Showing Posts For Icey.6045:

Revert Plinx to original respawn time.

in Dynamic Events

Posted by: Icey.6045

Icey.6045

I believe nerfing plinx was a bad idea. I believe more plinx-like event areas should be added, not eliminate them altogether.

Plinx showed how the dynamic event system worked to foster a community and keep it lively. I wish every zone had similar event areas.

Plinx was the core of Cursed Shore. It was a place where the community lived and breathed. A player could log in for 10 minutes or 10 hours and know this event area would be thriving. It was a real community atmosphere that kept me logging in no matter how little time I had alotted.

Now with Plinx gone, I find myself not logging in at all unless I have a certain amount of available time.

You could argue that Plinx offered too great of a reward. In reality the main reward was Karma. If Karma gains were too high then why offer Karma Jugs for completing dailies? I would rather eliminate Karma jugs and just have Plinx back. It takes about 40 minutes of running Plinx to get 8k Karma. It takes about 15minutes to finish the daily which is over 7k karma when using boosters. Karma jugs alone had made Plinx less desirable, but it was still something to do. Why is Plinx so bad?

It was the one area of the game that felt like a community. I miss this. Now every zone feels empty, soulless. Cursed Shore is pointless.

Fractals is the only worthwhile thing to do now and doing it requires a certain amount of time.

I urge A.net to reconsider the Plinx nerf and in fact try to emulate it in other areas of the game.

Plinx alone did not make Cursed Shore what it was, but it was the setup of the area in general. The fact there are 12 events in close proximity to each other, however Plinx was the glue that held it all together. It use to be a great place to hang out. Now everyone hangs out in Lion Arch overflows. The population is fragmented.

I do not seek to have Plinx back for any personal gains. (I don’t need anymore karma). I simply don’t want to log in to a desolate world. There is nothing worse than when a game “feels” dead. Right now GW2 feels very dead to me. Having the majority of the population relegated to 1 city zone and a bunch of instanced dungeons does not make the world feel very lively.

If you compare pre-nerf plinx to Fractals, doing Fractals is clearly more profitable in so many ways.

Plinx was my hangout, I would run around doing 2-3 events if I had even just 10 minutes to spare to log in. If I had extended time, I would do more and maybe hop over to Grenth or Arah and do those event chains. Now things are different. Cursed Shore may still have people, but it just isn’t as fun now.

I was very very sad when I saw Plinx dead in the middle of Cursed Shores where the “Defend the Perimeter” event would take place.

Bring back Plinx please. We need the community atmosphere back.

So what are you flipping ?

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

Why don’t we get more silver for Dynamic Events that we complete. We could make some decent coin. Lvl 80 could get a max of 1s 86c for gold and that’s too low. at least 5-10 silver per event would be a great way to make some of the poor and bit less poor.

Wat… If everyone made more money, prices would adjust accordingly and you would still be poor. It is all relative. The only control Anet has over the economy is by setting the frequency that items are distributed. Pricing is completely left up to the players. If events awarded 5 silver per event (250% increase) then prices on the TP would simply increase by 250%. Welcome to 1k gold precursors.

Will there be more Legendaries in the future?

in Crafting

Posted by: Icey.6045

Icey.6045

I guess that makes sense, I wasn’t thinking tbh. Of course Legendary jewlrey could simply just add a particle affect to your character (similar to how frostfang adds frozen shards around your arm, a necklace could add a particle around your neck). Anyway, I would first like to see Armor before worrying about that.

Will there be more Legendaries in the future?

in Crafting

Posted by: Icey.6045

Icey.6045

We need Legendary Armor/Jewlrey first so that other crafting professions have a steady outlet for their crafted rares/exotics. Weaponsmith/Artificer/Huntsman have it easy with the constant churn rate of weapons in the forge.

World First Legendary Eternity Updated with recipe and video

in Crafting

Posted by: Icey.6045

Icey.6045

1 cs event is actually 378 karma :p

Meh.

I hate you now.

Not editing.

Learn How to Craft Your Legendary Weapon!

in Crafting

Posted by: Icey.6045

Icey.6045

Also, Let me Know how it turned out!…could use some feedback for future reference.

