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Old Nov 13, 2005, 02:30 AM // 02:30   #1
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Default If Anet is not fond of farming ... how about

How about implementing quests that give out substantial quest rewards like ecto , shards , dyes , other rare crafting materials. I have no point in repeating any quest to get xp other that the if its on the way situation. I do not run missions out of the sheer joy of doing them , but i would like to have a purpose on visiting some areas again and again. There is some beautyfull scenery out there and ppl tend to forget it on account of not haveing the reason to go back again. Why is that so???

Like i mentioned b4 give us tons of stuff to craft and make it so that that stuff has lots of craft items required so ppl can go out quest for crat materials , trade it , join on groups that go and solve quests as part of a major plan of doing something for their characters rather than sheer ammasing of money.

Imagine it : This beautyfull recipe comes out for lets say (this is just an example to show what the idea should look like) an Oil which could increase your weapons damage by 1-2 points (not over its natural max).
In order to make that oil u need (im sure better items should be selected but im makeing this up as i go):


1. Blood from a "Frost giant champion" - quest boss

2. Essence of a "Crystal spider queen" - quest boss

3. "Tears of the innocent" - quest item, hidden somewhere in a chest in the Black curtain (Guarded by a Wraith)

and last but not least for it to work u need Balthazars blessing obtained at the statue of Balthazar but u cannot get it without (doing a side quest of some sort).

Thats what i yearn in PvE play , quests that can enable you to enhance your equipment , or give you a cool prize.

I wouldnt mind doing hard (long) quests like this for ectos , shards or rare items and item upgrades.

Even some armors could be crafted in such a way. Why let an ascended armor be worth only money , why waste an opportunity of giving people a chance to make fun to do quests in order to obtain their armors. We all know for a fac that a collectors item is just as good as almost every item out there regarding stats alone. But its satisfaction some people are after and remembering how u worked and did quests which enabled u to have that sword and shield. Most ppl can say I payed 150k for it. I say shame. Thats the true reason why money is being sold at e, bay and why ppl have to farm so much. Because money will solve almost every problem u have and get almost every item u need easy. IMHO ITS NOT ABOUT MONEY... ITS ABOUT FUN. As a long time RPG player I can tell u there is nothing as rewarding as the satisfaction you have when ur going trough your characters inventory and that item catches your eye. Suddenly ur thinking about where did the creation of that item take you, what did you have to acomplish in order to abtain it , and how much fun u had with your friends doing it. (and trust me it wont b that 50h of gryphon/minotaur farming blended into a muddy shake).

To summ things up , Id like to see quests bring u equipment, items you can plan and count on ( but work hard to get ) and have a blast of a time doing it. I BET A PATCH LIKE THAT WOULD MAKE FARMING MUCH LESS SIGNIFICANT AND ONLY A DUMB WAY TO SPEND TIME WHEN U GOT BETTER THINGS TO DO. DEFFINETLY A THNG NOT WORTH AN UPTADE LIKE THE LAST ONE HAVEING FOR (refering to the AoE skills nerf).

My 2 bits.
Thx for looking
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Old Nov 13, 2005, 02:32 AM // 02:32   #2
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EXACTLY MY THOUGHTS. Most people who want xp will do UW or something, they dont want more xp on quests. Givng good rewards on quests would kick ass
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Old Nov 13, 2005, 02:33 AM // 02:33   #3
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a-net doesnt want u to have gold bud, forget it...

they are mentally incapable of figuring out a way to balance things out
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Old Nov 13, 2005, 03:05 AM // 03:05   #4
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Your idea has already been implimented(your try a coop mission for a rare reward) it called Tomb of Prime Evil Kings.
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Old Nov 13, 2005, 03:10 AM // 03:10   #5
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Quote:
Originally Posted by jonnybegood
Your idea has already been implimented(your try a coop mission for a rare reward) it called Tomb of Prime Evil Kings.
yup at 20k easy for sigils they are still the most expensive item on game.

if you could get rare things from quest they wouldn't be rare. you have a 100% chance of getting the item. we are trying to reduce prices to control inflation not go black tuesday. if i had a 100% chance of getting some ecto i would create, run, quest, storage, delete, repeat. it would make ecto worthless.
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Old Nov 13, 2005, 03:16 AM // 03:16   #6
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Ok how about a quest drop table then where you could get any dye with a slight chance of 1 ecto or something like that.

On the other hand , the main aim was not to go trough a lot of pvp in the same spot all over again to get an item , but adventure the PvE maps we normally stopped visiting ages back to get items we need for fun quests used to craft something nice to compliment our characters. Its about the feeling of living there, about getting an item that is good , even top and haveing a story behind it, about avoiding a lot of things coming down to money. Saddest of all real life money.
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Old Nov 13, 2005, 03:23 AM // 03:23   #7
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Agreed that Quests just dont give anthing of worth(skills are the only ones). Personally ive been thinking about every skill offered though quests. PvP is a lot of fun but you have to keep et distinct from PvE!!! If they want to only sell PvP thy should have but chose not to PvE needs a lot of work and the quest system is part of that.
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Old Nov 13, 2005, 03:30 AM // 03:30   #8
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I dunno, I'd say the 100k you have to dish out for a Superior Absorption tops that sigil.

