Showing Posts For Findecano.8124:
I created a character that I really like, haha. This is terrible timing.
Likewise, seems pretty universal at this moment.
Edit: I am TC as well.
At risk of posting redundantly, Kyllaa is on the money.
4gb is a minimum for a reason. Typically these benchmarks are made, I believe, as a compromise between the folks who actually designed/tested the game and those more concerned about the bottom line. On the one hand, they want to be sure they do not underestimate the memory demand and encourage a boatload of complaints/poor reception/demands for returns. On the other hand, they don’t want to overestimate the memory demand and keep people from buying the game.
A 4gb minimum requirement is impressively large (in my book), so they are trying to give you fair warning that you can run the game, but it is likely not going to be on high/ultra visual settings. I would kill for 8gb, particularly for WvW. I do not enjoy playing with lower graphic settings, but not so much to deter me from playing (so far).
I did not notice a difference between my Windows Boot Camp and Mac versions, although I have not run it on Windows since the Mac “Beta” client was released.
Edited for clarity.
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I can only give you a reference of playing within the first two months and now having returned with this patch already active. Personally, I think MacBooks (I have the identical model as you) struggle with this game as-is. On the other hand, I also agree load times seem to be compounded… more like to 1-2 minutes, though. I am to the point of running this game on the lowest video standards, which makes it look like an over-glorified Minecraft.
Yet, I’m not sure there is much they can do about it. Coding can sometimes cause issues like this, especially when events are going on within already highly populated regions. For instance, for whatever reason, in a game called WoW (don’t shun me), “vanilla” areas would load much quicker than areas that were later added in other expansions. Wrath zones were particularly hellish for me. Fundamentally, it’s still the same game, but the content, for whatever reason, demands something more from my computer/RAM.
This may be the case until current in-game events end, or it could be something we have to live with at 4gb of RAM. You might want to check out your computer if you are hitting 3+ minute walls, though. That seems unreal unless you are running on very high graphic settings.
Edit: I also have major problems when shutting the game down. Once again, this may be related to RAM more than anything, as well as graphics switching.
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This is not so much of a bug as it is a suggestion. I find it incredibly tedious that when clicking upon links or attached images within the forum that the default is to open within the same tab.
Before I get flamed, let me clarify that I am well aware you can right click and select “Open Link in New Tab,” but that option should be the default. It is a forum standard, and for good reason:
- On the more obvious side, it is a quick and easy change that would enhance user-friendliness and minimize frustration of accidentally closing the tab.
- On the more subtle side, it makes good business sense not to redirect a consumer away from your website. Rather, your website should be retained as an open tab that can be easily returned to without clicking the back button. Additionally, it must be closed manually by the user.
- Within-site links are fine to retain within the same tab.
Cheers.
I’m not sure if this has been clarified, because, you know… normally I would search for it. But a few things might help shed light:
- Some people CAN search, but search results are unreliable or come up blank. This is what the OP and Dev post appears to address.
- Some people CANNOT utilize the search function at all, which are what some subsequent posts have complained about.
I fall into category 2. This problem exists across Chrome, Firefox, and Safari. The fact that I use a Mac seems irrelevant, but I’ll offer that anyway. Given cross-browser problems, I can almost assure you this is not an addon issue, but, for the record, Safari has zero addons, Firefox has usual things like Google Talk, QuickTime, and Java. Chrome has Evernote Web Clipper, an ad blocker, and an Amazon linker app… but I’m not really seeing any overlap that might be the root of these issues.
As far as what specifically happens when I try to search (across all 3 browsers), I go to the search field, type something in, and when I hit enter – oddly enough – all of the page numbers disappear. Nothing else happens. There is no loading or actual activity thereafter that I can visibly discern. At first I didn’t realize the page numbers disappeared, but sure enough…
Hope that might help.
It’s an interesting build. Although nobody probably reads this far, I would recommend not going this spec unless you have armor with condition damage. This might be fairly obvious, but if you don’t have the money to re-gear and are looking for an alternative: this is fun but not extremely effective without +bleeds.
Cheers to a versatile build nonetheless
I played a Shaman in WoW, so in picking Warrior on GW2, I have brought upon a plague of garbage support across most patches/content releases. Just a friendly FYI. I operate on the assumption of getting screwed most of the time.
