Showing Posts For Frank.7452:
I made over 1,000 gold this Wintersday selling the 20+ stacks of Sigils of Mischief and Runes of Snowfall I had stashed in a guild bank for over a year, alongside several piles of leather, Mystic Coins, and a lot of other investments that have not yet peaked (or they may never). I bought the Sigils and Runes for 2 copper each, they’re now worth 50 silver because of a patch. The Mystic Coins were purchased for 75 copper when I got them – they were at 34 silver when I sold 2000 of them, because this patch also created demand for them.
This kind of long term speculation with large quantities of bottomed out commodities isn’t possible without multiple personal guild banks to hold 200 stacks of goods each. However, obtaining a fully upgraded personal guild bank is no longer feasible.
Previously, you could achieve this for about 70 gold in influence purchases, or by soloing Guild Bounty Practices for 3000 influence each.
I argue the economy isn’t balanced, because there now exist two classes of player – one that can store massive quantities of a commodity without even thinking about it – and another that will never be able to do this.
I can tell you all now that Silver is bottomed out around 10-14c, and it will shoot up to at least 10x that price when something comes in a patch that requires it, but only a small percentage of people can take advantage of this by banking 100g worth of it, and you can’t join that club anymore.
Yes, but is the schematic consumed? Has anyone created one that can confirm this?
I’ve been reading around to find information on banner scribing, since my guild would like to be able to use banners regularly again, but information is sparse.
Once a banner schematic is created by a scribe, is it consumed to create the banner? Will I have to scribe a schematic for every banner I want to create?
If it is consumed, then experience banners cost more than 10g, and I imagine our guild will never use banners again.
If it isn’t consumed, why gate banner production behind another unlock once we’ve unlocked the recipe at the Tavern?
If Guild Enhancements were meant to replace our 24-72 hour upgrades after they were taken away, why did you restrict them to Heart of Thorns players?
I have non-HoT guild members that have contributed towards unlocking upgrades, and they’re disheartened now that they can’t get the buffs. There is literally nothing in the guild hall for them.
It’s not acceptable that features that kept players in the guild were removed from the game, then replaced with equivalent content that is locked behind the expansion. Your choice to do that has made these players holding out on the expansion more likely to quit playing, as we can’t be certain what you’re going to take away and lock behind the next expansion.
I really appreciate the change to the jump pads in Lost Precipice in this patch, making the updrafts automatic when touching a pad. This is an improvement from the previous behavior, where we had to activate the pad before jumping on it.
However, many of us were attracted to this guild hall because of the way it behaved while claiming it – all of the wind on at the same time, allowing for long distance gliding.
Could you please add a permanent toggle to the jump pads, allowing us to once again activate them with a toggle, but this time to turn them on or off permanently? Jumping on the pad should still activate it temporarily.
Considering we are able to store the location of hundreds of decorations in the hall, keeping a persistent on/off flag for the jump pads seems like it should be possible. Considering a switch already existed for the pads in the previous version, much of the object behavior is already available in the game. It would be a huge improvement for this guild hall.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Frank.7452
Anet lost their way with this expansion.
Having 8 Level 80’s, you really think it’s ‘fun’ for me to have to go out and farm roughly 2700+ points between all my characters to unlock each elite spec? It’ll simply be repeating content I’ve already done, which doesn’t interest me in doing.
How long did it take you to get 8 level 80’s? It took me over a year.
Did you forget that each of those characters required effort to advance? Did you forget you played the same content on each of them? Did you forget that horizontal progression means that you still have to earn that progress?
If this reactionary mob manages to cheapen a challenge that many have completed in fewer than three days, because they don’t feel like playing the game, I’m confident that whining is the new meta.
I’m a little disturbed by the level of antagonism here over the gold reward going down for dungeons. I think the concern is less over the content changes, and more over your 40g a day cash flow.
Running a series of the easiest and fastest dungeon paths, skipping as much content as possible, is generally not done to be ‘fun’. It is done strictly for gold, and it’s easy money.
