Is cash-shop ruining ArenaNet's ability to capitilize (Like D3)...
It’s not just to stop botters, but speed farmers in general from flooding the TP with gold and making players who don’t farm still able to use the TP without having to buy gems.
I haven’t noticed a drop in my rewards, so I don’t really feel like it’s discouraging me from playing the game.
Then again, I’m not farming the same two or three events over and over or re-running dungeons same-day like the guys complaining about it.
Also, check out Hardcore Adventure Box: World 1, World 2, Lost Sessions
Main Character: Dathius Eventide | Say “hi” to the Tribulation Clouds for me. :)
You are mislead.
The drop nerf in dungeons dont hit normal players. It hit people that farms the same path over and over.
You can do each explorable mode’s path once without seen a nerf.
However, the amount of money earned from normal kills do need some adjustment.
They are just trying to raise the cost of goods by lowering the massive amounts of duplicate items on the market. I don’t think they envisioned the average price for items to be coppers and they are probably trying to combat the deflation that’s going on right now. Demand for items can’t keep up with the 1000 copies of each item that is available on the AH.
I haven’t noticed a drop in my rewards, so I don’t really feel like it’s discouraging me from playing the game.
Then again, I’m not farming the same two or three events over and over or re-running dungeons same-day like the guys complaining about it.
What are you doing then. Matter of fact. What lvl are you and for how long?
And 1 last question. What rewards?
I know people will say it’s because of Cash Shop reasons.
But even if this game was sub based I think I would be glad that they’re trying to keep currency meaningful.
I’ve been in too many MMO’s sub or f2p where currency inflates too much. I’ve f2p games that let me trade in-game currency for cash shop currency and with the inflation it becomes harder and much less satisfying. Here I feel like because I’m good with my money I’m actually rewarded.
In the end I think they should just work on having more options for “making money” or whatever is important in terms of progression “money/karma” etc.
Such as, making it viable to do stuff in lower level areas and still be rewarded for it so you don’t feel you have to do the same stuff over and over. Besides I thought this was going to be the case anyway. =p
If they’re trying to do this, fire the guy who told them to.
Really, if gold was really easy to get, the price of gems would rise to a point it’d be hard for anyone but grinders to get.
That, and people would have more incentive to buy it.
I think they’re trying to prevent inflation, it was a massive problem in GW1.
You are mislead.
The drop nerf in dungeons dont hit normal players. It hit people that farms the same path over and over.
A lot of whom are doing it because the reward costs are so high. Just like with karma farming.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
It’s not just to stop botters, but speed farmers in general from flooding the TP with gold and making players who don’t farm still able to use the TP without having to buy gems.
The thing is, if you have the kind of money to actually buy the best stuff in the game (100g+), whether or not you can buy gems is irrelevant.
Why is inflation brought out like some sort of bogeyman in these discussions? It just means bigger numbers, your relative wealth stays the same. In fact, it means items with static values such as skill book, cultural armor, etc, actually become more affordable, making things better for everyone.
GW1 was actually too deflated. People used zkeys and ectos for money, because it took too long getting it from PvE rewards.
Death AggroWhat are you doing then.
Different dynamic events, instead of the same 1/2/3 in the same general area over and over again.
Death AggroWhat lvl are you and for how long?
80, for the past couple of weeks or so. Unless you’re talking about scaling, in which case I’ve been doing low-level content to get my 100%. I haven’t noticed a difference in rewards from doing dynamic events in Bloodtide or Snowden; they’ve been roughly the same throughout.
Death AggroAnd 1 last question. What rewards?
Between 260-300 Karma, usually about 290, between 1-2 silver, usually about 1s 50c, and some decent amount of experience, though I’m no longer tracking exp as I already have all my skills unlocked.
Look, people, I’m sorry ANet turned off your low-risk/low-effort, high-reward money fountains. Except I’m not, because I didn’t abuse them. So the best advice I could give you is just, well, get over it.
Also, check out Hardcore Adventure Box: World 1, World 2, Lost Sessions
Main Character: Dathius Eventide | Say “hi” to the Tribulation Clouds for me. :)
What did this have to do with the Trading Post and real money?
What did this have to do with the Trading Post and real money?
From what I understand, it’s some tinfoil hat conspiracy theory about how nerfing farming is supposed to lead to more cash being funneled into the gem store or something.
Also, check out Hardcore Adventure Box: World 1, World 2, Lost Sessions
Main Character: Dathius Eventide | Say “hi” to the Tribulation Clouds for me. :)
Well, I don’t see the connection between adding a DR to drops and farming and getting people to buy gold in the TP. The DR’s do make people unhappy and unhappy customers shop elsewhere.
They are just trying to raise the cost of goods by lowering the massive amounts of duplicate items on the market. I don’t think they envisioned the average price for items to be coppers and they are probably trying to combat the deflation that’s going on right now. Demand for items can’t keep up with the 1000 copies of each item that is available on the AH.
I believe the same thing. Most items now are less valuable to a TP-buyer than they are to a NPC-buyer. And what is up with people being able to order items for less than NPC-price, but not anyone being able to sell it to them?
Here is the problem. They are holding every to the standard of a extreme farmers ability to farm items with their current solution.
Example
farmer farms 100 items a day over 24 hours and ANET want that to drop to 10 items. This means the have to lower the drop rate by 10X less.
So lets say you are a normal player and play maybe a few hours and you get 10 items in like 3 hours. Your drop rate is now 1 item over 3 hours if you are held under the same rules as a 24 hours pro farmer.
I hope this is simple enough for everyone to understand the problem with ANETs solution.
Lets say they put in a rule that you can get 10 items but in 3 hours and then you get nothing.. All the farmer has to do is switch accounts and keep farming…. and if they make 10 accounts .. in order for ANEt to control the market they have to again reduce the farming even more … and the problem continues and continues.
(edited by Mega.7968)
Here is the problem. They are holding every to the standard of a extreme farmers ability to farm items with their current solution.
Example
farmer farms 100 items a day over 24 hours and ANET want that to drop to 10 items. This means the have to lower the drop rate by 10X less.
So lets say you are a normal player and play maybe a few hours and you get 10 items in like 3 hours. Your drop rate is now 1 item over 3 hours if you are held under the same rules as a 24 hours pro farmer.
I hope this is simple enough for everyone to understand the problem with ANETs solution.
Lets say they put in a rule that you can get 10 items but in 3 hours and then you get nothing.. All the farmer has to do is switch accounts and keep farming…. and if they make 10 accounts .. in order for ANEt to control the market they have to again reduce the farming even more … and the problem continues and continues.
Mega, I don’t think it works like that. I am not saying you are wrong as I am not certain. I do not believe a normal player will notice any differences. After doing the same thing over and over again for hours, the loot rate will slow down as it is evident that a player is power farming.