Sorry to rain on your parade, but I don’t think there’s much intelligent debate about the effects of Magic Find. It appears to work exactly as advertised, and the naysayers are mostly people who refuse to understand that a 200% increase in a 1 in 10000 chance is still just a 3 in 10000 chance.
For me it was clear as day counting the amount of grey and blue items I got from mobs that Magic Find was working…. unless you think it recently “broke”?
I think UI/UX improvements are kind of a no-brainer. The sea of red from downed/dead players and pets makes it difficult to even know how many opponents you are facing. There’s way too many pets in this game, but that ship has sailed I suppose…. so how about being able to turn off the names for non-mesmer clone pets. and change the tone of downed players and remove the name of non-friendly dead players?
People talk about the AE thing, but what they don’t realize is this game is (sadly) balanced around 5v5 and a large percentage of abilities are some sort of AE…so to make a change would require almost EVERY ability in the game to be looked at for rebalance? This is really not a simple change although raising it to something more reasonable for WvW would be nice….
It’s not that auto-loot isn’t easy to implement…every game ever has managed to do it? They’ve even managed to do it selectively when they wished (like auto-loot only in PvP where retrieving bags really breaks immersion and flow)…
It’s concern about making life easy for loot farmers and “the economy” (which is especially important in a free to play game) that keeps auto-loot out..let’s be honest.
I always have to laugh at people willing to line up claiming they like the current system, no matter how bad it is… like or not is kind of irrelevant…does having to run back to pick up bags after every fight more fun and better for the game than continuing to the next fight or target? Not at all, from the player point of view…
You don’t need to play the game.
You want to. And given that, you want to get characters geared out like everybody else.
You’re taking things a little too literally, OP. All they are asking for is good game design….
- Certain playstyles and things to do should be worth many times more “loots” than others.
- Loot curves should be curved in a way that makes people want the loot, but doesn’t make them completely uncompetitive.
- Things in the game should generally be fun, not tedious and boring.
When they say they need the dailies, it’s because it’s the most efficient way for many players to get some very hot items…ascended jewelry and mystic coins.. and most people find them rather tedious and boring since you can’t finish them in tandem with normal activities.
If you talk about needing vs wanting to do them, congrats on just wasting your breath. Pro-tip: You don’t need to do anything in this game.
The question is, does this encourage community and players to have fun. Answer is no….current daily system discourages people from doing WvW, dungeons and events if they have a limited time..because they can’t stack the daily most days with what you want to do.
And fun? No, tracking down bunnies to kill or wasting money on 25 food items or porting around is, at best, “fun the first time”.
They could make the daily system so much better but frankly, a weekly would have a much better chance of being fun for everybody (just like the Monthly, although a little easy last few months, is more interesting).
They are not a friendly design to players… they not only stack rewards on hardcore players but they don’t really accomplish what should be their goal – "To get people to log in for a bit and see what their guild is doing and participate’s. While it is random, many days they are way too long and restrictive and people with limited time are stuck doing their dailies INSTEAD of those guild/world activities that would be more fun. The coin and laurel is way too valuable especially currently, when methods of getting ascended items are still very limited.
But here comes a bunch of people to defend them… for some unknown reason!
Weeklies and Monthlies are/would be much more interesting and less likely to cause you not to do things you want to do just to race the clock. If they must have dailies, they really should just be a ‘did I login and participate for a bit’ and not these totally random affairs that can’t take 10 minutes one day and an hour the next.
If you don’t care about agony resistance or utility infusions (like Magic Find) there seems to be only two choices…
The 4 for 5 laurels…or the +5 stat/5 agony from mystic forge that take tons of cash/effort to get?
The things that prevent these sort of issues are almost always unpopular themselves, though:
- Fixed locations for siege placement
- Rethinking of the ‘supply running’ design
- Basically provide info on friendly and enemy troop movements/battles so that spies are not very effective.
And stuff like that…
While it’s sort of silly…it pretty much is legitimate that if you want the achievement system to be an indicator of how much of things in the game you’ve done..you can’t have one category able to provide infinite points.
