Inflation still happens whether or not a fee is charged.
Yes. But you can still maintain it so it doesn’t get out of control.
The only true way to maintain inflation is to set upper and lower price value on all items preventing it in the first place.
Have you checked the price of Legendaries at all?
What do legendary prices have to do with inflation? Have you checked what might have influenced the prices other than “inflation” as you claim?
They are a sellable item are they not? …And they are extremely expensive so they are just a simple example of what happens with inflation. How long would it take playing the game normally, not grinding specific lucrative areas, to purchase a Legendary for the TP? I have never gotten a Legendary and I have play a couple thousand hours of this game and that shows that this games economy is broken and needs major changes. Comparing this games economy to other games is irrelevant, just because other economies are more broken does not mean this economy is fine.
The main reason Anet charges a fee is to keep people poor motivating them to spend real money for Gems to exchange for Gold.
…
The act of taking money out of the game as I mentioned is just to keep people poor to motivate them to spend real money…so yes Anet is out to get your money…they are a business after all.
…
If Anet felt the lack of this feature was hurting their bottom line it could show up in next weeks patch.
Tinfoil hat much?
Cute irrelevant response, though you should be careful with such comments. I have been infracted for much less. You can not just dismiss all my points with a comment predicated on paranoia. Anet is a business they are producing this game to make a profit. This is Business 101 stuff, tinfoil hats are not needed. The purpose of these forums is to point out useful issue many of which Anet is not inclined to fix because they are self beneficial. Trolling the forums just to blindly stick up for Anet is self defeating. You will get less than nothing out of it. It will keep your gaming experience from getting better as fast as it otherwise would if you make constructive well intentioned arguments for improvement.
I suggest you research what inflation actually is and how it is measured. Putting both a price floor and ceiling is a bad idea.
Considering that you still claim inflation on legendaries, shows that you have not even bothered to examine prices across time. Had you done so, you would have seen that they have been relatively stable. You also do not measure inflation using legendary weapons as an index.
Whether you play 1K hours or 10K doesn’t matter. You don’t earn a legendary by hours played. It’s based on what you do in the game in regards to materials and gold earned versus what you us and spent. These are not weapons you get simply by playing X amount of hours.
Infracted for saying tinfoil hat? Doubtful. It’s another way of saying that what you’re claiming is baseless unless of course you can prove it. It’s really no different than many of the other conspiracy theories.
A price floor and ceiling is a great idea and should always be employed in all economies including real world economies. The reason many economies are manic depressive has everything to do with the lack of limits. This is a game and so it should try testing better economic policies to see how they go for the good of the real world.
Legendaries was a quick example you are making too much of it. Indexing is a lazy broad brushed approach that has no hope of truly fixing all problems. I have watched the prices over time and price stability does not disprove inflation. I explain more on this in a previous post.
You are falsely misrepresenting my position of playtime. It takes a relatively small amount of time to play through the story the reward to which should have been a Legendary. Compensation in the game should be structured so that a person actively playing will always be working toward items of progress. The broken part with Legendaries was always the RNG aspect to it, the Precursor. Anet knows this was a mistake and their concession on this was in HOT with Legendary crafting. If I had gotten any of the Precursors while playing I could have easily of gotten a Legendary but I refuse to gamble in a game and so I do not have one. I will also not support exorbitant prices in the TP related the artificial scarcity of RNG.
Your Tinfoil Hat reference was sarcastic and demeaning and that is why I point out Anets infraction policy. Ignore it at your own peril it does not bother me.
Just because a price stabilizes does not mean it is not inflated.
Oh, please…
That is not a response.
Though i start to suspect you’re using some really nonstandard “definition” of inflation.
That is correct because I can think for myself and I do not blindly except flawed logic. The U.S. has been suffering economically for a while now due to traditional economic perspective. Inflation should define the measure that something has been overpriced beyond cost of production plus a modest profit (50% or less).
No. Anet did not do this because players were getting scammed they did it because they were not making all of the profit the gold sellers were making. This is a profit driven restriction not a compassionate player feature. The tax is purely to motivate Gem sales.
If you could expand on it a bit, because at the moment i really can’t see the cause-effect link here.
Expand in what way? In GW1 there was rampant gold/ecto selling and Anet was not getting any of that money. There trade limited system is their attempt to funnel all of that possible future revenue to them rather than the gold sellers.
The tax creates the issue of having to leave items on the TP forever otherwise you take a 5% loss which is usually just about all of your profit.
No, it creates the issue of having to think before setting the price, in order to be able to sell it.
No, it takes very little mental effort to sell at a profit. You can not just set your own price unless the item is extremely rare. The average person has to deal with a very small profit window and if the price is moving like it has been then your items become buried unless you are willing to take the 5% loss.
It has almost no effect on keeping prices reasonable just look at all the items listed above 1000 Gold.
“Reasonable” as “prices at which the item is likely to sell”, not “prices that Cinnamon Goddess find reasonable”. yes, i too think that lot of items are outrageously priced, but since they are selling i have to suspect, that those prices are reasonable to at least some people.
I am a very reasonable person but you are contradicting yourself here. Anet sets effort vs compensation in this game and therefore is responsible for what the definition of reasonable is. How long should a player farm for a specific item? If I have to spend too much time doing something I dislike in the game in order to progress at what point to I quite because my overall experience with it is painful.
Dusk may sell for more than Carcharias but it does not actually have a higher intrinsic value in GW2. They are both Legendaries and they are both worth the same number of achievement points. What the difference in value really shows is a flawed drop rate.
…“flawed drop rate”? Seriously?
Seriously! As you practically pointed out a greatsword is a far more useful weapon for various reasons. This means there is a higher need for them and that dictates the need for a higher drop rate otherwise players gaming experiences suffer. This is a balance issue which shows in the TP price. If Anet ignores this then it looks bad on them.
It is a very simple thing for Anet to implement and they way it stands now irresponsibly puts people at great risk of theft.
On the contrary, TP is way, way safer in that regard. Also, things that seem simple usually aren’t. Any longer experience with GW1 would have taught you that the system you ask for is very far from simple, or safe.
