it…


[Troll]

I know the perfect solution,
Just give people 1 exotic,10 rare and 30 greens and 50 blues at log in…. It would make everything nice and fair!

-After implementation user tries to log in and fails and fails again… Eventually moves to the forums, and finds:

NEW LOGGING IN AND OUT META DISRUPTS GAMEPLAY…..

A-Net decides on limiting log-ins to 1 a day

[/Troll]
———

Just 1 question? I do not mind getting less drops, as long as I can get better loot or at least comparable income… If that could be guaranteed

If you are playing wvw this cap could be the end of zerg vs zerg fights, but it would makee the wvw completely PvDoor destroying gameplay.
And spawns in ANY event of more then 1 critter would be a waste of drops whe AoE-ed with this implemented…

Why? to reduce zerging? People will zerg this as this is a multi user environment and people will tend to group up for content leaving zergs or groups unavoidable. Capping will just make the game less rewarding, if you get a maximum amount of drops during an event people will LEAVE after recieving those drops, content is nice but in itself not rewarding, I cannot buy armor/weapons and gems for experience…. Karma has been locked as well as a source of cash(karma armor/weapons/jewels= unsalvageable).

So we want drops. Drops to pay for stuff, drops to salvage for a chance to get MORE drops. MAximizing drops will be te focus of everything which can be countered by a set amount of drops per day which will make people leave after receiving the set amount. a set amount per event which will make people leave after receiving them or just drops on event finishes, which tends to cause a huge amount of afk-farmers…

The “Drops per Day” cap apparently already exist. It’s the mentioned DR system, that reduces the loot you get on the long term, most likely to discourage gold farmers.
It has nothing to do with what I’m suggesting. As a normal player, I hadn’t even noticed this thing existed.
__________________________________________________________________

What I’m saying is that there is a very freakishly big gap between the loot small groups and single players are getting, and the loot an 50 man zerg is getting. Having an inventory of more than 60 blues and greens for half an hour play, while solo and leveling players struggle to get 2 isn’t exactly normal, for a game you are supposed to play “however you want”.
If a cap comes into place, I also suggest the value and salvage of those items to be increased, along perhaps with their drop rate. You won’t stop getting your mats or vendor gold!
Besides, I’ll say it again! If for whatever reason you find zerging fun, then nobody’ll stop you from doing it. You’ll just stop getting additional rewards after getting joining more than 10 players. The loot won’t stop flowing after that mark! You’ll just be getting the maximum allowed, and that combined with the increased value of the loot, the gap won’t be as big as you think it’ll be!

It’s just that in the long run, the minimum loot you’ll be getting by playing solo will be bigger, while the maximum loot you’ll be getting by playing with an army will be about the equivalent of the current 20 people (given the rise in value for items) and it will require just 10 people and half the salvage usages.

Lets face it!
Having access to loot for every enemy you touched without a cap is a bad exploitable system, and that’s exactly what Zerg-trains are! Exploits!

As for WvW, that’s a different story, that I made countless suggestions for it since launch… I won’t bother again with it here.

…and don’t be toxic!

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Posted by: Seera.5916

Seera.5916

Killing all of the farms out in open world PvE will drive farmers to dungeons. Then the maps will be deserted. Undoing the reason for the megaserver. To keep maps populated.

They’ll figure out what farm has the best drops per minute after the limit is reached and just zerg farm that. It won’t get rid of zergs. It will just change their location possibly.

And farmers and farmers in high zerg level quantities are good for the game. They keep the prices of mats and armor and weapons on the TP low for people leveling up characters in the game. Especially new players who do not have a boat load of gold, silver, or copper to throw at getting good gear or mats to craft things.

The zerging and farming of one area is because most areas have abysmal return of investment. The solution is NOT to nerf rewards again, but to buff the rewards of other activities. To the point that any event, any boss, when you compare, time, difficulty, and rewards, has the same relative amount of award. That will spread the zerg out because the best rewards are no longer just in one event or boss, but all of them.

Nerfing current rewards will likely only make the situation worse. Temporary farmers who are only farming for a specific reason (typically money to get things for a legendary or other high price item) will have to farm for a longer time to get to their goal instead of reaching it quickly and then moving on.

