Showing Posts For Tahantos.5106:

Dragon chest bugged

in Bugs: Game, Forum, Website

Posted by: Tahantos.5106

Tahantos.5106

Whut? DR from dragon chests was not intended?
I talked with some support guy long time ago that confirmed me that they infact do have DR on chests too.
And now you’re telling me you didn’t even know about it? O.o

I’ll just copy paste the reply I got…

“Greetings!

The Diminishing Returns function affects both chests and drops alike. If you constantly farm the same type of enemy (risen, centaur, etc.) it will start to work. We did however, lighten the penalty back on October 7th, listed here: https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-October-7th-2012 .While we cannot go into detail as to how it works, as long as you migrate to another area you should not receive this penalty. Those ideas you said about tying them to bots are great, but I would suggest putting them on the forums to let other people hear as well. You can find the suggestion forum located here: https://forum-en.gw2archive.eu/forum/game/suggestions .

Please be sure to read the forum post on how the suggestions sub-forum works: https://forum-en.gw2archive.eu/forum/game/suggestions/How-This-Sub-Forum-Works, and note that using the forums for suggestions is temporary until a better solution for collecting your suggestions can be implemented.

While members of the Development Team are not always able to respond, having suggestions available in a public area helps the them gauge the amount of interest for various ideas, and also allows other players to discuss and offer feedback of their own."

And this was like 4 months ago

(edited by Tahantos.5106)

Scale Dungeon Rewards for Least-Run Paths

in Suggestions

Posted by: Tahantos.5106

Tahantos.5106

Claudius,

A valid point, yes. Even people who would enjoy the dungeon can’t farm it. And a simple 1-10 tokens more wouldn’t be enough. Maybe not even double tokens, since if you want tokens, you want a specific armor, and you’d do that specific dungeon anyway.
They’d have to make the additional rewards pretty big to make the farmer take interest in the dungeon. I just don’t see them putting any more rewards to dungeons… more like adjusting difficulty.

Can’t remember dev names but they have mentioned that it is part of their goal to make all dungeons equally productive. Though they’ll probably keep arah as an exception for people who like them a bit harder.

(edited by Tahantos.5106)

Scale Dungeon Rewards for Least-Run Paths

in Suggestions

Posted by: Tahantos.5106

Tahantos.5106

Ok, so theoretically the dungeon paths run on average would even out then, correct (in your theory that is)?
After everything gets evened out, isn’t this mechanic kind of useless then?
Just saying why make a new system to encourage people to do tedious paths in dungeons that don’t have time/reward ratio correct instead of making all dungeons all paths time/reward balanced so that they are more enjoyable to do. That’s what Anet is going to do.

I think it would still be interesting once the paths even out because, regardless, there will still be a “least run” path every day, so there will always be an incentive to run a “new” dungeon at least once per day.

If dungeon paths time/reward will be balanced, you can run a “new” dungeon at least once per day anyways since you’d get roughly the same amount of reward from everything.
With this mechanic people wouldn’t run dungeons just because they want to explore new ones, they’d just do it for the rewards. BUT if every dungeon had very similar rewards, then wouldn’t it be way more interesting to “farm” a new dungeon each day AND you can even choose which one.

So there won’t be situations where something like this will happen “Aww man, I gotta do my daily farming… let’s see… least done dungeon… oh ok… arah path 4… but I don’t wanna do that since it takes long and is a bit annoying to do(( but if I want to keep up with farm, I must…”
Here the person isn’t enjoying the dungeon but has to do it if he wants to be most efficient at farming. It’s also a very bad design by default.

(edited by Tahantos.5106)

Scale Dungeon Rewards for Least-Run Paths

in Suggestions

Posted by: Tahantos.5106

Tahantos.5106

Ok, so theoretically the dungeon paths run on average would even out then, correct (in your theory that is)?
After everything gets evened out, isn’t this mechanic kind of useless then?
Just saying why make a new system to encourage people to do tedious paths in dungeons that don’t have time/reward ratio correct instead of making all dungeons all paths time/reward balanced so that they are more enjoyable to do. That’s what Anet is going to do.

Also, I don’t think dungeons should reward any more than what they already do. There’s no point since they give very nice rewards already.

(edited by Tahantos.5106)

Idea for Bot reporting

in Suggestions

Posted by: Tahantos.5106

Tahantos.5106

That’s actually exactly what Anet currently does. They store every players data compressed and if they find a need to check if some player has done anything rulebreaking they can load his/her data and see what he’s been doing.
Might not be exactly same system as in Halo 3 but they’ll for example see the player’s movement on the map etc.

Diminishing returns completely tied to botting

in Suggestions

Posted by: Tahantos.5106

Tahantos.5106

Just thought of something… This system is treating normal players exactly the same way it is treating botters. That just makes me think “hey, why am I not botting? sure it’s against the rules but I will gain more from botting than trying to farm only when I have time” …
I’ve seen so many botters just be in a single place for like… weeks before they have disappeared… makes me think if I could get away with botting. >.>

You’re also making people do the same thing for an even more extended periods of time due to very low drops.

You see how this system is flawed if left the way it is at the moment?

