Account wide timegates suck
Yeah, it sucks that something timegated to make you craft one a day limits you to crafting only one a day.
/sarcasm
It’s funny, I’ve lost the fanboy in me. This is literally a mechanic that is made and working as intended.
Just imagine if someone could get 2 dailies by doing the PvP and PvE dailies in one day (they used to be separated). Would that be fair to players who only did one type of the game? Thankfully, players were only able to get 1 Laurel regardless of which daily they completed.
Just pay the premium to buy deldrimor ingots on the tp and you arent timegated.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I do wish that they would change crafting time gates to be character based instead of account based.
If I’m going through the effort and expense of leveling a craft more than once, I should receive an equivalent number of daily crafting slots.
Why should someone gain a mechanical advantage because they chose to level up Weaponsmithing and Armorsmithing on two characters instead of the same one?
Why should someone gain a mechanical advantage because they chose to level up Weaponsmithing and Armorsmithing on two characters instead of the same one?
Why shouldn’t they?
Why should someone gain a mechanical advantage because they chose to level up Weaponsmithing and Armorsmithing on two characters instead of the same one?
Why shouldn’t they?
One reason why those timegates were implemented was to let the gap between hardcore players and casuals not to get too big.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I recommend buy-order Deldrimor from the TP right now.
Then spend the next 36 days making Deldrimor and sell-list it on the TP.
you should about break-even:
36 x Deldrimor bought from TP = 108g
36 x Deldrimor listed on TP = 130g = 110g after tax
so you would actually gain 2g vs. making them all yourself. At least right now; prices may change :P
Wanze: that explanation fails because hardcore players can just buy Deldrimor from the TP. If there was no time-gate, prices would still be at equilibrium anyways. time-gate only made that take longer to get to. no reason to keep it after that was reached.
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Why should someone gain a mechanical advantage because they chose to level up Weaponsmithing and Armorsmithing on two characters instead of the same one?
Why shouldn’t they?
One reason why those timegates were implemented was to let the gap between hardcore players and casuals not to get too big.
Anet should worry more about the gap between trading post moguls and people who play the game to not become too big. Oh wait, that happened in week 1 of the game already.
Why should someone gain a mechanical advantage because they chose to level up Weaponsmithing and Armorsmithing on two characters instead of the same one?
Why shouldn’t they?
One reason why those timegates were implemented was to let the gap between hardcore players and casuals not to get too big.
Anet should worry more about the gap between trading post moguls and people who play the game to not become too big. Oh wait, that happened in week 1 of the game already.
Playing the tp is playing the game.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I understand why it bothers you, but from a game design standpoint, it actually makes a lot of sense. By making the restriction account-locked, they can somewhat control the production of the items, keeping them moderately exclusive.
In some games, you have limited character slots. In GW2, you can buy more and more and more up to some absurd amount like 60+. That means the production of the items – if character-locked – is potentially not much of a lock at all. Individuals who invest in leveling the professions on multiple characters would potentially be able to bypass the restriction completely, rendering the mechanic pointless.
This is not a problem in itself – people can already bypass the mechanic through buying from the TP – but bypassing it without buying from the TP means they aren’t participating in the economy and that’s a trade no-no.
There is also the potential with character-lock for people flooding the market, which means prices go wonky and in that scenario, next thing you know, people are complaining about how the items aren’t worth anything.
I understand why it bothers you, but from a game design standpoint, it actually makes a lot of sense. By making the restriction account-locked, they can somewhat control the production of the items, keeping them moderately exclusive.
Exclusive? Hardly.. The timegating is a matter of days/weeks, the game has been out for years. Given the time needed for gathering the absurd variety of materials, all this does it make an already obtuse and tedious crafting mechanic even more annoying. Time gated crafting is one of those flawed, old-school mechanics that should have been thrown into the trash but ArenaNet continues to cling to it.
It’s a pity, they have done such a good job removing some of the flaws of past MMOs but that just makes the places where those flawed mechanics appear in the game all the more apparent.