They seem to have realized this with the salvaging, but have done nothing to address dailies and monthlies….which is kind of strange? They could cap them at a relatively high point like they did with salvaging (like 1000 dailies and 100 monthlies) and things would be consistent and harm nobody…seems like a no-brainer.
We need more than two options to group. Commander zerg or 5 person limit is not enough. If we had a way to create private squads for multiple groups perhaps we’d get more medium size forces running around.
If we had the tools, people would use them.
I can only figure that commander system is there to make anet some cash…. Other games did this (recent example, Warhammer). Warbands of four groups, can make public or private… pretty simple solution.
Instead we have people spending a ton of cash to get a commander title..which evidently makes them ‘world leaders’ that must manage every WvW player in the zone….instead of just leaders of a large group….at least according to all the nerds in map chat.
I find this to be sorta sad…
I also thought before that Guardians weren’t as good in WvW because of the lack of ranged options and low mobility to avoid zergs, but after joining a WvW guild, I see I was the one playing it wrong.
If you’re having issues with your Guardian in WvW, I suggest finding a good WvW guild, you don’t have to join, you can just find when they’re playing and follow their commander tag (but if it’s a large guild look for the attacking commander tag) and see how your Guardian does in large scale battles. You don’t have to be afraid of rushing in because you know you’re in a team (just don’t be stupid to be the first one to charge if you don’t know if your team are engaging the enemies or not).
Everybody is better in groups, and even better still in organized groups or groups with experience and voice chat….
But it’s no reason to live in denial. Support and healing are underpowered and even more underappreciated (that second one is common in most games that don’t turn healers into supermen, however). The game is currently very 2-dimensional and all about kiting/escaping and DPS contests…. playing support is a challenge and not for everybody.
DAoC: 46 unique classes, 3 unique realms.
GW2: 8 classes, 1 realm.DAoC: Huge frontiers, slower paced territory control, ultimately pushing on heavily defended relic keeps.
GW2: Playground sized frontier, siege keep A from keep B’s wall. Objectives of imaginary importance.DAoC playstyle options: Zerg, 8man roam, small group roam, solo, stealth, DF, Labby.
GW2 playstyle options: Zerg or be zerged, solo roam and fight 1 of the 3 other masochists.The main difference is DAoC was much more rock paper scissors, but this is exactly what promoted competitive teamplay. With GW2 everyone is essentially a DPS class, with (light) shades of support and control. At the rate these games have been going, pretty soon we’ll all just pick a color instead of a class, and we’ll all be given the same standard-issue beating stick, so that we can be absolutely sure we’re all on the same playing field. It’s going to be so fun!
I hate to repeat myself (that’s not true) but it’s really all about balancing for small combat.
DAOC and Warhammer took two different paths (slow and faced past version) to balance for large fights and mostly poo-poo’d on people whining about small fight imbalances.
This game, is intentionally balancing for 5v5 and smaller fights. Character variety is limited by that decision. Then they added the whole ‘anybody can be anything!’ line…which limited it even further.
But I have to disagree with your memory… this games WvW zone is clearly very heavily based on DAOC’s and its size is not that different. You’re discounting speed boosts in DAOC…I think if you think back you’ll remember it really only took a couple minutes to get from one keep to the next…
30 min is to short.
2 hrs is to long.
1 hr seems about right.that way people can work on their daily around there then when it triggers they can quickly pop to it without wasting a day…
There’s a dozen (or more) of these events, currently. There is almost always more than one up or coming up… with guesting to shore things up you can pretty much always do them. What you want are some ‘easy’ ones with short timers and then a bunch that people will rarely do…. longer timers means people split up and more variety in which ones get done.
DAOC/Warhammer – Attempted to balance based on large-scale fights (8v8/10v10/ZergvZerg). This led to lots of crying about imbalances at lower points (1v1/2v2/5v5) to which Mythic correctly said “who cares? that’s not our bag, man”.
