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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 rewardshould 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

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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.

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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 ranks3.) Item rewards4.) 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:

  1. 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 rewardshould 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.

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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

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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 ranks3.) Item rewards4.) 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.

  1. 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 rewardshould 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.

  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.

  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:

@"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…

Work on leveling crafting...
to make

Play wvw and buy Ascended gear...

…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
.
.
).
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
. 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...
, 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.
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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 ranks3.) Item rewards4.) 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.

  1. 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 rewardshould 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.

  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.

  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.

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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.

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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.

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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

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@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.

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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)
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@"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.

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@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

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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.

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