Commenting on the TP here is just a deflection. I am talking about the mail/p2p trade mechanism and it IS a simple fix. It functioned adequately in GW1 but there is no reason not to do better now.
If you are selling or buying you must do your do diligence to insurance you are getting a fair deal and if you do not then that is your problem.
Yes, if i would get scammed, it would definitely be my problem. Anet’s too, as i’d likely file a ticket. So, again, why would i want anything like that to happen? Why would Anet?
You can not file a ticket for something like this. If you fail to confirm properly than that is your fault and you should not make that mistake next time. Anet will not fix your trade for you nor should they.
I’d hate them adding face to face trading in GW2.
The trading post is just fine. Can still be used to purchase and sell for profit.
Sadly, with face-face trading comes scamming. Common methods would be to scam newbies who does not have a guide on hand what certain items may be worth.
Face-Face trading also brings item (with similar avatar/substantially less in price) flipping. If you think someone cannot flip you after an accept, then try 10 years in a MMO with face-face trading. Some people are almost majestic in the art of flipping items on final trade.
Face-Face trade is an open invite for bots. Face-Face grant bots a personalized market. They can now sell their product to a specific person who paid for such item via a website. Sadly, you end up having lots of account holders who try to buy from these sites attacked by means of keyloggers creating a security nightmare to Anet.
With bots come keyloggers, meaning bots use legit players stolen credit cards to pay for their bots scrutinizing Anet’s ability to log gem purchases. Also imagine all the bots buying gems with stolen credit card information. Banks would ban/restrict Anet access to credit card deductions.
With bots comes the crash of in game economy.
Now as you can see, too many negatives for the sake of you or anyone saving a few extra coin going via the trading post. The trading post is there for a very good reason.
Bots already exist in this game and have since inception. The existence of bots does not equal key loggers. How would trading with a bot make it anymore likely to get hacked? Bot related trades already happen in this game as is adding a confirmation mechanism would only add to security for players. As far as switching goes that is easy just notify user that item was switch or require the entire trade to start over if item has been switched. Scamming is easier now if a player trades through mail, they never have to reply.
Trading post has deflated significantly lately it is now much harder to make profit in it.
The main reason Anet charges a fee is to keep people poor
I’m sorry, but that’s way beyond tinfoil territory. Assuming the game has an active playerbase of 100k players, lets do some math.
100,000 players
8 dungeons
3 paths per (avg)
1.5 gold per path
________________
Stopping here, that’s over 3.5 million gold influx per day from dungeons.From release to HoT release, it’s been 1,151 days. Being generous and saying it takes people 3 months to get to level 80 and all dungeons on farm status, that’s 1,061 days people have been farming dungeons. End result? Total gold in the game JUST FROM DUNGEONS would be just short of 4 billion. That also completely ignores the random trash people vendor, which could be another 3-4 billion gold (only JS has true numbers, and it’d probably take him a month to put everything together), so the liquid gold in the game when HoT released was potentially 8 billion or higher “pre-tax”. With the only sink in the game being waypoints/repairs, that amount would not change by much. With 15% being taken out from every transaction, the real amount would be closer to 60-62% of that. Granted, that ignores being able to buy gems for gold, and gold for gems.
The major obvious flaw with this example is that it assumes all players run dungeons. This is so far off its not even funny. Talk about grindy, doing the same thing over and over. How long would the player base stay at 100k if that was the case. You can not cherry pick a specific lucrative activity to talk in general about the overall economy. Plus I should be able to play in a way that I enjoy and accomplish all the game has to offer.
Also 24 dungeon runs per day? Does this person get to eat, sleep, and go to the bathroom? Can they have a job or go to school? This is completely unrealistic.
On this very topic in another post I replied listing a laundry list of items to spend gold on. The gold sinks you list do not even scratch the surface.
I feel that you are confusing yourself with adding up all the gold in the total economy of all players activities. Just do the math of only 1 player and if it does not work for them then there is a fundamental economic issue. Just imagine how much gold a person would need in order to purchase every item the cash has to offer and lets not forget that there is a fee there also which seems to exceed 15% in certain transactions. Even if the person ran those dungeons as you mention they would not be even close to acquiring just the cash shop items in the game not to mention everything else.
(edited by Cinnamon Goddess.3869)
Inflation still happens whether or not a fee is charged. Have you checked the price of Legendaries at all?
Yes. Did you? They have been mostly stable (barring some fluctuations near the HoT reveal) for a really long time.
I have been watching the prices of Legendaries since Beta and they have drastically increased in price since then. Just because a price stabilizes does not mean it is not inflated. When a small minority of people control a specific market and they choose to keep within a certain high price range does not mean it is not inflated.
Player to Player trades only need a confirm option much like the one that existed in GW1. Mail trades could do exactly the same thing be it over longer periods of time or they could have a set price for the items or the items are returned. The reason this does not exist is to force people to use the TP.
The reason this doesn’t exist is due to the number of scams that GW1 was just full of. If you want someone to blame for not having similar trade option here, blame the gw1 scammers. And the TP tax has one more important function beyond being a gold sink. It encourages people to sell at reasonable prices (which helps stabilizing those prices).
No. Anet did not do this because players were getting scammed they did it because they were not making all of the profit the gold sellers were making. This is a profit driven restriction not a compassionate player feature. The tax is purely to motivate Gem sales. The tax creates the issue of having to leave items on the TP forever otherwise you take a 5% loss which is usually just about all of your profit. It has almost no effect on keeping prices reasonable just look at all the items listed above 1000 Gold.
Besides, let’s be honest. To a vast majority of the players being able to look at tp and immediately know the price range for the item they are selling/want to buy is a boon. This way they won’t be the noob selling Dusk at 50g, or buying Carcharias for 500.
I never mentioned removal of the TP but as far as your example goes the TP lacks vital information in order to make such determinations. I have listed items for the lowest price and they have taken months to sell. Just because it show a price range does not mean the item is actually selling. You would have to have rate of sale indicators and history for the TP to be that useful.
