Fikfain — Little Purple Sylvari Mesmer
Ascension [WAR] of Borlis Pass
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S4 is better than S3 by a mile. Not better than S2 and probably as good or better than S1.
What ANet still hasn’t figured out yet is how to deal with the fact that they use the pips as some measure of your peers. But getting carried or swapping specs means anyone on your team may be crap at any time regardless of pips. And on top of that, when you finally get near ruby in sapphire, you have a ton of people who struggled tier to tier to get to ruby and now form a thick chum at the bottom of the rank that gets paired up with good players trying to rise through the rest of sapphire.
I had a something close to a 3:1 win ratio entering T4 in sapphire. I’ve now lost 5 straight and can’t advance any more. Why? Did I change? Did the competition get harder? No. My teammates have been much worse than those I was rising with previously AND I’m suddenly seeing more rubies than sapphires in my matches.
There’s a progressive hump of crappy players that advances every season on the backs of the “you can’t fall down the ladder” tier system. And that ridge freezes when it hits ruby and makes anyone else that needs some teammates have to trudge through some god-awful playing praying for a few wins to be able to finally rise above it. The only answer is to beat them all to that hump, but I can’t play 24 hrs straight from the start of the season until I make it to ruby/legendary. So, I’ve been washed over by the masses of unskilled ratcheting players that hump from one fallback to the next.
The answer is a REAL ladder system. You move up based on the quality of the opponent you faced and won. You move down some proportion if you lose. Or give up on “rankings” and just give everyone credit for their own participation. But this halfway house of ranks and pseudo-ladders and tiers and sometimes you fall down and +1 for streaks….it’s garbage and frustrating and makes the matchmaking seem even worse than it is.
(edited by Fikfain.5849)
Still broken. I also don’t see it on the known issue tracker. Any way we can get an acknowledgement on this one?
Also, the turtle workaround is not foolproof. I’ve dragged a dozen turtles to him and he has swam all over killing them, but never does anything other than reset to same spot.
Edit: dragged yet another turtle to him, and didn’t help him kill it. I let them tap each other for like 30s and he finally flipped to “win” mode.
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1W, 19L…last few have had people not even join the match
Yet still at 45% win rate.
Yet somehow I’m now at 51W, 51L. Gee….am I being punished for having gone on a hot streak through the middle of sapphire?
This season’s MM is awful. I shouldn’t be below 50% win rate in Emerald. I’ve consistently played at ruby or higher up until now. But I’m getting matches against others that are clearly better than emerald too…but my teammates are constantly playing as if they just got out of amber.
It’s as if keeping me near a 50/50 win rate is more important than letting me get to where I should naturally settle…and it’s kittening up my ability to climb tiers because I can’t get on a streak at all because I’m always having to attempt a carry of a crappy team who doesn’t cycle, doesn’t +1, just runs to mid and spams away on a tank until dead.
Last season I had 8-10 win streaks constantly as I went from amber up to ruby. I can’t win more than 2 in a row before I’m saddled with stupidity OVER AND OVER AGAIN.
Every win I have is when I clearly have skilled teammates and we win like 500-200 (or less). Every loss, I carry 4 baddies and we lose like 500-400 (or more).
418-500 defeat
502-53 victory
515-416 defeat
504-458 victory
349-502 defeat
500-213 victory
427-502 defeat
501-197 victory
How is that good MM?
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Please, ANet.
I can’t play a 10 min PVP match without receiving at least 5 different gold spam whispers. They’re not creative names. They’re not creative messages.
How can you not figure out someone’s going to be a gold spammer at account creation? Or just do better checks against their whispers to see that they’re just altering the last like 4 letters randomly to bypass your weak spam detection?
Or anything better than the current method you’re using. Because it’s not working. They’re winning. I submit and block every single one and I just get more. There’s a guy in my guild who thinks every game maker colludes with the sellers because at least the spammer keeps making accounts. If you told me that by reporting them I was somehow signalling that at least I’m seeing their messages so they should send more…I wouldn’t be surprised at this point.
Please. Do something. Something more, anyways.
Yes, if a party is formed prior to LFG, the system will let you set your party description, and the feedback in the chat window says that you edit your description, but then it doesn’t actually list the party. You have to be solo to get your LFG to be posted, then everyone you already wanted to party with has to join after that.
THIS IS THE FUNNIEST THREAD IVE SEEN in a long long time.
OP and everyone defending him are trolling.
Seriously guys, I don’t think anyone here is so dumb that they’d think points matter. Guys, no one here is THAT STUPID. Right guys?
