Showing Posts For HackworthGW.8251:
Right now as I’m testing it takes almost 20 minutes to download full item detail for the ~30k items in the game.
Wait WHAT? Only 20 minutes? A full update takes us about 20 hours (for all 4 languages of course at ~2-3 seconds per request, wiki check and recipe update not included)
I still think, the most important feature would be an API which provides a list of the changed items/events/recipes since the last patch, so that we can safely do incremental rather than full updates after updates where we don’t exactly know what has changed.
I’ve been starting a tool of my own (in .net), and right now I’m getting ~300 item_details/minute with a naive implementation, synchronous from 1 machine, using 5-6 kB/s down, 1 kB/s up. That’s just under 100 minutes for the full item set per language, or 6.5 hours for 4 languages. Unless flood control sets in at some point, getting the item_details should not be very time-consuming with let’s say 10 parallel tasks, ~40 minutes.
By the way, “1 big download with changes since the last patch” would be useful, but not to everyone. Let’s say someone misses the first patch for example, a stand-alone app that updates manually, or if 2 patches with item changes happened very close to each other (same day or so); or if you are just starting out populating your local database; or you simply want a fresh local database for whatever reason. In those cases, a big download with simply the current state of all items would be best.
@OP If you like needless walking so much, why don’t you just ignore all the shiny waypoints and, well, walk all the way? Why don’t you just walk right by the very few crafters outside of cities (who even uses them on a whim, without access to the bank or trading post pickup)? Why don’t you simply ignore the default ‘O’ key and walk and talk to a trade post representative whenever you want to buy or sell something?
Oh, you only liked that stuff when you were forced to do it? That’s called masochism, and that isn’t everyone’s taste. Hard games are all the rage right now and for good reason, but simply forcing a player to walk for an hour before he gets anything done is just mind-boggingly stupid and the very wrong kind of hard.
I did not know how much I hated character wallets until I met the account wallet.
I did not know how much I hated something as tiny and insignificant as a salvage kit that has to be selected again after every single use, or a crafting system that requires all your materials to be in your actual character inventory rather than simply your material storage.
I did not know how much I hated picking up every loot drop one by one, systematically walking up to each and every one, until I met AoE loot.
I did not know how much I missed a “Deposit All Collectibles” button directly above “Compact” until I got it, or Invisible/Material/Equipment bags.
I do know how much I hated the Trade channel spam in GW1 and how much we clamored for a TP equivalent.
GW2 is far from perfect, it does many small things very well and a few big things really badly, but like it or not, there is precious little to do as it is outside of LS (which is one of the big bad things for the most part), and if THAT was bogged down with hours of walking, I would have tossed this game out a long time ago, strapped to a live hand grenade.
(edited by HackworthGW.8251)
I know the official wiki has a drop rate project, but that’s not really going anywhere for the majority of loot bags, and drop tables are, I imagine, subject to change any time.
Is there any comprehensive source of what containers drop how many of which items on average?
I don’t see any difference between GW1 and 2. GW1 = I want something expensive -> uwsc 24/7. GW2 = I want something expensive -> champ farm 24/7
Champ farming is much more mindless than uwsc or doasc or any other sc in gw1 was.
For some bosses in GW2, you can just stand somewhere with a ranged weapon, hit 1 on autoattack, and go make yourself a sandwich or watch a youtube video. The only thing more mindless in GW1 was 9 Rings.
I don’t want to take the time to go over all of your points and why they don’t make sense, so I’ll just say that your logic is very different than most and leave it at that. I’ll also post this simple equation.
New content + old content > New content
My arguments make sense once you understand what the Living World is. Go read those interviews I posted. Don’t reject Living Story until you know what it is.
In 7 days, LS will be exactly 1 year old. Don’t tell people that they don’t know or don’t understand a “feature” that’s 1 year old, that’s just insulting and not in the least helpful.
I’m not trying to be insulting. Sorry if you felt insulted.
But yes, you can tell by reading a lot of these posts that there are still people who don’t know what Living World is. The feature may have been around for 1 year, but not all the players have. Some people are still struggling to get their heads around it. The idea of Living World is not at all straight forward and obvious. It’s subtle, it’s a bit meta, and it’s a very different way of thinking about MMOs.
