Thoughts on Solo Changes
unienaule
Post your thoughts on it in here. Don't make new threads just because "oh noes my idea is so uber and i want everyone to see it." Thanks. The other thread is to complain about it, this is for constructive ideas on what you think should/shouldn't be changed.
Arduin
Well, I guess my thread complies to the "oh noes my idea is so uber and i want everyone to see it" in your vision then.
So I'll just post my idea here:
After reading about nerfing solo-farming, lots of complaining and suggestions, I got it all figured out. No need for Anet to revert anything about the drops. Us people will still be able to solo-farm. How you may ask? I will explain this shortly. I favor farming the UW for ecto, so this tutorial will focus on this.
Here we go:
-Buy 7 more accounts (pref. Prophecies, the cheapest of the 3)
-Make a new character, on each new account, and rush them through Pre-Searing
-Fire up your main account, as well as the 7 other accounts
(this can be done by launching multiple copies of GW on one PC, or just buy 7 more laptops and install GW on those)
-When in Ascalon, use your main character to run them to ToA and Augury Rock, and get them ascended
-Form a party with your main (farming) character as leader, and the 7 other characters from your account in ToA
-Enter UW, and proceed killing as you normally would
-Any drop will be reserved for either you, or one of your 7 other characters
-If a drop is reserved for you, pick it up
-If a drop is reserved for any of your other 7 characters (which likely already have died), just wait 10 minutes untill the drop won't be reserved for anyone, and pick it up.
-Sell ecto for 35k each
Happy Farming!
So I'll just post my idea here:
After reading about nerfing solo-farming, lots of complaining and suggestions, I got it all figured out. No need for Anet to revert anything about the drops. Us people will still be able to solo-farm. How you may ask? I will explain this shortly. I favor farming the UW for ecto, so this tutorial will focus on this.
Here we go:
-Buy 7 more accounts (pref. Prophecies, the cheapest of the 3)
-Make a new character, on each new account, and rush them through Pre-Searing
-Fire up your main account, as well as the 7 other accounts
(this can be done by launching multiple copies of GW on one PC, or just buy 7 more laptops and install GW on those)
-When in Ascalon, use your main character to run them to ToA and Augury Rock, and get them ascended
-Form a party with your main (farming) character as leader, and the 7 other characters from your account in ToA
-Enter UW, and proceed killing as you normally would
-Any drop will be reserved for either you, or one of your 7 other characters
-If a drop is reserved for you, pick it up
-If a drop is reserved for any of your other 7 characters (which likely already have died), just wait 10 minutes untill the drop won't be reserved for anyone, and pick it up.
-Sell ecto for 35k each
Happy Farming!
Godo th great
*REPOST FROM CLOSED THREAD* - I don't have any uber ideas-
I posted once or twice in a few of the Rant threads and I'm starting this thread not as an 'I hate the new loot system' but as a 'here are some ideas for changing it' or getting the intended purpose through. Please don't post here if your still in the rant mood as this won't help. I have faith in the community to come up with some interesting ideas on this subject. I am very concerned with the price of farmable greens and 15k armor being accessible to the masses. I perceive the prices for greens to skyrocket and 15k armor to become very elitist. The one highlight for this game for me as always been that you could afford anything if you just put sometime in and earned it. Here are a few of my ideas please add to them.
1. Make an extra drop from monsters a % based on amount of real players in the group over 1. Example if there were 8 real players and the % was say 1.5% there would be a 10.5% chance that an extra item would drop from each monster(8players - 1player= 7 x 1.5%=10.5%). This would encourage larger groups. Or make the bonus just kick in if the party is full.
2. Just plain up the % by real party member of blue/grape/gold drops for full groups. Same mathmatical concept as above.
*This would help the situation because you wouldn't have to take farming away from farmers to make it fair for the casual players. The farmers would have it as it is currently and the casual group would be rewarded for playing as intended.
*The bots wouldn't gain any additional benefits from the above suggestion as they are solo anyway.
*I think the overall theme is if you want to encourage a specific style of play then be prepared to reward that style of play. Not penalize other styles. Think of us like dogs. We'll respond more to a treat then a smack on the rump.
Just for the record I do farm. I haven't farmed UW though so no I'm not uber rich. ATM I have like 30k or so. But I never really worried about in game cash because if I wanted something I could rasie the cash with a little dedication towards it.
I posted once or twice in a few of the Rant threads and I'm starting this thread not as an 'I hate the new loot system' but as a 'here are some ideas for changing it' or getting the intended purpose through. Please don't post here if your still in the rant mood as this won't help. I have faith in the community to come up with some interesting ideas on this subject. I am very concerned with the price of farmable greens and 15k armor being accessible to the masses. I perceive the prices for greens to skyrocket and 15k armor to become very elitist. The one highlight for this game for me as always been that you could afford anything if you just put sometime in and earned it. Here are a few of my ideas please add to them.
1. Make an extra drop from monsters a % based on amount of real players in the group over 1. Example if there were 8 real players and the % was say 1.5% there would be a 10.5% chance that an extra item would drop from each monster(8players - 1player= 7 x 1.5%=10.5%). This would encourage larger groups. Or make the bonus just kick in if the party is full.
2. Just plain up the % by real party member of blue/grape/gold drops for full groups. Same mathmatical concept as above.
*This would help the situation because you wouldn't have to take farming away from farmers to make it fair for the casual players. The farmers would have it as it is currently and the casual group would be rewarded for playing as intended.
*The bots wouldn't gain any additional benefits from the above suggestion as they are solo anyway.
*I think the overall theme is if you want to encourage a specific style of play then be prepared to reward that style of play. Not penalize other styles. Think of us like dogs. We'll respond more to a treat then a smack on the rump.
Just for the record I do farm. I haven't farmed UW though so no I'm not uber rich. ATM I have like 30k or so. But I never really worried about in game cash because if I wanted something I could rasie the cash with a little dedication towards it.
Surena
I appreciate the changes, however I have to point out the lack of a more team-encouraged farming system, generally more rewards for bigger ACTIVE groups (no flagging henchies).
unienaule
To anyone who thinks I should calm down, you can't see the deleted threads, and apparently didn't look at how many threads are closed on this issue. Six. Thanks for playing.
