(edited by TheBravery.9615)
The probelm with loot in the game
Add exotic equipement / ascended equipement / legendary equipment / superior sigil drops that are untradeable and have something unique about them. Like a piece of equipment that only has one stat, or have an uncommon ability (e.g. increased damage vs a certain pve mob – by the way, those sigils should be deleted as well)
This makes no sense.
So you want them to add an untradeable superior sigil which, say, givens 10% increased damage when attacking, say, Centaurs?
And at the same time, delete this: https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Centaur_Slaying ?
New players don’t consider masterwork to be trash. Slightly new players don’t consider rares to be, um, common. The reason veterans such as you or I consider them to be trash is, we’re veterans; nearly everything is “been there; seen that drop” for us.
If ANet removed masterwork and below, then (a) we’d feel a lot less rewarded (we’d hardly ever see anything drop) and (b) we’d start to feel that rares & even common exotics were trash.
It’s really difficult for any game to keep the loot exciting for vets. If they make it too rare, we complain about the price or the grind or that it’s too hard to acquire. If it’s not “too rare,” then we complain that it’s common or “trash.” The best ANet can do is to keep introducing new stuff (which they do), including a mix of new skins, common items, and really rare stuff.
I certainly didn’t think Masterwork, and especially Rare items were ‘trash’ for my first year or so. I still don’t consider Rare items ‘trash’. Always happy to acquire them.
I don’t think the above proposal would be very good for the game, or the players.
Good luck.
When I’m leveling a new char I’m always glad to get masterwork gear as there’s a chance I’ll get something better than what that char has. If there nothing better then I salvage for mats and luck.
Rares to salvage into ectos are always welcome.
ANet may give it to you.
We already got exiting drops how often have you OP got Sam for example?
You can just start insta selling your blue green and yellow on trading post, pretty sure someone will be willing to take them off your hands so you dont have to deal with the trash.
As Illconceived Was Na says how long will it take for you to say oh not a power only exotic with +% mordrem slaying again?
How about that: step 1, useless sigils and runes become salvageable for luck. Step 2, the devs create another sink for luck
2017, concept of garbage loot is just old, nothing wrong with it. Developing rpg you need to give players scene of progression and accomplishment. Dropping one item in 10 minutes < dropping 30 things in 10 minutes.
There are a number of drops for collections that are very rare. There’s also drops like spirit links from Shadow Behemoth. There are special rare drops like modrem weapons from Dragon Stand. They’re so rare, when you do get one, it’s like winning lotto. The same is true for precursors.
I’ve gotten three precursors since I’ve started playing as drops, but in addition, I’ve gotten other stuff. I’m always happy when I see a skin that I haven’t unlocked yet, for example. If your focus is on skins for most players, you’ve got a while to go after you start to feel like you’re not getting value. And salvaging gives me the mats AND the skin.
I also get ascended drops in fractals and PvP and WvW. Tonight I got a Vine of the Pale Tree, an ascended ring I can use on one of my alts that uses marauder stats. Perked right up.
I’ve gotten minis as drops from time to time, particularly during holidays. I mean everyone wants more drops. But as soon as drops get more common you take them for granted, just like rares, so it’s pointless.
Your solution only shuffles loot over by one step. It doesn’t actually change anything. Rares would become the new masterwork, exotics the new rares and ascended the new exotics, with a corresponding decrease in value for each. Sigils that are mob specific would be worthless. Everyone would be getting them and no one would want to carry them around and equip a new mob specific sigil each time they kill a different mob. They’d be vendor trash from the start. And unless I’m missing something, why would any one want equipment with only one stat?
ANet may give it to you.
Don’t we already have gear with single attribute (stat) configuration?
https://wiki.guildwars2.com/wiki/Attribute_combinations#Single_attribute
Or does OP mean to halve that? And, if so, what would be the purpose?
Ehh, I was completely over blues and greens by level 60. I think they have no business in level 80 loot tables. Just save me the trouble of salvaging and give me plain old mats, thank you The lowest grade of level 80 gear really ought to be rare. Not that the drop rates should necessarily be increased tooo much.