Guild Wars 2 – Attempting to balance for 1v1 – 5v5 fights. Tells people who like bigger fights or WvW “We aren’t really into that, WvW is just for funsies”. Slowly realizing that more people care about those fights than their silly MOBA-styled 5v5 and Arena garbage…. but will they attempt to change or just say “Hey, this game’s not really all about that”? Time will tell…
Amazed by people who refuse to understand simple concepts.
You can still farm this event… the guaranteed rare is gone but you still get a chest with a chance of rares. With an extremely short timer, this is still an issue to be abused by potential"farmers"…
It makes no sense for these world events to vary so much in difficulty and timers…if they do, the easy ones will get done and the harder ones will not…it’s very simple!
If anything, you should be encouraging them to continue the changes and make all of these encounters equally semi-challenging and on similar timers… it will spread people out and perhaps there will be less overflow issues. I, for one, even though i love loots, hope they take a pass at making them all at least engaging if not challenging (like the Temple encounters are now)… and make the timers even more consistent.
I laughed when I saw the words “screen clutter”. This is hardly a big deal and I am glad they added it. I like them because it lets you get to know a little about someone just in passing. Oh they have this title they must like to WvW, They played GW1, They must like pve content.
For people that really find this “screen clutter” to be a problem press and hold Ctrl + Shift then tap “H” You will never have that bothersome screen clutter again.
get back when you do know what where talking about .
good byeSeems to me you never heard about screen shot mode…. Tell me I don’t know what I’m talking about. May want to research what it does before you tell someone they don’t know what they are saying. Ctrl+Shift+H removes everything from your screen so you can take a clean screen shot. So do you mind if I quote you? “get back when you do know what where talking about .good bye”
I think he was implying you were being a bit daft for not being able to understand basic concepts like necessary information vs unnecessary information, actually.
Anyway, other games have had titles and nobody noticed…I think it’s the fact they are both new, and a different color(Why?) that makes them so jarring here….not to mention the fact the mostly novelty info was already provided when you target a person in the current target element….
It’s kind of humorous to compare and contrast this with Ascended Gear.
Small advantage from something I don’t want to do… a grind, nerf it!
Small advantage from something I want to do…needs to be boosted!
I have said before larger maps would help with zergs. The longer it takes to get from one point to the other side of the map the better. It wouldn’t have to be all open land either. Perhaps semi walled towns with strong npcs that would be little more than a point grab but would requier 5-10 people to cap. Would provide an objective for small groups.
You don’t understand why people zerg, which is why you think bigger maps would lead to less zerging…. more punishment (in this case time running back to a fight) just encourages LESS risk-taking, not more.
Just copy daoc’s model.
You can travel between 3 realms, there is an island, boats for quick travel when you do not have ports open to your keep. Make the port in area near Lowlands/Bluevale milegates that connect to the island.
Bam.
Haven’t they, basically? You can quibble over small changes but they have the 3 factions, 3 frontiers plus center (which was just an island in DAOC)…but they’re pretty much following DAOC model here, let’s be real…
I think Mace/Shield and Staff is good if you’re the type of person who likes support and hybrid playstyle…. yes, currently it’s underpowered and underappreciated in this game where combat is mostly Keystone Kop chase scenes and almost entirely glass cannons.
But, assuming the game continues to exist, I think it can only get better as people start to ask for combat that goes beyond crazy levels of kiting, DPS rotations and an occasional bunker?
You’re wrong about that. The longer it takes to get back in the fight, the less likely people are to want to take risks.
The least risky behavior is to run with a big of a zerg as possible with lots of rezzers….
(I find this is typical, people just don’t really understand the dynamics think they have solutions for zerging… people aren’t zerging cause there’s nowhere else to go…there’s four zones some are semi-deserted on the middle and lower tiers).
Here’s another point of failure:
You’re still going to see overflows; in fact they may be worse.
In the evenings, when normal people get back from work, they’re all going to try and do the high volume, slow turnaround events like Claw of Jormag. When they can’t get in to their own home server instance because everyone else has the same idea, they’re going to guest.
This solves nothing in regards overflows and guesting. It’s purely an economic nerf.
