Mar 27, 2010, 06:07 PM // 18:07
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#141
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Quote:
Originally Posted by QueenofDeath
Ahhh but I have more and better REAL LIFE stories to tell what will you have to tell your grandchildren? Ohh Ohhh I farmed Guild Wars till my fingers bled isn't that a rewarding story children? hahahah Life is about living it and building a story not playing games all of it.
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- Ohh, kids, let me tell you stories about the time I scored with 3 chicks at once...
- Sure thing, gramps, did you take your meds today?
Oh, no, you will be telling stories of how you were educating people on the Internet about their attachment to a video game.
...Seems to me like it's actually worse than playing the game. At least you would be doing something productive.
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Mar 27, 2010, 08:01 PM // 20:01
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#143
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Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
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Spending time having fun is not throwing it away IMO. Sure, you can choose to spend your time differently, but how is your choice any better than somebody else's choice? Let each make his/her own choice and be content for yourself and don't tell other people how to make those choices. Thanks.
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Mar 27, 2010, 08:08 PM // 20:08
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#144
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Jungle Guide
Join Date: May 2005
Location: Hot as hell Florida
Guild: [Wckd]
Profession: Me/
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Quote:
Originally Posted by QueenofDeath
Hardly proved your point ole boy because you have no point other than an insignificant game of no value to life itself. But, you keep on living in your delusion that this game has some significant value other than throwing away time as that is what most 'simpletons' as you call them believe. You proved my point thank you. )
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And yet, ironically, you're spending your free time arguing about the insignificance of said game on an internet forum...
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Mar 27, 2010, 08:17 PM // 20:17
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#145
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by Kaleban
And yet, ironically, you're spending your free time arguing about the insignificance of said game on an internet forum...
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I guess that is more rewarding for him than going out and building memories to tell to his/her grandchildren lol .
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Mar 28, 2010, 04:57 AM // 04:57
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#146
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Academy Page
Join Date: Apr 2008
Location: South East
Guild: Kiss
Profession: E/
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I'm not down with ecto dropping everywhere but agree that rewards should be changed a "little bit"
How about that thing Gun Pierson said about armor or item sets. The pieces to a set can drop anywhere in a given area within a campaign. Like, for Tyria there could be ascalonian/desert/shiverpeaks sets. The 5 piece ascalonian set can be obtained as "random" drops. Beginning after borlis pass, heading west then south down to Sanctum Kay. In any of those zones in between u have a chance to get a piece for that set.
Then the desert one has its zones. maybe including topk!.. you get the idea. Same for all three campaigns and Eotn. Eotn could include pieces related to some dungeons or the chance is a tiny bit higher to get a piece in a dungeon.
Thats one kind of incentivizing. Good for vanquishers/explorers/normal playthroughs.
On top of that Dungeons do need more incentive to invest the time to play them.
1 rare material at most/all weps max but with variable req still/an armor piece/5k.
Or, leave the chests the way they are and make killing the enemies in the dungeon a little more profitable overall. Just ideas.
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Mar 29, 2010, 08:53 PM // 20:53
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#147
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Jungle Guide
Join Date: May 2005
Location: Hot as hell Florida
Guild: [Wckd]
Profession: Me/
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Quote:
Originally Posted by (Datura)
I'm not down with ecto dropping everywhere but agree that rewards should be changed a "little bit"
How about that thing Gun Pierson said about armor or item sets. The pieces to a set can drop anywhere in a given area within a campaign. Like, for Tyria there could be ascalonian/desert/shiverpeaks sets. The 5 piece ascalonian set can be obtained as "random" drops. Beginning after borlis pass, heading west then south down to Sanctum Kay. In any of those zones in between u have a chance to get a piece for that set.
Then the desert one has its zones. maybe including topk!.. you get the idea. Same for all three campaigns and Eotn. Eotn could include pieces related to some dungeons or the chance is a tiny bit higher to get a piece in a dungeon.
Thats one kind of incentivizing. Good for vanquishers/explorers/normal playthroughs.
On top of that Dungeons do need more incentive to invest the time to play them.
1 rare material at most/all weps max but with variable req still/an armor piece/5k.
Or, leave the chests the way they are and make killing the enemies in the dungeon a little more profitable overall. Just ideas.
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I've always liked the idea of "loot armor" as well, its a lot more incentive to get out and play then to farm for mats and then buy armor.
Sure, having armor "custom made" for your character may be more realistic, but so is going to a 9 to 5 job instead of slaying monsters.