Dusk may sell for more than Carcharias but it does not actually have a higher intrinsic value in GW2. They are both Legendaries and they are both worth the same number of achievement points. What the difference in value really shows is a flawed drop rate.
Yes, i do understand that there are people that feel they were skillful traders because they knew how to exploit such noobs, that in the current system do not so well, because they have to contend with real trade barons, but i do not feel sorry for them.
Also, remember, that direct trade system would not let you buy for 15% less and sell without paying 15% tax compared to current prices (let’s not even speak on why people think both of those things at the same time might even be possible). Why? Simple. If you wanted to sell, you’d need to reduce those prices… or spam chat for weeks (or sometimes months) waiting for someone to hear and agree to your offer. On tp, as long as the price is within reasonable limits, and there are no market changes, someone will buy/sell it eventually, even if it might take a lot of time. When fishing for offers/buyers in chat however, you’d need to think more shortterm, and that includes accepting offers that are less than perfect.
The arguement from me is not for specifically avoiding the 15% tax or getting more profit. It is a very simple thing for Anet to implement and they way it stands now irresponsibly puts people at great risk of theft. All I want is a confirmation mechanism. I am not concerned at all with people price gouging others in P2P trade. If you are selling or buying you must do your do diligence to insurance you are getting a fair deal and if you do not then that is your problem.
Inflation still happens whether or not a fee is charged.
Yes. But you can still maintain it so it doesn’t get out of control.
The only true way to maintain inflation is to set upper and lower price value on all items preventing it in the first place.
Have you checked the price of Legendaries at all?
What do legendary prices have to do with inflation? Have you checked what might have influenced the prices other than “inflation” as you claim?
They are a sellable item are they not? …And they are extremely expensive so they are just a simple example of what happens with inflation. How long would it take playing the game normally, not grinding specific lucrative areas, to purchase a Legendary for the TP? I have never gotten a Legendary and I have play a couple thousand hours of this game and that shows that this games economy is broken and needs major changes. Comparing this games economy to other games is irrelevant, just because other economies are more broken does not mean this economy is fine.
The main reason Anet charges a fee is to keep people poor motivating them to spend real money for Gems to exchange for Gold.
…
The act of taking money out of the game as I mentioned is just to keep people poor to motivate them to spend real money…so yes Anet is out to get your money…they are a business after all.
…
If Anet felt the lack of this feature was hurting their bottom line it could show up in next weeks patch.
Tinfoil hat much?
Cute irrelevant response, though you should be careful with such comments. I have been infracted for much less. You can not just dismiss all my points with a comment predicated on paranoia. Anet is a business they are producing this game to make a profit. This is Business 101 stuff, tinfoil hats are not needed. The purpose of these forums is to point out useful issue many of which Anet is not inclined to fix because they are self beneficial. Trolling the forums just to blindly stick up for Anet is self defeating. You will get less than nothing out of it. It will keep your gaming experience from getting better as fast as it otherwise would if you make constructive well intentioned arguments for improvement.
Wow you are cynical. And I just don’t see how the fee is pushing me toward gem at all. I think you have a problem if the reason why you buy gems is because of the TP fee.
No not cynical more like realistic, being idealistic about other peoples motivations is just delusional. You obviously misunderstand my point on the fee. It is a Gold vacuum that sucks Gold out of the economy for everyone. Since making Gold in this game is very difficult if you just play the game it makes a large portion of the player base always broke. Being broke is what motivates people to spend real money for Gold. The TP fee is just one example of how Anet makes this happen.
Anyway, there is only two ways to keep inflation in check. Limit the source of pure gold or add gold sink. All the methods you talked are all about limiting the source of pure gold. That’s the difference between for exemple Silverwaste, which give almost no gold, but several items instead and Fractal, which give you a lot of direct gold.
The problem with your ideas is that it doesn’t remove any of the gold the game currently give us. If they would remove the TP fee, they would still have to remove gold source or add a new gold sink. And we know how people reacted when they changed the reward of dungeon from direct gold to more valuable material. Dungeon give more reward than ever, but everybody snob them because of the gold nerf.
There not being enough gold sinks is completely untrue. If I were to just concentrate solely of one goal, obtaining all the weapon skins in the game, that would require more gold than I will ever make in probably 5 years and this is only one aspect. Just because a player decides to allow their gold to accumulate does not mean there are not an abundance of things to spend it on.
Currently GW2 is suffering from deflation which is just as bad as inflation. People keep claiming that GW2 economy is stable but this is only true if you limit what you are looking at. The only truly effective way to deal with inflation or deflation is to set lower and upper values to all items in the game.
It is sad that wording should make a difference. Doing the right things should happen regardless. It is petty and selfish to deny or ignore someone because they hurt their feelings.
Why do I have to go through the trade center? This is literally the only MMORPG I recall that has this anti-social system as obligatory.
Why not implement a trading system? It would take no time at all and we wouldn’t get feed by the trading post market. I could sell high priced goods without a huge penalty or risking it with the mail system.
The reason you trade ONLY through the TP is because it is the only way to 100% prevent scams. P2P trading doesnt stop scamming, and “mailtrades” certainly have no hope of it either. The “tax” isnt a penalty either, nor is Anet “out to get your money” as some people like to make it seem. That tax is to help control inflation. Think about it. If there wasnt something in place to control inflation (besides consumables which can be made with net gain anyways), an item that costs 10g today, would have cost 100 or 1000g+ if there was no inflation mitigation.
That being said, anet’s said they arent ever going to add, or entertain suggestions of, another trading method. Sorry, but use the system currently in place.
The 15% fee is a penalty, you can not argue otherwise. Either I make less money or the buyer pays more or both.
Inflation still happens whether or not a fee is charged. Have you checked the price of Legendaries at all? The main reason Anet charges a fee is to keep people poor motivating them to spend real money for Gems to exchange for Gold.
Player to Player trades only need a confirm option much like the one that existed in GW1. Mail trades could do exactly the same thing be it over longer periods of time or they could have a set price for the items or the items are returned. The reason this does not exist is to force people to use the TP.