The gold rewards are going down to disincentivize running easy paths for gold. People will continue to play dungeons for tokens, and if the drops are improved – people might even kill things in dungeons instead of skipping to the boss.
You’re forgetting one major aspect of GW2. You only participate in content because it gets you closer to your goal. Right now gold is the end-all-beat-all. Gold is what drives the game, and if you cannot get a reasonable amount of gold from a dungeon run, then there is no reason to run a dungeon..
Uh, no. I played PvP before reward tracks existed because I found it fun. The same goes for WvW and the chests.
There are players that only do the most economically incentivized thing, which is why there are some commanders that will run in circles in the Silverwastes for more than 10 hours straight. They are the minority in the game. They are the people freaking out right now, because someone moved their cheese.
They’re adjusting drop rates for things like Thick Leather, which is effectively worthless.
This is the problem with talking about any economic changes before stating specifics – people are all doom and gloom.
I’m a little disturbed by the level of antagonism here over the gold reward going down for dungeons. I think the concern is less over the content changes, and more over your 40g a day cash flow.
Running a series of the easiest and fastest dungeon paths, skipping as much content as possible, is generally not done to be ‘fun’. It is done strictly for gold, and it’s easy money.
The gold rewards are going down to disincentivize running easy paths for gold. People will continue to play dungeons for tokens, and if the drops are improved – people might even kill things in dungeons instead of skipping to the boss.
They, thanks for the advice. Not sure how to lock my own post, but deleting it wouldn’t seem appropriate because then you wouldn’t know I appreciated your reply.
Sell an account unlock that gives you unlimited Transmutation Charges. Call it a Philosopher’s Transmutation Stone. It could display as an infinity symbol for the Transmutation Charge count in the wallet after being consumed.
Your market for the existing charges are people that are impatient – that can’t wait a week for login rewards, or that can’t bear to play a few PvP matches. You won’t lose them if you sell the unlimited unlock for a limited time, only once or twice a year.
I have over 160 charges, and can’t ever imagine myself buying charges, but I’d buy an unlock for $20. I know plenty of other people would too, just for the liberation of knowing they could change armor skins any time.
Alternatively, put it in a Black Lion Chest (though I wouldn’t prefer this). It would sell for thousands of gold on the trading post.
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I have an idea for the gemstore – a Philosopher’s Transmutation Stone.
I’ve never purchased Transmutation Charges. I don’t know anyone who has, but that’s anecdotal. Those of you at ArenaNet have statistics on this though, and can make your own judgement. How many people bothered to buy them when they were on sale?
But you know what I would pay $20 for? An account unlock that puts an infinity symbol next to my wallet’s Transmutation Charges. I probably wouldn’t even use more than I already earn each month, but knowing I could change my wardrobe any time I wanted would be liberating and worth that amount of money.
I know I’m not alone either – I think you’d be swimming in money if you put something like this in the store for limited time periods, only a few times a year.
You would still be able to reach the market that exists for the charges this way as well – the sort of customers that cannot bear to play a few PvP matches or wait a week for charges. That sort of buyer wouldn’t be able to wait 6 months for the unlimited unlock to go on sale.
Alternatively, put it in a Black Lion Chest along with the Unlimited Hair Kit and Bank Access. It would sell on the trading post for thousands of gold.
Would anyone else buy this?
Pros:
- The rewards offered at the vendor are very appealing and on point. Items that were available at previous events (but difficult to obtain) or that were previously in the gem store feel like they’re worth working toward during a limited time event. I’d like to see more of that in the future.
- The substantial daily reward of 20 blooms per map is helping discourage grinding and balances the rewards for casual players.
Cons:
- The lack of gold and experience drops, coupled with very little information on how the reward system works, is especially punishing to new players. This is the worst imaginable way to introduce the fresh F2P population to the living story.
- Tagging events is the most efficient way to earn blooms, and in order to get the top reward for 20 events in 30 minutes, tagging is the only option. It has created a perverse incentive to leech off of the efforts of other players, which I don’t think was the intent when this was designed.
