Showing Posts For ardav.8674:
Hey as long as you don’t have to kill ten rats…
This sounds an awfully lot like those fake/paid-for reviews that you see on Amazon and similar sites to boost the rating for an item or seller.
Here Sir, You can have my like !!!
It was awesome, especially the end reward of the Living Story. Keep up.
Cheers
I would have prefered the “kill ten rats” way in place of the RNG, anytime.
The boss chest is not affected by which boss is killed last. It’s purely your choice as the players.
The boss chest should not be affected by RNG either, but you keep insisting in that unjustified reward system, and good players have quited because of that. Hell I am thinking it myself after 40 runs at Molten Facility and no pet or backback. Too bad because it is one well designed dungeon and overall event but you managed to take the fun out of it.
Cheers
I like the solution you posted, but i see a major flaw in it. people already focus in the one time event enough time to make form group for other events a little difficult (when they are not busy chasing dragons). if they know they can get the chance to have the special item at 100% chance, they would run only that event until they get it…
or at least i would do it
On the contrary most of the people that farming the limited event, will get eventually the items they are interested and they will return to what they like most. For example I have passed the point where I found the new dungeon (Molten Facility) fun, due to eccessive runs and frustration for not taking anything. If I had the items I would have returned to my regular activities with friends and pugs and still making the occasional run at MF (for it is a great designed dungeon). Now I will only do multiple runs there, watching first or second timers to get what I am trying to achieve for days now, having no fun at all.
An additional point is that the exclusive items won’t be that overpriced and very few will enter the trouble to farm them and we will have less flipping as well from the evil all-time-merchants, since who really want them will probably have them.
Cheers
First of all I want to start this topic, by saying that Guild Wars 2 is one of the greatest mmo out there, and in my opinion the greatest. I am playing since the first week of Guild Wars 1, I having acuired all expansions (everything limited editions) and my fun continued with Guild Wars 2 since the beta events.
So what I am saying is that Guild Wars 2 is a great game with a few negative charateristics, and one in particular that is unbearable as it is, the RNG or Random Number Generator.
At first I must say that I have lost a few online friends because of the RNG, good players and GW fanatics, who where too frustrated by the randomizing of some particular drops. And now this trait starting to play at me as well.
You see RNG is punishing some players just because they are unlucky. Some of us during an event with time limit, dedicate more than our free time playing to get the exclusive items of that event, we put in from our personal time and we put in money, and because of our bad luck we end up with nothing.
The most frustrating aspect of the RNG is not the hours you spend playing without really having fun (because even the best and most beautiful event, stops being fun after the 50th consecutive identical time), nor the money you lost, is when the player near you gets, at his first attempt of a chest or present, what you were spending days to win (and still don’t have it).
Now my suggestion is that, if you can’t get rid of the RNG for I don’t know what idiotic marketing reasons, fix it, make it as follows:
Let’s say you have a limited time event, with a dungeon and an end chest, that have a probability of 1:50 or 2% to give you 1 of the 5 exclusive items for that event.
For every time a player opens the chest and fails to get one of the exclusive items, his chance must increase proportionaly in a way, that after 50 chests opened without getting one of the exclusive items the probability must be 25:50 or 50%.
In case a player is particular unlucky and he opens another 49 chests with the same probability of 25:50 or 50% without getting at least one exclusive item (for after the 50th chest the probability stacks at 50%) at the 100th chest (double the runs he should have to get something) grand him one of the items with a separate “unlucky” chest.
In case an exclusive item is dropped at anytime, reset the probability of the next chest at 1:50 or 2%, and start over.
This should be applicable not only to chests, but to presents, or any other form of limite time exclusive items dropping method, as well.
so:
- 1:n probability to get exclusive item (from limited time event)
- After n attempts without luck probability gradualy increases to (n/2):n
- Stays (n/2):n until the (n*2) -1 attempt without luck
- At the 2*n attempt you get one of the exclusive items in a separate chest and reset the probability to 1:n
- The probability resets to 1:n anytime a chest/present/anything yields one of the exclusive items
- Number of exclusive items is irrilevant.
I am writting you this suggestion because if you don’t fix the RNG properly, I will have to follow my other friends lead and quit as well, from this great game, because of this unbearable detail.
And one last note, completely irrilevant with the rest of the topic…the fun factor of any path of Arah dungeon is near the absolute zero…in celcious grades.
Cheers for your time
I will agree with you, with the difference that there is no need to hand the instance to any member’s control at all, and I don’t believe is hard to code something like that.
Although I am fine with the option to volunteer to change teams in sPvP, I don’t like it when it becomes mandatory for one of the players (especialy when is a player that has earned a bunch of points for his “former” team). It is very frustrating loosing a win this way.
I would suggest to leave just the volunteer option with a proper reward (like 100 glory & 100 rank points) and not that lame 5 & 5.
I think it would be an awesome idea if you add an option to be able to scale down the difficulty of Dungeons & Fractacls, for being playable with a lesser number of players, 4, 3, 2, and most importantly solo players.