Please consider the following. [Suggestions]

Please consider the following. [Suggestions]

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Posted by: Rem.9627

Rem.9627

I have been playing this game from release, and a lot about this game is great. But…
A lot of the game is becoming not so great.

Here are a few helpful suggestions to help get back on track:

Karma and Obsidian Shards:
While I have noticed a massive change in the way we can gather obsidian shards. Please consider re-balancing karma and its rewards. Give us new ways to earn karma outside of combat and outside of a farm train. Maybe a lore related way by investigating objects implemented in the world with a little fluff…or by talking to npcs. The other half of this is make karma rewards more beneficial for the higher leveled events/heart quests. Bring back ways to get jugs of karma in the world and not just in reward chests.

This leads me to the other suggestion…

Reward the player for time spent and difficulty:
This has been tended to very well recently, but there is still an issue with most events/activities that take an hour but don’t reward quite as well as it should. All I am asking is for a little more balance so that we can accomplish events that most don’t do and be rewarded for doing something challenging. I understand that gold is a touchy issue with the economy but maybe take gold rewards out of the equation and add in more karma, exp, and even loot bags for each tier of participation. Gold, Silver, Bronze.

The one thing about this game that I find sort of lackluster is…

The lack of Boss specific skins:
This has had some effort put into it but I would love to see more, and not just re skins
of already existing content. Hear me out for a second, could you imagine if baelfire actually dropped his personal sword at a low rate? How about a back piece from Shadow Behemoth? What if Anton’s Boot Blade dropped at a rare chance from pirates or from a pirate boss? I miss this system, because instead of a random rare dropping from anything a person would have to spend time on a specific enemy. This would also highly boost replayability for some of the older content and underused events/bosses. Maybe this could introduce NAMED champions/miniboss events. It also adds a layer of immersion when a specific monster type drops its specific item. The current system of loot tables dosnt need to be scrapped just have these items that can only be obtained in this manner added to them. It would open the game up for that super rare skin that drops from that boss/dungeon so that players could say “look what I did.”

Make linear quests a thing again for endgame pve content:
Specific Npcs that open up instances for parties or single player questing.
Quests of this type would breathe life back into the game. Making us journey from Kryta to Orr all over again doing specific tasks and meeting the characters in a new way personally. Have our role play into the dialogue, are we fierce with our responses? Or do we have a subtle charm? I would love to earn a legendary by having a chain of quests that were extremely hard. Not fetch quests but something along the lines of 1 player explorable difficulty dungeons or instances with multiple paths each changing the story and rewards of the quest. Each “one man army” quest rewarding us for completing truly HARD content, testing our dodging, timing, builds, and even roles in combat. It could be as simple as implementing multiple events in a single instance…protect X npc. Escort Y NPC. Hold this position. Defeat X boss. Flee the facility in X time. Discover the hidden switch in X time (Randomly generated position in a room). Solve X puzzle. End quest. Any mix of these would work, but also make failure an option. If a person fails make them feel it, but also give them a chance for redemption. Possibly through a fail path quest-line that re ties into the other quest lines.

Thanks for your time.

Please consider the following. [Suggestions]

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Posted by: CureForLiving.5360

CureForLiving.5360

Although ANet has dabbled a bit in skin drops and low drop rate items implementing this on a large scale would simple promote mindless grind which although appealing to some players isn’t really conducive to fun. Honestly I prefer the token system they currently have for dungeon items, it gives a clear indication of what you should do and how many times you have to do it.
Although like I said some players like low drop rates, and ANet has done similar things before so maybe…
As for linear quests, I think that’s pretty much what they’re doing with the Living Story. Although granted Living Story has 2 primary issues: content output rate is low and secondly it lacks some variety (you’re always with DE2.0, there’s a single overarching story etc.). I’d like to see more diverse stories with a more diverse cast (although ideally we’d still have the Living Story and these additional stories would be parallel or more or less self contained exploring other parts of the world . However as we’ve seen from Living Story outputting proper narrative content is time consuming (by that I mean voice overs and stuff) so the likelihood of ANet working on multiple stories at the same time is unlikely.

Please consider the following. [Suggestions]

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Posted by: Rem.9627

Rem.9627

I would like to say that if the content was the challenge and not the drop rate, it wouldn’t be a grind more than a skill issue. What they did with Tequatl was OK not the best…but IMHO it should be harder with a guaranteed drop upon completion. A way to hint at your accomplishment. I guess I just would like to see more challenge with a guaranteed reward for that challenge. Give me something to rise to.

Please consider the following. [Suggestions]

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Posted by: Sokia.3710

Sokia.3710

I would like to say that if the content was the challenge and not the drop rate, it wouldn’t be a grind more than a skill issue. What they did with Tequatl was OK not the best…but IMHO it should be harder with a guaranteed drop upon completion.

Except that everyone was QQ’ing about how Tequatl was way too hard.

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Posted by: CureForLiving.5360

CureForLiving.5360

I would like to say that if the content was the challenge and not the drop rate, it wouldn’t be a grind more than a skill issue. What they did with Tequatl was OK not the best…but IMHO it should be harder with a guaranteed drop upon completion.

Except that everyone was QQ’ing about how Tequatl was way too hard.

They QQ when it’s too hard, they QQ when it’s too soft, they QQ when the sun comes up :P

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Posted by: Sokia.3710

Sokia.3710

]
They QQ when it’s too hard, they QQ when it’s too soft, they QQ when the sun comes up :P

This is true.