(edited by Bagel.4598)
Some things just shouldn't be time gated.
No thank you. Limiting rewards helps to curb inflation. If you want to get more rewards, do different content.
I am very, very grateful that the Anet devs know a lot more about how to design a good game than you do.
I am very, very grateful that the Anet devs know a lot more about how to design a good game than you do.
Heh, in the GW1 era maybe.
The only thing I would say is…why if I am a dungeon runner am I forced to run after kitten ed world events with more and more characters every day in order to get enough of that blasted Dragonite Ore to craft my Ascended weapons?! Why?! Why do I have over 10000 units of kitten ed Bloodstone dust and I have to stress so much for Dragonite Ore? Why can’t it be rewarded from dungeon runs as well?! Why can’t it drop from boxes to balance the ridiculous huge amount of the other material?!
To me this shows that they quite don’t know much about how to design a good game, tbh. They only made events that were already overcrowded, more overcrowded, leaving most of dungeons and areas totally deserted.
O°v°O
I am very, very grateful that the Anet devs know a lot more about how to design a good game than you do.
Heh, in the GW1 era maybe.
I tried to get into GW1 but I just couldn’t. GW2, however, is pretty much the best game I’ve played so far, at least as far as the kind of experience I’m looking for.
YMMV, of course.
I am very, very grateful that the Anet devs know a lot more about how to design a good game than you do.
Heh, in the GW1 era maybe.
I tried to get into GW1 but I just couldn’t. GW2, however, is pretty much the best game I’ve played so far, at least as far as the kind of experience I’m looking for.
YMMV, of course.
I am very grateful the critics know a lot more about “best games” than you do.
I agree with the OP for the most part. The only caveat being that return on time investment/effort should be well balanced before removing such gates.
No thank you. Limiting rewards helps to curb inflation. If you want to get more rewards, do different content.
(1) Inflation shouldn’t even have to factor into this topic, and it is one of the main problems with this game, imo. They took what should have been a simple tool to help players get stuff, created a large scale economy and then developed a lot of the game’s design around it. That, is the root of a lot of concerns players share on the forums.
Our rewards and virtual income are severely restricted to preserve the stability of something that we never really needed in the first place. We should be self sufficient, adventuring and exploring to get what we need, not grinding and scraping for coin to straight up buy everything. No one’s doing anything but the most profitable activities because there is very little that pays off in this game, and we need coin and mats for character progression – especially now that Ascended crafting has been introduced.
Of course we do need limits, but there also should be a sense of balance throughout the game. The rewards should scale up with the difficulty and scope of the content.
(2) Based on what the OP listed, he/she is doing a lot of varied content. The only rewarding activity missing from the post is TP trading, and I’d hardly consider that content.
No thank you. Limiting rewards helps to curb inflation. If you want to get more rewards, do different content.
Our rewards and virtual income are severely restricted to preserve the stability of something that we never really needed in the first place. We should be self sufficient, adventuring and exploring to get what we need, not grinding and scraping for coin to straight up buy everything.
Completely correct. The game relies on:
- Farm gold
- Use gold for everything
Everything in this game is about gold. It takes away the adventure. They probably should have made everything accountbound except armour and weapons (yes materials should have been accountbound, for players to gather them themselves and either sell them to an npc or use them to craft things).
On a side note, the latter course would have needed:
- Unique and engaging ways to get materials (right now it’s a mindless farm to get mats)
- A more fun experience in crafting.