I think at least some of the exotics limited to the mystic forge should have been added to regular loot tables by now. I also think the lootable exotics should have more similar drop rates. For every twenty Stardusts there is only one Lord Taere’s Shadow. As new skins are added, some of the older ones should become a little easier to obtain.
There’s nothing exciting about it.
Regular, fine, masterwork, and rare equipment merits as trash to be salvaged, and mostly everything can be crafted or bought with some sort of currency. Face it, the only decent loot in this game comes that can’t be bought with gold are crafting materials or items you grind for (e.g. ascended items bought using map specific tokens) or skins. Bag slots are used to hold the sheer amount of garbage loot so you can play without hitting the NPC. Does anyone see anything wrong with this?
I propose to reconcile the equipment / sigils / runes in this game.
- Any equipment masterwork or below has no business in this game. Delete them and make rare equipment the standard (but don’t call it rare).
- Delete minor and major sigils and runes. and remove the level /rarity requirements of superior runes and sigils.
- Add exotic equipement / ascended equipement / legendary equipment / superior sigil drops that are untradeable and have something unique about them. Like a piece of equipment that only has one stat, or have an uncommon ability (e.g. increased damage vs a certain pve mob – by the way, those sigils should be deleted as well)
I immensely enjoy farming mobs and the anticipation of nice loot that could drop. I also enjoy the whole salvaging system where you turn useless stuff into useful stuff. If anything, i would ask for sigils and runes to be salvageable as well (as someone above already mentioned) since i now tend to throw them away or sell them.
Looting, salvaging, selling… it’s all enjoyment for me and i can imagine a lot of others as well.
Why turn the game into a flat, bland, leveling only grind? What is wrong with people always looking to simplify things into a blur of the same boring grey soop?
I agree to a point. At any given time I have more crap/trash/junk loot and items in my inventory than anything else.
usually when i see rares im happy because “yey ectos!!!”
I would like if the devs added rare trophies as drops in various mob’s loot tables (unique between the mobs) whos purpose is to sell to vendors around the world for good prices. But only to specific vendors that would be interested to said item, any other vendor will buy it at a reduced price.
This could give a new play style where ppl go around the world farming stuff for these lucky drops ^^. It could possibly crate even metas around it with builds specialised in killing ceertain types of mobs (with the right runes sigils etc).
Sounds like Nicholas. I’d be up for a new/resurrected Nicholas. And Yakkington (the 22nd, of course).
There’s nothing exciting about it.
Regular, fine, masterwork, and rare equipment merits as trash to be salvaged, and mostly everything can be crafted or bought with some sort of currency. Face it, the only decent loot in this game comes that can’t be bought with gold are crafting materials or items you grind for (e.g. ascended items bought using map specific tokens) or skins. Bag slots are used to hold the sheer amount of garbage loot so you can play without hitting the NPC. Does anyone see anything wrong with this?
I propose to reconcile the equipment / sigils / runes in this game.
- Any equipment masterwork or below has no business in this game. Delete them and make rare equipment the standard (but don’t call it rare).
- Delete minor and major sigils and runes. and remove the level /rarity requirements of superior runes and sigils.
- Add exotic equipement / ascended equipement / legendary equipment / superior sigil drops that are untradeable and have something unique about them. Like a piece of equipment that only has one stat, or have an uncommon ability (e.g. increased damage vs a certain pve mob – by the way, those sigils should be deleted as well)
If they do that then they wouldn’t make money off of gem to gold conversion.
i do think that when you reach a certain milestone masterwork and lower doesn’t drop for that character anymore, i have a maxed out character (like so many others) but masterwork and lower is pretty much a normal drop while rares and really rare and exotics are non-existing.
also, it would be more rewarding if legendary enemies actually drop useful stuff, you have no idea how many legendary enemies i have killed, doing pretty much 30% of the total damage on my own, only to get a masterwork chest piece and an obsidian shard with some junk next to it. (if only i could sell them, they are junk to me)
I wish they would attach a value to bloodstone dust or dragonite ore so that instead of deleting 3+ stacks of this stuff each day (yes I use ALL of the garbage eaters) I could at least vendor it.