Crafting items yourself is typically either (a) too time consuming to farm mats or (b) is actually more expensive than buy orders. Being 400 Armorsmithing, I can vouch for this.
I, too, have made the mistake of full Berserker as far as my primary armor goes, sans Gloves/Boots… hence why I am sitting here reading this thread. I have been using dual Axes and Rifle, and the above observations are about right: you have to have a lot of mobility and break snares. I tend to focus on doing single strays and group damage, but always having an escape route or being with others at all times.
I’m getting a little tired of this; however, especially since I thought of a Warrior as being to handle his own rather than being owned by most geared classes because of an apparent lack of toughness or not following some stupid cookie build (the allure of GW2). I already dropped $$ for a Mystic Axe, so I find myself incredibly hesitant on just ditching it, as I’m rather poor and still lacking other gear. The one build I heard works with our gear is Longbow/Gun and just smashing face from afar in WvW. I have yet to test this, though I would like to hear if someone has.
Edit: I have no idea as far as 1v1 battles go. I tend to lose these almost 80% of the time thanks to the favor of ranged anyway (and the lack of toughness, I guess). A Longbow/Gun build would probably be for group battles only, not 1v1.
Revisiting one of the original questions: what gear/set stats matches a WvWvW damage build that allows for better survivability? Is the Heavy Aurora Karma the typical choice?
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The main issue I run into with this is when other people send me materials to craft for them. While it behooves you to know exactly how many mats you should be expecting, it’s a little tedious having to remember (1) the exact mats needed to craft and (2) the exact mats you happen to have sitting around.
I will adapt either way, but it can be a bit frustrating, especially if you inadvertently craft raw mats that you would rather sell (say, because they sell for more).
Ah, figures EVE would have the first of its kind. Knowing how EVE operates, it would not surprise me if its crafting was more complex. I do agree that the addition of buy orders (modeled off of EVE) was a great step in the right direction, but the crafting system is not built to match such a massive system.
I’m beating a dead horse now, though.
I don’t know if I agree that it comes at the expense of other players. It has the possibilities of monopolies, but in my experience there have rarely been issues in market monopolies. This would be more of an issue on very small servers. Small economies, for their benefits, have their pitfalls, as you mention. But I only say “smaller” when you’re comparing to a worldwide market.
This might be a bad analogy, but there’s a reason why there are several large stock markets across the world and not (a) thousands of tiny markets or (b) one, massive, compiled stock market. Much like small economies, for its pros, this worldwide TP system has its cons. In my opinion, unless the crafting system becomes incredibly dynamic (unlikely), I think it has more cons than pros.
The one, MAJOR pro I see of a worldwide market is for the longevity of the game and so that servers with population problems are not unduly punished. WoW is really a rough place to be on low pop servers… on multiple levels.
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@Findecano.8124
I agree that crafting could use an overhaul to provide more utility and increase the complexity.I disagree on server (smaller) market self regulates better. I think both will self regulate the same (it’s just a different environment but the same economic mechanism that regulates them), but it is the general benefit to the players that is different here. The biggest advantage of a large market is competition. That makes controlling AND profiting the market extremely difficult for any single person. Due to the volume of trade, price adjustments on supply and demand happens very quickly. That being said, I would like to hear your opinion on how exactly does a small market self-regulates better.
Let me start off with saying this: you’re probably right. My only frame of reference is smaller server-wide economies, and so ignorance plays a small part in this. On the other hand, I don’t know of many MMO economies that are this massive… as much as economies always operate on governing principles of economics, this feels like a bit of untested water.
Thus, what I cannot deny is the act of normal fluctuation resulting from supply and demand. It doesn’t matter how big or large an economy is; it always operates upon these principles. However, micro-economies tend to have their own specialized pricing based on unique demand needs and unique supply availability.
With such a utterly massive system of supply, in which everybody can be every craft and everybody can be a supplier (not to mention crafting is not versatile, which you agree), the levels of demand are not going to facilitate a profitable economy besides supply dumping for people who are bored/exp farming.
To put this in perspective, different servers across WoW tend to have somewhat similar pricing fluctuations. It’s actually quite phenomenal to see the laws of supply and demand replicate so well across severs that have no contact with one another (and you can’t attribute it to Auctioneer alone).