Realistically, I doubt I have 8 players on my friends list that could seriously hold the hall. It's not like you can simply grab 8 people and go, no amount of PvE can prepare you for what you face in tombs.

I held the halls once, and got a rare gladius. Needless to say, I was thoroughly displeased. But given the amount of time I spent to getting into teams I could've farmed a lot more than 20k.
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Old Nov 13, 2005, 03:34 AM // 03:34   #9
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Quote:
Originally Posted by Racthoh
Realistically, I doubt I have 8 players on my friends list that could seriously hold the hall. It's not like you can simply grab 8 people and go, no amount of PvE can prepare you for what you face in tombs.
Exactly thats why It was my idea for it to be a PvE fun haveing , character development, memorable thing to do.

U can easyly grab henches and be on your way, maybe even get a nice drop to boot, or work your way to crafting something nice for yourself
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Old Nov 13, 2005, 03:49 AM // 03:49   #10
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What to craft though? I mean if it was easier to get ectos(returning to the point of this thread) then "anyone" could get the only stuff worth crafting-fissure armor. I love the game but there is so much more that could be done...Ch 2 maybe?
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Old Nov 13, 2005, 03:49 AM // 03:49   #11
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I think that controlling inflation is rather a mute point... The game design is inherantly susceptable to infinite inflation. Any game where money/items are created as new objects when a creature dies is automatically inflationary by nature. The more characters there are killing things, and thus intorducing items and money into the game economy which weren't there before, the faster the rate of inflation.

Any game designer who wants to prevent inflation must create a game system where there is always a finite number of any and all items in the game. That number can increase proportionally with the number of players/characters on any given server, but "new" items and money cannot be generated into the system through the simple act of killing a creature or completing a quest (the only exception which would not create inflation within the game system economy is "no-drop" items which cannot be bought, sold, traded, dropped and left for others, or created or traded for using droppable items).

Since Guild Wars was not designed in such a way from the beginning, inflation within the game economy will always be a problem until the entire economic system is overhauled (and don't expect that to happen... ever).

At this point all ArenaNet can do is try to keep further inflation at a minimum and try to reduce the rate of inflation. The only way they could do that to any significant and substantial extent is to drastically reduce the amount of loot which is generated at any and all points in the game. Less item and money drops from kills, period. And if you think that would make the players happy, you can think again, so you can bet that it isn't going to happen. Not to mention the fact that such a change would still be fairly minimal and would be unfair to new players compared to established players who already have a lot of money.

ArenaNet may be trying hard to eliminate farming in order to put some limit on inflation but no matter how badly they nerf the ability to farm there will always be inflation within the current design of the game economy. My opinion: they are trying to fix something that cannot be fixed.

In-Game economics and inflation are quite probably the second greatest challenge to all current MMO designers/developers (the fist one being balance issues), and I have yet to see even one promissing solution. But whatever solutions may come about in game design in general over the next 5 to 10 to 50 years or so, no in-game economic system can be "fixed" after the initial market release of the game. The issue must be addressed and corrected no later than the end of the beta test phase. Once the game's economic system is established and in place, it is set, period. Making any major and significant changes runs extremely substantial risk of losing customers and thus money and thus possibly killing the dev company.

As for quests/missions... I would love for there to be some purpose to returning to areas of the game with new characters. I'm not world's hugest fan of linear plot lines because of the limited replayability, and this is a major issue for me in Guild Wars. Once I have completed a mission, it is virtually pointless to repeat it again with that or any other character. Creating some sort of substantial reward which cannot be gained any other way (and experience can easily be gained without missions or quests) could potentially fill that gap a little. But in order to prevent such rewards from increasing the economic troubles they would have to be rewards which have no economic value... And again, "no-drop" items come to mind.

My 2cp on the matter... probably doesn't really belong here in the suggestions forum, but this is where the thread was started.

Drake
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Old Nov 13, 2005, 03:55 AM // 03:55   #12
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Im right on w/ drake about the linear quality of the PVE in GW. Actually to the point of questioning the missions system - oh no.
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Old Nov 13, 2005, 04:02 AM // 04:02   #13
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Oh don't get me too wrong... I think the missions are AWESOME... the first time through, its just after that that they don't seem to matter anymore. I mean, once you know your way through it, what happens before, during, and after, etc. the story-line which seems (to me at least) well written and interesting becomes useless to you because you already know it... there's nothing new for the new characters, that's the problem. I think there IS a point for missions for first characters, but past that they quickly loose their value.

Drake

P.S. Sorry for the run-on sentance.
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Old Nov 13, 2005, 04:17 AM // 04:17   #14
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i heartily agree with drake. my first time through the game, every mission was something new. new areas, new story, new objectives (riverside province was a nice change of pace) and new characters. but my second time around, i was so bored, only 2 of my 6 other characters made it past the ascalon misions un-deleted. pre-searing is almost INTERESTING compared to these. i mean come on. theres got to be some way to change the missions. say enviormental actions. some enemies only come out at night, thus altering objectives and experience when you play the mish at night. bonuses add a bit, but they dont really go enough out of the way to make me trudge through the missions all over again.
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