Of course as you say, there is also a reason for new players to keep doing it, while without the rewards there would be less reason for them to do it.. their veteran friends don’t do it, there is no real reason for them to do it without special rewards so in that case there is even less activity. With specific rewards at least you will always have people who have a reason to do it and so will do it.
Yes, but “getting people to do the content” isn’t the goal. The content doesn’t mind if nobody is doing it, and the devs shouldn’t either. The goal is to “keep people having FUN,” and if people are not having fun, then even if they are running the content that is a loss. If the content is fun and rewards fairly, then people will continue to run it until it stops being fun, and then they should stop. Bribes that keep them going past that point are to no one’s benefit. Having unique or OP rewards don’t make people enjoy the content for longer, they just make them put up with content they aren’t enjoying longer.
Just as you argue that “unique rewards cause people to enjoy running the content longer,” someone could equally make the argument that “excessive gold rewards cause people to enjoy champ training longer.” I suspect you’d personally disagree with the latter’s draw for you, well just accept that the former has no more draw to other players.
You start with saying it is not true, but then what you say basically says it is true. While you are partly talking about a currency here.
My point was that it had an imbalanced reward scheme. The “unique” rewards were “too good,” in that if you wanted them, you had to DT whether you enjoyed it or not, while the non-unique rewards were not good enough to account for the hassles involved in DT. Now they could go a long way towards making DT less of a hassle, and I explained that long ago, but they could also do a better job of making the “generic” rewards for it more attractive, so that other content wouldn’t be overall better to someone who already has the unique rewards.
I’m basically not making the case that unique rewards don’t work as a draw, to a point, I’m making the case that they are a bad tool for that purpose, that create unhealthy distortions that ultimately cause more harm than good. It’s like you could use heavy pain killers for a minor headache, and it would work, but the long term effects might be worse than the headache you started with.
it decreases the life-spawn because as soon as you have seen the dungeon you might already move towards the content that rewards that currency the most. So you get a similar effect as having no (specific) rewards at all.
But if you want to do that, then you should do that. If you are bored enough with the dungeon that you want to do something else, then something else is the thing you should be doing. The solution to that is not better bribes, it’s better content. If you were enjoying the dungeon enough, then you wouldn’t want to move on. It’s not that DT wasn’t providing more reward than other areas, it’s that it was providing a lot less, for a lot more effort. It should have been providing more for the effort it took to harvest. And even then I wouldn’t want to spend all my time there, but maybe a few runs a week.
So both need to be good, together they enhanced the experience. For some rewards you might need to do content you personally don’t like so much (or leave that reward), for others you do the content you prefer. If you still want to go for the rewards that are behind content you don’t like, that will be a lesser experience, that is true. The other however will be even a better experience.
It really doesn’t make up for it. the amount the good experience is made better does not counteract the amount that the bad experience is made worse.
And I will repeat it again.. you are still missing that “will it drop” effect and the “Yes is dropped!!” effect.
You can still have random drops, and go for those, you just wouldn’t be left with ONLY that option. It’s like in Marvel Heroes, if you want Dokitten’s tentacles, you can fight him in one of the single player instances, or you can fight him in one of the open world instances, or there are several different currencies you can grind to get RNG chests that might contain it, so you can get it without ever fighting him at all, up to you.
First of all this is impossible.. What is hard for you might be easy for me.. So even if you could prevent the brainless grind we have now by balancing it better, it will still not work, especially for those who like a challenge..
The same can be said for any system. You talk about having “some rewards for raids, and also some rewards for other content, so it balances,” but that’s no less subjective. It still involves someone typing to rate which rewards are “fair” for what content, which rewards people “deserve” for completing a raid. This balance will never be perfect, for any system including the one they have been using, or the one they currently intend to use, there will be people who make out too easy or struggle too much, that’s inevitable.
Nothing I’ve suggested would really change that at all, all it would do is give people more options if they hit a wall.
For sure you have that.. I have that all the time, because what you suggest here is what Anet did try to implement and resulted in the grind. The content I do like will not in any viable way get me to the rewards I like.. No, to get to those rewards I need to grind, grind, grind.. Something I will NEVER like. basically that has destroyed the complete game-play of changing rewards for me. I could be fine with it, if a few items required such a grind, but currently by far most items require that grind.
So your solution is “give me what I want, and subject everyone else, everyone who currently enjoys GW2, to the same feelings I’m having now.” How nice of you.
