3-Step Solution to ALL our woes

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

This morning, the boyfriend and myself had a passionate discussing about GW2, like we do, and suddenly everything seemed so obvious.

The solution to all our woes (Achievement grind! RNG! Monthlies too easy bore-out! Monthlies too hard burn-out!) or How to shut up 90% of forum critics in 3 easy steps.
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Step 1: Reward players for looking at all the new content – at least once.

ANet is putting out new content for us and wants us to pay attention to it. This is fair enough, and it makes sense to motivate people to seek out the new stuff by tying achievements to it.

The current living story achievements are already pointing in that direction: tier 1 of pretty much any achievement is reached when you do something once: bash 1 pinata, light 1 effigy, win 1 game of Dragon Ball.

Let people admire the new content, free from any grind:

  • Reward (special item like the dragon helmet) for players for achieving tier one (say, after between 1 and 5 actions) in all available achievements.

I know, too easy! So here comes step 2.
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Step 2: Reward players for grinding out more tiers by giving them the sodding weapon ticket

Yes, one guaranteed weapon ticket per player – if they go through all the achievements. They will suddenly feel a lot less grindy, because the holy grail of rewards is waiting on the other end. This will also end 90% of the I hate the RNG! threads.

Don’t have the time for 20 win in Dragon Ball? —> buy boxes
Don’t want to kill 250 holo creatures? --> buy boxes
Want more than 1 ticket? —> buy boxes
Want it right now? --> boy boxes

Plenty of people will still buy boxes, because they don’t have the time or patience.

  • Reward (weapon ticket) for players who feel they want to complete all achievements and don’t mind the grind.

But what does “completing achievements” mean? How difficult should it be to get the weapon ticket?
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Step 3: Reward players for the amount they play – but reward them for doing things they like.

I’ve brought up the idea before for monthlies, but I might just as well apply it to Living Story achievements.

Say a specific Living Story achievement (or monthly…) has unlimited tiers, but each tier takes longer to complete than the last.
Tier 1: 1 action
Tier 2: 30 more actions
Tier 3: 90 more actions
Tier 4: 270 more actions

Now let’s say you need a total number of x achievement points in the Living Story chapter to get your weapon ticket. The fastest way to get them would be to work on all achievements in roughly equal amounts – achieve tier 4 (or whatever) in each category. OR you might pick the five things that you think are fun, and spend the entire month mainly playing Dragon Ball, and still accumulate achievement points towards your weapon ticket.

ANet would have complete control over how hard it would be to get the final reward by deciding how many total achievement points you need.

  • Reward players for playing a lot, but let them choose where to put the focus – fully scalable with unlimited tiers (non-linear formula).

In case of monthlies, at the end of the month these counters would be reset and you could start over. And Living Story chapters only last roundabout a month anyway.
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TL;DR: This is what we could achieve by the three highlighted steps above:

  • You hate achievement grinding but want the helmet/wings? You can have them, just appreciate the work that went into the new content at least once.
  • You hate RNG and want a guaranteed weapon ticket? Work for it.
  • You want more/faster tickets? Give ANet money.
  • You hate Dragon Ball? Do something else instead, you’ll still get achievement points!
  • You run out of things to do too quickly? There’s more tiers for you now!

Everybody wins.

(edited by Pixelpumpkin.4608)

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Posted by: Jaken.6801

Jaken.6801

I just had a similiar thought.

The current system is just wastefull and not encouraging.

I didnt really care for the southsun cove weapons, even though they are awesome, i have no character which would work with them

The jade weapons are very nice, however i still have no ticket, even though it is “easier” to get it. stupid RNG…

anyway. a system similiar to the mainstory, where we get a pact weapon at the end would be awesome.

Though you went one step further there and i applaude you for this. i really like your approach.