Te Nosce [TC]
I wish they would attach a value to bloodstone dust or dragonite ore so that instead of deleting 3+ stacks of this stuff each day (yes I use ALL of the garbage eaters) I could at least vendor it.
agreed.
Bad idea.
Vendors create gold out of thin air which creates inflation in the game unless there are measures to sink the gold thats created.
The main gold sink is the TP and its sinks gold pretty well with the selling fees.
If a new class of items is added to the game which can be vendored, then new gold sinks have to be added to keep the economy balanced, which most players wont like.
Bloodstone dust can be consumed by Herta which does provide small rewards in the form of rare or masterwork items, plus some aurillium.
we need more gold sinks coz the inflation is obvious. (like dusk selling 100g before and gem to gold ratio was 100 gems = 3 gold)
Items people want to get should drop from specific places instead of having all mobs drop everything but with extreme low probability. This current approach means you can’t work directly for many items other than grinding gold (or other currencies) and buying it. Meanwhile the items overall still drops a lot but for players not interested in the item itself so they will end up on the TP.
This all results in people grinding gold (or other currency) to buy the items they want. That gets boring over-time. This has been an issue since the beginning and is imho still the main reason why people left the game. Because no matter how great some features of the game are, when people get bored, they leave.
This has changed a little, but it’s still not optimal. Now many good items you can buy with map-specific currency. This might be a little better, but in the end you are still just farming some currency all the time to get the items you want.
The way raids rewards specific items is very good, and is for sure part why that part of the game is still so popular. However, you need that system all over the game. Specific content (including mobs) reward specific items.
The lack of traditional quest is also an issue here. Instead of having people complete different quest for rewards, now for many it feels like just grinding the currency.
MMOs need to have grind, simply to keep the players doing something, even if its boring.
If players could get whatever they wanted without grind, then everyone would have a legendary weapon, which means they are no longer legendary.
If everyone in the game has everything, then the game is also boring as there is no incentive to do anything.
Sure, you need to keep people busy. But the way I explain it does not remove that. Having one mob drop one item still means you need to farm that mob. The difference is that now you are more specific working toward one item, and every kill has the ‘will it drop’ rush.
Once they got that item, they move to the next mob or boss, then they will move to some quest-line that rewards an item, then to a dungeon, then do some crafting and so on. Some rewards are guaranteed drops (like the quests) other still have a drop-rate and so require some farming. However, people keep doing other things.
A bonus to this approach is that items have a game-value. You have the mini or sword of that one boss, or got that skin from that one quest.
Instead of basically just grinding for some currency you now care about the loot you get.
With the current approach (or at least for a long time) people simply did whatever rewarded the best gold over and over to then buy what they wanted. With the latest approach they farm maps. There is already a little more variation then before but it’s still not ideal.
There are upsides and downsides to reward systems.
Incremental Reward Systems: many GW2 rewards are incremental in nature. Players need to collect a raft of stuff to gain the desired item. Ascended crafting, which produces BiS stats for weapons and armor, is a perfect example of this.
- The upside is that you know that after collecting mats or collecting gold and buying mats, you can get the desired thing.
- The downside is that, since there is little or no mystery as to when you’ll get the item, the player does not experience the excitement of anticipation which is generated by uncertainty. Also, the sense of gratification at gaining the incremental reward item tends to be more diffused by the inevitable nature of the system.
Serendipity Reward Systems: any MMO fan knows this type of system, which is based on the use of a pseudo-random algorithm to generate a chance one will get the item.
- The upside of this system is that the mystery generated by not knowing creates anticipation, and the all-or-nothing nature of the system (you either get the drop or you don’t) tends to produce a greater sense of gratification. The feelings generated by this type of system are similar to those which occur when gambling, though there’s certainly nothing at stake but the player’s time.