You’re still doing it. You suggest that for “some” people, LS is too “subtle”, and “not obvious”, which is another way of saying that they don’t get it, which seems to be the only reason you can accept that people reject LS. That way, you exclude any rational discourse because you simply brand everyone’s rejection of LS as lack of mental capacity.
What you can’t or don’t want to understand is that most of those people might weigh all pros and cons of LS and come to the conclusion that they don’t like it, and the reason for most is simply that they don’t want content removed.
I’ve seen many good arguments against removal of content, and how the LS system is basically an elaborate way of making players log in all the time under the guise of “the next big thing in MMOs”. All I see of your arguments are repetitions of what ANet marketing says in interviews, basically “it’s awesome because the guys at ANet said it is awesome”. I really haven’t seen a single convincing argument in favor of LS. You may find LS for whatever reason, but if you can’t put forward any convincing reason why, then at least don’t call people stupid for not understanding what isn’t there.
Tell you what, you and ANet may be right in the long run, really. Living Story, a.k.a. making all content except the core content temporary, might very well be the next big thing in MMOs.
Except it might only be the next big thing for MMO monetization, not the next big thing for MMO players.
(edited by HackworthGW.8251)
I don’t want to take the time to go over all of your points and why they don’t make sense, so I’ll just say that your logic is very different than most and leave it at that. I’ll also post this simple equation.
New content + old content > New content
My arguments make sense once you understand what the Living World is. Go read those interviews I posted. Don’t reject Living Story until you know what it is.
In 7 days, LS will be exactly 1 year old. Don’t tell people that they don’t know or don’t understand a “feature” that’s 1 year old, that’s just insulting and not in the least helpful.
One major reason why I loved and still love GW1 to bits is its business model. Buy the game and its expansions once, and be done with it. Play at your own pace, all new content is permanent (excluding seasonal events of course), play all content as long as you like. Want to move on? Easy, just ignore the bits you don’t like, and let everyone else play whatever they want and what they paid for.
I never played a subscription based MMO and I never will, because I know that when I pay for a subscription on a monthly basis, I would constantly feel like I’m not getting my money’s worth when I’m not playing. That would make me waste way too much time on the game, not only in hours per day, but also in days per month. Walking away from the game for a whole month? Even longer? Unthinkable for me, if I know that some clock is ticking. That’s the whole reason I stay away from WoW & Co., and a big part of the reason why I’m still an active GW1 player. In GW2, the ticking clock is not a monthly subscription, but a) Inflation, driving the gem price only upwards, as it is intended to, and b) content that flat out disappears after a while.
All that “Living World” rhetoric is just marketing BS. They want to accumulate as many player hours as possible, to drive up the price of gems as high as possible, to drive the real money sales of gems as high as possible.
GW2 is becoming a lot like any other MMO, just from a different direction. It has the grind, it has the gear treadmill (unless you make your life easier with the in-game gold trader), it has mechanics that compel you to return – not because you simply enjoy the game, its mechanics, characters, lore, or whatever, but because you feel like you’re simply missing out.
GW2 takes many things to new heights – unfortunately, also some of the bad things, and removing content that doesn’t hurt anyone if it stays in is definitely an extremely bad thing. They knowingly sacrifice good game design for profit, and that is one of the key differences to GW1.
If Guild Wars was people, then GW1 would be a reliable friend that is always there and always ready to do whatever you feel like doing, and GW2 would be the pretty girlfriend that is both distant, because she does whatever she wants to do with or without you (no repeats), and passive-aggressive clingy in that she makes you feel that you missed out on the fun because you were not there. Also she has steadily increasing demands to let you have the good stuff.
I know which I’d prefer.
Please explain this screenshot:
http://i.imgur.com/fPXCfXZ.jpg
According to the official wiki and all online fee calculators, the total fees after listing and selling are 85% – 5% up front for listing, and 10% sales fee. The official wiki also explicitly states that the 15% are calculated on the total price, not for each individual item.
According to what I’m seeing in game here, however, the total fee is either 25% or 30% – anyone care to explain what I’m seeing please?
(edited by HackworthGW.8251)