100 gold is not hard to make in this game – gathering stuff alone can get you a good amount of gold.
Perhaps, but it may surprise you to know that there are many players who don’t even have that.
Also what’s the problem with not using the materials for yourself if you plan to sell them? That’s the trade-off.
When damask first released I crafted and sold every day – I postponed my ascended armor by 30 days in order to get the profit I wanted. I didn’t read a specialized book or talked to an expert to tell me to do this. It is common sense.
Something just came out = it is in high demand = sell now for a lot of money and buy it later when the new thing will be done by more people and thus will become cheaper.
And that is a sound strategy, but it’s still a pretty kitteny one, if you think about it. It means that the people who have a lot fo excess gold don’t have to worry about that. They can just buy the mats as needed and have fun with the new options available right away, while everyone else is only in a position to feed the fatcats for a while until it becomes economically feasible for them to have fun too. Doesn’t that make you sad? Wouldn’t it be better if the prices for things didn’t spike when new options became available, and everyone could afford to participate in the new developments right away?
If they did this the economy would be even more out-of-whack. Imagine the devs saying what items would be required for some super important thing in the future. Then imagine people who already have cash buying them all up then selling them for a lot more.
Well, keep in mind that I’m considering this as part of a big picture, where reselling items is no longer an option, so the worst a rich person could do is buy up what they need for themselves in advance. Short of that, I think it might be a good idea if they shut down transactions on the TP for a short period after making such an announcement, but let people continue to place/remove buy and sell orders, such that when the markets reopened, those orders could be filled, but it would allow everyone time to react and make their moves before items actually started changing hands. Yes, that might allow traders to make bigger moves than people with less capital, but they would likely be on top of things anyway so what difference would that make? What it would do is give everyone else a decent chance at getting into that market before it actually shifts away from them.
In both cases it’s a win-win. The player either improves as a player and increases his knowledge of the game – enabling him to be better off in the future or at the very least pays a good sum of money to Anet for them to continue supporting and developing the game.
You’re leaving out 3. Burning out and moving on to some other game. That happens too, you know. I’ve spent a decent amount of money on the game for gem store things, but I can’t even imagine anything that would convince me to buy gems to exchange for gold, that just seems like cheating.
So if they don’t realize it how is it a pressing matter then?
I explained that in the subsequent paragraph.
So basically let’s give people things they’ve put no effort into obtaining and that they haven’t bothered to learn how to get just because they’re upset that they don’t have them.
In this case, yes. Totally yes. I don’t believe that applies to all aspects of the game, but I simply do not believe, on a fundamental level, that adventure game players should need to understand market economics in order to do well at the adventure game. It just baffles me that this is even a thing people are defending. So long as the TP remains far and away the best way to make money in the game, it needs to be something that anyone can do with their eyes closed. If you want the TP to be something that only a few people can really get and that takes a lot of time and effort to truly master, then it can’t offer the potential of being far more lucrative than other activities. One or the other. Choose.
Would you also agree to give market traders unique skins that can only be obtained through certain types of content?
Should we give Wanze the PvP Legendary backpiece even if he doesn’t pvp just because he wants it and is unhappy? ( no offense, i don’t know if you pvp, just making a point).
I wouldn’t get into that discussion if I were you. I have a long track record of favoring the democratization of “unique” rewards.
In GW2 terms sometimes when you kill a mob you get one gem, then the award goes on an internal cooldown (8 minutes for MH2015, not sure but some number quite similar for WS). After the cooldown is up you have about a 40% chance per critter kill of getting a gem, until you do and the timer starts over.
That’s actually not how it works, although it is a common misconception. It actually works in the opposite manner, the 8-minute clock is a failsafe, not a lock-out. How it actually works is you get a Splinter, and then you can get another one instantly, potentially, on the very next mob, but the odds of that happening are crazy low. Nobody knows the actual drop rate on them, but even with maxed buffs you might only truly earn one of them every 20-30 minutes. But, there is an eight minute timer, so if you don’t earn one through RNG within eight minutes, you get one anyway, and then the timer resets. This means that instead of earning 15 of them over two hours, one every 8 minutes, you’re more likely to earn maybe 17-19 of them, the 15 minimum and a few more you go in between. Of course there are other factors at play that can sometimes make it turn out a bit less, like being overleveled for the map you’re on.
It would be kind of nice if Precursors followed a similar trend, on a much longer scale. Like having a ticking clock, separate from “age”, that only ticks while you’re in active combat. Any time an enemy dies, they have a minute chance of dropping a Precursor, but not a great one. But this clock keeps ticking, and every time it reaches some point, maybe 2K hours, maybe 5K, whatever seems fair, there is an RNG breaker and you get a Precursor Chest from which you can pick the Pre you want, but account bound. Sounds fair to me, if people play that long, fully engaged in the game, they deserve a bit of an RNG-breaker.