- The downsides of this type of reward system include the sense of disappointment that inevitably results each time you get a chance at the drop and don’t actually get it. The longer this goes on, the more likely it is that relief that it’s over may accompany, or even overshadow the gratification of desire fulfilled. In addition, there is the very real chance you’ll never get the item. Even if you do get it, there’s no guarantee as to when that will happen. You might get it first time out, or you may end up repeating the content a lot more than you might with an incremental system (like GW2 dungeon tokens).
The thing is, just as there are advantages and disadvantages to both systems, there are players who prefer one system to the other. That’s probably why ANet uses (and has used since the game launched) a mix of the two systems.
(edited by IndigoSundown.5419)
I think the lack of typical boss connected named items is lacking. Also yeah most other MMOs have more exciting loot, but I admit it’s really hard for veterans.
‘would of been’ —> wrong
Perhaps an option we could set that automatically salvages loot at the setting we choose would work. Something based on the level of item looted, instead of rare, masterwork,…
We would risk loosing things like low level exotics this way if set too high.
Probably much easier to do than change the loot tables for everything.
Exciting loot generally means loot thats better than what I currently get.
The problem with this is that all that happens is that the loot table just gets pushed up.
Rares become the new masterworks, Exotics become rares etc simply because as they get dropped more often, they flood the economy and the value of them falls due to increased supply, so this doesnt achieve anything.
The only other option is to have a loot system where monsters dont drop anything, unless its the ultra rare item thats being farmed.
Most MMO players dont like the concept of getting nothing for long periods of time when farming, so thats why the game gives you something even if its junk.
At least you can vendor the junk, so you get something even if its not much.
Another possible solution is to provide another method for getting rare items that doesnt involve the RNG, and thats to guarantee that you get the rare item by doing a predefined set of tasks in the game that still takes just as long as the RNG grind , but guarantees success at the end.
Id prefer this kind of method over the RNG method.
“Regular, fine, masterwork, rare, and exotic equipment merits as trash to be salvaged”
Fixed that for you. Once you’ve played long enough, you realize that Truth, Rockspire, Stardust, Arc, and a couple others are just about the only exotics on the general loot table.
I’m not going to complain about trash loot, when it provides a steady stream of salvaged crafting mats, especially with the price of leather still through the roof.
And it keeps the Agent of Entropy achievement ticking over nicely.
I don’t even bother looking at the crap I pick up when I break it down anymore..
If you don’t want materials that’s up to you. Don’t push your first world problems onto me.
- The downsides of this type of reward system include the sense of disappointment that inevitably results each time you get a chance at the drop and don’t actually get it. The longer this goes on, the more likely it is that relief that it’s over may accompany, or even overshadow the gratification of desire fulfilled. In addition, there is the very real chance you’ll never get the item. Even if you do get it, there’s no guarantee as to when that will happen. You might get it first time out, or you may end up repeating the content a lot more than you might with an incremental system (like GW2 dungeon tokens).
“The downsides of this type of reward system include the sense of disappointment that inevitably results each time you get a chance at the drop and don’t actually get it.”
The thing is, you can’t appreciate the good without the bad.
“The longer this goes on, the more likely it is that relief that it’s over may accompany, or even overshadow the gratification of desire fulfilled.”
And that is why there should be more things to go for with different ways to get it. Like I said, some will have this drop-rate, other will be a reward for a quest and so on. So when you get tired of hunting one item you might go for another one. The issue with currency, and especially gold, is that there are usually just a few ways that work the best at farming that currency. So people keep doing that over and over again, reward after reward. So that system by defenition goes on longer.