Last night, I went to quarry to capture home. I was solo, rest of them went mid. I reported 2 necros inc to me. They were guilded, probably paired and on team comms. I was able to hold off for a while, but went down, watched them cap the point and head for our side door. I called for help at the lord. I didn’t get any. I solo attempted to stop them again and was able to down one but couldn’t kill before the other had stab rezzed him (and he was a minion reaper and got a full complement of pets from Rise! on the guards and lord). They killed me then finished off the lord. One of our guys wandered over by that point and died as soon as they were done on the lord. They then spawn camped me for the remaining 2 minutes and we lost 500-160 (someone backcapped home after they left it and blue never went over there again because they owned mid and waterfall plus the lord kill). I kittened that my teammates never supported me when I told them what was going on in team chat. They said “you have 0 score” and “go slam your face into a wall”, and kept harping on my 0 score (when I faced 2 reapers the entire match and had downed one of them about 3 times but never able to finish off a kill…but I was always in the right place to be on defense the entire time).
So, yeah. They are that stupid and they do think score matters…and they’ll make you lose 500-160.
[…]BUT things that contribute to personal score often do contribute to winning the match.
Not necessarily.
Yes, that’s what the word “often” means. Not necessarily, but many times things that score points also help wins. Can you find situations where scoring personal points didn’t contribute to the win? Absolutely, but they’re not frequent. People don’t get top score by double-capping points the entire match. Even piling on to a guaranteed kill just for personal score isn’t always a bad thing as I’ve seen “guaranteed kills” get reversed because someone was able to rez them in some way.
I put this in the PvP forum, but as it’s more to do with configuration of achievements, I don’t think they care there as much. So maybe it’s more relevant here in the general game forum.
In order to progress any achievements in the Year of The Ascension categories, you have to do the meta-achievement (MA). In all other instances of MAs, GW2 has always used the “here’s a bag of 15 things to do. Do 12 of them to get the MA”. Sometimes 12 is 12 or 14 or even all 15 base achievements. In the Year of The Ascension MAs they’ve defined a specific subset of 11 of the total base achievements that have to be done. Why?
One of those is the Daily League Participator. This achievement requires you to play 3 rated matches per day for 15 days. Every part of the Year of The Ascension has this in its MA and there are four parts, so that’s 60 days of 3 rated matches per day for 180 total matches before you can accomplish all of the MAs (on top of all the other achievements).
1) Why is an achievement forcing people into the ladder in order to do it when they may not want to even be there (making the queue full of horrible players that just want an achievement to move on to making more APs available).
2) Why are some achievements like buying and mystic forging items able to be done ahead of time for parts 2-4 but not any of the other ones like class wins once the previous part’s equivalent achievement is done, meaning even more people hit the “gate” of Daily League Participator in order to get more achievement points out of the Year of The Ascension categories even if they don’t want to do the full MA path?
3) Why are all the achievements in the MA able to be done in about 10 matches except Daily League Participator which is time-gated to 15 days per part? Why not make all the achievements have about the same length of time (by requiring more class wins or better yet, reducing Daily League Participator down to about 5 days instead of 15)?
Here’s the problem. It’s not a dichotomy. If you get a high personal score, you probably contributed a lot to the win. Each kill got you 1% of the final 500 points (or more depending on map mechanic). Each decap/cap, changed the overall PPT. Each map mechanic you participated in scored some variable number of points. Each treb shot wiped out huge numbers of HP on mid, etc.
However, you could also have a very low personal score and have contributed a lot to a win by just holding a point in conquest against 2 enemies or buff/healing the lord in stronghold, etc. The problem is that the personal score system doesn’t account for all activities that contribute to winning the match, BUT things that contribute to personal score often do contribute to winning the match.
Easy answer is: anyone can get to emerald. You literally can’t stay in amber if you play at all and win any matches. However, not everyone can get out of emerald. Because you can finally start losing pips even if you can’t lose tiers.
So, in emerald, you get matched with amber players, we’ve been in this system long enough that bad players are bottoming out in emerald, and as you lose from having bad players on your team in emerald, your MMR shrinks and you’re stuck in the quagmire of all the bad players in emerald too.
In order to progress any achievements in the Year of The Ascension categories, you have to do the meta-achievement (MA). In all other instances of MAs, GW2 has always used the “here’s a bag of 15 things to do. Do 12 of them to get the MA”. Sometimes 12 is 12 or 14 or even all 15 base achievements. In the Year of The Ascension MAs they’ve defined a specific subset of 11 of the total base achievements that have to be done. Why?
