Let's Start the Karma DR Dialogue

#1 - Oct. 2, 2012, 10:02 a.m.
Blizzard Post

Many players are concerned and upset over the malfunctioning DR, the lack of communication on the matter, and how DR is even supposed to function. In an attempt to facilitate some structured communication, I’m listing all the major questions that I am aware of. Please feel free to reply to this thread with questions I’m missing.

  • Is the company aware that DR is malfunctioning to the point that players are reporting reduced rewards before they can finish a single DE chain?
  • Is the DR meant for bots, and unintentionally affecting players who are legitimately farming?
  • Until now many of us have assumed that the ability to log in and out to reset the DR (for karma, at least) was meant for players to sort of, “prove they are human”. Now this is gone. What does this change represent? Why was such a huge change not in the patch notes?
  • Is it intentional that we get reduced karma rewards part way through karma boosters?

Thanks for the assistance, everyone. I’m sure we can have a respectful dialogue that soothes everyone’s concerns and gets the information we need out to the players and patrons.

#222 - Oct. 3, 2012, 4:05 p.m.
Blizzard Post

We thought we should put in our 2 cents as well.

Guild Wars 2 is a game about freedom. We want you to be able to explore the world and engage in a huge variety of activities, focusing on whatever best suits your tastes.

Some players have run into “diminishing returns” thresholds we put into the game to provide a safety net against unanticipated economy-breaking issues. We do have these thresholds in place, but it’s not our intention that normal players should ever run into them. We’ve recently had bugs and imbalances that have caused normal players to hit thresholds, and we’ll fix those.

These systems are put in place to protect the economy from botters and exploiters. We will close exploits as quickly as we can. These thresholds help create a safety net to keep the economy safe when we aren’t there to deal with the offender. It’s important to have a safety net in place. It would be bad for everyone if, for example, a group of players learned how to speed-clear a dungeon in 5 minutes, with full rewards each time, and then repeated that continuously. When one activity emerges that’s order of magnitudes more profitable than anything else in the game, it forces everyone to either engage in that activity or get priced out of the economy.

While we need a safety net to stop unanticipated economy-breaking exploits and botting, we have no desire to stop farming. Farmers are a part every online economy and when they are doing normal game activity they do not cause any harm. If a player finds a normal game activity fun and would like to keep doing it, that’s fine with us.

Initially we have to rely on smaller data sets, instinct and some guesswork to find the correct cutoff. What this means is that some players are going to bump into the edges of these systems for a while as we get them sorted out. Please bear with us while we gather more data and lower the safety net until it’s only providing critical economy protection. Looking at the numbers this morning, we believe some of the threshold systems are just too harsh empirically and we’ll be adjusting those systems within the next few weeks to ensure that fewer legitimate players are being impacted.

I hope this helps to explain why a game like this needs systems such as this to protect its economy. I also hope it gives some insight into our philosophy about botters (BAD) and exploiters (BAD) vs. farmers (GOOD). Thanks for your support and we will see you in game.

Jon

#456 - Oct. 5, 2012, 4:57 p.m.
Blizzard Post

An update! By popular demand and because it was a simple numbers change we lowered the net on any systems we felt were too harsh. These are not the last number changes, but this should help a lot an you can expect to see this change in the very next live build which should be in the next few days. We are not currently adding any new systems now or in the foreseeable future. There was an update a little while back that limited oricalcum farming via server and overflow swapping. This update was too harsh on normal players and we will try to increase the supply of these resources again soon. This requires some more number crunching and testing than the other change we made so it might take a bit longer.

Thanks,

Jon