That makes no sense. You are saying it will mean less Ectos…which logically is because less people are doing events…but that it will have “no effect” on the possibility of overflow. Most illogical, captain.
Soulbound gear is the big problem, IMO.
People with alts feel they deserve more loot and to get around timers because they need more to equip their characters.
However, this immediately opens to abuse, as it really doesn’t take a high character to get the loot…basically you can make twinks to get more free loot and never build up those other characters.
The answer is to stop soulbinding this stuff completely… make it so you can easily do hand-me-downs and make it easier for people to get gear for multiple toons without opening it up for exploit.
Only thing that should e character based are “progression” type stuff that is intentionally created to indicate how much you played a certain character (levels, certain titles, and WvW/PvP levels if they add them).
LOL this is so sad and funny at the same time.
I’m glad ANet is trying to fix the problem, but like always, players freak out like nuclear winter is looming. I just wish there were some advantages to having alts to make up for the expense of gearing them out.
Sighhhh…
It’s not that a nuclear winter is looming. I’m just kittened off that they, once again, kitten people with alts. You could make it so you can only get 1 rare / day / character across all bosses. Instead, they changed it to 1 rare / day / boss across all characters.
I know, people with just one character are “special” and need to be catered too.
It’s kind of cute that you don’t realize how silly you sound, thinking you deserve a special advantage for having alts (when almost EVERYBODY who plays seriously enough to worry about farming dozens of events per day has at least 2 or 3 80s).
Still unsure why you rolled up alts if it was such a horrible and un-enjoyable experience. Oh wait, like almost everybody else that plays this game, you did it because it was fun and you wanted to…
I think you guys are both assuming the list is accurate and then ignoring the factors position on the list.
If it was at #1, I’d say it was punishing for defensive classes with the flip side that tanking would be a LOT more effective in the game then it currently is….
But it’s not..because it’s at #4. Basically, it’s a crutch to allow a defensive class to get aggro at all…to attempt to tank? Otherwise, that toughness/heals shield guardian would probably not even be touched until everybody else was dead?
Class doesn’t matter as much as build…. you want to tag as many players with the 10% (or whatever) damage and move as slowly and deliberately as possible (decrease chances of leaving bags on the ground).
Support gets you very little…and being melee on the front-line and all the movement probably hinders loots as well. Can’t wait for a loot system based on something other than the bags.
It would be nice to have an MMO where the design team made clear what their goals were for systems and changes to those systems.
Example: We believe the purpose of the dailies is X. We think our initial attempt fell short of these goals in these ways, so we’re making the following changes.
(In this example, I try to fill in the answers for them and I come up short, it almost seems like the designers are throwing darts at a wall. Nothing was really accomplished by the new daily system except change for change’s sake….as far as I can tell)
Unfortunately, no MMO team has seemed to be willing to be so forthright and honest with the players, perhaps because they know how whiny they get if they found out the developers were pursuing design goals they didn’t agree with….
Magic find is pretty stupid design, but since it exists you’d be crazy not to use it for farming if it is an advantage. The penalties just aren’t significant
You’re not “gimping” yourself at all if you are playing a defensive character. I can change my Power/Toughness/Healing Guardian into a Power/Precision/Magic Find one..and UP my damage and lower survivabiity matters little in dynamic events.
If you’re a total glass cannon, yes you’ll do less damage but you’re ALREADY doing plenty of damage to tag the mobs (its now even less % damage needed in zergs since last patch!)
This always comes up because there are people who want to ‘make a profit’ just by crafting. Why do they deserve it? Cause they “suffered” through levelling up a crafter!
It reminds me of the people who level up alts and think they deserve more advantages because they did something they didn’t want to do?
It gives XP, it gives achievements, it is useful for legendary, and it opens up more options for your character(s). Such as converting mostly worthless level 5 mats into ectos or Forge food. In the end, if you don’t think it’s worth it then you don’t do it!
Salvaging everything rare and below is the way to go. One element missing above is the more time you spend micromanaging = less time you spend doing other things you want (and usually earning MORE loot).