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Posted by: Harlekin.2981

Harlekin.2981

I really really like that solution and absolutely hope that some of the devs will read this and implement these ideas one day.
Fells like killing more than 2 birds with one stone! :-P

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Doing this would result in the achievements not being real achievements as you can never achieve them.
Second people would use this to farm achievement points.
=> the top PvE list wouldn’t be as accurate anymore.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Jaken & Harlekin, I’m happy to read that. I hope this thread gets exposure. I’m sure the actual numbers and algorithms need a lot of tweaking and cranking, but I believe that GW2 is an awesome game and with a few very small changes, everybody wins.

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(edited by Pixelpumpkin.4608)

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Doing this would result in the achievements not being real achievements as you can never achieve them.
Second people would use this to farm achievement points.
=> the top PvE list wouldn’t be as accurate anymore.

There would be a natural limit to how many achievement points people could get per category, as progression would not be linear and the counters would be reset after a month.

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Posted by: Bright.9160

Bright.9160

Yes, let’s reward players even more for doing the easy content!

Oh wait.

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Yes, let’s absolutely reward players for doing the easy content.

Let’s also reward players for doing the grind.

Let’s also reward players who love playing the mini games and hate farming, and vice versa.

GW2: the game that caters for different playing styles.

Let’s make it happen?

Yes, dude. Let’s.

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Posted by: Bright.9160

Bright.9160

Yes, let’s absolutely reward players for doing the easy content.

Let’s also reward players for doing the grind.

Let’s also reward players who love playing the mini games and hate farming, and vice versa.

GW2: the game that caters for different playing styles.

Let’s make it happen?

Yes, dude. Let’s.

I think you need to get your sarcasm meter recalibrated, because you just missed a HUGE sarcasm spot…

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I didn’t miss it, I just wholeheartedly disagree with it.

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Posted by: marnick.4305

marnick.4305

I didn’t miss it, I just wholeheartedly disagree with it.

I wholeheartedly agree with it.

If I can’t play Guild Wars 2 at work, I won’t work in Guild Wars 2 either.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Even if it increases to a point where it’s not possible to do in the respective month where is the point where you can say, happily: “Oh my after all my work I was able to finish these achievements. I can’t believe myself what I achieved!”

Although we have to say that the Dragon Bash achievements contain of almost only farm achievements. I really need this feeling to know “Okay, I completed all achievements, that’s great.” It’s the only motivation for me to do living story. I always get 100% of the achievements. If those achievements were to be infinite I could never reach the point where I say “Okay, now I’m happy with what I did. Let’s get back to the normal stuff.”.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

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Posted by: Harlekin.2981

Harlekin.2981

Even if it increases to a point where it’s not possible to do in the respective month where is the point where you can say, happily: “Oh my after all my work I was able to finish these achievements. I can’t believe myself what I achieved!”

Although we have to say that the Dragon Bash achievements contain of almost only farm achievements. I really need this feeling to know “Okay, I completed all achievements, that’s great.” It’s the only motivation for me to do living story. I always get 100% of the achievements. If those achievements were to be infinite I could never reach the point where I say “Okay, now I’m happy with what I did. Let’s get back to the normal stuff.”.

I donĀ“t think achievements should be infinite. I think it would be fine if one who COMPLETES all the achievements is rewarded with a weapon ticket. and the people who just “tick” the achievements, like cracking a Pinata or igniting an effigy, just get some little treat like a helmet or 5 extra laurels or so.

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

That would be a compromise. I’d be oaky with that regardless of what you get for the small thing.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I didn’t miss it, I just wholeheartedly disagree with it.

I wholeheartedly agree with it.

Care to elaborate?

Even if it increases to a point where it’s not possible to do in the respective month where is the point where you can say, happily: “Oh my after all my work I was able to finish these achievements. I can’t believe myself what I achieved!”

Although we have to say that the Dragon Bash achievements contain of almost only farm achievements. I really need this feeling to know “Okay, I completed all achievements, that’s great.” It’s the only motivation for me to do living story. I always get 100% of the achievements. If those achievements were to be infinite I could never reach the point where I say “Okay, now I’m happy with what I did. Let’s get back to the normal stuff.”.