- You’ve already proven with the Silverwastes breach and the evacuation of Lion’s Arch that total map accomplishment is a better metric to go by for map-wide events. It discourages zerging and promotes organized play. Why aren’t you doing it here? I can even see the event totals being tracked during the Brisban portion of the event (though not in Kessex or Diessa), which leads me to believe you planned to go that route, but did not finish implementing it before release.
- Disconnected players shouldn’t be screwed out of a reward. You should already be familiar with that being a regular problem in crowded events, as many already complain about it happening with world boss events. You need to design around this in the future.
I’ve spent over $200 on Guild Wars 2 over the past three years, and this is the best thing I can imagine happening.
Areas of the core game will maintain a population. PvP will experience a population boom and possibly gain eSport recognition. WvW might experience new life on low participation servers.
Anything negative from this has already been a problem -
- Gold sellers already watch /map to spam lots of people. Free accounts can’t see /map and can’t mass spam.
- WvW already has an issue with spy accounts. These new accounts cannot see /map and can’t even access WvW until level 60.
- The new accounts don’t get daily login rewards, can’t send items in the mail, and can’t trade through a guild bank. Gold farmers rely on these and will buy accounts anyway.
I welcome the new player base. I hope they enjoy what they can access, and I plan to help any of them I see.
This is really unfortunate. After seeing the vendors continue to sell items from the festival, it seemed reasonable that the developers were rolling up all holiday related vendors into the central area at Lion’s Arch to prevent players from being disappointed when a patch arrives while they are unable to play for a few weeks.
I understand cutting off the supply of an item that is used to purchase holiday items, but it seems unusual to cut off the sales of those things as well, especially when I can still trade in Festival Tokens.
Hey,
After seeing all of the negativity in this thread, I want to thank the developers for informing us about a delay in advance. You could have not said anything until the day of the expected patch, but you didn’t. We appreciate the heads up.
I also want to thank you for setting up this tournament and set of rewards as a free content update for WvW players. We appreciate the attention.
You’re doing a great job, most everyone playing the game feels this way, and we don’t take the time to post about it on forums because we think it’s a given that you know this.
Also, thank you for accommodating the players who feel a need to vent and express their sense of entitlement by providing a forum. You’re all angels.
Mistforged Hero’s weapons can either be purchased directly for tournament tickets or crafted in the Mystic Forge with:
- 1 Hero’s Weapon (100 tournament tickets)
- 1 Gift of Heroes (200 tournament tickets)
- 4 Bottles of Elonian Wine
- 10 Piles of Crystalline Dust
To clarify, we had planned for the cost of Gift of Heroes to be a combination of tickets and badges, but the item will now only cost tickets. Tournament tickets will not expire.
It seems a little cruel to deny a Mistforged weapon to players on servers ranking 6th-9th. Arguably, they fought the hardest to complete the meta achievement while playing on servers that were underpopulated and outmanned.
A lot of people came into this tournament reading the chart as 200 tickets OR 250 badges, as it seemed the extra cost of 4 Bottles of Elonian Wine and 10 Piles of Crystalline Dust were punitive enough to someone who didn’t rank high enough, or someone that wanted multiple skins.
My server is going to end up tied for 2nd, so this isn’t going to be an issue for me — but I know there are some 6th place servers out there with commanders that gave ten times the effort I did.
Perhaps in the future, your team could plan out WvW rewards that give at least one of the best skins to the server in last place, and several to those who are in first. That’s the reasonable approach I thought you took when I first saw the announcement, and made that mistake about the badge cost.
If HoD places 3rd for two weeks in a row, they’ll end the tournament with a score of 37. If Fort Aspenwood places 1st for two weeks in a row, we’ll end the tournament with a score of 33.
A big chunk of HoD’s population is a bandwagon that switched servers to just win the tournament, so they’ve already met their goal. Why bother playing now?
No one is getting double teamed — they’re just underrepresented and outmanned.
Michael, there actually can be 100% confirmation on whether the use of a specific word is against the naming policy. I understand context matters, but if a word itself is the issue, then I’d like to know.