I didn’t watch the whole video as I already know what is needed, I was just curious what you created and since you asked for feedback:

Almost the entire 12 minutes was your CGI graph. A better guide would be using in-game footage, show the recipes, show where to farm karma (can easily highlight the Plinx karma train anytime of day).

I was expecting you to do a Clover combine. Some players might think clovers are a scary concept. I’m at like a ~40% success rate on clovers using the 1x recipe. You could have done a few combines to give an idea.

You could have shown the bloodstone shard on miyani and the gift of ascalon/battle/whatever from those respective vendors. You could show where Obsidian shards are purchased and for how much.

You could have thrown in a few CKS to try for a precursor.

Regarding the CGI graph: It wasn’t legible. The lens flare combined with the extruding made it annoying to look at. It looks like you used Maya or something whereas you probably could have churned out something much more appealing simply from Photoshop.

The Graph didn’t present the information any better than the online wikis. All information was presented in a large blob of text. You could have had layers that turned on (faded in) as you began speaking about the particular section. (ie: don’t show mystic clover recipes until you begin talking about them) As it stands, my eyes were wandering all over the screen and not focused.

Narration: Sounded like you weren’t very confident in what you were saying. I assume you took all your information from wikis and didn’t research further? I skipped mostly everything except the clover part since that is where there was some in-game footage, and you said stuff like:

1.) “These recipes were taken off the wiki.”
Saying this admits you are not an authority on the matter and we’re better off viewing the wiki, since that is all you’re doing.

2.) "Philosopher stones, as I believe, take skillpoints. "
You “believe”, or you “know”? Just browse Miyani and you can see the Philo stones are sold from her, easy to show in the video, and now you can be absolutely sure.

3.) “The 10x recipe has a lesser chance of clovers”.
This is not true. Both recipes are about a 33% chance average. It is simply higher risk using the 10x since you will have less “chances”. 3 chances on the 10X recipe takes 30 of each material, but you should get at least 10 clovers out of it. 3 chances with the 1x recipe takes 3 of each material and you should get at least 1 clover out of it. The chances are the exact same. What you could have said is that it is more desirable to do the 1x recipe since you will not be affected as harshly from a string of bad luck.

World First Legendary Eternity Updated with recipe and video

in Crafting

Posted by: Icey.6045

Icey.6045

He has somewhat of a point though. Because if a legendary was given by killing 100,000 mobs, it would be a standard that we could all compare to. If someone can buy one, no one should admire him/her for it.
Legendaries are meant for prestige, but because of the questionable or easy ways to get them, they often are looked down upon rather than celebrated.

It is an MMO. Everything is easy.
The only true measurement is time.
Farming karma takes time.
Making Gold takes time.
Making $ takes time.

I can’t play videogames 14hrs/day like I use to, I spend my time working while others spend their time playing. Buying gold with gems (and gems with gold) is an equalizer for both parties.

Farming karma probably takes the most time and is why I will not get a Legendary nearly as soon as others. It is the 1 requirement that isn’t equalized. He spent 700+ hours in game (or afk at champ select? idk). That’s a ton of time dedicated to the game.

Edit: Another thing to consider, since all I have been doing is Karma farming during my free time….

1 CS Event is 354 Karma.
Assume 1 million karma per Legendary.
2,825 Events to complete.
1.86 Silver per event.
52.55 Gold in just event money.
Tons more money acquired through items obtained, if you are great with tagging creatures you can easily obtain an average of ~5+ more silver per event, or a total of 141.25 more gold. (83 with karma boosters)

Easily acquire 193.75 gold per 1 million Karma farmed.
If you use Karma boosters (including the +50% one from BLT), you would get around 114 gold.

(edited by Icey.6045)

Let's Start the Karma DR Dialogue

in Guild Wars 2 Discussion

Posted by: Icey.6045

Icey.6045

I like the DR system. I give myself the goal to “play until DR hits”. Usually takes about 20-30 minutes, then I log off and play some LoL

does FIRST order get their item FIRST?

