Veteran Reward System - Page 3 — Guild Wars 2 Forums

Veteran Reward System

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  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited February 9, 2019

    @miraude.2107 said:

    @Swagger.1459 said:

    @Ayrilana.1396 said:
    But this system would not be the answer.

    and how do you know that?

    I'd be excluded from your vet system even though I've been playing for 4 years as the only criteria I meet is the core story and the meta events is so vague I don't know if you are talking world bosses or all the significant events that happen in a zone. Want to know how to make me feel like I should leave the game? Initiating the system you have decided upon. It would definitely make me feel that even though I have given money to the game, the devs do not want me as I'm not the player they are after. They want those that will grind away at the game, not casually log on and dink around doing random things for a few hours then logging off.

    Why not expand on what they already reward in the system, the yearly birthday gifts? Year 4 you get a backpack, why not add some things into that for retention like weapon/armor skins, mount skins or the like? A vendor in each city that is like Dry Tops that each year you have played gets you access to items from that tier that you can buy. Add a growing instance that can be decorated like ESO's housing system or Rift's dimensions and visited by others. It starts out small but each year you get a wing added that you can expand on and show your accomplishments. Something other than this 'you aren't a vet because you don't raid/pvp/wvw/fractal/etc.' I've played enough games to know, that those that have introduced systems like that don't last long as the community gets so toxic to new players, the new players look elsewhere.

    "I'd be excluded" isn't a valid argument. Eventually you can be included by playing and participating. Right?

    Because I chose not to make a topic that expands on 1x per year, per character, b-day gifts. B-day gifts are not even closely related to this topic.

  • Swagger.1459Swagger.1459 Member ✭✭✭✭

    @starhunter.6015 said:

    @Swagger.1459 said:

    @Rasimir.6239 said:

    @Swagger.1459 said:
    This affords a veteran player the option to do MORE of what THEY like to do during THEIR game time, while still earning a current they might need or that item they might want.

    Nice theory, but unfortunately humans don't work that way. A sizeable number of the so-called veterans will just use it to power-farm whatever is considered the most profitable content of the time, to the detriment of not only their own enjoyment but also the health of the game population as a whole.

    I said it before: the game wins nothing from even more people grinding out events in the Silverwastes and Istan instead of participating in content all over the game world.

    That's not a "theory", that's a fact. If a veteran player earned an additional "universal" trade-in currency, for specific "things" like other currencies, that gives them more time to do things THEY want to do because they are still progressing...

    Players like doing different things and will keep doing them regardless... And who cares if someone farms or doesn't farm? What does it matter to you personally? Why would it matter to you if someone else wanted to play the game and go kill 1000 champions or complete 200 meta events to earn an account bound permanent banker?

    And this right here clearly tells me you didn't really think about the suggestion more "to the detriment of not only their own enjoyment but also the health of the game population as a whole.".

    Just cause you say it is a fact does not make it a fact, where is your info, your research ?
    This idea of yours is just "What you Want" this system wouldn't be better then the current, its more restricting. Better to add then to change. Personally am a veteran of GW2 played for 6+ years and played GW1 since launch of Factions and I wouldn't enjoy your system any more then I do the new maps having to grind out currency for each one.

    It's not "restricting", it's adding in a new reward system for long run players who participate in the game...

    "and I wouldn't enjoy your system any more then I do the new maps having to grind out currency for each one."... Well then you would love it because as you played naturally you'd earn a "universal" currency that can be traded in for currencies you do want!

  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited February 9, 2019

    You are well within your right to disagree, but I guarantee for each naysayer there would be 1,000 vets who would like a reward system such as this...

    And you could completely ignore the reward system if you chose to. Nothing about it forces you to participate right?

  • Etria.3642Etria.3642 Member ✭✭✭✭

    Love how the veteran status is defined by things done and not simply time played.

    Not. I like rewards but I do not care for how this idea is proposed.

  • Obtena.7952Obtena.7952 Member ✭✭✭✭

    @Etria.3642 said:
    Love how the veteran status is defined by things done and not simply time played.

    Not. I like rewards but I do not care for how this idea is proposed.

    I agree ... we already get rewards for things we do.

    If we get another level of rewards system, it doesn't make sense to base it on something that we already got rewarded from doing.

    If you think balancing is only driven by performance and justified by comparisons to other classes then prepare to be educated:

    https://www.guildwars2.com/en/news/balance-updates-the-heralds-near-future-and-pvp-league-season-13/

  • Rasimir.6239Rasimir.6239 Member ✭✭✭✭

    @mauried.5608 said:
    Eventually people will want rewards for just standing in the game doing nothing.

    Eventually? Just check all the posts about "unrewarding" login rewards and such ;) .

  • Trise.2865Trise.2865 Member ✭✭✭✭

    You mean in addition to everything you've already gotten for doing that?

    If we want ANet to step up their game, then we must step up ours.

