Waypoint costs have to go.
I agree.
Some people will have to complete the entire map to get legendary items so even if people don’t run around anymore, people are still going to have to explore.
Maybe not totally free but 3 to 4 silver to get to your main city from a level 80 instance is ridiculous.
Additionally, it’s kind of malicious from their part to make you HAVE TO visit a trading post to get your items/money and making you pay the same amount that you paid for said item to get there in the first place.
What is up with all the sky-can-fall-at-any-moment inflation hawks? Have you looked at the trade house prices? The GW2 economy is nowhere near inflation, it is under severe deflationary pressure (both an oversupply of goods and under supply of currency).
And when we talk about inflation, you have to ignore the few super high priced, rare items when the vast majority of goods are selling barely above their artificial lower limit.
Economists don’t look at the latest auction price of a Picasso and claim an economy is suffering inflation. You have to look at the broad base of goods being traded.
T1copper at 20c and T4 platinum at 9c are “basic” enough?
Two commodities out of how many is not representative. If anything, the ore prices show the economy is significantly messed up when lowest tier of ore is the most expensive – probably because most people are farming in higher level areas, but may not be only now starting to craft. Let’s face it, most crafting demand is just for the purpose of grinding up to 400 to make end game items, mostly just for yourself and friends.
Take a look at any of the goods produced from these ores, they barely sell above their vendor price.
Also a new player is “starting to craft” and he has no access to lvl 80 areas with high value drops to farm money. Progressive gold-sink system prevent they sell copper and other T1 materials at even higher prices, since lvl 80 players with second account can afford those prices, totally preventing a new player from using the TP.
Ofc crafted items are low price. Why should I buy an item at 50s if I can craft it buying material for 25s (or simply gathering them)?
(edited by Khurt.8203)
as far as traveling costs are concerned, i never sit around going “oh crap i dont have enough money to travel the map…” not once. i also don’t sit around and purchase tons of crap from the market place either.
How is that relevant? Just because I can afford gas, doesn’t mean I have to like it costing US$4 per gallon.
+1 waypoints should be free. Waypoint prices are prohibitive as is. There are plenty of gold sinks in the game already.
I don’t see wp’s as a problem. I can still make money while using the wp when I need to get to town and sell stuff. I just walk around while I’m farming or doing events/exploring. And yes, I can easily get to where my friends are as well.
I don’t see a problem.
If you are playing the game halfway decently and not hopping all over the place , you make way more than enough to cover the waypoint cost. This is even though the bot farmers have driven most drops to vendor cost.
This is even though I’m constantly upgrading my equipment and was stupid enough to waste a bunch of coin on crafting in the beginning. (Crafting is not profitable until you get to very high levels)
Also i don’t think twice about waypointing to an event, so it isn’t as if I’m being stingy about hopping around.
So players nowaday really think teleporting from way pointa to way points until they see an event is the way to play a mmo with persistent world??
This is exactly the reason why the cost of wp is so high. The game is suppose for people running around in the open world meeting others, NOT teleporting like a mad man and zone hopping.
The cost of wp is also the same reason why there is no mounts. THEY DONT want you to skip contents constantly.
And unless people really have logic problems nowsday, wp cost IS NOT a gold sink. It is a mechanic to keep the open world as alive as possible. This means you can see ppl running around in the wild, instead of zone hopping.
Stop using the gold sink as an argumentkitten
+1
As far as I know ANet is convincing ppl that it’s good idea to play with lower lvl friends while it’s not. If I want to help my guild mates I usually have to pay like at least 3silver to teleport. While helping anyone it’s normal that ppl are using teleports a lot so it’s even possible to lose around 50s in one or half hour. And what are benefits? Maybe 10s from loot. This have to change since it’s not harming hardcore players at all since they are most of the time farming specific areas, and only harm team playing and casual players.
+1
As far as I know ANet is convincing ppl that it’s good idea to play with lower lvl friends while it’s not. If I want to help my guild mates I usually have to pay like at least 3silver to teleport. While helping anyone it’s normal that ppl are using teleports a lot so it’s even possible to lose around 50s in one or half hour. And what are benefits? Maybe 10s from loot. This have to change since it’s not harming hardcore players at all since they are most of the time farming specific areas, and only harm team playing and casual players.