However, there is nevertheless natural variance within that server due to unique demands and unique levels of suppliers. It is a more intimate system that has more holes and gaps for people to fill. This, again, is also influenced by people being forced to choose their specialization and that not everybody can gather… which is not the case here.
Perhaps my phrasing of “self-regulates better/quicker” is misguided, because all systems regulate… arguably, as you say, a larger economy actually regulates quicker due to its massive size. Rather, I should have said there are more opportunities in a smaller economy.
TLDR: The TP really has a lot working against it, so I concede that my primary and only undeniable point is that stronger versatility is absolutely needed for this economy to survive. On the other hand, I still think that the more “intimate” server-wide economies allow for more opportunities for growth and supply niches. I was incorrect in saying that small servers “self-regulate” better.
Edits: edits for wording and word salad
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100% agree.
I had to calculate it myself. It’s one thing to have it in there to control exponential monetary gains, it’s another thing to hide this hidden fee from people.
I actually believe that adding this information may help the economy, because there are a slue of people selling items at a loss (even high quality items). I’m curious how many people are aware of this. People might actually think twice about selling, marginally increasing the chance at at least breaking even or heaven forbid make a profit.
I don’t want to provide misinformation, but isn’t there a Karma cap now (10k?). If this is true, the Karma cap is not terribly difficult to reach. Therefore, it is not necessarily a scam; it’s just not terribly useful unless you want to save a little time.
At least that would be my hope.
Edit: I cannot find any confirmation on a Karma cap, but I’m not one for editing away a post just because I can’t be sure. Hopefully someone else can help you out.
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The economy (and prices) were moving up over the first two weeks, but have definitely deflated over the last week. Exotic tailored good prices have gone from 30-40s over cost to 50-60s BELOW cost. Very strange, this has to be novel for a MMO.
When something new is first released, there is a set of early adapters who discover and profit off the new items/markets. Because there is relatively few early adapters, prices are artificially high as supply is much lower than demand. As more players enter the market, the the price falls.
(I wish I could insert graphs)
This is a change in market saturation. It happens in every mmo because the new markets are introduced so frequently.
I would tend to agree, as I was one who capitalized in WoW by becoming a supplier (rather than a crafter) right out of the gates. And, because gold was scarce (and a lot of new MMO’ers joined), I was making a “killing” by release standards. This shifts over time as supply catches up with demand and more gold is in the system. WoW release people would beg for a gold to afford a tabard. Now people have 200,000g easily. Economics 101.
On the other hand, I think GW2 is a little bit more complex than that.
1. Everyone is a gatherer
2. The system is worldwide
3. The utility of crafting is mixed (lacks diversity and demand)
I think this is hindering the self-correcting nature of the game’s economy, and I don’t see it shifting anytime soon. Supply is high, demand is higher, but the demand is primarily for EXP purposes alone. Correct me if I am wrong, but I think this is one of the few (if only) worldwide trading systems. I challenge you to compare these to sever-wide AHs, which I would argue self-regulate better.
TLDR: crafting will generally not be profitable without changes/greater versatility. The system needs to be FAR more complex and multi-dimensional to work with such a MASSIVE economy.
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I have yet to see a “critical” craft. Am I correct in believing that these exist? I have always loved a “+1” craft system… but my goodness if criticals exist, I have yet to see them at 400 Armorsmithing. Very unfortunate, because I think these could be better incorporated (even if it is a small visual upgrade or small stat upgrade).
OP, great post. I refuse to level a second craft, because I have to save money for exotics… quite sad.
I’m aware that few people read past the first page, but anybody who complains about time consumption on GW2 – or any MMO for that matter – needed to play FFXI upon release. You couldn’t solo level and findings groups was HORRIBLE. You could barely solo the storyline. Crafting took ages to farm. HNMs took multiple hours of camping and crazy kill stealing fiascos. Farming sky took full WEEKS just to spawn Kirin. The Kirin Osode, one of the most coveted items in the game, took months of coordination in a Linkshell just so ONE person could snag the item.
Edit: I guess I should mention crafting, since this is about crafting. Well, crafting in FFXI was no exception. The degree of farm time (the AH was pretty so-so in the beginning) to fully level a craft was about 10x as long as this game.
Yes, most people have heard this before, but I for one am glad Anet kinda shrugs about this stuff – although other things about the game I am less satisfied about
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