The solution is to make items exclusive to specific content and theme the rewards around that content. This reduces the change that the item you want is behind content you dislike.. while not taking it away completely.
It does nothing on that front. Absolutely nothing. Themed rewards have nothing to do with content. Wanting to have “plant armor” does not make me more or less likely to enjoy the content of Twilight Arbor. Wanting “Shiny metal winged armor” does not make me more or less likely to enjoy PvP. All themed rewards to content does is make sure that if you like a certain reward, you MUST do the content arbitrarily assigned to it. It’s completely impossible for them to design armor such that the majority of people who would enjoy that content would enjoy that armor, while the majority of people who would not enjoy that content would not care about that armor. theya re two completely separate factors.
your solution or at least the way it worked out, results in the group who likes to grind to indeed be able to get all rewards the way they like it (grinding), while those who don’t like the grind will have to do something they don’t like (grinding) for nearly all rewards. Notice the difference?
In my solution, nobody would have to grind, because everyone could do the content they enjoy. If you don’t enjoy any of the content, then you have no reason to be playing the game.
In both scenario’s there will be cases where not everybody always gets everything he wants.
In my scenario everyone gets what they want, they just don’t necessarily have as much control as they might like over what other players get. You would still be able to earn specific content from specific areas if that’s what you want, but other players would have the ability to earn those items from other areas, if they preferred, which is something you should have no say over, or interest in.
First of all, that’s why content also needs to be fun..
But all content is not fun to all players. It’s impossible to make one event that all players will enjoy, and if it is possible, raids are definitely not it. So since you can’t make all content fun to all people, the best solution is to make some content fun to each person, which is pointless if you make them do everything anyway. Once you have some content for everyone, you need to respect their choices as to which content they prefer to run, and not punish them for it.
Luckily in my way of putting all rewards behind specific content, there are also a lot of other rewards behind content you do like. So you can ignore the few items behind the content you dislike, or do a run of that raid (in your example the content somebody does not like) once in a while to get the reward while spending most of the time still doing fun and rewarding content you like.
Running content you do like does not take away from having to run content you don’t. You say you don’t like “grind,” but there are “non-grindy” things in the game, and you can run those, and yet you still complain about grind incessantly, so clearly it is still a problem for you. Same here, the game forcing you to do things you don’t enjoy is not made up for by allowing you to sometimes do things you do enjoy, you should be able to do the things you enjoy ALL the time.
I (and with me, many) value the combination of it..
Well I’m sure you do, it’s always nice to be able to eat your cake, and have it too, but that isn’t fair to everyone else. I’m not arguing that raiders would not prefer exclusive armor over an exclusive title, I’m saying that they don’t deserve exclusive armor, so if they want something exclusive, a title should do (or some other substitute that is not armor skins).
Anyway.. we made progress.. You are now in favor of exclusive rewards, as long as the best looking skins can be obtained in any manner.
From the start I’ve been fine with “exclusive rewards” in some sense, it’s just that usually when we’ve been using the term we’ve been using it to refer to weapon and armor skins. I’ve always granted that things like titles could be offered as exclusives, anything that has value ONLY as a trophy, and not intrinsic worth.
And we go back to the earlier argument, some content rewarding skins, and other content rewarding titles for the simple reason that “it’s harder”.
I would like you to acknowledge, because you typically avoid explicitly making clear that you do, that when I say that content like raids should reward “an exclusive title,” I am also saying that it would reward armor skins and other things, in a quantity that people should be happy with, it’s just that these things would not be exclusive to just that raid, they could be earned through other means, while only the title (or equivalent “trophy”) would be exclusive to that content.
Someone will find grinding difficult, another will find certain jumping puzzles difficult and another will find raids difficult, different players find different things as “difficult”.
Yes, so you aim for the average and let people sort it out, the same as with ANY loot system, past, present or future. Nothing will ever be perfect, my solution is no less perfect than the existing one, but let’s not make the perfect the enemy of the good.
If you agree that content in general can have exclusive rewards, then why pick different types of rewards based on difficulty? Why are the “difficult” ones going to give titles and the “easy” ones skins? They are all types of different content and need the same type of rewards.
Again, the “difficult” would reward both, please tell me you get that by now, but that aside, it’s because “difficult” is by nature exclusionary, not everyone can do it, whereas “easy” is not. Anyone can. So obviously, if you gate exclusive rewards behind “difficult” content then less people would be able to get it, meaning less people would end up happy. This shouldn’t require explanation.
“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”