Unfortunately it’s the weekend, so an answer to my question might take a while to get. However, thank you for your input.
If you’re aware of a country where the word ‘britches’ is used as a pejorative, as with the word you mentioned, that would be interesting to hear.
Yes, some people try to circumvent the naming rules and in this case you might be a victim of that.
Why not choosing a different name. I don’t know but “breeches” don’t seem to me that close to the bad word.
That’s why I’m asking this question. Do we need to choose a different name because a legitimate word for pants is too close to another word?
And if so, is this the case just for ‘britches’, or should people not be able to use the word ‘skritt’ because of proximity to another word as well? I don’t really see a set of theme names like “Stealthy Britches”, “Spooky Britches”, and “Smarty Britches” being intended as swearing.
And if britches if a problem word, breeches seems just as much a problem. I’m looking for confirmation from someone that knows for sure.
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I have a friend that went by the name “Stealthy Britches” that was asked to change her name in the game.
This is the word britches, as in pants, “too big for one’s britches.”
We were planning on making a set of theme names together in our guild. Should we avoid using that word from now on, or was the name change for another reason?
I think there’s some miscommunication between the groups arguing here — one saying, “everyone’s doing it,” and the other saying, “you’re doing it the worst.”
Of course every server has someone abusing these items, and if you learned about it from having it done to you, who cares. When someone is complaining about a guild, the point isn’t that they started it.
The point is there are a limited number of guilds that will spread knowledge of an exploit, that also have the mentality to use it to their advantage as a team. It’s bad because you have the additional organization to take towers and keeps in situations where you’d otherwise be outmanned while you’re abusing it. It reflects poorly on your group, because you obviously have all discussed it enough to know it is a broken mechanic, to know it is unfair play, but you continue to take it to extremes and use it to win.
Keeping an entire group permanently stunlocked without a cooldown is just as much an exploit as breaking the map to enter a keep without knocking down a wall or gate. Most of us aren’t whining or mad over this, we’re just disappointed to know we play against such large groups that are willing to use those exploits even when they know it’s wrong.
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I’d like to give a big shout out to the Dragonbrand player who was good enough with a mortar to hit the trebuchet spot in Klovan. Attached is one of the many misses, just to demonstrate how unfair this trebuchet spot is.
Speaking of a clever use of game mechanics, I’m amazed at how organized the Dragonbrand players in Neconecoknight [NNK] are in regards to using that consumable gear nonstop to keep groups of players permastunned.
Every group of them I’ve seen today is using it, and there certainly are a lot of them around — so great job at that communication and teamwork, guys. You’re certainly showing us how good you can be.
[Edited by Moderator: Quote removed]
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That was an amazing push by Dragonbrand across all of Eternal Battlegrounds for the last two hours. Fort Aspenwood turned all of Maguuma’s stuff to paper, which Dragonbrand gladly took back from us 30 minutes after we all went to bed, and you all woke up.
We barely managed to hold our keep for the night — Dragonbrand got in several times from multiple locations, and had us pinned to the hill waypoint behind our keep several times.
I was the thief keeping your keep waypoint contested for two hours straight throughout all of this.
I had a little more than 2 gold waiting for pickup from the trading post for a few days. I went to pick it up, along with an item I had recently purchased, and the gold remained on the trading post.
I repeatedly tried to pick it up, and even purchased another item for 50c, and was able to pick that up. I eventually gave up and started playing again.
This evening, my trading post no longer has gold for pickup. The gold also does not appear to have gone to my character — I have more money after playing today, but not over 2g more than I did this morning.
Is this a known issue? If not, could you look at my recent trading post activity to see if anything odd happened to the money? I understand if you can’t refund the money, but this is a pretty irritating bug.
So to those who are saying 8% is nothing, i just lol!
Cause its either they seriously have no idea what they are talking about OR
they are trying to cover up the truth as they had already farmed it.
Gamer always wanna be superior in every ways. Who cares bout fair play right? lol!
