It would take tens of thousands of developers to keep up with the rate at which players can (potentially) consume content. If it takes 50-100 people to produce x in a year, how many would it take to produce x in a day?
An entire team’s work for a year, completed in one day.
If it is doable , can you name a single MMO that has released an entire expansion every day for a year ? Even one example.
Just to give one example that entirely disproves what you are saying:
One fully randomized, procedurally generated dungeon would delay all content release related problems.
Not that that is the only thing they could do – but technically, a randomized, procedurally generated dungeon would create an ‘infinite’ amount of new content – for people to play while waiting for other things, like new dungeons, new zones, etc.
Sounds like a grind to me. I might play it once or twice, so where is my new dev created content on day 3?
It would take tens of thousands of developers to keep up with the rate at which players can (potentially) consume content. If it takes 50-100 people to produce x in a year, how many would it take to produce x in a day?
An entire team’s work for a year, completed in one day.
If it is doable , can you name a single MMO that has released an entire expansion every day for a year ? Even one example.
Mr. Whiteside, I have a question.
Do you remember the Commander CDI 1 year ago? Why we got only 3 more colors out of it? I love the idea of CDI, but after this I wonder if the community’s time and effort are wasted…
Or maybe the big improvements to the commander system are yet to come?
Do you?
The main things that came out of that CDI was different colors for tags and account-bound tags.
Both which we are getting now.
Wrong. https://forum-en.gw2archive.eu/forum/wuv/wuv/Collaborative-Development-Commander-System/page/14
Commander Visibility
More options for the Color/Shape of the tag itself. This could be tied to functionality or rank of commanders but mainly targeted around organization.
Removal of buff display to enemies. As well as we should avoid doing skills/abilities that highlight the commander to enemies.
Ability to limit visibility to a sub group, party, guild, ect..
Tag sizing. (I debate this a bit as when you auto size the tag you can often lose the ability to see how far away something is but it was brought up a lot so listing it here)
Add squads to LFG system.Commander Tools
More detailed supply info that’s always up. (Increased radius)
Ability to create sub roles within a squad.
Current squad tools are rarely used.
Seems to be some debates on buffs to followers, but there is a lot of good examples of ways to do that.
Squad size needs to be increased.
Ability to group up parties or other commanders to form different squad organization.
Improved chat suppression for commanders
Commander announcements (yellow text across the screen)
Open/Closing Squad toolsCommander gating
Current 100g gate isn’t the cleanest gate. (Whole goal behind a gate is to limit the number of commanders out there.
Gating using WvW abilities seems to have some debate to it, but seems like something we should avoid.
Account bound commander tags vs character bound.This wasn’t even half of the suggestions in that thread either. The fact that Anet paid it’s WvW team (if there is one anymore) for 8+ months to add different colors to Commander Tags and make them Account-Bound is baffling. Yes, i know, they also worked on EotM, and Golem Mastery, and Siege Disabler, but EotM came out in February 2014. That’s 7 months for Golem Mastery and Siege Disabler?
So yes, i agree with Chris Whiteside, and it’s not worth the frustration when player’s suggestions are ignored. And yes, they were ignored and weren’t implemented.
Not every suggestion should be implemented. Some of those you mention are so terrible as to be almost unbelievable that they were intended as anything other than a joke or attempt at a troll.
Anet picked three areas to improve.
1) visibility
2) gating
3) account accessibility.
Not implementing every half baked idea some random player could manage to put into words is not, “ignoring,” the player base.
If enough of us leave, the game dies.
Not really. Maybe PvP and WwW, but if they could introduce a Hero System like in GW1 (or allow our alt toons to be add to our group and PC controlled), then I would be more than happy. Actually, I would probably play more dungeons and fractals then.
You do realize that if enough players leave development stops…or that the remaining players would have to make up the revenue shortcomings right. You in a position to drop ten grand a month on GW2?
Again, people completed Factions in a day. Took the team something on the order of a year to produce it.
Would take a payroll budget measured in the billions of dollars to keep up with them, and would lose money in the process.
