Remove mutation limit!

100x this. Same situation here. You start to get to know people you work well with and add them to your friends list. In my case these dudes are all sweatier than I am so they all finish their 25 a few days before me.

Some unforseen variables that AGS didn’t see:

  1. Setting a mutation limit means less non-crafting loot generated in the economy, a lot less.
  2. Greatly lowering the likelihood of Ward rolling on generated loot unless forced, exacerbates the PvE gear issue, further.
  3. New and Returning players see our average population double back up to 40k and higher from the 20k average we were enjoying when this change was pushed through.
    Exacerbates the PvE gear issue, further.
  4. The 25 mutation limit (1) along with the much-smaller PvE gear availability and way more people fighting for it means that a lot of players who aren’t at the top aren’t clearing golds, more importantly m10 golds.
  5. The players at the top are clearing 20 to 25 m10 golds per week, increasing the wealth divide.
  6. Cost of equipment on the servers has greatly-inflated due to S/D. This leads to people buying gold, more bots, and other bad crap… that’s 7, 8, 9 to infinite.

PvE players are the ones who provided the majority of the BiS or semi-BiS pieces to the economy and the current market shows it. Because of the limit, the wealth divide is growing exponentially instead of linearly. Removing the mutation limit would correct this course.

Placing restrictions on the only decently-paced endgame is going to hurt the game in the long run.

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On top of removing the mutation limit, remove the dungeons limit. Give us all mutated dungeons all week. Every dungeon should have the mutations change, but they should all be available all the time.

STOP! TIMEGATING! CONTENT!

There is so little as it stands. Whoever keeps trying to make this a mobile game should be fired.

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So what’s your point in a brief summary?

have to agree with OP, many players who don’t like pvp like doing dungeons with their mates. I don’t really need the gear and don’t sell shards I just like doing the dungeons.

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This is not a bad idea. I wouldn’t mind having 25 weekly cap for M10, but then no cap at all for M1-M9. That way, once you’d do all 25 M10’s, you could then farm M9’s or be able to help out new players / characters without worrying about your cap.

Still, no cap at all would be ideal.

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we would just run m9 till cap was reset why not just let us do m10s.

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Agreed, please do remove the limit, even more when you take into account that you might find people even in m8 that don’t know mechanics, tactics and strategies.

For example, in my case, two weeks ago in Garden of Genesis, the boss called The Caretaker:

  • We wipe when tank stays inside and dps + healer go outside, reason? the tank didn’t deplete the boss’s stamina bar.

Some people are outraged and leave (which i understand, this mechanic works exactly the same in regular).

I’m a little bit mad at it all, so i alt+f4 and go do something else to chill.

Two hours later i try again, different group, different people, different tank:

SAME

THING

HAPPENS

So yeah, of these 25 tokens, depending in the type of content you do (lower mutated or higher mutated), you will waste 1/2 or 1/3 of them to incompetent people that either just rerolled or plainly bought shards.

The issue with buying shards is as easy as not allow new players to join a dungeon after it has already started, not by limiting the number of runs that can be made each week, this is the fix, literally this easy.

I’m from the very old school, almost 40 years old, started playing mmos with everquest more than 20 years ago, i come from a time where there where no lootboxes, no skins, no rewards even for losing, i’m from a time that the reward was the game itself, the fun from it.
I just love pve, i do it for fun, as long as it presents a challenge it amuses me (no, running regular dungeons when tokens are all used presents no challenge, so it’s no fun), i don’t care about loot, about legendaries, about shards or whatnot, that is just a means to an end, so it is really frustrating when at half week i cannot do the thing i love the most in the game…

Cheers

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But then if someone leaves half way through or even further into the dungeon what do you do?

Yes they will it change it but it Needs Time i think they have so much other work in this Moment

This already happens, if you have someone on their final run of the week, and they leave. It’s happened to me twice where someone enters the dungeon on their last run of the week, then they DC, which takes them out of the dungeon. They can’t get back in, and you can’t bring a new player in. Happened once on Laz, and once on Dynasty. Both times we just 4-manned it the rest of the way. Laz was pretty easy, since Laz generally is, and it happened sometime after Cilla, I think. Possibly during Cilla fight. Dynasty was a bitch, because it happened before the Joven/Oro fight, and it was our healer. Which meant that off-tank had to switch to healer, and no one else had tanking gear. Took about 45 minutes, and a lot of respawns, but we got through. Because we didn’t want to waste the run.

If there was no mutation cap, we probably would have left and found a 5th and started over.

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true!
+bump

happens to me today…

bump

This has probably already been addressed but time gating a player fun is never a good idea.

Especially when 5/25 dungeons are ruined from some BS like bosses not spawning or teammates disconnecting.

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Exactly causes so many troubles just remove it!

dude let’s think of something better… always just remove cap blabla. That’s not the right solution, turn on your brain

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remove cap on dailies as well. lmao

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Why not just remove the cap?

Use your brain and tell us.

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Because placing an arbitrary and artificial cap on something that is the only endgame PvE activity is silly, and counter-productive. And because they’ve never given us a reason WHY they did it, we have nothing specific to argue against. That being said, there are still compromises that have been proposed:

  • If the goal is to stop shard selling (even though they’ve said they are ok with it), then don’t award shards to anyone who wasn’t there at the start of the main boss fight (or earlier)
  • No shards or reduced shards awarded after 25 runs
  • No loot, or reduced loot awarded after 25 mutated runs. I feel like this would pretty effectively kill anyone running more than 25 mutated runs if they got no loot, unless they were selling shards. Which could actually contribute to more people selling shards, since they wouldn’t get any loot that they might be able to sell. But it’s still an idea that has been presented
  • if the goal is to get more people doing other activities, then make those activities more appealing. Right now for high level PvE, there’s only M10s, and even then, the highest levels are speed running. Nothing else is particularly challenging, unless you want to try to solo clear Myrkgard. But there’s no real reward for doing that.

The cap serves nothing other than a balm for the fragile egos of the people who are jealous of shard sellers. It’s not destroying the market because most BiS is crafted. They nerfed the gold you get already, so it’s not like anyone is getting rich doing them. Some of us just want to be able to run dungeons as much as we want. I don’t even get to my cap, but I could get a lot closer if the people I run with weren’t limited to 25.