What would happen if...
I’m not sure having a set silver value would change much, but I do think the rewards need to be a lot better, especially for those events that take a lot longer than others.
Personally I would like to see a guaranteed rare mat or possibly 1 dungeon token per event complete. Dungeon token fitting whatever dungeon is closest to the map you are in.
People go where the coin is.
Up the coinage for events. Then the karma train returns to Orr again instead of a champ train.
There must always be a train.
People go where the coin is.
Up the coinage for events. Then the karma train returns to Orr again instead of a champ train.
There must always be a train.
Down around the corner
A half a mile from here
You see them zerg trains runnin’
And you watch them disappear
Without loot
Where would you be now
They could maybe make it that we get a bag/chest like the ones we get from the activities like Sanctum Sprint etc. on top of the standard DE completion reward. Maybe beef them up to have a small chance at getting a rare or possibly exotics instead of just always greens though. That might increase the incentive to take part in them.
If they made it so all rewards were exactly equal, the population would spread thin, and people wouldn’t like it, so they’d invent a place to do stuff, just to do it with people. Gathering is part of what us primates do.
If they made it so all rewards were exactly equal, the population would spread thin, and people wouldn’t like it, so they’d invent a place to do stuff, just to do it with people. Gathering is part of what us primates do.
Like what the living story does?
DE’s are inherently meant do be done with people.
Edit: I guess my question would be – did you mean Anet would invent a place or the players would? I don’t think it would be necessarily bad if the players could flock to the content they like without the feeling of missing out? (Talking in general, obviously not all players are doing the champ train either right now.)
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
(edited by Rouven.7409)
If they made it so all rewards were exactly equal, the population would spread thin, and people wouldn’t like it, so they’d invent a place to do stuff, just to do it with people. Gathering is part of what us primates do.
Like what the living story does?
DE’s are inherently meant do be done with people.
What I’m saying if, even if the Living Story didn’t exist, even if there was no greater place to get rewards, people would still group, because it’s what people do. In games where there’s no necessity to gather in one place, people still pick a place to gather.
What I’m saying if, even if the Living Story didn’t exist, even if there was no greater place to get rewards, people would still group, because it’s what people do. In games where there’s no necessity to gather in one place, people still pick a place to gather.
In general I would say that is true.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
1) ANet has to remove the 100% guaranteed Champ Loot Bags that give like 3-7 Silver, Asc Mats and a Chance on Precursors.
Once that is away, then theres nothing anymore, that motivates massive amounts of people to zerg Champs in trains 24/7.
Champs should have a little chance, to drop all something unique and special, that every single Champ alone can drop only.
Examples:
- Chance to drop a Minipet, that only Champ X can drop
- Chance to drop a Weapon Skin, than only Champ X can drop
- Chance to drop Armor Skins, that only Champ X can drop
- Chance to drop a Sigil, that only Champ X can drop
- Chance to drop a Rune, that only Champ X can drop
- Chance to drop a Recipe for Crafting Tonics, Buff Food, ect. that only Champ X can drop
- Chance to drop Dungeon Tokens of the Dungeon that is most near
- Instead of a guaranteed Champ Loot Bag, 1 guaranteed yellow rare item and increased chances for exotic loot
- Chance to receive Bags full of Materials like Tier6 Mats or Lodestones in the amount, like Asc Mats dropped before Anet nerfed it (5-11 pieces) to reduce the grind for these mats
2) Anet has to increase in general alot of the rewards in the game to reduce the grind.
They have admitted self, that they basically screwed the Reward/Effort ration and that they think thelf, that they have to improve it, but haven#t done something siginificantly yet, because they were alway in fear of it, that changes could eaffect too much the game economy…. what to me is personally a cheap excuse, because when you make great changes to make a game feel alot more rewarding, then you look naturally also too on possibilities to improve the game’s gold sinks and add new gold sinks if needed to compensate for the changes on the reward systems..
3) Rewards:
DE’s have to become alot more rewarding. Their system has to change to become more and more rewarding, so longer you haven’t sone a specific DE. That would lead also to revitalizing dead maps, because everybody would go out to all ofd the maps to do permanently the DE#s to get the maximum rewards.
They have to implement again something like HIDDEN TREASURES, like in GW1, special reward chests that you can search in all maps on a monthly basis, that give you some huge reward for findign them (get placed randomly, not like in GW1 always at the same spot). That would also revitalize dead maps, especialyl when its linked together with a new achievement and title that rewards you also with something special for your home instance….
ANet has to make finally Heart Quest repeatable and so more oftenly you repeat a heart quest, so more rewardign do they become slowly over time to give players an incentive to repeat the heart quests.
That would not also revitalize maps, it would help also making the game again alot more friendly for new players, when they are suddenly again hundreds of players that want to do with them the heart quests together instead of having to make everything alone…
Helping other players in theor personal Story has to become finally really rewarding. You waste basically currently only your time, if you help someone out in their personal story.
By helping someone in their personal story, the helpers should get rewarded with something like karma, gold and laurels, increasing so harder the story instance is (so more players, so more does the difficulty scale up, so more rewarding is also the reward for the story leader then too).
Laurels in general need to be increased together with an improved list of thigns you can buy with laurels
Bosses like Tequatl need to become alot more rewarding.
the chance to receive Asc Weapons from Teq is ridiculous comparec o the huge effort and organisation that is required to kill him.
The Asc Weapon from Tequatl should be randomly drop and be guaranteed, they are accountbound anyways, so they don’t affect the game economy anyways.
Asc Weapons should become salvageable, so that you can use these guaranteed drops to receive some asc Materials, like Dark Matter, Xunlai Elektrum, Deldrimor Steel ect.
Dungeons need to become more rewardign through improved ways of obtaining dungeon tokens and the list of items you can buy with dungeon tokens needs to get massively improved with more new weapon sets, armor sets ect. new sigils, new runes…
Crafting needs to become more rewarding, through implementing NPCs, that order you to craft them specific things.
Theres needs to be implemented a kind of Crafting Rank System similar to the WvW ranks, which rewards you even still for doing crafting, even if you have already maxed out your crafting job to 500, lets say its a kind of “Crafting Reputation System”.
If they made, say, DE’s in the cursed shore like they were in the january update we’d see more people doing DE’s. It’s not about making everything equal, but, rather, rewarding a variety of playstyles with comparable rewards. I’d much prefer to play DE’s than champ trains as it’s a more social, community building playstyle. I met a lot of people and had a lot of fun back in the old days of Orr. Champ trains are, hopefully, an unintended aberration.
People go where the coin is.
Up the coinage for events. Then the karma train returns to Orr again instead of a champ train.
There must always be a train.
Id honestly rather a karma train in Orr than a champ train in queensdale. At least them level 80s are doing content designed for them, and not roflstomping piddly content because its easier.