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User-generated content (UGC)


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Instanced UGC.

Required level 80 to prevent power leveling (not sure if PL is really an issue in a game where we are given free level up consumables and where instant level 80 is sold in the gemstore).

Use event mob rules (no rewards for killing them).

Use some sort of token reward system with strict limits on the number that can be earned per day. Have rewards for completion removed from UGC missions with an average completion time below a designated threshold.

But....GW2's spaghetti code may render UGC nonviable

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@"Ashen.2907" said:Instanced UGC.

Required level 80 to prevent power leveling (not sure if PL is really an issue in a game where we are given free level up consumables and where instant level 80 is sold in the gemstore).

Use event mob rules (no rewards for killing them).

Use some sort of token reward system with strict limits on the number that can be earned per day. Have rewards for completion removed from UGC missions with an average completion time below a designated threshold.

But....GW2's spaghetti code may render UGC nonviable

If the rewards are not in line with normal content the players will abandon it.Players do not flock to events with mobs that don't drop things. Look at the rotation of Cursed Shore farming ignoring the champ that the Plinx event goes right past. Or the fact that the two Mordrem Champions that don't drop a champ bags are completely ignored during the chest farm/loot phase of Silverwastes.

Further if you artificially slow the player down to normal rates by " some sort of token reward system with strict limits on the number that can be earned per day" why wouldnt they just got back to Silverwastes or Dragonfall?

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