Quote:
Originally Posted by jdwoody
Here is my vote on how to fix the whole mess:
Team wins HoH: 2 Sigils drop for the winning team, 2 items with runes drop for the winning team and 1 sigil drops into the sigil trader.
Then all that needs to be fixed is the elite skill aquisition and everyone can do whatever they want...
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Following this line of thought of fixing the problems rather the flamebaiting, calling names and whining that life isn't fare...
From reading the fourms and playing game way too much there seems to be two problems assocated with Guild Wars thats centric around the PvE vs the PvP communities that simply raising the number of sigels in the game will NOT fix.
In simplified arguments
1. PvP players are "force to grind"/"earn" their skills and spells, their runes, and their weapon upgrades.
2. PvE players are "screwed over by"/"providing needed materials and gold to" PvP players.
I'm wary of throwing this out there, because I really hate posts that say "this is how you fix the game", but I would like some feedback or discussions on these ideas.
Brief Description
1. Introduce a PvE enviornment/quest were sigels can be earned by the PvE guilds.
2. Introduce armor drops for winning the HOH that have a chance of giving runes.
3. Introduce "skill charm" type drops for winning the HOH.
Detailed Description
1. After completing enough quests in an Underworld or Fissure type mission award X number of sigels to the players. This would help elimiate one group of the community holding something that the other wants without the first from earning it themselves while playing the game the way the want to (aka "having fun").
2. Have gold, purple, and blue armors awarded at random to the team who holds the hall. These drops could be based on high level drop tables, and could be easyly balanced. This would allow one group of the community to play how they want to, and earn the materials they need (aka "having fun").
3. Award a type of rune or charm that would unlock a random skill/spell. This could behave much the same way runes are currently working now, an "ID" would unlock it while "using" it would let your character learn it. Again these charms could be random with "gold" charms having a high chance at an elite skills and lesser charms awarding more common skills.
So, would the community think there is any merit in these ideas?
Any constructive criticism?
Would this throw off the balance of the game, or help fix the percieved imbalances?
Have these options already been discuessed and I just missed the posts?
Rothgar