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Old Nov 03, 2006, 10:19 PM // 22:19   #1
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Default Fixing elite dungeons and the economy

This is an Idea I came to after the recent farming AI nerfs when I was thinking of ways that people could farm in groups where it would still be profitable because as of right now I see very few viable options when I realized these situations have existed in the past but are always short lived.

Elite "dungeons" like Fow, UW, SF, The Deep and such have always started out as great places for people to gather in large groups to go explore do quests and farm with out needing to solo to make things profitable. The problem is this never lasts longs. Dungeons get over farmed, people start figuring out solo methods, and the market become flooded with the wares these dungeons hold. Anet so far has come up with two methods to fix these problems. These though only slowly hold off the inevitable drying up of the areas. These solutions include Nerfing drops and re-arranging the AI enemy spawns and more.

This in turn leads to complaining and everyone becoming upset and the elite dungeons become an over all waste of time after you have completed the quests within.

Anet has had the right idea changing AI and or spawns of enemies helps keep solo builds from happening which keep prices up but then they go and nerf drops till the time spent farming them is no longer worth money they make. People continue farming, prices plummet despite the nerfs and then you have 7k drops that show up every 8 hours when you farm in groups of 8. and the place falls apart.

So what’s the alternative?
Every six months or so anet provides a new set of weapon skins for people to crave over and if solo builds have developed rearrange a few spawns. Skins are not hard to make and the task of rearranging the locations of enemy spawns is not that hard either.
The end result is that the new skins bring a new diversity of items into these dungeons and make them profitable again once after they have been farmed into the ground with out having to nerf the drops so that one can make profit farming in groups of 8 or more.

Basically if you are going to make Soloing impossible you need to make farming in groups profitable and this seems to be an easy way to keep the economy refreshed is by bringing in new items into the old chapters.

The fact that making new skins for weapons isn’t that hard makes this a viable option to keeping old dungeons active with out wasting the time they could be spending on new chapters.

any opinions?

Last edited by awelcomecomatose; Nov 03, 2006 at 10:24 PM // 22:24..
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Old Nov 04, 2006, 02:17 AM // 02:17   #2
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I would bless the day when there are different greens to be rewarded with in the Tombs.

/signed
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Old Nov 04, 2006, 04:47 AM // 04:47   #3
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/not signed

economy will be ruined
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Old Nov 04, 2006, 07:21 AM // 07:21   #4
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How so? Who cares, the game gets more fun and the economy gets more interesting with new items.
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Old Nov 04, 2006, 09:46 AM // 09:46   #5
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How would this ruin the economy. Diversity is great for economies and seeing as how there is no way to make money what so ever other than playing the game and seeing how i've beaten NF twice already i'm running out of things in that feild. Over saturation of a particular population is bad for an economy not new things.
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Old Nov 04, 2006, 09:46 AM // 09:46   #6
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Quote:
Originally Posted by Linksys
I would bless the day when there are different greens to be rewarded with in the Tombs.

/signed
Honestly wouldnt that make those long missions worth while if the rewards were worth more thank 5k
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Old Nov 04, 2006, 09:55 AM // 09:55   #7
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If you mean the Tombs of Primeival Kings, totally. I think the only item worth more than 5k in there is Victo's Axe. Plus the Ectos that may randomly drop for you.
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Old Nov 04, 2006, 10:17 AM // 10:17   #8
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I'd prefer it if they increased the drop rate of decent items in FoW, UW etc then only allow entry with a full team as well as ,more randomised spawns/skillsets.
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Old Nov 04, 2006, 01:07 PM // 13:07   #9
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Some changes to the groups of enemies and pop ups would make things very interesting. Maybe even change it a bit so that the BP group format for Tombs needs some adjusting.
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Old Nov 04, 2006, 11:46 PM // 23:46   #10
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Quote:
Originally Posted by isamu kurosawa
I'd prefer it if they increased the drop rate of decent items in FoW, UW etc then only allow entry with a full team as well as ,more randomised spawns/skillsets.
This isn't a bad idea either. I dont care if soloing is no longer possible as long as they up the drop rate a bit to make working in groups profitable at the same time. Secondly its true of all things in a market place over saturation of an item causes the price to drop to extreme lows. Mixing up the greens making none of them permanent would help keep prices level.
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Old Nov 04, 2006, 11:59 PM // 23:59   #11
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Prices in our real economy have the same ups and downs as in the GW economy. Drops being better or more consistent would be a band aid on a festering wound.