Winterclaw
1. Wait a week or two and see what happens.
2. Reset the drops to what they were thursday. Then for each PC in the group increase the chance of something nice and the amount of GP by about 5-10%. Or for each person in the group have the mob drop one extra drop of whatever.
3. Make high-end chests more available and numerous and increase the rate of key drops.
4. Reduce the cost in money and mats all armors. The old 15K ones should now be about 3-5K. That vabbian chest piece should only cost 3 gems of each type now.
5. For hard mode reduce the buffing of skills and attack speed but let each monster have 1-4 different ones it might spawn with.
2. Reset the drops to what they were thursday. Then for each PC in the group increase the chance of something nice and the amount of GP by about 5-10%. Or for each person in the group have the mob drop one extra drop of whatever.
3. Make high-end chests more available and numerous and increase the rate of key drops.
4. Reduce the cost in money and mats all armors. The old 15K ones should now be about 3-5K. That vabbian chest piece should only cost 3 gems of each type now.
5. For hard mode reduce the buffing of skills and attack speed but let each monster have 1-4 different ones it might spawn with.
aboutawing
Ok,who you will sell to? Thought most ppls cant make money.
arcanemacabre
I'm confused... what is this thread for, then? http://www.guildwarsguru.com/forum/s...php?t=10145597
Why make a new thread when there is already a large several page one?
Why make a new thread when there is already a large several page one?
Winterclaw
I just thought of another idea: makes the monsters easier individually, but add a lot more off them and maybe a "queen" that can spawn more of them.
Solo farming was about killing a lot of monsters very fast (at least part of the time) so with 1/8th the drops why not add an option for 8x as many normal strength monsters?
EDIT: I would like to say that I do like the fact they are trying to make things a little more even for everyone, but I think they approached this from the wrong side of things. As people in the other thread have pointed out, this isn't going to hurt bots who aren't deterred by the lack of drops, it hurts people trying to make money for that nice armor while at the same time doesn't help people that are grouping. They get the exact same thing they did and that's what is making this a hated idea. On one side there is a major nerf yet there isn't the major buff on the other side.
Solo farming was about killing a lot of monsters very fast (at least part of the time) so with 1/8th the drops why not add an option for 8x as many normal strength monsters?
EDIT: I would like to say that I do like the fact they are trying to make things a little more even for everyone, but I think they approached this from the wrong side of things. As people in the other thread have pointed out, this isn't going to hurt bots who aren't deterred by the lack of drops, it hurts people trying to make money for that nice armor while at the same time doesn't help people that are grouping. They get the exact same thing they did and that's what is making this a hated idea. On one side there is a major nerf yet there isn't the major buff on the other side.
unienaule
Read Godo th Great's post. Compare it to posts in the other one. The difference is obvious. One is complaining/arguing about the nerf. Godo's is about proposed changes. That's the difference.
Winterclaw
Ack, last post in this thread before I go to sleep.
While people are mentioning the item side of thing, the skill side of things has me worried. You get the same XP as ever but less money now. In other words your rate of getting new skills has just been cut if you are a solo or small group farmer. I'd like to suggest a cut in half of the cost of buying new skills.
While people are mentioning the item side of thing, the skill side of things has me worried. You get the same XP as ever but less money now. In other words your rate of getting new skills has just been cut if you are a solo or small group farmer. I'd like to suggest a cut in half of the cost of buying new skills.
Westofeden
Just change it back to how it was and buff the drops from being in a full team.
Light of Cantha
I find the whole argument amusing really. In one corner, the farmers, and in the other, users who feel that hardcore farmers had this coming, or somehow ruin their fun.
I'm not much of a farmer, gold I get from quests and drops, suffices. But I think it's silly to criticize what someone else does. If people have their fun farming, what is it to you? They bought the game just like you.
FYI, it's not the hardcore farmers that will suffer. Hardcore farmers already have their millions, it's the casual players, and non farmers that will be penalized with skyrocketing Hero equipment costs. Personally, I loved turning on the trade channel and buying hero equipment for 5-10k.
I'm not much of a farmer, gold I get from quests and drops, suffices. But I think it's silly to criticize what someone else does. If people have their fun farming, what is it to you? They bought the game just like you.
FYI, it's not the hardcore farmers that will suffer. Hardcore farmers already have their millions, it's the casual players, and non farmers that will be penalized with skyrocketing Hero equipment costs. Personally, I loved turning on the trade channel and buying hero equipment for 5-10k.
eremos
We've had plenty of bitching about the nerf, so I'd like this thread to be about suggestions to make the nerf less painful.
There are 2 sides of the story with very valid points:
Pro: Bots and solo farming were devaluing gold and it was, perhaps, too easy to get.
Con: Soloing takes skill, and we should be duly rewarded for taking the initiative in exercising that skill.
I never did any serious farming before, but I have on occasion felt the need to farm for some collectors items so that I could outfit the heroes on my various characters (12 heroes per character adds up to a LOT of work, and 10 more coming in EotN). To that end I went out with a smaller party to get a bigger chance of getting the drops I want. Now I'm being punished for taking that initiative.
So how do we improve the situation for everyone?
My suggestion: Make the anti-farming code kick in sooner, but make it work as this new nerf does. That way people can still farm, it just won't be as lucrative after the nth time when you're doing it alone.
Edit: thanks sixdartbart, I hadn't seen that thread
There are 2 sides of the story with very valid points:
Pro: Bots and solo farming were devaluing gold and it was, perhaps, too easy to get.
Con: Soloing takes skill, and we should be duly rewarded for taking the initiative in exercising that skill.
I never did any serious farming before, but I have on occasion felt the need to farm for some collectors items so that I could outfit the heroes on my various characters (12 heroes per character adds up to a LOT of work, and 10 more coming in EotN). To that end I went out with a smaller party to get a bigger chance of getting the drops I want. Now I'm being punished for taking that initiative.
So how do we improve the situation for everyone?
My suggestion: Make the anti-farming code kick in sooner, but make it work as this new nerf does. That way people can still farm, it just won't be as lucrative after the nth time when you're doing it alone.
Edit: thanks sixdartbart, I hadn't seen that thread
Miral
Quote:
Originally Posted by Winterclaw
Ack, last post in this thread before I go to sleep.
