Jan 19, 2008, 08:19 AM // 08:19
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#62
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Forge Runner
Join Date: Nov 2006
Guild: Crazy ducks from the Forest
Profession: W/
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Well, Red Sonya, I'd agree with what you wrote - except that I see all the changes as being for better
I'd say about 90% of Anet's choices go right along with my wishes.
As for why people are leaving: because the game is old. You can only play one game for so long, before it grows stale. But for a game of its age, GW is one of the best games ever
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Jan 19, 2008, 09:56 AM // 09:56
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#63
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Desert Nomad
Join Date: Aug 2005
Location: San Francisco, UC Berkeley
Guild: International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]
Profession: W/
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this experiment failed in the fact that the limits set was very subjective. superior vigor does not constitute a necessity. a bare run through of the game wit everything that is necessary would be a max weapon, something that is 14-15% , and basic mods (u dont need that +30 for sword, 29 is ok). beaitng the game should provide enought to buy all that.
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Jan 19, 2008, 06:21 PM // 18:21
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#64
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Jungle Guide
Join Date: Aug 2006
Profession: A/
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the point you miss is that farming is easier and gets you more gold even if
GOD DAMN ANET MADE FARMING INCOME REDUCED TO LESS THEN %25 of the old way
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Jan 19, 2008, 06:45 PM // 18:45
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#65
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Jungle Guide
Join Date: Aug 2006
Location: In my own little world, looking at yours
Guild: Only Us[NotU]
Profession: E/
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Quote:
Originally Posted by strcpy
And nothing in your posts relates to loot scale at all
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Since the 'loot scaling' went into effect, my gold reserve has been steadily going down hill. Newly created characters were unable to support themselves without doing 'extra' work to get their basic armors for each area. This was the reason for my experiment.
I knew nothing about farming 26 months ago. I just played thru the game like I thought it was to be played. For that reason, I did the same with my second 'first', on a virgin account, ie., no gold or materials in storage from previous characters. I was wanting to see how different the game plays today vs. 2 years ago. I had no heores then or now to equip, and PuGed all but the first 4 missions in post.
When I finished my experiment, my extra account has less resourses through regular play than my very first character.
IMO 'loot scaling' does make a difference.
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Jan 19, 2008, 07:35 PM // 19:35
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#66
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Wilds Pathfinder
Join Date: Sep 2006
Location: Home...
Guild: Vier Reiter [Vier]
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Quote:
Originally Posted by Perkunas
Since the 'loot scaling' went into effect, my gold reserve has been steadily going down hill. Newly created characters were unable to support themselves without doing 'extra' work to get their basic armors for each area. This was the reason for my experiment.
I knew nothing about farming 26 months ago. I just played thru the game like I thought it was to be played. For that reason, I did the same with my second 'first', on a virgin account, ie., no gold or materials in storage from previous characters. I was wanting to see how different the game plays today vs. 2 years ago. I had no heores then or now to equip, and PuGed all but the first 4 missions in post.
When I finished my experiment, my extra account has less resourses through regular play than my very first character.
IMO 'loot scaling' does make a difference.
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Loot scaling may make a difference, but I'd say the biggest difference is the heroes/equipment chosen. Honestly, while I think the experement here was good, it's very skewed by the hero runes, weapons etc. Those are NOT necessary by any means and a new char wouldn't have em. Nor to buy every 15k armor etc, that's vanity armor you get when you do have the cash, not something a new char needs, 1.5k max works very nicely.
My hubby to be and I are doing something similar for the helluv it. We both made baby Proph chars on our alt accts. No other campaigns on those accounts, no heroes ... nada. Nothing in storage, no help from their "rich big siblings". We'll make do with armor/weapons/runes etc that we can collect or buy with what they make. Should be fun, and if the point is to see how loot scaling effects a new char, this'd do it.
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Jan 19, 2008, 07:44 PM // 19:44
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#67
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Furnace Stoker
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You used a lot of salvage kits.
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Jan 20, 2008, 10:37 AM // 10:37
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#68
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Desert Nomad
Join Date: Jul 2005
Guild: One of Many [ONE]
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Quote:
Originally Posted by Perkunas
IMO 'loot scaling' does make a difference.
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Of course - have your opinion. There are still people out there who think the moon landing was fake and the earth is flat. However, for the rest of us loot scale only scales less than full teams drops (and even then a solo farmer gets roughly 2x what one in a team of eight gets not counting non-loot scaled items). The software engineers in this project have had enough mathematical background to know the same thing I do - you have absolute no case regardless of how many fallacies you bring to bear on the "problem". Further, they know things I actually can not (I can only repeat what they have told us) - they have not changed anything for full groups.
If you want something "fixed" then you are going to have to first have a problem. If you wish, keep raging and even if the whole community does so it still will not change things. They can't revert something back to the way it was in the beginning if they never changed anything and it is *still* the way it was at the beginning. If you want it changed *at least* complain about the way things actually work.