One of those is the Daily League Participator. This achievement requires you to play 3 rated matches per day for 15 days. Every part of the Year of The Ascension has this in its MA and there are four parts, so that’s 60 days of 3 rated matches per day for 180 total matches before you can accomplish all of the MAs (on top of all the other achievements).
1) Why is an achievement forcing people into the ladder in order to do it when they may not want to even be there (making the queue full of horrible players that just want an achievement to move on to making more APs available).
2) Why are some achievements like buying and mystic forging items able to be done ahead of time for parts 2-4 but not any of the other ones like class wins once the previous part’s equivalent achievement is done, meaning even more people hit the “gate” of Daily League Participator in order to get more achievement points out of the Year of The Ascension categories even if they don’t want to do the full MA path?
3) Why are all the achievements in the MA able to be done in about 10 matches except Daily League Participator which is time-gated to 15 days per part? Why not make all the achievements have about the same length of time (by requiring more class wins or better yet, reducing Daily League Participator down to about 5 days instead of 15)?
Now that Zhaitan (“Victory or Death”) is a personal story map and not the actual dungeon, there’s no way to rejoin if you disconnect during it. That’s awful considering how long it is.
Please, this has been in the game since the beginning but story steps were never very involved with multiple bosses, etc. You really need to make it so that personal stories can be “joined” so personal story maps act like world maps with party members.
So we go deeper into the zone or switch zones in order to get another sentry/camp within range of our timer. We have to ask people in /map to “please don’t take that one so we can finish our guild mission, we’re on our way there”.
Fik, when did we ever do THAT?
You weren’t on at the time, Jalis. It was earlier this week. Kept heading to the next sentry to see our own team taking them in front of us, had to switch zones. It flagged, we asked them to hold up before flipping. They kindly did. But it’s easily something I see that could start happening more frequently if more guilds started going back to WvW more than they do these days.
They added WvW guild missions.
Which actually disrupt WvW! The maps have been so empty that it hasn’t been that noticeable yet.
Since Guild Missions can be restarted as often as a guild wants in order to get all their people through the missions, we’ve had instances where we ran out to take a camp, tower, or sentry just to realize on the way there that our server had already just taken it. So we go deeper into the zone or switch zones in order to get another sentry/camp within range of our timer. We have to ask people in /map to “please don’t take that one so we can finish our guild mission, we’re on our way there”. That’s a fine request if you’re looking for Poobadoo and coordinate with other guilds that need to kill him too. It sucks if your holding a camp is interfering with your ability to help out elsewhere on the map or you’re asking people to slow down their sieging to wait for you to reach the sentry before they cap it, etc.
The same is true of pulling guilds away from the greater mission to do things like run power cores because the event is only up at certain times meaning that Guild Mission is time-gated by the event. Its rarity drives people away from other objectives to run cores.
WvW Guild Missions are important, but by putting these artificially low timers on them and making them objectives that aren’t just something the guild would do in the course of WvW.
Give guilds the ability to claim things without needing to be a certain level/upgrade.
Give a multiplier buff to aetherium generation for guild claims on WvW objectives.
1.1x for holding a camp
1.25x for holding a tower
1.5x for holding a keep
2x for holding SM
That will put guildies in WvW just to protect their precious increased aetherium rate.
Someone pointed out in another thread that no game expansion should remove players earned capabilities.
HoT not only fouled up the BLs but basically killed the guild system for all but the most dedicated large guilds. Our small guild will never get back what we had.
This is so true. AND even if you want to get back to where you were, you are time-gated, you have to leave WvW to do it, you have level lots of crafters or gain lots of gold to buy extremely over-priced market items due to the surge of everyone doing the same content at once (AND simultaneously everyone doing the new HoT content and NOT potato farming for brown dye creation, etc.)…you are pulled in every direction into the game except WvW! Just to do things in WvW that you used to be able to do!
“Tried and true”… I think you answered your own complaint on keep sizes there.
Then you have to decide what advantages both sides have in a keep take.
If it was too difficult to assault because the defenders knew the only way in was one or two paths, so you added a bunch of new paths in, then you have now made it too hard for defenders to be able to scout, siege, and man every path in before any coordinated 5-10 person group can blow open kitten. Maybe siege disablers need longer timers now. Maybe supply depots need to be in more places in the outer courtyard.