So you pay 3 silver to teleport to your friend and make 10 silver in loot. That is 7 Silver profit, while having fun. I FAIL to see what you are complaining about.
Personally hate the costs of waypoints, but it needs to stay. I mean like… your practically handed a few dozen silvers every now and then by just doing dailies and events.
So you pay 3 silver to teleport to your friend and make 10 silver in loot. That is 7 Silver profit, while having fun. I FAIL to see what you are complaining about.
As I said before 3s is only cost of teleporting to anyone I want to help, But helping means using teleports again and again. I also mentioned this before. If you would read carefully You would noticed that it’s possible to lose at leas 50s helping friends while earning like 10s
10s from loot -3s (to teleport)-50s (teleporting while playing with friends)- another 3s to teleport back to previous area = -46s not 7s
And I’m quite sure that there Is a lot of other players that could play with their friends most of the time but game dont allow them to do this. Downscalling is just an ilusion telling ppl that it’s worth going low lvl areas while it’s not.
So you pay 3 silver to teleport to your friend and make 10 silver in loot. That is 7 Silver profit, while having fun. I FAIL to see what you are complaining about.
As I said before 3s is only cost of teleporting to anyone I want to help, But helping means using teleports again and again. I also mentioned this before. If you would read carefully You would noticed that it’s possible to lose at leas 50s helping friends while earning like 10s
10s from loot -3s (to teleport)-50s (teleporting while playing with friends)- another 3s to teleport back to previous area = -46s not 7s
And I’m quite sure that there Is a lot of other players that could play with their friends most of the time but game dont allow them to do this. Downscalling is just an ilusion telling ppl that it’s worth going low lvl areas while it’s not.
Yup, It cost over a silver for me to go to the closest waypoint from where I am at Lvl 80. If its any distance at all you can be talking over 3 silver. This is a needless nuisance. We are talking one or two dynamic events (sometimes) break even on 1 teleport. It is insane as is.
And unless people really have logic problems nowsday, wp cost IS NOT a gold sink. It is a mechanic to keep the open world as alive as possible.
You know how you make a world that feels alive? You make it alive, you don’t try to force it out of players. Many of us here came under the promise of an event system that made what we do matter. Instead of a world where the same old NPCs standing around the same place they always do, waiting for you to come along and do their chores, except now they have hearts over their head instead of exclamation points.
They obviously missed that mark. But I shouldn’t have to be bilked while enjoying it for what it is.
The cost should be lowered for higher level characters. Half a silver to spawn at a waypoint in Lornar’s Pass? No wonder I’m permanently skint.
And unless people really have logic problems nowsday, wp cost IS NOT a gold sink. It is a mechanic to keep the open world as alive as possible.
You know how you make a world that feels alive? You make it alive, you don’t try to force it out of players. Many of us here came under the promise of an event system that made what we do matter. Instead of a world where the same old NPCs standing around the same place they always do, waiting for you to come along and do their chores, except now they have hearts over their head instead of exclamation points.
They obviously missed that mark. But I shouldn’t have to be bilked while enjoying it for what it is.
No, you are describing a single player game.
In a mmo, you AND other people makes the world alive, not playin with npcs. This is mmorpg 101, and the main point that seperate a mmo to a co op game.
It seems like you actually expect this game to be a co op game
So you pay 3 silver to teleport to your friend and make 10 silver in loot. That is 7 Silver profit, while having fun. I FAIL to see what you are complaining about.
As I said before 3s is only cost of teleporting to anyone I want to help, But helping means using teleports again and again. I also mentioned this before. If you would read carefully You would noticed that it’s possible to lose at leas 50s helping friends while earning like 10s
10s from loot -3s (to teleport)-50s (teleporting while playing with friends)- another 3s to teleport back to previous area = -46s not 7s
And I’m quite sure that there Is a lot of other players that could play with their friends most of the time but game dont allow them to do this. Downscalling is just an ilusion telling ppl that it’s worth going low lvl areas while it’s not.
Perhaps you should elaborate on what kind of helping you are doing. If you spend a few minutes helping at an event or just killing mob, you can easily make at least 3s.
I can see it as a problem only if you WP in do one thing and then WP somewhere else. I don’t really think that is helping much and I don’t think the game was designed for that kind of play.