Of course, feel free to ignore this advice and tell me I'm stupid. This advice has never seemed to sink in and rarely ever will. It has never done so in any project I have been involved in and it has almost never sunk in on any project I am not involved in (I can count the number of times someone stepped back and rethought things on one hand) and am giving advice on how to possibly sway the developer. People still continue to rant and rational thought never makes a difference: You can not reason someone out of a position that they didn't use reason to come up with in the first place.
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Jan 20, 2008, 05:58 PM // 17:58
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#69
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Jungle Guide
Join Date: Aug 2006
Location: In my own little world, looking at yours
Guild: Only Us[NotU]
Profession: E/
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The OP, like many others that play, feels loot scaling has made a diffierence. He posts an experiment trying to 'prove' it in his eyes. Immediatley everyone started shooting holes in the data. I had already performed a similar 'experiment'. I didn't keep exact figures as this was solely for my purposes, not meant to be shared with the community at large. I decide to post it to help the OP make his point, and now I am ranting.
I remember the day 'loot scaling' went into effect. Not by day/date, but by the immeditae change in drops. For 2 days, I was killing Skales and spiders outside Presearing Fort Ranik for dyes. After killing all the skales, I would run around picking up everything. I was also chatting with a guildmate that was farming somewheres in Factions. I entered town to unload and saw the build update. Salvaged and sold, told guildmate I was getting the update, logged off. Logged back on, headed out the door. The effect was immediate, in 4 trips out, I picked up 7 items total. Meanwhile, the guildmate got the update. 10 minutes later he was asking me what the update was. He said, "The drops have gone to hell." I told him, I see the same thing.
Now when a person talks about not getting drops, it's become a matter of luck. "You're just having a run of bad luck." "I am still making money farming HM." etc.
My first 2 post were not Rants, just backing up what the OP had found. So now, call it a rant. And today, I still say 'loot scaling' made a difference.
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Jan 21, 2008, 12:49 AM // 00:49
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#70
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Likes naked dance offs
Join Date: Aug 2005
Guild: The Older Gamers [TOG]
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Quote:
Originally Posted by Perkunas
The OP, like many others that play, feels loot scaling has made a diffierence.
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For the record, the op doesn't think that lootscaling makes a differnence to full party gains. The OP felt that casual solo farming was a required to afford the game's static gold sinks (a postition that the experiment demonstrated to be mostly incorrect) and it was this that was hurt by lootscaling.
The most surprising thing I've found is how many posters are perfectly happy with poorer gamers having substandard gear and heroes. Wasn't the whole point of GW to create an enviroment where "success is determined by skill rather than time played"? To my mind a player should be able to afford perfectly equiped characters and heroes from the get go, if that isn't the case then success isn't the basic game precept being violated?
Case in point, the dervish in the blog has finished every mission and quest and is ready to join up with another player for DOA. Doing these quests with 6 heroes (and not abusing consumables/pve skills) is hard enough, I would hazard to say that with under equiped heroes, it would be downright impossible.
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Jan 21, 2008, 01:05 AM // 01:05
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#71
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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You don't need well equipped heroes, you don't need a perfect weapon, you only need 1k armor.
Total should be <10k
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Jan 21, 2008, 01:26 AM // 01:26
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#72
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Underworld Spelunker
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[QUOTE]
Quote:
Originally Posted by cellardweller
The most surprising thing I've found is how many posters are perfectly happy with poorer gamers having substandard gear and heroes. Wasn't the whole point of GW to create an enviroment where "success is determined by skill rather than time played"? To my mind a player should be able to afford perfectly equiped characters and heroes from the get go, if that isn't the case then success isn't the basic game precept being violated?
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no matter who and how many times it has been stated in over the last 2.5+ years some still fail to make the connection that was for PVP not PVE
BECAUSE NOBODY IS MORONIC ENOUGH TO THINK A 10 HOUR A DAY PVE PLAYER WILL NOT BE MILES AHEAD OF A 5 HOUR A WEEK PVE PLAYER.
unless you really thimk a 10 hour a day farmer is skilled instead of time spent
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Jan 21, 2008, 01:40 AM // 01:40
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#73
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Furnace Stoker
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Quote:
Originally Posted by Snow Bunny
You don't need well equipped heroes, you don't need a perfect weapon, you only need 1k armor.
Total should be <10k
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Heh, I'd love to see someone go through the game with noob armor and noob weapons up until their first chance to get maxed armor.
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Jan 21, 2008, 04:53 AM // 04:53
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#74
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Quote:
Originally Posted by Nevin
Heh, I'd love to see someone go through the game with noob armor and noob weapons up until their first chance to get maxed armor.
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Did that on several chars, its not really hard at all.
In prophicies I completed the desert missions on my war with armor I had purchased in Bergen Hot Springs.
Shortly after completing them, and dying in the Dragons Lair mission, I returned to the desert and aquired max armor from the collectors there. Losing several runes to the random destruction of salvaged items back then I had to purchase or do without most of my runes.