I think it’s really best for most players, therefore, to develop some very quick rules they can follow. I personally like ‘salvage everything except exotics’… no fuss, little thinking, less trips to merchants to sell’.
I don’t think you know what is meant by trinity and what the developers are trying to avoid.
They’re trying to avoid one healer in a group of 5 just doing heals, and one tank just tanking, and 3 DPS from WoW.
To avoid this, they’ve not given taunts, so the whole team must work together to get aggro on one target. And they’ve given fairly tame support and healing..meaning that if you want signifcant heals/buffs multiple toons will have to work together.
They didn’t just try to replace trinity with duo-inity (glass cannons and bunkers)…although to some degree they’ve failed and that’s what we’re getting. Hopefully they’ll be able to move towards more than just mashing attack patterns and kiting in this game as it grows…
I’m saying what you think are amazing things (I finished most of the daily running a dungeon)…should be the norm, not an exception!
Every day, you should be able to finish (or come close) to finishing the dailies by doing dungeon or two as long as you choose those dungeons intelligently.
Every day, you should be able to finish (or come close) to finishing the dailies by doing WvW if you remain aware of it and seek out the tasks.
Every day, you should be able to finish (or come close) to finishing the dailies by levelling up a character and exploring a zone and doing events.
I don’t think anyone anywhere has ever declined an invitation to a guild event in WvW or a dungeon because they “have to do the daily”, unless they don’t enjoy those activities to begin with.
The great thing about the dailies is that you don’t need your guild to get them knocked out. I do them every day, it’s the first thing I do when I log on, I’ve never done them with my guild nor would I ask my guild to waste their time doing them with me.
I want to understand where you are coming from, but I’m just not seeing the issue. I’d rather have the option of going to kill 40 things in Kryta than have to kill stuff underwater, and I’d rather have the option to help with a personal story or do a dungeon instead of harvesting or crafting if I in fact do want to do something in a group.
It just seems as if there is less freedom because there are now more options that you don’t like, while I don’t think they took any of the old ones out.
You’re wrong about declining doing other things. People who have a limited time to play surely quite often value the coin and laurel over random dungeons or the well…next to zero rewards in WvW.
It isn’t at all about like vs not-like….it is about this being a ‘did the player login and participate in the world today’ test….and how many of these send people off to do inconsequential things instead of things that build communities. (Events, Dungeons, WvW).
For an example, if your guild has WvW night, there’s no reason you shouldn’t be able to complete the daily out there or come very close… I’m not saying old system vs new system…I’m saying the new system is mostly a wash and they could do SO MUCH BETTER.
I think the point of the ‘kill 40 Krytan baddies’ dailies is to get 80’s out of Orr and into other areas of the world. You head to a Krytan zone you don’t have 100% on and start killing. Then you come across a few others doing the same thing, a DE pops up, you all join in, kill a Veteran, finish that heart quest nearby while you’re there and boom…you’ve just immersed yourself in the game and community, broken up the monotany of farming Orr, and gotten something in return for your troubles. And you’ve also managed to make some headway toward other daily achievements and map completion.
I don’t think dragging people to zones, whether with new dailies, world bosses, or with guild quests is going to help significantly with keeping the entire low-level world populated and events busy. Nor do I think that should be the purpose of the daily…I think it should be an incentive for people to log in, see what their guild is doing, and act as a ‘starter’ for their activities for however many hours they care to play that day.
That’s nice for you, but honestly it shows an issue? Shouldn’t they be relatively consistent? And in my dreams, you look at the dailies and decide what you or your guild will do that night partially based on them, completing them doing things you mostly want to do anyway.
If they are eating up enough time and effort that they discourage people from doing things with their guild or WvW (as almost everybody needs laurels and coins and it’s the only real way to get them…). I say that’s a problem…
Seems like the point of dailies is to get you logged in and give you a ‘seed’ of ideas of what you might want to do with your guild and friends, right? A lot of the new categories are interesting, but now there’s even LESS freedom to do what you want to do.