  • Ashantara.8731Ashantara.8731 Member ✭✭✭✭
    edited February 11, 2019

    I like the idea. Also, why do people repeatedly cry elitism? After all, reaching all those goals requires a bit of work on one's part - so what? That is the whole point here. It is not that hard; I have achieved all that, others have too, hence the term "veterans."

    Plus, you can get the suggested rewards without this, too.

  • Turkeyspit.3965Turkeyspit.3965 Member ✭✭✭✭

    My account turned 1 year old last week, and I met every one of your criteria minus the raiding, and I hardly consider myself to be a veteran.

    Additionally, there already exists rewards for "Veterans", in the way of Birthday rewards, many of which I'm sure I'll never see (doubt I'll be playing this game 5 years from now), as well as rewards unlocked through the accumulation of Achievement Points.

  • Tyncale.1629Tyncale.1629 Member ✭✭✭
    edited February 11, 2019

    I also meet all requirements except the Raid wing and fractals 25-50 and I do not think it is a good dea. The rewards for your coins are too all-encompassing and too plentiful and will rather frustrate new players then entice them: before this Cornucopia opens up for them they first have to reach all sorts of goals, that they might not want to pursue otherwise, like Leggies, Raids, Fractals till 50 and such. The beauty of this game is that there are many types of goals and ways to play it, and people can take their pick. They should not feel pushed into doing ALL those things ASAP because such a reward system awaits them.

    New player who is interested in the cool Ambrite weapons: "Dang, those Geodes are slow in coming and those Dry top Keys are expensive! Is there a quicker way to earn them?"
    Veteran: "Yeah, start earning Veteran coins; only needs "insert huge list of achievements"!"

    I think new players would hate it, and also players that simply do not want to be pushed into doing certain content. Which is the majority I would think.

  • Puma.3645Puma.3645 Member ✭✭✭
    edited February 27, 2019

    --removed-

  • Drecien.4508Drecien.4508 Member ✭✭✭

    Big ol nope. Most of this junk is stuff you can already farm or get through other conversions already. You want to feel rewarded? Play LS for free when it comes out. That's your reward.

    New mount skins?! Anet take my money!

  • Ashantara.8731Ashantara.8731 Member ✭✭✭✭

    @Cyninja.2954 said:
    You are right, elitism doesn't fit. A better fitting description would be over the top greed and laziness.

    I don't know. By now, I have everything I wanted gear-wise, but I still like the idea of additional veteran rewards. Laziness is definitely something you can't accuse me (and most veteran players) of.

    GW2 must be one of the most rewarding, least effort games if you stick with it in the entire MMO genre currently, mostly attributed to the non existent gear extension. Yet people still want more.

    Some veterans are often bored, hence additional rewards can be motivational. Of course, adding more content in the form of frequent new open world quests (like the Caladbolg one) that will have you journey across the world and experience new, exciting adventures apart from the monotonous LW storyline would be appreciated more, but the devs already seem to have their hands full as is. Raids and fractals aren't everyone's cup of tea, and they are repetitive quickly, as are LW episodes (especially if they feature story missions as boring as the last episode's ones). People hunger for adventure, and if there is none, they seek compensation in forms of grinding for specific items or skins. It is easier for devs to add rewards than to add new content.

    @Ashantara.8731 said:
    Plus, you can get the suggested rewards without this, too.

    That's more of a reason NOT to offer them as freebee side rewards as to not devalue the content where these rewards are available originally.

    Well, I don't really care what the rewards would be. I just like the OP's idea as a new concept, that's all. And I don't mind their suggestions.

  • Bloodstealer.5978Bloodstealer.5978 Member ✭✭✭✭
    edited February 12, 2019

    @Swagger.1459 said:

    @Hazteur.8165 said:
    I'm not really suggesting adding the skins but Im more suggesting only that be it. I would be concerned for the concept to be dead on arrival from Anet otherwise. As I said I think the meta info that Anet has could sway it one way or the other but I think its in their interest to have these things that are out there only obtainable by rng or the gold/gem/cash synergy, cash being the key one. If there is an alternative way to get the items other than the trio it will reduce the value significantly therefore the desire to buy gems and turn them into gold which is probably a decent percentage of the use of gems and cash, while though I concede the actual gem store only items are probably the majority of their cash infusion. That's my concern of include access to some of those other nice things. Where as vet skins might retain the player base which is also very important aspect of the industry. Its a good idea just need to make sure its healthy for all.

    Reward options and diversity attracts more players so we have to keep that in mind.

