hard enough to make them cry, not just rivers but oceans."
Rewards
hard enough to make them cry, not just rivers but oceans."
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
That would require the game to have gameplay that feels rewarding to play.
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
That would require the game to have gameplay that feels rewarding to play.
If it doesn’t, then why play? For virtual rewards for a game you don’t enjoy? That doesn’t make a whole lot of sense to me; but to each his own, I guess.
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
That would require the game to have gameplay that feels rewarding to play.
If it doesn’t, then why play? For virtual rewards for a game you don’t enjoy? That doesn’t make a whole lot of sense to me; but to each his own, I guess.
Is this your first MMO?
People play them for lots of different reasons. The main one being having a social outlet where you can talk with your friends. but since it’s a game you have to have something to do to make you log in instead of just talking to people.
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
That would require the game to have gameplay that feels rewarding to play.
If it doesn’t, then why play? For virtual rewards for a game you don’t enjoy? That doesn’t make a whole lot of sense to me; but to each his own, I guess.
Is this your first MMO?
Nope.
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
I do enjoy it, thats why i am questioning why there is nothing that rewards skill.
Heres an example
Say bobby just hit level 80, He loved the personal story and everything that went into getting to lvl 80. He sees this other guy running around with a unicorn bow and says to himself “self, i want that bow”. He goes online and sees what he has to do. “Wow! Thats a lot of money” he says. Then he looks up how to make money fast so he can pay for this bow. Everything that comes up is zerg, zerg, zerg, zerg and play the trading post.
Now lets take a step back from this situation. All of his options are not going to make him better at the game, they are not enjoyable and they will not make him experience all the game has to offer.
BUT! Lets say the CJ and the guys/girls over at ANET say HEY! we want to reward our players who want to learn are game and experience more places then just the CS!
This will drive new metas, more time spent in game, people working together to create new builds and actually rewarding those players that put days and days into learning the game.
Would you not agree that doing a dungeon is way more fun then cycling between 6 champions in CS or FS?
hard enough to make them cry, not just rivers but oceans."
I have fun, that’s my reward.
Players should not be rewarded for there time, they should be rewarded for there SKILL.
All MMORPGs reward time spent instead of skill. In the context of a pay to play game, that makes perfect sense – the developers want to tell players, “No matter how bad you are, you can get all the rewards in this game as long as you play just a bit more (and pay longer, coincidentally)”.
GW2 isn’t exactly a classic MMORPG, but most of its players have a classic MMORPG background and are looking for more of the same. Making rewards for skill would make the game better, sure, but it would alienate the farmers, grinders and exploiters who are the majority of ArenaNet’s customers. So don’t expect it to happen any time soon.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
That would require the game to have gameplay that feels rewarding to play.
If it doesn’t, then why play? For virtual rewards for a game you don’t enjoy? That doesn’t make a whole lot of sense to me; but to each his own, I guess.
Is this your first MMO?
People play them for lots of different reasons. The main one being having a social outlet where you can talk with your friends. but since it’s a game you have to have something to do to make you log in instead of just talking to people.
^^^^^^^^^^^^^^^
This also. This isnt just a chat website. Skins are the goals in GW, thats how its always been. The way they did dungeons in gw1 was near flawless, there were people doing every dungeon, all the time.
Its like they completely forgot about the game they spent years on :/
hard enough to make them cry, not just rivers but oceans."
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
That would require the game to have gameplay that feels rewarding to play.
If it doesn’t, then why play? For virtual rewards for a game you don’t enjoy? That doesn’t make a whole lot of sense to me; but to each his own, I guess.
I do not play, sadly. I am hoping that will change with the skill patches though.
crosses fingers
I guess my point was that some people have fun by discovering or by earning new things in a game. For me, GW1 did that with learning new skills and building new characters with new skills that I found.
Players should not be rewarded for there time, they should be rewarded for there SKILL.
All MMORPGs reward time spent instead of skill. In the context of a pay to play game, that makes perfect sense – the developers want to tell players, “No matter how bad you are, you can get all the rewards in this game as long as you play just a bit more (and pay longer, coincidentally)”.
GW2 isn’t exactly a classic MMORPG, but most of its players have a classic MMORPG background and are looking for more of the same. Making rewards for skill would make the game better, sure, but it would alienate the farmers, grinders and exploiters who are the majority of ArenaNet’s customers. So don’t expect it to happen any time soon.
I never said get rid of these farms. Just make the skill barrier-ed content even more rewarding, so people can choose. VARIETY AND CHOICE IS KING.
hard enough to make them cry, not just rivers but oceans."