Realistically, a guild should be able to get together and do a couple things and finish the dailies…or you should be able to do them yourself in about 30 (or so) minutes if your guild is inactive or while you wait for something to come on? It should be things you want to do anyway, but might change up slightly (like do a particular dungeon, or have WvW night)…
But now, seems like we’re off to Kryta to kill 40 random mobs for no reason…or trying to scrounge up 5 more things to make in the mystic forge when we just dumped all that stuff yesterday. This actually discourages people because instead of doing WvW or a dungeon with their guild they say “Well, I have to finish my dailies instead…”
Yes, you will of course end up with less stuff on each character, but in return you will get variety…just like every other game like this. However, many things are based on account and not character in this game. (You can even transfer gold, and karma using Lost Orrian Jewelry Boxes….although not at a 1:1 rate)
This game takes pretty great pains to not give too many advantages/disadvantages to people who prefer 1 character, 2, or 8….well until this current world boss debacle.
Those are not “huge downsides” to having alts. That’s just like the person who chooses to have only one character complaining that he has no variety and can’t play other characters in WvW and PvE, and then demanding extra loot for this downside.
Number of alts you have says nothing about how many hours you play or how “hard you work”. Arenanet has managed to be largely agnostic about whether you choose to play 1 or 8, which is what they SHOULD do…but they totally dropped the ball here. Just about everything in the game should be based on account…including daily dungeon and world event lockouts!
You create alts because you want to try new characters out, see the stories, unlock the handful of achievements that require it, or have a variety of characters to play in WvW and PvE… and if you don’t want those things then you shouldn’t have to make alts in order to min/max rewards…
Jealous is what you say when you can’t defend anything. Also, the idea you are being punished because you aren’t being given an advantage is ludicrous. FYI..I have 3 80s and working on a 4th. Yet, I’m mature enough to know when something is inconsistent with game design and bad for the game, even if having it removed would hurt me personally?
BTW, It’s now created sort of an interesting problem. Temples just aren’t getting done as much it seems, because why do them when you can farm the “easy” events (low level and dragon) on multiple alts all day for the same loot? Is people doing frozen maw every 20 minutes on 4-8 different characters a good idea in the books of all these people defending this?
Too right they should be toon based and not account bound.
Do you know how long and boring it is to lvl alts?
Not to mention the cost to gear them as well.If you cannot be bothered to lvl alts,then you only got yourself to blame,ppl with alts should not be punished because they spent more time lvling them.
But i do agree that you should not be able to do it again on a toon if you already done it.that means guesting as well.There are far better ways to get the rares/cash now with the new drop system,so the chest are kinda moot tbh.
Tbh More rares drops of the mobs than the chest nowdays.
If you don’t like to level alts, you shouldn’t have to. If you find it so boring, why do you want developers to reward it? This may surprise you but many people like levelling up characters in this game (and others) just for some variety or to see the story. In fact, I think you’ll find most players in this game already have at least 2-3 slots filled…and they didn’t require a bribe to do it. They just wanted to!
This is an absurd request. I have eight characters, I don’t have an advantage over your 1 though. Do you know why? Because you have the ability to make as many characters as you want. You made a CHOICE to only make one character and to run with that character exclusively.
What’s more, you cite guesting as a way to get to multiple instances of the event in a short period of time. Well this works two ways. Every instance of a zone is a unique occurance of that zone. That means that a person that has only one character can take advantage of the same exploit, and it is an exploit. If you do an event with your one character and get the chest you can then guest to another server and do it again AND get the chest again. Based on the number of “Change Guesting Rules” threads this is happening regularly.
This is what needs to be changed, not the design of events simply because you chose to make only one character.
It’s not absurd at all, and you can stop pretending like it is?
It’s how daily and monthly currently work in this game..it is account wide. They don’t judge whether you want to play 1 or 20 characters…you do the tasks and you get a reward. How absurd!