There is also the potential with character-lock for people flooding the market, which means prices go wonky and in that scenario, next thing you know, people are complaining about how the items aren’t worth anything.
What a shame if all Ascended items become completely common and everyone has them. That would mean a complete end to any kind of gear grind and kitten knows no one would want that! Why then, people would only be grinding for cosmetic skins, rather than stats and no game can possibly survive doing that. GW1? What’s that? /sarcasm
OP Time gates exist for multiple reasons some of them beneficial to players and others beneficial to Arenanet.
Arenanet:
Players log in ever day.
Slows down progression for a subset.
Players (beneficial):
Makes certain material valuable.
Players can make money off crafting.
slows down in power either by players not bothering to wait or the material requirements and time being too much.
Player (hurts)
I want it now crowd.
I have 10 hours to play crowd.
I have 9 characters and I want to gear all of them. (Which would valid to some degree IF Ascended gear was ever truly needed to complete most content at standard level).
I understand why it bothers you, but from a game design standpoint, it actually makes a lot of sense. By making the restriction account-locked, they can somewhat control the production of the items, keeping them moderately exclusive.
Exclusive? Hardly.. The timegating is a matter of days/weeks, the game has been out for years. Given the time needed for gathering the absurd variety of materials, all this does it make an already obtuse and tedious crafting mechanic even more annoying. Time gated crafting is one of those flawed, old-school mechanics that should have been thrown into the trash but ArenaNet continues to cling to it.
It’s a pity, they have done such a good job removing some of the flaws of past MMOs but that just makes the places where those flawed mechanics appear in the game all the more apparent.
There is also the potential with character-lock for people flooding the market, which means prices go wonky and in that scenario, next thing you know, people are complaining about how the items aren’t worth anything.
What a shame if all Ascended items become completely common and everyone has them. That would mean a complete end to any kind of gear grind and kitten knows no one would want that! Why then, people would only be grinding for cosmetic skins, rather than stats and no game can possibly survive doing that. GW1? What’s that? /sarcasm
Except that guild wars 1 was no an MMORPG. But the reason why guild wars 1 “survived” was because it had either a standalone or expansion content every 6-12 months. Once that content flow stopped? The game quickly became dead. The only thing that kept guild wars 1 longer was the introduction of HOM (but before it’s introduction gw1 was dead), so your argument fails. Guild wars 1 was not sustained purely by cosmetic skins, it was sustained by expansions. It wasn’t solely cosmetics, actually I truly doubt it was ever cosmetics. *
The main difference between guild wars 1 and guild wars 2 needs players to log in everyday to be able to generate income necessary to play for 300 employees while making a profit. Guild wars 1 did not have that and relied on releasing either a new standalone every 6-12 months at full price. Also it did not really matter to Arenanet if nobody logs in between content as long as they bought the box, guild wars 2 needs to give players a reason to log in every day. (Honestly given the initial structure of the game, I doubt that was their original intent until the market response was terrible).
Anyways, if you are going to make a comparison between two games at least do an honest one.
This is an mmo forum, if someone isn’t whining chances are the game is dead.
Why should someone gain a mechanical advantage because they chose to level up Weaponsmithing and Armorsmithing on two characters instead of the same one?
Why shouldn’t they?
One reason why those timegates were implemented was to let the gap between hardcore players and casuals not to get too big.
Anet should worry more about the gap between trading post moguls and people who play the game to not become too big. Oh wait, that happened in week 1 of the game already.
Playing the tp is playing the game.
Not really. Its playing with spreadsheets and allows for unlimited earnings per day. Everything you can normally do in the game is capped by daily rewards and diminishing returns. With TP I can make 800g a day if I want to.
Quite honestly, you can just buy everything on the TP.
I started crafting mawdrey 2 days ago and I’m already done.
Things like laurels or dragonite are harder to get because those are things you can’t bought.
Stop worrying about pocket change and just buy the material, after you finish, you can start crafting those material and sell them daily. The difference isn’t that big, beside a little extra tax fee.
