:)
(edited by The Game Slayer.7632)
_Nourishment’s are as we know almost essential to wVw and a few pve scenarios. Here is an idea ive been thinking of.
1- Add a new panel to the ‘H’ tab. Label it “everlasting nourishments”
2- Gem store- Buy a certain type of nourishment for ‘x’ amount of gems from gem store, just like finishers. Could be probably around the ballpark of 1000, or 800 gems for each type of nourishment.
3- Allow each nourishment buff to be activated permanently through this tab. you can turn them off too, just like finishers.
This will 1-Allow people more room for QoL and convenience.
2-be a long term investment through which people can take advantage of (such as unlim tools and salvage kit)
The amount of convenience this game provides through the gem store has been incredible, ie: tools+salvage kit.
PS- make this available for Tuning crystals and oils as well, you know, the “Wrench” type nourishments too.
Thanks for reading! hope consideration is taken into this one. the QoL with this suggestion has incredible potential._
EDIT!!!!- as we conversed i have come to find that this would risk the food economy, (obviously). ive come to see to it that instead of this, that there should be a sort of auto-feeder where you would stick your nourishment stacks in there and they would refresh themselves. the tab would be located in the inventory panel. keep taling, keep it constructive.
(edited by The Game Slayer.7632)
That might be bordering on a P2W situation, if you could buy unlimited buffs in the gem store.
That might be bordering on a P2W situation, if you could buy unlimited buffs in the gem store.
bordering, no. These are buffs that you can buy from the trading post in game. either way, youre spending a lot of gold in game to get nourishments, a little gold in game through trading post, or $10 to get a nourishment.
These are things that are far from exclusive if you use real money to buy them instead of gold.
but i do see your point. i also encourage the constructive thought. remember that these things don’t exist and if there is a better way to do this, then by all means.
That might be bordering on a P2W situation, if you could buy unlimited buffs in the gem store.
bordering, no. These are buffs that you can buy from the trading post in game. either way, youre spending a lot of gold in game to get nourishments, a little gold in game through trading post, or $10 to get a nourishment.
These are things that are far from exclusive if you use real money to buy them instead of gold.
but i do see your point. i also encourage the constructive thought. remember that these things don’t exist and if there is a better way to do this, then by all means.
I was just throwing out my first thoughts.
They way I see it from your explanation is you would buy the buffs and check which one you want to be active? You MAY gain a slight advantage if you were to have an always on buff rather than having to click it each time it runs out as you would if you bought from the TP. Which then gives you an advantage, however slight or large, that may be to anyone who forgets to keep clicking their buffs as their timer expires (which I am sure happens often).
The Salvage-O-Matic and the permanent tools dont have the potential to save you alot of gold in the long run, though. It will take years for any player to get any ROI out of them.
Nourishment Buffs can easily cost around 10 silver/hour to be active and therefore would present an opportunity to save alot of gold, once your initial ROI of your item is received.
So this is a bad idea, unless you keep the gold price of each activation of the unlimited buff nearly as high as the usual price.
For Potions of “X”-Slaying this would be easily achieveable by requiring you to fuel the unlimited nourishment item with 1 corresponding dungeon token but its hard to find a decent price to charge for oils/crystals/sharpening stones.
So. OP, assuming they would release an item that provides a buff against the 8 different dungeon mobs and it would need 1 corresponding dungeon token to activate, would you still buy the item for QoL for 800-1000 gems?
I wouldnt.
The Salvage-O-Matic and the permanent tools dont have the potential to save you alot of gold in the long run, though. It will take years for any player to get any ROI out of them.
Nourishment Buffs can easily cost around 10 silver/hour to be active and therefore would present an opportunity to save alot of gold, once your initial ROI of your item is received.
So this is a bad idea, unless you keep the gold price of each activation of the unlimited buff nearly as high as the usual price.
For Potions of “X”-Slaying this would be easily achieveable by requiring you to fuel the unlimited nourishment item with 1 corresponding dungeon token but its hard to find a decent price to charge for oils/crystals/sharpening stones.
So. OP, assuming they would release an item that provides a buff against the 8 different dungeon mobs and it would need 1 corresponding dungeon token to activate, would you still buy the item for QoL for 800-1000 gems?
