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Rewarding player skill


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#1 Kuskah

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Posted 15 February 2013 - 04:36 PM

Most valuable rewards in the game are currently earned by grinding / doing stuff over and over again.

What I'd like to see is add some specific rewards only achievable by being good at something. An example would be adding a loooong and tricky jumping puzzle, where the reward wouldn't be a random chest but a nice looking weapon (skin) (specific one). Or maybe bring back the Bell Choir and have us play a looong and difficult song and again reward us with some nice cosmetic stuff. Possibly even quality stuff, but exotics aren't that hard to get and I guess I'd be asking for too much if I said Ascended gear. Some armor skins would be nice as well. Say make the reward of the puzzle or whatever reset every week and allow players to choose their reward = 6 weeks for some epic full armor skin.

The thing is that currently you just need to almost brainlessly repeat a task over and over again to get what you want. Want a dungeon set / ascended stuff / Gift of whatever? Keep repeating the path over and over again till you get enough tokens. Want some lodestones? Keep killing elementals over and over.

The whole point of the "skill challenges" would be that one success is enough. No need to complete the thing 100 times to get the reward.

Edited by Kuskah, 15 February 2013 - 04:38 PM.


#2 Zylo

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Posted 15 February 2013 - 04:58 PM

I love the idea of implementing content that rewards more than just grinding, because even if you're bad at a dungeon you can still grind out the tokens you need for whatever weapon/armor/gift etc. The cynic in me wants to say that if something like this is added people will just complain about its difficulty until Anet caves and makes it easier, like I assume they're working on with the Legendary Scavenger Hunt idea.

#3 ShezuTsukai

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Posted 15 February 2013 - 05:56 PM

Legendary scavenger hunt is exactly what the op is talking about. Instead of grinding gold, playing the TP, or using real money to get a precursor you would actually play the game.

This type of idea was in GW1 to some extent. You knew where or who had the item you wanted. All you had to do was kill that boss enough times to get it.

I'd like to see that without the kill it >20 times grind. Granted some items will lose their specialness by becoming common (I'm looking at you CoF armor), but why not if people like the skin/item?

#4 ben911993

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Posted 15 February 2013 - 06:18 PM

View PostShezuTsukai, on 15 February 2013 - 05:56 PM, said:

Legendary scavenger hunt is exactly what the op is talking about. Instead of grinding gold, playing the TP, or using real money to get a precursor you would actually play the game.

This type of idea was in GW1 to some extent. You knew where or who had the item you wanted. All you had to do was kill that boss enough times to get it.


That's still relying on luck though. There were a couple bosses I tried farming for particular greens, and I'd kill them several dozen times without seeing that unique. Then I'd be doing a vanquish in some different zone and happen to get a green off a boss. It's all luck.

I'd rather have some kind of challenge that's difficult, but if completed I am guaranteed my reward, instead of repeating an easy task for a chance at it.

#5 ShezuTsukai

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Posted 15 February 2013 - 07:35 PM

Probably should have read my whole post Ben911993. We agree. I was simply referencing Anet's previous use of known places for uniques but disagreed with the kill it over and over to get reward grind.

#6 rukh

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Posted 15 February 2013 - 09:18 PM

Earlier in its development this is exactly what I thought GW2 was gonna be about.  Full of legitimately challenging content with 1 time rewards, not grind.  But they took a different route, dumbing down the majority of the game so everyone can feel special.  It's an MMO after all...

Edited by rukh, 16 February 2013 - 04:09 AM.


#7 CTFT

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Posted 15 February 2013 - 10:38 PM

I never understood why MMOs would reward time and usless grind instead of skill. For pay to play its obvious - to make money. But what is the reason GW does it? The theory I came up with was to please the players scared by progression based MMO(s).
Maybe if we start to cry like 12 year olds we get the skill rewardig game we want ^^
Let`s just make 21 billion post "make GW2 more like Dark Souls!" - Don`t do that for the love of god.
I`d like challanges for cool rewards or just really just challanges that dont revolve around doing the same thing over and over.

#8 Blixcoe

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Posted 23 February 2013 - 12:59 PM

View PostKuskah, on 15 February 2013 - 04:36 PM, said:

Most valuable rewards in the game are currently earned by grinding / doing stuff over and over again.

What I'd like to see is add some specific rewards only achievable by being good at something. An example would be adding a loooong and tricky jumping puzzle, where the reward wouldn't be a random chest but a nice looking weapon (skin) (specific one). Or maybe bring back the Bell Choir and have us play a looong and difficult song and again reward us with some nice cosmetic stuff. Possibly even quality stuff, but exotics aren't that hard to get and I guess I'd be asking for too much if I said Ascended gear. Some armor skins would be nice as well. Say make the reward of the puzzle or whatever reset every week and allow players to choose their reward = 6 weeks for some epic full armor skin.

The thing is that currently you just need to almost brainlessly repeat a task over and over again to get what you want. Want a dungeon set / ascended stuff / Gift of whatever? Keep repeating the path over and over again till you get enough tokens. Want some lodestones? Keep killing elementals over and over.

The whole point of the "skill challenges" would be that one success is enough. No need to complete the thing 100 times to get the reward.

I particularly LOVE jumping puzzles, so that wouldn't be a bad idea! This is what adventure in an mmorpg is about! Do some hard shit and get rewarded with a unique item/items. What if there was a sky-castle dedicated to a jumping puzzle? And each "segment" in that castle had an armorpiece you could equip, like sky-armor. (just skin, of course) Wouldn't that be AWESOME.??

Anet needs things like this.
Not like they've ever listened to our ideas anyway.

Edited by Blixcoe, 23 February 2013 - 01:00 PM.


#9 Jetjordan

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Posted 23 February 2013 - 01:25 PM

The problem is that the people who couldn't beat the puzzle would claim this to be unfair.  They would whine that you shouldn't have to play mario to get rewards in an mmo, and that they are "being forced" to play a certain way blah blah blah.

I think its a great idea, but I run EB JP all the time and I owned the clock tower.

#10 Perm Shadow Form

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Posted 23 February 2013 - 01:37 PM

How do you measure a skill level? Currently that is impossible.
They should add EXTREMELY hard elite content. And no, not dungeons.
Let only the best players win and get the reward.

But, even if they did this, all the casuals would cry and beg for nerfs.

#11 Xslare

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Posted 24 February 2013 - 02:25 AM

Why not forgo rewards that focus on stats, but instead focus on unique skins and such.  Creating special jumping puzzles, thought-based boss fights (instead of smashing your face on the keyboard as fast as possible,) and maybe even lore related content that all rewarded account bound skins upon completion.  If the skins are account bound, then it really becomes more of a personal reward; as you know that this weapon skin is a testament to being able to complete said challenge.

As for those who cannot complete the challenge; tough-luck, and go try out for one of the other cool skins instead.  By creating a variety of activities that can be completed for these fun little things, the better the game becomes at tailoring for every niche a player wants to partake in.  I know for a fact that I dodge like a quadruple amputee on a trampoline, so all of those rewards would require some practice; but I love jumping puzzles, thus letting me achieve all the cool rewards in my content area while skipping out on all the others.

By focusing on decorative rewards like skins and titles, the casuals can't complain about not having the advantage, and the players who like the challenging content still feel rewarded.




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