While people are mentioning the item side of thing, the skill side of things has me worried. You get the same XP as ever but less money now. In other words your rate of getting new skills has just been cut if you are a solo or small group farmer. I'd like to suggest a cut in half of the cost of buying new skills. |
WildmouseX
actions they took to make solo farming easier:
1: they made normal mode enemies not run from AOE
2: they made mele monsters group up
3: they removed anti-farm code, so you can do a map as much as you want to
action that people are bitching about
1: made loot per character instead of per map
they made farming easier, way easier then it was before - this is not a nerf.
1: they made normal mode enemies not run from AOE
2: they made mele monsters group up
3: they removed anti-farm code, so you can do a map as much as you want to
action that people are bitching about
1: made loot per character instead of per map
they made farming easier, way easier then it was before - this is not a nerf.
zwei2stein
Quote:
Originally Posted by WildmouseX
actions they took to make solo farming easier:
1: they made normal mode enemies not run from AOE 2: they made mele monsters group up 3: they removed anti-farm code, so you can do a map as much as you want to action that people are bitching about 1: made loot per character instead of per map they made farming easier, way easier then it was before - this is not a nerf. |
My only gripe is that when group got ragequitter, you cant say "who cares if hes gone, now each of us will have more drops". that was sometimes group-saver.
Anarion Silverhand
Westofeden's suggestion is the best I've heard so far...
Anet basically destoyed the way casual players make their money. When soloing was still profitable (yesterday) EVERYONE could do it, and it wasn't un-fair to anyone. Now, with the introduction of hard mode, only the players playing hard mode will actually earn something.. And with the increased difficulty, not everyone has the skill nor the skilled guild/alliance mates to do it.
We gave it a hell of a run, guys *Points to forum title*
Anet basically destoyed the way casual players make their money. When soloing was still profitable (yesterday) EVERYONE could do it, and it wasn't un-fair to anyone. Now, with the introduction of hard mode, only the players playing hard mode will actually earn something.. And with the increased difficulty, not everyone has the skill nor the skilled guild/alliance mates to do it.
We gave it a hell of a run, guys *Points to forum title*
Roshi_ikkyu
If your an original GW player like myself you could remember the first farming styles. Back with only 1 chapter/ before the sorrow update. Even before the AOE smite monk got pimped to the cookie-cutter kiddies.
Back when GROUPS (yes its a strange word to us with a farming term now-a-days) farmed areas, locations,and even whole mission.
Then times changed, skills increased, player abilities changed. Why do it as a group when u can solo. Why even Anet was to blame for this! There nerfs helped.
So the group activity became CR.. or Chest running, there wasn't the full sense of unity but it was almost like the olde days.
But thanks to a buff by anet [And if you think its not a buff, try new age 55ing old ascalon's stone elements in hard mode I made 3k, certainly not in one 2minute run but still] Now we'll see more groups farming, way to bring back something I missed Anet, Cheers.
BTW: Hard mode is kinda awesome too; from a playing sense aswell not just farming.
Back when GROUPS (yes its a strange word to us with a farming term now-a-days) farmed areas, locations,and even whole mission.
Then times changed, skills increased, player abilities changed. Why do it as a group when u can solo. Why even Anet was to blame for this! There nerfs helped.
So the group activity became CR.. or Chest running, there wasn't the full sense of unity but it was almost like the olde days.
But thanks to a buff by anet [And if you think its not a buff, try new age 55ing old ascalon's stone elements in hard mode I made 3k, certainly not in one 2minute run but still] Now we'll see more groups farming, way to bring back something I missed Anet, Cheers.
BTW: Hard mode is kinda awesome too; from a playing sense aswell not just farming.
zwei2stein
Will anyone think of greens? Those that had some solo build that priduced huge amount of them to economy and lowered price to very reasonable leves, the, those now will now go up ... a lot.
Evenstar
tbh this new "update" makes me want to quit gw and not come back! how can you play this game with 0 cash? the weapons,armors,upgrades(runes and stuff) and simply skills require cash... at this moment im broke *kicks the newly bought asura* and im absolutely out of ideas how to get any money or items i wanted....i doubt ill bother buying the 4th game if the game stays at the state in which it is now....
*leaves greatly disapointed*
*leaves greatly disapointed*
billypowergamer
Quote:
Originally Posted by Evenstar
tbh this new "update" makes me want to quit gw and not come back! how can you play this game with 0 cash? the weapons,armors,upgrades(runes and stuff) and simply skills require cash... at this moment im broke *kicks the newly bought asura* and im absolutely out of ideas how to get any money or items i wanted....i doubt ill bother buying the 4th game if the game stays at the state in which it is now....
*leaves greatly disapointed* |
Or it may be a matter of deciding what's vanity and what's necessity. Maybe people will start giving some priority to what's really needed vs what they want.
Mad King Corn
Changes should possibly be:
Increase Drop Rate by X% for each player in your group
Green weapons need to drop much more
The Purple items in high end chests should be eliminated
Key drops need to improve
Monsters that drop gold need to drop more gold
The free treasure chests need to be reset once a month
If these ideas were used, the impact of the solo-farming nerf would not be so bad because I could still get the items i want for my heroes and still get 15K armor.
Increase Drop Rate by X% for each player in your group
Green weapons need to drop much more
The Purple items in high end chests should be eliminated
Key drops need to improve
Monsters that drop gold need to drop more gold
The free treasure chests need to be reset once a month
If these ideas were used, the impact of the solo-farming nerf would not be so bad because I could still get the items i want for my heroes and still get 15K armor.
Bug John
what was exactly the problem with solo builds ? as many persons have said, maybe farming is a bad thing, maye it isn't, but as the economy was based on it since gw beginning you can't nerf it now
the only consequence will be prices going up for items that were more and more accessible 2 days ago (dead sword, tomented items, fow armor...)
i think they should switch back normal mode to what it was before, and keep hard mode as it is now, with a really higher drop rate
this way they would encourage players to pug more, without trying to force farmers to play the way they don't like, and making hard mode less interesting to farm than normal mode
the only consequence will be prices going up for items that were more and more accessible 2 days ago (dead sword, tomented items, fow armor...)
i think they should switch back normal mode to what it was before, and keep hard mode as it is now, with a really higher drop rate
this way they would encourage players to pug more, without trying to force farmers to play the way they don't like, and making hard mode less interesting to farm than normal mode
clawofcrimson
Quote:
Originally Posted by billypowergamer
Or it may be a matter of deciding what's vanity and what's necessity. Maybe people will start giving some priority to what's really needed vs what they want.
|
I for one will wait until the dust settles and see how it pans out.... I'm still playing this game after many...many 'adjustments'
Captain Robo
First of all, let me say that I'm kind of surprised at the blatantly unprofessional reaction to this update on behalf of the forums. Swearing, whining, and moaning isn't going to convince anyone of your justification. If you want to state an opinion, exercise enough restraint to avoid turning this situation into another Soul Reaping fiasco.