I see what you’re saying. Obviously different people feel differently about this. (I myself, by the way, am a completionist, too.)

I would say though that once you’ve done enough to gain the final reward (weapon ticket or otherwise) you have completed the living story.
You can then keep yourself busy, if you want to, by trying to accumulate more achievement points (the same way that you can always get more achievement points by salvaging more items).

I think yours is mostly a problem of how the data is represented in the UI. I want all my bars to be orange in the end, too. But the UI could be changed to reflect this: after completing tier 1, all bars turn orange, and you see your progress through the next optional tiers by seeing a different colour bar overlaying it – let’s say blue for infinite achievements.

Would that solve your problem of not getting the feeling of satisfaction of achieving ultimate completion?

Here’s a mock-up:

Attachments:

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

The problem I have is not that everybar is fully orange. It’s that a bar is not in it’s own color full and I didn’t get the “blah blah finished.”. ^^

Plus your system wouldn’t work infinite because you would end up crashing the game with an overflow error by keep on increasing the required value. That’s why the salvaging achievement is linear.

An infintie achievement can’t be completed and that’s the problem I have. Sure you can say “oh yeah I finished it but I could still continue increasing the percentage of another bar on top of mine having every bar fully blue.” Then that doesn’t work.

Sure it’s a matter of opinion and it’s just the way I am and I can’t change that unfortunately but I don’t like the idea of infinite achievements.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

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Posted by: Bright.9160

Bright.9160

I didn’t miss it, I just wholeheartedly disagree with it.

I wholeheartedly agree with it.

Care to elaborate?

I’m guessing his aiming at the fact that easy content in this game is way more rewarding than challenging content, which has led to a lot of players leaving the game or getting really disgruntled with it.

There needs to be better reward for challenging content before you start rewarding the stupid fluff and brain dead content like World ‘bosses’ (lol, what a joke) even more.

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I didn’t miss it, I just wholeheartedly disagree with it.

I wholeheartedly agree with it.

Care to elaborate?

I’m guessing his aiming at the fact that easy content in this game is way more rewarding than challenging content, which has led to a lot of players leaving the game or getting really disgruntled with it.

There needs to be better reward for challenging content before you start rewarding the stupid fluff and brain dead content like World ‘bosses’ (lol, what a joke) even more.

Well if you read the original post, there is both an easy to achieve reward for the casual player, AND a better reward (weapon ticket) for players who put in all the effort.

I’m not trying to make the game easier – just more rewarding, whichever group you count yourself to: casual (I’m just here to see the new stuff!), farmer (keep me busy!), or hardcore player (challenge me!).

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Plus your system wouldn’t work infinite because you would end up crashing the game with an overflow error by keep on increasing the required value. That’s why the salvaging achievement is linear.

To get this out of the way: There’s no way to run into stack overflow issues if the achievements end with the current living story chapter, or the end of the month

The problem I have is not that everybar is fully orange. It’s that a bar is not in it’s own color full and I didn’t get the “blah blah finished.”. ^^

An infintie achievement can’t be completed and that’s the problem I have. Sure you can say “oh yeah I finished it but I could still continue increasing the percentage of another bar on top of mine having every bar fully blue.” Then that doesn’t work.

It would never be fully blue, but at the beginning of each tier start out as orange again. (similar to Agent of Entropy in a way, which resets every time). Orange means completed – blue means stretch goal, as people call it nowadays

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Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

Just so I’m clear… if I got my weapon ticket after completing the achievements, I could continue grinding away to my hearts content if I just want to see how much I could do in a month?

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Just so I’m clear… if I got my weapon ticket after completing the achievements, I could continue grinding away to my hearts content if I just want to see how much I could do in a month?