Exclusive? Hardly.. The timegating is a matter of days/weeks, the game has been out for years. Given the time needed for gathering the absurd variety of materials, all this does it make an already obtuse and tedious crafting mechanic even more annoying. Time gated crafting is one of those flawed, old-school mechanics that should have been thrown into the trash but ArenaNet continues to cling to it.
It’s a pity, they have done such a good job removing some of the flaws of past MMOs but that just makes the places where those flawed mechanics appear in the game all the more apparent.
What a shame if all Ascended items become completely common and everyone has them. That would mean a complete end to any kind of gear grind and kitten knows no one would want that! Why then, people would only be grinding for cosmetic skins, rather than stats and no game can possibly survive doing that. GW1? What’s that? /sarcasm
You’re welcome to disagree with their choices, but I’m talking in terms of what I perceive their intentions to be. If their goal was a more loose-weave market for ascended items, then it would actually make sense to remove the restriction entirely. But that’s clearly not the case.
I’m not a big fan of it either if I’m being honest, but changes that would impact the economy seem to be something that Anet does incredibly sparingly. Dat John Smith yo.
Why should someone gain a mechanical advantage because they chose to level up Weaponsmithing and Armorsmithing on two characters instead of the same one?
Why shouldn’t they?
One reason why those timegates were implemented was to let the gap between hardcore players and casuals not to get too big.
Anet should worry more about the gap between trading post moguls and people who play the game to not become too big. Oh wait, that happened in week 1 of the game already.
Playing the tp is playing the game.
Not really. Its playing with spreadsheets and allows for unlimited earnings per day. Everything you can normally do in the game is capped by daily rewards and diminishing returns. With TP I can make 800g a day if I want to.
You dont need spreadsheets to be profitable trader. Using a build generator is basically not much different than using a spreadsheet for trading either. Earnings on the TP are also finite. Apart from that, all the gold in tyria cant buy me ascended armor or trinkets, AP, Karma, skillpoints, batches of honor, dungeon tokens or fractal relics. But you dont hear traders complain about it constantly like those people that complain about gold earnings on the tp. Those people are usually the ones that make big profits on the tp for us possible in the first place.
Once they start realizing that they can only nerf profits on the tp, if they change their OWN behavior, they will silmultaneously see an increase in their own earnings from selling their loot.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
While I don’t mind Time Gating as a Practice, the frustration is that the LAZY design of Ascended crafting makes the time gating silly. I should be able to craft my Elementalist armor at the SAME TIME as my Warrior but because they both require Bolts, I have to chose which one. Or for my warrior to do armor and weapons at the same time. To get Ascended armor & weapons on two chars without BUYING the ascended components could take almost half a year!
Why A Heavy armor Crafter and a Light Armor Crafter are using the SAME COMPONENTS was nothing else but a Poor LAZY design.
Suggestion: If you want to keep the same 4 ascended time gated mats, have them bound specifically to that type of crafting discipline. So a Armor-smith’s Lumps can ONLY BE CRAFTING INTO HEAVY ARMOR INGOTS. And Armor Smith thread can only go into HEAVY ARMOR Bolts. This way, you keep the time-gating on each of the professions and the market isn’t flooded. If you have 500 Discipline in both Armor and Weapon-smith, you can now make 2 Lumps a day, but each one is dedicated to that discipline’s type of craft.
One reason why those timegates were implemented was to let the gap between hardcore players and casuals not to get too big.
That might have been part of the reason during the first several months after Ascended was released, but the main and continued objective Anet has here is to keep players logging in everyday. It’s pretty standard business practice for any MMO.
It’s not LAZY design, it’s how an MMO keeps players continually in the game. In the case of Anet, it’s really something they NEED to happen as nobody can buy gems if they aren’t logged in (ok, there are gem cards…..so not 100%). If Anet doesn’t sell gems, none of us will have servers powered on to connect to.
Fate is just the weight of circumstances
That’s the way that lady luck dances
(edited by Brother Grimm.5176)