So, without further ado:
Guild Wars is a game with an extremely harsh economy. In terms of loot from slain enemies, 90% of whatever items you find are unusable, no farming runs give you a significant amount of dropped gold, and in order to farm the hardest areas of the game, you need a full team of 8 or 12, and even then, good drops are far from guaranteed.
The most coveted and sought-after items in this game are perfect Golds, followed by Unique Greens, and after that: collector items. Purples, blues, and whites are nigh-useless, and are reserved for use only by new players and people who can't afford the perfect equivalents.
As gamers, it is natural for us to showcase our achievements in the form of various player bling, for reasons none other than basic showboating, and rare items allow us to do this. After all, the only difference between a Perfect Dead Sword and the PvP crafted equivalent is purely aesthetic; the two items are functionally the same.
Since Perfect Golds are the rarest items in the game, the next best thing (and best items in the game overall) is the large library of Green Weapons. I remember a time, before even Factions, when Green Weapons were the end-all-be-all of in-game cool, and one of the highest indications of prestige. After all, in order to get them, you needed to farm Sorrows Furnace; and due to random loot distribution, you really didn't stand a good chance of getting the item on a drop. I'm sure everyone's been on those SF runs where one guy ends up getting two or three greens while everyone else just stands around grumbling. However, with the release of Factions, and now Nightfall, practically every boss drops something worthwhile, and farming these bosses for their items has become commonplace. Boss farming was somewhat of an elite subculture in the PVE world, because of the inherent challenge presented in the task and the fact that only a few classes were able to do it reliably. If you knew what you were doing, you could make a killing on the green market.
This changed with heroes.
In Factions, you needed to find a way to kill a boss' mob, and finally the boss itself in order to reap his green... but in Nightfall, all you need to do is create a counter build to the boss, use henchmen allies, clear the boss' mob, and send the henchmen away. There's no skill to this type of farming; no finesse, and it still gets you the same results as legitimately soloing a mob.
Suddenly, pretty much everyone had become able to solo-farm.
With the large availability of perfect unique items to the PVE market, and a large farming community, it was easy exploit the green market in order to make a lot of gold and supply your characters with the best weapons.
In addition to unique items, the only other way to reliably make money in this game was to solo FoW and UW for ectoplasms and shards, which are really the only things worth a consistent amount of gold in Guild Wars.
After two years, three games, and developing a large online following, I can't really say I didn't see something like this coming.
PVE has finally felt the same kind of hammer-blow that Anet has been reshaping the PVP side of the game with for a very long time. The efforts of solo farmers have effectively been reduced by 1/8, and with drop rates as low as they currently are, this kind of of a change is absolutely repulsive to PvE players, and disastrous to people who actually care about solo farming. Lets take a look at some of the issues surrounding the recent update:
1. Inflation
The Guild Wars Economy has literally been flooded with a very large quantity of unique items. Because nearly every boss now drops one, it's not hard for people to acquire them. However, does it really make sense for items of this quality to be in such a massive circulation?
Well... it actually kind of does: Guild Wars has a fatal error in item creation because the numbers which matter on weapons have such a low variance and range. Maxed Swords are 15-22; hammers 15-35; bows 15-28...
Because these numbers are so low, the difference in quality between a 13-20 weapon and a 15-22 weapon is immense, even though the fundamental numerical difference is two. For this reason, nobody cares about purple items or Istan/Shing Jea Greens. Many people, including myself, consider Green items to be the best quality items in the game, because they're always the same and they're always maxed. By lowering their drop rate, their immediate value will go up, and unless gold drops are massively increased in order to compensate for this, there is no way for people, especially new players, to be able to afford these quality items. People will then resort to using (dare I say it) even purple items, which will reduce the effectiveness of the player overall. This isn't as apparent in the caster classes, but it makes a huge difference to the classes which rely on their weapons for dealing damage.
2. Alienation of new players
Guild Wars is an extremely unfriendly game to new players. The campaign system that Anet has launched is not only expensive for people to buy, but exhaustingly time consuming in order to catch up to the current state of the game. If you want to play competitively, you stand no chance whatsoever of getting into the game now. For high-end PvP, you either needed to have started before or around Factions, or have ungodly amounts of free time in order to have the necessary skills unlocked and game completion needed to play a wide variety of builds. With thousands of skills, a very expensive economy which has no room for non-perfect items, it is quite likely that a player new to the game will become overwhelmed with the amount of catch-up they have to play, and ultimately quit.
3. Class difference in game economy
Chances are, if you were a hardcore solo-farmer before this update, you've got quite a lot of money and items stockpiled up. I refuse to believe the argument put forth by so many people that this update is going to kill their funds and defunct their games. If you care enough about this update to be considerably upset about having reduced loot quality while solo farming, sorry to say this, but you're probably just being greedy. The people who have legitimate cause to complain about this update are the people who started the game within the last six months, and anyone else who begins playing from now on. Anyone who has been playing for more than a year has had plenty of time to get on the farming bandwagon, exploit green items or rare crafting materials, and make their gold. I feel no sympathy for people who complain about this update and then sit on their 500k storage accounts and whine about the drop rates.
Because the drop rates have been decreased, the prices of items will go up, and people who needthese items will have to work harder in order to buy them (and the argument here is circular because you need good weapons in order to get gold from monsters, and you need gold to get good weapons...)
My Thoughts:
This article has gone on long enough, so I'll end with my thoughts on the issue. Personally, I am not affected by the update. To me, Anet did a far more disastrous thing than nerfing drop rates when they effectively neutered the usefulness of PVE characters in PVP at the release of Nightfall. Because PvP characters can now just craft any weapon they need, my stockpile of items and armor switches became useless literally overnight. Prior to Nightfall, I had been a hardcore solo farmer, and I farmed greens in order to arm my PVE characters and prepare them for PvP. After Nightfall though, there was just no incentive to farm anymore. I already had green items, they were customized, and effectively worthless to everyone else. I earned a decent pile of money from selling those that I could, and I already owned several sets of 15k, but my entire motivation for playing PVE was destroyed, because I could no longer play my PVE characters as effectively in PVP, where every rune, every stat, every point matters.