I hope GW2 goes to the armor drop system, and perhaps reserves the "economy" and a possible auction house for crafting non-essential or cosmetic stuff. As in, we should have to adventure and quest for good loot, but can make all the doilies and doohickeys we want in town!
And yes, it would be exactly like WoW's system, in fact I would rather have the playerbase be the skilled crafters, such as armorsmiths and weaponsmiths and such, able to make "collector" level gear, with the uber skins and items reserved as end quest or end-boss drops.
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Mar 29, 2010, 09:28 PM // 21:28
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#148
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Desert Nomad
Join Date: Apr 2006
Profession: R/
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Crafting = grind
It was specifically NOT added to GW because they wanted skill > time
That was when GW was good
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Mar 29, 2010, 11:15 PM // 23:15
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#149
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Jungle Guide
Join Date: May 2005
Location: Hot as hell Florida
Guild: [Wckd]
Profession: Me/
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Quote:
Originally Posted by Fay Vert
Crafting = grind
It was specifically NOT added to GW because they wanted skill > time
That was when GW was good
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I'm confused. Isn't having to farm materials and gold for the NPCs to craft armor, weapons, consumables, etc. grind?
And wouldn't having armor drop like everything else remove quite a bit of the grind?
The whole skill>time thing is a pipe dream for a PvE MMO. To get people to keep playing PvE, there has to be something to do once you've "beaten" the game (campaigns) and in most MMOs, this is trying to get epic/elite drops, leveling crafting to make better stuff so that raids are easier etc.
From what I've seen, GW has NEVER followed the skill>time idea, its even more evident as the game has gotten more and more grindy (more diversified PvE titles, more rare skins), and more difficult to acquire rewards (loot scaling).
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Mar 30, 2010, 08:28 AM // 08:28
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#150
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Hall Hero
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Quote:
Originally Posted by Fay Vert
Crafting = grind
It was specifically NOT added to GW because they wanted skill > time
That was when GW was good
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Based on all ANet has said when in regards to that statement, I always felt that when they meant "skill > time" they meant that you would never become a "more successful" or powerful player just by pumping time into something (i.e. grinding a dungeon to get more powerful loot).
Quote:
Originally Posted by Kaleban
The whole skill>time thing is a pipe dream for a PvE MMO. To get people to keep playing PvE, there has to be something to do once you've "beaten" the game (campaigns) and in most MMOs, this is trying to get epic/elite drops, leveling crafting to make better stuff so that raids are easier etc.
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It's very hard to keep up with so much content without a subscription fee, not to mention how content people have been for years on end.
What I'd rather see differently in GW2, though? Tailor future GW2 campaigns to be catered towards high-end characters. Have the start of the future campaign's level be the end of the original campaigns, and so on and so forth.
It was cool to see each GW1 campaign be stand-alone, but it came at a rough price. If GW2 wants to see increased longevity, this is what I feel should be done.
Quote:
Originally Posted by Kaleban
From what I've seen, GW has NEVER followed the skill>time idea, its even more evident as the game has gotten more and more grindy (more diversified PvE titles, more rare skins), and more difficult to acquire rewards (loot scaling).
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I felt that spit started to hit the fan with PvE skills and beneficial titles. In Nightfall things were slipping away from ANet, near GW:EN they were blatantly kicking everything off of the bridge.
But things were fine in Prophecies and Factions. Only minor exception might've been the...shit what were they called, Celestial Elites near the final missions in Factions? It's been so long.
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Mar 30, 2010, 06:51 PM // 18:51
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#151
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Ascalonian Squire
Join Date: Feb 2008
Guild: [OE]
Profession: R/
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Quote:
Originally Posted by Yelling @ Cats
I simply don't care about loot.
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You are one ridiculously arrogant person. You are trying to project your preferences onto the Guild Wars community at large, saying that since you don't care about loot then it logically follows that no one else can either. Either that or you believe that ArenaNet should design their game around you personally, when you know that you are in the minuscule minority.
Quote:
PS: Nothing worth having drops anywhere. Nothing does any more damage or has any more armor than collector items.
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...And I'm sure that you walk around in a towel because it is cheaper than clothes and keeps you warm just as well.
Quote:
Is the only reason that you don't like doing those places because you don't get stacks of ectos, or is the reason you don't like doing those places because they are really f'ing boring?
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Yeah, because farming is so exciting.....why else would so many people do it?
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