    Where are you getting this Reward Options attracts more players.. you have continuously been countered that it is not the rewards that attract or retain it is the quality of the content put before tplayers, which imo has been GW2's issue for some time. Replay value of the game won't imo be addressed by adding another layer of rewards.
    ANET, as you have already stated, have developed a reward system that incentivises players to keep coming back each day.. yes Daily login, which does not discriminate against any player based off some arbitrary notion they should be considered veteran and hold extra status.
    I still do not understand what you consider "veteran" status to be based off. If it is time, then as others have stated they might of been here since before day, like me but have never felt compelled to race to the achievement pinnacle, or complete every raid (or any raid), or be a pvp tourno winner (or even a participant), be top rank WvW player.. simply put players do what they want because they enjoy it not because it pushes them to some special snowflake veteran reward.
    What needs to be addressed is the quality of content and its replayable value.. rewards are a minor part in that imo.

    Life is what YOU make it... NOT what others tell you!

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭
    edited February 12, 2019

    @Ashantara.8731 said:
    Some veterans are often bored, hence additional rewards can be motivational. Of course, adding more content in the form of frequent new open world quests (like the Caladbolg one) that will have you journey across the world and experience new, exciting adventures apart from the monotonous LW storyline would be appreciated more, but the devs already seem to have their hands full as is. Raids and fractals aren't everyone's cup of tea, and they are repetitive quickly, as are LW episodes (especially if they feature story missions as boring as the last episode's ones). People hunger for adventure, and if there is none, they seek compensation in forms of grinding for specific items or skins. It is easier for devs to add rewards than to add new content.

    In my experience, more rewards are only a temporary and often even detrimental strategy to combat boredom.

    Let's assume rewards were increased, how do people legible for those rewards feel once they get used to them? Bored again but now with even less reason to engage in content. As such, in the mid- and long-run players will be left with even less to do.

    The most efficient way to fight boredom is add more content and motivate players to engage in said content. Yes, rewards can function as a motivator to get people to play content, this is not achieved when increasing rewards for "veteran status". Rewards can not permanently replace content.

    The login rewards and veteran rewards currently are designed to encourage players to get achievements and stay with the game. Increasing them will have no effect on content, especially when designed so that people can go:"Oh nice, I have that already so now I get more free stuff", which most of the suggestions are from TC.

  • Cyninja.2954Cyninja.2954 Member ✭✭✭✭

    Might want to read those yourself and not just use the title because they are not in support of your suggestions. Unless you simply read the title and skipped the details about proper integration into the game as reward and how most of the recommended rewards are already in place in GW2.

  • TheQuickFox.3826TheQuickFox.3826 Member ✭✭✭✭
    edited February 12, 2019

    @Swagger.1459 said:

    [...]
    The suggestion...

    Milestones to start earning veteran rewards...

    • 10k AP
    • Core Map Completion
    • Core Personal Story Completion
    • Participated in all Core Map Meta Events
    • Crafted 1 legendary
    • Dungeon Master Achievement (Complete 8 explorable dungeons.)
    • Fractal Initiate (Complete each fractal scale from 1 to 25.) PLUS Fractal Adept (Complete each fractal scale from 26 to 50.)
    • Complete 1 Raid Wing
    • Rank 100 in WvW OR SPvP
    • https://wiki.guildwars2.com/wiki/Griffon_(mount)

    I would change this to: Complete 8 of these to the choice of the player. This allows for a bit more flexibility and prevents players to be forced to complete that one or two requirements that is not compatible with their playing preference or skill level. Some players just hate PvP/WvW. Some players cannot complete any raid. Some players will never get the pricy resources to obtain a legendary, some players never can get any group for the dungeon paths.

    Ascalon Will Prevail!

    GW Wiki user page | GW2 Wiki user page

  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited February 12, 2019

    @Cyninja.2954 said:

    Might want to read those yourself and not just use the title because they are not in support of your suggestions. Unless you simply read the title and skipped the details about proper integration into the game as reward and how most of the recommended rewards are already in place in GW2.

    Might want to read this yourself...

    “Four ways game reward systems boost loyalty… and sales

    Go to the profile of Monetizr (Techstars)
    Monetizr (Techstars)
    Apr 19, 2018

    Customers are the lifeblood of your company. We all know this.

    But did you know that it’s the loyal ones who actually boost revenue? Just a five percent rise in customer retention can, in fact, increase a company’s profitability by 75 percent!

    Loyal customers are likely to buy more often and spend more money on each purchase. According to Forbes, it’s also five times cheaper to keep them than to acquire new ones. The same logic applies to the game industry.

    Loyalty is the key to higher profits. Here’s the tricky part: Loyalty can’t be won — it must be earned. What better way to make that happen than through a reward system?
    Here are 4 ways how a reward system boosts loyalty:

    1. Rewards make players stick around.
      Rewards are a gift you give your loyal users. Players get hooked on a sense of accomplishment and satisfaction that comes with getting something back from the game. Research shows that rewards increase the motivation for tasks that have little intrinsic value and they encourage feelings of competence and autonomy. Scientists argue that it’s not even the reward itself. Instead, it’s the anticipation and craving for it that make a difference and prompt players to stick around.