The worst part about travel costs is when you get stuck somewhere where there is no way out other than waypointing.
It’s easy, use WP’s as a progressive tax: those who have more gold should pay more, for those with less WP should be cheaper (or free). This is already the intention of ANet by making higher level areas more costly.
There may even be a beneficial side-effect: People spending instead of hoarding gold.
Another option is the opportunity to buy a “day pass” to receive free WP travel over a set period of IRL time.
It’s easy, use WP’s as a progressive tax: those who have more gold should pay more, for those with less WP should be cheaper (or free). This is already the intention of ANet by making higher level areas more costly.
There may even be a beneficial side-effect: People spending instead of hoarding gold.Another option is the opportunity to buy a “day pass” to receive free WP travel over a set period of IRL time.
Very bad idea. It would be similar to saying that a rich person should pay more to get into the same taxi as a poor person.
Gold “hoarding” may sometimes be necessary if you are looking to save up for something. Besides, players would simply find ways to spread out their Gold to get around the progressive tax.
On the other hand if there was some kind of benefit to paying more, some kind of boon or XP boost, this would be like buying a 1st class ticket instead of economy.
Very bad idea. It would be similar to saying that a rich person should pay more to get into the same taxi as a poor person.
I don’t see anything intrinsically “very bad” about this in a MMO. In fact, as I already pointed out, this is already built into RPG’s from the very beginning: the higher level you are, the more things cost you. By your analogy, this is similar to saying that an older/more experienced/more successful/etc person shouldn’t have to pay more for the same taxi as a younger/less experienced/less successful person, which, yes in the real world does seem ridiculous, but is something everyone is accustomed to in RPGs.
Gold “hoarding” may sometimes be necessary if you are looking to save up for something. Besides, players would simply find ways to spread out their Gold to get around the progressive tax.
I do agree that sometimes you must save up for something special, but in my experience, unless gold is really easy to come by in a game, I am not spending more than 50% of my gold wealth at a time (in the endgame).
On the other hand if there was some kind of benefit to paying more, some kind of boon or XP boost, this would be like buying a 1st class ticket instead of economy.
Haha, I like this! Free drinks maybe?
Very bad idea. It would be similar to saying that a rich person should pay more to get into the same taxi as a poor person.
I don’t see anything intrinsically “very bad” about this in a MMO. In fact, as I already pointed out, this is already built into RPG’s from the very beginning: the higher level you are, the more things cost you. By your analogy, this is similar to saying that an older/more experienced/more successful/etc person shouldn’t have to pay more for the same taxi as a younger/less experienced/less successful person, which, yes in the real world does seem ridiculous, but is something everyone is accustomed to in RPGs.
If I’m not mistaken, traveling in higher level areas is more expensive so it is progressive in that sense.
Very bad idea. It would be similar to saying that a rich person should pay more to get into the same taxi as a poor person.
This is what people will never seem to understand about gold sinks. They don’t affect all players equally, because things like waypoints are a flat amount of money, only proportional to amount traveled (assuming equal levels and distances). So if I make 10s a day, and spend 5s waypointing, I lose 50% of my daily income.
Someone who earns 1g per day only loses 5% of their daily income to waypoint just as much. So while they remove money from all players in equal quantities, the effect that has on players is drastically different depending on income.
This is why in the real world taxes are percentage based and not, “everyone cough up 50k this year.”
Down with waypoint costs!
The major issue that WP costs create is that they make you unwilling to travel around the map playing with others.
Sometimes I have to tell my gf or friends to play a bit on their own so I can farm silvers to amortize WP costs for playing with them.
I’m farming just to play with my friends.
Also, Anet pushes us to vary our content a lot, which I’m very happy with, but this is just not viable unless you want to spend hours running across maps.
I have good faith in them tho, I’m sure they will realize what WP costs cause and move that gold sink in another, more appropriate sector.
If you’re smart, you’ll find your way around without the cost being a burden.
Waypoints are a convenience and SHOULD NOT cost money either.
I don’t know why they changed it from GW1…they didn’t cost anything in GW1.
Travel actually is a problem in so vast and awesome world arenanet created for us to enjoy!!!
