Erickson9610 wrote: »As long as these motifs are not tradable, I don't see an issue. They're purely cosmetic, and disallowing them from being traded prevents them from influencing the economy. Though that does mean if they show up in crafting writs, those players would need to actually play the game in those difficulties to earn those styles.
Erickson9610 wrote: »SilverBride wrote: »Shouldn't the lower difficulty be more likely to drop the motif since it's supposed to be the easiest? Why would a motif be harder to get in the easiest difficulty?
It's to motivate players to take on harder challenges without making it impossible to get those rewards on the easiest difficulty. Players don't need motivation to stay on the default (easiest) difficulty; that would be counterproductive.
cyclonus11 wrote: »Erickson9610 wrote: »As long as these motifs are not tradable, I don't see an issue. They're purely cosmetic, and disallowing them from being traded prevents them from influencing the economy. Though that does mean if they show up in crafting writs, those players would need to actually play the game in those difficulties to earn those styles.
They should be style pages rather than motifs, if they do this. That way they won't ever be required for crafting writs.
SilverBride wrote: »Erickson9610 wrote: »SilverBride wrote: »Shouldn't the lower difficulty be more likely to drop the motif since it's supposed to be the easiest? Why would a motif be harder to get in the easiest difficulty?
It's to motivate players to take on harder challenges without making it impossible to get those rewards on the easiest difficulty. Players don't need motivation to stay on the default (easiest) difficulty; that would be counterproductive.
Why do players need to be motivated to take on harder challenges? Some players enjoy difficulty but there are many of us that don't. Not enjoying harder challenges is a player preference that does not need to change.
DenverRalphy wrote: »I won't bother to weigh in on the reward parity aspect debate of the original post. But I will say that I would really like to see a moratorium on any new motifs being injected into the game unless they are accompanied by the retirement of an equal number of old motifs. I'm my opinion, there are too many as it is now. I truly feel sorry for new players entering the game today, and facing the amount of catch up they have to do.
NikoSquared wrote: »I'm confused why people are demanding them to be bound. I think the market could use more mid tier items to buy and sell. I get tired of everything being bound and I can't even share stuff with friends.
I believe the idea is that you can only get them by running it yourself, but there are plenty of rare or cool looking motifs which come from Veteran Dungeons that are unbound
My intent was to mimic this functionality, and make it so these theoretical motif drops could be sold for gold, the value of which could vary based on demand and drop rate.
But it could also just be a cool reward for players who don’t interact with the guild stores, and you just consume it for a cool new look, I don’t see why it couldn’t be both
SeaGtGruff wrote: »Personally, I don't think there should be any extra incentives beyond increased XP gains, increased gold drops, and increased quality (color) of dropped grear-- especially since (AFAIK) we're talking about public instances such as overland, delves, world bosses, public dungeons, etc. There is no guarantee that someone showing off their "special reward" for, say, having killed a world boss on the highest difficulty didn't get it because someone else fighting the boss at the same time killed it on normal difficulty, or situations of that nature.