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Old Mar 11, 2006, 10:00 PM // 22:00   #1
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Default More effective method of nerfing?

A lot of people have been complaining about some of the recent nerfs for the reason of farming, as they are altering PVP strategies. I haven't be playing Guild Wars seriously long enough to really deal with any of this, but I've been thinking.

If farming has to be nerfed to keep the economy stable, rather than completely removing the monster or altering the skills required to farm, why not just create a limit to the number of drops per day for abused items? It wouldn't be too complex to simply endow a character with a variable for how many drops of x item he has, and once that variable gets up above the limit, start causing drops to taper off. This renders botting useless, and keeps PVP stable.

Any thoughts on something like this? Am I close, or is this completely out in the observation channels?
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Old Mar 11, 2006, 10:15 PM // 22:15   #2
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i kinda like the changes... makes pvp a new challenge and i gotta admit those farmplaces were overfarmed too..if you stand in the international district of aurgury rock...you'd be spammed by 10000000 guys selling, and see at least 5 solo monks A SECOND leaving through the portal there...i just like the way Anet is dealing with this
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Old Mar 11, 2006, 10:17 PM // 22:17   #3
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Understandable, I suppose; a challenge is always good. And I agree, overfarming is bad... that's why I'm not out there screaming 'OMG QUIT NRFING OMGOMGOMG ANET NOOSB' ^_^
(My IQ lost ten points just saying that. >_< )
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Old Mar 11, 2006, 10:52 PM // 22:52   #4
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Quote:
Originally Posted by Ninetail Trickster
'OMG QUIT NRFING OMGOMGOMG ANET NOOSB' ^_^
(My IQ lost ten points just saying that. >_< )
I had tears in my eyes I laughed so hard.

On to the topic:

Limiting the number of drops per day could be a double edged sword.

Early risers, or those who are able to play earlier then others would farm the items quickly, and then further inflate the prices knowing no one could get them later, or have a really slight chance in getting them.
On the other hand, limiting the drops per individual account might work out better. Though, this too has a possible bad side effect. People or accounts that farm all the time, would get less and less, but those ebayers would have the funds to just purchase another account and repeat it till their eyes bleed.

I think the best way to handle the broken economy is to simply use NPCs as the traders. In other words, removing the ability to trade from people all together. It's a harsh change, not one I like all that much, but it would allow Anet to set a valid economical pricing for items.
This is strickly off the top of my (pointed) head, but hopefully it will make since: (numbers are made up and mean nothing per value)

Normal items are as they are now. Unchanged
Blue items are perhaps 1.5 times the value of Normal ones with different skins available to them.
Purple items worth 2 times the value of Normal ones with different skins then the Normal and Blue.
Gold worth 3 times and following further changes to the skins
Greens worth maybe 5 times the Normal with unique skins.

Each mod to each weapon/shield/item would also be factored in as part of the cost.

It wouldn't be hard to set prices. The data base could be tagged easily for finding mod X = Y price. Y + other mods would then be your price for the item.

Lots of thought did not go into this, as I said, it was off the top of my head. There are drastic side effects to this both good and bad.
Bot farmers would be most effected by this, but the normal player would be aided from the "WTS" issues and be able to go on getting more items.

Consider it a controlled auction or trade system.

PS. thos would also allow Anet to actually set in game rewards based on where you are in the game and what type of gear you "should" be using by that time. Much like the way it is getting to Droks (without being run). You should have enough money to get the Droks armor when you get there. After that though, economy seems to tank.

/gets out the fire extinguisher to put out the flames

Last edited by WasAGuest; Mar 11, 2006 at 10:58 PM // 22:58..
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Old Mar 12, 2006, 05:18 AM // 05:18   #5
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[QUOTE=Ninetail Trickster]A lot of people have been complaining about some of the recent nerfs for the reason of farming, as they are altering PVP strategies.(1) I haven't be playing Guild Wars seriously long enough to really deal with any of this, but I've been thinking.

If farming has to be nerfed to keep the economy stable, rather than completely removing the monster or altering the skills required to farm, why not just create a limit to the number of drops per day for abused items?(2) It wouldn't be too complex to simply endow a character with a variable for how many drops of x item he has, and once that variable gets up above the limit, start causing drops to taper off. This renders botting useless, and keeps PVP stable.QUOTE]

1) I say this makes PvP fun because it changes builds and lets people make new ones, such as IWAY. Anet did make a blow so that they do affect skills for the PvP usage too, and I have read forums where people are upset because it changes their PvE stlye. So... It just keeps players on their toes

2) You don't want skills to be nerfed but the outrageous drops on farming to be nerfed. So far I haven't gotten much out of SF, Solo, or anything else. That goal is already accomplished. But to drop that MORE would just mean prices on EVERYTHING to go WAAAAAAY up. Even on "new" stuff would be so inflamed it be outrageous. There still needs some balance in economy but not to where drops are so low that you need to play the game for days strait to get 1 actual good drop.

But good heart, good sight, but all in all this just keeps us on our toes. Survival of the fittest, we adapt, get stronger, or die like the weak.
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