The problem is related to the very high loading time for map changing, that makes everyone spend lot of time just waiting in front of screen if they dont want to spend lotof money for instant travel to far location.
this need be mitagated somehow if not totally removing travel cost, at least put an asura portal to every map in capital cities, to reduce map loading during travel
(ofc waypont cost removal would be better :P )
Wait so the azura who are servicing them won’t get paid any more???
I’m pretty sure their are enough gold sinks at the moment, considering the price of gold in the game through gems.
The fact that people que for Wvw just to get a free trip to lions arch is ridiculous
/Signed. Definitely need to go. At the very least, they need to severely decrease the costs or make some places free to travel to.
Please give us a keyring…
I agree completely. The game encourages movement anywhere from being downleveled to you can play with friends to anti-farming policies for staying in one spot to farm. Yet you’re punished for doing what they encourage you to do.
Especially the storyline. Oh I hate teleporting across map for a minute long cutscene of a mission briefing only to spend 3 more silver to teleport back to where I just came from.
Why are so many people complaining that it’s difficult to make money? Are you completely ignoring the Trading Post? Just sell mats you find and don’t need, and bam! There are your teleport costs! I’m not 80 yet, but if making money is THIS easy at low level, it’s got to be a kittened gold mine at cap!
Besides. The gold sinks are here to keep the economy stable, and quest rewards relevant. If it costs 5 gold just to buy a level 20 blue helmet, and you only get maybe 1 silver from a heart quest reward… you see where I’m going with this.
TL;DR Use the trading post. It’s easy money.
Why are so many people complaining that it’s difficult to make money? Are you completely ignoring the Trading Post? Just sell mats you find and don’t need, and bam! There are your teleport costs! I’m not 80 yet, but if making money is THIS easy at low level, it’s got to be a kittened gold mine at cap!
Besides. The gold sinks are here to keep the economy stable, and quest rewards relevant. If it costs 5 gold just to buy a level 20 blue helmet, and you only get maybe 1 silver from a heart quest reward… you see where I’m going with this.
TL;DR Use the trading post. It’s easy money.
Except that some of use are using our mats (at least with the armor/weapons ones, like bones, claws, etc), so how are we supposed to make money from non existing items (or used items)? Especially those of us with several alts (at least spreading out the crafting, so those items are used even more)? The waypoints should be free like they were in the first GW. It would help promote helping people/guildies, and allow more people to help at the world/group events.
Please give us a keyring…
I agree.
It just doesn’t make sense that players should be punished for wanting to experience different content, and players who just farm the same spot don’t pay at all.
Personally, I just don’t understand the point of making a money sink out of a feature like traveling that players just can’t avoid…. just lower the cash drops/overall drop rate a bit.
I agree that money sinks should be in the game to prevent inflation… traveling just isn’t one of them.
they are gold sink so no they shouldn’t go
And unless people really have logic problems nowsday, wp cost IS NOT a gold sink. It is a mechanic to keep the open world as alive as possible.
You know how you make a world that feels alive? You make it alive, you don’t try to force it out of players. Many of us here came under the promise of an event system that made what we do matter. Instead of a world where the same old NPCs standing around the same place they always do, waiting for you to come along and do their chores, except now they have hearts over their head instead of exclamation points.
They obviously missed that mark. But I shouldn’t have to be bilked while enjoying it for what it is.
If you’re focusing on the hearts as your main source of PvE content you’re missing out. I almost wish ANet had not put the hearts in, forcing players to actually walk and explore the areas to find the dynamic events that happen, whether or not players are around.
I agree completely. The game encourages movement anywhere from being downleveled to you can play with friends to anti-farming policies for staying in one spot to farm. Yet you’re punished for doing what they encourage you to do.
Especially the storyline. Oh I hate teleporting across map for a minute long cutscene of a mission briefing only to spend 3 more silver to teleport back to where I just came from.
Then don’t teleport. Walk. Do an event or two along the way. That’s what ANet want you to do.
agree – one way from cursed shores to jormaug is almost 5 silver. return trip another 5 silver. for an event that pays less than 2 silver plus some random drops which may or may not be useful, which may or may not be enough to pay for your trip.
Facing a net loss yesterday – when dragon popped I ignored it and kept faming cursed shore.
Remove waypoint and repair costs! At least reduce these to a level that players will actually use them. Right now they are an annoyance which everyone avoids whenever possible.