To me, this was a more disastrous update on PVE than a drop rate nerf could ever be, because this update had effectively wasted my time. The reason I played PVE was in order to better play PVP, and when I couldn't use my PVE characters anymore, all my efforts in order to outfit my PVE characters for PVP was in vain (to give you an idea of the work I put into this, I had a Warrior, Ranger, Elementalist, Necromancer, Assassin, and Ritualist; all of whom were PVP ready completed characters). Decreasing the drop rate does not mean that the items will stop dropping completely, and as long as you're willing to spend the time farming the items, you'll eventually get one. God forbid you actually form a group and farm an area with 8 people (from what the update sounds like, this will actually end up rewarding you more now).
I don't think this update is ideal, but like every other ridiculous update Anet has thrown at us, we're going to get through it. The game is not unplayable, and with the advent of Hard Mode, even I'm interested in PVE again. It would be a real shame if you stopped playing this great game just because you can't exploit valuable drops as well as you once used to. I don't think this nerf to PVE is anywhere near as drastic as some of the stuff that has hit PVP in the past, and even still, the PVP metagame continues to chug along.
But the bottom line is, if you're upset by this update, Anet is not going to listen if you swear, whine, and complain with such immaturity. If you want changes made, petition Anet in a formal, orderly fashion. Raging about it on a forum isn't going to get you, or your movement, anywhere.
So, without further ado:
Guild Wars is a game with an extremely harsh economy. In terms of loot from slain enemies, 90% of whatever items you find are unusable, no farming runs give you a significant amount of dropped gold, and in order to farm the hardest areas of the game, you need a full team of 8 or 12, and even then, good drops are far from guaranteed.
The most coveted and sought-after items in this game are perfect Golds, followed by Unique Greens, and after that: collector items. Purples, blues, and whites are nigh-useless, and are reserved for use only by new players and people who can't afford the perfect equivalents.
As gamers, it is natural for us to showcase our achievements in the form of various player bling, for reasons none other than basic showboating, and rare items allow us to do this. After all, the only difference between a Perfect Dead Sword and the PvP crafted equivalent is purely aesthetic; the two items are functionally the same.
Since Perfect Golds are the rarest items in the game, the next best thing (and best items in the game overall) is the large library of Green Weapons. I remember a time, before even Factions, when Green Weapons were the end-all-be-all of in-game cool, and one of the highest indications of prestige. After all, in order to get them, you needed to farm Sorrows Furnace; and due to random loot distribution, you really didn't stand a good chance of getting the item on a drop. I'm sure everyone's been on those SF runs where one guy ends up getting two or three greens while everyone else just stands around grumbling. However, with the release of Factions, and now Nightfall, practically every boss drops something worthwhile, and farming these bosses for their items has become commonplace. Boss farming was somewhat of an elite subculture in the PVE world, because of the inherent challenge presented in the task and the fact that only a few classes were able to do it reliably. If you knew what you were doing, you could make a killing on the green market.
This changed with heroes.
In Factions, you needed to find a way to kill a boss' mob, and finally the boss itself in order to reap his green... but in Nightfall, all you need to do is create a counter build to the boss, use henchmen allies, clear the boss' mob, and send the henchmen away. There's no skill to this type of farming; no finesse, and it still gets you the same results as legitimately soloing a mob.
Suddenly, pretty much everyone had become able to solo-farm.
With the large availability of perfect unique items to the PVE market, and a large farming community, it was easy exploit the green market in order to make a lot of gold and supply your characters with the best weapons.
In addition to unique items, the only other way to reliably make money in this game was to solo FoW and UW for ectoplasms and shards, which are really the only things worth a consistent amount of gold in Guild Wars.
After two years, three games, and developing a large online following, I can't really say I didn't see something like this coming.
PVE has finally felt the same kind of hammer-blow that Anet has been reshaping the PVP side of the game with for a very long time. The efforts of solo farmers have effectively been reduced by 1/8, and with drop rates as low as they currently are, this kind of of a change is absolutely repulsive to PvE players, and disastrous to people who actually care about solo farming. Lets take a look at some of the issues surrounding the recent update:
1. Inflation
The Guild Wars Economy has literally been flooded with a very large quantity of unique items. Because nearly every boss now drops one, it's not hard for people to acquire them. However, does it really make sense for items of this quality to be in such a massive circulation?
Well... it actually kind of does: Guild Wars has a fatal error in item creation because the numbers which matter on weapons have such a low variance and range. Maxed Swords are 15-22; hammers 15-35; bows 15-28...
Because these numbers are so low, the difference in quality between a 13-20 weapon and a 15-22 weapon is immense, even though the fundamental numerical difference is two. For this reason, nobody cares about purple items or Istan/Shing Jea Greens. Many people, including myself, consider Green items to be the best quality items in the game, because they're always the same and they're always maxed. By lowering their drop rate, their immediate value will go up, and unless gold drops are massively increased in order to compensate for this, there is no way for people, especially new players, to be able to afford these quality items. People will then resort to using (dare I say it) even purple items, which will reduce the effectiveness of the player overall. This isn't as apparent in the caster classes, but it makes a huge difference to the classes which rely on their weapons for dealing damage.
2. Alienation of new players
Guild Wars is an extremely unfriendly game to new players. The campaign system that Anet has launched is not only expensive for people to buy, but exhaustingly time consuming in order to catch up to the current state of the game. If you want to play competitively, you stand no chance whatsoever of getting into the game now. For high-end PvP, you either needed to have started before or around Factions, or have ungodly amounts of free time in order to have the necessary skills unlocked and game completion needed to play a wide variety of builds. With thousands of skills, a very expensive economy which has no room for non-perfect items, it is quite likely that a player new to the game will become overwhelmed with the amount of catch-up they have to play, and ultimately quit.