There are many ways to control inflation in the game: Account binding, Soul binding, Currency exchange, Consumables (as you mentioned), Wardrobe Unlocking, the Mystic Forge, Crafting, and I am sure I am missing some things. Any of the previous things can be altered to soak up any excesses or shortages. The act of taking money out of the game as I mentioned is just to keep people poor to motivate them to spend real money…so yes Anet is out to get your money…they are a business after all.
Is never hurts to ask and nothing is set in stone. Programs are some of the most flexible things in existence the rest is will and effort. If Anet felt the lack of this feature was hurting their bottom line it could show up in next weeks patch.
No there is definitely something screwy with the TP I experience it all the time. I would like to see Anet either remove the 15% fee especially the 5% listing fee or at the very least make it refundable because when these games with the TP happen you are stuck leaving your items on the TP forever.
In order for silver fed to be a much more attractive buy with real money and make it balanced but not broken you would need to make it cost 10 copper per salvage. The cost of Mystic forge stones is negligible mainly because you get them through achievement chests and dalies for free and en-masse. The fact that they give 250 uses compounds this issue making it extremely ineffective to get silver fed compared to copper fed.
To be fair, the only reason the Mystic Kit is so much more affordable is because ANet introduced (and continue to introduce) too many mystic forge stones.
I don’t see why they would have to nerf it.
Cash shop should sell convenience and currently silver salvage has too much of a problem competing in convenience to a mystic salvage kit.
Not to mention you would have to salvage 1.77 million rares to save enough money to make up the cost of its current gem store price of 500 gems.
You can not ignore the set value for the Mystic Forge Stones, at some point they will be harder to come by and/or the uselessness of them will be fixed. People who play infrequently, ignore achievements, and play only one character are going to have significantly less of them. Anet makes their game items with their perceived value in mind. The pricing of the Silver Fed Salvage-o-matic obviously takes the cash shop value of the Mystic Forge Stones in mind. These are priced specifically for profit to Anet through convenience to the player.
My biggest problem with items like these is that they are not accessible by all characters unless you constantly move them around. It makes the person who plays one character more greatly benefited by these types of items, this is the same with the infinite harvesting tools.
Anet, if they perceive them as a problem, will most likely do something like drastically cut the drop rate of them or implement various recipes requiring obscene numbers of them, they tend to over react when solving problems.
I personally find it irresponsible to recommend to others on a public forum that Mystic Salvage kits are cheaper with pointing out that the Mystic Forge Stones are absent for the cost calculation. If a person then wants to consider them as free then that is fine but Anet has set a real world value for them via their cash shop.
I’ve heard that it’s salvage rate (especially for ectos) is well below that of a master / mystic kit
The salvage rate is identical. It’s the cost per use that falls behind mystic salvage kits. Higher cost per use compared to mystic kits, combined with initial gem cost makes it a no buy for me.
That was a while ago, last I saw the costs were pretty close (Silver fed slightly ahead) with Mystics being 63 copper per use and the Silver being 60 copper per use. Unless you have lots of mystic forge stones, which- admittedly- most people do, the silver fed is cheaper to use.
You’re thinking of the Master’s Salvage Kit there.
Mystic is 10.5 coppers per use, far better than the SFSoM’s 60 coppers per use. It’s only worth getting the SFSoM if you’re one of those people who use Mystic/Master kits on absolutely everything rather than just level 70+ rares and exotics.
Your cost calculation is horribly off. You are ignoring the actual cost of the mystic forge stones which are considerable.
1 fine salvage kit – 288
1 journeyman’s salvage kit – 800
1 master’s salvage kit – 1536
3 mystic forge stones – 45 Gems (cheapest) – 253125
(with a price of around 150 gold for 800 Gems…This is 5.33 Gems per gold….
that makes 45 Gems cost around 8.44 gold and you need 3 = 25.3125 Gold)
for a total of = 25g 57s 49c for 250 uses
per use = 1023 and for 25 uses to be equiv = 2g 55s 75c for a Mystic Salvage Kit
~ 2.56 Gold is definitelly not cheaper than a Master’s Salvage kit that costs 15s 36c
Also just for perspective at an average of 150 Gold per 800 Gems that would make the Silver Salvage-o-matic cost ~ 93.75 Gold is you trade gold for Gems that means after making 3.67 mystic salvage kits it would have been the same cost to just get the Silver Salvage-o-matic which takes up much less space.
Ele has weaker autos because it has a very large range of cooldown abilities. You have 4 attunements, allowing you to cast 16 other weapon abilities in between your auto attacks, many of which wreck havoc among a zerg.
If you’re talking about poor 1v1 potential, then too bad. Staff isn’t amazing at everything. It’s great at PvE DPS, zerging, support, and PvP teamfights, but it’s not great at dueling. Them’s the breaks.
The average person does not want to constantly switch between attunements because it is annoying. Also is you are specing for a certain damage and you switch damage type then your DPS goes way down. There should at least be an option to remove switching for more of a specific damage type.
The staff is NOT great at PvE its damage is extremely disappointing especially considering how squishy the class is. If I die really easily then I should either heal extremely well or I should do MASSIVE damage, neither one of those is true. This is just a broken class and has been for years. The Revenant just illustrates this very well.
P.S. This class needs to be brought up, it is unacceptable to bring the Revenant class down.
I was very disappointed to realize that this event is almost entirely PvP based. I hate PvP and so there is basically almost nothing for me to do. The only good thing about this event as with any event is that it makes the irritating dailies tolerable because there are twice as many PvE dailies. Why is this game so against rewarding its players?
This issue could be helped if Anet expanded the amount of characters allowed in names from 19. Some people want their character names to be sayings or phrases instead of just a name and a limit of 19 makes this really hard.
I got disconnected twice after less than 5 minutes in-game.
Say that to scumbag tp botters selling 150k of an item all at once. You can’t find them, Anet will never find them so us honorable merketeers end up losing on the long run.
What items are those that botters are selling 150k at once? Most items on the trading post don’t have a supply anywhere near that, so putting 150k at once on the trading post would make a noticeable spike in the supply graph.
