Showing Posts For PsychoticHamster.1406:
It seems like more and more, mmo’s are going for a real time combat system instead of the established tab targeting/auto attack system. Yes it would probably take a fairly large amount of work to implement properly, but think of the pay off. GW2’s combat is even slightly set up with a real time combat system, your attacks can hit everyone, you attack in the direction your character is facing and, if so inclined, can turn off autoattack and spam the 1 key as often as you’d like. If Anet could implement real time combat, it would definitely increase it’s life and retain more players. As games like Elder Scrolls Online and Neverwinter come out, its going to become harder and harder to go back a game using an outdated mode of combat. Just my opinion though, I believe real time combat is the next logical step in the evolution of mmo’s, but again, just my opinion.
I’m not writing this thread to complain about difficulty/ time it takes the skins because that’s been discussed enough, especially by me. But there was something that I realized, logging back in for the first time in like 3 weeks. I really loved and still love this game but there was something that kinda just stopped me when I got to 80. I never really got into PvP, but it was really fun, just wasn’t my thing. So I had dungeons to try and occupy my time. But the one failing goal of the dungeons is that for some players, like me, they are the reason to keep playing at 80. But they also are the reason I just stopped playing at 80. It was like a stonewall had just slammed into my face, and everything came to halt. So that’s what came to me, and it felt a little ironic to me that the a reason to keep playing the game was a reason to stop me from playing the game.
[Devquote included] Dungeon Gear Token Costs (Aka, whatever happened to anti-grind philosophy?)
Posted by: PsychoticHamster.1406
what would be fair is the centralize the tokens, essentially you dont need to run the same dungeon to just get that dungeon gear. What they could do with a system like this is have a % chance from each boss to drop like an “essence” or something that is used to purchase the specific gear.
Example-Orrian helmet costs “X tokens and an essence of orr”
If they did that and gave tokens a chance to drop from silvers, then they could consider keeping their prices high.
Alright, thanks guys 30 tokens doesn’t sound too bad.
I’m wondering because for dungeon armor sets, most pieces of armor cost around 250-300(estimation). At first glance they seem high, but that really depends on how many of the tokens you can get in a run. So anyone that has done, say Arah exploration mode, how many tokens did you receive overall? And do you get a “bonus” of sorts in lieu of the usual rare helmet at the dungeons completion?
While I like the throwing out of the holy trinity, saying that players must learn to play the game doesn’t help. Some things are just unavoidable and, in my opinion, just unfair. Something about the dungeons needs to be tweaked. Either reduce the difficulty or make repairs from dungeon deaths free. Dying is something that is going to happen to your group, and it happens so often you have to start to assume that its part of Anet’s dungeon design philosophy. So don’t penalize the players and make them waste their money because of your specific design. Bosses, are fine. Out of all the bosses that I’ve fought in the dungeons I’ve done, the only one I(including my group) have had trouble with are the two lovers in AC. Granted I’ve only completed 3 dungeons(AC,CM, Arah) but bosses so far are on the easy side, its just the punishing difficulty of the silver mobs that should be reviewed.