Jan 18, 2008, 07:29 PM // 19:29
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#1
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Pre-Searing Cadet
Join Date: Jan 2008
Profession: W/
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New:The Team Player Title Track
The Problem: The bite of bad PUGs, no one grouping because they all have heros
Rewards are a much better motivator than punishment, the intent of this title is not to harm solo players, but the rewards should be something a solo player wants.
The Team Player Title track:
You gain along this track with the experience others gain while teamed with you
Rewards: perhaps unlocking hero PvE skills, maybe one extra hero slot at the top title. Plus others will be more willing to group with you if you are high in this title
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Jan 18, 2008, 07:31 PM // 19:31
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#2
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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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Hm... experience other gain is the key.
Dead party members do not gain experience.
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Jan 18, 2008, 07:33 PM // 19:33
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#3
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Desert Nomad
Join Date: Apr 2007
Location: england (currently located on the south coast)
Profession: R/
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can see a floor with this....service runners...they will max this out just because people will want missions runs and they can massively cash in on it...nice idea to get more PUG groups...if you want this to work though you would have to remove ursan...it is wrecking PUG now
^
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Jan 18, 2008, 07:36 PM // 19:36
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#4
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Forge Runner
Join Date: Oct 2005
Profession: W/
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Quote:
Originally Posted by payne
if you want this to work though you would have to remove ursan...it is wrecking PUG now
^
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qq more please
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Jan 18, 2008, 08:50 PM // 20:50
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#5
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Jungle Guide
Join Date: Apr 2006
Profession: R/W
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Why a reward for playing with others?
GW is advertised as a game you can play with others or solo with AI.
Why then only reward one style of play?
I also dont use h/h because pugging doesnt give me enough rewards, but because I dont want to pug. Im not the only one in this, a lot of people purchased the game because they could go with AI, a lot of players tried pugging and moved onto h/h.
One of my friends I introduced to GW for example, he started off pugging but found he hated it and switched to h/h.
Its nothing to do with rewards, its to do with pugging not being fun. (Along with a lot of other things such as time to form teams)
Last edited by Isileth; Jan 18, 2008 at 08:58 PM // 20:58..
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Jan 18, 2008, 09:33 PM // 21:33
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#6
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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/notsigned. I see this as extremely broken.
Quote:
Originally Posted by Draco Stormfront
The Problem: The bite of bad PUGs, no one grouping because they all have heros
Rewards are a much better motivator than punishment, the intent of this title is not to harm solo players, but the rewards should be something a solo player wants.
The Team Player Title track:
You gain along this track with the experience others gain while teamed with you
Rewards: perhaps unlocking hero PvE skills, maybe one extra hero slot at the top title. Plus others will be more willing to group with you if you are high in this title
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Bolded is at least one reason why your idea fails.
The second idea to me is that you make no restrictions on quest rewards. Solution: no experience gain from quests. Possible exceptions might need to be made for places like FoW or UW, but I can't be sure of this.
Big idea why this fails: SS/LB runs. You have a team of eight players that are buffed to the max wiping out large scale numbers of enemies with ease. There's lots of experience to be gained by your teammates, which means your level in this title will grow fast.
I'm not 100% sure about these arguments, because your idea of the title sounds like progress is made when all teammates gain experience (which at max would be the experience you gained x7) rather than the experience you gain, which are two very different numbers. The way it worked would also be a great concern with quest rewards, as I've already mentioned.
What I'd suggest is that the distance you gain in the title is determined by the experience you gain from killing mobs in a group...
Oh, wait, that would be too much like showing progress past the level cap, an idea that's failed in support many times before.
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Jan 18, 2008, 09:56 PM // 21:56
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#7
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Forge Runner
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Quote:
Originally Posted by {IceFire}
qq more please
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QQ
Its wrecking everything!
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Jan 18, 2008, 10:41 PM // 22:41
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#8
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Pre-Searing Cadet
Join Date: Jan 2008
Profession: W/
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One of the reasons PUGs are getting worse, is the good players can make it with just heros, and the bad players can't - again, I'm not trying to damage solo play, but motive more social play. If this was implemented, solo players should still be able to do everything - they probable need to get the same rewards but another more costly way. The point is PUG has disadvantages, this is to help balance them.
Experience from quest - gained when completed in an instance, not when you get the reward
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Jan 19, 2008, 12:04 AM // 00:04
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#9
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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If you want to motivate PuGing, introduce a basic IQ test before you can play the game, and/or disable Mending, Flare, Power Shot etc. in groups.
Idiots and crap players deter people from PuGing, and always will untill we can remove bad players from our experience.
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Jan 19, 2008, 12:20 AM // 00:20
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#10
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Forge Runner
Join Date: Oct 2005
Profession: W/
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Quote:
Originally Posted by DeVaNeY121
QQ
Its wrecking everything!