I wouldnt.
well, as ive said, it doesnt exist yet so what im saying is just an idea. (btw there are many factors for the unlimited gathering+salvage tools that help save you money, not just the fact that they’re unlimited) I did the math and i have made my money back in the tools already and then some. the salvage kit however is far from making money off of, but in a few months i will have made money back.
back to square one tho, when i threw out a random gem number, to be completely honest i would pay more than 1600 gems for one buff. id be happy throwing in 2000 gems. the QoL is worth it to me. (what else would i spend in game money on? ;P ) but that is all preference.
I see no inherent P2W reason NOT to do this.
As for the dungeon thing, No. the nourishments and dungeon buffs give totally different effects. There are some nourishments that are great such as the rare veggie pizza, or life steal on crit. they are much much much better than +10% extra dmg to ‘x’ dungeon mob, -10% dmg from ‘x’ dungeon mob.
An initial gold price for activating it could definately work, just as the salvage kit acts.
Good idea i just thought of on top of yours- you must pay ‘x’ amount of silver to activate the buff, lose it when you die. Have an option to set on to where the nourishment automatically takes ‘x’ amount of silver away when you waypoint or get revived from death and then you gain the nourishment back, or you can do it manually. the option should be there though.
PS- loving the feedback, maybe we can work something out that fits all the standards it needs.
That might be bordering on a P2W situation, if you could buy unlimited buffs in the gem store.
bordering, no. These are buffs that you can buy from the trading post in game. either way, youre spending a lot of gold in game to get nourishments, a little gold in game through trading post, or $10 to get a nourishment.
These are things that are far from exclusive if you use real money to buy them instead of gold.
but i do see your point. i also encourage the constructive thought. remember that these things don’t exist and if there is a better way to do this, then by all means.I was just throwing out my first thoughts.
They way I see it from your explanation is you would buy the buffs and check which one you want to be active? You MAY gain a slight advantage if you were to have an always on buff rather than having to click it each time it runs out as you would if you bought from the TP. Which then gives you an advantage, however slight or large, that may be to anyone who forgets to keep clicking their buffs as their timer expires (which I am sure happens often).
i personally dont think that slight advantage is enough to throw in the towel on this idea and say its a P2W thing.
The Salvage-O-Matic and the permanent tools dont have the potential to save you alot of gold in the long run, though. It will take years for any player to get any ROI out of them.
Nourishment Buffs can easily cost around 10 silver/hour to be active and therefore would present an opportunity to save alot of gold, once your initial ROI of your item is received.
So this is a bad idea, unless you keep the gold price of each activation of the unlimited buff nearly as high as the usual price.
For Potions of “X”-Slaying this would be easily achieveable by requiring you to fuel the unlimited nourishment item with 1 corresponding dungeon token but its hard to find a decent price to charge for oils/crystals/sharpening stones.
So. OP, assuming they would release an item that provides a buff against the 8 different dungeon mobs and it would need 1 corresponding dungeon token to activate, would you still buy the item for QoL for 800-1000 gems?
I wouldnt.
well, as ive said, it doesnt exist yet so what im saying is just an idea. (btw there are many factors for the unlimited gathering+salvage tools that help save you money, not just the fact that they’re unlimited) I did the math and i have made my money back in the tools already and then some. the salvage kit however is far from making money off of, but in a few months i will have made money back.
back to square one tho, when i threw out a random gem number, to be completely honest i would pay more than 1600 gems for one buff. id be happy throwing in 2000 gems. the QoL is worth it to me. (what else would i spend in game money on? ;P ) but that is all preference.
I see no inherent P2W reason NOT to do this.
As for the dungeon thing, No. the nourishments and dungeon buffs give totally different effects. There are some nourishments that are great such as the rare veggie pizza, or life steal on crit. they are much much much better than +10% extra dmg to ‘x’ dungeon mob, -10% dmg from ‘x’ dungeon mob.
An initial gold price for activating it could definately work, just as the salvage kit acts.Good idea i just thought of on top of yours- you must pay ‘x’ amount of silver to activate the buff, lose it when you die. Have an option to set on to where the nourishment automatically takes ‘x’ amount of silver away when you waypoint or get revived from death and then you gain the nourishment back, or you can do it manually. the option should be there though.
PS- loving the feedback, maybe we can work something out that fits all the standards it needs.
Oh, so you also want food buffs to be included?
I totally disagree with that because it would crash the cooking craft.
