Showing Posts For TodesEngel.7610:

Event Loot Theory

in Dynamic Events

Posted by: TodesEngel.7610

TodesEngel.7610

There is a threshold that you have to reach to get xp, I am guessing between 5 and 10% of a mobs hp. In Orr this is around 1k damage, if you reach that threshold you receive XP. If you get XP you receive a chance at a drop, not the person who does the most damage gets a drop or anything like that. Everyone who breaks that threshold and gets XP receives the same base chance at getting a drop.

This comes from grinding 500k karma in orr, at events that require tags.

Dynamic Event deminishing returns too stringent

in Dynamic Events

Posted by: TodesEngel.7610

TodesEngel.7610

I’ve been defending Anet’s decision making in nearly all controversial changes because they’ve made sense. This one doesn’t. At all. I’m able to play in Orr for around 50 minutes before I stop getting karma completely (I logged out after I was getting 19 karma per event, where I was getting 378 before). Guild Wars 2 now feels like a facebook game where your ability to play gets removed after your “energy” bar is depleted.

I’m hoping they revert this change as soon as possible. I really do. I haven’t enjoyed a game this much in years and years, but they’re not letting me play right now, and that makes me sad.

Was coming here to post exactly the same thing.

Karma is not tradeable, and there is almost no way to make any significant money from karma. They want us to farm ~1,000,000 karma for our legendary weapon, but whenever we start getting any decent rate of gain they start putting in diminishing returns.

PLEASE Anet stop this, it is totally unneeded, and does not hold any function in preventing bots from doing something. You have to run a lot of events to be able to do this, and no just sitting at the “karma spot” jofast/peninet/shelter’s will not get you enough karma to limit you.

Dungeon Updates

in Fractals, Dungeons & Raids

Posted by: TodesEngel.7610

TodesEngel.7610

You have a few issues that seem to be fixed pretty easily…

1.) There is very little insentive to run dungeons, besides the grind to get tokens, in order to get the gear.

2.) Getting tokens takes a long time to get, people will always find the shortest way to get to the end of something when you have to do a task 50+ times in order to accomplish that goal.

3.) Dungeons feel too long for what you are rewarded.

My proposition starts with a very simple fix, every time you complete a path of a dungeon for a first time reward a sizable reward of tokens. ONLY for the first time you ever complete the path, say 50 tokes, each dungeon normally has 4 paths, so by the time that you finish all paths you are able to by one of the exotic set pieces. But also, add to this when you complete all paths in a dungeon create a very sizable reward, a full stack of tokens. So now you ran 4 paths of the dungeon and have 450 tokens, that is still only 1/3 of the set. You still need to grind out that last 2/3, but you have experienced the dungeons in their entirety and you feel like you have already accomplished a lot by having 2 pieces of the set gear already. This makes it so you are more likely to continue the grind to finish of that set.

Secondly, have every explorable mode dungeon, have a slight chance (say 10%), to drop an untradebale weapon skin (make them white so you can’t really break them down for anything and make them vendor for 2 silver or something like that) that is only atainable through finishing the dungeons. Maybe take the ones that you currently have for barter off the merchants and have it so you can only get them by drop. You need to give a reason to finish the dungeons, that shinny at the end, the lottery system is huge for that.

Lastly, and the hardest change, you need to work on your tuning of trash versus bosses. You currently have a situation where trash is taking up a lot of time and bosses, a lot of times, are incredibly easy. I know you guys can make some really good bosses because I have seen some of them, the twins in catacombs are a great example. But, currently there is just too much trash that is just too difficult. Dungeons are supposed to be building up to hard parts, where you fight you way to each more amazing and dificult boss. Right now they are not like that. You guy’s really should cut out some trash or lower the HP on some of it. A dungeon that you expect people to run over and over again should take no longer than 45 minutes.

I know this game is new, and it has a ton of potential, when you guys hit something it is incredibly fun and very different from other MMO dungeons. It is more about team work and movement than anything I have seen. But you need to have dungeons layed out a bit better. And you really need to work on monotenous boss fights.

(edited by TodesEngel.7610)