PLEASE don't cap mutated dungeons per week

well you have to weight then whats more important to you… having 2 pieces 625 or testing 4 pieces for pvp

Not to get too far off-track, but why the fixation, especially from @Chumo, on cutting off OTHER peoples’ shard supply?

If the goal is help newer/returning players “catch up”, why wouldn’t you focus more on speeding up the stragglers vs slowing down consistent performers?

Alternatives:

  • Bonuses (drop rate and shard count) that scale down as your average gs/expertise go up, eventually settling on the same rewards we currently get.
  • Bonuses (drop rate and shard count) that scale down as your run count go up, eventually settling on the same rewards we currently get.

The common theme with these alternatives is rewarding less experienced folks, not punishing existing performers.

I assume we can all agree that the “helping players catch up” argument is intended for newer or returning players that haven’t been here consistently since launch. I agree with creating a system that makes this game accessible to new/returning blood…I don’t want this game to stagnate and die.

However, I do NOT agree with a system that limits the top-end so that someone that only invests 4-8 hours a week should reap the same amount of benefits as someone that invests that same amount of time every 1 or 2 days.

At the end of the day, how would my having 60k shards or 180k shards affect you negatively? As alluded to above by @Chumo and @crank05, the actual gear difference between 600 and 625 is negligible in almost all cases; most low-proc effects like increase by .1-.2%, with the most extreme differences being 1% for perks like Keen, Vicious, etc.

2 Likes

Considering the gigantic nerfs to crafting over time, I think dungeon caps are in the right spot.

The goal of any game is to increase playerbase and average time played per player.

Although it’s frustrating to me too because I would enjoy crafting more if it wasn’t such a pain, incentivizing that with crafting via slower progression and farming requirements falls right in line with that goal.

Capping people and essentially making it impossible for them to play more is counter-intuitive, not to mention harmful to the community since it’s going to encourage a lot of hardcore players (the life force of any gaming community) to ween off their play time, potentially stopping playing altogether.

1 Like

Whatever causes the “selling 6k shards at last boss now!” spam to stop is a change worth making.

1 Like

It’s annoying this absurd demand to always give everything free or nearly free to ‘returning players’.
If u took a break for months then work harder to catch up and be on top. Dont expect system to serve u for free everything.

So far I see no new player complaining about shards limiting. Only ‘old players’ are complaining about poor new players but on the same post u guys saying u wont spend ur runs helping ur friends or new players.

Why always this urge to get everything easily, free or/and instantly into this game. Then u guys open new threads saying this company/game are bad cuz of lack of content.
Work hard, farm, grind, fight - do whatever u like, but stop asking to nerf everything and make it to easy.

Bro are you actually paying attention to this post or are you just trolling?

@Chumo

It’s annoying this absurd demand to always give everything free or nearly free to ‘returning players’.

I’m not demanding any free stuff for anyone. I mentioned bonuses for new AND/OR returning players because of your and several other peoples’ argument that “nerfing” mutations by capping them was an effort to allow new players to catch up with the elites. I simply provided alternatives that achieved that result by rewarding your alleged target demographic, as opposed to punishing the rest of the community instead.

@Chumo

So far I see no new player complaining about shards limiting.

This is a silly argument. New players have no skin the game at all when it comes to limiting shards. New players aren’t running mutations for shards, if they’re running mutations AT ALL. This dungeon cap does not affect them.

@Chumo

Only ‘old players’ are complaining about poor new players but on the same post u guys saying u wont spend ur runs helping ur friends or new players.

This is 100% false. Several of us have actually said the EXACT OPPOSITE of what you’re claiming here, which is that we DO regularly help friends, strangers, new, and/or returning players FREQUENTLY, with no expectation of payment. The reason this is brought up is because while the act of helping is not directly INCENTIVISED right now, it’s also not being directly DISCOURAGED by hard caps, which would change if these caps went into effect.

I really don’t know what you’re doing on this thread other than just adjusting your responses to be as contrarian as possible to the most recent narrative of the thread.

