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Old Jul 27, 2006, 06:14 AM // 06:14   #21
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Mission and bonus. I want to take my time doing the bonus of the mission and not rush through it. Even if I'm getting the Protector's title.
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Old Jul 27, 2006, 07:10 AM // 07:10   #22
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Bonuses was better. Gave each mission a sub-plot story line. Masters idea was a cheap way of Anet getting their rushed Factions PvE out in time.
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Old Jul 27, 2006, 07:18 AM // 07:18   #23
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The masters reward style was ok in my opinion if there was a variety to the way in which you had to achieve it. Timed was a bit rubbish but protection ones like Gyala and Eternal were ok. But if all the missions in chapter 3 were protection missions I'd kill myself.
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Old Jul 27, 2006, 07:25 AM // 07:25   #24
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Mission/Bonus.
I don't want to rush through mission to get master reward. Sometimes people in group want to take a short break or short afk during a mission, or even chat with others. Rushing mission will ruin it.
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Old Jul 27, 2006, 07:46 AM // 07:46   #25
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hopefully something new that isnt related to time. <.<

if not, M/B
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Old Jul 27, 2006, 02:31 PM // 14:31   #26
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Nice to see that virutally everyone is in agreement that the timed "masters" stuff in Factions was garbage. I still haven't really read all the NPC text in missions because of the forced rushing.

I would like to see a variety of bonus types but I really don't want to see too many that involve protecting suicidal NPCs.
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Old Jul 27, 2006, 10:09 PM // 22:09   #27
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I much preferred the style of normal/expert/master's reward over the mission and bonus, simply because time was the deciding factor for the reward on most missions. I like the fact that master's teams actually had to set to do damage...a foreign concept lost on the majority of PvE players who worship their "tanks" and ultra defensive, boring, slow grind style of play.
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Old Jul 28, 2006, 12:42 AM // 00:42   #28
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Whether people are using defensive builds or not, I think there's already far too much pressure to move quickly. I'd like to be able to wait for the opportune moment to engage enemies, and be able to discuss tactics with my allies, without being penalized for it.

The monsters in Factions already seem designed to deal harshly with defensive group builds; just take a look at Shiro: you can beat him in about one minute if you hit him hard enough, or your group can slowly waste away over 10 minutes before finally dying. All you really need to do to create incentive for offense is drop in a few more enemy monks.

The Standard/Expert/Masters looks to me like a way to include more mission rewards with less work per mission. Prophecies has 25 missions, and each has a bonus. Those take time to create. Factions has 13 missions and no bonuses.

I don't mind getting rated for my performance in the mission, if they would use more reasonable criteria (like number of deaths sustained, or ratio of damage dealt to damage taken, or some such, that has to do with how well you fight and not how many cinematics you skip or conversations you forego), and if it's not used as an excuse to provide less content.
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