Feedback: No more Armor Repair costs etc..
Ill be the Person to Scream Bloody Murder about The End of Repair Costs.
Reason why this is a Bad Change: There will be no Fear or Penalty of Death. \
Now you can just keep zerging FotM and other “Harder Content” with no penalty. Be that Time or Gold Cost.
Gold Sink. Why remove it? GW2 Needs more Gold sinks, Gold is being driven up and up.
Ill post more later if needed.
Need more Gold Sinks? The casual player isn’t driving up the costs. Just hit the player, pick any amount of gold-materials worth say 1000 or above, with a tax similar to the faction tax in GW1. Get all items of worth of course excluding the ones you cant sell. Would be easy to put in place. It would slow down inflation without punishing the ones who aren’t causing it. Inflation solved.
The End of Repair Costs: Long overdue; Sort of. The problem with armour repair costs, was that dying in the open world resulted in a double-dip cash sink. You had to pay to use a waypoint to get back up, and then also had to pay to repair your armour. This sorta pushed dungeons into being more profitible in more ways than the ones we commonly see, seems in dungeons waypoints are free.
However, I feel a better change would have been to leave the armor repair costs in, and make waypoints free instead. This would have been far better of accomplishing the task of spreading players out over the world. Far, far, better. But instead, the changes actively work against that, as we will see in the next point…
Event and Champion Loot: I guess I can understand the nerfing of champion gold, people still farm them like crazy in the open world and do little else. And there does need to be some balancing for free armour repairs. But nerfing event gold? Really, I can’t understand the logic behind this. Most players totally skipped events anyway, because they were already poor earners, unless there was a zerg of people there causing multiple mobs spawns like we see in Arah.
The decrease in event gold just discourages people from exploring and doing these events even further. Events needed better rewards, not less! Now people are even less likely to do events seems with reduced gold output, you’re not even going to be making your money back from waypointing to the event. Unless all you want is karma, which is still rather limited in usefulness, events will now have a negative effect on your wealth rather than a neutral one.
Mystic Forge: I’m not exactly sure what’s changing here; Rewards will be more random, I think? That’s actually a good thing.
I always had the theory that the Mystic Forge worked on a global set seed, rather than true RNG, deliberately limited to ensure that too many exotics and high level materials weren’t pumped into the economy in a small space of time by random chance – which is why you could throw 200 rares in the Mystic Forge sometimes and not get one bloody upgrade to exotic at some times of the day; But at other times of the day, you could throw 200 rares in and consistently get one exotic back every five attempts as the 20% chance to upgrade should imply (and sometimes more if you were lucky).
The Mystic Forge change, which isn’t really explained much, seems to coincide with my theory that there was infact a seed for it rather than true RNG, and that the actual change they are making is to remove the seed, that punished players for attempting to use the Mystic Forge at the wrong times, and make it true RNG, as it should be. It should be fairer this way, and actually help out those players trying to get precursors (I know, precursors aren’t altered according to the post, but assuming they are treated like any other named Exotic by the forge, it should indirectly improve some people’s chances at getting one – and result in less cases of one player getting three precursors in a row, while another played spending twice as much and not getting even one).
Trait Resets: Can’t really complain or argue with this one. Long overdue and well-needed, will be nice to be able to freely experiment with my character’s builds from now on. This one has been needed for a longtime, and should result in a wider variety of builds being in play as players become less afraid of “trying new things”, due to it being less hassle to go back to the one build you always used that you knew worked.
(edited by KotCR.6024)
To be honest, I’d rather they had removed the cost of Waypoints rather than Repairs. If they want to get the players out of one or two zones, making it cheap to travel is certainly a good way to go about it.
Very awesome!
There are even not more much people doing Champ Trains in FGS. I just noticed that for example the Map on Riverside has changed from yesterday, also when i was playing last night there was no Train on Drakkar Lake and Riverside only on Desolation.
There weren’t even people doing Claw of Jormag at 1:00 on Riverside anymore, so yeah .. time to nerf the 1s78c you get for that event.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
So let me get this straight, Anet are trying to “fix” the economy by removing 2 of the viable gold sinks in the game (excluding waypoints) and expecting the economy to be fixed by reducing champ coin loot?, all that’s going to happen is the economy will continue to slowly rise in which anything currently worth something will still go up in price and gold/gem ratio will continue to be screwed…but why do I think that they already know this and they’re thinking they’re doing something good?