An 8% increase in a stat doesn’t equal an 8% increase in damage. Your base statistics make up a large amount of your final values, and the damage calculations aren’t direct reflections of your stats.
But for the matter of fair play, the only place that exists is sPvP. Getting jumped by a larger number of players is a larger concern in WvW than a little more damage output.
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The problem with JP’s in wvw is they take up queue spots for people who want to do wvw and help their server win the wvw.
Ok. Thanks for the cogent explanation. I’ll look into counter-arguments and pass this along to someone who has the power to actually do something about it.
A pretty standard counter-argument is the jumping puzzle gives two siege weapons to every character that completes it, making it incredibly useful in WvW. You camp the puzzle to keep the enemy teams from completing it, while porting up your teammates, giving your team an advantage in the amount of siege you can easily put on the field.
Most WvW players don’t use badges, gold, or influence for siege. We save it up from puzzle completions. It’s an incredibly valuable and useful part of WvW to hold, even if it doesn’t directly show up in points.
If the point was to get rid of anyone that isn’t helping out the team in the best way possible, the first place to start would be getting rid of sub-80 characters, the skill challenges, and the environment NPCs (to remove those horrible people that go to WvW to complete their variety daily).
Or just keep it all there because it’s fun. Whichever.
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We are always trying to make it perfect, but sometimes our solutions will not be the same as yours. And sometimes X is what our designers have decided is the best solution so it won’t change. We can’t make a game that is 100% everyone’s cup of tea. We will spend resources in ways that you would not if you ran ArenaNet. We spend resources in ways that I would not if I ran ArenaNet. The same can be said for any individual in the universe. I hear what you’re saying. You don’t like JPs and wish we would put those resources into other areas. My only contention is that “resources” are not a uniform descriptor. Map Artists can’t fix whatever it is you dislike about WvW. But they CAN make content that appeals to a niche community like the JP crowd without impinging on other systems or turning the game into Super Mario Bros.
Josh, I just want to say thank you for being a vocal designer and interacting with us on the forums (and elsewhere). Realistic, informative, and personal responses like yours please an online community more than any corporate response.
It helps to put a face on ArenaNet, unlike a tightly controlled, group formulated PR response. It humanizes your company, and I’m almost certain it works towards pacifying unreasonable players.
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You can read articles in psychology journals about the what makes games addicting. Systematic rewards and guaranteed progress are two of the factors.
MMO games offer both of those, and a large base of players that are drawn to MMOs expect them. It’s the reason people keep playing games like this every day after they’ve lost their job — it makes them feel like they’re working toward something, and gives a sense of accomplishment.
It’s also the reason MMOs have grinding. It’s the only way to create a goal that anyone can accomplish given a long enough period of time.
Such a shame that the RNG removes the rewards for many and makes progress difficult ( not enjoyable ).
The guaranteed progress would be things like gaining karma, achievements, dailies, monthlies, tokens, resources, skill points, and anything else that doesn’t come randomly. Random elements in other parts of the game won’t diminish any of those.
Random distribution of extremely rare things is also part of why the game is addicting. While the guaranteed progress is what makes you log on (better do my daily), the random element is what makes you keep playing (the next drop might be a precursor).
I’m not suggesting any of this is fun game design, but it’s certainly addicting game design, and it’s the definition of the genre.
You can read articles in psychology journals about the what makes games addicting. Systematic rewards and guaranteed progress are two of the factors.
MMO games offer both of those, and a large base of players that are drawn to MMOs expect them. It’s the reason people keep playing games like this every day after they’ve lost their job — it makes them feel like they’re working toward something, and gives a sense of accomplishment.
It’s also the reason MMOs have grinding. It’s the only way to create a goal that anyone can accomplish given a long enough period of time.
I feel a bit of server pride on Fort Aspenwood.
Several of our commanders are recognizable and on regularly. We’re courteous to each other in /map, even when we disagree.
I was on my Mesmer alt for 2 hours giving ports in the jumping puzzle tonight, because I knew it helped the server in WvW by putting more siege on the field. It felt good doing something selfless for the team.