It’s like playing Super Mario Bros. – you replayed levels in that game because they are awesomely fun to play, not because you needed some more coins or mushrooms to advance to the next world.
I could play just about any of the Super Mario Bros. games (except 2) repeatedly, they were fun to do over and over because the gameplay was fun.
But GW2 is not the same – much of the content you are required to repeat is not challenging or interesting – it’s just repetitive.
And I found those games to be an annoying grind.
And yet, to me at least, those dungeons are fun. Even fun enough to repeat regardless of reward. Ive got dungeon tokens coming out the wazoo…despite not actually liking most dungeon armor/weapons.
From what you have said in multiple threads now it seems that its not a matter of poorly designed content, or grind, its that you have become bored with the repetition. Repeat just about anything often enough and it becomes tedious….even if it was amazingly fun at first.
There is no way for a game developer to get around the facts that:
1) repeating even fun content will eventually become boring for many (or most) people.
2) developers cannot produce content as fast as players consume it.
ipan,
You are starting to contradict yourself. Even you have pointed out that fun content often stop being fun after youve repeated it.
Do you?
The main things that came out of that CDI was different colors for tags and account-bound tags.
Both which we are getting now.
Why do I remember suggestions about a new Commander UI?
I’m starting to think I’m merging my CDI memories with maybe other threads…If that’s the case, I’m extremely sorry.
There may very well have been suggestions about UI , or other items, but colorable and account bound tags were popular suggestions. Not every suggestion or comment in a CDI can, will, or should be implemented. The devs comb through the suggestions and pick those that are feasible , within budget, fit the vision, and seem likely to address as many player concerns as possible.
Some options get left behind. Some times the ones that are important to us as individuals are the ones that dont make the cut. Cant be helped. Thats just the way things work.
I would not mind some new content, but a lack of such is not a significant complaint for me.
You don’t want to farm? Simple. Don’t.
Translation: Move on to a new game, don’t spend any money here.
Oh come on, really? So many people have already said farming is a choice and you continue to insist that it’s not. I choose not to farm. I don’t farm. I’m still playing this game.
Therefore your translation is in error.
If you’re playing, you’re farming, because there isn’t anything else to do in the game, except farm.
You are mistaken.
Anet: We Absolutely WILL do this!*
*We probably won’t
But hey it works apparently… you have 4 people defending Anet like their very lives depend on it.
Can I get a quote on arena net saying “We Absolutely WILL do this!”?
Its a few posts above yours. The person you are quoting did paraphrase it.
Poor choice of wording on Anet’s part. “Absolutely,” negates the disclaimer, but was probably used in error.
Nothing negates disclaimers, that’s why they’re disclaimers. There’s a claim…and then a disclaim. lol
Unless you state up front that there are no exceptions or disclaimers to your position. Which is, due to an unfortunate choice of wording, what Anet did.
If its, “making you puke,” to read the, “whining,” stop doing so.
Patient: Hey doc, every time I do this <jumps up and down on one foot> it causes me excruciating pain.
Doctor: So stop doing that.
Whatever happened to speaking for yourself and allowing others to decide for themselves what they do and do not enjoy?
Apparently it’s impossible to create repeatable content that’s actually fun each time you play.
Even the most fun/enjoyable content will generally lose its lustre over time.
See, I have to disagree with that. Even after 4 years, 3v3 games in Dawn of War on the Argus Desert Gate map have yet to lose their luster for me.
I couldn’t tell you what the secret is, but I’d imagine it has to do with balance being extremely good between factions and it being all PvP oriented (constantly changing strategies).
Sorry, just noticed the last sentence. Yeah, I tend to agree that PvP often has more longevity because of tactical/strategic evolution/variation.
Poor choice of wording on Anet’s part. “Absolutely,” negates the disclaimer, but was probably used in error.
i wished this forum had a downvote option,
keeping whining spam like this out of my view
You have to choose to view it. Choosing to look at something and then complaining about having looked at it seems a bit weird IMO.
Apparently it’s impossible to create repeatable content that’s actually fun each time you play.