    2. Elite status improves player dedication.
      We like to distinguish ourselves from the crowd and reward systems make it possible. Remember how arcade machines used to present the top scores? Nowadays, it’s the virtual items and in-game accomplishments that matter. They are the ultimate proof of players’ advanced skills. Sponsored levels or elusive skills and unlocked equipment all boost a player’s status in the gaming community. And studies show that the value of showing off a reward
      should not be ignored.

    3. Real-life value boosts player retention.
      Rewards systems add a new layer to the game beyond its digital dimension. For example, Hatch- it! fans can get their hands on actual branded goods — merchandise is strategically hidden throughout the game narrative. The player must level-up sufficiently and finish certain levels before having the opportunity to purchase special branded items like t-shirts, mugs, and phone cases. The longer they play — the larger the discount. The game boosts its player retention rate by increasing customer engagement beyond the in-game experience.

    4. Rewards improve the gaming experience.
      The prospect of getting a reward keeps players excited over the course of the game. It gives them specific goals to pursue beyond just hitting the finish line. The entire player experience can improve thanks to a perfect balance of reward-motivation and game-entertainment.

    In real life, it might take years to get the promotion you dream of, but that’s not the case in the virtual world. What maintains a player’s interest, according to game designer Dr. Chris Batemen, is the delivery of rewards and not so much the quality of the game mechanics. Well-placed and well-timed game rewards elevate frustration and boost commitment.

    Getting players is hard, but keeping them is harder. A game reward system provides a way to give gamers something back for the time and effort spent in-game. And that is a key to boosting loyalty and making fans stick around.”

    Also, did you know that game developers participate in conferences and discuss wide ranging topics of game design... including topics such as player retention and rewards?

    https://www.gdconf.com

    https://www.gamasutra.com/view/news/334433/Video_How_reward_systems_can_guide_player_experience_in_World_of_Warcraft.php

  • Zania.8461Zania.8461 Member ✭✭✭

    Personally I would like a system like this, but realistically, this will never happen. I will refrain from going over the requirements for veteran status and the reward pricing. Those are easily adjustable. I am also not going to get into "rewards are a band-aid, content is the solution" argument as it has already been covered. Other consequences of such system:

    1) There is no longer a point in going to specific maps. Certain maps with large meta events will become less used much faster, making people who weren't able to complete their collections/achievements in the first few weeks of episode release SoL. Current Tyria is already enormous and largely barren. It will feel even emptier.
    2) On the other hand this will make min/maxers aggregate to certain meta/event trains to maximize the currency income. This in turn will lead to disruption of the maps. Think old champ trains in Queensdale.

  • Bloodstealer.5978Bloodstealer.5978 Member ✭✭✭✭

    @Cyninja.2954 said:

    Might want to read those yourself and not just use the title because they are not in support of your suggestions. Unless you simply read the title and skipped the details about proper integration into the game as reward and how most of the recommended rewards are already in place in GW2.

    You made me smile.. I read them and can only agree 100% with this

    Life is what YOU make it... NOT what others tell you!

  • If someone is asking what the easiest way is to get rank 100 in PVP or WVW - stand afk at the start of PVP for 1.000 games, while going a little going to the left or right every 30 seconds.

    That sounds like a great system to make this content more enjoyable for everybody. More afks and bots.

  • Balsa.3951Balsa.3951 Member ✭✭✭

    ahh not sure I am a veteran with 28K + i dont want new player get more pressure as they have already to keep up

  • Swagger.1459Swagger.1459 Member ✭✭✭✭
    edited February 12, 2019

    @Cyninja.2954 said:

    @Swagger.1459 said:

    @Cyninja.2954 said:

    Might want to read those yourself and not just use the title because they are not in support of your suggestions. Unless you simply read the title and skipped the details about proper integration into the game as reward and how most of the recommended rewards are already in place in GW2.

    Might want to read this yourself...

    “Four ways game reward systems boost loyalty… and sales

    Go to the profile of Monetizr (Techstars)
    Monetizr (Techstars)
    Apr 19, 2018

    Customers are the lifeblood of your company. We all know this.

    But did you know that it’s the loyal ones who actually boost revenue? Just a five percent rise in customer retention can, in fact, increase a company’s profitability by 75 percent!

    Loyal customers are likely to buy more often and spend more money on each purchase. According to Forbes, it’s also five times cheaper to keep them than to acquire new ones. The same logic applies to the game industry.

    Loyalty is the key to higher profits. Here’s the tricky part: Loyalty can’t be won — it must be earned. What better way to make that happen than through a reward system?
    Here are 4 ways how a reward system boosts loyalty:

    1. Rewards make players stick around.
      Rewards are a gift you give your loyal users. Players get hooked on a sense of accomplishment and satisfaction that comes with getting something back from the game. Research shows that rewards increase the motivation for tasks that have little intrinsic value and they encourage feelings of competence and autonomy. Scientists argue that it’s not even the reward itself. Instead, it’s the anticipation and craving for it that make a difference and prompt players to stick around.

