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Hard Mode 2.0 - The Way MF Gear Should Have Been


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#1 Briar

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Posted 11 January 2013 - 11:10 PM

MF or Magic Find gear is the source of many headaches in the GW community and is absolutely despised by some. This suggestion aims to address this while also not causing problems to people who enjoy the concept.

The problems associated with MF Gear include:
  • having no control of it in PUG's
  • additional grind to acquire it
  • it uses valuable inventory space to hold as an extra set of equipment
  • It only comes in a set amount of attribute distributions

Now enter Hard Mode 2.0

Q: What is hard mode:

Hard Mode is exactly what it sounds like: A toggle-able option unlocked when your character reaches level 80. It increases the games difficulty while increasing drop quality.

Q: How does it work:

When turned on your attributes are significantly reduced even when down-scaled, in turn your magic find and gold find is significantly increased. This effect is less significant in the open world than it is in an instance.

Q: What about party's:

The mode is only controllable by the party leader and is displayed to every member that "This is Hard Mode!" When turned on it will effect the whole party.

Q: What about my old MF gear:

The MF buff will be removed. you can still use the gear but it will be inferior. You can trade your gear in for fair market value (Determined by TP historical average before being removed) by destroying it in the mystic forge. All MF recipes will be removed from the game, as will be random drops (this includes food).

Any more questions or comments?
/discuss

#2 Xsiriss

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Posted 11 January 2013 - 11:23 PM

Back this 100%, however with the radical shift of 'game philosophy' in the gw2 team compared to gw1 I doubt we'll see something as sensible as this. HAIL TO THE RNG.

#3 Reason on Cooldown

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Posted 11 January 2013 - 11:30 PM

An interesting idea, but I think it might be harder to form groups, as now you have to qualify if it's going to be a MF group or not.  And I'm not entirely sure there is a concept of party leader.  As far as I've seen, anyone can invite to group, or vote to kick, or start a dungeon.  So the interface would need to be changed to establish group leader, and allow people to be promoted.

I have my own idea for how to redo MF, but won't go into it here, so as not to hijack your thread.

#4 azurrei

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Posted 11 January 2013 - 11:38 PM

View PostBriar, on 11 January 2013 - 11:10 PM, said:

This effect is less significant in the open world than it is in an instance.

/discuss
already too many reasons to be in an instance and not in the open world, we need MORE reasons to be in the open world not less

#5 Briar

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Posted 12 January 2013 - 12:12 AM

View Postazurrei, on 11 January 2013 - 11:38 PM, said:

already too many reasons to be in an instance and not in the open world, we need MORE reasons to be in the open world not less

I wholeheartedly agree. But I fear that my system would prove too advantageous when farming DE's. Most of which are so faceroll easy given enough players that you could do them naked and not notice a difference. Perhaps DE mobs as a whole would not be affected by Hard Mode but the Ending Reward would be slightly increased? Possibly while maintaining the full benefit for random world mobs. Not sure how easy that would be to code but it certainly sounds confusing.

#6 FoxBat

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Posted 12 January 2013 - 03:40 AM

I would up the minimum damage requirement to tag something in HM. That can more than offset any MF increases in zerg situations, without affecting solo/small group much at all.

#7 lmaonade

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Posted 12 January 2013 - 10:33 PM

agreed with some extras:

both the community and ANet have been saying how they should have spread content and rewards all over the world rather concentrate it at one place (fractals). something they can do is implement something similar to "Abyss" mode dungeons from Dragon Nest, where the entire area changes to become more evil so to speak and there would be harder mobs and various named bosses throughout.

Hard Mode and Vanquishing should make a return imo

#8 graverobber2

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Posted 12 January 2013 - 10:44 PM

View Postlmaonade, on 12 January 2013 - 10:33 PM, said:

agreed with some extras:

both the community and ANet have been saying how they should have spread content and rewards all over the world rather concentrate it at one place (fractals). something they can do is implement something similar to "Abyss" mode dungeons from Dragon Nest, where the entire area changes to become more evil so to speak and there would be harder mobs and various named bosses throughout.

Hard Mode and Vanquishing should make a return imo
Map completion is the new vanquish.

We can't have the old Guild Wars Vanquish, because we have respawning monsters here

#9 lmaonade

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Posted 12 January 2013 - 11:20 PM

View Postgraverobber2, on 12 January 2013 - 10:44 PM, said:

Map completion is the new vanquish.

We can't have the old Guild Wars Vanquish, because we have respawning monsters here

true, was thinking along the lines of new Hard Mode map exclusive DEs/Hearts though

#10 graverobber2

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Posted 13 January 2013 - 09:45 AM

View Postlmaonade, on 12 January 2013 - 11:20 PM, said:

true, was thinking along the lines of new Hard Mode map exclusive DEs/Hearts though
Just beeing able to redo the hearts would be a huge improvement
Problem is that the maps are used by everyone, so you'd have to split normal players from hard mode players.

You could do this by giving every zone a hard mode 'overflow', but I'm not sure how much extra load that would create
(it would nearly double the amount of zones they need to keep active at any one time), as well as the fact that it might split
the playerbase even more.
Then again, if you really used overflows, you could put people from different servers in one zone, making the hard mode maps
more populated

#11 Horu

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Posted 30 January 2013 - 02:34 AM

View Postgraverobber2, on 13 January 2013 - 09:45 AM, said:

Just beeing able to redo the hearts would be a huge improvement
Problem is that the maps are used by everyone, so you'd have to split normal players from hard mode players.

You could do this by giving every zone a hard mode 'overflow', but I'm not sure how much extra load that would create
(it would nearly double the amount of zones they need to keep active at any one time), as well as the fact that it might split
the playerbase even more.
Then again, if you really used overflows, you could put people from different servers in one zone, making the hard mode maps
more populated

Hearts could have a variation quest that would ask players to do even harder tasks if they have completed the first one. That second step isnt necessary to the map completion, allowing low lvl players to skip it and then coming back when they want to or the second quests would unlock at some higher level.

Edited by Horu, 30 January 2013 - 02:36 AM.





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