Q:
Why can't we sell ascended weapon items?
Probably because the price would be astronomical.
Because of reasons*.
*Probably not very good ones, or ones John Smith cannot discuss…
…
Ranger | Necromancer | Warrior | Engineer | Thief
I always assumed that it was because they changed their minds between releasing ascended weapons and ascended armour and never got around to changing it retroactively.
At least ANet’s new MO seems to be time gating but making the product sellable, which is great if you are patient and on the ball enough to get in while piquant plant food and glow boxes are still profitable to craft.
they never change anything retroactively unless it’s a problem. usually there is a small reason for it: if they change bolts of silk to require 3 scraps instead of 2, that unfairly gives advantage to someone who refined their material early. in the short-term, it causes a bit of havoc. pretty quickly you forget it even happened. IMO, temporary upsets like that are a small price to pay for a fair and sensible game. This is also why I disagree with all time-gated crafting in this game.
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Because of reasons*.
*Probably not very good ones, or ones John Smith cannot discuss…
To force players to get 500 in a craft, get Laurels, and also partake in activities to get the Vision Crystals.
Other than that, everything is purchaseable.
If you could buy Ascended directly… well, I’m not an economist, so I can’t really analyze how the market would differ, but I think you can see where I went (getting to 500 means you require more materials, means more product fluidity and more people purchasing low tier mats, if only to level past the early stages).
because you would devalue them to the point where they were too easy to get and then nobody would have anything to work towards
Ascended Weapons/Armor are things you earn, not something you buy!
Ascended Weapons/Armor are things you earn, not something you buy!
Just for clarification as some others already misunderstood the OP:
He wonders why ascended armorcrafting components (chestplate padding) are tradeable while ascended weaponcrafting components are not (greatsword blades).
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
That does seem like a bizarre inconsistency. (Then again, we have had things like dungeon sigils being tradable while dungeon runes aren’t for years now.)
That does seem like a bizarre inconsistency. (Then again, we have had things like dungeon sigils being tradable while dungeon runes aren’t for years now.)
Because of reasons*.
*Probably not very good ones, or ones John Smith cannot discuss…
To force players to get 500 in a craft, get Laurels, and also partake in activities to get the Vision Crystals.
Other than that, everything is purchaseable.
If you could buy Ascended directly… well, I’m not an economist, so I can’t really analyze how the market would differ, but I think you can see where I went (getting to 500 means you require more materials, means more product fluidity and more people purchasing low tier mats, if only to level past the early stages).
It’s not about the process being account-bound, it’s about requiring you to jump through hoops to finish the process. Selling the “T7” mats allows the market to stay fluid, gives more incentive to getting to 450/500 Crafts and create a daily craft in addition to other time-gates, such as Daily Home Nodes, Charged Quartz, Dailies, and more.
In case you didn’t understand my wording, I’ll rewrite it:
By making the materials account-bound, people have reasons to get crafts to 450 or 500 to craft these time-gated materials. Almost always, these materials will be profitable only because they’re time-gated.
If the weapons/armors were trade-able, there would be more of a rush to craft Ascended at all times, but it would prevent Arenanet from forcing players to get Dragonite, Empyreal, and Bloodstone, which is basically a way to force you to play multiple aspects of the game (namely Temples, World Bosses, Keeps, or PvP). It would also allow players to not have to get crafts to 450/500, making the market of lower tier items stay stagnant and dead (although they’re alive right now, I wonder why).
If you check out Mawdrey, you need 4 crafts at 400, and 1 (of 3 possible) craft at 500. Some of these items are Account Bound (namely the 500 one) and some are Soul Bound (everything else), but if you want to craft it at will (and cheaper by a large margin), you will be rewarded for having these crafts maxed. In some cases, you can even save the money you spend on buying the item to max the craft and use the rest to craft the item. The only thing you’re paying extra, in this case, is time due to time-gating.
We’re not talking about buying the final Ascended weapon/armor though. We’re talking about the specific weapon/armor components. Those do not need Bloodstone/Empyreal/Dragonite at all; they simply require Deldrimor Steel/Spiritwood/Elonian Leather/Damask, and those can be bought freely on the TP. Ascended armor components can be bought, but the matching weapon components can’t.
A player who bought those would still need to craft their own Vision Crystal for the final construction of the item, which means they still need to partake in the game’s high-end activities.
they never change anything retroactively unless it’s a problem. usually there is a small reason for it: if they change bolts of silk to require 3 scraps instead of 2, that unfairly gives advantage to someone who refined their material early. in the short-term, it causes a bit of havoc. pretty quickly you forget it even happened. IMO, temporary upsets like that are a small price to pay for a fair and sensible game. This is also why I disagree with all time-gated crafting in this game.
Pretty much this ^^ Although, there is a legitimate reason to time gate things in the short term for market stability, but long term it needs to go after “x” amount of time.
Basically it boils down to anet’s knack for making things random and wildly inconsistent across anything they do. It happens all the time and apparently will never change. Maybe they just have a coin they flip to determine these types of things. Would really be the only logical explanation.
they never change anything retroactively unless it’s a problem. usually there is a small reason for it: if they change bolts of silk to require 3 scraps instead of 2, that unfairly gives advantage to someone who refined their material early. in the short-term, it causes a bit of havoc. pretty quickly you forget it even happened. IMO, temporary upsets like that are a small price to pay for a fair and sensible game. This is also why I disagree with all time-gated crafting in this game.
Pretty much this ^^ Although, there is a legitimate reason to time gate things in the short term for market stability, but long term it needs to go after “x” amount of time.
Basically it boils down to anet’s knack for making things random and wildly inconsistent across anything they do. It happens all the time and apparently will never change. Maybe they just have a coin they flip to determine these types of things. Would really be the only logical explanation.
They have a team working on it. Team gets moved to something else. Other team works on it. Ideals differ. ???
Also, management never stays consistent with their ideals…