Even the most fun/enjoyable content will generally lose its lustre over time.
See, I have to disagree with that. Even after 4 years, 3v3 games in Dawn of War on the Argus Desert Gate map have yet to lose their luster for me.
I couldn’t tell you what the secret is, but I’d imagine it has to do with balance being extremely good between factions and it being all PvP oriented (constantly changing strategies).
Well I did say, “generally.” I was not trying to say that that this was an absolute. Even so, four years is not that long (IMO), wait and see how often you ay that game in another five or ten years.
Wasnt there a CDI about how to do/format CDIs? What is this next one then? I am not trying to be negative here but isnt this going to be the second discussion about how to have discussions ? Wouldnt it be more productive to talk about the game rather than to talk about talking about the game ?
Either way, thank you for poking your head in here. It really is appreciated.
No to PvE duel.
All PvP contents should be done in mist. All PvP contents should be using PvP build only unless it is WvW.
It is every PvE players’ right to demand a PvP free environment in GW2.
I’d love to see where the right to make demands of private property owners on their property is enshrined.
Anet has said that its something they would like to see added to the game. Doesn’t mean they will though. I prefer arena style team play for my PvP, to each their own.
It was supposed to be something for people who wanted to get into WvW and had to queue up for servers which weren’t low-tier to get some play in rather than waiting X hours.
Honestly I’m surprised it turned out so well.
Pretty much this. I know some people really like it.
So it sounds like you’re saying that as long as you’re not breaking the law, you can be the worst person possible to others and no one should dare call you out on it.
Welcome to life. This is how it goes, honestly.
Perhaps, but acting in that manner is in violation of the, “law,” of the land here.
Apparently it’s impossible to create repeatable content that’s actually fun each time you play.
Even the most fun/enjoyable content will generally lose its lustre over time.
Umm, or the developers adapt and start releasing more new content.
In GW1 one of my alliance’s players completed Factions within 18 hours of it going live. People were at 80 in GW2 within a few days.
How do you propose that game developers keep up with that ? A new expansion every day ?
Well, there’s a couple possible answers to this.
1) Hire more people.
2) User generated content.
3) Procedural generation (randomized, infinite dungeons, for example).
So if it takes 50 or so devs a year to produce content that can be played through in a day or so (perhaps even a week), that means that the company would potentially need more than eighteen thousand devs to keep up with player ability to plow through content. At $50k per year that works out to nine hundred million dollars. Double that for a more realistic payroll/benefits total (ignoring the cost of providing tools, workspace, increased non developer overhead such as HR, etc) and we are looking at close to two billion dollars a year in conservative estimated cost. The real number would probably be significantly higher.
Now if the average monthly expenditure on the game, per player, is eight bucks (or $100 per year) you will need close to twenty million players just to cover payroll. Yeah something like triple WoW’s player numbers (?) and you are still actually losing money.
UGC ? Not going to be produced in a combination of sufficient quality and quantity to address the issue at hand and has been very closely linked to farming in at least some of the games that have attempted to use it in the past.
Random dungeons ? What is the difference between killing mobs in the same farming spot and doing the same in the same series of random dungeon geo-tiles ?
I thought they were already able to turn on/off their commander tags? I do agree with Ashen though, it would be nice if we had the option to simply not see them.
/signed
I believe that the OP means the ability to keep his tag toggled on for others to be able to follow without having to see it on his own screen.
I would want the option to not see others’ tags if the OP’s request were enacted because the lack of an intrusive reminder that one’s tag is on seems likely to result in more tags on screen/map than is already the case.
I would support this if an option is added for other players to not see the commander tag.
Umm, or the developers adapt and start releasing more new content.
In GW1 one of my alliance’s players completed Factions within 18 hours of it going live. People were at 80 in GW2 within a few days.
How do you propose that game developers keep up with that ? A new expansion every day ?
The only points I see proven are my own and others with similar concerns about the toxicity that comes with this sort of thing.
Is it really fair to say that dueling fosters toxicity if the toxicity being displayed is brought by an anti-duel poster ?
