(edited by adubb.2453)
PvE Reward Track/New Forms of Content [IDEA]
In addition to using the Reward Track I think it would be great to see some new zones and new quests that relate to the Living World and it’s lasting effects on the world of Tyria.
For example, I would love to see Kessex Hills completely transformed into a construction zone as the human population in the zone try to rebuild, ward off the remaining Krait and repair the damage.
Or what if there were some quests around the world that were member’s of the Lion Guard trying to rally troops, gather materials and find help rebuilding Lion’s Arch? Clearly Lion’s Arch is being worked on, as evidenced by the work being done in the zone, there must be someone going around asking for help!
Ultimately, I LIKE the idea of the Living Story, but I would like it if there were more meaningful effects and quests that are spawned as a result. Having a random spore encounter isn’t what I’m referring to. I want the attitudes and existing quest lines to change.
Would just drive the price up on the look a like items and not solve the problem of an out of control game economy.
I’d much rather have them focus on making the content itself engaging and fulfilling, as opposed to just adding more carrots to the end of the stick.
I’d much rather have them focus on making the content itself engaging and fulfilling, as opposed to just adding more carrots to the end of the stick.
What would make content more engaging or fulfilling? In your mind, what does that entail? People, especially MMO players, aren’t going to just play the game for nothing. I’m attempting to offer a way to make it more fulfilling. There’s a lot of content out there that simply isn’t being played because there hasn’t been a good reason to do so. The feature patch has done a good job of getting players to go back to old content, like the assault on Arah and the temples. I’m trying to expand on that.
Give a man a dollar for a fish, and he stops fishing for enjoyment.
As for ways to make content engaging, well, GW2 goes it pretty good for an MMO already. For an example, the combat is enjoying, I often seek fights in both PvP and PvE not for rewards, but to enjoy the fight. Sadly, most encounters in PvE are bland and boring, with little to feel rewarded about. PvE gives no value through environment to most builds, killing build diversity. Zerg mentality events wash away all challenge and personal involvement, and the only reason to do them is that carrot at the end.
Another such engaging factor is story. A gripping story keeps the player in the game for it’s own sake, not because of a reward at the end. If you play through a short, narrative driven single player game, you know you’ll carry nothing home from it when you’re done. But, if it’s well done, you enjoy it, and thus play it through. There’s no reason such could not be achieved in an MMO, and Anet has all the tools for it.
Third factor is something unique for online games, and something hard to build but easy to destroy. Community. Players who feel like they aren’t just strangers beating a piñata, but instead are a part of the people around them, are less inclined to evaluate activities by their rewards and instead doing them for the sake of playing with others. While many of the biggest issues of the Megaserver have been ironed out by now, it’s still a major inconvenience to well established communities wishing to organize things, and a straight kick to the curb for role players.
So, to sum it up, interesting combat, engaging story and a sense of community are things that keep players in the game without resorting to carrots on sticks.
As for ways to make content engaging, well, GW2 goes it pretty good for an MMO already. For an example, the combat is enjoying, I often seek fights in both PvP and PvE not for rewards, but to enjoy the fight. Sadly, most encounters in PvE are bland and boring, with little to feel rewarded about. PvE gives no value through environment to most builds, killing build diversity. Zerg mentality events wash away all challenge and personal involvement, and the only reason to do them is that carrot at the end.
Exactly. Engaging content is why I moved on to another MMO. GW2 lacks engaging PvE.
Current content, living story, new content, megaserver, boss schedules, its all a zerg mentality. I was excited to see the trinity go when GW2 was new, but all its been replaced with is zerg.
I know people who literally do bosses, events and story naked. They don’t wear gear and its a funny thing……but its more sad for the quality of the content. It quite literally doesn’t matter what you build or equip. Its not engaging in any way.
PvP, however, I do like. I like the active combat, not being rooted like in most other MMO’s, having my build matter, and everyone on a level playing field.
Give a man a dollar for a fish, and he stops fishing for enjoyment.
As for ways to make content engaging, well, GW2 goes it pretty good for an MMO already. For an example, the combat is enjoying, I often seek fights in both PvP and PvE not for rewards, but to enjoy the fight. Sadly, most encounters in PvE are bland and boring, with little to feel rewarded about. PvE gives no value through environment to most builds, killing build diversity. Zerg mentality events wash away all challenge and personal involvement, and the only reason to do them is that carrot at the end.
Another such engaging factor is story. A gripping story keeps the player in the game for it’s own sake, not because of a reward at the end. If you play through a short, narrative driven single player game, you know you’ll carry nothing home from it when you’re done. But, if it’s well done, you enjoy it, and thus play it through. There’s no reason such could not be achieved in an MMO, and Anet has all the tools for it.
Third factor is something unique for online games, and something hard to build but easy to destroy. Community. Players who feel like they aren’t just strangers beating a piñata, but instead are a part of the people around them, are less inclined to evaluate activities by their rewards and instead doing them for the sake of playing with others. While many of the biggest issues of the Megaserver have been ironed out by now, it’s still a major inconvenience to well established communities wishing to organize things, and a straight kick to the curb for role players.
So, to sum it up, interesting combat, engaging story and a sense of community are things that keep players in the game without resorting to carrots on sticks.
All excellent points. A clarification: I don’t intend this to be my formal proposal for how precursors should work. I was simply using that dead horse as a vehicle to explain the potential of using said the proposed system.
I agree on all points, As I mentioned in my second post, I want this to simply be a new method to obtain harder to get items. I would very much like to see some new engaging content that sticks around and isn’t gone two weeks later. I can’t think of a scenario in a video game where there wouldn’t be some level of “carrot and stick” though as by their nature, MMOs are about either looks or stats. There’s gotta be something worth going for or no one will play.
Perfect example of this is how PvP all but died when glory was removed. No one wanted to play because there was no reward for doing so, despite the fact that most PvP players play it because the matches themselves are the real source of enjoyment. As soon as the reward track system was implemented, even though we are actually getting less “stuff” it’s even more fun now because you see that little bar tick up each time and every round or two you get a box with some greens in it.