3. Class difference in game economy
Chances are, if you were a hardcore solo-farmer before this update, you've got quite a lot of money and items stockpiled up. I refuse to believe the argument put forth by so many people that this update is going to kill their funds and defunct their games. If you care enough about this update to be considerably upset about having reduced loot quality while solo farming, sorry to say this, but you're probably just being greedy. The people who have legitimate cause to complain about this update are the people who started the game within the last six months, and anyone else who begins playing from now on. Anyone who has been playing for more than a year has had plenty of time to get on the farming bandwagon, exploit green items or rare crafting materials, and make their gold. I feel no sympathy for people who complain about this update and then sit on their 500k storage accounts and whine about the drop rates.
Because the drop rates have been decreased, the prices of items will go up, and people who needthese items will have to work harder in order to buy them (and the argument here is circular because you need good weapons in order to get gold from monsters, and you need gold to get good weapons...)
My Thoughts:
This article has gone on long enough, so I'll end with my thoughts on the issue. Personally, I am not affected by the update. To me, Anet did a far more disastrous thing than nerfing drop rates when they effectively neutered the usefulness of PVE characters in PVP at the release of Nightfall. Because PvP characters can now just craft any weapon they need, my stockpile of items and armor switches became useless literally overnight. Prior to Nightfall, I had been a hardcore solo farmer, and I farmed greens in order to arm my PVE characters and prepare them for PvP. After Nightfall though, there was just no incentive to farm anymore. I already had green items, they were customized, and effectively worthless to everyone else. I earned a decent pile of money from selling those that I could, and I already owned several sets of 15k, but my entire motivation for playing PVE was destroyed, because I could no longer play my PVE characters as effectively in PVP, where every rune, every stat, every point matters.
To me, this was a more disastrous update on PVE than a drop rate nerf could ever be, because this update had effectively wasted my time. The reason I played PVE was in order to better play PVP, and when I couldn't use my PVE characters anymore, all my efforts in order to outfit my PVE characters for PVP was in vain (to give you an idea of the work I put into this, I had a Warrior, Ranger, Elementalist, Necromancer, Assassin, and Ritualist; all of whom were PVP ready completed characters). Decreasing the drop rate does not mean that the items will stop dropping completely, and as long as you're willing to spend the time farming the items, you'll eventually get one. God forbid you actually form a group and farm an area with 8 people (from what the update sounds like, this will actually end up rewarding you more now).
I don't think this update is ideal, but like every other ridiculous update Anet has thrown at us, we're going to get through it. The game is not unplayable, and with the advent of Hard Mode, even I'm interested in PVE again. It would be a real shame if you stopped playing this great game just because you can't exploit valuable drops as well as you once used to. I don't think this nerf to PVE is anywhere near as drastic as some of the stuff that has hit PVP in the past, and even still, the PVP metagame continues to chug along.
But the bottom line is, if you're upset by this update, Anet is not going to listen if you swear, whine, and complain with such immaturity. If you want changes made, petition Anet in a formal, orderly fashion. Raging about it on a forum isn't going to get you, or your movement, anywhere.
Abnaxus
Strangely, so far no one has opened a discussion about this, although in other threads somebody has given his/her opinion on possible implications of the new loot distribution system.
First of all, let's try to use this thread to give our own views and speculations, and not to complain that there's no more fun in the game, or start the usual debate about classes, rich and poors, haves and have not, and so on.
Just everyone tries to make his/her own analysis and give his/her own point of view on what will be the effects of the update.
************************************************** *********
I start giving my definition of what I think is "real wealth" in GW.
In my opinion, GW's "real wealth" is
- cash
- normal crafting materials, like dust, hides and so on
- rare crafting materials, like ectos, rubies, but also steel and other
- to some extent, also runes
Cash, normal and rare crafting materials are required to craft normal of high end armors, runes are required to improve attributes, and cash is also required (don't forget it) to buy skills.
This "real wealth" is created every time a monster drops XXg, or an ecto, or a junk sword is salvaged into steel, or simply collected and merchanted for cash.
On the other hand, rare weapons or green weapons are not "real wealth".
They are something that can be used to move "real wealth" from the storage of one player (the buyer) to the storage of another player (the seller).
But they don't introduce any new real wealth in game, unless they're salvaged or sold to merchant.
A simple example can explain this.
Imagine there's only 1 player in the whole GW, and this players has the luck to drop a uber req. 7 15% unconditional colossal scimitar.
"OMG this weap is worth thousands of ectos" he can think. Unfortunately, he will never be able to buy any FoW armor just giving that sword to the forgemaster.
He will be able to get the XXX ectos only if there's another player who has stockpiled ectos and cash, and is available to buy the sword. But no "real wealth" has been created when the sword dropped, only some "real wealth" was moved from one storage to another.
************************************************** *********
That said, it seems (I can only say "seems") that with the nerf to solo farming there will be less production of "real wealth" (that I repeat, is cash, normal and rare materials).
A group of 8 players killing 8 monsters will give 8 drops, 8 individual players killing each one 8 monsters will give 64 drops.
On the other hand, it seems (I can only say "seems") from the early information that "gold drops" have been increased, especially in HM.
If this is true, we are going to see less "real wealth" influx ingame, and maybe an increase influx of rare drops.
But rare drops can only move "real wealth" from one storage to another, they don't represent "real wealth" by themselves (unless they're salvaged or sold to merchants).
If the above analysis is correct, what do you think will happen to the "economy"?
Actually I don't have answers, I'd like to hear your opinions about that.
> Abna <
First of all, let's try to use this thread to give our own views and speculations, and not to complain that there's no more fun in the game, or start the usual debate about classes, rich and poors, haves and have not, and so on.
Just everyone tries to make his/her own analysis and give his/her own point of view on what will be the effects of the update.
************************************************** *********
I start giving my definition of what I think is "real wealth" in GW.
In my opinion, GW's "real wealth" is
- cash
- normal crafting materials, like dust, hides and so on
- rare crafting materials, like ectos, rubies, but also steel and other
- to some extent, also runes
Cash, normal and rare crafting materials are required to craft normal of high end armors, runes are required to improve attributes, and cash is also required (don't forget it) to buy skills.
This "real wealth" is created every time a monster drops XXg, or an ecto, or a junk sword is salvaged into steel, or simply collected and merchanted for cash.
On the other hand, rare weapons or green weapons are not "real wealth".
They are something that can be used to move "real wealth" from the storage of one player (the buyer) to the storage of another player (the seller).
But they don't introduce any new real wealth in game, unless they're salvaged or sold to merchant.
A simple example can explain this.