And right there is what I dispute.
Because you DON’T have a “special kind of relationship”, and to be perfectly blunt and cold… you never did. “AAA” games are as much a business as movies, TV, music or any other form of entertainment.
I agree with your overall point. Its a business. We are customers. Period.
But there is a bit of a difference (IMO). I think that the nature of the development cycle in an MMO is more interactive than is the case with a movie, album (do they still call collections of music that ?), etc.
It may not be an emotional relationship, but there seems to me to be more of an interactive relationship between developers and players of an MMO than viewers and a movie studio, etc.
Arenanet outsourced their forum moderation. The only forum that actually gets read by developers is the pvp forum. Probably something to do with the fact that it takes them a year to make a balance patch.
Not at all accurate.
Upon reflection, and consideration of points made in this thread, I am going to retract my point that 300g is appropriate for a commander tag.
I think that there should be separate tags for PvE and WvW. PvE tags costing 300g seems appropriate (I still think that color switching at will should be inherent to the tag at no additional cost). I think that WvW commander tags should have only a WvW specific currency cost.
Taking away something that’s not used is not taking away content either. I have a guild of 150 people, many of whom do run dungeons, but it was almost impossible to badger people into running the F/U path of TA. It was bad out there.
I used the LFG tool a couple of times and it took forever to get a group. Disneyworld closes down rides that people don’t frequent too. They put a new ride in it’s place. Hopefully the new ride does better.
Again, I still consider the battle for Lion’s Arch content, because I played and enjoyed it. I did run the TA path they took out a few times and it was fine…but having to run it again and again…it wasn’t worth the time to find the group.
There is a poster on these forums, I think his name starts with a V, who has on multiple occasions pointed out that someone not liking a piece of content developed and implemented by the devs does not mean that it is not content. It was a playable part of the game. It was removed. New content was added to replace it. At the end of that development cycle we had essentially the same amount of content.
My god!
Can we please differentiate between “changing existing features” and “NEW features???”
Rehashing junk and acting like it’s new ‘does not’ make it “new.”
Ummm, that’s not just a little disingenuous. If you tear down a house and build a palace, you have a palace.
The new path of TA is NOT a rehash and NO ONE can say it’s a rehash. It’s a completely 100% new path. An 80th level path with new enemies, new maps, new bosses and new rewards.
The Tequatl revamp took something that was essentially nothing and made it into something much more than it was. If you call this a rehash, I’d have to say you’re misusing the word. The closest thing to a rehash I can think of is the AC dungeon upgrade, but even that has completely new bosses in it with new mechanics.
Agreed, for the most part, however the new content mentioned here results in a zero sum. Taking away one piece of content to introduce another in its place does not increase the amount of content.
Inherent challenge doesn’t mean anything so your point is countered. While difficulty of every tasks depends on the task itself it also depends on the environment and the person doing it.
I noticed you mentioned nothing in there about arbitrary restrictions on the person performing the task.
Countered. That word doesn’t mean what you think it means.
Care to try again?
Sorry, I can’t counter something which doesn’t exist.
Every task always has restrictions. Whether they are arbitrary depends on your personal opinion. Lots of challenges have “arbitrary” restrictions to increase difficulty, for example gambits in Queen’s Gauntlet.
Yes, but is the restriction part of the task ?
Gambits in Queen’s Gauntlet, for example, were designed into the task. Had they not been, and a player chose to self impose those same limitations they would have been arbitrary. They would not have been part of the system. They would have been self imposed based on personal whim. That is a definition of arbitrary.
At this point I will not say no, absolutely I will not buy another Anet product. I will say that I am no longer willing to give them the benefit of the doubt when it comes to delivering on or keeping promises and so will be very careful before giving them my money.
Yeah, I have to admit, I can’t comprehend the “No it’s not in the game because its not in the game” argument. It seems so obviously flawed. I guess some people are just too basic to waste time with.
The strongest arguments against Mounts are:
- Outside of the Wurms in Nightfall, there is no history of mounts in the Guild Wars universe.
