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Mushuchalaka.9437

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  1. It's what sells at the expense of immersion. This is a apparent in Lost Ark also, a character dressed in a purple dinosaur costume defeating a god, although that is given for free, it's what the development team that handles in game cosmetics believe players will enjoy. Personally I think they should be regulated to major player hubs for immersion sake but it's too late for that now. What I really wish is if there something in game that is rare/unique(think invisible slippers) can be enhanced from something in the gemstore instead. That would infuse the game with some prestigious items where we can get the dopamine rush (like chak infusions,etc) of hitting the jackpot, while Anet can still make their money.
  2. Hey everyone, Been away for 2 years. Week 1 player, who quit 1 week in, came back with couple year breaks in between multiple times. Last played sometime Dec 2019. Before I left, I was active in discussing rewards and there were quite a few positive changes that I liked. I'll be sifting through the forum and find my way eventually but curious on a quick synopsis of rewards in the game. I felt unique/rewards that you're excited to get were really lacking in game. Bland would be the word I would use. Rewards were either too rare(infusions,invisible slippers) or too common(exotics, or ascended gear that you can already craft). I like a little bit of RNG for rewards, not for everything, but a healthy mix, where not everyone can get it easily. I know that's not popular sentiment here. Example is Visage of the Khan-Ur, it was a very rare drop, but quite a few players complained. Perhaps the drop rate was a bit low, but I thought it was a good inclusion to add rare items in the game that are wanted, which can be worth a good amount of gold if you get lucky. Players who really want it but are not as lucky, can buy it off the tp. This helps new players and veterans players can still get what they want if they can afford it. The price was a bit ridiculous at first, but hopefully it has dropped to reasonable levels. I really liked the bonus rotation and extra rewards they were rotating for different Metas. Is this still a thing and have they improved it? The rewards were still somewhat lackluster, but was better than nothing. I buy stuff from gemstore to help support the game, but I was more on the side that I prefer to earn more cool stuff in game. Although I understand their business model is based off the gemstore, I thought they could've balanced it a bit more and have the best of both worlds by having cool unique/rare stuff earned in game and have stuff in gemstore that can enhance them even more, best of both worlds. Are rewards still mostly just yellows ?
  3. You can go there either by tp to friend or with the portal scroll you can buy from vendors, or else you need to do the story for the map (Bitterfrost in this case) to get access for another character. You don't need to do any of the other LS3 maps to get access to each other, each map is separate.
  4. Instead of every map having a set if dailies, only one map per season gets a set and it rotates through every day in order if release.Eg day one bloodstone fen, day two ember bay...etc for season 3 So now you cant just stay in a map and be rewarded daily. Or enjoy any map and get the daily. Basically removing the luxury of choice If you needed dailies to visit the maps in the first place then there's already something wrong...you(and I mean anyone playing this game) should be visiting maps just for the shear enjoyment of the map, not because it has dailies on it that you can complete and get currencies and other "rewards". I totally agree, but what was wrong with being additionally rewarded? There's inherently nothing wrong with additional rewards, except they say that the rewards to begin with are lackluster. From a personal standpoint this might encourage me to go back to some of those LW3 and LW4 maps that I never visit, and I said might because dailies on maps have never been a big draw for me, I usually just end up playing the most recent map to death and only doing the regular Dailies(I've only ever done map specific dailies when one of those maps happened to be part of the rotation for the regular dailies and then I never did them all to begin with). But if the rotating daily is bringing you or encouraging to a map then you are playing because of the reward and not for enjoyment of the map which brings back to your original point. Except that while some players might have done ALL the dailies on each map (I certainly never did, and I spend a lot of time on the game), the largest amount of players might have skipped dailies all together because if you can't do all of them, why bother? Now with a limited and set amount of dailies, with higher rewards on top of all, a larger part of the player base might do dailies. This sucks for the little few people who did ALL the dailies on all the maps (again, I haven't met anyone who actually does this), but pretty much benefits everyone else. This would have not solved the issue of people feeling overwhelmed with dailies and thus not engaging in them at all. Sure, they could have approached it this way, but the convoluted system would have remained on top of reward bloat.Indeed, I'm also one of those that never bothered with dailies, but with increased rewards I just might. There's no way in hell I have time to do all those dailies nor would I want to for such lackluster rewards. I think it's a good change. I only did 1500 ap of my 2 gold dailies with over 2k hours. That's how much I hate mundane dailies. Maybe should have rotated 2 at a time.
  5. It shouldn't be only instanced. While the inside of the house should be instanced. The outside entrance of the house should in a be a open world neighborhood with the ability to decorate the outside with stuff too. I really hope housing is in the next expansion. Perhaps even allow guild hall entrances(also with the option to be decorated) in neighborhoods and perhaps allow players to decide to buy houses next to the guild hall entrances of their choice.
  6. I would say these qualify as exciting. I'm not saying increase drops rates, to crash the market. We just need more of these types of drops. While the same time add stuff you can grind towards with guarantee rewards(like the map armor collections). Although preferably instead of making a full set of mediocre armor, I'd much prefer they take their time and slowly add nicer armor pieces to each map. Unfortunately this will conflict with gem store and sales. They can make it fun, but gw2's money model conflicts indirectly. These 2 go hand in hand1.rare(as in drops, percursors fill this role) expensive unique(music box. I wouldn't care if I ever got one, but since it's unique, it's cool to get one as a drop). An example from another game. An item that produces herbs(or in gw2 case, certain food,once a day). In fact it'd be more interesting if the food produced was random. Imagine how many different varieties of these they can make and put in game. Of course adding more of these loots in table further dilutes chances for other rares drops, but they should be in different loot tables. Like how chak infusion is only in Tangled depths. It's not gamebreaking, but can be cool or useful item that is not common.This game is considered casual, but casual doesn't have to mean generic and boring.
