What are your intentions ANet?
Dax
When the patch came out I though everyone was happy. Wouldn't it be better if we had to craft things like dyes and runes, ect? Sorta off topic I know...and I haven't had any coffee yet. Be gentle
funbun
Quote:
Originally Posted by asdar
What, you want 100k on 4 different characters and 10 sigils each?
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GW just needs to leave game alone. An economic system fixes itself. GW nerfing the game is just like when the government dicides they will "ficx a problem. They do nothing but cause more problems. Dev need to stay out of the economic system in the game.
Dev. should stick making new quests, new areas, and nw expansion packs.
Aniewiel
I think that making crafting a more viable would be a great solution! Rather than dropping items that are already "made", why not drop upgrade items more? And perhaps, rather than nerfing drops, nerf the number of "uber" or max damage/armor, etc. drops. Increase the number of "close to perfect" drops of upgrade stuff.
Theos
Quote:
Originally Posted by Mumblyfish
They'll earn them in time. That's what I did. I got several sets of 1.5k armour (from collectors and crafters) and perfect weapons as soon as I reached Droknars, without a single bit of farming. That much requires little more than pocket change (if you're short, have Guildmates help out). Over the past two months I've been slowly amassing gold through PvP as I've had nothing to spend it on. A few days ago, I realised I had enough money to buy every set of Ascended armour, Superior Vigor for every set, and 60 platinum change from that. Ascended armour isn't something you aim for. It's just something you buy when you have the money to burn.
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EDIT: For dax's idea, I think it is an interesting idea that should really be given more thought, as right now weapon crafting is the only other use for those items and it really blows right now, so why not add more crafting sorts, such as a chemist
Damon Windwalker
Quote:
Originally Posted by Aniewiel
If it means that you have to do without uber and "leet" items, so be it. Employ your skill---like you're supposed to after all. |
Consider this. For a PvE player, once the game is "beaten," that's it until the next expansion. The only goal then is to try to work toward your 15k Fissure armor.
To get it, it requires a lot of FoW/Underworld runs just to get the necessary crafting materials, nto to mention the cash involved. Or, you can try to make your cash by doing Droknor runs, or some other money-making scheme.
Don't get me wrong - I hate farming with a passion - but once the game is "beat" what is there to keep interest in it until the next expansion? Make the 15k stuff completely unattainable, then there's no point in continuing to play- and there's a certain ADHD to gaming - if it gets boring, it gets put on a shelf and players move on to new games.
As a PvE'er, I don't feel the need to have "uber" anything - I just make a build that works and is survivable. But, if I'm going to continue to play the game, I need something to try to attain - it's like a trophy.
I agree - the economy has been seriously disrupted - and needs to be repaired somehow - but don't do the things that will increase the importance of commercial farming bots - do something that will actually help the players out!
Theos
Quote:
Originally Posted by Damon Windwalker
I don't agree with your claim of "exploit."
Consider this. For a PvE player, once the game is "beaten," that's it until the next expansion. The only goal then is to try to work toward your 15k Fissure armor. To get it, it requires a lot of FoW/Underworld runs just to get the necessary crafting materials, nto to mention the cash involved. Or, you can try to make your cash by doing Droknor runs, or some other money-making scheme. Don't get me wrong - I hate farming with a passion - but once the game is "beat" what is there to keep interest in it until the next expansion? Make the 15k stuff completely unattainable, then there's no point in continuing to play- and there's a certain ADHD to gaming - if it gets boring, it gets put on a shelf and players move on to new games. As a PvE'er, I don't feel the need to have "uber" anything - I just make a build that works and is survivable. But, if I'm going to continue to play the game, I need something to try to attain - it's like a trophy. I agree - the economy has been seriously disrupted - and needs to be repaired somehow - but don't do the things that will increase the importance of commercial farming bots - do something that will actually help the players out! |
silvertemplar
As i mentioned in another post. If one examines the pattern of changes/updates there is one conclusion i make:
Anet wants to move away from PvE. If they make a change in PvE then it is only because it affects PvP or because it's a minor/simple fix.