(edited by Tahantos.5106)

"Fixing" Orr

in Suggestions

Posted by: Tahantos.5106

Tahantos.5106

Orr is pretty much supposed to be as it is at the moment. Not talking about where players are and do in there but what the overall environment and creatures are there. What the real problem is that there is very little variety in lvl 80 content. Where there is like 4-5 different lvl 1-15 areas, there is only one lvl 80 area and three lvl 75-80 areas.. and one lvl 80 area and two lvl 75-80 areas are pretty much the same.

So there are two choices. Either you go to the big undead land, or you go to the winter land.
And the only lvl 80 only area is an undead land too…

But don’t worry, there will surely be more lvl 80 areas to explore in the future ^^

(edited by Tahantos.5106)

Diminishing returns completely tied to botting

in Suggestions

Posted by: Tahantos.5106

Tahantos.5106

Hey

The name is Tahantos and have been playing now for almost 2 months. As you might guess I’ve already got 2 characters at lvl 80 and started to think of ways to acquire a legendary weapon. As such I first started to investigate the mystic forge, drop system, anything related into obtaining materials and a precursor. Thus I stumbled upon diminishing returns, a feature which I’ve noticed myself every time I farm for extended periods of time.

One forum post by a dev (can’t remember the name) said that normal players should not be experiencing diminishing returns and that it was created as an anti-botting measure. I understand the importance of such a system but being a normal player I’m unnecessarily experiencing this. As an example, after 30 minutes of farming in a single place will greatly decrease the droprate of even the “masterwork” items. Another example is dragon bosses and other events that give those big shiny chests; I get 1-2 rares every time I open a chest first time in a day, but after that the drops become not worth the effort of the event. This can be very frustrating when trying to make profit in guild wars 2 and, in my opinion, makes the economy a bit crooked (everything is pretty expensive at the moment).

My suggestion to this issue is that the diminishing returns mechanic would not affect all players. Those players that have been reported x amount of times as botters would experience this. Where x is a certain threshold that Anet finds satisfactory. Now what I suggest Anet would do is take all that data from botting reports, see the avarage amount of reports a botter gets, what is the percentual chance of someone reporting a player that is not botting and vice versa. Use that data to determine an appropriate threshold.

I understand there might be a few issues to this suggestion, one being false reports in order to make normal players get diminishing returns. You must remember though that there is a threshold that requires a certain amount of reports from different players. So the scenario would more be like a guild doing the reports etc. Then again I’m quite sure those who are botters and get reported as botting get hundreds if not thousands of reports from different players. Thus the threshold would deny this possibility most likely. Another problem is some botters getting away with botting, not getting reported much etc. I think the amount will be so little that it’s more worth it to not make normal player farming that much harder.
I’ve seen quite alot of reporting requests in map-chat and normal players working together in getting these bots out of the game, that I’m certain this suggestion would work and diminishing returns would do it’s job as it should.
Another aspect to this is dungeons. I’ve personally never heard of botting dungeons but in a possibility that such a thing exists, the devs should make dungeons anti-bottable and require a need to use your brains in the first place. Some dungeons are really hard, so I’m quite sure that botting those is almost impossible.

Please give me your ideas and feedback. This might not be the final solution to this problem, but I’m sure this is a good start to at least brainstorm this idea. Also if you can come up with more worst case scenarios, please let us know!

TL;DR: Diminishing returns will affect only those who are reported as botters

Night Capping and YOU

in WvW

Posted by: Tahantos.5106

Tahantos.5106

Hmm, something tells me the devs made this topic to keep people from spamming the forums about this matter and having a reason to close their topics because it’s being already discussed somewhere, rather than actually doing something about this…

Well I can’t blame them since it’s the most reasonable thing to do, but promising to do something about this and then in 28 or whatever days later not having done anything about it or even telling about their ideas or opinions about our ideas… That’s just low in my opinion…

Anyway, they won’t make the servers EU only and US only because they want everyone to be able to play with everyone. So… why not give people 2 accounts that are completely separate from one another. One for EU and one for US. Where your account is at the moment will determine where it is “rooted” to.
That way you can play with everyone and have at least something to fight against this nightcapping issue…

Oh wait, you can do wvwvw as lvl 1… so that wouldn’t change anything except give a small disadvantage.

Another thing that has been brought up but I just wanna comment it… “Players should not be punished or unable to experience and view the same content as everyone else because they play at a different time. They too are paying customers.”
Those who play at so called night time are punished because they can’t do WvWvW against nightcappers, like 0 chance of getting out of spawn area and doing anything. SO THEY ARE UNABLE TO EXPERIENCE AND VIEW THE SAME CONTENT AS EVERYONE ELSE BECAUSE THEY PLAY AT A DIFFERENT TIME.

You devs should have figured out that this is not just something you can wait on and see if someone comes up with a good idea. This is a real problem that goes against the principles of what you stand for. Thus, this is something YOU will also have to brainstorm on, not just the community.

Now about the players getting more power the less they are in number… Rather than doing it that way, why not make the larger group have a lower level cap. That would make it quite a bit more harder to conquer everything during the “night time”…
For example group A has 10 players lvl cap 80, group B has 20 players lvl cap 80, group C has 200 players lvl cap 75(or make it a range from 70-80 depending on the difference of population). Group C can experience wvwvw, just with quantity over quality, and group A and B can experience wvwvw, just with quality over quantity.
Now I know there is the glancing effect, but maybe for wvwvw it can be changed.

(edited by Tahantos.5106)