It’s also worth noting that this isn’t exactly the “gem” currency they use, it’s impossible to buy their “gems” using anything you can earn in game, it’s just that Splinters can be used to buy some of the things they sell in their cash shops, namely characters and team-ups, but not all, such as costumes and their “Black Lion Keys.”
So changes should be made because people feel outrage at something when they don’t even know they feel outrage. I don’t even see any sense in what you’re saying.
It’s called staying on top of things. The most successful companies are the ones that fulfill needs people don’t even realize they have. Just because people can’t describe the reason they are dissatisfied with something does not mean that they are satisfied.
You can feel anything, that doesn’t change reality, and that doesn’t make you entitled to anything more.
It does not, but since this is a consumer product, making the customer happy might be a goo idea. I hate when people throw around “entitlement” as a reason to not give people things that would make them happier. Just because someone is not “entitled” to something doesn’t mean that giving it to them would not be a good idea anyway.
Perhaps I should have been more clear. Demand here is just referring to the amount of an item that people want. What the item is used for is irrelevant, what matters is that more of the item is wanted.
But the amount of an item that people want is entirely dependent on how much they need for the uses to which they want to put it. If you increase the amount needed to do a task, or increase the usefulness of that task, then it will increase demand for the product. If you’re arguing that ANet cannot reach into player’s minds and force them to want a product more, than sure, that is outside the scope of their abilities, but they can obviously create conditions that would cause any rational population of games to choose for themselves to want the item more.
I don’t know what you mean by borrowing it from future customers. No, they don’t create new supply, but they cycle older supply through again.
Right, and if they didn’t exist to do that, then the older supply never would have left the market in the first place. If the market contains 10K mithril, and a trader buys up 5K of it, and another 3K sells to other players, leaving only 2K behind, and that trader then dumps 5K back onto the market putting it back at 7K, then that scenario would not have been significantly altered had the trader never existed. He would not have taken out the 5K he took, other people would still take out 3K, the market would still contain 7K. It’s like if he were George Bailey, only when he was removed from the timeline, it turns out everyone did the exact same things they would have done without him and nothing had changed.
First of all, mithril is a pretty fast market, so I doubt several traders unloading their stocks would keep it low for very long.
I’m just making a random example using a commonly understood item, don’t go too into the weeds on it. Substitute any other market if it makes you feel better.
Additionally, sites like gw2spidy track sell and buy order numbers. It’s not like someone could buy up 50,000 mithril and have no one notice.
A further advantage for those that stay on top of the markets, but something to which 99% of players would be completely oblivious.
Keep context. This was on the subject of precursors. Moreover, if you even read what I wrote, you would know that I’m saying they can affect supply, just not demand for this item.
And again, they can effect both. Changing demand can be slightly slower to react, depending on how it’s done, but they can and have managed it plenty of times before. Even if you want to keep the discussion purely on Precursors, they can and have effected demand for them in the past. The wardrobe, for example, reduced demand for them a bit, since players no longer had much reason to ever own two of the same one. Pre-crafting also reduced market demand at least a little, since players had their own methods of acquiring one (however imperfect). If they reduced the costs involved in the final Legendary recipes, that might increase demand for the Pres, since people would find the final product more affordable. Adding new classes that use a weapon, or adding new effects to a weapon can increase demand for it. Even just making a weapon more “meta” for a given class that could always use it can increase demand for that Legendary. There are plenty of ways for them to manipulate demand.
Why the hell should players who want to spend 5 seconds selling their crap on the market get the same amount of profits as someone who spends a lot of time, effort and thought managing their assets?
Because this is Guild Wars 2, not “Stock Market Simulator 2.”
You don’t understand the voluntary nature of trade. In all voluntary trades, both parties are winners. To call ‘profit’ competitive is a misnomer, because there are no losers in voluntary trade, only winners.
ROTFLMAO.
Saying that the market should be a game of high skill, but simultaneously not rewarding, makes no sense. It’s like removing the points from Pac-Man. The gold is how you measure your success. Secondarily, there’s this bizarre feel of “people can be better than me, but they can never do better than me”.
Because again, this is not a market simulator game. Skill at playing the markets should not determine your overall success at GW2. There is a time and a place for that sort of game, it is not within GW2.
It is out of balance by your metrics. This is especially funny considering HoT only just dropped which caused massive changes in prices and price structures across the entire expansion; you’re making a judgment while the market is still settling.
I’ve had these judgements for a very long time, but even that aside, market chaos was avoidable, and they chose not to take the steps to avoid it, so they have no excuse for the state its left things in for the short term.
“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”