I agree that 150k is an exaggeration but the OP still points out a problematic issue. What I think he is not understanding or explaining properly is that botters who have huge quantities of items to sell have a negative effect on the market. Botters can program their bots to sell at any quantities they want and 150k might be sold not in one lump sum but in 100 or 1000 listings but it should be obvious to Anet that these are still all coming from the same account.
There does need to be prices ranges or limitations on most items because it hurts the economy and destroys many people gaming experiences. I should be able to make decent money just playing the game but I can not. If Anet increases money made in game then the TP will just adjust and soak it all up and make the game suck just as much as it used to. The only way to control this is to set price ranges to items that prevents over or undercharging adding balance to the game and helping to maintain reward to the amount of effort a player puts into GW2. (Ultimately this is the same issue with minimum wage. If you do not cap profits then minimum wage will never mean anything.)
This should be transmutable at the very least. Do not forget about the Rime underwater masks also. These effects should have a separate slot just like a costume.
The compact function is broken and does need to be fixed. It seems to be an order issue. Whatever steps it is doing it is doing them in the wrong order. When I use this function it will often splits stacks for no reason. It will, if I have many stacks, steal from full stacks that are located in my invisible bags. It often will compact stacks leaving empty spaces in my inventory making me have to compact again. This feature needs to have its order of execution looked at and it needs to respect special bags.
Moral of story, don’t buy gems and expect to spend them immediately, ever. Too many tales of woe from players trying to buy gems for a short term sale only to miss out because there’s a understandable delay due to the level of fraud in online proxy currency purchases.
There is no excuse for this. I deal with companies in the same situation all the time and they do not do this. If I add $60 to Steam in order to take advantage of a sale my money will be available immediately. I have never had this happen with them.
If I were to sell stock with an online trading company my money would be available immediately to purchase stocks. They are effectively giving me a short term interest free loan. This is significantly more risky for the company as it then becomes liable if I did something fraudulent. Anet has practically zero liability because it is a non-physical product. If my account were to be banned then they effectively take their digitized copy back. I can not actually steal anything from them because I never fully possess anything, I only gain use of it and that it is infinitely reproducible.
In short the delay is not understandable at all.
Perhaps everyone is missing some very important points:
1. I have purchased Gems from the in-game store and those Gems were always available immediately.
2. The disclosure states “may” take up to 72 hours. This means to most people that it will only take that long if there is an issue or concern.
3. Anet is not really hurt at all by fraudulent charges other than not making as much profit as they wish to.
4. The players are not hurt by fraudulent charges because, based on Gaile’s reasoning, it adds more items for purchase into the game that otherwise would not be there. This would also make items cheaper which is also a benefit to more players than not.
5. This provides unreliable service from Anet that reduces confidence and happiness with their product. Why should I spend anymore money if it is not going to be a straight forward purchase?
6. Contrary to Gaile’s comment Anet can make safe assumptions on credit worthiness. If I have purchased from them before without any issues and I use the exact same credit card there is a very high likelihood that the transaction will process without issue.
7. Customers may not be always right but companies surely are not always right either! Companies have more motivations and advantages against customers especially when they basically exempt themselves from every imaginable consequence and responsibility.
As noted on the purchase page, the delivery of the Ultimate Edition of Gems takes 72 hours (or more) from initial purchase transaction.
The reason is to allow the purchase to clear, as there have been a plethora of fraudulent keys/chargebacks/stolen CCs, etc.
This would make more sense if that was also true with purchasing Gems in game but it is not. When I purchase Gems in-game they are available immediately. Also they game me the HOT update immediately so why not the Gems? If my purchase was fraudulent like your example all they have to do it remove the content and all Gem purchases. Don’t forget they are selling digital items that cost them nothing to create there is no real risk to them.
I saw a recent sale for the 4 home instance nodes in the cash shop. Instead of spending $30 just for them I figured it would be better to buy ultimate edition of HOT and get the $50 in Gems. I made the purchase and got access to HOT immediately but I have never received my 4000 Gems. Now the sale on the nodes has disappeared and even if I do get my Gems it defeats the purpose of taking advantage of the sale. I refuse to purchase anything out of the cash shop at full price because everything is obscenely overpriced. I felt the nodes were still overpriced at 600 each but I was going to do it anyways and I fell I have gotten screwed in my attempt.
If I purchase Gems they are available immediately so why is it taking so much time for me to get the ones with HOT? This is making me regret my purchase!
Inflation is a measure of the cost of affording the necessities of life: food, shelter, clothing, transportation.
I completely disagree with this. Necessities can inflate of course but they are not the sole measure of inflation. Inflation measures the cost of anything. Now I find it very disturbing all the greedy and heartless position had on inflation. Inflation it a tool used to interpret greater issues. This is a game, remember, that people play to escape the sucky real world. Luxuries need to be obtainable by all otherwise it frustrates people and they feel cheated by the time they invest in GW2. Exclusivity only creates a toxic environment. If this game is ever going to get back to its former glory it needs to think about all player experiences not just the hardcore or PVP player types. The inflation in this game proves why so many find this game unrewarding and discouraging. If I can’t obtain what I want with reasonable effort they I will just play another game that will treat me better. Inflation is generally used to show bad trends and is a warning that should not be ignored. If it is too high or even if it is too low it always translates to indicate something negative.
I have felt that elemental damage in GW2 is pointless since its launch. In GW1 the damage type would matter because some of the enemies would have weaknesses to that type of damage. The Undead took double damage if the damage type was Holy Damage. Fire Damage would inflicted more damage against Plant and Ice enemies.
These mechanics justified the existence of these different damage types but in GW2 it seems like all damage types do ultimately the same damage. If this is the case then there is almost no purpose to the damage type other than for example, creating the burning condition with fire.
I would like to see damage types have meaning again in GW2. The combat was dumbed down way to much from GW1 and I would like to see GW2 get back to and surpass its complexity.
Yes I agree. Removing this from the game was stupid especially with no reason. I would also like to know why I can not have this also?
Somehow they never fail to release more item mall skins heaven forbid they add aesthetics that can be obtained from playing the game :/
…snip…You do realize Anet could have altogether removed Gold to Gem conversion right?
