Uncapping mutation limits gives distinct advantages to the players able to spend all day grinding them, especially in areas where having the right perks is extremely important, aka PvP.
Imagine if they removed the tax caps on territory ownership.
Caps exist to create a set of rules to keep players within reasonable boundaries.
Do you see people on here asking AGS to cap PVP matches? No, you don’t. Are there people here who enjoy PVP and despise running Dungeons? Yes. The difference is that your limiting other player’s access to content they enjoy for your own personal benefit. The idea that you think you can “Win” speaks volumes to the type of person you are and how this sort of game really isn’t a good fit for you.
You don’t win a persistent online game you play it. You invest as much time as you are able and enjoy spending progressing your character in that world. This notion of competitive balance and keeping up with the joneses is entirely a derivative of player versus player game modes. It shouldn’t matter to you how much more time someone else has spent or how much more powerful than you they are. Because it’s not a race and it isn’t a competition. It’s about everyone having their time fairly rewarded and their characters progressed.
What attracted players in the first place was the promise of a new AAA MMORPG title released by one of the most prolific organizations on the planet with the deepest wallets we’ve ever seen associated with developing a game. A very large portion of the players didn’t even care and were even willing to forgive the game for it’s PVP mechanics. You can see since day one the development has persistently been pulled further and further from that initial vision and the reviews couldn’t be more positive about these changes moving away from those original roots.
Who are you to decide what I like to do in game ? No1 is stopping me to gather hemp 20 hours / day if that was my favorite activity , why are you guyz so defensive about upgrading/ modify mutation limit so people can ENJOY THE GAME THE WAY THEY LIKE. Stop telling others what to do
I personally have 2 mules that only carry asmodeum on them (and their vaults are at full capacity) as well as holding some on my main. I’ve got over 600 625 pieces, because BiS for every role I play in every dungeon adds up, and I don’t need shards.
M10 runs are just to chase that next item that will sell for a ton.
The Mutation Limit doesn’t get people to go play other activities. They do what I do and go play other games or quit altogether, whether they’ve reached the weekly cap or not, and doing things that make people quit or take time off should be the opposite of your goal, especially with all the new and returning players. Furthermore, the limit just divides the community. It would be better to have no limit.
Until that happens, the struggle for new and returning players filling successful mutation runs is gonna be real.
Arena rewards are already soft-capped, and OPR is the equivalent of a regular dungeon, which players can freely run all day every day to what, a cap of 35 per day?
If you’re going to compare, compare similar things.
Wars are the most lucrative method of progression for PvP, yet wars are already fairly capped and getting even more caps put in next patch. Compared to M10s, PvP is far more heavily time gated.
IMO they need a better long term solution to engage players in PvE. I fall in the demographic where 25 mutations is fine for my work/life/family schedule, but I also PvP quite a bit, so even if do reach the cap (which usually doesn’t happen until Monday night) I have other things I enjoy doing.
I’d really like to see mutated PvE arenas. Since arenas require a tuning orb they can avoid placing a cap on those and they can be used to create some really challenging and engaging encounters.
Raids will hopefully be a lot of fun as well, though I’m hesitant to get hyped. Typically, as player volume for an encounter increases the mechanical difficulty tends to go down. I doubt AGS will make their raids any different.
Still, PvE needs something other than mutators to keep the non-PvP community engaged in the game. Hell, even to keep the non-mutator PvE crowd engaged.
See I would equate open world pvp which you can do as much as you want but don’t with expeditions where we can do arguably as much as we want but dont. Because they aren’t rewarding for the time.
OPR is more the equatable version of Mutators while invasions are comarable to wars.
OPR has a soft cap - we have a hard cap.
Wars and Invasions occur on schedules and are limited by mechanics.
Both Expeditions and Open World pvp are pretty much limited by interest.
The fact remains that mutations becomes the only mode that is artificially capped compared to the other. I’d be fine with a soft cap.
Arena 3v3 I guess would be Arena 5 man content not sure how those compare.
For me personally the 25 mutations for PVE comes down to forcing me to choose between my guild and friends and my own progression. I have the time to do both but with 25 mutation limit any time it’s not an M10 for me means I am sacrificing my rewards at a different time that I otherwise could get before in order to spend time helping someone else. I’m already spending my time for me that is a double penalty. My time and m y opportunity elsewhere later.
