- Viewing Profile: Likes: MMOsiris
MMOsiris
Member Since 28 Jul 2011Offline Last Active May 05 2013 11:32 PM
Community Stats
- Group Members
- Active Posts 7
- Profile Views 556
- Member Title Pale Tree Seedling
- Age 22 years old
- Birthday February 13, 1991
-
Gender
Not Telling
Contact Information
User Tools
Friends
MMOsiris hasn't added any friends yet.
#2172770 March Patch (WvWvW) PreviewB
Posted
RawNG
on 28 February 2013 - 09:00 PM
I can't wait to have culling gone!!! So excited for this, prob more than anything else.
Also excited that we can build our toon's based on what we like to do whether it be a siege player or a front-liner.
Can't wait to get rid of this damn 'Invader' name, I think it's a cool idea to give titles in that spot if they don't ever plan on letting us see player names. I look forward to grinding out some World XP.
#2166205 Update on Loot/Drops Investigation
Posted
sambombe
on 18 February 2013 - 09:46 PM
#2166774 Should Anet bring back Rune only drops?
Posted
Captain Bulldozer
on 19 February 2013 - 05:23 PM
In GW2, of course armor drops and with some of it we get runes. However, there are often times you want to use the armor with a different rune and since there's no way to remove a rune without destroying the armor, the rune is completely wasted. You either have to use the rune or mod over it. This has made high end runes extremely hard to get in some cases (although partly because exotic drop rates are already laughably low) and caused prices on the TP for some of these to spiral out of the realm of affordability for many.
So, my question is, what do you think about the idea of re-introducing drops of non-usable but runed armor pieces to help increase the supply of runes? (admittedly it would be better if anet just significantly increased the drop rate of exotics, but since they seem unwilling to do this, perhaps this is something they could consider instead... they could make the runed stuff not salvage for ecto if need be).
#2117036 A seven-step guide to fix GW2's PvE
Posted
Alleji
on 13 December 2012 - 05:37 PM
So, the problems:
- The world is dead. Other than cursed shore, the dragons, and lion's arch, it's largely empty.
- "Dynamic" events are hardly dynamic, as we were led to believe.
- The reward structure is really, really bad. This is actually the main reason for the first problem.
...aaand now how to fix all this, starting with the pre-requisites and moving on to more complex changes:
1. Better event scaling. Currently events don't scale well for large number of players (10+). You just get more mobs in pre-set spawn points that get aoed down just as easily. Anyone who's spent 30 minutes in Cursed Shore knows this. Some improvements were made in this regard compared to a few months ago, but it's very little. Events with more players around need to spawn veterans and champions and add additional spawn points, not just additional mobs. Basically, things that are not negated by AoE.
2. Iterative difficulty scaling for events. Most events never fail. Why not? Because they're too easy. Anet needs to add difficulty scaling that's not dependent on number of players, but based on the number of times the event was successfully completed previously (on top of number-of-players scaling in #1, not instead). Every event stats at difficulty 0 after a server reset. Each time it's completed successfully, the difficulty goes up by 1 point. 1 point of difficulty translates into 1 additional mob per wave, +3% mob health and damage, etc.
So instead of facerolling Shelter's Gate Camp for loot every 10 minutes, one day you might come there and get zerged by veteran spiders. Woah, what happened? Well, see, the last defense barely succeeded and turned the difficulty from 7 to 8. And they had more people than you did, so tough luck. But now that the event failed, the difficulty scale goes down by -3, so next time the event will be at difficulty 5. This system will calibrate itself to the average number of players in an area and add a huge amount of variety to the same events, while the +1/-3 system still ensures it succeeds most of the time. (The scale is hidden, so people don't intentionally avoid scaled-up events.)
3. More events. More, more, more. There are a handful of basic event "templates" in the game and 95% of all events fit in these: defend a point, assault a point, escort an npc, kill a boss, kill mobs until the bar gets to 0 (or 100%). I honestly don't see why anet isn't minting these like crazy. I highly doubt they take a lot of time to make, given that you already have all the components... just need to put the pieces together in a slightly different configuration in a different area. BAM, new event. Reduce the frequency of each individual event to keep the number of concurrent events the same, but increase the variety. I'm not asking here for a brand-new zone with brand-new armored crabs and a ton of scripting to be used one time and then abandoned. This would probably take far less work.
4. Balancing rewards. The base reward for completing an event is pitiful. 1.5 silver, some experience that you don't need at 80, and a bit of karma that's grossly outweighed by the daily jug. (The daily jug was a good idea, but it's just... difficult to outperform it. That's a different subject.) The bulk of the reward comes from the drops and drops from a single champion are much worse than from aoeing waves of mobs for 4 minutes. Most of the time the champion takes more effort too!
The second problem is the disparity between zones. Events in Orr are well-known (so everyone does the easy ones), highly populated and give max rewards for level 80. Events in every other zone are the complete opposite. To balance this:
- Normalize the silver/exp/karma rewards for lvl 80s throughout the world. Seriously, it's a tiny amount of money anyway and getting 1.5s or 0.9s won't really impact anything. All it does is make lower-level events look bad.
