Showing Posts For Kherberos.2169:

banning halloween griefers?

in Halloween Event

Posted by: Kherberos.2169

Kherberos.2169

@Jason King

Specifically, those with the mad thorn costume will spawn the food tables on the sections that you jump on for the cauldron in lions arch., then will then proceed to spam the throw food until the screen completely covers up with explosions of food, they will also stand on the very end and fear you off before you can jump in.

That’s the only griefing I’ve noticed so far.

But there’s a solution ! Buy a witch costume and use the broom — it protects you from everything including the table

One Token to rule them all...

in Fractals, Dungeons & Raids

Posted by: Kherberos.2169

Kherberos.2169

One token to rule them all.
Any character to find them.
One vendor to bring them all,
And in the forge bind them.

The main problem we see with a universal token system, is that players will find the easiest dungeons they can do within the DR system’s influence range, and just do them over and over.
It would be like if people could use all their CoF tokens from the speed/exploit clears, and buy up Arah Dragon armor. Were that the case, the armor itself would have no real value behind it. When you look at a player and you see a full suit of dragon armor, you know that they did a certain thing to get that armor. With a universal token system, you lose that sense of knowledge of what another player has gone through to get what they have.

A pretty “simple” solution to this is to require mixes of items; plainly have people always generate ‘generic’ tokens during any explore run and then hand out a unique item ( i.e. only one allowed in your inventory ) for dungeon completion that allows the purchase of a single item; in this way you encourage people to play what they want and yet still have to visit the dungeon they want the item from at least once per item they want.

Alternatively keep the non-generic tokens but allow trading of them to other types ( with some sort of convenience tax ) so that you can fill out those missing COF tokens with the runs of AC you did. If you want to be fancy, run statistics of how often each dungeon is run and make the ‘exchange rate’ of tokens slide and adjust based upon that; i.e. COF is run 100 times for every 3 times AC is run — if you want to buy AC tokens with your COF ones, each should cost about 33 ( or perhaps half if you want to be nice — ~15 ). That way you help nullify the ‘efficiency’ of finding the best path while still allowing people choice ( with costs — as choices should have )

Post a Screenshot of your Guardian

in Guardian

Posted by: Kherberos.2169

Kherberos.2169

Kyno Kaxx of Fort Aspenwood — this is an older look but one of my favourite sets; kept the helmet and other parts for possible later transmutation.

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Improving Dungeon Rewards

in Fractals, Dungeons & Raids

Posted by: Kherberos.2169

Kherberos.2169

Actually thinking about it even more — having dungeons reward Karma and adding in the unique Dungeon token system ( 1 item per token drop — i.e. 1 item per run if you have enough Karma ) would perhaps be ideal.

I didn’t quite get why they didn’t use karma in the first place.

The CoF Buff: My opinions

in Fractals, Dungeons & Raids

Posted by: Kherberos.2169

Kherberos.2169

Two separate issues here :

1 ) You have to get too many tokens to get an item — this may be true but items are prestige, not required for advancement. I agree this is a pain but if we’ve all got our sweet loot in a couple days, what’s to keep us interested in the game.

2 ) As a result of 1), people chose to find the ideal path to getting what they want with the least pain / effort. This in itself is perfectly fine — however the attitude of entitlement of ‘weeks of notice’ for pve changes is absurd. I much prefer the quick reaction time of Arenanet when it comes to all changes, be they bugs, balance issues or content changes. When you compare that to competitors who take weeks or months to fix simple issues that end up killing people’s enthusiasm for the game I’ll definitely take a few broken eggs over no eggs at all.

The whole method of gaining dungeon gear needs to be reconsidered; in thinking about it, things would be a lot better if dungeon gear cost Karma — BUT there was a method of requiring your participation in a run — either a Unique item on dungeon completion that allows you purchase a single armour piece of choice with your karma, or putting the vendor inside the dungeon itself at the end. That way you require the accomplishment of completing the dungeon, but you don’t have to do it 1000x times to get enough ‘currency’ for the items — you can do that in other methods and do a single or a couple dungeon runs in order to buy what you need.

Separating the dungeons from the common economy in the first place is a bit odd now that I think about it.

Improving Dungeon Rewards

in Fractals, Dungeons & Raids

Posted by: Kherberos.2169

Kherberos.2169

Actually what might work well with Generic tokens is one of the following :

  • Have a ‘drop’ that everyone gets at the end of a dungeon — a ‘completion medal’ of sorts. You can only have 1 of these at a time; in order to buy an item from that dungeon you need a decent amount of generic tokens plus one of these medals. This would require people to run the dungeon for more reward, but if you already have the Generic tokens you can buy items readily.
  • If that’s too complicates, put the dungeon token vendor in the dungeon, after the last boss. This guy would only require generic tokens.

Both of these solve the issue of someone farming or simply doing runs on ‘easy’ dungeons and getting the look of loot from the extremely hard ones.