I agree completely. The game encourages movement anywhere from being downleveled to you can play with friends to anti-farming policies for staying in one spot to farm. Yet you’re punished for doing what they encourage you to do.
Especially the storyline. Oh I hate teleporting across map for a minute long cutscene of a mission briefing only to spend 3 more silver to teleport back to where I just came from.
Then don’t teleport. Walk. Do an event or two along the way. That’s what ANet want you to do.
Read my whole post before you comment next time. kthxbai
/disagree.
As has been pointed out endless amounts of times in multiple threads, the waypoint costs serve many purposes. Yes, they are a gold sink, but they are also a game mechanism to encourage people out into the world. People out in the world = more people (like me) who will participate in the goings-on in the world. The success and health of this world depend on people participating in dynamic events, and so if people are just randomly teleporting around, it will quickly become static.
This is just so obviously why there are waypoint costs, I seems kinda pointless to argue this one.
They do not have to go (we need gold sinks), but the need to be balanced a bit. It now costs me 1.2s to go to a waypoint that is really close, and 1.4s to go to one on the map next to me… I think the price should be affected by distance differently. A lot cheaper on short distances, and then increasing rapidly for long distances.
There is some need for gold sinks, and waypoint could be one of them. I think the current system needs some tweaking.
Cost should scale with the area, with level 80 areas being the most expensive. Not just scale with your character level. The way it is now means it is just as expensive to warp around a level 1 area versus warping around Arah. That makes less sense.
You dont need to encourage people to go on foot in level 1 areas because thats where the highest player density is anyways.
Make level 80 areas more expensive, and make level 1 areas less expensive. This might work.
EDIT: Possible other idea, the more people in a zone, make the waypoint amounts cheaper. This would also encourage people to be out in the zone, while offering a way to relieve the cost of waypoints.
(edited by Dr Anthrax.4723)
They should be made cheaper the further away you go. 1.2 silver all the way around, no matter the distance, free to nearest if you’re dead no matter what.
Dying’s gold sinc is repair.
As for those who argue it “trivialises” the game to have waypoints, cheaper nearer means “skip content I don’t like for ori farming”. Cheaper further away means “I’m done on this map on to the next!”/“Help my friend stuck in the hinterlands!”.
I’m all for 0 cost waypoints.
This gold sink is overkill. Once you get to the higher levels it becomes ludicrous. If you’re not playing the TP you’ll go broke just traveling, it kills almost any and all interest in going to lower level zones once you’ve cleared them for map completion, and even before that. The handful of copper it costs at the start should be sufficient. Bare minimum it should not go up in low level zones. A set price, something below 1 silver, for traveling in each zone and no more than 1.5 silver for travel between zones.
Just Something, because as it stands I don’t want to go Anywhere on my main unless I KNOW I can spend several hours there, and I don’t have time for that right now because I have college and a kid to worry about. I should be able to run out and goof off for 30 minutes and Not have Lost money for the playing. As is, I’d likely loose almost as much or even a bit more than I could make in a half hour of play. In particular assuming I die.
Which brings up the point of repair costs. IMO the way point reviving is already an attrition mechanic, we don’t need TWO. You die when broke, sure you can way point revive, but if your armor is broke, you’re kinda sol at that point.
Already enough gold sinks, dun need this one to be so huge.
Also, they said that waypoint traveling cost was supposed to be TRIVIAL. The way it is now, it costs more than an event gives you, even with a gold rating(?).
Please give us a keyring…
And unless people really have logic problems nowsday, wp cost IS NOT a gold sink. It is a mechanic to keep the open world as alive as possible.
You know how you make a world that feels alive? You make it alive, you don’t try to force it out of players. Many of us here came under the promise of an event system that made what we do matter. Instead of a world where the same old NPCs standing around the same place they always do, waiting for you to come along and do their chores, except now they have hearts over their head instead of exclamation points.
They obviously missed that mark. But I shouldn’t have to be bilked while enjoying it for what it is.
If you’re focusing on the hearts as your main source of PvE content you’re missing out. I almost wish ANet had not put the hearts in, forcing players to actually walk and explore the areas to find the dynamic events that happen, whether or not players are around.
If you read my post you’ll see I wish there were no hearts either.