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I did ooze pit with 3 consumables and ursan in 15 minutes in hardmode, i dont care what people say about it, it was the awesome
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Jan 19, 2008, 12:46 AM // 00:46
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#11
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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There's no reason to reward one playstyle over another, period.
Unless this idea introduces a partner title for playing with heros and henchman, this idea fails.
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Jan 19, 2008, 01:10 AM // 01:10
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#12
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Emo Goth Italics
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Quote:
Originally Posted by {IceFire}
qq more please
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And people who don't have GW:EN?
/not-signed
I REFUSE to play UBway for this.
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Jan 19, 2008, 04:07 AM // 04:07
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#13
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Pre-Searing Vanquisher
Join Date: Jun 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Draco Stormfront
Rewards: perhaps unlocking hero PvE skills, maybe one extra hero slot at the top title. Plus others will be more willing to group with you if you are high in this title
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Um..what?
Is this a joke?
To try and encourage people to play with other people we will reward them with more heroes.
That goes completely against what you are suggesting.
__________________
I like pizza.
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Jan 19, 2008, 04:26 AM // 04:26
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#14
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Desert Nomad
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And grouping should be artificially encouraged... why again?
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Jan 19, 2008, 04:29 AM // 04:29
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#15
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by Vilaptca
To try and encourage people to play with other people we will reward them with more heroes.
That goes completely against what you are suggesting.
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Agreed, I don't think I understand this idea at all.
I might agree with giving rewards to those who party, but while I'm not sure what kind of rewards, an additional hero slot is certainly not it. I don't like saying this, and it goes against everything I stand for, but... this idea is dumb.
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Jan 19, 2008, 04:56 AM // 04:56
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#16
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Krytan Explorer
Join Date: Jan 2007
Guild: W/Mo-Smashing Beast; Mo-Monk Beast
Profession: E/Me
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Quote:
Originally Posted by Stormlord Alex
If you want to motivate PuGing, introduce a basic IQ test before you can play the game, and/or disable Mending, Flare, Power Shot etc. in groups.
Idiots and crap players deter people from PuGing, and always will untill we can remove bad players from our experience.
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but why flare...?
simple. unlock one more hero when you max title.
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Jan 19, 2008, 10:39 AM // 10:39
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#17
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Jungle Guide
Join Date: Apr 2006
Profession: R/W
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Quote:
Originally Posted by Draco Stormfront
The point is PUG has disadvantages, this is to help balance them.
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You are joking right?
Or are you really suggesting that having
8 player controlled builds
24 PvE skills
8 player controlled chars
is a disadvantage?
Over
4 player controlled builds
3 PvE skills
1 player controlled char
4 henchmen (with less than 8 skills on their bar, useless builds, no energy management, no condition removal on the monk etc)
The inability for 7/8 chars to deal with AoE
The list goes on but I think you get the point...
When compared to a team of 8 players h/h is vastly disadvantaged, not the other way round.
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Jan 19, 2008, 11:02 AM // 11:02
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#18
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Forge Runner
Join Date: Sep 2005
Location: Slovenia
Guild: Scars Meadows [SMS]
Profession: Mo/
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Quote:
Originally Posted by Isileth
You are joking right?
Or are you really suggesting that having
8 player controlled builds
24 PvE skills
8 player controlled chars
is a disadvantage?
Over
4 player controlled builds
3 PvE skills
1 player controlled char
4 henchmen (with less than 8 skills on their bar, useless builds, no energy management, no condition removal on the monk etc)
The inability for 7/8 chars to deal with AoE
The list goes on but I think you get the point...
When compared to a team of 8 players h/h is vastly disadvantaged, not the other way round.
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What you describe is Guild group vs H/H, not PUG vs H/H.
And to the OP: /notsigned... its broken on so many levels...
Last edited by MirkoTeran; Jan 19, 2008 at 11:14 AM // 11:14..
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Jan 19, 2008, 11:05 AM // 11:05
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#19
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Wilds Pathfinder
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this title would be easy to obtain if they implemented it.... hero fast faction farming: bring two people along and they each get 2000exp ~every minute: you get title track, they get title track
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Jan 19, 2008, 11:38 AM // 11:38
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#20
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Jungle Guide
Join Date: Apr 2006
Profession: R/W
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Quote:
Originally Posted by MirkoTeran
What you describe is Guild group vs H/H, not PUG vs H/H.
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No it applies to both.
In pugs you still have 8 changeable builds.
8 player controlled chars
24 PvE skills
That still applies to a PuG.
Now while you obviousely wont have all of that all the time, no matter what in h/h you can never have that.
The disadvantage is still there.
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