    Yes, now show how there is not enough rewards please. GW2 is a prime example of giving out rewards at every turn. There is literally no content which does not reward you.

    Or to be more exact, and how the only scientific link discusses (the Game Reward System paper), there are different reward system (all present in GW2 by the way):
    1.) Score system: achievements, magic find, different types of currencies, gold, etc.
    2.) Experience points: levels, mastery ranks, hero points, WvW ranks
    3.) Item rewards
    4.) Achievements: titles, legendary items

    It's all present already, many in multiple ways. Your suggestions are simply double dipping because you want MORE. Maybe you should analyze your underlying reason why you feel that rewards are insufficient first, because there is quite a few people who do not feel that way, at least as far as the current veteran system is concerned.

    @Swagger.1459 said:
    2. Elite status improves player dedication.
    We like to distinguish ourselves from the crowd and reward systems make it possible. Remember how arcade machines used to present the top scores? Nowadays, it’s the virtual items and in-game accomplishments that matter. They are the ultimate proof of players’ advanced skills. Sponsored levels or elusive skills and unlocked equipment all boost a player’s status in the gaming community. And studies show that the value of showing off a reward
    should not be ignored.

    I don't think I need to get into this, there are so many ways to distinguish yourself and show off in this game, it's literally called fashion wars.

    @Swagger.1459 said:

    1. Real-life value boosts player retention.
      Rewards systems add a new layer to the game beyond its digital dimension. For example, Hatch- it! fans can get their hands on actual branded goods — merchandise is strategically hidden throughout the game narrative. The player must level-up sufficiently and finish certain levels before having the opportunity to purchase special branded items like t-shirts, mugs, and phone cases. The longer they play — the larger the discount. The game boosts its player retention rate by increasing customer engagement beyond the in-game experience.

    Present in a different form: Living World Episodes, login rewards and temporary achievements. Both give permanent advantages and discounts to players as far as granting free access to Living World episodes for people who login.

    @Swagger.1459 said:

    1. Rewards improve the gaming experience.
      The prospect of getting a reward keeps players excited over the course of the game. It gives them specific goals to pursue beyond just hitting the finish line. The entire player experience can improve thanks to a perfect balance of reward-motivation and game-entertainment.

    In real life, it might take years to get the promotion you dream of, but that’s not the case in the virtual world. What maintains a player’s interest, according to game designer Dr. Chris Batemen, is the delivery of rewards and not so much the quality of the game mechanics. Well-placed and well-timed game rewards elevate frustration and boost commitment.

    Getting players is hard, but keeping them is harder. A game reward system provides a way to give gamers something back for the time and effort spent in-game. And that is a key to boosting loyalty and making fans stick around.”

    Again, this does not support giving out more free stuff if the underlying problem is lack of content. You basically just read the titles and summarized:"More rewards = good" without actually applying what was written to the game and how those things are mostly present. The Game Reward System paper goes into detail how rewards form social structures and how there needs to be proper reward for proper challenge. That fact alone would undermine ANY reward for doing nothing or double dipping as your suggestion do atm.

    You’re saying a lot, but I don’t think you’re understand the points to any of this...

    Gonna ask some questions...

    Do you think Anet looks at ways to improve rewards?

    Do you think Anet looks to increase player retention?

    Do you think Anet creates reward systems to make content replayable?

    Do you know why games have rewards?

    Do you realize Anet will continue to add new rewards and currency?

    Those links were posted so you could expand your mind from the “i just want content, we have enough rewards” mentality... Obviously we all want “content”, but “content” takes time to produce and it’s easily gobbled up...

    Your “free stuff” and “reward for doing nothing” comments show how little you understand the topic as a whole. Players have to earn these rewards and adds another layer of incentive to participate. Those participating are more likely to stick around longer and help fund the game and your “I only want content because we have enough rewards” theme...

    You are only thinking your experience or desire. I’m taking about end game systems that target longer term players to improve their experience...

    And I have everything I need, and will buy anything I want, but that doesn’t mean I can’t look at ways to improve the experience for veteran players.

    Edit- And you should read this before you decide to toss around the “free stuff” comment in my direction...

    @Swagger.1459 said:

    @Kylden Ar.3724 said:

    @Justine.6351 said:
    WvW is meant to be an open world PvX map where any level of skill & geared player can encounter any level of skill & geared opponent. So yeah if people think an amulet system will magically make them better at the game, I would be happy to show them why spvp has a rating system. And while we are at wrecking WvW let's cap the borderlands at 5v5v5 too. The people wanting the amulet system would probably be found cowering in towers.

    This attitude, right here, ties into that Accessibility point I made.