- Improve drops from champions. Duh. To avoid causing inflation, do not flat-out make them drop 15 silver, but simply add a chance for each champion to drop zone-specific items. Each zones or a group of zones could have things like unique armor sets and unique weapon skins. There are zone-unique weapon skins in the game currently, such as "Steam" weapons in Charr areas, but they're easily obtainable and thus can't serve as an incentive to go there.
- Also add tokens to champions. For X tokens from champions in Charr lands, you can buy a rare armor skin (that also drops only in this areas), but weapons can only be gotten as a drop. Something like that.
5. Worldwide and zone-wide event notifications. Another very simple addition, but once you've really made events dynamic (points #1 and #2), added more of them (#3), and gave the players a reason to go there (#4), tell people about them! Display all events happening in the zone on the map, with an option to toggle it off, and display MAJOR events happening in other zones on the world map, like Orr temple assaults, dragons, swamp monster in Queensdale, etc. People will see events and flock to them instead of wandering about empty zones alone or farming events in Cursed Shore as a zerg.
Also, display this next point in the corner of the screen (under your personal story) at all times:
6. Daily zones. Now we're getting into more ambitious things. It's time to really create a dynamic world. Each day 1 or 2 zones could become event hubs. Balefire means business today and made a pact with the ogres to attack Ebonhawke! The entire area turns into a warzone. You know, the Charr are really attacking. Basically, turn the area into Cursed Shore + difficulty scaling (#2).
Hearts are disabled (Farmer Joe doesn't really care about shooing away the gryphons from this cabbage when THE CHARR ARE ATTACKING). All regular events that fit the war theme are enabled with a majorly increased frequency (remember, we reduced it in #3 and increased the total number of events). There are additional events active: every outpost gets assaulted on a regular basis and after a successful defense, there are events to march out and take down a champ or recapture a lost outpost. Again, this is all just copy/paste stuff (#3). Optimize the templates and then make more events!
As a bonus, drops of zone-specific rewards are doubled for the day when that area is a warzone.
As a second bonus, if a critical number of events is failed during the day (this could be a rather high threshold), the zone is under Flame Legion's control for next 1-3 days, every waypoint is disabled, you still can't do hearts in it (Farmer Joe is dead, his head is on a spike, and so are the cabbage-loving gryphons), and after these 3 days, the map becomes a warzone for the day again. Same events are running with the aim of recapturing it. This time it can't fail.
7. Live GMs. All of the above would do a good job of making the world appear dynamic, as it was advertised in the beginning, but dedicated game-masters controlling the world would make it REALLY dynamic. Provided there's a good framework for creating events (#3), anet could expand it to create events out of pre-set pieces on the fly. Starcraft's map editor did it in 1999 by allowing you to create custom missions using building blocks already provided with the game, why can't we do it on a live server in 2013? This outpost is getting attacked by X waves, each one consisting of Y mobs for Z minutes. Oh and there's a dragon at the end, which I'm going to personally control and target people with it. Go!
A GM per server or even 1 GM per few servers could further spice up the "daily areas" and add an occasional special event to other places in the world. And once again, I don't mean "occasional" and "special" a la brand-new invisible precursor-dropping crabs that take months of development for one night of lag. No, "special", as in, there will be a unique event somewhere a few times per day that's not part of the game's default package. You know, something new.
-------------
Well, that's pretty much it. A game like this would almost certainly keep me playing for years, paying a sub fee, and buying all the expansions. (Provided those expansions also expanded the above model).
#2164376 How do ectos fit into the lore?
Posted
Taskumatti
on 15 February 2013 - 11:23 AM
...I guess...
#2134141 So it seems a lot of naughty boys and girls got one last gift from Santa this...
Posted
RaoulDukeHST
on 03 January 2013 - 10:33 AM
#2125073 Trahearne should be further developed...
Posted
Alleji
on 21 December 2012 - 11:53 AM
#2014679 Halloween! "Shadow of the Mad King!"
Posted
Omedon
on 12 October 2012 - 11:07 PM
AlShamari, on 12 October 2012 - 11:05 PM, said:
So buy gems with gold. Solved.
Also....
AlShamari, on 12 October 2012 - 11:05 PM, said:
Never on the first date, come on now...
#1994389 Karma - Should it be account bound?
Posted
Ritualist
on 05 October 2012 - 07:07 AM
#1962841 So... The bugs are getting ridiculous.
Posted
Domynic
on 24 September 2012 - 07:38 AM
#1821191 The great big "Oh dear I got banned" thread
Posted
Barack Obama
on 26 August 2012 - 02:11 AM
#1817321 Power leveling: "Lettuce leveling" - the fastest and most efficient way
Posted
Generic Fantasy Name
on 25 August 2012 - 01:01 PM
- Viewing Profile: Likes: MMOsiris
- Privacy Policy
- Forum Rules & Guidelines ·

Find content