It could work though, if you have to feed the item with the corresponding nourishment items beforehand.
Make it a refridgerator for example with 10, 50 or 100 slots capacity and you can drag food items into it from your inventory.
That way, it becomes a QoL item because you save inventory space while the nourishment still needs to be crafted beforehand, therefore it wouldnt mess up the economy for those items.
The Salvage-O-Matic and the permanent tools dont have the potential to save you alot of gold in the long run, though. It will take years for any player to get any ROI out of them.
Nourishment Buffs can easily cost around 10 silver/hour to be active and therefore would present an opportunity to save alot of gold, once your initial ROI of your item is received.
So this is a bad idea, unless you keep the gold price of each activation of the unlimited buff nearly as high as the usual price.
For Potions of “X”-Slaying this would be easily achieveable by requiring you to fuel the unlimited nourishment item with 1 corresponding dungeon token but its hard to find a decent price to charge for oils/crystals/sharpening stones.
So. OP, assuming they would release an item that provides a buff against the 8 different dungeon mobs and it would need 1 corresponding dungeon token to activate, would you still buy the item for QoL for 800-1000 gems?
I wouldnt.
well, as ive said, it doesnt exist yet so what im saying is just an idea. (btw there are many factors for the unlimited gathering+salvage tools that help save you money, not just the fact that they’re unlimited) I did the math and i have made my money back in the tools already and then some. the salvage kit however is far from making money off of, but in a few months i will have made money back.
back to square one tho, when i threw out a random gem number, to be completely honest i would pay more than 1600 gems for one buff. id be happy throwing in 2000 gems. the QoL is worth it to me. (what else would i spend in game money on? ;P ) but that is all preference.
I see no inherent P2W reason NOT to do this.
As for the dungeon thing, No. the nourishments and dungeon buffs give totally different effects. There are some nourishments that are great such as the rare veggie pizza, or life steal on crit. they are much much much better than +10% extra dmg to ‘x’ dungeon mob, -10% dmg from ‘x’ dungeon mob.
An initial gold price for activating it could definately work, just as the salvage kit acts.Good idea i just thought of on top of yours- you must pay ‘x’ amount of silver to activate the buff, lose it when you die. Have an option to set on to where the nourishment automatically takes ‘x’ amount of silver away when you waypoint or get revived from death and then you gain the nourishment back, or you can do it manually. the option should be there though.
PS- loving the feedback, maybe we can work something out that fits all the standards it needs.
Oh, so you also want food buffs to be included?
I totally disagree with that because it would crash the cooking craft.
It could work though, if you have to feed the item with the corresponding nourishment items beforehand.
Make it a refridgerator for example with 10, 50 or 100 slots capacity and you can drag food items into it from your inventory.
That way, it becomes a QoL item because you save inventory space while the nourishment still needs to be crafted beforehand, therefore it wouldnt mess up the economy for those items.
That’s actually are really genius idea!
The Salvage-O-Matic and the permanent tools dont have the potential to save you alot of gold in the long run, though. It will take years for any player to get any ROI out of them.
Nourishment Buffs can easily cost around 10 silver/hour to be active and therefore would present an opportunity to save alot of gold, once your initial ROI of your item is received.
So this is a bad idea, unless you keep the gold price of each activation of the unlimited buff nearly as high as the usual price.
For Potions of “X”-Slaying this would be easily achieveable by requiring you to fuel the unlimited nourishment item with 1 corresponding dungeon token but its hard to find a decent price to charge for oils/crystals/sharpening stones.
So. OP, assuming they would release an item that provides a buff against the 8 different dungeon mobs and it would need 1 corresponding dungeon token to activate, would you still buy the item for QoL for 800-1000 gems?
I wouldnt.
well, as ive said, it doesnt exist yet so what im saying is just an idea. (btw there are many factors for the unlimited gathering+salvage tools that help save you money, not just the fact that they’re unlimited) I did the math and i have made my money back in the tools already and then some. the salvage kit however is far from making money off of, but in a few months i will have made money back.
back to square one tho, when i threw out a random gem number, to be completely honest i would pay more than 1600 gems for one buff. id be happy throwing in 2000 gems. the QoL is worth it to me. (what else would i spend in game money on? ;P ) but that is all preference.
I see no inherent P2W reason NOT to do this.