By that same idea, all items in the gemstore can be bought, in your own words, “from playing the game”.Sure, the inflation has gone up, but players who save up and play the game, always have the option to get the items they “want” (thank goodness, it’s NOT about the items we NEED) by playing the game.
Yes but can I buy everything that comes out by just playing the game as it comes out? Do keep in mind that I have a life also.
Many players want to collect everything not just a few things every now and then. If GW2 does not allow this then players will leave to other game that come closer. In the end less money for GW2. Bad business model for long term game stability.
Whatever gets done it needs to require less people to accomplish. If group requirements are too large then content eventually becomes dead and undo-able. This game desperately needs a auto-matching system similar to Tera. The original complaint about getting bad groups is irrelevant. Not being able to do the content because of no groups is much worse on the game experience. Finally harder content MUST have better rewards otherwise what is the point. If people can blow through content 10 times as fast on easy and get similar rewards why waste the time with harder content. Ultimately this is the issue, people will always do the easiest most beneficial content.
I find it extremely disappointing that most people don’t understand the real problem. A-net does not reward its players!
A legendary should have been a reward to the storyline. Plus legendarys should NOT need to be bought but should be statistically more achievable the more hours played and not received. I should not have to farm (GRIND!!) and save all my money to buy a precursor. I should not have to dedicate all of my efforts to one item. The percentages built into this game are insulting and idiotic. Play almost any other game and you might just realize that you are rewarded better and feel more fulfilled in your progress. (Ex. Warframe, Destiny, etc…) This game seems dead now and I would bet it has everything to do with broken and unfulfilled promises along with extremely unrewarding game play.
DO NOT recommend that someone grind for hundreds of hours to accomplish something instead demand that Anet fix their mistakes!
At this point it probably requires firing some people. It has to be a mentally toxic culture of game philosophy and mechanics.
I hate how slow you move like I am wading through mud..irritating. I also hate the dodge mechanic and is insanely slow recharge. Plus when I get pulled by the orb my character is unresponsive for 1 or 2 secs which usually kills me. This is in no way a fun thing to do or is it about skill. It is about luck and perseverance.
It looks like you have only one character. Use one of you empty slots, create a character you get personal done, leveler done and when you delete the character break down the equip and that is done.
And how is that “play the way you like”? That’s just as bad as having to join a zerg train or do PvP in my book. (and I do have multiple characters, at various stages of progress, but I only level up one at the time, that happens to be my way of playing. Which is now punished by ANet)
Just advice, do what you want and be happy or miserable.
If you don’t care then why post? Sick enjoyment out of belittling and irritating people? OP is correct and people like yourself who attempt to make their points insignificant or foolish either have a hidden motive or are just shooting your own self in the foot. Choices have been significantly limited and it has had an adverse effect on game play for those of us that don’t have or want to play hours everyday. I suspect the point of limiting choice is to “Force” players into PVP. I have yet to figure out why A-net favors PVP soo much? I personal hate PVP mainly due to its monotony and restrictive play style. Plus the players that tend to play PVP are rude and disrespectful.
The funny thing is they already claimed to be working on precursor hunt back in 2013 January.
Honestly, how hard could it possibly be to add a precursor in Laurel vendor, 1 precursor 100 Laurels.
You’re a genius!
Now, explain what happens after a few hundred thousand players all buy a precursor at once and need 250-unit stacks of various crafting materials to complete their Legendaries, completely draining the TP of all such crafting mats in about ten minutes and shooting the price for new mats up 10,000% in less than a kitten
…People that don’t have A.D.D. or some sort of obsessive disorder just wait for price to fall as supply recovers. The problem really is the horrible drop rates that motivate people to use the TP instead of just farming the material through “enjoyable” game play.
You can slow zerkers down but that won’t change:
- 1-shot mechanics invalidating tanks and heals.
- The way conditions override other party members’ conditions.
- The Defiant mechanic, AKA CC is really only really usable once per boss/champ.
So long as those issues remain, the last two parts of the damage, support, control triangle aren’t going to look too attractive.
My original questions assume that nerfing zerker would specifically involve changing things like you mention here. For example, tripling mob attack speeds while proportionately reducing damage would eliminate the 1-shot mechanic you mention. I also mentioned defiant. If ANet did make changes to those things, would the resulting gameplay be worse or better? I can see folks seeing it either way. I’m just mainly interested in why.
The above problems are just lazy programming. It would require more work from Anet, I don’t know if they would force themselves into that. I also think increasing hits per foes is a bad idea due to the RNG this game over-employs. I would rather see 3 times more foes. It would just be more satisfying to kill more faster as opposed to grinding a gazillion health down to zero for XX minutes.
Precursors are going to rise a lot due to the wardrobe allowing you to use a legendary skin multiple times. But because people can use a skin a lot, there will actually end up being less demand for precursors. Especially with the dagger, i reckon very few people would bother crafting a second legendary dagger for the marginal stat increase.
The benefit to a Legendary is NOT the stat increase or the skin, it IS the ability to change stats on the fly. So if you want a build that can withstand nerfs you need to have all Legendary’s. Unfortunetally there is no Legendary armor. Also less demand for an item means lower prices…not higher. People are just panicking before the update. Once they spend all their game money and real money prices will fall. Demand will go down and prices will follow unless the nerf drop rate.
Game is emptier lately, although still fairly populated. Alot of people moved to the other newer games that popped up after having a heart attack over the upcoming patch that will completely ruin the game forever and ever (sarcasm).
No that definitely wouldn’t be it. The population has been falling for much longer than that. the patch is an attempt to stop the bleeding. Most of the changes being made should have been made a year ago or so. There will still be many that should be done after the update. Plus nobody really wants to put much time into the game when they are going to have so much to do after the patch if you are referring to the core GW2 players. Lets not forget ESO that just launched. It’s art style will be more appealing to some and those bored with GW2 will play that probably until Everquest releases.