If Victo's Axe becomes the staple of Axe warriors everywhere, then the price will rise, as it did before the other greens became available. When the next sundering axe became available,Kannaxi's Axe, then Victo's price dropped and became a conisuer's axe of choice. Perfect, yes, but more desired by the people who wanted that particular skin style.

As the axes get overfarmed, the prices drop, and then weapons with gold letters and the same stats become in demand, since they are harder to come by and everyone can't have your exact same weapon. Hence, the lucky treasure hunter now has a way to make an extra buck, or 100k, for an item that is the exact duplicate of a green weapon/shield.

That being said, the economy works as it's supposed to work.
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Old Nov 05, 2006, 01:23 AM // 01:23   #12
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Its not necessarily the price of greens I want stabilized I want the monetary output of elite dungeons which have for the most part dropped to incredibly low levels to be stabilized.
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Old Nov 05, 2006, 04:51 AM // 04:51   #13
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I still think they should make some serious changes at UW/FOW.
Like adding A,D,P and Rt monsters and adding itens for these classes. Adding bosses at the quests (priest of menzines) and make them drop greens. Rearrange the spawns and their routes. Add mesmers at the beggining of UW so that 55 farm would finally be banned from GW (wich is what is ruining the economy).
And there you go...UW and FOW are back to life... the economy will "stabilize" with time.
Concerning The Deep and Urgoz, in my opinion, urgoz is favoring b/p teams wich makes the rest of the classes uselless there, so u only see rangers, monks, necros and ritus there... and i really dont know what it should be done to change that. Increase the amount of brutal gold that drops there, the high quantity of gold would make up for any eventual lack of drops. And maybe increase in about 1/3-1/2 the quantity of chests.
But first, you would need to work out on that b/p team issue...
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Old Nov 05, 2006, 06:42 AM // 06:42   #14
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If this were the case, then Anet needs to bring some skins "Out of print"

As in, they will no longer drop. This will raise the value of existing skins as well.
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Old Nov 05, 2006, 06:56 AM // 06:56   #15
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B/P teams fix, simple, give more mob warrior's "shields up"
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Old Nov 05, 2006, 09:30 AM // 09:30   #16
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Well I agree with the title, but I think a better solution would be this: When the average green drops to a certain worth, bring all the skins out of print and replace them with large gold drops, say 500ktotal in elite missions and maybe 100k total in tombs or something like that.
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Old Nov 05, 2006, 03:48 PM // 15:48   #17
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500k total?! oh god... thats way too much
iv been playing gw sinece the first day and just now i managed to come up with 500k at storage (of course, i also bought a lot of stuff, 15 armors, weapons, etc etc)

i agree with Halmyr.

u dont need to get them out of print, just increase the quantity of gold that will drop, everyone likes gold and wants gold... with gold you can buy all the avarage game itens, like 15k armors crafters weapons, runes, insignias...

and i still wants to see 55 monks banned from the game... make a hp limit... like 100 or something, u do the math!
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Old Nov 05, 2006, 03:53 PM // 15:53   #18
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eh 500k divided by 12 people is like 41k. Elite missions are 4 hours long.. so 10k an hour. Thats pretty crappy imo
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Old Nov 05, 2006, 04:22 PM // 16:22   #19
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Quote:
eh 500k divided by 12 people is like 41k. Elite missions are 4 hours long.. so 10k an hour. Thats pretty crappy imo
you can beat the deep in under 2 hours quite easily
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Old Nov 05, 2006, 04:54 PM // 16:54   #20
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41,000 gold + Loot + Greens = too much gold for 12 people

im not sure how much gold they drop at each run... but increasing it would sound good at the players ears

and also, increase the gold at uw/fow... but not THAT much
as soon as u ban 55 monk from gw, hehe
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