- With the current waypoint system and relatively small size of maps, there is no present need for mounts.
- Mounts w/buffs will likely create even further balance issues.
- Mounts w/o buffs, meaning cosmetic only, may create lag issues and flood player’s vision with even more than we already have to deal with.
These are all valid reasons against Mounts. Does that mean they will never be implemented? No. However those that want mounts MUST justify them against these reasons. If you can not – then you likely have little hope of getting ArenaNet to add them. I could very well be wrong in that because ArenaNet could just see it as another way to make money. * shrugs *
But if you only wish to downsize or insult the Anti-mount people’s reasoning, I’m afraid you’re not doing yourselves or your side of the debate any good.
You can do better.
Well said.
I personally have no interest in seeing mounts added to GW2.
If someone out there wants a real chance at getting them added they are going to have to give Anet reason to believe that adding mounts would have sufficient ROI to offset costs associated with addressing the problems inherent to adding them.
If your definition of “intended” and “design” is based on whether it gives any reward, then yes, you are focusing on rewards.
No, those are not my definitions of those words, nor did I use those definitions.
There are plenty of content which me and others can clear without dodging. I would say over 75% of PvE content is like that. If you use tanky gear it’s at least 90%. Anyways, not exactly sure what you are trying to prove here. My point was that it’s possible to have intended and designed content without dodging.
Of course it is possible to decline to use any given skill or game mechanic (with the exception perhaps of damage). That does not mean that they, dodge for example, are not part of the intended design of the game. If I play with my monitor turned off and succeed at a given piece of content because rapidly hitting <1> might actually be sufficient to win some fights even if the player cannot see what he is doing it does not mean that the game is not designed and intended for players to see what they are doing in order to better respond to combat circumstances.
So in your opinion if I pick an option to lower my damage by 50% the content doesn’t get harder but if I pick an option to increase enemy health by 100% then the content gets harder?
If not, are you then saying that fractal scale 50 has equal challenge as scale 10 because only health and damage changes?
A self imposed handicap does not increase the inherent difficulty of a piece of content because the content itself is not affected. It does however reduce the player’s performance.
If you choose to walk a marathon rather than running it have you increased the challenge or merely ensured that you will not win ?
Personally, when I am looking for a challenge in a game, I want to see something that pushes the limits of my full capacity, not something that disallows me from using my full capacity.
So we agree that it’s possible to have intended and designed content without dodging? Thus dodging is not that integral part of the combat.
Again you are focusing on the rewards. Rewards are not content. They are the prize for playing and completing the content. Adding reward doesn’t make things more difficult because the content already exists.
We already have challenging PvE content. We only lack proper rewards for doing it. That’s why I consider it absurd when some people say “PvE lacks hard content so it can’t have prestige rewards”.
I am not focusing on rewards. My only reference to rewards in our discussion, out of multiple paragraphs of commentary, was to point out that in the one instance where Anet intended dodge to not be used they made a point of telling us so by providing a reward.
One instance, an exception to the norm as represented by all but 100% of the game does not represent the design intent for the game as a whole.
A player handicapping himself is not making the content inherently more challenging, he is just choosing to lower his performance.
You can enter fractals alone and nothing forces you to use your dodge. Sounds like an intended way to play this game.
What you probably meant that it doesn’t give any reward which ironically is the very point of this topic.
The game is designed with dodge as an intended aspect of gameplay. It is integral to the combat design. You can of course choose to forgo its use in high end content but at that point you are not playing the game according to its design intent.
You may be able to enter fractals solo, but its design intent was as group content.
The fact that something CAN be done does not mean that it should be or that it was intended to be done in that manner.
How do you explain Exhausted gambit in Queen’s Gauntlet then? You are not intended to use that gambit?
It’s not a bug or an exploit to enter fractals alone. It was clearly designed like that. If people want extra challenge they are not forced to bring a full group.
People have different playstyles and prefer different things. Please stop trying to enforce your playstyle on everyone as "intended " or “designed”.