“In addition, there is the very real chance you’ll never get the item.” The strange thing is, is that I do hear this argument a lot in this discussion while it’s completely unreasenable. I guess it’s based more on feeling than on fact. You see, this is statistically almost impossible. Let’s make an example. Take a coin and throw it up 15 times. How much would you want to bet for it that is always fall on the same side. Not much right? Now in the game one side would be getting the item, the other side would be not getting the item. With a drop-rate of 1% it’s very unlikely that you need 200 or more times to get it. In addition what the developer can do (I know this is the case in some games) is detect that you did where very unlucky and so garantee a valuable drop if you would go over that 200 times.
In fact, overall you will see that usually drop-rates like this tend to be better then when going for the currency approach. So where you have a drop-rate of 1% (so on average 100 drops to get the item), you might need to do the content 200 times to get the currency you need to buy it. This is ofcource just depending on how the developer creates it, so no given. But this is usually the case because you can buy more with it (more then one item) and you can get it in multiple places. So not doing that would mean buying the item would get to easy.
“You might get it first time out, or you may end up repeating the content a lot more than you might with an incremental system (like GW2 dungeon tokens).” Again, yes the possibility is there and if all items would be rewarded that way, you will for sure have some items that seem to take forever to get and would have been faster with the currency-approach. But as stated above, because currency usually required more repeation (not even to meantion, less variation of content) on everage there would be much more repeating with the currency approach. Lastly the one does not have to exclude the other. You can still make items (while not all) not account bound, meaning there is still the option to buy them. The main difference is that there is now also a more direct approach of getting them by going to that one mob, boss, content and do that yourself. Again, this only works if it is not from content (a boss) that does get farmed for it’s averall good loot like the world-bosses. Because now the item will still drop so much (between al the people) that it will flood on the TP making the price drop so low that buying it is still the best way to get it.
That is also why this approach only works if you use it almost everywhere. If you would now add in 5 mobs that have some special item, then people will go farm those 5 for the money, again fllooding the TP with that item, reducing the cost and so making the currency approach again the best way. Now if nearly all (non-account bound) rewards would put in the game like this, you will not have that issue.
Obviously a problem here is that many rewards come from a cash-shop. Pretty much removing this approach as an option.
(edited by Devata.6589)
There’s nothing exciting about it.
Regular, fine, masterwork, and rare equipment merits as trash to be salvaged, and mostly everything can be crafted or bought with some sort of currency. Face it, the only decent loot in this game comes that can’t be bought with gold are crafting materials or items you grind for (e.g. ascended items bought using map specific tokens) or skins. Bag slots are used to hold the sheer amount of garbage loot so you can play without hitting the NPC. Does anyone see anything wrong with this?
I propose to reconcile the equipment / sigils / runes in this game.
- Any equipment masterwork or below has no business in this game. Delete them and make rare equipment the standard (but don’t call it rare).
- Delete minor and major sigils and runes. and remove the level /rarity requirements of superior runes and sigils.
- Add exotic equipement / ascended equipement / legendary equipment / superior sigil drops that are untradeable and have something unique about them. Like a piece of equipment that only has one stat, or have an uncommon ability (e.g. increased damage vs a certain pve mob – by the way, those sigils should be deleted as well)
For new players this is all kinds of no good.
For vets, like myself who haven’t raced to max my magic find, I still want the essences luck to drop.
For people with maxed out magic find just think of the blues and greens as mat producers.
Everyone has their own opinion of “grind” but when it comes to making ascended armor/weapons, I don’t look at it like grind but as working toward what I want.
The thing is, you can’t appreciate the good without the bad.
Tell that to the myriads who post about miserable drop rates. Sure, developers can fiddle with drop rates, but they usually don’t. That’s why there are a lot of people who prefer a sure thing over time. Sure, there are a lot who prefer serendipity, but the grass is always greener…
“In addition, there is the very real chance you’ll never get the item.” The strange thing is, is that I do here this argument a lot in this discussion while it’s completely unreasenable. I guess it’s based more on feeling than on fact. You see, this is statistically almost impossible.
