(edited by kiki.6250)
Doric leather farm - really?
Yeah, it is a strange design choice, but Anet did indeed build it to be used as a leather farm, and now everyone is upset about the engineers farming it.
I dont think that Anet tested it properly, and this is unexpected result. Running up a hill, doing event, that was leather farm. Since some smart ones invented this camping on one spot, its just mess and fail imho.
The mobs in the camp where the engineers set up don’t drop the salvageable leather item though, so they aren’t really taking advantage of the farm. Going up and down the hill path is how you make money.
Yeah, it is a strange design choice, but Anet did indeed build it to be used as a leather farm, and now everyone is upset about the engineers farming it.
I’m not really “upset” about it, but it does kill the leather farm for me. I rather enjoyed going in and battling in the main village area. But with turret farms auto-killing everything I get less loot and it’s more just trying to tag things before they go down. That isn’t as enjoyable for me.
Plus I haven’t seen a group for the champion run since the turret farm sprang up. So it killed that, too.
Luckily, I wasn’t all that motivated by a leather farm to begin with. But now I just avoid it completely due to the engi turret farm on every single instance of the map I’ve been able to find since this started.
Doric leather farm - really?
in Guild Wars 2: Heart of Thorns
Posted by: Kaltyn of Torbins Deep.2946
The mobs in the camp where the engineers set up don’t drop the salvageable leather item though, so they aren’t really taking advantage of the farm. Going up and down the hill path is how you make money.
1. You do get a few from the bloodstone crazed centaurs that wonder down.
2. I get more T6 leather from salvaging the leather armor pieces and the bags dropped by the centaurs in the camp than I ever did salvaging the hides gathered running up the hill. Out of 161 bags I gathered in probably 30 minutes last night, I dropped between 12 and 15 Hardened Leather Sections. I rarely got as many as 12 from a full stack of 250 of the hides running up the hill. And that was salvaging the hides with a master salvage kit.
I dont think that Anet tested it properly, and this is unexpected result. Running up a hill, doing event, that was leather farm. Since some smart ones invented this camping on one spot, its just mess and fail imho.
As the great Ian Malcolm once said, “life finds a way”.
With the next release, we will be making a change to the Watchtower Cliffs (aka: the centaur stronghold) area of Lake Doric. The Harathi centaurs noticed that while those who shout “I can outrun a centaur” were not much of a threat, those who could build turrets and other weaponry were. They reached back to their command in the Harathi Hinterlands and requested support, which has come in the form of trebuchet fire aimed at enemies in their Lake Doric stronghold.
This change is intended to discourage players from AFKing in the centaur stronghold. The strikes come swiftly and carry a powerful punch – especially towards summons – while not becoming overly punishing to those who are playing through the entire area. Keep an eye out and be ready to evade the bombardments!
We will continue to monitor the centaur’s stronghold area and will investigate potential changes to incentivize intended gameplay in the area.
While this does something about the afk farming, it also is another reason not to farm there for non afk players. Without rebalancing incentive to actively farm the area, this change only serve to detour all players. I hope it won’t take them too long /s to realize that.
Doesn’t the anti-farm code kick in at some point and make staying in the same area stop giving any decent loot?? It should at least be able to detect inactivity on the part of the player if they actually consider this an exploit, and it’s doubtful that they don’t :P
On the other hand, cheaper leather?
There would have been very easy solution to this Engineer AFK problem. ArenaNet just should remember how Ritualist spirits worked in Guild Wars 1, and change turrets working same way in this specific area.
For those who have not been played Guild Wars 1, this is how Ritualists spirits worked: Only one same kind of spirit could be up same time. So in the party was not able to be 2 ritualists who used same spirits, or other players sprits were destroyed. Same system to the turrets and there we go, problem solved, only one same kind of turret can be up and other same kind turret is destroyed. Other players can use kits, like boms, minefields, crenades, flamethrowers and so on, but only one player can use turrets at same time.
There would have been very easy solution to this Engineer AFK problem. ArenaNet just should remember how Ritualist spirits worked in Guild Wars 1, and change turrets working same way in this specific area.
For those who have not been played Guild Wars 1, this is how Ritualists spirits worked: Only one same kind of spirit could be up same time. So in the party was not able to be 2 ritualists who used same spirits, or other players sprits were destroyed. Same system to the turrets and there we go, problem solved, only one same kind of turret can be up and other same kind turret is destroyed. Other players can use kits, like boms, minefields, crenades, flamethrowers and so on, but only one player can use turrets at same time.