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

Overcutting closes the gap until eventually the prices do rise. Once the gap is closed, the buyers have no choice but to start digging into the sell orders, thus removing the lowest sell orders and causing the item’s worth to increase.

Undercutting drives the sell prices down until sellers have no choice but to satisfy the buy orders, thus removing those orders and causing the item’s worth to decrease.

The posting fee for Sell orders actually helps prevent prices from falling as quickly, since as you said yourself, players are less hesitant to remove & repost their sell orders.

Since buy orders do not have a fee, the upward pressure is stronger since players are less hesitant to repost their orders.

Working as intended.

Trading Post and Glob of Ectoplasm

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

Just place a buy order. Shouldn’t take long for the order to get filled.

I have seen 0 Large Bones on the Trading Post as available for the past 2 weeks, but I buy 500 at a time and it only takes 15-30mins usually to fill.

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

For someone who never buys gems with gold and always uses cash, I’m quite surprised by your concern for this. The gem market has no immediate affect or bearing on the TP. It’s rather moot to sit here and speculate when you (as you say you do) have cash to purchase gems and contribute to the future development and longevity of the game.

The only thing criminal about the gem market is the fact that I can’t make a decent profit selling gems I purchase with my own hard earned money. In order for that to happen I’m going to need gold to gem prices to triple their current rates.

As far as people hording gems for profit, that’s a completely asinine and idea. http://www.gw2spidy.com/gem

  • It would take weeks to see any RoI
  • You would need massive quantities to make the profit worthwhile
  • Having large quantities of gold tied up for weeks on end would counter the profitability since it’d be more effective in other lucrative investments.
  • At any point in time players such as myself could buy massive quantities of gems with cash to dump in the market and kill of any profit potential you may think you’re getting.

Stop pretending that you buy all your gems with cash. Just another freeloader butt hurt over gem prices.

Wow, just wow.

  • In my OP I mentioned the gem market last and in a 2nd post, it is hardly my primary concern but it is the thing everyone wanted to talk about it, so I engaged in the conversation. I am no economic major but I enjoy dabbling with markets (RL and IG). I like to learn where I can, even if some people are more abrasive with their lessons then i’d prefer. I can admit being wrong and am open to other’s ideas but I take offense when someone claims to “know-it-all”. None of us know with 100% certainty anything going on behind the scenes. It is speculative at best.
  • Hoarding gems for profit is not feasible for a typical player, it is very feasible for 3rd party sellers that are sitting on 1000s of gold. Making 10% in a month on large investments is very worth it. Currently if you purchased gems with gold Oct. 5th, you would be breaking even on the conversion today (7 days later). Assuming the trend continues, it should be profit taking time in the next couple weeks. If the gem value drops in the coming weeks this could be a likely reason. Again, it’s all speculation of course.
  • Why call me a liar? I spent $40 on gems.. bought a bank slot and some consumables (dye pack, bl keys)… then at level 60 my account was hacked. It took 3 days for Anet to get it back to me. In that time the hackers emptied my gem account, but there was about 5 gold in my account from the gems and their farming efforts. I wanted to buy the gems back with the gold but the conversions didn’t make sense to do so (considering it was a measly amount of gold). In that time the value of gems has consistently risen and now that I have more gold to my name, I hesitate to buy them. So while I spent $40 in gems, I only got to realize some of that on the gem market. Thanks for calling me a liar though. Shows your true character.

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

The Gem market functions the same exact way as the Trading post except players can’t see volume and do not set the prices. Unless something has changed, it is against their original design principles to create gems from thin air to magically satisfy the buy orders.

http://www.arena.net/blog/mike-obrien-on-microtransactions-in-guild-wars-2#more-7677

“We also like the tradability of gems and gold because it makes the rest of the game’s economy more compelling. We’ll have a player-to-player Trading Post in the game—it’s like an auction house but better—which we’ll discuss in an upcoming blog post. Because gems can be traded for gold and vice versa, we don’t need two different trading systems”

Due to millions of players playing the game and the thousands of transactions occuring every second, it is unlikely to ever experience a delay in the currency exchange, I was simply making assumptions that the Gem supply is greater (or very close to equal) to the demand, simply because the exchanges happen very quickly right now.