    Accessibility to start… https://wiki.guildwars2.com/wiki/List_of_level_80_exotic_armor

    Work on leveling crafting... https://wiki.guildwars2.com/wiki/Crafting to make https://wiki.guildwars2.com/wiki/Ascended_equipment

    Play wvw and buy Ascended gear... https://wiki.guildwars2.com/wiki/Skirmish_Supervisor

    …Anet has created a gear system that's easier to obtain max level gear. There are many convenient processes to crafting. Gear you make isn't devalued and you can even stat swap Ascended weapons and armor...and certain newer trinkets.

    Over 6 years I have made or bought 400 Ascended gear pieces. Obtained Raid Legendary Armor. Made or bought https://wiki.guildwars2.com/wiki/Bolt. https://wiki.guildwars2.com/wiki/The_Dreamer. https://wiki.guildwars2.com/wiki/Frenzy_(weapon). https://wiki.guildwars2.com/wiki/Howler. https://wiki.guildwars2.com/wiki/Incinerator. https://wiki.guildwars2.com/wiki/Kudzu. https://wiki.guildwars2.com/wiki/Kamohoali'i_Kotaki. https://wiki.guildwars2.com/wiki/The_Predator. https://wiki.guildwars2.com/wiki/Rodgort. https://wiki.guildwars2.com/wiki/Sunrise. https://wiki.guildwars2.com/wiki/Twilight. https://wiki.guildwars2.com/wiki/Eternity. https://wiki.guildwars2.com/wiki/Astralaria. https://wiki.guildwars2.com/wiki/Chuka_and_Champawat. https://wiki.guildwars2.com/wiki/Eureka. https://wiki.guildwars2.com/wiki/HOPE. https://wiki.guildwars2.com/wiki/Nevermore. https://wiki.guildwars2.com/wiki/Sharur. https://wiki.guildwars2.com/wiki/Pharus. https://wiki.guildwars2.com/wiki/Warbringer. https://wiki.guildwars2.com/wiki/Aurora. For WvW play... And I'm obviously not the only one who has made gears for WvW over the course of years... And the devs aren't going to screw over players, or change the gear system for matter.

    I'm generally not a fan saying it like this, but those that want the amulet system need to not be lazy.... Everyone can easily start wvw with cheap exotics, or play forever in exotics. Other gears can be made or obtained over time, and the dev WANT players playing over time... Go participate in STRUCTURED pvp if you want a structured amulet gear system and to fight over small circles in 5v5s. WvW is modeled after "open world" DAoC Realm vs Realm gameplay, and the current gear system will not change because some of you do not want to put in the time to gear up...

    This request from some of you isn't about "balance", it's about not wanting to put in the effort to making gears. And it's kinda silly that some of you are trying to impose a pvp amulet system on wvw and claiming "balance", when pvp is far from balanced... even with the amulet system. The amulet system was a logical design choice for spvp because Anet wanted to break into the e-sports scene... https://www.eslgaming.com/, but this is wvw we are talking about here.

    You peeps are not getting an amulet system inside of wvw for a plethora of reasons. Sorry.

  • Bloodstealer.5978Bloodstealer.5978 Member ✭✭✭✭

    @Cyninja.2954 said:

    @Swagger.1459 said:

    @Cyninja.2954 said:

    Might want to read those yourself and not just use the title because they are not in support of your suggestions. Unless you simply read the title and skipped the details about proper integration into the game as reward and how most of the recommended rewards are already in place in GW2.

    Might want to read this yourself...

    “Four ways game reward systems boost loyalty… and sales

    Go to the profile of Monetizr (Techstars)
    Monetizr (Techstars)
    Apr 19, 2018

    Customers are the lifeblood of your company. We all know this.

    But did you know that it’s the loyal ones who actually boost revenue? Just a five percent rise in customer retention can, in fact, increase a company’s profitability by 75 percent!

    Loyal customers are likely to buy more often and spend more money on each purchase. According to Forbes, it’s also five times cheaper to keep them than to acquire new ones. The same logic applies to the game industry.

    Loyalty is the key to higher profits. Here’s the tricky part: Loyalty can’t be won — it must be earned. What better way to make that happen than through a reward system?
    Here are 4 ways how a reward system boosts loyalty:

    1. Rewards make players stick around.
      Rewards are a gift you give your loyal users. Players get hooked on a sense of accomplishment and satisfaction that comes with getting something back from the game. Research shows that rewards increase the motivation for tasks that have little intrinsic value and they encourage feelings of competence and autonomy. Scientists argue that it’s not even the reward itself. Instead, it’s the anticipation and craving for it that make a difference and prompt players to stick around.

    Yes, now show how there is not enough rewards please. GW2 is a prime example of giving out rewards at every turn. There is literally no content which does not reward you.

    Or to be more exact, and how the only scientific link discusses (the Game Reward System paper), there are different reward system (all present in GW2 by the way):
    1.) Score system: achievements, magic find, different types of currencies, gold, etc.
    2.) Experience points: levels, mastery ranks, hero points, WvW ranks
    3.) Item rewards
    4.) Achievements: titles, legendary items

    It's all present already, many in multiple ways. Your suggestions are simply double dipping because you want MORE. Maybe you should analyze your underlying reason why you feel that rewards are insufficient first, because there is quite a few people who do not feel that way, at least as far as the current veteran system is concerned.

