Showing Posts For Agrippa Oculus.3726:
(Still) bugged for me as well!
Has this bug been confirmed by someone from Arenanet already (maybe in a different thread)?
So, got in again (EB, Far Shiverpeaks server) And again, the WvW Dawn of the Season achievement didnt trigger.
Same here! Far Shiverpeaks server.
Took me more than an hour to queue up for EB, Killed quite a few ppl there, caps, towers, camps, etc. no achievements! Will this all be for nothing then?
Just restarted the game, and queuing up again, for EB. Will let you know if that fixed it!
Ok, since we’re still getting ignored here, Arenanet, can you at least tell me this:
Has this issue been fixed already???
I’d really like to know, cause if we’re getting a major update at the end of the month it might be worth holding off on PvP wins until that update, so you can get the 10 extra laurels!
I also ask this, because pretty much at the very last hour of March it still was confirmed to be not fixed!!!
Also a reminder: can someone please let me know if Anet has already answered the questions from this topic in some other thread? (I have searched, but I couldnt find anything (yet)). In that case, sorry for these posts!
What if a vendor was giving away free items instead of making people pay for them. In a day a bunch of people got some free stuff and then Anet decided to fix this. Now everyone is crying because they didn’t get to exploit the game while the the bug was around.
It’s funny that you give that example, because that actually did happen. Just after the game launch there was some certain karma item which was almost given out for ‘free’ (I can’t remember the exact details, cause I’m generally not that interested in the how-to’s around an exploit). People exploited the bug: mistake, Anet fixed it and banned the exploiters ….. BANNED them!
In this case banning the abusers/exploiters/misusers/lucky ppl/however you want to call them, is by far too much of an action! But completely ignoring the other half (the ones being significantly (11 laurels is imo significantly) unlucky here, the ones NOT exploiting the system/a bug), is the other outer end!!!
Please give us a shout Anet, we still believe in you! 
Is there another topic like this or something? Cause it looks like Anet has still not reacted to this, at all!!! Give us at least an explanation, or some kinda acknowledgement, or just say you’re working on a solution of some kind. But completely ignoring us is imo the worst!
edited: cause there was a kitten between the words ‘of’ and ‘acknowledgement’!
(edited by Agrippa Oculus.3726)
Has Anet at least acknowledged this already?
Anyway, it seems to be not fixed until the end! A friend of mine just got the 10 extra laurels an hour ago! (last day of the month).
Just as an update, I found a really good link for these kind questions on the wiki:
http://wiki.guildwars2.com/wiki/Item_nomenclature
Now that Lyns can’t stock up on keys anymore, I really hope she’s been secretly stocking up on other items instead, like for instance:
- Black Lion salvage kits
- 20-slot bags
- Armor skins
- Bank tabs
- Karma jugs
- (Highest tier) material packs
Well, let’s see, I really hope she surpises all of us
I’m searching for an exotic lvl 80 warhorn with 3% Magic Find, +64 Toughness, +64 Vitality. I’ve searched quite a few databases, but I can’t find such a thing, but I still have a feeling it must exist, for I have an exact same dagger (which I can’t remember at all how I got it in the first place). Does anyone know how to get one or how to create one (or where they might drop)?
Many thanks in advance.
I have already seen lots of topics about removing or lowering the travelling costs to waypoints (indicating a demand), but I haven’t seen any good countermeasures/suggestions to back it up (correct me if I’m wrong, though).
First of all: argumentation to why removing the travelling costs: best to demonstrate with an example which I’m sure happens a lot to many social gamers:
When I’m on teamspeak (or ventrillo), I hear guildies of mine asking for help all the time. They cry out for help to get to that one POI guarded by several veterans or other nemesis’. I’d love to lend them a quick hand, but then I see that they are pretty much on the other side of the map, and I tell them that my help is not worth the 8 silver I have to pay to go back and forth. And the worst thing is: they understand! Obviously, I can’t imagine that ArenaNet wants their highly socially structured game to be looked upon like that, I presume!
Brings us to the suggestion: remove travelling costs to waypoints altogether!
Now the countermeasure: obviously, the main reason for travelling costs is the money-sink, which every good game-economy needs! Imo, to countermeasure the loss, I believe you can introduce new money-sinks in the following fields: accessing (stationary) banks + guild banks; accessing crafting stations; and if that’s not enough: accessing (stationary) merchants.
Let me evaluate:
banks and guild banks will obviously become very easily accessible and for free when there are no travel costs anymore. I believe an access rate should be introduced once you would like to access your (guild) bank storage, and will remain free afterwards for the entire time you stay in that area (say: Lions Arch). The moment you move to a different area, and you return to Lions Arch, you have to pay again! Golem bankers or other none permanent ways to access your bank storage will stay free, making them even more desirable (imo, not a bad thing!).
Crafting stations: the same idea! Imo, crafting, or at least some crafting professions are quite cheap to max (some (like jewelling) are even possible without any money-sink whatsoever). I believe ArenaNet should introduce an access fee whenever you access a station (and therefore also accessing your bank), more expensive than accessing your bank, and again, make that station free for the time you stay in that area. On top of that put in a very small charge for your process per crafting level, with the first 10 levels (or the equivalent to the access costs) for free! Make these charges automatic, and only warn + halting them if they do not have sufficient funds.
If all these new money-sinks are not enough, you could next to the aforementioned, introduce a system where you have to pay an initial fee whenever you talk to a merchant, make these charges scale per character level (making merchant costs free the first few levels).
I’m sure that would be enough money-sinks to counter the lost travel-sink!
TL;DR:
Suggestion: remove travelling costs to waypoints altogether!
Argumentation: quickly lending a hand to friends and other guildies is mostly a no-go due to these costs. You’d rather stick to your own story/area.
Counter-measure for lost money-sink: introduce new money-sinks: (stationary) (guild) bank access fee! crafting station access + crafting lvl progress fee! (optional: (stationary) merchant access fee).