2 Likes

Show me some new players complaining about Mutations limit?

If u are returning player and able to do M10, then u can easily get 4.000+ Shards from Gypsums (actually u can get 6.000 Shards if u do all Gypsum farm) + 6.000 Shards for every Mutation.
If u do for 1 week all Mutations and Gypsums farm u get enough Shards to make 3-4 Sets GS 623-625.
Now explain me why would u need more than that?

Cut this crap with testing or whatever excuse. So far I’ve saw complaining about new players shards limit, then returning players shards limits, wondering what is the next excuse in line.
If u are doing ‘test’ with items then u already have ur main set(s) maxed out and u are doing the tests with ur extra shards.

PS: Bigger issue would be to get the gold for so many sets to upgrade, rather than getting shards.

I love arena, why i have a Max of 2 grenat orbs per day = 800 UShards per day whereas an other PVE guys could run 25 mutated dunjeon for 50k Ushards

Selling slots for a completely free dungeon run for 15k absolutely should be limited. Sick and tired of the spam ALL DAY LONG.

That’s why it would been helpfull if they added instead 10/week not 20 the limit. All this spam selling shards “spots” for gold, are just the gold sellers selling after the gold on rmt websites. Came back to the game today and i’m amazed that such tactic exist & is legit, being exploited.

1 Like

Yep. I can no longer help my friends because I need to save my runs - great.

3 Likes

For all of those who think that we don’t want a cap on mutation because we ALL want to sell shards, you are SO wrong.
MULTIPLE people gave on of the best solution to this situation: 25 cap to full reward. Then X amount of runs with diminushing returns (26th run=80%, 27th run=70% etc) until zero. You can still run mutations, get some gold (if you tell me it’s too much gold I will unalive you in your sleep :heart: ), get some timeless shards, try silly builds or comps and HELP OTHER PEOPLE with their lower mutation.
If yall still think the goal is to sell extra shards, you need help.

1 Like

the point is no one is going to waste one of their lockouts to do a lower tier mut which means people that aren’t already at M10 are going to struggle to find groups and that isn’t helpful to the game at all.

1 Like

Are not all ppl selfish and self-centered like u.

oh, you must be new.

2 Likes

I read it I just don’t believe your thoughts or idea are consistent with what the players asked for or what AGS tried to sell this change as. It’s supposed to be more open more available not more restricted and more gated.

You had NO cap on Shards before as long as you could find someone with a orb to get you in. Nothing wrong with how it worked before what so ever except how they could be sold. Fix that loop hole then no problem remains.

So any solution should be at least as rewarding in terms of ungated rewards as the previous options.

Just like a PVP player shouldn’t be forced to PVE for shards - and they got shards added to OPR. Someone who wants to just run Mutations should be able to do so for shards and not be forced to do other content for a common reward. If it was different I’d understand but its the same currency which is dumb.

Groups I help are lucky to get through M1 or M2 w/ people in the group who are experienced at running M9/M10 on gold. Unless you stack the group with four people in which case your asking four people to endanger their limited shards to run a lower instance to help that lowbie? HA good luck with that.

Your viewing this from a very miopic view point. I’m talking players doing that with 620-625 gear struggling with mechanics in low level mutators who have been doing them for months. You can call them whatever name you want but these players exist and in quantity. They only get help when the more advanced players can afford to help them. The current cap is well within just normal game play for an individual for their own needs it doesnt account for the social need to assist the community.

Not my pace to tell someone that because they can play more they should wait. That isn’t my playstyle. I play on a limited schedule but I think it’s gain very short sighted and selfish to limit those who can play more. Let them play what they want as much as they want, their supporting the game and they are part of the community keeping it alive.

Wait. Give it a couple weeks when people start complaining they cant find groups for expeditions because everyone is being elitist and won’t include them in groups or have already met their weekly limit. This will happen, the people complaining right now are the ones with the foresight to see a plain issue when it exists.

3 Likes

Sorry, I dont read walls.

2 Likes

Explains a lot.

3 Likes

Btw - already posts popping up…

2 Likes