Impossible? I don’t think that word means what you think it means. I could cite several items in MMO’s that NEVER dropped for me. Your argument is based on moderate chance RNG, and that is not what developers use in every case. At one point, ANet was using random drops of Ascended items as the promised alternative to crafting. At a point when champion bags was a major source of such drops, the drop rate was far below 1 in 100, by a factor of 100. Maybe you have played games where RNG is friendly, but other than Torchlight or SPRPG’s, I haven’t.
See italics.
The thing is, you can’t appreciate the good without the bad.
Tell that to the myriads who post about miserable drop rates. Sure, developers can fiddle with drop rates, but they usually don’t. That’s why there are a lot of people who prefer a sure thing over time. Sure, there are a lot who prefer serendipity, but the grass is always greener…
“In addition, there is the very real chance you’ll never get the item.” The strange thing is, is that I do here this argument a lot in this discussion while it’s completely unreasenable. I guess it’s based more on feeling than on fact. You see, this is statistically almost impossible.
Impossible? I don’t think that word means what you think it means. I could cite several items in MMO’s that NEVER dropped for me. Your argument is based on moderate chance RNG, and that is not what developers use in every case. At one point, ANet was using random drops of Ascended items as the promised alternative to crafting. At a point when champion bags was a major source of such drops, the drop rate was far below 1 in 100, by a factor of 100. Maybe you have played games where RNG is friendly, but other than Torchlight or SPRPG’s, I haven’t.
See italics.
“Tell that to the myriads who post about miserable drop rates.” I am not trying to convince them. But I do think that when people complain about drop rates, many mainly have a problem with the reward-system itself. Simply increasing drop rates devaluates items and so everything will stay the same.
“I don’t think that word means what you think it means. I could cite several items in MMO’s that NEVER dropped for me. Your argument is based on moderate chance RNG” Somtimes a developer would want to have an item extremly rare and so make the drop-rate extremely low. However if they made that availible in a currency-way it would be so pricy that it would be very likely that you would also never get the currency for that item. Nothing changes in that way.
For the items that are not supposed to be in this extreem exclusive realm, so that you are able to get it in a reasenable way, what I said holds true.
You might be like ‘Well I never got precursor x to drop but I was ably to earn the money to buy it so this proofs the extreme low drop-rates.’ However then you forget an essential element of what I said. Having it drop from specific places. When every mob can drop item x, to keep item y exclusive the droprate has to be extremeley low, yes so low that it is likely that you never get it. But if only 1 mob or one group of mobs drops it, the drop-rate can be much higher while keeping the same level of exclusivity, and then the comparising to currency does go up and never getting it is statistically close to impossible.
Weird, I distinctly remember farming for years in gw1, for items linked to specific areas or mobs, and not getting the drop. Hundreds of hours, no luck.
Funny bit of trivia, “almost impossible,” means, “not impossible.”
Idea would be for veterans to be able to automaticly salvage chosen tier od equipement through new masteries so the outcome of u looting would be only materials on your backpack.
Weird, I distinctly remember farming for years in gw1, for items linked to specific areas or mobs, and not getting the drop. Hundreds of hours, no luck.
Funny bit of trivia, “almost impossible,” means, “not impossible.”
what about the part that i have bin playing GW2 from the get go and no pre-cursor yet a snob who plays just a week get one dropped, that’s the true problem with loot here.
Weird, I distinctly remember farming for years in gw1, for items linked to specific areas or mobs, and not getting the drop. Hundreds of hours, no luck.
Funny bit of trivia, “almost impossible,” means, “not impossible.”
what about the part that i have bin playing GW2 from the get go and no pre-cursor yet a snob who plays just a week get one dropped, that’s the true problem with loot here.
Yep that happens here too. No precursor yet for me either.
I was kind of responding to someone claiming that it was (almost) impossible to farm for something in a game with specific drops tied to specific areas or mobs, as was the case in gw1, and never get the drop.
Why does being a new player (having only played a week) make one a snob?
you missed the main point about loot in this game… there are too much useless items after level 80.
you missed the main point about loot in this game… there are too much useless items after level 80.