I believe the end goal is that it'll simply become easier for a new player to PvP their way to the next piece of armor than bothering with the PvE at all. PvE thus becoming a "sandbox" to experiment with builds and other content "on-the-side" and NOT to make a lifestyle/career from.
I will not be surprised if the expansion will primarily be PvP focused. In other words, if they add a race or a skill or a profession it'll only be to expand on PvP possibilities. New Areas will only be a means to experiment with the new PvP content without feeling you are repeating the campaign.
Now when PvP starts to suffer because of lack of PvE content/flexibility THEN they will probably make certain changes [economy/farming/drops etc]. Something tells me this is not yet the case and quite the opposite PvP suffering because there is too MUCH content in PvE influencing it.
Anet wants to move away from PvE. If they make a change in PvE then it is only because it affects PvP or because it's a minor/simple fix.
I believe the end goal is that it'll simply become easier for a new player to PvP their way to the next piece of armor than bothering with the PvE at all. PvE thus becoming a "sandbox" to experiment with builds and other content "on-the-side" and NOT to make a lifestyle/career from.
I will not be surprised if the expansion will primarily be PvP focused. In other words, if they add a race or a skill or a profession it'll only be to expand on PvP possibilities. New Areas will only be a means to experiment with the new PvP content without feeling you are repeating the campaign.
Now when PvP starts to suffer because of lack of PvE content/flexibility THEN they will probably make certain changes [economy/farming/drops etc]. Something tells me this is not yet the case and quite the opposite PvP suffering because there is too MUCH content in PvE influencing it.
Esprit
ANET said that Merchants/Material & Dye Trades/Rune Collectors only sold what was available in the game, meaning that there is a global amount of each item (i.e. 5,000 Superior Vigor Runes, so as less become available in game, price goes up).
Maybe that is the case with EVERY item in the game, just on a larger scale. Like there would be 5 million bones available, and once many people are gathering them, then the number dwindles, and drop rates decrease.
This could apply to rare items as well. ANET could have specified X number of gold max damage storm bows (with whatever mods) in the game, and as more people got them, the drop rate decreased, because less were availabe, so your chances of getting the item from a certain monster becomes significantly less. And then every so often ANET would inject the game with more items as more people buy the game or when the drop rate becomes insanely low.
For example:
At release of game:
Number of Ecto Globs available in game: 2,000,000
Percentage of chance that certain monster drops: 7%
3 months later:
Number of Ecto Globs available in game: 200,000
Percentage of chance that certain monster drops: 2%
The numbers aren't accurate, just there to try to justify my theory. Using Ecto maybe a bad example, since the drop rate was flawed at the beggining anyways. But, if that is the way ANET is doing it, then that would explain the steady decrease in drop rate for many items. ANET could have tweaked the drop rate for certain areas, as they were being farmed, so that it balances out.
So when ANET says that they fixed drops, they may have just increased the number available in game, or decreased the number available in game.
*shrugs* Just an idea.
Maybe that is the case with EVERY item in the game, just on a larger scale. Like there would be 5 million bones available, and once many people are gathering them, then the number dwindles, and drop rates decrease.
This could apply to rare items as well. ANET could have specified X number of gold max damage storm bows (with whatever mods) in the game, and as more people got them, the drop rate decreased, because less were availabe, so your chances of getting the item from a certain monster becomes significantly less. And then every so often ANET would inject the game with more items as more people buy the game or when the drop rate becomes insanely low.
For example:
At release of game:
Number of Ecto Globs available in game: 2,000,000
Percentage of chance that certain monster drops: 7%
3 months later:
Number of Ecto Globs available in game: 200,000
Percentage of chance that certain monster drops: 2%
The numbers aren't accurate, just there to try to justify my theory. Using Ecto maybe a bad example, since the drop rate was flawed at the beggining anyways. But, if that is the way ANET is doing it, then that would explain the steady decrease in drop rate for many items. ANET could have tweaked the drop rate for certain areas, as they were being farmed, so that it balances out.
So when ANET says that they fixed drops, they may have just increased the number available in game, or decreased the number available in game.
*shrugs* Just an idea.
Principa Discordia
suzumebachi: Please read this post by THX.
You might have better luck getting a reply if you emailed them, by the way.
You might have better luck getting a reply if you emailed them, by the way.