Imagine there's only 1 player in the whole GW, and this players has the luck to drop a uber req. 7 15% unconditional colossal scimitar.
"OMG this weap is worth thousands of ectos" he can think. Unfortunately, he will never be able to buy any FoW armor just giving that sword to the forgemaster.
He will be able to get the XXX ectos only if there's another player who has stockpiled ectos and cash, and is available to buy the sword. But no "real wealth" has been created when the sword dropped, only some "real wealth" was moved from one storage to another.
************************************************** *********
That said, it seems (I can only say "seems") that with the nerf to solo farming there will be less production of "real wealth" (that I repeat, is cash, normal and rare materials).
A group of 8 players killing 8 monsters will give 8 drops, 8 individual players killing each one 8 monsters will give 64 drops.
On the other hand, it seems (I can only say "seems") from the early information that "gold drops" have been increased, especially in HM.
If this is true, we are going to see less "real wealth" influx ingame, and maybe an increase influx of rare drops.
But rare drops can only move "real wealth" from one storage to another, they don't represent "real wealth" by themselves (unless they're salvaged or sold to merchants).
If the above analysis is correct, what do you think will happen to the "economy"?
Actually I don't have answers, I'd like to hear your opinions about that.
> Abna <
Navaros
This change doesn't require any "thoughts". Simply revert it back to exactly how it used to be. End of story.
It wasn't broken and hence it shouldn't have been "fixed".
It wasn't broken and hence it shouldn't have been "fixed".
Hyaon
How is using my hammer w/mo to farm hydras outside augury rock making usually 4k+ in 45 minutes ish something that anet want to stamp out? I want to play on my own at times, I also want to be able to afford stuff I want to buy, I also found it fun. FUN. Slight grind yes but I enjoyed it a hell lot more than my job. Now what do you do? You've turned it all into a unfun LONGER grind fest, that forces you to group up and even then the 'rewards' are complete crap! It simply does not pay the same as before and it will make buying new armours etc extremely stressful. Do you not realise people play at different times for different lengths, you can't expect every guild's members to band together in synch because its not what we do, we play together to do missions/pvp and talk. People lead different lives and there are times when you have to solo farm because no one else is online.
This reminds me of when SOE shafted SWG players with the CU, not a good move.
Bloody pissed off!
This reminds me of when SOE shafted SWG players with the CU, not a good move.
Bloody pissed off!
Orbberius
So happy that it was finally implemented. I think they could increase the loot drops from everywhere a bit, now they don't have to worry about solo-ers.
And my opinion is that if you ever sat down and solo-farmed, you're almost certainly not a "casual" player, so this doesn't really hurt casual players. In fact, by bringing a more balanced distribution of wealth, I would say it helps casual players.
edit: Oh, if you're leaving guildwars forever, please give me all your moneys
And my opinion is that if you ever sat down and solo-farmed, you're almost certainly not a "casual" player, so this doesn't really hurt casual players. In fact, by bringing a more balanced distribution of wealth, I would say it helps casual players.
edit: Oh, if you're leaving guildwars forever, please give me all your moneys
BlackSephir
Its really pathetic that now ppl complain that they can't buy skills, items etc because farming was 'nerfed' ;D
I don't play much pve, never farmed anything, yet by doing quests, killing mobs and so on I can afford all the skills I want, max armour, items and runes
Irony much?
I don't play much pve, never farmed anything, yet by doing quests, killing mobs and so on I can afford all the skills I want, max armour, items and runes
Irony much?
Anarion Silverhand
This wouldn't have hurt me as much if Anet decided to implement this change earlier, but after nearly 2 YEARS, it seems like a.... can't find a polite word for "dumb"...idea..
Macktar Wang
Quote:
Originally Posted by BlackSephir
Its really pathetic that now ppl complain that they can't buy skills, items etc because farming was 'nerfed' ;D
I don't play much pve, never farmed anything, yet by doing quests, killing mobs and so on I can afford all the skills I want, max armour, items and runes Irony much? |
Everyone knows the game is setup to give you enough skills to survive and enough money to get the armor and weapons that you need. Some people want to go beyond that. That's why there is more than one type/price of armor in the game. After all, once you've finished the game, what's left?
Burma_GW
Watch for these trends:
1. Online gold price will increase as a function of demand. Gold-farm organizations will see census rise as Gold Farm Teams are built.
2. Average gamers will have less access to Items.
3. Rich get richer and the poor get poorer.
4.. Game direction .....unchanged.
Namaste...have fun out there.
afterthought: Let me be more specific...the Gold Farming Organizations in Asia are significant. It is a real-life business. Because they can build teams of farmers (for profit in real money), that will happen. Because average GW players now have less access to in-game funds, they will turn to purchasing "gold" online, the simplest alternative. Top gamers will find a way to make money far more easily then the lower echelons. Social stratification increases.
1. Online gold price will increase as a function of demand. Gold-farm organizations will see census rise as Gold Farm Teams are built.
2. Average gamers will have less access to Items.
3. Rich get richer and the poor get poorer.
4.. Game direction .....unchanged.
Namaste...have fun out there.
afterthought: Let me be more specific...the Gold Farming Organizations in Asia are significant. It is a real-life business. Because they can build teams of farmers (for profit in real money), that will happen. Because average GW players now have less access to in-game funds, they will turn to purchasing "gold" online, the simplest alternative. Top gamers will find a way to make money far more easily then the lower echelons. Social stratification increases.
Hell Raiser
I have no idea why ArenaNet felt the need to scale down on drops; that only pisses people off. Scaling up would have made everyone happy. The only thing that is going to change is: The amount of legit solo farmers will decrease, and the amount of bot farmers will increase (after all, they need to compensate for the decreased drops. And I don't see Anet in those towns like Granite, [that people have reported several times to be full of bots] banning any of them)
boarderx
imo, this ruins many people's money making ways so now if they need money they might just go ebay it. This is a bad move on anets part. If you got attacked by a group of monsters they would look and see that there is just one of you and set down some of thier money then go fight you. It doesnt make sense to me.
I agree with what was mentioned above, how will casual players make their money? Not everyone can take the time to form groups and farm for hours. it was nice when i could take 30mins and make an ecto so i wasnt broke, buy some runes for heros so they dont suck and quest with guildies and get stuff done.
Without steady cash flow how can players upgrade there chars to be able to do more things? it almost takes the replayabilty out of the game.