I personally want Anet to stop calculating on a curve. Just show the real amount. Why should I have to get 1000 of something to get 60% of something else? And they wonder why people are confused and constantly complain and argue. They have made their build system convoluted. Plus i completely dislike diminishing returns concept. How about just make it impossible for me to put too much of something in my build instead of allowing me to create a broken build?
The real problem with this isn’t punishment by fees. The difference between winning and losing isn’t that great. The dragons just sit in one spot making auto attack work in the first place. If they ran across the entire map then auto attack would be irrelevant. It is the lazy game design of the events and the boundaries of the boxes they exist in. Making 4.5g or 6g in an extended period of time is completely unrewarding and doesn’t make me care to even play never mind play well. If you want people to care rewards have to be significantly better, participation has to be required, mechanics have to force skilled play, one or two shot mechanics have to go, and punishment through fees have to disappear. Not getting good rewards is punishment enough we don’t need fees on top of all that.
There’s no such thing as a bad player. Maybe a sore winner or a sore loser, but no such thing as a bad player.
Have you ever seen a newbie mesmer stand right up next to the enemy, use the GS auto, and then complain it’s such a weak weapon? I die a little inside everytime I see that.
Some players are bad. I have more examples if you require.
That’s not them being a bad player though, is it? Inexperienced, and perhaps a sore loser if they whine in /map chat. But not ‘bad’.
Most of them are probably just AFK on a game like Warframe because it is more rewarding. If someone is auto attacking they aren’t bad they just not playing. The game requires X amount of damage to get rewards and auto attacking accomplishes this.
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.
Now Anet goes an adds a guaranteed way for PVP to get one.
I think you will stand a much better chance grinding the mystic toilet than winning this tournament.
No thank you. I will not grind any toilet! Your response misses my point of what about PVE. As I mentioned I am fine with PVP having the option to get them but what about a “skill” based change for PVE? GW2 has been mainly a casino for PVE. I want achievements to mean something besides spending real money or something equally unimpressive.
P.S. I HATE RNG
I wanted to bump this and thank anet for this upcoming change which is a huge QoL improvement to many of us.
There are a few other general changes to daily achievements. There will be a limit of 10,000 daily and 5,000 monthly achievement points
https://www.guildwars2.com/en/news/pvp-reward-tracks-and-gear-unification/
I saw that post on the PVP update and I was wondering if that only affects PVP or does it affect all dailys/monthys game wide? I completely agree with it if it is game wide. I found it ridiculous that some one who doesn’t do any of the real achievements in the game can still surpass someone who just does them with daily/monthly achievement points. It made some of the LS story achievements not worth doing because a couple dailys would be easier. I would just like conformation that this isnt just a PVP limitation.
Thank You both for the reply. i either was reading a different article or I just didn’t pick up on that. Well that sucks. So the question is will you still get them a from harvesting bonus or is that considered a drop also?
I keep reading on here that Unidentified Dyes are going to stop dropping. The question I have is where did it say that? I don’t remember reading that in the article. I am confused by that. I can understand the Dye change and I completely agree with it but why would Dyes stop dropping? I can understand a decrease in drop rate a bit and even a better way to use them either by crafting or mystic forge because of the duplicates. I can can also sorta except them becoming account bound drops, even though, I would not agree with that. Mainly because of the horrible RNG rate of the Unidentified Dyes or any RNG in GW2 for that matter. Now on the other hand if I could somehow greatly increase my likelihood of getting specific Dyes then I would be ok with accountbound Dyes; Possibly even specific rare Dyes for specific events, achievements, boss kills, etc..
The TP is never a good reason for peoples complaints. Trading is helpful but that is not the core function of this game nor should it ever be. You are supposed to accomplish things in this game by playing it not the TP. The stuff you have should represent your experience and skill in playing GW2 not trading in the game. This is a wonderful update and a giant step in the correct direction. For those of us that have 8 level 80 characters we now have been put closer on par with those who just play 1 or 2. Playing multiple characters should never be a disadvantage as it has been and this is the correct way to fix it, by making everything account bound. Even though I have 8 characters I can only play 1 at a time and all the accomplishments I have made are no different than if I had made them on 1 character. I am currently very happy with the bulk of the coming changes. I hope there isn’t any unpleasant surprises. Keep it coming Anet!
Some of those items are achievement based and in that case they do have a way to verify that you owned one once upon a time. I hope they take everything into account.
You people do realize that this is an arbitrary drop rate set by Anet and can be changed.
People saying something is overpriced isn’t generally what you think. It is really saying saying that the drop rate is too low or gold is too hard to come by, not necessarily that it is overpriced.
So they change the drop rate, the game is flooded with [x], then people complain there’s too much of [x] and they can’t make any money of it, and it sucks.
Just like players did when silk scraps were being sold at kitten near vendor cost and people were vendoring away “whole stacks of worthless silk.” Because see, there IS no “middle ground.” No matter how the numbers are tweaked, it will inevitably reach the point where supply exceeds demand and the product becomes “worthless.”
The question really is… is it better to have too much of something, or too little? Because that’s how it will eventually play out no matter what.
Most complaints are ignored and have to be. The only complaints that should be payed any attention are ones that make sense and are well thought out. I just posted one sec ago on drop rates..so read that as my response.
Silk drops too much, mainly from salvaging, and other materials don’t drop enough. Anet can easily fix this but all the did was to require 300 per Damask to solve the problem, that is a band-aid..not a fix.
It is better for Anet to keep refining their drop code until it works right not the one extreme or the other you propose.
If you believe some thing is overpriced, then go farm it yourself instead of buying. If you think that farming it would take longer to farm it than just farming up the gold and buying it, then, guess what, it’s not overpriced.
I feel like I need to say this again.
You people do realize that this is an arbitrary drop rate set by Anet and can be changed.
People saying something is overpriced isn’t generally what you think. It is really saying saying that the drop rate is too low or gold is too hard to come by, not necessarily that it is overpriced.
If people actually want to complain about drop rates, then they should say as much. What you’re saying here is that I should just infer that people complaining about prices are really complaining about drop rates?
