I'm going to start off this post by a quote from a thread called - "So where are the people that actually want to play ancient swamps then?" [page 2]
Wow. Farming is the entire reason I have not PvE'd for over 2 weeks. It defies all integrity of what PvE is in this particular instanced Gauntlet-esque game design. It shows the shallowness of players in their juvenile pursuit of pink items for no particular reason. It circumvents the challenging aspects of completely finishing a dungeon in its original proper intended manner.
But what do I know, I'm just a guy who only enjoys PvP in MMORPGs anyways.
Farming is fail. Having to join 5+ instances just to find a group NOT farming is absolutely demeaning to the original intent of entire campaigns and surely individual maps. Farming is, to be frank - pathetic and truly a trivial pursuit.
In the broadest "general gaming 101" perspective, Farming is not very attractive to potential customers. In fact, it makes most potential players scratch their head. Regardless of whether Farming is a viable and rewarding activity or not. By default, Farming is an inclusive, socially destructive, capitalistic, economically destructive behavior that can not only quicken the pace of an individual player's "life cycle" within an MMO, but it can also dampen the desire for other potential players to play. There is a psychological factor involved, let me explain briefly ---
Only in a game where the virtual "glass ceiling" of the economy has been passed by the majority of players is Farming a socially and economically viable activity for most players.
Only in a game where the maturation of the server and community itself has developed, observed, and participated in rampant inflation and wealth accumulation, thus diluting the economy to the point where individual gear [even high end] holds no intrinsic value, is Farming a respectable and necessary endeavor.
Only in a game where the desire for items trumps all other motivators [aka carrot sticks] does Farming show itself to an efficient use of time. Obviously, with PvP just coming out, trade being possible to help potentiall balance the economy, and guilds coming to help create end game politics and social structure, there are going to be other activities and options in game for a player to entertain. But as it stands, pretending like Farming is the only currently important thing to do in the game is sad and it is turning people off to the game, from hardcore end gamers to lowbie noobs who see this in forums, chat, game, etc.
I am sorry, but Farming as a generally popular activity in the current state of the game IS a failure on Spacetime's part to provide the players with not only challenging content that is enjoyable in its' entirity, but also the community's fault for becoming to focused on pink-worded items that boost your stats by inefficient margins. How this fascination begins in MMOs is obvious, people want to be the best. Well, it's difficult to prove to people that you're the best when you're only sitting in Hellfire and the "Create Game" screen 99% of the time. It's really about behavior and the door has been open for a couple weeks now, letting people walk through into [now] meaningless pink item parades.
Maybe as the level cap increases and gear shows more usefulness in regards to in-game utility and character efficiency [character builds being more meaningful], but also with respect to superficial customization [look of your char being somewhat unique], then maybe Farming will be an acceptable way to play the game for all. Parts of this potential hinges on whether or not the economy has survived being diluted and potentially inflated by merchant competitors trying to provide more and more items at lower and lower prices.................
ONLY if gear drop rates are decreased, and ONLY if gear begins to trump skills / stats at higher levels, will Farming be considered a truly respectable activity in the meta-game of PL. Right now as it stands, most people who are farming are doing it because they are either hoarders [completists / expansionists], trying to establish an upper hand economically for later on [next lvl cap, gear patch, etc.], or are very bored yet love the game and have a lot of time to play.
I mean no disrespect to Farmers or anyone who engages in it either unknowingly or knowingly - I myself have farmed at least 20 Frogs [pre-patch] and 20 Hellfires [post-patch]. But every time I did it, I felt like I was cheating myself, cheating the system, and only doing it to help out friends who mindlessly Farm for hours at a time. It's just cheesey, even though cheese is nice.
In my opinion, there are many options here. However, they all need to not only change particular aspects of the game and PvE itself, but also behavior. Specific behaviors and habits can be appreciated or deprecated depending upon the motivators involved. Some very quick and brief options or solutions I have considered [mostly other people's ideas] are -
a- One is "Quick Cash" style maps for any current end-game campaign.
b - Another option is moving dynamic boss spawns deeper into dungeons.
c - Or bosses with additional creeps in the general agro area.
d - Another option involves changing global gear drops. A similar option to this one is just simply tweaking specific mob loot tables, like say bosses.
I don't have any particular solution to recommend, because the real problem is behavior-based and not reward-based. I'm neither a fully accredited psychologist nor a fully professional game designer. I feel the reward or the objective can be modified by the Devs, but the behavior, the habit, the desire for "Farming" can only grow in size, given the current state of the game.
I just feel it in the game itself, I can see it in the playerbase - something needs to be done.
No disrespect was intended in this post and I hope a civil discussion can take place over the possibilities and ramifications of certain implementations.
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