    @Swagger.1459 said:
    2. Elite status improves player dedication.
    We like to distinguish ourselves from the crowd and reward systems make it possible. Remember how arcade machines used to present the top scores? Nowadays, it’s the virtual items and in-game accomplishments that matter. They are the ultimate proof of players’ advanced skills. Sponsored levels or elusive skills and unlocked equipment all boost a player’s status in the gaming community. And studies show that the value of showing off a reward
    should not be ignored.

    I don't think I need to get into this, there are so many ways to distinguish yourself and show off in this game, it's literally called fashion wars.

    @Swagger.1459 said:

    1. Real-life value boosts player retention.
      Rewards systems add a new layer to the game beyond its digital dimension. For example, Hatch- it! fans can get their hands on actual branded goods — merchandise is strategically hidden throughout the game narrative. The player must level-up sufficiently and finish certain levels before having the opportunity to purchase special branded items like t-shirts, mugs, and phone cases. The longer they play — the larger the discount. The game boosts its player retention rate by increasing customer engagement beyond the in-game experience.

    Present in a different form: Living World Episodes, login rewards and temporary achievements. Both give permanent advantages and discounts to players as far as granting free access to Living World episodes for people who login.

    @Swagger.1459 said:

    1. Rewards improve the gaming experience.
      The prospect of getting a reward keeps players excited over the course of the game. It gives them specific goals to pursue beyond just hitting the finish line. The entire player experience can improve thanks to a perfect balance of reward-motivation and game-entertainment.

    In real life, it might take years to get the promotion you dream of, but that’s not the case in the virtual world. What maintains a player’s interest, according to game designer Dr. Chris Batemen, is the delivery of rewards and not so much the quality of the game mechanics. Well-placed and well-timed game rewards elevate frustration and boost commitment.

    Getting players is hard, but keeping them is harder. A game reward system provides a way to give gamers something back for the time and effort spent in-game. And that is a key to boosting loyalty and making fans stick around.”

    Again, this does not support giving out more free stuff if the underlying problem is lack of content. You basically just read the titles and summarized:"More rewards = good" without actually applying what was written to the game and how those things are mostly present. The Game Reward System paper goes into detail how rewards form social structures and how there needs to be proper reward for proper challenge. That fact alone would undermine ANY reward for doing nothing or double dipping as your suggestion do atm.

    I am not sure GW2 suffers from "lack of content" more the lack of replayable value within the content, though I will admit to feeling there is a real stagnation within certain specific game modes for longer periods of time, but when your trying to develop a product that attempts to satisfy a wide variety of gamer interests something will always feel ignored to someone.
    LS is the front centre of the game now and it generally has a pretty decent cadence (granted it has gone off a little of late) which serves to fill the gaps between expansions, but yes absolutely agree whether there is enough or not (which I guess is subjective anyway) incentivising by way of more free stuff wont do anything for retention at this point because the game is already full of incentives.

    Life is what YOU make it... NOT what others tell you!

  • Neutra.6857Neutra.6857 Member ✭✭✭

    I would rather have it so you could work towards getting certain rewards by playing the game. So basically if you wanted a tequatal horde, you simply needed to beat teq however many times, get a token each time you beat him (1 time per day per account) and then could turn the token in for the horde. Same thing for other similar rewards. Sure gold can do the same thing, but for whatever reason I would rather not buy it on the tp and instead just get the item on my own.

  • Opal.9324Opal.9324 Member ✭✭✭

    I'm curious as to how people manage to get such ridiculous amounts of AP just by playing the game. People keep saying you can get that kind of AP without actively hunting for it, but I've been playing for almost 6 years, I've crafted tons of ascended junk, I've got multiple legendaries, tons of fancy infusions... but I'm STILL not rolling in AP like everyone says I should be. Either I'm doing something wrong, or the people claiming this actually are just AP hunters.

  • crepuscular.9047crepuscular.9047 Member ✭✭✭✭
    edited February 13, 2019

    sounds overly tedious... something that is linked to your age of your account is enough i say, some sort of aura + title?


    but i do think Anet should start planning a Hall of Monuments 2.0 so players would have plenty of time, and could be an alternative solution to player housing perhaps?
    letting players deck out their trophy room

    would be nice if the devs can bring across GW1 trophies to this new trophy room, which give players with only GW2 experience more reason to play GW1 and learn about the lore and how the game had evolved; could be players need to gather materials to rebuild HoM, find the lost trophies if your account is linked to GW1 (through side story to find your lost lineage?)

