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Old Mar 29, 2011, 12:34 PM // 12:34   #21
Krytan Explorer
 
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People don't get extra or less rewards because of their style of play. End of story. You want people to play with? Join an active guild or make one with your active friends.
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Old Mar 29, 2011, 08:46 PM // 20:46   #22
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Quote:
Originally Posted by Uriel_Wolfblood View Post
People don't get extra or less rewards because of their style of play. End of story. You want people to play with? Join an active guild or make one with your active friends.
Lots of RPG reward teamplay with extra reward...its called building an online community. Also...

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Even with an active guild, it is still more efficient to go with heroes. Why? Waiting for guild members generally takes even longer in comparison to pugs, since you have a smaller population of people that you have to wait until they finish whatever they're doing (speed clear, farming, PvP, Vanquishing, etc.)

The point is that it had nothing to do with how good pugs are or whether or not I can find people to do an area. You give me the best players in the world, and I would STILL prefer heroes over them for most areas if I have to wait 10 minutes for those godly players to show up. Bad pugs are merely rotten icing on the **** cake in my opinion.
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Old Mar 29, 2011, 09:56 PM // 21:56   #23
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Why do we need this? I can easily join a group in ZM/VQ.

Wrong time zone? If so, adding more z coins won't solve this.
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Old Apr 09, 2011, 04:27 PM // 16:27   #24
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How about this:
Quote:
For every other human player in your party, your rare drop rate is increased by 5..1%.
The drop rate increase would be scale per additional human player, starting with +5% for 2 players and scaling like this:

-P--%--T%-
255
338
4210
5111
6112
7113
8114

Or:
Quote:
If your party has more than one human player, your rare drop rate is increased by 5%.
This is optimal for promoting partner teams. Or:
Quote:
For every other human player in your party, your rare drop rate is increased by (1-2)%.
This would be easier to explain and mentally calculate while promoting full teams but provide negligible benefits for partner teams.


A system similar to this will work in and out of Zaishen quests. These values should be tweaked so that H/H'ers won't feel punished, but knowing that +2% probability can make all the difference to players of RPGs, will provide a great incentive for people to group.

Last edited by Sol Solus; Apr 09, 2011 at 04:44 PM // 16:44..
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Old Apr 12, 2011, 06:56 PM // 18:56   #25
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The problem with GW is that unlike most MMO's, that simply give you your skillset for whatever class you are, and it's very straightforward, GW lets you do almost anything with your skillset. This causes most people to be absolute retards when it comes to grouping. More and more I find PvE people with the most terrible bars, and I would honestly be better off with a Hero. In most MMO's, it's not an issue since everyones relativly the same, but here, ehhh.
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Old Apr 13, 2011, 05:57 AM // 05:57   #26
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The interesting thing is that if a player shows up to join a PUG and uses a build a hero would run he/she would be told to change build or be kicked.

The party with the hero would just go and be back from the damn mission that takes 3 minutes.

If PUGs take ages to form that is the PUGs fault.

Pugging in this game always sucked even WHEN THERE WAS NO HEROES!

People just want a scapegoat.

I remember taking ages to form a group for the desert missions just after factions was released - finding monks was impossible.

I remember spending 1 afternoon trying to do boreas seabed (nm of course since there was no HM yet) with PUGs and failing! And there was no heroes to blame.

Decided to go with horribad factions henchmen and got masters with no sweat first try.

That is why efficient pugging always go back to PvX builds - doesn't matter if it is the best, what matters is that everyone is following a build that has a core philosophy and everyone knows it role.

Exactly how fun is being reduced from a game with countless possibilities to a single build and play it over and over again?

This game simply wasn't build for PUG play.

Last edited by Improvavel; Apr 13, 2011 at 06:07 AM // 06:07..
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Old Apr 13, 2011, 06:51 AM // 06:51   #27
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Back in 2005 we found out that it was more efficient to group with henchmen than with actual players.
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Old Apr 13, 2011, 06:59 AM // 06:59   #28
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Quote:
Originally Posted by Reverend Dr View Post
Back in 2005 we found out that it was more efficient to group with henchmen than with actual players.
I believe it is skill difference and play style.

Other players are unpredictable, even when you know them for a while and you won't for PUGs. AI is much more predictable.
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Old Apr 13, 2011, 07:15 AM // 07:15   #29
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No, its efficiency. A good group will get things done faster than a hench group, but you can't always guarantee that. Going with a bad group and failing then getting a good group still takes longer than just doing it with henches.
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Old Apr 13, 2011, 02:56 PM // 14:56   #30
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I almost would bet that if you would split that party that failed into 8 teams with 7 henchmen they would all do it. Or maybe I'm being overly optimistic.
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Old Apr 15, 2011, 01:09 PM // 13:09   #31
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Quote:
Originally Posted by Marty Silverblade View Post
I'm getting less rewards for playing H/H than playing with other people (which to me is undesirable). This would force me to choose between more rewards or doing things more efficiently. This is not a good thing to do.

EDIT: What matters is what you do, not how you do it. Playstyle is irrelevant.
MMO - massively MULTIPLAYER online, and not a singleplayer TPS.
Let me break it down for you if you dont play with other ppl no one will care that you just farmed for the past 8 hours each day for a month, for a title or what ever.
GW is all about the play-style.

I play with ppl to make things interesting, and to talk to ppl and meet interesting ppl all over the world. Ill just play Diablo 2 if i want to farm for self gratification.
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