Yes, you would be able to grind as much as you want, but let me rephrase that a little:

You would be able to continue doing whatever you think is most fun (be it Dragon Ball or killing holos or whatever) and it would never feel futile, for the next achievement point would always loom on the horizon.

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Posted by: Ethros.1453

Ethros.1453

When you are trying to come up with a solution to what you think is a problem, remember that it is likely that there are just as many people that enjoy a grind or a challenge for the achievement/rewards as there are those that want a easy way out or just to be handed the rewards.

~Mr. Illuminati
Inspiration is only as good as it’s interpreter

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

When you are trying to come up with a solution to what you think is a problem, remember that it is likely that there are just as many people that enjoy a grind or a challenge for the achievement/rewards as there are those that want a easy way out or just to be handed the rewards.

This is not designed to make things easier for everybody – please the parts 2 and 3 which describe how the concept caters to people who like to play a lot.

Secondly, in Dragon Bash you got three helmets for taking part in exactly ONE action (not one of each…) – it would be impossible to make it any easier…

(edited by Pixelpumpkin.4608)

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Posted by: Llyren.3904

Llyren.3904

There is not currently a challenge for the achievement results, it is time spent. Nor is there a challenge in getting a weapon ticket, it is random. This suggestion rewards players for seeing the content, and for spending time in it, how much time and which content remains up to them.

As a special note this suggestion keeps those who hate X content from feeling they have to run X content to get Y, and ruin the X content for the folks that like it with “nerfbat” calls.

Personally I find the idea of being able to grind out an achievement not just 5 tiers, but many many more distressing. An upper limit would be appreciated if something like this would be implemented.

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I still find “Agent of Entropy” is not an achievement as you can’t achieve anything.

There should be an extra category for endless “achievements” that are no achievements as you can’t achieve anything. It’s more like a status on how much you did with a reward for each time you did a certain amount.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

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Posted by: Mist Y.5214

Mist Y.5214

I think some people need to get past the word “achievement” – most of them don’t require you to ACHIEVE anything… just perform a very easy task multiple times. Why would you feel pressured to complete a meaningless “achievement” like that? It doesn’t offer any sort of tangible reward at all, other than your position on a table that really says nothing about your ability to play the game.
Personally I have over 8K points (feel free to look me up), which puts me in the top few hundred on the leaderboard, and none of those are from farming points! I always do my dailies and monthlies, and I’ve done all the dungeons and stuff, but I don’t do anything I don’t enjoy (screw Crab Toss…). Sure, I’m a completionist, but that doesn’t mean I freak out when I see an orange bar that’s not quite full. Most of them will probably get there eventually anyway, just from playing the game.
If you feel differently and are so OCD that you have to do every possible achievement, that’s not at all healthy and the game shouldn’t cater for that. Do you farm the giant in Diessa Plateau to get that achievement?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

There’s a handful of “achievements” in Guild Wars that actually are achievements.
For example all the SAB achievements actually are achievements.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

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Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

Here is a rough mock-up of how I think it could work with earning the achievements. I think it would be cool to allow players to be able to see the items they’re working towards at the top.

Attachments:

(edited by Crazylegsmurphy.6430)

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Posted by: Mist Y.5214

Mist Y.5214

There’s a handful of “achievements” in Guild Wars that actually are achievements.
For example all the SAB achievements actually are achievements.

right, but only a handful… most are just grind

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

I think some people need to get past the word “achievement” – most of them don’t require you to ACHIEVE anything… just perform a very easy task multiple times.

Most achievements are more of a “I’ve done that!” thing.
Some players treat their list of achievements as a to do list (I am among them).

It doesn’t offer any sort of tangible reward at all, other than your position on a table that really says nothing about your ability to play the game.

Obviously the rewards thing is a little different in Living Story and Daily/Monthly achievements (items + laurels) but I think it could use a little fine tuning.