The keep should funnel to the lord room. Outer has lots of options, inner has few, lord room has one and it’s easily siege-defended. However, look at the fire keep. Not only are there a billion ways in from the outside that no 1-2 scouts could keep track of without being too slow to discover the enemy, but if two spots are hit at once, there’s ZERO chance at discovering both at the same time. Then on the inner, you could assault the walls/doors from about 30 different locations, with the ability to clear the walls as assaulters by getting access to high ground equivalent to that of the defenders…how is that legitimate keep building?? Finally, the lord room as two different ramp approaches and when they come together at the lord room door, there’s like a “wall” of columns that you can see/attack through as attackers. Some of your best weapons, like the inferno egg, are now behind the assault. The shrines are OUTSIDE the keep walls and assaultable by 1 person so there’s no way to maintain your lavawalk ability to use ANY sort of sneak attack as defenders that is inaccessible to the assault.
Who would design something like that if they wanted to make a defensible position? Nobody. Assault has so many advantages now as a result…AND even if things go badly for them for some reason, attrition is easy now because defending supply camps AND shrines AND rebuilding requires so much distance and/or people that anything other than T1 isn’t going to have the manpower.
Before HoT, you could claim and buff locations. You could spawn plenty of guild banners. You could lead zergs across a map and fight other zergs both in open field and at keep walls.
After HoT, you can’t claim/buff anything because your guild has to both unlock its guild hall (pve) and fill the treasury a bunch of times (pve) and schedule aetherium upgrades (time-gating)…
After HoT, you can’t spawn banners/craftables because you have to be a scribe (pvButton) which requires tremendous amounts of new materials (pve).
After HoT, leading a zerg across the new BL maps means you may never see another zerg because the keeps are so big that going door-to-door takes a millennia, there’s 20 paths to get to the same spot instead of one tried and true path to catch people on, all the “quick movement” stuff relies on ONE player not sniping any of the completely out-of-the-way shrines away from you if you own the keep, there are barricades to intentionally slow invaders down (even though they’re currently borked and you can jump over them), people waste time farming at every location slowing/dispersing your zerg from reacting to stuff, defenders are given defensive tools way too quickly and every door and wall is built like a murderhole with 3-4 levels of vertical to deal with.
Oh and everyone knows that nobody’s going to be out there because they’re all either doing pve because it’s either new/fun/challenging or necessary XP/supplies/guild upgrading or both. Plus grinding legendary creations, plus having to do hero point runs for unlocking all their trait lines…
It’s not even that WvW is a little attention starved right now. It’s that the new content is actively driving people away from it…on purpose!
Has anyone seen any comment from the Devs yet (in any thread) that they acknowledge the existence of this bug?
As with many others now, I have Verdant Brink map completion and no reward. It was on a character that has map completion in the base game (which is a very natural progression as a player).
Desired. Reflect in GW2 is performed as if you fired the shot that you reflected. This is why a LB ranger using #3 against an enemy with Reflect up makes the enemy stealth instead. So, if you reflect just as you enter stealth, you’ll reveal if your reflected shot lands. If you don’t like it, then don’t enter stealth with Mass Invis while someone’s shooting you with ranged damage. If LB rangers don’t like losing their stealth to you if they try to hit you with #3 when you have Mirror up, then what’s good for the goose is good for the gander.
I usually swoop→hilt bash→maul and save counterattack for if they’re still alive or if a ranged opponent wants to help their buddy out.
@JonPeters…we’re closing in on a month since this was posted and no sign of an update that rebalances the game on its way. Can we get a timeline?
It is awful. The current meta means you can’t be bad.
Follow me here…before, you could be bad and play and get better. Now, you have no opportunity to learn from mistakes. You are down and out more than you’re on your feet (through repetitive stun, knockback, etc. followed up by shatter/burn damage/etc.). Everyone has a stability/invuln stomp at the ready (used to be something you had to really trait for) so “downed” is just another word for “dead not dead”. The end result is 2s “fights”, the team with the most mesmers wins, and nobody learns anything from the experience or has a good time (except the mesmers) so everyone leaves.
The terminus of the current meta is only tweaked gamers playing PvP and everyone else pops in, grabs their dailies, and jumps out. It’s already happening.
WvW – Golem Rush should have been a 2-day weekend event or something. A week of this means I’m not going in WvW this week.
PvP – The trait and “balance” changes have completely made PvP no fun. 2s death to mesmers, rampage warriors, d/d fire eles, burn guardians, backstab thieves…Everyone is a power build everything is “instadeath, then cap”. Everything ends up in a zerg fight.