Obviously it is intended in the Queens Gauntlet. Were there not incentives provided specifically to entice players into accepting the handicap there? That is a fairly decent indication that it was intended to be played in that manner. Is there a similar incentive provided by Anet for not dodging in fractals?
I am not enforcing anything of the sort. It is physically impossible for me to do so. I did point out what I thought people might have meant when describing a perceived lack of challenge in the game. Again, people could choose to play with their monitor turned off to make things more challenging. I mean one its not a, “bug or exploit,” to do so after all. But this is a handicap placed on the player, not an increase in the inherent level of difficulty or challenge in the game.
You can enter fractals alone and nothing forces you to use your dodge. Sounds like an intended way to play this game.
What you probably meant that it doesn’t give any reward which ironically is the very point of this topic.
The game is designed with dodge as an intended aspect of gameplay. It is integral to the combat design. You can of course choose to forgo its use in high end content but at that point you are not playing the game according to its design intent.
You may be able to enter fractals solo, but its design intent was as group content.
The fact that something CAN be done does not mean that it should be or that it was intended to be done in that manner.
You’re going to find a lot of resistance to this idea, even though I don’t mind it myself. Right now, people buy black lion chests not to get the skins for themselves, but to sell the skins for profit. If everyone knows skins will eventually be available they lose value. People will wait. People will stop buying (or farming) as many black lion keys.
It will affect the economy.
Good points, but don’t you think that the year delay would address this ?
I know a lot of people would wait if we were talking a week, but a year ? A significant part of Anet’s business plan is based on the fact that a lot of people would rather pull out their credit card to buy something now rather than wait to earn gold in game.
There’s a lot of things to spend gold on. And I don’t need any single skin right now. Plenty of skins in the game that I like. I might consider buying a skin I particularly like off the TP for 60 gold. But if I knew that in a year I could have it for cash, I wouldn’t personally buy it because there are things I can’t buy off the cash shop and those would take precedence.
There’s no shortage of stuff I want to spend gold on…and I don’t buy gems to convert to gold.
Yeah but you are not some impatient kid. You grew up in an era where waiting until you could afford something, or being thrifty in general, was a virtue. The gemshop works because a lot of people want their shiny, or whatever, now !
The average age of the playerbase is probably higher than most people think. The average gamer is now over 30.
I’m not thinking kids are driving the gem sales these days.
Well, when I say kids I am not talking about teenagers (or younger) any more. I should have probably said, “kids at heart,” though. People who get excited by a new skin, or an idea for a new character requiring a character slot purchase, etc.
Still, gem purchases are driven, in part at least, by the fact that many people are not willing to wait. I know that when my wife sees a new skin that would be, “absolutely perfect,” for her guardian she does not want to wait.
If you don’t think the demand would go down, that’s entirely possible. I simply think it would. I think there are enough people that would wait, because they’d want other things.
Not everyone maybe not most people but enough people to affect prices. I don’t know that Anet is going to risk it, based on that.
Again, I’m not against the idea. In fact, it would benefit me.
My apologies. I am not trying to say that demand would be completely unaffected. Merely that I think the market could bear what I think would be a minor stress which would lessen the reliance on gambling as a source of income for the game.
Probably not the best idea to bring up EULAs to support or contest a position.
You’re going to find a lot of resistance to this idea, even though I don’t mind it myself. Right now, people buy black lion chests not to get the skins for themselves, but to sell the skins for profit. If everyone knows skins will eventually be available they lose value. People will wait. People will stop buying (or farming) as many black lion keys.
It will affect the economy.
Good points, but don’t you think that the year delay would address this ?
I know a lot of people would wait if we were talking a week, but a year ? A significant part of Anet’s business plan is based on the fact that a lot of people would rather pull out their credit card to buy something now rather than wait to earn gold in game.
There’s a lot of things to spend gold on. And I don’t need any single skin right now. Plenty of skins in the game that I like. I might consider buying a skin I particularly like off the TP for 60 gold. But if I knew that in a year I could have it for cash, I wouldn’t personally buy it because there are things I can’t buy off the cash shop and those would take precedence.