As for the dungeon thing, No. the nourishments and dungeon buffs give totally different effects. There are some nourishments that are great such as the rare veggie pizza, or life steal on crit. they are much much much better than +10% extra dmg to ‘x’ dungeon mob, -10% dmg from ‘x’ dungeon mob.
An initial gold price for activating it could definately work, just as the salvage kit acts.Good idea i just thought of on top of yours- you must pay ‘x’ amount of silver to activate the buff, lose it when you die. Have an option to set on to where the nourishment automatically takes ‘x’ amount of silver away when you waypoint or get revived from death and then you gain the nourishment back, or you can do it manually. the option should be there though.
PS- loving the feedback, maybe we can work something out that fits all the standards it needs.
Oh, so you also want food buffs to be included?
I totally disagree with that because it would crash the cooking craft.
It could work though, if you have to feed the item with the corresponding nourishment items beforehand.
Make it a refridgerator for example with 10, 50 or 100 slots capacity and you can drag food items into it from your inventory.
That way, it becomes a QoL item because you save inventory space while the nourishment still needs to be crafted beforehand, therefore it wouldnt mess up the economy for those items.
i can totally settle for this as well. i just hate having to keep pulling up my inventory and watching the time just to have an advantage. make the refrigerator auto-feed when it runs out, so you dont have to worry about it. either completely works
Unlimited-use Food items = Ascended crafting for Chefs. Won’t really affect the economy as the final food dish is account-bound.
Done.
Unlimited-use Food items = Ascended crafting for Chefs. Won’t really affect the economy as the final food dish is account-bound.
Done.
Except that it will crash the harvesting material market. Who needs mats, right, after obtaining the unlimited food buff of your choice? The only way I can see ascended cooking to work is that it gives higher stat buffs. The end product mush be tradeable if you don’t want to destroy cooking. Moreover, introducing account bound cooking will only increase the general sentiment of a “forced” ascended grind for those that want to obtain max stats. Getting the mats required for ascended armor and weapons is already a chore. The forum is filled with threads lamenting this fact.
Unlimited-use Food items = Ascended crafting for Chefs. Won’t really affect the economy as the final food dish is account-bound.
Done.
its not so much that i want to save money by having an unlimited-use nourishment, i want a nourishment that lasts forever so i dont have to refresh it. but as we talked, ive found that it would be much more simpler to have a sort of tab in your inventory(we dub thee, ‘refrigerator’) and it would have two slots. one for ‘apple’ type nourishments and another for ‘wrench’ type nourishments. when the buffs wear out on you or come very close, this ‘refrigerator’ will auto-refresh them for you, so long as they are inside the fridge.
As an active trader, I hope this never happens. It would totally kill the market for the ingredients that are needed to make certain nourishments.
As an active trader, I hope this never happens. It would totally kill the market for the ingredients that are needed to make certain nourishments.
would you care to read everything?
Unlimited-use Food items = Ascended crafting for Chefs. Won’t really affect the economy as the final food dish is account-bound.
Done.
Except that it will crash the harvesting material market. Who needs mats, right, after obtaining the unlimited food buff of your choice? The only way I can see ascended cooking to work is that it gives higher stat buffs. The end product mush be tradeable if you don’t want to destroy cooking. Moreover, introducing account bound cooking will only increase the general sentiment of a “forced” ascended grind for those that want to obtain max stats. Getting the mats required for ascended armor and weapons is already a chore. The forum is filled with threads lamenting this fact.
Outside of WvW, do people really bother to have constant food buffs on themselves at all times? I don’t do that much dungeon running, but only a very few players seem to have any kind of nourishment buff on themselves. (I typically only eat something if I happen to have it sitting in my inventory, so why not?)
As to the second half of your post, I’ll grant that’s a valid concern, but unfortunately given ANet’s previous approach to Ascended gear, that’s likely to be the outcome. We already have a precedent in the form of Dragon’s Revelry Starcakes, after all. Crafting Ascended food will be so costly and so onerous (for example, an “Essence of Berries” item, which requires 250 Blueberries, 250 Strawberries, 250 Blackberries and 250 Raspberries. And you’ll need 10 of them for the Ascended food dish, along with 3 × 10 other “Essences”), for a marginally higher benefit, that most players will not bother and just continue to craft ordinary r400 food when they need it.
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