PvE – Nothing has changed. So, condi builds don’t have to swap out in order to kill a boss. Yay. No new storyline, no changes to dungeons, nothing to collect if you’re around 16k AP. Just the same old stuff every day while gold piles up useless.
You’ve either ignored or broken every aspect of the game in the last 2 weeks and there’s been NO evidence that you grasp that certain classes need to be rebalanced since the drastic trait/stat changes. Those were HUGE changes and you were bound to screw something up. Well, people have figured it out and it’s ruined PvP and negatively impacted WvW…except who would know that because if you’re not in a golem, you’re useless this week.
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Yeah, can we get a red response here?
Why do you keep an item in the Brewmaster collection for completion when you know there’s an event that for over a year doesn’t reset correctly?
They compressed traits and then gave everyone the ability to spec fully into 3 lines. They bumped up damage by uncapping condis and making more of them stack instead of duration. They slipped upwards stats to “balance” the fact that specs don’t give stats any more. They gave people less options in general meaning there are fewer people who will have variety and everyone will run an optimal build.
The end result is MUCH bigger dps on every hit. Increasing tough/vit/healing doesn’t scale the same as the increase to power/condi-dmg/prec/fer… So, defensive builds intending to hold a point are dead against a single opposing player now instead of 2-3. And zerging points lets you put the other team into downtime MUCH faster than spreading out and rotating. While they’re down, you cap quietly and move on. It takes them too long to recap solo and by running as a group you’re all sharing swiftness, etc.
Add some new access to quickness and super-speed and it’s zerg, zerk, or be killed.
Whatever you do, please don’t hold a funeral in EB.
“do i get any reward for escorting yaks”
“no”
“well **** that then”there, there’s a more realistic conversation
Why would the answer be no? If a keep upgrades, the event completes and you get event rewards. What the event rewards each player involved is entirely mutable. Maybe everyone who escorted a yak for that upgrade gets a precursor. How about that? Ready to escort yaks now?
When a guild claims an objective in WvW, they should be able to activate a buff that lets them re-skin the guards. There should be 6 or more different themes. One of them can just be the current guard skins but with Guild armor and weapons.
This should be activated for 100 influence for 12 hours, no downtime between charges.
Any devs have a timetable on this fix?
A friend bought the game during the Pax East sale and the gw2setup.exe installer is crashing (blue spinning circle, eventually complains that program is not responding and has to be killed). There are some instructions circulating about renaming it gw2.exe and having it run correctly. This appears to have started occuring with this patch (something to do with the streaming client changes?).
Arenanet apparently stated in a recent interview they had no problem with using Tomes to level Revenants at release. You can find it in the “lightning round” summary near the end.
Thanks, Galespark, for the answer!
Can they please keep the per map completion bonuses for WvW, buff them up a bit, and make them very WvW-specific (and highly sought after)? Maybe 2-3 superior siege, 5 traps, and 50-100 badges of honor? The sales value of the superior siege may still entice some PvE involvement in WvW, the WvW’ers will still want to complete the maps instead of ignoring all the vistas, etc. that are left in the maps anyways. Everyone goes away happy.
As it is with the new changes, the POIs, vistas, etc. will not be removed from the maps, but they’re pretty useless if they aren’t part of total map completion.
With all of my characters leveled and lots of sPvP time under my belt, I’ve got a repository of dozens of Tomes of Knowledge and Skill Point scrolls. With the Revenant around the corner, this will be the first character I’ll have which will need leveling again.
Is there any information about whether tomes/scrolls will be allowed to be used on Revenants immediately after HoT releases or not? Sometimes it’s the journey, sometimes it’s the destination. I’m just curious if any thought has been given into whether this is going to be a mandatory journey or not.
This is working as intended. SR is a huge stealth gain for low risk if you can leave it at any time and remain stealthed. Instead, you must wait it out in the limited range of the circle in order to keep your stealth. This gives opponents a brief opportunity to attempt to down you or knock you out of the ring, like sumo.
Speaking of SR, want some fun? Play a ranger, throw “Sic’Em” on a thief about to pop SR and watch them run around inside their circle trying to figure out why everyone can still see them. They stop moving because they think SR will save them and they have trained themselves not to leave the ring, giving you and your pet time to catch up to them.
Same thing happening when I completed a personal story instance. Reward screen came up but when I chose my reward, it disconnected me. Reliably kicking me to character select every time I click accept.
I completed “Armor Guard” and the reward overlay comes up. When I choose my back piece and click accept, the game kicks me out to the character select screen and displays the 7:11:whatever:whatever:whatever error about losing its connection to the server.