The only way to fix this games horribly broken economy is to actually keep the armour repairs and trait reset costs and if anything they should possibly get increased slightly as they’re horribly low in comparison to how much gold you can actually make in this game with no effort, by all means Anet should reduce the champ loot but taking away these 2 “gold sinks” is just a kitten move on Anet.
There was already a primary feedback thread on this with 122 comments in it, why make another one and separate the feedback so a mod needs to merge them?
https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-Thread-Say-goodbye-to-Armor-Repairs
| [Free Ports For All “Not So Secret” JP Needs (and 1st Try Dive Tips)] |
| [Classic Thread: “all is vain”] |
Ill be the Person to Scream Bloody Murder about The End of Repair Costs.
Reason why this is a Bad Change: There will be no Fear or Penalty of Death. \
Now you can just keep zerging FotM and other “Harder Content” with no penalty. Be that Time or Gold Cost.
Gold Sink. Why remove it? GW2 Needs more Gold sinks, Gold is being driven up and up.
Ill post more later if needed.
I think it will only make people less kittened off whenever a wipe might occur, since they won’t have to pay anymore their gold for others’ incompetence. Loss of time and mobs resetting is annoying enough in a dungeon to create uber elitism, I am seeing this as a way to calm it down even if extremely little.
O°v°O
I think they’re good changes.
Free Armor Repairs: Keep in mind that you still need to return to a repair NPC or use a Canister if your armor is broken. THAT still remains a penalty for death. It’s just that you’re not penalized monetarily for it. (And to be honest, I think most veteran players have enough Repair Canisters from AP chests that they never, ever pay money for repairs anymore anyway. I certainly haven’t spent any money for repairs in well over 6 months.)
Champ Loot Nerfs: I concur that something needed to be done to encourage players not to just farm Champ trains all day, but I still think that slapping diminishing returns on the Champ bags would have been a better solution. Removing or reducing the gold from events is just going to make them less appealing, especially if the event in question does not involve fighting foes and so players have no opportunity to earn extra money from them.
Alternatively, perhaps ANet would consider giving a major buff to the karma from events, making them a prime source for karma since I know many newer players are hurting for karma.
Mystic Forge Changes: I don’t really use the MF much as it is. I’ll wait and see the changes before passing any judgments.
Trait Resets: This is an excellent move, although I think it was already covered by the earlier post on traits. Most players tended to stick with the one same build all the time anyway; having a cost for trait resets was likely not proving much of a gold sink at all.
I like this idea but the people who do a lot of Zerging are not going to like this but I guess it seems people have different ideas how this should be done
No repair costs is a great change and long overdue.
There’s no reason to run from outnumbered fights in wvw anymore. You can die and not feel like you’re wasting your time.
[CDS] Caedas
Sanctum of Rall
The repair cost is a strange alteration because I think the vast majority of players were never to bothered by it. On the forums however I’m sick of seeing real “leet” players complaining because “dying should be PUNISHED”
There will always be bad players around, but instead of being nasty you could always try being patient and helping them (just a thought)
Over a weeks worth of play repair might get to 1g, so what 10 min CoF to make it back
Pretty ineffective gold sink anyway
If they wanted to gold sink change TP instead of out biding or undercutting by 1 copper make it a percentage based on current lowest seller/ highest bidder
“I blame Kormir”
I guess repair costs were not that high that it would break the economy when removed, so I think it is a good move. Damaging armor is still a penalty for dying and I personally care more about a broken armor piece that will lose its stats then the cost.
As for the champ bags loot drop reduction, I dont think it would hurt people doing farming regularly too much, though we do not know yet, how much the reduction will be.
The possibility to retrait any time, anywhere in the game is one of the most expected thing for me in the forthcoming patch. That will certainly encourage me personally to experiment with different builds and tweaks. If this was paired with the ability to save our builds, that would be awesome.
The thought occurs, with the new armor/clothing update, there may have been some hiccups with repairs so they made it easy on themselves and removed them (repair costs).
Repair cost getting removed is a wonderful thing…about time. Now i am awaiting the update that states that waypoint fees are removed also. If they don’t waypoints will still interfer with people exploring and playing together. The ecomony is not an issue at all. Yes it will come to a new equilibrium but it is all relative. I play other games that have prices in their auction houses of many times the cost of GW2 items and their economies are just fine because gold drops at a much higher rate and in the end feels more rewarding. I think Anet is making a mistake by reducing rewards in any way with these updates. They should wait and see what happens. I have seen others mention that the current rewards now are a joke and not worth doing so if they lower them it will only make that content even more of a joke. Stop thinking fee removal is going to somehow destroy the economy..it won’t..but lowering rewards will destroy the game for many.