There is not currently a challenge for the achievement results, it is time spent. Nor is there a challenge in getting a weapon ticket, it is random. This suggestion rewards players for seeing the content, and for spending time in it, how much time and which content remains up to them.

As a special note this suggestion keeps those who hate X content from feeling they have to run X content to get Y, and ruin the X content for the folks that like it with “nerfbat” calls.

Exactly my intention!

Here is a rough mock-up of how I think it could work with earning the achievements. I think it would be cool to allow players to be able to see the items they’re working towards at the top.

That is pretty much what I had in mind

Personally I find the idea of being able to grind out an achievement not just 5 tiers, but many many more distressing. An upper limit would be appreciated if something like this would be implemented.

I would like to elaborate some more on why I included #3:

When the MF chapter was released that had the Molten invaders first popping up, and the achievement to slay several hundred of them, we rushed from invasion site to invasion site. It seemed like such a high number and I didn’t know whether I was going to be able to complete the achievement. That was pressure, and a little distressing. If I would have gotten the achievement recognition for doing this 1-5 times, it would have been less stressful. However…

Once I had completed the achievement (which turned out to be easy as the invaders kept popping up all the time, for many weeks) – they still invaded the homesteads. And I thought, might as well run over there and fight them, for, uh, 100 monthly events. Cool.

But once I was done with my monthlies, I started to just sprint past them. I wasn’t particularly on the hunt for extra karma or xp, and I had little to no incentive to even acknowledge the invaders anymore. They started to feel insignificant, and they definitely didn’t feel like a thread anymore.

If they still would have counted towards something after both the living story achievement and the monthly event participation, I wouldn’t have felt quite so much like shrugging them off (I could run over there, but what’s the point?…) … I would have liked that.

For example, you could forever collect audiologs and turn them in later for karma – sometimes I farmed them and sometimes I didn’t, but it never felt futile. (You could argue that the invader events also give karma, but so does any other event in the entire world of Tyria, while the audio logs were a bonus – and you could see them stack up in your inventory which, for me, made all the difference.)

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Posted by: Pyr O Desolation.5017

Pyr O Desolation.5017

as the tickets are rare use magic find. ive gotten 3 tickets and opened 1250 that i recall

It’s not always about winning, sometimes its about losing without feeling used.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Magic find doesn’t work on chests.

(I’ve opened 2000+ boxes and got 1 weapon ticket, and I’m already the lucky one in the family – my boyfriend opened as many and got nothing.)

Going by the many, many people who post similar stories on the forums, I believe “use magic find” is not the answer to our problems.

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Posted by: Order of Venvardis.6073

Order of Venvardis.6073

I personally really like this idea. I’m tired of hearing both people miserable about not getting a ticket (not that it’s annoying, but I feel bad about it and wish it wasn’t that way) AND people who say “Well uh I got a ticket so obviously you’re wrong, you’re just whining” when all they’ve had is good luck. The idea about the achievements that keep going would definitely need work and consideration since it’s a bit complicated, but it’s a good idea nevertheless.

If only the tickets were tradeable… It sickens me that someone somewhere could have gotten several tickets and not cared about the weapons at all, or even that someone was new and didn’t know what they were and destroyed them.

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Posted by: Esplen.3940

Esplen.3940

This is actually a good method, I agreeeeeee.

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Posted by: Sithlord.2701

Sithlord.2701

The whole idea where Anet awards luck more than hard work is wrong, that’s all I got to say. Think about it. RNG is more rewarding than people that go through hell to get things that are in the end unworthy the effort when compared to those who get it from RNG.

Yeyinde Swiftmane [CREW]
Gunnar’s Hold

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Posted by: tigirius.9014

tigirius.9014

Here is a rough mock-up of how I think it could work with earning the achievements. I think it would be cool to allow players to be able to see the items they’re working towards at the top.

Looks awesome to me. It would certainly motivate me a bit more to go and check it out.

Oddly I’m one of the people with the worst ever DR problem, it’s almost permaDR on my account all the time and this is from not farming mind you just running around doing my dailies.