This happens no matter which back piece I choose and immediately after clicking accept. When I select that character again, he gets the reward overlay and then if I accept, I’m back at character select.
Please fix this with a hotfix as it’s blocking progress in the personal story.
I restarted the entire game and was able to proceed.
The only thing I did differently this time (which might help nail down the bug) is that this time after entering the instance, I didn’t spam the action key.
When I spammed the action key the first few times entering the instance, I got what looked to be a broken merchant window with my karma and gold totals at the bottom. Then when I got into the first shrine, I got no Activate the Switch option.
This time, no spam, let the initial cutscene load up and then the Abaddon Switch gave me “Activate the Switch”.
This bug has appeared for me again. Even logging out to character screen and back in did nothing. Abaddon switch doesn’t give me the ability to spawn the mob that I have to kill for the orb to take to temple location.
Our #2 ability should stop at least ONE person from downing us immediately otherwise, we are the most defenseless class on the ground. However, I have found that if the person downing me has another person between us, my spear won’t reach them correctly even if they are targeted correctly. It also has a tendency to say “miss” at times even though I’m not blinded. And stability keeps it from functioning too.
So many other class #2 abilities let them escape regardless of stability, positioning, etc. and even a few handle multiple people trying to finish them. We have a single target pull interrupt and that’s it until #3 comes up.
Can we get a little parity here? Make #2 unblockable, unavoidable, and direct targeting. We’ll still die if they start finishing us right away again. We’ll still die if there are 2 people trying to finish us. We’re still the worst downed class in the game. However, we will at least slow ONE guy down guaranteed.
I also got double rewards today when I was at 4/5 dailies done and finished the kills daily and leveler daily at the same time with that kill (not sure if it was just the kill xp or the 5/5 completion xp that put me over my level) and both rewarded me with a chest each simultaneously.
I have the exact opposite experience. I just logged in around 11 PM EST tonight and was at 4/5. I completed the kills daily and as a result, I also leveled, completing 2 dailies with the same kill.
As a result, I received TWO chests (and 2 laurels). Sent in an in-game bug report under “dynamic events” for lack of a better option.
Your system is too complicated and unrewarding.
The current gold system is fine. There is absolutely nothing wrong with having currencies.
How is it any more complicated? If anything, the lack of a need to compare everything to some standard currency is less complicated. What’s so rewarding about the current system? I see plenty of people complaining in this forum that suggests they don’t see it quite so rewarding.
The same reason why we don’t have a barter system in the real world right now. It’s hard to find people with matching needs. And it’s even harder to trade smaller value items for a very valuable item.
In the real world, what exactly would you trade me for my yacht? 5000 cows? 15 cars?
In this game, what exactly would you trade me for my Sunrise? 5000 ruby orbs? Why would I want it to do that for a measley achievement?
And I won’t comment about the people complaining here, I’ll just get infracted and banned again :\
^ Again, I’d like to point out the OP isn’t even proposing a barter system. He is proposing a system in which players put items up on the tp for “a title,” and others freely take what they need.
A barter system, while unwieldy, will still be able to set economic value on commodities. In this system, what decides who gets the rare items? What sets the market value of goods?
Rarity is first-come, first-serve. You would probably need to make some things, like pre-cursors, into “one per character” or something to prevent griefing via hoarding. Market value is meaningless without a currency to base it on. The programmers would simply need to balance drop rates with usage/destruction rates such that they were happy with how much/how often things were showing up on the TP.
MMO players, in general (this does NOT mean ALL MMO players), are selfish. Even I’m selfish as an MMO player. I have my own goals….my own desires. Those goals and desires are why we play the game. They make it fun for us.
So, your problem is that there’s no incentive to be the supplier? I think people get plenty of things they neither need or want as they play this game. Giving them a “trash can” as part of the interface that basically goes to the TP instead would probably provide more than enough for everyone else to get what they need from those “discards”. But more incentive than in-game recognition might be in order. I’m sure someone interested in being imaginative could come up with something.
Your system is too complicated and unrewarding.
The current gold system is fine. There is absolutely nothing wrong with having currencies.
How is it any more complicated? If anything, the lack of a need to compare everything to some standard currency is less complicated. What’s so rewarding about the current system? I see plenty of people complaining in this forum that suggests they don’t see it quite so rewarding.
The OP’s idea definitely would not work.
MMO players, in general, are too selfish and without a way to flex their kitten, a game such as this would be devoid of players.
Really? You only play to get gold?
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