As the demand grows or weakens, we could theoretically expect buy and sell orders to take more time to process.

My original point somewhere in this thread was that as Gems become worth more in gold then the appeal to buy them with real currency becomes greater, which means the gem supply becomes greater, which means the value of the gem should lessen. Currently gems continue to become more valuable. This simply seems wrong.

And since you brought 3rd party RMT into this, I’ve also been speculating that the farmers may be exploiting the gem market for profit as well, in fact I’d expect them to be doing this. They could be purchasing mass orders of gems with gold, continually driving up the price, and selling those gems for a hefty profity. After the 15% cut A.Net takes, the farmers would have gained at least 10% on their investment in just the past month.

(edited by Icey.6045)

Official Response: Drop Rate of Legendary Precursors

in Crafting

Posted by: Icey.6045

Icey.6045

112 Level 80 Rare Greatswords. 4 Exotics / 0 Precursor

Official Response: Drop Rate of Legendary Precursors

in Crafting

Posted by: Icey.6045

Icey.6045

I saw 9 Dusks on the market last night and the price went from 400 gold to 350… I haven’t checked the current stock and price today, though.

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

You’re very wrong.

Players determine the stock of gems. Gems only exist if they’ve been purchased with real-life dollars. A.Net is not making up new stock just to satisfy the gold to gem buyers.

(edited by Icey.6045)

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

I’ve actually only ever purchased gems with $. Thanks for your assumptions, though. The overall market does concern me, however.

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

Gems are only created via purchase with USD/Euro.

When you buy gems with gold, have you ever experienced a delay or has the transaction always been near instant?

Unless there are more buy orders than there is supply, which I assume there isn’t if every transaction is near instant, then why is the price constantly rising? The Gem supply has to exceed the demand unless there are reports of transactions having a delay in processing

All the items you mention are purchased with gems. There are 2 ways to obtain gems. You imply people prefer to buy the gems with gold as opposed to with money. I definitely do prefer buying gems with gold, too, but not at these rates. There is a greater supply of USD/Euros than there is gold and you hear about very very large gem purchases all the time.

It is just my gut feeling that the price is artificially rising at a rather quick pace. It is not slow by any means. 25% in 1 month is very very fast. 1 gold for 200 gems is insane when you consider the items on the gem market that are purchased with those 200 gems (1 gold).

While the items are nice, the primary function of the gem market is for players to buy gold with real money. I would argue more players are doing that then buying gem market items. And if that’s the case, gems should not be rising like they are.

(edited by Icey.6045)

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

Intraday has variations cause of the active population. You can easily see the price is higher when the primetime is on and it is cheaper when everyone sleeps. Daily average has no variation, which imo is more important.

Without having volume data everything is speculative. I do not claim to be 100% correct in everything. It is merely my opinions. To claim I’m wrong is quite kitteny of yourself. You say “because at the moment quite a few players are still exchanging gold for gems.” Quite a few players are also exchanging gems for gold, which should make gems cheaper. In fact I would argue more players are buying gems to convert them to gold, regardless of the black market my opinion is more players prefer the safer choice here.

So your claim is more players are purchasing gems with gold.
I claim more players are purchasing gold with gems.

Without volume data neither of us can be right or wrong, we can only speculate.

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

Inflate, Deflate, Inflation and Deflation. All have differing meanings. After reviewing my original post, I see nowhere that any word is used incorrectly.

Inflation and Deflation are as you describe and when I use those words it was when talking about the overall game economy.

Inflate and Deflate can be used for a single good or service.

lackofcheese: You’re right in theory, but miss what I was saying completely. To simplify:

*Gold is not in a surplus.
*Gems are constantly rising in gold value.
*The value of gems is constant, due to the fixed price based on USD/Euro. Gems should be obtained just as frequently now as when the game first released. Nothing changed that should prevent this. In fact, with Gems able to be traded for more gold, the demand to buy gems with USD/Euro should go up, which would keep the rate balanced. However, the botters may be having a large affect on this, but botters have been around since day 1.

