Sep 22, 2009, 11:23 PM // 23:23
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#1
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Random thought about speed clears and SF
I was thinking, instead of nerfing these things entirely, why not make them something like daily quests in other games in where once you've gone into the area X amount of times, you can't enter any more that day?
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Sep 22, 2009, 11:46 PM // 23:46
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#2
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Administrator
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/notsigned. I don't want to be not able to do something because I've done it too much. What about people who are trying (and repeatedly failing) to do something? They get locked out and told to try again tomorrow after a few tries? Doesn't sound fun to me.
__________________
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Sep 22, 2009, 11:48 PM // 23:48
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#3
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Ascalonian Squire
Join Date: Aug 2009
Guild: Affliction of Embers [AoE]
Profession: A/E
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already been suggested, /notsigned
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Sep 23, 2009, 01:25 AM // 01:25
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#4
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Banned
Join Date: Aug 2008
Profession: D/W
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What if you repeatedly fail at a quest or something should you be punished.....? How would people be able to learn anything?
Countless people would just leave the game...
/notsigned
Last edited by Need More Donuts; Sep 23, 2009 at 01:28 AM // 01:28..
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Sep 23, 2009, 01:42 AM // 01:42
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#5
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Frost Gate Guardian
Join Date: Oct 2008
Guild: [MOB]
Profession: A/
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insead of making it so you cant enter after so many times just make it so that you can only open the end chest so many times.
that way if you fail you can go again over and over till you get it and ppl who do the slower farms just for ecto can still do it it would only affect ppl doing speed clears bec i cant see many ppl fighting all the way through uw 5-10 times a day
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Sep 23, 2009, 06:47 AM // 06:47
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#6
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Wilds Pathfinder
Join Date: Sep 2006
Location: South of heaven
Guild: S E X Y Shinigami[SEXY]
Profession: W/
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Maby you couldn't re-enter if you have succeeded the area already X amount of times. Maby that would be better.
But some skills do need a nerf. I mean come on, nobody should be able to do this solo. Theres is a 600 version too but the Perma only has succor(not really needed, meaning it can be done solo) while the 600 still needs atleast 1 more player/hero.
/dunno
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Sep 23, 2009, 06:51 AM // 06:51
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#7
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Wilds Pathfinder
Join Date: Jun 2008
Location: Denmark
Guild: Jade Reapers [JD]
Profession: W/
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/notsigned.
The average player trying to abtain FoW armor will suffer from this.
+ We don't want regulations on how much we can/may play a particular area.
No point in nerfing, does speedclears harm anyboby? NO..
It's virtual economy, stop caring so much. If people want to waste all their time gaining more stuff/money in GW, let them..:S
gg, gl&hf =)
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Sep 23, 2009, 07:44 AM // 07:44
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#8
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Academy Page
Join Date: Jan 2009
Guild: We Are From Poland [pol]
Profession: Rt/N
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definitely /not signed
freedom is what counts
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Sep 23, 2009, 08:15 AM // 08:15
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#9
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
/notsigned
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Sep 23, 2009, 12:25 PM // 12:25
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#10
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Frost Gate Guardian
Join Date: Feb 2007
Location: For 5...21 seconds I CAN take damage
Guild: Union Of Light Form Users
Profession: W/
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Just kill the freakin skill, why does everyone look for a way around it.
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Sep 23, 2009, 01:17 PM // 13:17
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#11
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Lion's Arch Merchant
Join Date: Mar 2006
Location: Taking a dip at Nundu Bay
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Quote:
Originally Posted by Tenebrae
So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
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Exactly. They would just use Death's Charge to by pass it.
On a more serious note: Perma (almost-)invincibility should have never been brought in game to begin with. Therefor: /notsigned.
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Sep 23, 2009, 03:05 PM // 15:05
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#12
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Keeping DoA Alive
Join Date: Jan 2007
Location: England
Guild: Were In [DoA]
Profession: A/N
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Quote:
Originally Posted by Killerminds
Just kill the freakin skill, why does everyone look for a way around it.
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because in a lot of areas, its not a case of being "invincible" and just maintaining shadow form. some areas require serious skill and timing to make the perma tank work.
i suggest you go try to tank doa on perma, then tell me how easy it is.
shadow form doesnt need a nerf, just dungeon running and uwsc
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Sep 23, 2009, 04:04 PM // 16:04
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#13
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Nothing, tra la la?
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Quote:
Originally Posted by Tenebrae
So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
/notsigned
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Pretty much.
The skill itself is the key.
Quote:
Originally Posted by Enon
Exactly. They would just use Death's Charge to by pass it.
On a more serious note: Perma (almost-)invincibility should have never been brought in game to begin with. Therefor: /notsigned.
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LOL...Death's Charge.
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Sep 23, 2009, 05:39 PM // 17:39
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#14
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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No. Let people enter areas as many times as they want.
But change areas and skills so an area that is meant to last 1 hour lasts at least 40 minutes.
Last edited by MithranArkanere; Sep 23, 2009 at 05:53 PM // 17:53..
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Sep 23, 2009, 08:05 PM // 20:05
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#15
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Wilds Pathfinder
Join Date: Nov 2007
Guild: Still looking
Profession: Rt/
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I wouldn't mind an environmental effect such as enchants last half as long, but restricting the playerbase because of a broken build is not the way to go.
/not signed
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Sep 24, 2009, 01:22 AM // 01:22
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#16
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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I can understand why a lot of people don't like this idea. I mean there are other possible fixes available and this is kind of drastic. However this is how I see things:
If you nerf the skills, you risk either undernerfing them or overnerfing them. Furthermore if the current form of speed clears and farming are nerfed, all it takes is one creative player willing to share his strategy and we are back at square one. Adding new mobs and tweaking existing mobs can work for awhile, but again all it takes is one person finding and sharing the right tweak.
This way people can still do the type of run they want to, they just can't do it as much as they want to.
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Sep 24, 2009, 05:09 PM // 17:09
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#17
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Frost Gate Guardian
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/unsigned
A better solution would be to enrich the variety of builds used by the mobs in that specific map as a detriment against narrowly focused team builds. More balanced team composition of mobs, reduced stat bonuses of HM mobs.
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Sep 24, 2009, 05:47 PM // 17:47
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#18
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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You're talking about taking away player's freedom to go where they please (I saw a suggestion once with a similar concept, only it restricted which builds you could run). This is (as much as I hate to say it) just as bad (if not worse) than leaving the broken stuff in.
Why not, just, I don't know, fix the broken stuff? Instead of taking away player's freedom, why not remove the incentives for using overpowered gimmicks by nerfing them? Seems much simpler to me.
/notsigned
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Sep 24, 2009, 06:27 PM // 18:27
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#19
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Krytan Explorer
Join Date: Oct 2007
Guild: Jay To Much [SrE]
Profession: Me/N
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This "A lot of people will leave the game if solo farming is nerfed" is getting ridiculous. Games are not about graphics, being able to get through them easily, story lines, etc..
Games are about facing challenges and using innovation with creativity to get advantages over everyone else.
Now, this entire forum + wiki system eliminates pretty much all of that, but so does solo farming. If solo farming is what everyone does to make gold (When you'd be better off doing a lot of other things to make gold) then all of the creativity and innovation is removed from the game, and Guild Wars will be like every other game on the market now.
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