And even if they changed drop rates, it wouldn’t change much. Say they doubled the drop rate of everything in the game. This would increase supply, and everything would slowly drop in price. And then, because everything dropped in price, when you go to sell something on the TP, you won’t get as much money for it, and thus you will have less money with which to buy things.
Just because someone doesn’t know how to word what the problem is or even if they don’t understand the problem it doesn’t make sense for you to respond to a side effect of the problem as the problem.
In this game doubling the drop rates would do almost nothing when the drop rates are something like .001%. There are many way to deal with the eventual problem of controlling drops (rewards). They could make the drop rate a certain percentage until a certain quantity exist then taper them down. This can have many tiers. They could make drops account related and so drops would be dependent upon how much a specific account is played. There are many ways that drops could be controlled in-order to maintain item value. I personally think it should be account related.
As far as TP price, I think people need to get off of that concept. The greedy allure of it actually hurts game play experience. The ability to use the TP is a side not in the game and should function as such. Items that skyrocket in price have to do with terrible drop rates and not value. There are many ugly items in there that are expensive do to inadequate quantity. Anet should use the TP as their guide in refining their drop code and reward system. Grossly expensive items are Anets fault and it is unacceptable.
When I talk of drop rate I am not just talking about item drops but also gold drops and if that increases you won’t need the TP with is really the way the game should be designed in the first place. I am forced to use it now but I shouldn’t have to. Plus vender prices need to be greatly increased to represent the item and it intended value, that would also increase gold without the TP.
All the things you mention are controlled by Anet and can be easily fixed. TP is never a good excuse for anything game related, this is not a trading game. I also have the impression that drops don’t function linearly RNG but that itself is also RNGed because it seems at specific points in time something will almost stop dropping and then after a point in time it will drop like crazy. It seems to continue this manic-depressive stock market like behavior over time that seems to be independent of patches or updates.
Lol, what? The legendary will be earned by beating an international tournament (which, unlike your mindless farming, is a big deal), not with the glory hoarded by farmers. Besides, the people who hoard glory are usually bound to be terrible, and only tend to want the finishers to show off at wvw/pve. You can’t even call them pvpers. You do seem to have a twisted image of your average pvper.
I don’t specifically disagree with Legendaries being a tournament reward but your disrespectful counter seems to overlook a underlying major flaw in GW2. There is NO way to obtain Legendaries in PVE outside of farming! You can call people mindless but they don’t have a choice. Now Anet goes an adds a guaranteed way for PVP to get one. Ok so what about the same for PVE? RNG is destroying this game. I think this is why PVE people are so against this. Also the tournament allows them to choose ontop of all that. I think that is going to far. Their choices should be limited to the class and build they used in the tournament so if they have more like it in the future it will force the players to use other classes and other builds to get different Legendaries.
Yes and where is similar possible rewards for PVE? Why does Anet favor PVP soo much? It is soo cheap for them to reward their players yet they do a horrible job at it. I think this is why they get soo much hate on the forums and it is all completely preventable!
Yes, anet does pamper the pvp community so much, as can be seen by the sheer amount of MASSSSIVE patches we get every month.The poor pve sods must feel so left out with how little they get.
Well I can’t decide if all of that was sarcasm or not. There have been a number of patches…not every month…that affected PVE that was made to adjust PVP. I have a problem with that. It seems like proportionally less on the PVP people complain and they make changes. Largely PVE complaints seem to go ignored.
Anet started the game hoping they could erase the need (and want) for the holy trinity, but I think they’re realizing that it doesn’t really work.
Considering the lack of sustained and overall effectiveness of healing/toughness/healingpower in the game, in PVE combat no one uses anything but zerk gear. Why would they? As another player mentioned in another thread, slower enemy death = more opportunity for said mob or boss to 1-shot you. When you’re playing in that scenario where any boss ability can 1—2 shot you no matter your gear, why would you run anything but zerk? Vit, toughness, and healing power are so under-powered and ineffective that no one will bother with them in PVE. I’m assuming Anet did this so no roles would develop, i.e healer or tank. Dungeons have been relatively the same since launch: Everyone runs zerg gear, skipping the mobs you don’t need to kill, dodging the massive attacks from bosses, and finishing the dungeon with no need for defense of any sort. Honestly, the only defensive ability you actually need is dodge.
Anet has started to realize that there’s not enough build diversity, so they nerfed crit damage a bit and are starting to buff survival and healing skills for almost every class(including the extra healing skill given to everyone some time ago). I just don’t see this whole lack of the trinity idea ever really working that well. The game has players, sure, but I bet there would be quite a bit more if this current system wasn’t in place. I feel like eventually, it’s gonna just come down to that.
Maybe originally they just wanted to scrap it to be new and different, and probably try and bring in more casual players with the lack of hardcore content as well.
Honestly, I think a LOT of players would be happy if the trinity got reinstated somehow, or slowly implemented. I do think though, that WVW and PVP would not benefit from that change. I think they’re fine how they are. Anyway, the trinity only really works for PVE. I doubt Anet will ever admit their shortcomings though, I don’t think I’ve seen any developer ever admit they were wrong with something major like that.EDIT: I know lots of people would hate it if the trinity slowly gripped the game. I know lots would love it as well, but I just think Anet needs to do SOMETHING in order to fix certain gameplay aspects. Personally, I would love the trinity to happen, but would it be good for the game and the majority of the players? That, I don’t know. I hope it would be.
Yes they can they can fix the broken stats that you mentioned. I do not want trinity! I do not want more reason to play with other people. I like to play by myself. I don’t want to be forced to need people to do content. I think this is one of their biggest problems. Healing is a joke and generally is very ineffective. Toughness seems to only work with heavy armor classes. I could care less if I heal other. I care that healing myself works. They want people to play together and work together, self-servingly of course, but they have a economic policy that completely contradicts it. Selfish people make for bad playmates but they can do well on gouging you. I will play with people if I feel like it but as of now I am forced to and so I find myself playing GW2 less and less. Getting rid of the trinity was gonna make solo-ability feasible but they are destroying this with broken stats, group content, and a broken scaling system. Anet needs to just fix the game and base all of it on a mutually conducive philosophy. Trinity is NOT needed!