(edited by BlackRose.3578)
New party system, more dungeon scammers
While I dislike dungeon selling, you’re right that no one is forcing them to buy the runs. Unsure how the party sytem works my self now but maybe you’ll have to bite the bullet and have three people of your own in a group and sell the run to two people. Less profit, but beats being kicked out
There must something be done about this, a guildmate and I got kicked out of Arah twice in the last few weeks, and in one case, we dond even know who did it. Report them for scamming is nice, but i, like them apperently, dont think that the devs bother with that.
Unfortunately, there have been lots of posts about this on the dungeon forum, and Anet say they’ll pursue reports (although how frequently they actually act on those reports is not clear), but I don’t think they’ve said anything to suggest that they’ll fix the party system. (I haven’t followed the forum closely for a bit, so maybe they announced something. But I doubt it.)
I’m pretty sure your safest bet is to fill your party up with friends and sell one slot at a time. That is, get up to a group of 4 with people you trust, advertise, get one buyer, have them send you money, have one friend drop, repeat. (If you have additional accounts with level 80s, you could multiclient and fill up the spots with those characters, too.)
It sucks, but it’s the best we can do right now.
Edit: Looks like one old thread was deleted, because the forum rules here are so fantastic. But this thread can give you a good sense of how much Anet doesn’t actually do anything about these problems. Here’s an older thread where they state their policy and claim they’re acting on it, for what it’s worth.
best statistical loot in the game. We want everyone on an equal power base.”
Pre-launch, Colin listed things that make MMOs bad. They are all now in GW2.
(edited by One Note Chord.5031)
Pretty much, right now, you sell at your own risk… just like using the LFG tool to buy/sell… at your own risk.
Pretty much, right now, you sell at your own risk… just like using the LFG tool to buy/sell… at your own risk.
I am not talking about that my friend What i mean is this is scamming . They are scamming people by doing this and you say it is your fault you are taking risk by using lfg tool ? you make no sense
I ran into “Mr H” himself in a PvP match earlier. It really sucks to know nothing is being done about people who steal and destroy dungeon instances like this.
You’re using the tool for an unintended purpose though. It’s not something that they’re interested in punishing, but it’s not a feature they’re supporting either.
It is a good point that the change to dungeon ownership directly hurts sellers, but it’s an interesting switch of the burden of trust. It used to be runners and buyers were both at the mercy of sellers, now the sellers have to be able to trust buyers.
Anet has always said Dungeon selling is not supported by anet. Buyers and now sellers always do so at their own risk. The new system addeessed a major flaw in the system that when the party leader dc’s or ragequits ot doesn’t affect the remainder of the party. How it affects sellers is something yhat anet largely doesn’t care about because it is an operation that isn’t supported by them. As windsagio says, sellers now have the sa andmw risks as buyers
To be honest I think they might be in one way glad that this happens because it discourages people to bother selling paths. There are obvious drawbacks to it, but it’s worth considering.
They don’t want to support path selling and probably wish people weren’t doing it.
Yeah, that’s what I’ve always said. They won’t directly punish players for selling dungeons (because how can you punish players for being good? Unless they used hacks/exploits to do it), but they don’t really like it. Their core stance since GW1 is that a player should actually DO the content to get the rewards, and paying someone to run you through it basically violates that approach. It’s not the “intended way the game was meant to be played”.
Which is why, coupled with their generally lax approach to banning dungeon stealers, it’s pretty obvious that Support has been instructed to treat such offenses as the lowest of priorities. I have nothing but sympathy for those who’ve had their dungeons stolen, but I can at least see why ANet is taking this approach; they want to subtly discourage dungeon running. It’s a sneaky, passive-aggressive method, but there ya go.
Their core stance since GW1 is that a player should actually DO the content to get the rewards
giggle.
Their core stance since GW1 is that a player should actually DO the content to get the rewards, and paying someone to run you through it basically violates that approach.
Snort
You know this puts a damper on getting HoT for me. I mean Im still getting it but when I tell people about it I will insert the caveat about this rather than just “BUY IT NOAAA!!!!2212!”
(edited by DonQuack.9025)
Their core stance since GW1 is that a player should actually DO the content to get the rewards
giggle.
Probably some GW1 casual…
Well new players are getting kicked while playing in dungeon runs especially the 1st time. Honestly i think selling dungeon runs should be a banable offence since that is like the same as selling gold
Honestly i think selling dungeon runs should be a banable offence since that is like the same as selling gold
If you sell a dungeon you sell the service of you doing it for someone else, because the buyer wants the tokens/dungeon-master without having to run the dungeon himself.
Gold selling however is trading ingame currency for real money.
There is absolutely nothing similar about those two things.
The runner would have to demand real money for them to be comparable, which would be against the ToS.
I sell arah with a guildmate and when we start the LFG we make sure to only let one ppl in at the time. If two or more and entering at the same time we kick them immediately and we are whispering them to invite them back when the first one pay. That way there is only 1 person that didn’t pay at anytime. Not perfect, but it limit the chance of us getting kicked out of the dungeon.
Honestly i think selling dungeon runs should be a banable offence since that is like the same as selling gold
If you sell a dungeon you sell the service of you doing it for someone else, because the buyer wants the tokens/dungeon-master without having to run the dungeon himself.
Gold selling however is trading ingame currency for real money.There is absolutely nothing similar about those two things.
The runner would have to demand real money for them to be comparable, which would be against the ToS.
Thanks for the explanation. I still don’t understand why people think like that.
Their core stance since GW1 is that a player should actually DO the content to get the rewards
giggle.
Probably some GW1 casual…
I thought it was funny since their stance doesn’t really reflect reality. I mean sure. People are present and get their rewards but for most of it I wouldn’t really qualify it as doing.
(edited by RemiRome.8495)
Their core stance since GW1 is that a player should actually DO the content to get the rewards
giggle.
Probably some GW1 casual…
I thought it was funny since their stance doesn’t really reflect reality. I mean sure. People are present and get their rewards but for most of it I wouldn’t really qualify it as doing.
Obviously something’s been lost in translation. I don’t get what you guys are trying to say.
But in GW1, ANet constantly tried to stop things like Droknar runs (why do you think they put in map gates in Factions and Nightfall?) and speedclears by making things harder, adding in new enemies with abilities to break the meta running builds etc. It’s just that players kept finding new ways to get around the limitations, and they couldn’t crack down TOO kitten them without making it all but unplayable for the average player.
By the time EotN came out, GW2 was basically already in production and I think ANet just threw their hands up at that point and decided it wasn’t worth the effort anymore. That’s why the various dungeon runs there went unnerfed, although they did still take steps to fix the more egregious examples (like the easy way to beat Duncan the Black).
adding in new enemies with abilities to break the meta running builds etc. It’s just that players kept finding new ways to get around the limitations
This is why GW1 was so fun to play. They updated some areas in order to make them harder, for example Skeletons of Dhuum in Underworld.
An updating and increasingly challenging instance is all we ever wanted for GW2. As you can see, this should be the definition of fractals but it falls short of it.