And that wouldent solve it at all since people would just use commander group to get into map then leave so they are a party of 1 and set up all their turrets anyway.
There would have been very easy solution to this Engineer AFK problem. ArenaNet just should remember how Ritualist spirits worked in Guild Wars 1, and change turrets working same way in this specific area.
For those who have not been played Guild Wars 1, this is how Ritualists spirits worked: Only one same kind of spirit could be up same time. So in the party was not able to be 2 ritualists who used same spirits, or other players sprits were destroyed. Same system to the turrets and there we go, problem solved, only one same kind of turret can be up and other same kind turret is destroyed. Other players can use kits, like boms, minefields, crenades, flamethrowers and so on, but only one player can use turrets at same time.
So one turret engineer who hangs around in that map can hog that playstyle and deny it to any other engineer who shows up? What next? Only one minion necro per map? If other playstyles are discovered that are great for farming will each also be restricted to one person?
ANet may give it to you.
There would have been very easy solution to this Engineer AFK problem. ArenaNet just should remember how Ritualist spirits worked in Guild Wars 1, and change turrets working same way in this specific area.
For those who have not been played Guild Wars 1, this is how Ritualists spirits worked: Only one same kind of spirit could be up same time. So in the party was not able to be 2 ritualists who used same spirits, or other players sprits were destroyed. Same system to the turrets and there we go, problem solved, only one same kind of turret can be up and other same kind turret is destroyed. Other players can use kits, like boms, minefields, crenades, flamethrowers and so on, but only one player can use turrets at same time.And that wouldent solve it at all since people would just use commander group to get into map then leave so they are a party of 1 and set up all their turrets anyway.
They didn’t mean “in the party” (literally) but more likely “in the area”. And yes, that would actually solve the problem.
So one turret engineer who hangs around in that map can hog that playstyle and deny it to any other engineer who shows up?
Nope. The other engineer would be able to build the same turrets, it just would lead to the distruction of the previous ones build. That way it would be a never ending competition that everyone would grow tired of quickly.
(edited by Ashantara.8731)
So one turret engineer who hangs around in that map can hog that playstyle and deny it to any other engineer who shows up?
Nope. The other engineer would be able to build the same turrets, it just would lead to the distruction of the previous ones build. That way it would be a never ending competition that everyone would grow tired of quickly.
So, in other words someone could be playing or farming there as a turret engineer, not bothering anyone, and another person can troll them at will by repeatedly placing turrets to destroy the first person’s turrets.
What happens next if minion master necro’s congregate there? Disable all minions? Or if a large group of mesmers with clones/phantasms or maybe double summon Ele’s find a way to farm that spot. Do they also need to have their skills tampered with?
Deactivating skills like this is a bad idea as someone can always find a way around them to either farm on a different profession or to troll others.
ANet may give it to you.
(edited by Just a flesh wound.3589)
There would have been very easy solution to this Engineer AFK problem. ArenaNet just should remember how Ritualist spirits worked in Guild Wars 1, and change turrets working same way in this specific area.
For those who have not been played Guild Wars 1, this is how Ritualists spirits worked: Only one same kind of spirit could be up same time. So in the party was not able to be 2 ritualists who used same spirits, or other players sprits were destroyed. Same system to the turrets and there we go, problem solved, only one same kind of turret can be up and other same kind turret is destroyed. Other players can use kits, like boms, minefields, crenades, flamethrowers and so on, but only one player can use turrets at same time.And that wouldent solve it at all since people would just use commander group to get into map then leave so they are a party of 1 and set up all their turrets anyway.
They didn’t mean “in the party” (literally) but more likely “in the area”. And yes, that would actually solve the problem.
So one turret engineer who hangs around in that map can hog that playstyle and deny it to any other engineer who shows up?
Nope. The other engineer would be able to build the same turrets, it just would lead to the distruction of the previous ones build. That way it would be a never ending competition that everyone would grow tired of quickly.
No it wouldent in gw1 you were in party and had your own map instance makes sense to only have 1 if the same buffs from spirits etc.
In gw2 however there are multiple parties on the same map sharing the space so having the same thing is useless.