I got a ticket. It fell out of one of those boxes that I opened I think it was # 33 or something. Anyways. RNG strikes again. (had a MF of about 147 at the time. not sure if that helped).

I like what you’re suggesting.

I would also like to add tho that they should revamp what they put into these boxes. In other titles that have been doing the box thing for longer, they place other types of desireables in these boxes. Stuff that’s worth alot. Like in NW they put two kinds of mounts, 1 pet, and a number of other items that were real game enhancers like service boosters (xp gold their form of major currency etc). Anyways I was thinking that Anet could do this to their boxes to make people want to find these things and open them more often. Once I got my ticket I stopped opening them and started selling them on the TP.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: StinVec.3621

StinVec.3621

Fantastic, Pixelpumpkin.

I agree with all you mentioned in your original post and the additional thoughts and clarification added by the rest of your posts in your thread. Just brilliantly thought out. Your mock-up image post was really great as well, especially when coupled with the additional mock-up image by Crazylegsmurphy.

I really like the idea of being granted a small reward for first testing out all of the new content to see what I enjoy or don’t enjoy and then encouraged to continue on enjoying that aspect of the update to eventually lead to acquiring the same greater reward as someone else who acquired it enjoying a different aspect of the content.

Implementing this method would really encourage me to fully participate, appreciate, and complete each update while also removing the negativity associated with grinding special event content for the reward…as doing content we enjoy wouldn’t be grinding.

I truly hope this exact method (with all of its fleshed-out tweaks so as to not break something else) is seen, considered and implemented by ArenaNet as soon as possible!

Very well done.

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(edited by StinVec.3621)

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Posted by: NinjaEd.3946

NinjaEd.3946

Or, instead of relying on rng as the only method to obtain these items (tickets, etc) they could make a sure fire plan to get them at a reasonable amount of effort.

100 Jorbreakers= skin. Good thought, but each jorbreaker costs 1000 candies. The cost of the wings is significantly less then buying candies. If you wana farm 100,000 candies I almost wana pray for you.

The idea is there, it just isn’t perfect yet. Rng for the lucky ones, temporary currency (tokens perhaps) relevant to the content for those who are fed up with rng.

And when some people have opened ~500 chests and gotten multiple tickets while others (including myself) have opened thousands only to find 1 (some found none) something is clearly messed up. This isn’t player friendly, and it doesn’t entice me to play the new content (even though I did all the achievements except the dragon ball). This applies to ALL rng only based content, like precursors, fractal skins, etc. I don’t think making them tradable is the answer, as it just implies pay to win (for skins that is) but effort should lead to something. Thousands of chest openings isn’t effort…

P.S. In the future, an option to buy multiple of _ or open multiple of _ would be great. Feel like I’m about to click a hole through my mouse sometimes..

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

3-Step Solution to ALL our woes

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Posted by: Run Away PLZ.7639

Run Away PLZ.7639

I agree with the OP idea’s sound reasonable and would be easy to implement in future expansions.
NinjaEd is right about Jorbreakers it’s a nice idea but the price is insane maybe if that was the price of a weapon ticket it wouldn’t be so crazy

3-Step Solution to ALL our woes

in Suggestions

Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Thanks everybody for your additional input!

I want to say again that over the course of the last updates, I feel that ANet has moved in the right direction, but maybe not far enough. I can imagine them sitting in their office, designing awesome new items for us (such as the backpacks), adjusting drop rates, giving us PvE drop coffers, and still people are complaining. We must come across as a terrible little community…

All I did was to take the whole thing a few steps further. I know we have all the mechanisms in place already, so it would be relatively easy to test something like what I described in the original post for one month, and see what happens in terms of player reactions as well as economic impact. Each living story chapter has been a little different, ANet are already trying out things.

Or maybe they’ll come up with something else entirely, but I hope this can be an inspiration at least.