Most of them can be used, via merchant npc, to generate gold, or can be broken down into mats for crafting, or for sale via TP. Or even for completing a collection.
I mean, even if every drop was a perfect ascended weapon ….how many could I possibly use? Should there be zero drops after equiping our characters?
Weird, I distinctly remember farming for years in gw1, for items linked to specific areas or mobs, and not getting the drop. Hundreds of hours, no luck.
Funny bit of trivia, “almost impossible,” means, “not impossible.”
what about the part that i have bin playing GW2 from the get go and no pre-cursor yet a snob who plays just a week get one dropped, that’s the true problem with loot here.
Yep that happens here too. No precursor yet for me either.
I was kind of responding to someone claiming that it was (almost) impossible to farm for something in a game with specific drops tied to specific areas or mobs, as was the case in gw1, and never get the drop.
Why does being a new player (having only played a week) make one a snob?
the snob part is more the “13 year old getting it without any effort at all”, at this point they should just give ppl who played in the first year a pre-cursor of choice even if it’s account bound.
Weird, I distinctly remember farming for years in gw1, for items linked to specific areas or mobs, and not getting the drop. Hundreds of hours, no luck.
Funny bit of trivia, “almost impossible,” means, “not impossible.”
what about the part that i have bin playing GW2 from the get go and no pre-cursor yet a snob who plays just a week get one dropped, that’s the true problem with loot here.
Yep that happens here too. No precursor yet for me either.
I was kind of responding to someone claiming that it was (almost) impossible to farm for something in a game with specific drops tied to specific areas or mobs, as was the case in gw1, and never get the drop.
Why does being a new player (having only played a week) make one a snob?
the snob part is more the “13 year old getting it without any effort at all”, at this point they should just give ppl who played in the first year a pre-cursor of choice even if it’s account bound.
Before HOT that might had made sense…… but it would still be a pretty poor idea, as it breaks some of the satiation value of an otherwise high value project. Participation trophies are psychological poison, as most of the time a person realizes they were given something without earning it. Before Pre-Crafting, getting Pres was just flat out too expensive for most people to pick up- and thus wasn’t worth the effort required when there were more useful investments for your gold (like Asc crafting). After
Pre-crafting was added, it caused 2 major shifts in the Legendary Market…. First, there was a more reliable way to obtain them, and were tradable, which created competition on the TP. Secondly, it was also a less obtuse way to get them- which made the process less daunting to players who don’t have a lot of money, and could incrementally work toward one using gathered Mats instead of gold.
Together, those 2 factors suddenly made Legendary collecting more reasonable in the minds of the average player. All they had to do was reach a point where they realize they have a small stock pile of mats to help get started, and it simply clicks that the process is actually attainable. I didn’t realize it at first, but many of the collection are intent on trying to push the player into exploring the TP, and leverage it to do crafting projects. This then directly or indirectly encourages players to learn efficient sources of materials, trading unwanted materials for needed ones, training them to recognize potentially valuable drops, and how to utilize gold in the game’s market place.
Simply giving players an extremely valuable item really does rob the sense of value it should have. But having it as a visible, but optional path via crafting, gives the player a lot of agency on when and how they want to approach it. It still being expensive hasn’t stopped players from producing them to either drop on the market, or for their own uses…. but a hugely positive side effect is getting players to utilize their stock plies of mats, and get them participating in the TP.
Weird, I distinctly remember farming for years in gw1, for items linked to specific areas or mobs, and not getting the drop. Hundreds of hours, no luck.
Funny bit of trivia, “almost impossible,” means, “not impossible.”
what about the part that i have bin playing GW2 from the get go and no pre-cursor yet a snob who plays just a week get one dropped, that’s the true problem with loot here.
Yep that happens here too. No precursor yet for me either.
I was kind of responding to someone claiming that it was (almost) impossible to farm for something in a game with specific drops tied to specific areas or mobs, as was the case in gw1, and never get the drop.
