Showing Posts For Sins.2806:
Lvl 80 Warrior – mixed exotics.
Lvl 67 Elementalist – Best light armor set ive seen, will be using this skin for exotics hehe.
Is there really only me who is worried about how this system seems to limit how much they can add to existing zones without the system adding alot of problems to players?
I have one question to Anet:
Does the Diminishing Returns System limit the amount of future content you would like to add to current maps/zones?
Im sure you guys want to add more content / dynamic events to zones (least im hoping you do) but how could you guys do this with the Diminishing Returns System you have recently introduced to the game.
Ideally we would all want to see a fully active world with something going on around every corner, may it be escorting npcs down every path, retaking a village or stopping mobs taking a village.
Right now there is a very limited amount going on out in the world and the hero’s can pretty much keep the place safe, but i would like to see alot more going on and mobs having alot for control over places for us to go save.
But if use where to add more content for us to do so there is something to do around every corner, players would be severely hurting from the Diminishing Returns System in place.
So how is this newly introduced system going to effect future content?
Is it limiting the content you can add to existing zones?
Is it going to make you have to design new zones to be able to provide new content without having to upper the limits on the Diminishing Returns System to keep the system productive and to its purpose.
Thank you this is excellent info. We would like dungeons to be legit hard enough to take closer to 45 mins but if we can’t accomplish that goal we can look at the speed clear times from non exploiters and easily adjust the system. The goal is that hardcore farmers don’t even see this thing but only exploiters. We will keep working towards that goal.
Jon
Can i ask is that 45mins complete run with a casual party or an organised group? An organised group will always finish something alot faster than a casual group.
So if this is for a casual group, i think you can expect a organised group who learn to do the dungeons to do your expectations on half your time… 20-25mins.
If this is organised groups to take 45mins after learning the dungeons, then this will really hurt casual groups trying to get them to do a dungeon upwards to 2hours and only being rewarded for the end of a dungeon.
Only way it seems an organised group is going to balance to this system your trying to make balanced to both player types, is the organised group is going to have to stand around at the start for 10-15mins just to stack time onto their runs.
Another nice idea would be give players a DR debuff so they know when they need to slow down and what its ok to actually do a dungeon.
Botters haven’t really effected my gameplay on my server… well guess you can say they have effected the trade post.
Its nice to see you investing in more tools to detect/gather information, but the big problem is the time is process takes to complete and ban a botter.
Until these tools are fully operational and getting rid of bots on a 24hour timeframe of reported, you guys should really deploy some people in-game responding to reports of bots on server and issuing 48hour bans.
Then have your CS team ready to deal with wrongly ban accounts quickly, im not sure but i would think botters wouldn’t report there account being banned and would just change to another and wait out the 48hours and try the banned account again.
The legit players who get a ban, you guys should easy be able to look up their logs to see what locations they have been and how long to work out if they are legit or bot in a timely fashion and sort them out accordingly.
Biggest problem im seeing atm is that botters arnt to worried about bans because they know it takes you days to gather information and respond accordingly to it and issue a ban. In those few days it takes to deal with them, they have been shipping out all the gold they earned to other accounts giving you a longer trail of tracking to do.
TDLR:
Ban > Information gather will effect bots more then,
Information gather > Ban
Just make sure you have CS team ready to deal with legit players banned quickly.
No they don’t really help level up a profession faster, they help with maybe 10% of all your lvls.
Like i said discoveries are 100% chance bonus xp, so these boosters are only good for first 20 lvls per tier crafting while crafting the base tier components.
I guess maybe if you don’t effectively level up a profession, meaning not doing all discoveries and crafting the same item over and over again. Then maybe you would level up your profession faster, but this is a total waste when can do new discoveries all the way though leveling a profession and get guaranteed bonus xp for free.
So as everyone know leveling a profession from 0-400 results in 10 lvls, so one would think oh these crafting boosters should increase this a little. NO!
On my lvl 24 alt i decided to make lvl 400 Jeweler to avoid 40s change cost on main and while doing it though craft booster would be good. So i got a 5 pack from the black lion post, used one and leveled up my Jeweler profession to lvl 400 within a hour.
At this point i was completely disappointed as i was lvl 34, meaning crafting booster i used was completely useless and didnt give any/much extra xp.
Luckily i only used in-game gold to buy these boosters, but this is to make other aware using real money to buy these, that they don’t really help you level any more than leveling up a profession without one.
The biggest problem is that new discoveries are guaranteed bonus xp so you only get little xp from the couple of lvls crafting ingots at the start of a tier. These boosters should be 50% bonus xp on discovery or completely removed.