There’s no shortage of stuff I want to spend gold on…and I don’t buy gems to convert to gold.
Yeah but you are not some impatient kid. You grew up in an era where waiting until you could afford something, or being thrifty in general, was a virtue. The gemshop works because a lot of people want their shiny, or whatever, now !
The average age of the playerbase is probably higher than most people think. The average gamer is now over 30.
I’m not thinking kids are driving the gem sales these days.
Well, when I say kids I am not talking about teenagers (or younger) any more. I should have probably said, “kids at heart,” though. People who get excited by a new skin, or an idea for a new character requiring a character slot purchase, etc.
Still, gem purchases are driven, in part at least, by the fact that many people are not willing to wait. I know that when my wife sees a new skin that would be, “absolutely perfect,” for her guardian she does not want to wait.
You’re going to find a lot of resistance to this idea, even though I don’t mind it myself. Right now, people buy black lion chests not to get the skins for themselves, but to sell the skins for profit. If everyone knows skins will eventually be available they lose value. People will wait. People will stop buying (or farming) as many black lion keys.
It will affect the economy.
Good points, but don’t you think that the year delay would address this ?
I know a lot of people would wait if we were talking a week, but a year ? A significant part of Anet’s business plan is based on the fact that a lot of people would rather pull out their credit card to buy something now rather than wait to earn gold in game.
There’s a lot of things to spend gold on. And I don’t need any single skin right now. Plenty of skins in the game that I like. I might consider buying a skin I particularly like off the TP for 60 gold. But if I knew that in a year I could have it for cash, I wouldn’t personally buy it because there are things I can’t buy off the cash shop and those would take precedence.
There’s no shortage of stuff I want to spend gold on…and I don’t buy gems to convert to gold.
Yeah but you are not some impatient kid. You grew up in an era where waiting until you could afford something, or being thrifty in general, was a virtue. The gemshop works because a lot of people want their shiny, or whatever, now !
Perhaps I am missing something here but as I see it players cannot cause an event to fail. They can cause it to succeed however. Failure is the natural outcome of an event without player intercession.
That said, I do think that events and event chains should be reworked so that failing an event is not more profitable than succeeding.
Have subsequent event rewards increased by previous event success. Have this effect be cumulative over the course of entire event chains and sufficiently substantial that completing an event chain is at least as attractive as failing one event repeatedly.
Add a bonus for completing an event chain.
So someone doing the first event in a chain gets a reward X
Completing the second event in the chain might provide reward X^2
Third event in the chain provides X^3
To be honest I am not really sure how many chains go beyond three events but if an event is expected to provide 1.5g you would end up with:
event 1) 1.5g
event 2) 2.25g
event 3) 3.37g
event 4) 5.06g
for a total of about 12g.
Adjust the numbers to compare favorably to failing events without going overboard.
You’re going to find a lot of resistance to this idea, even though I don’t mind it myself. Right now, people buy black lion chests not to get the skins for themselves, but to sell the skins for profit. If everyone knows skins will eventually be available they lose value. People will wait. People will stop buying (or farming) as many black lion keys.
It will affect the economy.
Good points, but don’t you think that the year delay would address this ?
I know a lot of people would wait if we were talking a week, but a year ? A significant part of Anet’s business plan is based on the fact that a lot of people would rather pull out their credit card to buy something now rather than wait to earn gold in game.
I’ll say this again, there is nothing challenging in pve, at all. The gauntlet was nice, but there were complaints about that, which is kind of goes against wanting prestigious pve armor. As it stands, I’d say the only prestigious item in the game for pve, is the fractal tonic.
and to the people who say oh ascended armor is crafted, not pve exclusive anyone can do it, you know what, the hero armor is simple pvp, anyone can do itNothing? Really?
Solo Shaman and Ettin with melee weapons and without dodges on uncategorized fractal scale 50. Then we can talk.
I think that when people say that there is nothing challenging, they mean within the context of how content is intended to be played. Even Queensdale would likely be a challenge if the player’s monitor is turned off or if the player restricts himself to pressing keys with his nose.