Anyway, it is suspicious to me to see the rate constantly rise and not have any deviations.

(edited by Icey.6045)

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

I know the definition of inflation and deflation. Your snide remark made me think you would actually correct me, but you avoided it altogether. Anyway, what you mention regarding legendaries and the economy I do agree with, other than the gem market. I believe gems are too expensive. Dollar —> Gems is not the problem. Gold —> Gems is where the problem lies. Gems are not worth buying with gold.

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

Cancer:
On the other hand, a higher exchange rate will allow Anet to relax on the gold scarcity a bit… yes, prices in the TP will adjust accordingly but not vendor, repair or travel costs which will become less stressful for the more casual gamer with the added benefit of curving gold seller’s profit as players see their gold accumulate faster and feel less inclined on buying gold illegally.

This is not true.

If Scarcity is relaxed it means botters will achieve gold faster. It will still be more efficient to buy from botters. So instead of Aero buying 120 gold with $100, maybe it would be 250 gold for $100.. according to Aero the botters are selling 4x cheaper than Anet is. There is nothing Anet can do to curb this other than eliminating the botters and to try to curb their farming (Diminishing Returns etc.)

It is a good point that right now the gem market is being held hostage by the botters. Players have no desire to purchase gems (other than it being a more secure way to obtain gold). There is little reason to buy gems with gold or for real-life cash. The gem market is just all screwed up atm.

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

Gems:

Gems are the one market players can’t control. Anet controls that market. The Gem exchange makes very little sense in the current economy. I’m afraid the gem market would become non-existent eventually if this trend continues.

Gems are inflating for no reason whatsoever. What this does is make gems very appealing to purchase for real-life dollars. The problem is they are so expensive, who is actually purchasing gems with in-game gold? The price of gems SHOULD be spurring increased gem sales with real cash, but if that was the case, the price of gems for gold would decrease (more gems being bought = less demand = lower price). As it stands, the constant inflation leads me to believe that gems ARE NOT being purchased very often.

The other conclusion is that Anet could be manipulating the market. As I first mentioned, we have no control over the gem exchange. Players have no power on the price. The formulas are all hidden. Maybe gems are being purchased, and perhaps there is actually a surplus of them, but it could be possible Anet is not allowing the price to be reduced.

It is very confusing because in this market you would assume gems would not be as high as they are. Currently it costs about 1 gold for 200 gems, or you can sell 200 gems for 73 silver. This is a 25% increase compared to the beginning of October and a 50% increase when compared to early September. You now spend 2x more for gems, but gems will acquire you 2x more gold. That said, there should be a lot of players buying gems and driving the price back down. It seems to not be the case.

If the economy as a whole was continually inflating I could see the trend being believable, but the fact we have a fairly balanced economy makes the Gem market very hard to believe.

(edited by Icey.6045)

Economy mostly fine; Gems and Precursors are inflated.

in Black Lion Trading Co

Posted by: Icey.6045

Icey.6045

For the most part, GW2’s economy is very balanced. The three keys to the economy are:

Everything can be salvaged.
Legendary Weapons.
Mystic Forge.

The legendary weapons keep everything running. The requirements for them drive money out of the economy and keep trash items circulating. There is a continual cycle of trash items being salvaged, raw materials being bought and then forged into rares & exotics, and then those rares & exotics are being tossed into the Mystic Forge for the chance at a precursor.

Without the goal of obtaining a Legendary, the economy would inflate. At the moment things are either deflating (ectos) or inflating (precursor weapons/gems) or are holding steady.

That’s actually great. Most games trend toward constant inflation since gold is continually added into the system without many hefty gold sinks and without reason to mass destroy trash items.

Ectos are deflating simply due to supply & demand. As more players acquire their exotic gear, less ectos will be bought. The only large ecto-sink is Legendary weapons, and that is determined by the Precursor drop-rate. If more precursors dropped, more ectos would be bought up, causing the price to rise. Right now the 5 ectos required to create exotics is not enough to keep the price steady.