Why does being a new player (having only played a week) make one a snob?
the snob part is more the “13 year old getting it without any effort at all”, at this point they should just give ppl who played in the first year a pre-cursor of choice even if it’s account bound.
Before HOT that might had made sense…… but it would still be a pretty poor idea, as it breaks some of the satiation value of an otherwise high value project. Participation trophies are psychological poison, as most of the time a person realizes they were given something without earning it. Before Pre-Crafting, getting Pres was just flat out too expensive for most people to pick up- and thus wasn’t worth the effort required when there were more useful investments for your gold (like Asc crafting). After
Pre-crafting was added, it caused 2 major shifts in the Legendary Market…. First, there was a more reliable way to obtain them, and were tradable, which created competition on the TP. Secondly, it was also a less obtuse way to get them- which made the process less daunting to players who don’t have a lot of money, and could incrementally work toward one using gathered Mats instead of gold.Together, those 2 factors suddenly made Legendary collecting more reasonable in the minds of the average player. All they had to do was reach a point where they realize they have a small stock pile of mats to help get started, and it simply clicks that the process is actually attainable. I didn’t realize it at first, but many of the collection are intent on trying to push the player into exploring the TP, and leverage it to do crafting projects. This then directly or indirectly encourages players to learn efficient sources of materials, trading unwanted materials for needed ones, training them to recognize potentially valuable drops, and how to utilize gold in the game’s market place.
Simply giving players an extremely valuable item really does rob the sense of value it should have. But having it as a visible, but optional path via crafting, gives the player a lot of agency on when and how they want to approach it. It still being expensive hasn’t stopped players from producing them to either drop on the market, or for their own uses…. but a hugely positive side effect is getting players to utilize their stock plies of mats, and get them participating in the TP.
My only point of disagreement with your view is that build experimentation, at max level, with BiS gear, is an integral part of basic gameplay for me. Legendaries are nothing more than saved bag space for me. They have no more inherent value than ascended except for inventory space savings.
I cannot speak for others, but the time investment and cost associated with pursuing legendaries is offputting to save bag space. If I were to be given a legendary there would be no sense of being inappropriately rewarded. I would immediately reskin it, and 5hen get on with playing for fun without having half of my inventory taken up by weapons and armor of varying stat combinations.
snipples
no one after level 80 is going to use some random drop. the gold from them is extremely marginal. basically worthless. they can be broken down, and the high material count required by recipes makes this the most worthwhile thing to do.
snipples
no one after level 80 is going to use some random drop. the gold from them is extremely marginal. basically worthless. they can be broken down, and the high material count required by recipes makes this the most worthwhile thing to do.
Yep. I mention breaking drops down for mats a few posts up in this thread.
And please leave my snipples out of it ; )
You might be like ‘Well I never got precursor x to drop but I was ably to earn the money to buy it so this proofs the extreme low drop-rates.’ However then you forget an essential element of what I said. Having it drop from specific places. When every mob can drop item x, to keep item y exclusive the droprate has to be extremeley low, yes so low that it is likely that you never get it. But if only 1 mob or one group of mobs drops it, the drop-rate can be much higher while keeping the same level of exclusivity, and then the comparising to currency does go up and never getting it is statistically close to impossible.
Your approach is not going to work in GW2. If a rare and valuable item were to be available from a specific mob, with much better drop rates, players would farm the heck out of the mob. Since a lot of players are going to get kill credit, the drop rate would still need to be much lower than on other games in which a limited number of players (often just one, at most a party of X) gets a chance at the drop.
In addition, items dropping from specific mobs are going to generate farm groups, who will jealously protect their perceived “right” to kill the same mob over, and over and over. It’s happened every time a new specific area farm came to the fore in GW2. Every time, ANet had to step in and nerf the farm because people were chat-fighting over it.
For the record, I’ve never gotten a precursor drop. However, I wasn’t talking about this game when I said I could cite several examples of never getting an item that dropped from a specific source. Those examples would all be from other MMO’s which use the system you’ve put on a pedestal.