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Repeatable core Tyria hearts.


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1 hour ago, DanAlcedo.3281 said:

I remember when they made hearts repeatable with lw3. 

Ohhhh people hated it. 

Ironically Anet did that because it was wanted by players for years.

It's a good example for why you can not please every player.

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I don't mind them being repeatable if I can buy from the vendor without having to complete the heart each time, but I can't remember many times when I actually wanted to complete a heart again. There's a lot I don't mind doing and some I like, but I can't remember making an effort to repeat one on a character who had already done it without an additional incentive like wanting to access the vendor or for the Wizard's Vault daily.

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23 minutes ago, Garrison Storm.3046 said:

I am in the opposite camp... Make all Hearts not repeatable, or at least keep vendors unlocked!  

EoD did it right imo.

Once done the heart vendor is unlocked, but for very specific items such as the karma and exp buff scrolls you have to do the heart again.

They should make it this way for previous repeatable hearts as well.

Edited by kiroho.4738
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6 minutes ago, kiroho.4738 said:

Once done the heart vendor is unlocked, but for very specific items such as the karma and exp buff scrolls you have to do the heart again.

Agreed.. but why even do that for specific items? 

Just time-gate it, or lock it within the vendor (hidden or not), if it's availability is triggered by changing circumstance... we see both of these concepts already in place throughout the game... 

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44 minutes ago, kiroho.4738 said:

EoD did it right imo.

Let’s not forget the best heart: Monastery Training, that rewards a +20% XP boost and +10% MF boost for 6 hours that persists across maps. It’s not something I always need, but it guarantees I’ll go and do that heart if I’m grinding mastery experience, and I’ll even take my low-level chars there. If more repeatable hearts gave a small, stacking boost, there’d be incentive to go back and do them more outside of dailies.

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5 hours ago, Garrison Storm.3046 said:

I am in the opposite camp... Make all Hearts not repeatable, or at least keep vendors unlocked!  

Captain Lindel of Claypool:  "You're one of us now, friend.  You're welcome to take a look at my supplies and see if there's something you want"... 

 

 

This is the correct answer . . .

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The whole problem with hearts in core Tyria is that they made the maps way too full with them. They're all fetch this, kill that defend against such things. So it gets highly repetitive. I bet that if they'd cut the hearts by more than half to just 5-6 per map there would never have been such hatred against them. 

Anet said no fetch, kill x amount, hold out against, or escort quests...well they delivered in the sense that they just renamed them to hearts and events. I suppose at least the hearts let you pick and mix things.

But I would be against making hearts in core Tyria repeatable. There's a lot more to do in this game and besides, if you want to do them again, just create an alt.

Edited by Gehenna.3625
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4 hours ago, Manpag.6421 said:

Let’s not forget the best heart: Monastery Training, that rewards a +20% XP boost and +10% MF boost for 6 hours that persists across maps. It’s not something I always need, but it guarantees I’ll go and do that heart if I’m grinding mastery experience, and I’ll even take my low-level chars there. If more repeatable hearts gave a small, stacking boost, there’d be incentive to go back and do them more outside of dailies.

Or...pop a yellow xp booster (you should have at least a fair amount of free ones), and do an event with lots of trash mobs (like Kaineng Blackout). The stacking killstreak nets you a cool million xp for 20 minutes of meta.

Meanwhile having to do a heart even once makes me want to fork my own eyes out just for some variety.

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8 hours ago, Danikat.8537 said:

I don't mind them being repeatable if I can buy from the vendor without having to complete the heart each time,

This.

I am not at all fond of the, "what have you done for me lately?" heart vendors who wont take my money despite the fact that I saved their life, their village, their entire nation yesterday.

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5 hours ago, Gehenna.3625 said:

 

Anet said no fetch, kill x amount, hold out against, or escort quests...well they delivered in the sense that they just renamed them to hearts and events. I suppose at least the hearts let you pick and mix things.

 

 I don't remember Anet saying this.  They could have, and I just don't remember it.  Regardless, maybe they meant that these types of things would not be required to progress in the game?  I mean, they're only needed for map completion and even then that's really only needed for GoE and legendary items weren't around at launch (IIRC).  /shrug

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5 hours ago, kharmin.7683 said:

 I don't remember Anet saying this.  They could have, and I just don't remember it.  Regardless, maybe they meant that these types of things would not be required to progress in the game?  I mean, they're only needed for map completion and even then that's really only needed for GoE and legendary items weren't around at launch (IIRC).  /shrug

They never said no to those things. All of them exist in the form of events, have done so since before the addition of hearts pre-launch.

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2 hours ago, Ashen.2907 said:

They never said no to those things. All of them exist in the form of events, have done so since before the addition of hearts pre-launch.

I think it was in the Manifesto from the early days of the game's development. I'll have to look it up when I have time but as I remember it this was about using dynamic events instead of traditional quests - they didn't like it when someone tells you to kill 10 grawl, so you go to an area where there's 15-20 grawl just standing around, kill 10 of them and then you're done even though there's still a bunch of grawl doing the same nothing they were before. Or when you're told somewhere needs defending and yes it's full of monsters but again they're just kind of wandering around the town, not actually destroying anything and you can't clear them all out because someone else might be coming along who also needs to save the town.

So they designed events that not only start and proceed regardless of players participation but scale up or down to the number of players present - everyone will (ideally) get a chance to kill something but it can end when all the enemies are dead rather than your bit ending when you've ticked off your arbitrary participation, and often that leads into another quest.

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Renown Hearts are the worst content in the game, nobody needs more repeatable hearts.

I have another suggestion: make hearts quicker to complete (and give less exp), and increase the spawn rate of dynamic events, specially in core tyria/low level maps. That would dramatically increase the new player experience and also benefit players that are completing maps for the gift of exploration.

I had multiple friends the tried the game and quit because leveling was not interesting, and hearts also took too long to complete. And watching new players on twitch/youtube, the sentiment is pretty much the same overall.

WoW have world quests, which is basically the same thing, and they are much faster to complete and give way better rewards, so there's literally no reason for hearts to take this long to complete. Especially when the game itself points new players towards renown hearts as its "quest system" for leveling up.

Edited by zefaistos.2601
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I think it would be neat if all hearts were repeatable.

But!

With them reworking how those renown hearts work. Basically instead of making them reset per day, let them have a dialogue option like "I want to help out some more." that resets them (maybe with a daily cooldown if farming the same heart non-stop would somehow be an issue), so the player has control over resetting the heart or not. So that the vendors stay available after clearing any heart once, unless you actively decide you want to repeat it.

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