We could turn this into a sci-fi game where we shoot lasers at each other, but keep all of the game elements the same. If someone still didn’t like siege location in that sort of game, they might argue that it produces too much heat within our safety domes, or that a projectile shouldn’t be able to exit the force field.
But game design is dictated on what the developers think will be fun, not what makes the most sense. Arguing for game rule changes based on immersion is a dead end — that type of argument can only lead to immersion changes.
In other words, the developers didn’t first decide to set forts and keeps apart at these specific distances and elevations on a historical basis. They did it because they wanted you to be able to build siege within the walls. It creates a constant incentive to continually push against enemy holdings to prevent the loss of your own.
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In the long run, this is an appropriate and responsible thing to do, and it’s going to result in a more accurate score for each server.
I’m hoping the current scores are at least used to set up the first set of matches, and you aren’t going to alpha-sort us or do this randomly. Since you didn’t clarify that in the first post, I think that’s what’s worrying a lot of people.
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It can be earned in game, but the cost is prohibitive by design. The 1000-2000 gems necessary for a transfer will cost 19-38 gold, as long as the rate doesn’t continue to trend up. This wasn’t supposed to be a disincentive to people who made a mistake, but rather to people who were jumping around in WvW.
There has to come a point where players must own up to their mistakes — but Tubby and his friend can’t be the only two facing this sort of problem. The number is probably larger if you add in those who don’t read game news, or those that haven’t played for months.
It seems unfair to have a those people begrudgingly pay out as much as $30, or 50+ hours of farming effort, because they clicked the wrong server on a list, or they didn’t time their transfer to hit a 7 day window.
Changing your policies to allow support to handle transfer errors by players (either by manually moving the players or setting a flag to allow a transfer) will probably help your PR image and save a lot of headaches in the future.
I’m sure you can imagine how angry people are going to be when they start screwing up their transfers when they’ve paid gems for them.
But if the current policy is to be hands off on these things, thank you for informing everyone. I can completely understand and respect how handling these requests would add a lot of extra work, and that frankly, people have been given plenty of opportunity to prepare — provided they’ve been playing in the last month.
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That’s odd Anchorwind, I only received 1 laurel on a level 80.
And yes, WvW folks were able to finish the combo field and underwater kills at the same time by grouping up on krait. It took about 5 minutes to finish.
You shouldn’t even worry about crafting, underwater kills, or kill combos. The daily reset almost an hour ago.
The flavor of the day is resurrecting and dodging, which I’m sure you can do plenty of anywhere. Kill variety went down from 15 to 13, so it should be a breeze even if you do nothing but Fractals.
Thank you for taking the time to look at and answer my question, John, Gaile, and the rest of the moderation staff.
And to everyone else, thanks for the discussion. It’s good to see that I’m not alone in thinking the legitimacy of playing this way was questionable. ArenaNet makes money selling the items that come out of these chests, so they’re obviously useful to someone (and occasionally worth 30 minutes of my time).
Seeing Tybalt barricade himself in was a stupid sacrifice, but knowing it’s just the generic action that all of the mentors perform cheapens it even further.
I admire what the story writers are working towards — to produce a feeling of uniqueness for players in an MMO, and make them feel like they’re individually important to the story. I know it’s hard to produce so much content, knowing most players won’t see it all.
But if you’re going to provide branching choices, and you decide you just have to get rid of loose ends, don’t make cookie cutter characters that all die the same way. It makes the choice seem so fake.
Nah, they wouldn’t consider an exploit something that no one would take 30 or more minutes to get done. Around 30 min in Orr can give you as much loot, mats, and karma, as well dungeons, and that would be a better option rather than doing this. Also not to mention how many times you would die in order to get this lvl 10 story done with a lower level toon. Also, by the time u get to make this lvl 10 story, no matter how rushy u went… u will be at least level 8, I remember I did my Sylvary story some of them like 3 levels below the level suggested. Remember its not a level requirement, it is a suggested level for the story.