What is absurd is pretending like number of characters at level 80 (which is all that’s required here BTW, gear doesn’t matter!) is any indication of how many hours somebody has played or how hard they worked. It’s not! It’s not only possible that people with just one or two characters invested more time…it’s actually somewhat likely! (People who roll lots of alts are often, in my experience, more casual players and getting 80 in this game is not a particularly long grind)
If it were one chest per account, that’s as bad as saying there should be only one story mode per account. What would be the point of being able to create new characters?
If you have put in time to level up alternate characters, you deserve all the rewards you can reap from playing however you want to play.
Jeez some people have some crazy ideas…
Uh…it’s so crazy..this entire game is based on it. (Daily, Monthly, and achievements…all account wide)!
And you are saying people who spend 100 hours bringing up four characters to 80 deserve more chances at loot than somebody who spent 100 hours bringing up one or two characters. They didn’t “work harder”…it isn’t hard work to split your time between more characters..and getting to 80 is not particularly difficult in this game. There are people who play more with one or two characters and there are people whose first store purchase was more character slots so they could have one of each. It’s just a choice.
Again, I’d like to stipulate that once this dies down, none of this will effect 90% of the players 90% of the time. Most players, even hardcore ones, only invest a few hours a day in the game and actually will enjoy doing more things than dynamic events during those hours… but I think it is kind of a mysterious design decision when most similar things in the game are account based.
There’s no ‘hurting alts’…whether you choose to invest 10 hours in one toon or 1 hour in 10 toons is not relevant to whether they should be rewarded or not… and unsure why you think it should be.
Making things account bound and being agnostic about whether somebody should be an altaholic or not is probably one of the best design decisions in the game, IMO. So this is why I ask..why an exception here?
I am just trying to understand the logic.
Vast majority of players are unaffected by this, of course, as they only play a few hours per day and don’t spend it all farming bosses…
So the goal of “one chest per day” seems to be to make sure hardcore farmers don’t get unfair shot and the new and improved loot, right?
Aren’t hardcore farmers the exact type to have multiple level 80 toons, so they can get around this rule easily?
Just sayin! Would be nice to hear why this decision was made…seems to be an oversight to me.
The goal was to allow them to add better loot to the chests, but not over-reward the timer watchers who log in just to do dragons all day. I would have thought that was kind of obvious…
No, they want to appeal to players who log in to play for 1-5 hours per day…. people telling their friends how they sit and watch timers and login and do a pretty broken and boring encounter is not going to attract new players…
(But yes, daily timers for dungeons and events need some sort of tracker….)
They won’t merge servers as long as their are servers with queues…
The only logical response is to do something to try to encourage transfers from overpopulated servers to underpopulated ones.
Server merges is the response when ALL the servers are at average population or underpopulated….
Bring on the cheap/free transfers to a lower tier server….!
I guess technically “offer ends today” can mean any time during that day…but it wasn’t what I expected? (Unfortunately for a friend who waited to buy until today…)
Pretty much typical design that you get the same sorts of rewards, if not exact, no matter what sort of play you do. It’s not in this game, yet, but it’s already been announced. Think it’s silly to pretend it’s not going to bring more people out… yes people play MMOs for rewards, that is not news.
I think many will be disappointed though if they come out if they’ve played other MMOs with a format like this… the classes and combat is not designed for it is the primary reason although somebody posted a list above that contains many others (culling, zerging, death penalties, etc)
And FYI, people aren’t playing PvP in general because the PvE in the game is solid and addictive for a free to play game. Successfully combines the addictive Diablo-style loot grinding with popular elements of MMOs (instanced dungeons). And they have made LOTS of wins in the PvE arena (no fighting over gathering nodes or mob kills, awesome exploration, very robust auction house.) I can go on and on how great this game is for PvE if people ask me if they should play… especially considering it’s free to play and very early in it’s lifecycle.
If they ask me about PvP, best I can do is stay silent. In both forms, it’s worse than Warhammer Online and even Warcraft. In fact, I’d say DAOC an old school style game that is way out of date is better designed than this one… and I don’t see it changing unless they stop clinging on to design concepts like “we’re gonna be an e-sport!” and “it needs to be so fast-paced that it can keep FPS twitch types happy” and “we gotta balance for 5v5 and smaller”….