That paradigm doesn’t naturally fit in OPR. You don’t run lower brackets with other people to help them learn and grow. Then have those runs count against you in your top teir content.
The ORBs were literally better than how it works right now. At least then you were limited by accessible keys not by some arbitrary number.
I feel like we’ve already addressed in many threads that World PvP isn’t really a thing, and that’s largely because AGS killed it by putting so much value into instanced content.
What is the OPR soft cap? I’m not familiar with any sort of limitation put on it other than finding 31 other players.
M10s are not that hard, and there’s no requirement to getting into an M10 other than 1 person in the group having it unlocked and the party should all be 625 gs with reasonably good gear-- Essentially all of that can be done outside of the mutation. The mechanics are fairly easy to explain and can be done before the timer starts, and the timer itself is very forgiving. Hell, even if you guys screw up a ton, you’ll still get your drops and 4k shards.
Why not just bring company members into M10s after helping them get geared up? Shouldn’t really cost you anything but a bit of your time. You’re on Orofena, right? I’m happy to help you train up new company members. I’ve gotten Gold on all M10s, doing it again doesn’t earn me anything other than some more shards. All I’m looking for these days is silly costumes to drop off the bosses and sweet sweet BoE drops to sell. I can even craft ward gear etc. for people at no extra cost other than mats.
Do your thang like I really give a f I’m just saying sad ppl like u kills the game . I’don’t care u can spend your whole life farming . I will just buy it from the market u can do all the labour
Because it’s not a gear problem. I am part of a community of aging gamers, over the hill, old farts, whatever you want to call us. While some of our number are capable of regularly completing M10 content. We have a considerable portion of our player base in their 50s, 60s, and even some in their 90s who enjoy doing low level mutations but struggle even there with the mechanics in 625 gear.
I don’t pretend to believe that there aren’t people out there that would abuse the cap and have selfish reasons to increase it but, there are a lot of us out there that have stopped doing lower level content due to the forced decision to either be assistive of those who actually NEED help versus our own personal progress.
It doesn’t feel good having to make that decisions or even be faced with it. You either resent the people you would otherwise help and feel like an a hole for it or you suffer and sacrifice your own progression to be helpful and do the right thing.
I’ve been organizing and leading groups of expeditions 3 nights a week for my company on top of participating in two different static groups. Between them by Saturday I am looking at my expedition screen trying to decide which way I am going to lean that week.
I’ve actually argued before on here for an umbral shard cap instead of a mutation cap that way it’s all game modes that are factored in together and you can play how you want.
Remove the vast majority of loot from random drops and instead introduce a vendor that instead rewards a “cast” like item. Where you spend your umbral shards and can buy armor pieces that are specific to a attribute and armor weight and then the perks are all random. So if you really need a new INT chest for your caster set you can buy Medium INT chest pieces with your shards and at least focus your drops. Make those drops all BOP and not sellable. Leave the actual drops that you leave in the game to be the BOE items even if you cut down on the BOE items.
I don’t advocate just ripping off the mutation cap but there are better ways to address it if they would just spend time to think about it.
We’ve got a few gamers in similar situations whether it be age or disability. I prefer to run M10s but I also don’t mind running lower levels a couple times a week. My goals drop at any M level. The 10s are just there to keep me from having to farm in other ways. Still, a couple runs a week is a small price to pay in the face of creating great experiences for other players.
There’s definitely a lot of player demographics that are forgotten in game design. It’s part of why I always criticize AGS and their band-aid approach to problems rather than redesigning flawed systems. At some point, the band-aids won’t stop the bleeding no matter how many you apply.
Why not split the difference. keep cap but any runs past cap yield either no rewards, let’s ppl play the content they most enjoy wo demolishing the intent of why the cap exists.
that or they could just bring tuning orbs as a way of doing the content past the cap limit w only BoP crafting as the method to make them.
but flat out removing the cap and upending the limiter on the treadmill wrecks the whole point of why there’s a treadmill in the first place
You know, early on I’d salvage a lot of things thinking no one would waste their time buying them. Then I started pricing them low and found they’d easily sell for 5k-10k.
One man’s trash is another’s treasure I suppose.
About to run an M10, I’ll keep all the drops and compare.
5 BoE legendary drops, 2 were close to being 30k+ sales each. Will still probably make about 30k total off of everything. Except one pair of paints that will be immediately salvaged.