I bumped into one of these zergs on Cursed Shore,farming Champ minions. All I could see was 30+ player name tags.And the odd explosion of them attacking invisible enemies.
I’d rather watch paint dry, so I moved on.
Players should not be rewarded for there time, they should be rewarded for there SKILL.
All MMORPGs reward time spent instead of skill. In the context of a pay to play game, that makes perfect sense – the developers want to tell players, “No matter how bad you are, you can get all the rewards in this game as long as you play just a bit more (and pay longer, coincidentally)”.
GW2 isn’t exactly a classic MMORPG, but most of its players have a classic MMORPG background and are looking for more of the same. Making rewards for skill would make the game better, sure, but it would alienate the farmers, grinders and exploiters who are the majority of ArenaNet’s customers. So don’t expect it to happen any time soon.
What sucks though is that if most of the GW2 playerbase has the ‘old’ MMORPG mindset, then I believe ANet will go in that direction. Which is completely understandable if you think of it as a sort of supply and demand mentality.
The best way to make money currently, besides ***, is by farming the Queen’s Gauntlet, which pays out 20-50g per hour with the right class. You can’t AFK auto attack that and although the people doing it may find it faceroll easy, there are plenty more people that are incapable of doing it.
The gauntlet is probably a test to see how far they should go, since obviously there are people complaining about difficulty. When previewing it, they talked about wanting to reward challenging content and provide ways of showing off. Recently, they hinted at wanting to add hard and rewarding events to the game, but anything in the open world will either just be zerged to death or impossible for smaller groups.
I bumped into one of these zergs on Cursed Shore,farming Champ minions. All I could see was 30+ player name tags.And the odd explosion of them attacking invisible enemies.
I’d rather watch paint dry, so I moved on.
Exactly, wouldnt it be awesome if you could make the same kind of money doing CoE or CM? I mean we cant forget about fractals either! After you get your rings, the rewards are just not worth it :/
hard enough to make them cry, not just rivers but oceans."
I never said get rid of these farms. Just make the skill barrier-ed content even more rewarding, so people can choose. VARIETY AND CHOICE IS KING.
Same thing. ArenaNet has limited resources (they have mentioned recently that the reason why our characters don’t say anything in the Living Story is because they can’t afford voice acting them), so they can’t make content for everyone. Between making content for the majority (grinders, farmers, addicts and exploiters) or for a minority (players who want a fun, challenging game), guess which is more profitable for them? I’m surprised we got the Queen’s Gauntlet, but do notice how it was introduced in a very pro-farming update (the bottom level of the Crowd Pavillion and the update to Champion loot).
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
The best way to make money currently, besides *, is by farming the Queen’s Gauntlet, which pays out 20-50g per hour with the right class. You can’t AFK auto attack that and although the people doing it may find it faceroll easy, there are plenty more people that are incapable of doing it.
The gauntlet is probably a test to see how far they should go, since obviously there are people complaining about difficulty. When previewing it, they talked about wanting to reward challenging content and provide ways of showing off. Recently, they hinted at wanting to add hard and rewarding events to the game, but anything in the open world will either just be zerged to death or impossible for smaller groups.
First off, Queens guantlet does not make you anywhere near that, and CS is a better farm. Second, how can people be complaining its too hard? Zerging is easier then walking irl o.O
hard enough to make them cry, not just rivers but oceans."
First off, Queens guantlet does not make you anywhere near that
Really? Because I’m averaging 25-30g per hour on a warrior and that’s not the most efficient class at doing it.
What sucks though is that if most of the GW2 playerbase has the ‘old’ MMORPG mindset, then I believe ANet will go in that direction. Which is completely understandable if you think of it as a sort of supply and demand mentality.
I agree. But there are far too many “traditionally conditioned” MMOers in this game to turn back now. They’re here, they want to be rewarded, and they want to path of least resistance to the reward.
First off, Queens guantlet does not make you anywhere near that
Really? Because I’m averaging 25-30g per hour on a warrior and that’s not the most efficient class at doing it.
Are you talking about the zerg or doing the champ battles up top?
hard enough to make them cry, not just rivers but oceans."
Are you talking about the zerg or doing the champ battles up top?
Queen’s Gauntlet, the battles up top. Thieves and Guardians farming deadeye alone are easily making 40g an hour.
And that’s not even for skilled play. It’s just about having the right class =/
As for the topic at hand, I feel liadri was a step in the right direction. Just need to add some unique skins for similar difficulty bosses
(edited by Navzar.2938)
How exactly does someone “walk around afk”? :S