Charrikayu mentioned in the reddit thread one important consideration: if items are added to BUY-4373 with the only requirement enough pristine and regular relics, then someone can grind a low level and get a reward originally restricted to higher levels.
Continue reading Fractals Addendum: Locking Merchant Rewards to Personal Reward Level
As promised on reddit and the official forums, I’m going to go over, in exhaustive detail, Fractals. Warning: I love Fractals. Like, a lot. Even if RNG hates me to death on the daily chests.
Note: I’ve organized this as cleanly as I can, but due to the breadth of it there is no TL;DR aside from the title. If you don’t want to read the suggestions (the vast majority), read “The Current State of Fractals”, “Why?” and “Why Go Back to Fractals?” for my core analysis.
Continue reading Fixing Fractals: A Comprehensive Look at Content, Expansion, and Rewards
For my first actual post on this site, I’d like to explain why the loot in Guild Wars 2 is complained about so much as being bad. In a word, equivalence.
[NOTE: I do not mention people who play the Trading Post in the following post. They do have an effect, but in comparison to the entire player base are less important for the points I am making. Besides, the player base has to create the resources that TP users exploit.]
Continue reading The Gold Standard (Why Loot Sucks in GW2 and Ways to Fix It)
Warning: There is statistics in the following post. If you want a TL;DR, read the Introduction, Concept in a Nutshell, and Conclusion. If you want a stats-less post, skip Setting a Baseline and Setting Priorities.
Continue reading A Data Driven Approach to Dungeon Rewards
Back in April 2007, ArenaNet released Hard Mode for Guild Wars 1, revamping dozens of monsters, every area, and adding a slew of cool titles to boot. More importantly, it brought new life to what had been easy, repetitive areas. And many, many deaths at the hands of mobs we suddenly couldn’t handle with our existing builds. (Most embarrassing moment in my GW1 time: dropping dead to Level 22 Devourers in The Great Northern Wall HM)
I firmly believe that it would be worth ArenaNet’s while to reprise Hard Mode. Consider the following statements that in some form circulate discussion topics (rough paraphrasing being done):
- “Open world is so easy you can run it in blues and greens.”
- “I have no reason to go back there once I’ve map completed it.”
- “Is Jormag almost up?” (stick any world boss in this sentence)
- “The AI is so dumb. Bring back the BWE1 AI!” (rarer than the others, but I’ve seen it many times)
Now take it a step further. What are some of the most common complaints about the PvE in GW2?
- “Drops suck.”
- “Risk/reward is so far off the mark. Compare [hard dungeon] to [endless farm somewhere in PvE].”
- “Everything ANet releases is an endless grind. How many [insert uncommon/rare drop here] do we need now for [insert reward]?”
Continue reading The Case for PvE Hard Mode