ANet has a history of nerfing farms. But nothing they’ve tried has worked. Farms were initially in Orr. ANet wanted the players to spread out over more of the map, so they nerfed the Orr farm and allowed for drops to include loot appropriate for player level and not just map level. Then the farmers went to dungeons. But that’s not what ANet wanted. ANet didn’t want the players to be only in the dungeons. So ANet limited the rewards you could get from dungeons. The farmers moved to world bosses. ANet then nerfs world bosses because ANet didn’t like how players just sat for hours at the next boss location waiting for it to spawn. So they nerfed the world bosses. Then came the Queensdale champion train. That got nerfed as well.

See how nerfing zerg farms doesn’t get rid of zerg farm, just moves the zerg farm around? That’s what your “solution” will do – it will cause the zerg farm to move to a new location most likely. The zerg farmers know they can’t split up enough to fall under the zerg level for greater diminished returns. So they’ll just calculate the best place to zerg farm based on the greater diminished returns.

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Posted by: Essence Snow.3194

Essence Snow.3194

Zerging is mindless….How are you defining zerging.

I can assure you that not all large groups of players are mindless. There are countless examples of this in wvw.

Serenity now~Insanity later

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Posted by: PyrateSilly.4710

PyrateSilly.4710

So let me get this straight …..
You want to take away from me the chance to get 50 pieces of loot (or more) if I help kill 50 enemies (or more) in a large fight? That is just ludicrous. If I help kill 100 enemies I want the chance at getting 100 pieces of loot. That’s my reward for killing enemies. Why do you want to take that away from me just because you have a problem with your bags filling up? Mine get filled too but I don’t think right away about taking loot from others ….

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Posted by: Kite.2510

Kite.2510

Killing all of the farms out in open world PvE will drive farmers to dungeons. Then the maps will be deserted. Undoing the reason for the megaserver. To keep maps populated.

Who said anything about killing farms?!

So let me get this straight …..
You want to take away from me the chance to get 50 pieces of loot (or more) if I help kill 50 enemies (or more) in a large fight? That is just ludicrous. If I help kill 100 enemies I want the chance at getting 100 pieces of loot. That’s my reward for killing enemies. Why do you want to take that away from me just because you have a problem with your bags filling up? Mine get filled too but I don’t think right away about taking loot from others ….

Yes!
Yes I do!
I want to take away the 50 pieces of loot you get for scratching 50 enemies in a clusterkitten of an event.
Instead I’ll give you 10 with double the value and mats, and rather give an extra piece to a player who beat 5 enemies by him self!

Zerging is mindless….How are you defining zerging.

I can assure you that not all large groups of players are mindless. There are countless examples of this in wvw.

In WvW the enemies happen to have some intelligence. I’m not dealing with them right now. WvW has a lot of other problems to deal with if they want to get rid of zerging and work as intended…

…and don’t be toxic!

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Posted by: Seera.5916

Seera.5916

Killing all of the farms out in open world PvE will drive farmers to dungeons. Then the maps will be deserted. Undoing the reason for the megaserver. To keep maps populated.

Who said anything about killing farms?!

Because the farms are where the zergs are.

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Posted by: Kite.2510

Kite.2510

Killing all of the farms out in open world PvE will drive farmers to dungeons. Then the maps will be deserted. Undoing the reason for the megaserver. To keep maps populated.

Who said anything about killing farms?!

Because the farms are where the zergs are.

They’ll still be getting good loot!
And they’ll still be rewarded for having more players!
The difference will be that when they have 10 players, they’ll be getting the rewards equivalent of 20, and when they have 50 players, they’ll also be getting the rewards equivalent of 20…

I’ve repeated my self so many times in this topic that I could swear that you pretend to misinterpret my suggestion on purpose just to give me a headache.
I that’s the case, you’ve won! You gave me a headache!

…and don’t be toxic!

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Posted by: sorudo.9054

sorudo.9054

instead of limiting the useful loot, why not limit the junk loot by about 60%.
getting gear in the first place is not something that can’t be done but when the inventory space is wasted with junk then it has no use to have good loot because the game will bug you with a big fat window to show you can’t pick it up.

limit junk, not actual loot.

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Posted by: purecontact.1680

purecontact.1680

I really don’t get it.

I have 102 free slot in my bag and the salvage-o-matic.
I spend less than 3 min to clean my bag when they are full.
If I want to use a mystic forge, I go to LA or I buy Mystic Forge Conduit to use it everywhere.
Go to other MMORPG (like WoW) and you will cry because it will lack of this kind of QoL.

If you don’t have enough space : buy bigger bag or bag slot.
If they are fullfil too quickly, ask yourself if you’re not playing too much without pause.