This is specifically about the Human Commoner story. I do these runs without dying regularly, but dying isn’t too important if it costs 4-6 copper. The fastest I’ve ever gone is 23 minutes from creation (based on the timestamp from the golem you get in the mail with Collector’s Edition.) All you do are story missions, and you’re level 4 when the level 10 mission begins.
It’s not a waste of time if you want something that comes in a Black Lion Chest, and your alternative is converting gold to gems to buy a key.
My concern is that this specific story line is too easy. I want to confirm with the development team that repeatedly playing it for this reward won’t later be considered an exploit, because I do this when I want a Black Lion Key, as do many others.
After deleting a character, the remaining characters won’t render a portion of their hair in their character portraits on the select screen. For a mushroom headed Sylvari, only a floating pair of eyes remain.
This is corrected the next time the login screen is viewed, or by alt+tabbing out and back.
This is on an ATI Radeon HD4850 with the latest drivers.
Just to clarify what I’m talking about here, this is a screenshot of the reward for the level 10 story quest, next to an in game mail with items you get on a new character. The time stamp is “29 minutes old”.
At the end of a key run you’ve earned a Black Lion Key and about 6 silver and 30 tier 1 crafting mats from loot / quest rewards.
To clarify my question, is this an appropriate reward level for 30 minutes of activity, and is it acceptable to treat a key run like many people treat dungeons — something to do every day?
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I’ve found the fastest way to get a Black Lion Key is to create a new Human Warrior and do the commoner story mission. You can finish the level 10 mission at a lower level by letting the NPCs do a lot of killing for you.
Is it an exploit to do this repeatedly to collect Black Lion Keys? I don’t want to be banned, and I don’t know if you would consider this “too good to be true” or not, since it takes at least thirty minutes of effort, but generates a hard to find item.
Wait 1 guy opened up 160,000 presents?
@ 50 copper….. 800 gold?
The buy/sell spread was for 90c – 1s20c prior to this being posted, and has since fallen significantly, so I imagine he was a large part of the demand that drove it up so high.
So yes, 160,000 presents at 1s, or 1600g. I don’t think he could have purchased so many at the 50c price.
A player shared on reddit their experience from opening 160,000 presents (approx market value: 1600g).
They found 8 unbreakable bells and 6 toymaker tonics.
http://www.reddit.com/r/Guildwars2/comments/15c83m/i_opened_160000_giant_wintersday_gifts/
If you find 1 present a minute (slightly faster than the jumping puzzle), you will on average find an unbreakable bell every 333 hours.
That’s 14 solid days of gameplay if you never sleep or eat — or 41 days if you play at that level of productivity for 8 hours a day (I imagine you’d have to put in some overtime if you missed your present quota). Unfortunately, you don’t have 41 days to look for this.
Is it appropriate to have a vanity holiday item that rare? I can understand that level of rarity for something that is a core part of the game, but why do that to a vanity item that can only be found for about two weeks out of the year?
https://forum-en.gw2archive.eu/forum/support/bugs/Wintersday-Jumping-Puzzle-Bug-merged-threads/first
tl;dr: It’s a bug. Jump into the light without touching the sides/bottom of the big present to avoid getting sent to Lion’s Arch.
I’ve found 7 weapon skins (4 slingshots, 2 swords, 1 princess wand) from presents, 12 bells, every recipe, and hundreds of snowflakes.
I haven’t had stuffing or glue come out once.
How are we getting more than enough when I used all of mine attempting to forge potions?
Similar to the frames, could we get stuffing and glue for sale for ugly wool clothes?
u can run the dungeon on alts and you get 250 for each frame run you do on the alt.
Weird, I ran Rata Sum on my main (who got the cogs + stuffing/glue) and then ran it on my alt, who could only choose gifts.
I had the same experience. I think stuffing would be a lot cheaper if you could get more on alts, because right now it’s over 1g a stack, which would make Tixx runs on new characters very profitable.
kNite, have you done this yourself, or are you assuming it will work?