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Guild Wars 2 – Why I Dislike Daily Rewards

When it comes to Guild Wars 2, one of the best ways to gear up and get the top gear (legendary gear) is by taking part in slaying the different world bosses. Each time one of these is slain, you get a chance to get a precursor, the requirement to craft a legendary. When it really comes down to it, the best chance of getting this is from your first boss kill of the day (I have not heard of anyone getting one from a normal chest since the changes a couple months ago) from each of your characters. But is this the right way to handle the situation? I think not.

MMORPGs are all about getting the best gear you possibly can. This involves farming the requirements to get the gear and anything else that is required (such as leveling up). When games revolve around slaying mobs over and over to get items you need, it is important for there to be an option to farm as much as you want. It simply is not fair if some players get theirs on the first kill and others get them after hundreds of thousands of kills; at least not when you are only able to get a chance once a day. That simply does not work.

The best way to explain this is through an analogy (note that this is in relation to whether or not we should be able to farm as we desire). So here we go.

You have a person that works at a job at $5 an hour and offers up 10 hours a week. That's $50 a week. If someone else is able to work 20 hours a week and there are enough open hours for those 20 hours, the boss should not tell that person that they can work for the 20 hours but will still be paid just $50 like the other person. If this second person is putting in more work, they deserve more rewards. It is as simple as that.

We can argue back and forth all day that games are not a job, but when it comes down to it, farming really is. Those who have more time to spend in the game farming should be getting the best rewards, because they are putting more time in to it. I really do not like the argument people keep trying to bring up about how some players have jobs; it is a case of time management. Even if someone were to play all day because they did not have any work, it still would not matter. The fact is that they are spending the time and they should get the rewards as a result.

The way Guild Wars 2 is handling the rewards earned from the world bosses is completely wrong. I could see not increasing the rate of drops as you kill the boss more (like saying you get an x% increase in chance for each kill), but you should never be punished for playing more. After all, the game company, in this case ArenaNet, is earning money off of you playing their game. The more you play the more likely you are to spend more money, and therefore the more money their company earns. Trying to push people away from one of the most important end game aspects of the game is a bad choice and should not be done.

To make matters worse, ArenaNet takes things a step further in Guild Wars 2 and actually implemented a thing called diminishing rewards. The more you farm mobs or bosses, the less rewards you get. If you want to spend hours a day doing any one task, you are punished. This appears to be to help create fairness between the more casual and hardcore players, but again it is not necessary. The game publisher or developer should not be the one that tells players when and how they can play the game. As long as the methods are available and those players are not cheating, they should be able to play as they wish. What is happening here is the equivalent to putting a daily cap on how long you can play before the game forces you off so you can take a break. I have known of some players that work all week and have the weekend off so they want to knock out their entire weekend in the game. This hurts players like this and ends up pushing them behind even the more casual players. While we could go back and forth and argue as to whether or not playing for hours on end is bad for your health and such, it is not the game publisher's job (or even the job of the developers) to create those limits. You should be free to make your own choices, and how long you want to play games is one of those choices. What works for some players may not work for others, and we should not all be put in the same boat when it comes to things like this.

What I would propose as a solution to all of this is to decrease the drop chances of the hard to get items (or increase them), while allowing those who play more to get more rewards. It is no different than in the real world, and therefore having things work like this in the game is not as bad as it is often made out to be. A game that did this perfectly was Lineage II. No items were bound; you could buy, sell and trade absolutely anything, even if it had been equipped in the past. This meant that there was really no downside to allowing players to farm as much as they want, as often as they want. Diminishing rewards, as we are now starting to see more and more in games, just hinders the overall progression of the game due to limiting what the players are able to do. It may seem like the right choice for the short term, but over time all it does is push players away and anger a lot of the player base (those who want to farm because they are not able to, and those who are casual because they can not purchase the things they would otherwise like to). On top of this, it also increases the prices for items much faster, leading to newer players having a much harder time getting their place in the economy due to the wealth distribution.

Games | Opinions


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