Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
Title.
Considering it’s 10 to get a bronze statue, 10 bronzes to make a silver, etc. you’re looking at 1000 of these drops in total for the final gold statue for these world bosses.
Combine that with the fact that they’re on a lengthy timer, and that crafting thr trophies from the drops requires master+ scribing kits and it just seems like these should be guaranteed drops.
Isn’t the point of trophies just visual evidence of a boss kill? What’s the point in making people repeat the fight more than 1000 player kills worth just to get a gold trophy?
Isn’t a boss trophy that effectively tracks kill participation through multiple upgrade levels effectively pointless when it’s not an accurate representation of participation?
Haven’t had a chance to do the raid bosses to check, but are the raid boss trophy bits also RNG?
The real problem here is that the guild system isn’t balanced around guild sizes. 1,000 drops is not much for a big guild with 500 members but it is much for a small guild with 5 members.
The real problem here is that the guild system isn’t balanced around guild sizes. 1,000 drops is not much for a big guild with 500 members but it is much for a small guild with 5 members.
The guild system is, therefore, balanced around guild size, albeit the size of larger guilds.
Members of smaller guilds might dislike this and wish for the requirements to scale to the size of the guild; that’s a different discussion.
It’s not even about the balance really, but the basic purpose of a trophy like these.
Their sole purpose is “killed a boss, got a piece of boss”
It simply doesn’t make sense that they’re not guaranteed drops when it appears from every other part of their design they are meant to track how much your guild is killing said boss, rather than how lucky your guild is.
Boss chests guarantee a few rares, which are economically valuable items which can be salvaged, equipped or sold, as well as some random drops and unique skins which, given the way gear works in general, make sense as random drops.
These trophies have the same basic function as the new shatterer achievements, only in a guild-wide rather than a person manner. Trophies are, basically, guild achievements.
Having these items, which have no intrinsic economic value and in fact only serve to remove valuable scribing materials from the economy to upgrade them to the higher tier versions is like make the “imp slayer” achievement only randomly give credit when you kill an imp, rather than update for every imp killed.
These items only exist to track how many of your guild members are participating in boss kills. They have no other purpose. They can’t be used to replace other items. they don’t make other items less desirable. They’re “Guild Achievements” handled in what would be the most sensible manner to implement such an idea.
Only they’re RNG drops, which completely undermine the only functional reason they can conceivably exist in the first place.
Having a gold trophy should equate to “our guild members, collectively, have racked up 1000 kils” not “our guild members killed the boss who knows how many times and some of them got lucky.”
It’s not about how many are required, but rather that making them RNG makes their use as “kill tracker achievements” completely pointless.
The same reason why any reward is on a RNG: to waste your time.
No MMO is designed to reward you for your effort, they’re all designed to distract you with the endless repetition of one activity or another to buy the developers time to make new content (or take a vacation because they burned themselves out trying to crank out content at breakneck speeds).
Alternatively, if you want a negative spin on it, the longer a game can make you play, the less likely you are to leave and the more likely you are to spend money on it, be it another month’s worth of subscription fees or the latest shiny from the cash shop.
Either way, ’tis the nature of the time sink.
Right, I understand basic MMO design, but that goal, with the bosses anyway, is already met by the personal loot. As far as i can tell the upgradable trophies seem to be designed as kill counters, just like the achievements that track kills, or the achievements that track wins, or towers defended, etc.
As a guild trophy system it’s a great design… expect for the part where its an RNG drop and thus not a reliable kill counter.
I’d just like to see the system changed slightly.
Award the statue, but have it change over time like how the Guild Hall Crystal changes.
Since ultimately that’s the real aim. Leave the fragments/bits there as decoration materials as some of them are quite nice.
Right, I understand basic MMO design, but that goal, with the bosses anyway, is already met by the personal loot. As far as i can tell the upgradable trophies seem to be designed as kill counters, just like the achievements that track kills, or the achievements that track wins, or towers defended, etc.
As a guild trophy system it’s a great design… expect for the part where its an RNG drop and thus not a reliable kill counter.
Rather than being a kill counter, I think it’s just the next level of time sink intended for veterans who already got all the personal loot they want from the world boss events. If you’re a player who is done with the Wardrobe Wars endgame, then ANet wants you to engage in Interior Decorator Wars instead.
Sad…feels like the idea of guild halls has so far been ruined by too many decorations being gated behind ridiculous grind or just not being available at all.
I would have thought we’d just get trophies for hitting certain achievements, like downing a tough boss, completing an event etc.
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