I agree with what was mentioned above, how will casual players make their money? Not everyone can take the time to form groups and farm for hours. it was nice when i could take 30mins and make an ecto so i wasnt broke, buy some runes for heros so they dont suck and quest with guildies and get stuff done.
Without steady cash flow how can players upgrade there chars to be able to do more things? it almost takes the replayabilty out of the game.
dr_forest
This sucks. a lot
blood4blood
EDIT: Silly idea on my part, nevermind.
rista blodorn
ANET has taken a great update and trashed it by slamming small team and solo farmers for no apparent reason. The GW economy as enough money sinks built into it that there is no apparent inflation and the farming community has actually helped keep prices down by creating a competitive selling environment...to the point that even many casual players could afford many "elite" type items (dyes, mini-pets, weapons, shields). So of what benefit is this change? So that people know have to take a full party of hero's/henchies to farm something and do it 8x more to get the same amount (because thank goodness the farming penalty code has been removed for zoning into an area repeatedly). ANET has also killed a fair chunk of the build creativity that was created through the farming community coming up with new solo and small team builds. People won't need to worry about buying skills because as soon as you find one build that works you won't ever have a need to find another PvE build for that character class. Oh sorry, you may need 10-12 skills instead of just eight since you might want to go wild and switch out a skill or two to fight margonites vs. mursaat.
ANET: GW:EN team, we're going to make your jobs a lot easier.
GW:EN dev team: Really how's that?
ANET: Remember all those PvE skills you were working on?
GW:EN dev team: yyyeeeaahhh?
ANET: They won't be needed. Thanks for stopping by.
The End?
ANET: GW:EN team, we're going to make your jobs a lot easier.
GW:EN dev team: Really how's that?
ANET: Remember all those PvE skills you were working on?
GW:EN dev team: yyyeeeaahhh?
ANET: They won't be needed. Thanks for stopping by.
The End?
lyra_song
Ive been thinking very hard about this...and about how i really feel. Its hard since my point of views like to conflict.
Botters - Gold Sellers
--------------------
Overall impact on botters/gold sellers is minimal. the costs will increase since farming takes longer, but overall, they can continue without any real problems.
Now the farmer archtype....i feel that most players hover between the two.
Hardcore Farmer - Farmer Who Farms For Fun
-------------------------------------------
This is a farmer who doesnt care about profit and really just wants to solo high end areas to prove something to themselves. These guys do it for fun or for the challenge. The overall impact on them by this nerf is negligable as well. Areas remain farm-able and the hardmode versions offer new areas to solo. Loot is irrelevant, or not the priority.
This archtype may or may not mind farming with other people.
Hardcore Farmer - Farmers Who Farm For Gold
-------------------------------------------
These guys solo because they want gold to prove they have money, to achieve a goal, to buy stuff, to buy someone stuff, etc. In the end, its about profit. The farming nerf will hit this player archtype VERY VERY hard, since it effectively destroys their only method of gaining money. And since their gaming style revolves around this, it effectively kills their fun.
Ive found that this player type is solitary and would rather NOT have to farm with other people. So thats out of the question.
Hardcore Trader
-------------------------------------
The impacts on the solo farmers impact the economy, where the Hardcore Trader likes to play. Green Items will no longer be solo-able and can increase in rarity. Those who have already heavily invested are going to profit with the increase in difficulty of getting items. Plus with the influx of new rare items, Hardcore traders will be able to continue to increase their riches by investing in the new tomes and scrolls.
Casual Player
-------------
Hmmmn....what an interesting time. Ive never had difficulty gaining non-vanity equipment (max armor, max weapons) even with full parties of henchmen on characters that couldnt farm. Playing casually in full parties has always given players enough cash and XP to be able to equip themselves to be effective without needing to farm, since the game was always designed to make farming completely optional. This farming nerf, imo does not affect the casual players too detrimentally.
============
Me? I like getting gold drops....but the incentive to get better drops in full groups and farm with my guild sounds good. I still wish it was an upscale and not a downscale.
This is me whining: Some of the posts around here are pure rubbish without any analytical or insightful thought into the whole situation, full of conjecture and strawmen, long disproven in past arguments.
Botters - Gold Sellers
--------------------
Overall impact on botters/gold sellers is minimal. the costs will increase since farming takes longer, but overall, they can continue without any real problems.
Now the farmer archtype....i feel that most players hover between the two.
Hardcore Farmer - Farmer Who Farms For Fun
-------------------------------------------
This is a farmer who doesnt care about profit and really just wants to solo high end areas to prove something to themselves. These guys do it for fun or for the challenge. The overall impact on them by this nerf is negligable as well. Areas remain farm-able and the hardmode versions offer new areas to solo. Loot is irrelevant, or not the priority.
This archtype may or may not mind farming with other people.
Hardcore Farmer - Farmers Who Farm For Gold
-------------------------------------------
These guys solo because they want gold to prove they have money, to achieve a goal, to buy stuff, to buy someone stuff, etc. In the end, its about profit. The farming nerf will hit this player archtype VERY VERY hard, since it effectively destroys their only method of gaining money. And since their gaming style revolves around this, it effectively kills their fun.
Ive found that this player type is solitary and would rather NOT have to farm with other people. So thats out of the question.
Hardcore Trader
-------------------------------------
The impacts on the solo farmers impact the economy, where the Hardcore Trader likes to play. Green Items will no longer be solo-able and can increase in rarity. Those who have already heavily invested are going to profit with the increase in difficulty of getting items. Plus with the influx of new rare items, Hardcore traders will be able to continue to increase their riches by investing in the new tomes and scrolls.
Casual Player
-------------
Hmmmn....what an interesting time. Ive never had difficulty gaining non-vanity equipment (max armor, max weapons) even with full parties of henchmen on characters that couldnt farm. Playing casually in full parties has always given players enough cash and XP to be able to equip themselves to be effective without needing to farm, since the game was always designed to make farming completely optional. This farming nerf, imo does not affect the casual players too detrimentally.
============
Me? I like getting gold drops....but the incentive to get better drops in full groups and farm with my guild sounds good. I still wish it was an upscale and not a downscale.
This is me whining: Some of the posts around here are pure rubbish without any analytical or insightful thought into the whole situation, full of conjecture and strawmen, long disproven in past arguments.