    This can be carried across into GW3 (if it ever materialises), a good way of showing to players that Anet does appreciate the time players had devoted into their franchise across multiple generations, and their progression in the past is not forgotten, just as they did for GW1's transition into GW2

    some of the PvE titles to get a trophy can include

    • Zhaitan Slayer, completing personal story
    • Base Jumper, complete all core jumping puzzles
    • Krytan Cartographer, explore core maps, finish all map collections
    • Grandmaster Dungeoneer, complete all dungeon achievements, include skin collections
    • Modremoth Mind Twister, completing HoT story
    • Magumma Adventurer, completing all HoT adventures
    • Magumma Cartographer, finish all map collections
    • God of Peace, completing PoF story
    • Tour de Elona, completing all PoF adventures
    • Elona Cartographer, finish all map collections

    and it will add up just like GW1's HoM to calculate for GW3

    however, the difficult GW2 titles such as Fractal God, gold sinks like legendaries, and LW achievements should act as supplementals rather than mandatory, just as GW1 had multiple paths to accumulate GWAMM

    and when GW3 finally comes, you can show it off to other players that your are GW franchise veteran, having GW1 and GW2 trophies in your HoM 2.0

    [RIP Fashion Wars 2005-2018]     [TTS] [KA] [SI]     [RIP Fashion Wars 2005-2018]
    Praise the Inevitable Eternal Transcendent King Palawa Ignacious Joko, the Beloved and Feared Undying Eternal Monarch of All !!!
    ... til Aurene ate him for dessert 😭
  • @Swagger.1459 said:
    Veteran player retention is important folks. I can guarantee there is a decent sized drop off of older players, and incentives to keep those players logging in are important from many different angles.

    How can you guarantee that? You don't have any proof that that's the case... Where are the specifics? And don't start spouting some nonsense. Give use links, sources from ANet, that proof this. If you don't have those, then you don't have a clue about what's happening to the player base, and you just want to feel like a special snowflake.
    Your conclusion has to be based on facts.

  • CharterforGw.3149CharterforGw.3149 Member ✭✭✭
    edited February 13, 2019

    As for A veteran rewards system, we have it already, It's the Achievement system. If you have a high amount of achievement points you are a veteran.

    • You did a lot of content in each aspect of the game.
    • You have participated in the yearly events.
    • You have been around during to original iterations of the achievement system, giving out tons of points for easy achievements.
      (the rewards even include shop items, in the form of raw gems)
  • Glider.5792Glider.5792 Member ✭✭✭
    edited February 13, 2019

    @BadHealer.3608 said:
    stand afk at the start of PVP for 1.000 games, while going a little going to the left or right every 30 seconds.

    That sounds like a great system to make this content more enjoyable for everybody. More afks and bots.

    Man, those bots will be swimming in their 0 rewards they will get, due to only afking.
    You know... if you want to get rewards/rank in pvp, you need to have at least 10 "personal points", which you get by killing a player/reviving/capping/decaping. These points aren't being shown anymore, however, if you dont do at least one of those 4 things, you still wont get the match rewards AFAIK.

    https://www.youtube.com/channel/UCeFWMeskOJhk8N-SvOFCJXA
    Fractal speed kills, raids, Black Lion Chest Openings, random.

  • Etria.3642Etria.3642 Member ✭✭✭✭

    I thought you got ten just for hitting ready at the start.

  • Linken.6345Linken.6345 Member ✭✭✭✭

    @Glider.5792 said:

    @BadHealer.3608 said:
    stand afk at the start of PVP for 1.000 games, while going a little going to the left or right every 30 seconds.

    That sounds like a great system to make this content more enjoyable for everybody. More afks and bots.

    Man, those bots will be swimming in their 0 rewards they will get, due to only afking.
    You know... if you want to get rewards/rank in pvp, you need to have at least 10 "personal points", which you get by killing a player/reviving/capping/decaping. These points aren't being shown anymore, however, if you dont do at least one of those 4 things, you still wont get the match rewards AFAIK.

    funny I get rewards just running out and letting others kill me

  • Solvar.7953Solvar.7953 Member ✭✭✭

    Since GW2 is a non subscription game, what you care about are customers who buy gems. Arguably, customers that play but don't buy anything are bad for the company, though probably good for the game (you still want those maps occupied).
    I have no data, but I would tend to think that players that have bought lots of stuff on the gemstore are likely to keep playing instead of walking away from everything they bought. They liked the game enough to buy various things.
    New players may actually be more desirable, as they are more likely to buy things, since they won't have HoT, PoF, extra character slots, permanent tools, etc, and may end up buying them. So I'd say adding things to the game which may discourage that would be harmful.

  • Brother.1504Brother.1504 Member ✭✭✭✭

    What about killing a world boss or champion by only pushing #1. 1 time, 10 times, 100 times, etc, etc, ending with 250 000 times. Veteran title reward. Ultimate Slacker.

  • Ayrilana.1396Ayrilana.1396 Member ✭✭✭✭

    A veteran reward system like the one suggested by the OP wouldn't be healthy for the game.

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