In Nightfall you get max armor before you even leave the newb island and in Factions shortly after leaving the island you can reach Kaineg Center and aquire max armor for the minimum cost.
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Jan 21, 2008, 04:59 AM // 04:59
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#75
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Krytan Explorer
Join Date: Jul 2006
Location: US
Guild: Legion of Avalon
Profession: W/
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46k in debt 0_o. You really shouldn't have had to spend more then 20k throughout the campaign, which you get back through the chests anyways. Really, Armor plus collector scythe is not much. I understand you wanted to pimp your heroes, but I got through with my paragon with heroes that had their starting equipment and no runes at all. I didn't PUG much either.
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Jan 21, 2008, 05:04 AM // 05:04
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#76
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Forge Runner
Join Date: Jun 2005
Location: Dark Side of the Moon
Guild: Fat Kids Are Hard To Kid[nap]
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Nice report, but I've known this for ages. Back in the day, when guild wars was a month or two old, I got enough money for a 15k set just from doing missions. Now..bleh
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Jan 21, 2008, 05:15 AM // 05:15
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#77
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Wilds Pathfinder
Join Date: Jun 2007
Profession: N/
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We all managed to get by with our first characters, and I am sure it took us quite a while before we figured out how to farm with them.
Expensive runes, perfect weapons, having all the skills, and 10k-15k armour are all not basics.
Cheaper alternatives like 1k armour, Major Vigor, +28/+29 health, 14^50, 19% enchantment, r10/r11 weapons, awesome collector weapons are all affordable without farming*. The game definitely gives you enough for those through normal play.
* everyone draws a different line what is farming/grinding. I reckon if you're going out 8-man and doing a zone no more than 20 times, in order to get gold, materials or collector drops, that's normal play requirements, not farming.
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Jan 21, 2008, 09:04 AM // 09:04
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#78
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Desert Nomad
Join Date: Aug 2005
Location: San Francisco, UC Berkeley
Guild: International District [id多], In Soviet Russia Altar Caps You [CCCP], LOL at [eF]
Profession: W/
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Quote:
Originally Posted by Nevin
Heh, I'd love to see someone go through the game with noob armor and noob weapons up until their first chance to get maxed armor.
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2 years ago, i played with pre searing armor al the way til after the desert b/c i jsut started the game and wanted to save till max armor first lol.
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Jan 21, 2008, 12:12 PM // 12:12
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#79
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Lion's Arch Merchant
Join Date: Mar 2006
Profession: W/Mo
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Congratulations on a thorough and thought-provoking piece of work.
The main question seems to be over whether your heroes required all that stuff. If your aim was to complete every mission to master-level then I would argue yes, you need better than basic heroes. I'd say that managing masters on Dzagonur Bastion or Gate of Madness with basic heroes is a big ask.
Having said this - a point that no-one raised yet - who needs heroes anyway? The blog and the experiment are built around the assumptions that you are going to get Masters on everything, H/H the whole campaign, and pimp out your heroes to a 'max' level as soon as you enter the level 20 environment (which I would define as Vabbi onwards).
These assumptions are reasonable, but shouldn't be taken to define 'normal' gameplay.
First thing to take into account is that you could have avoided hero use almost entirely by a combination of PUGs and henchmen. If anything, this experiment confirms (unwittingly) that PUGing is not considered normal gameplay. I am not suggesting that you would PUG the explorable areas, just the missions, where is *is* possible to find PUGs if you play at the right kind of day and have patience.
Second thing is that you appear to have set yourself the aim of completing everything on the first attempt. To do this requires over-speccing your party in order to steamroll the campaign. A 'normal' gameplay experience might be to attempt things with a less well-equipped party, failing more often, and getting extra loot in the process.
Third thing is that we have to accept Nightfall is very different to the other campaigns, in that the others were not designed around heroes, and also being the third campaign, the vast majority of players would have the first two chapters and a substantial amount of funds in the bank. If your experiment was run in Proph or Factions I can't see how you would get into a loss.
Final question - can you explain how you got into a loss? This isn't really explained (apologies if I didn't see it - I did take a quick look at the blog). Did you just take money out of Storage when your methodology requires? For example.... 'Dunkoro needs a Radiant Insignia now; rather than waiting for one to drop I'll take the money out of Storage and buy from the Rune Trader'.
I think this is the main problem I have with the methodology. I have fully runed and maxed heroes on 3 characters, but never bought a piece of stuff for them. They take hand-me-downs and stuff salvaged off drops. Point is that I have waited for the drops.
It should be possible to repeat the experiment and make a profit if you only buy things when you have the money, and wait for stuff to drop before dipping into Storage.
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Jan 21, 2008, 12:16 PM // 12:16
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#80
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Lion's Arch Merchant
Join Date: Mar 2006
Profession: W/Mo
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Just another thought - if you did all the quests that generate Trade Contracts - did you exchange these for Rubies and sell to the Rare Materials trader? This ought to generate about 10-20k in cash.
Sorry if the answer is somewhere in the blog....don't have time to read it all.
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