Feedback talk:User/Viktor/Greater PvE Items

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I would kinda like this, but two words, unbalanced, farming. - Giant Nuker 11:05, 6 October 2009 (UTC)

I think it could work in PvE as it is what player usually wants, some depth on equipment, not that the PvE Suffixes and Prefixes should be too powerful like some of my suggestions here may have been, the main idea was to make equipment a larger part of the current PvE. As for farming, it is a very hard to avoid in any RPG game. To prevent "farming" Anet could make the equipment rewards be part of a chain of events, like you get to choose one after finishing a PvE challenge. Kinda like turning in books is in GW1 now.--iktor(contribs) 13:57, 6 October 2009 (UTC)

Good suggestion, agreed. I always thought that GW1 PvE needed something more. 88.85.135.78 20:04, 8 January 2010 (UTC)

I think it suffers from the same problem GW1 mods suffered from. So many mods with very specific or limited uses. People don't want to switch between 8 shields and 9 staffs and 42 different martial weapons. I think as far as PvE is concerned with mods, the KISS principle should apply (keep it simple stupid). I really hope PvE items become a lot better and some of your mods looked good, it would be great if we could have some kind of armour customisation and variation. One of the most enjoyable things about other games such as Diablo 2 and WoW was making completely different builds using gear to support changes. Guild Wars weapons and armour are largely irrelevant once you have a max damage one. 122.105.104.94 14:25, 9 January 2010 (UTC)
That's a bad idea, IMO. Once you have something rare being more powerful than something common, players will use it to discriminate between each other. If you could have a nuker whose skills deal 10% more damage, why take one who doesn't have that advantage? Parties would demand players to have that mod, or they wouldn't accept them in their parties; we have already seen that in Guild Wars with Ursan Blessing, in which players who didn't have the maxed Norn title found they couldn't join Ursan parties.
Same thing with balancing skills. PvP needs to be balanced so players are equal to each other, but PvE needs balance, too: players need to be powerful enough so enemies are not frustratingly challenging, but also not too powerful so enemies provide some degree of challenge. If you can make skills deal 10% more damage, how are the developers going to balance the game? For those with the mod (so for everyone without it the game would be harder than intended) or for those without it (so those with the mod would have an easier game than intended)?
All variants of this idea (adding overpowered items to PvE) fall under these same problems. We need rare effects (be them items or any other thing earned through grind) to be aesthetic only. Erasculio 14:37, 9 January 2010 (UTC)
We don't know how equipment or stats will work in GW2. People see reaching max lvl in wow as "level grinding"... which is can be. But if you play in the different zones doing different quests and doing different instances collecting different gear - isn't that just playing the game? If you started Final Fantasy 10 with celestial weapons and all Aeons why would you bother playing?
Having better equipment to obtain is what makes progressing through a game more rewarding. GW1 suffered in this area because of PvP balance ruining it for PvE. What incentive is there to do Shards or Orr if you don't like the BDS or need money? Why bother killing Myish, Lady of the Lake, if she gives you nothing interesting? More powerful equipment is the main incentive for most players to continue exploring content. Torma 16:32, 12 January 2010 (UTC)
"f you started Final Fantasy 10 with celestial weapons and all Aeons why would you bother playing?": to have fun. A game is not an ever increasing power level, it's a game. Which means, it has a story, it has a gameplay, it has graphics, it has a soundtrack. Final Fantasy 10 would not lose any of that if you began the game with all celestial weapons and all Aeons.
"Having better equipment to obtain is what makes progressing through a game more rewarding": no. It's a weak excuse for developers who need to keep players around through grind, as they can't be bothered to make a game fun. If a game has fun quests, players will go through them to have fun, not because of what items they give. If a game has beautiful graphics and good gameplay, players will go through the game to enjoy it, not to grind.
Being willing to accept that grind (be it for levels, for equipment, or whatever) is the reason to continue playing a game is being willing to eat trash, because that's what games which relies on such concept are. Fortunatelly, the assumption that "most players" are so easily deceived is wrong, thus players asking for good content, as opposed to more shining things to grind for. Erasculio 12:39, 25 January 2010 (UTC)
I agree with Erasculio. Also, it would violate the skill-over-grind standard Guild Wars introduced with their first release and though the game has already departed to an extent from this, I'm hoping they will mitigate this, not magnify the problem with scarce elements that literally affect the potency of a character. 141.165.171.82 06:35, 2 March 2010 (UTC)

WoW weapons system? NO THANKS

(Edit conflict) I know this is a dead discussion, but I feel the need to add my 2 cents anyway: Whilst these mods imply heavy grind-fest and are thus not viable for GW2, according to ArenaNet, they can still be reworked and implanted without breaking the game. How about Environmental Weapons and effects hidden in dungeons which temporarily add an effect to your party. These run out after a while (depending on its power) and instantly end when prematurely leaving the area. I'm sure the Thief's bonus wouldn't be game-breaking. Nor would Spellslinger's. Etc etc etc. Not a bad idea, just not viably written out as feedback for the game in question. Just remove the grind and its "permanently obtained" status and I think it could work. - Infinite - talk 14:54, 4 January 2011 (UTC)