  7. Well there in lies the problem. If they put most things worthwhile to drop in game, it may conflict with the gemstore. Make it to common and it's not special anymore when you get it. I don't think they should increase precursor drops, they've already dropped so much due to collections, but they do need to add more unique,exciting drops as rewards. I saw the Etherbound Pauldrons for sale in gemstore and while I thought about getting it, I looked at my requiem gloves (although not a shoulder,which matches my character perfectly and has a unique aura), I decided not to buy it. Why? I was more proud of my gloves and thought to myself, my shoulders already match well and while it did look a bit more cool, I just did not feel excited about it. This goes for almost all the skins on gemstore. The only skin I use from the gemstore is the Aetherblade pants for female, only because that's the best looking tight/pants that I like on my characters. Now, if they allowed me to enchance it(custom it) somehow, I'd definitely pay for that. Like put a pattern or embroidery on it. Which brings up the idea I've brought up before. It'd be the other way around. Earn the Aetherblade pants in game and buy and item in gemstore that can only enhance the leggings. Win/win for anet, and I'd definitely be more proud of it, as I'd still have to earn it in game. I'd definitely be proud of something rare(RNG) or hard earned(Legendary Armor) that I can enhance. I mean essentially, that's what we're paying for with the armor skins from gemstore anyways. How many armors in game that you can earn do you see have as nice effects as the gemstore. It can't be plan jane ugly earned in game though. It should be something like the pvp/wvw legendary armor. The triumphant hero armor is nice, but the Legendary version is VERY nice. Getting the triumphant hero armor is not trivial either. This idea can be implemented for anything really. Imagine an item that enchances the helm of Khan-Ur. It may be worth even more. But I'd have no problem increasing the drop rate a bit more. You see if they increase it as it is now, most would use this helm instead, which means no gemstore sales. Perhaps some items the other way around. Earn a enhancement in game that can enhance an armor from the gemstore. The earned items should be something meaningful and with lore. Just my two cents.
  8. It's a great idea. The world boss/meta events somewhat have proven adding more rewards does lure players to said maps/events. But as everyone said, if someone has already attained what they wanted from map, only a reward they want can lure them there. The infusions from bonus boxes are too rare, but does lure the players who enjoy loot boxes. Perhaps they can: Chain some harder events for better rewards. I.E. The more events done, the better rewards. The more metas done on map, better rewards. Perhaps a reward track for said map based on time + events done on map. However the reward is the real carrot. If the rewards is only a guarantee rare, you can guarantee no one will do it.
  9. Maybe because invisible boots are a rare RNG drop while a legendary weapon is a guaranteed reward for determined players And yet, a determined player that wants to grind the gold can have the skin as well. and also @Inculpatus cedo.9234 , @Ototo.3214 I just suggested a reason for the OP's proposal. Please do not assume that I support the OP's idea. I do not think that putting rare drops in the gem store is a good idea. It's a slippery slope ending with pay-to-win, in my opinion. However, I do think that there should be alternative, non-RNG-based ways to obtain those rare drops. Buying from TP is not one of those ways. Ideally, I would love to see more meaningful collections. However, it might take too much time and effort for developers to come up with collections for each rare item in the game. A more realistic approach would be a guaranteed drop after a certain number of kills. For example, 300 Treasure Mushroom kills would guarantee an invisible boots box. If you are lucky to drop them before that time, the counter resets. If implemented, this drop mechanic will inevitably lead to grinding for those players who are determined to get a certain item. However, there will be much less frustration since people will know that even in the worst case they are still guaranteed to get their shiny within a very well determined time. Attainable goals make people happy.This has already been implemented in Diablo 3, your chances increase for drops after certain time. It still devalues the item, except in Diablo 3, there are stats involved and the perfect drop is still RNG. A good approach would be something similar. Guarantee drop, but a lesser version , or parts of it. Then multiple chances to grind and perhaps attain full item. There's already lots of non RNG items in game, a healthy mix of both is best for the game IMO.
  10. I think we already have an idea where this goes. Players will just farm easiest without getting killed or needing to organize a group, as that would mean wasted time.
  11. "My initial goal is to ignore the meta builds and try e.g. a Warrior and just feel my way to a tanky, survivable, self reliant build ' This may interest you. I use similar build but I use axe offhand instead.
  12. Well for me it has the opposite effect. I do the events now to try to get it lucky since it's worth so much. I wouldn't have bothered to grind for it, if it was able to be obtained and account bound. I would have stopped going to this map. Maybe next time there's something I want and I'll have to pay for it if I really like it for my character. I guess for the AP folks it's unfortunate.
  13. The only part I can say I didn't really enjoy was finding the eggs and rifts, but I think perhaps it was because I looked up a video guide. I can see how if it was the first time it may be meant for exploration to go around maps and would have been more enjoyable. But it was too many. I just chipped away with it slowly, but I dreaded it for some reason. Now I think about it, I think it was because it was so mundane. I'd prefer it they made it a puzzle or riddle but if someone makes a guide, it'd be mundane also.
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