This leads into the precursor discussion…

Legendaries:

The precursors are simply too rare and for unnecessary reasons. The rarity is causing some disturbances in the economy. Making them more common would actually help stabilize pricing of some goods (ectos). Making them more common shouldn’t hurt the current balance of the economy, weapons will still be trashed at the same frequency, and maybe even more frequently, since more players will believe they can acquire the precursor and also more players may try to obtain multiple Legendaries.

There is good argument for keeping them super rare, but I believe it solves nothing and actually will hurt the game. Right now there is still hope of achieving them, but as players fork over more and more cash, I see that hope dwindling to the point players give up trying. If players give up, the precursors on the market will continually inflate and the economy could spiral into constant inflation as the whole demand for mystic forge fodder dwindles. The gold supply will rise and things will continually become more expensive.

Other than the precursor requirement, the Legendaries do require a lot of gold and grind to achieve. Many players consider it to be “easy”. I also claim it isn’t hard. But neither is throwing weapons into the Mystic Forge, that is simply luck. The other stuff is easy since it is concrete steps to complete, all that is required is time.

With every character having many weapons to utilize, and each player having the ability to roll multiple characters easily, I feel like Legendaries should be a possibility for every player if they are willing to devote the time toward it. Not only does this keep a carrot dangling, but it will keep the economy running efficiently. The constant churn of weapons through the Mystic Forge will not end. As it stands, I’m afraid it could taper off any day and the markets will be no place to play anymore.

Continued…………

(edited by Icey.6045)

Dungeon Token Refresh Rate

in Fractals, Dungeons & Raids

Posted by: Icey.6045

Icey.6045

Parisalchuk:

I can see what you mean, but really this shouldn’t be an issue. The issue is you have other obligations preventing you from playing at the same times that you did the previous day. Assuming you had a constant schedule, you would not be experiencing any problems at all. There are other dungeons and you can still get in at least 1 run out of the dungeon you’ve already farmed.

Really the DR system and the 40 bonus tokens is just a bad system. It deters people from running dungeons, like in this case. The prime issue is Anet not wanting players to play the game. But that’s another topic.

I’d rather revert back to the 30 tokens per clear and have each chest award them again. As it stands, my group has developed a habit of skipping as much as possible since the chests are worthless.

Of course the 60 token system consumes less time overall, as you only need to run the paths 1x per day or so, but it just means people have no reason to play very often now.

(edited by Icey.6045)

Instant Death Abilities

in Fractals, Dungeons & Raids

Posted by: Icey.6045

Icey.6045

There are no instant death abilities. All have warnings and can be countered with dodge at the minimum.

Instant death would be getting Death Touched by Cazic-Thule. Big difference.

Dungeon Token Refresh Rate

in Fractals, Dungeons & Raids

Posted by: Icey.6045

Icey.6045

Parisalchuk.9230:
Can I ask why you would choose a time in at the start of prime time? This seems like a terrible idea. I did some dungeons yesterday right around reset time and now will have to wait an extra day to get full rewards because my play time is slightly earlier tonight so they will now have reset? I dont understand why a reset like this would not be in an off peak time (3 or 4 am) so that there is no possibility of this happening.

You do not need to wait a day. First figure out when the reset time is. If it is 5 PM PST then it would be:

8 PM EDT
7 PM CDT
6 PM MDT
5 PM PDT

You’re on your own for non-NA timezones.

So in my case being on EDT time, once it is 8:00:01 PM EDT, I can do a dungeon for 100% of the reward.

It doesn’t matter if I last completed the dungeon at 7:59:59 PM EDT, once it ticks over and is “reset” you can then complete it again.

At least this is how I understand it.

So yes, technically you can time it right to do a dungeon 2x in a row for 100% rewards. Again, I might be incorrect in this, but it is how I interpret what the dev has said.

Night Capping and YOU

in WvW

Posted by: Icey.6045

Icey.6045

Altered Scoring system that is fair for all

.
.

Structures that have been in enemy hands a certain amount of time need to give instant point bonus to the next server that captures it.

.
.

My Recommendation is that if a structure has been held for at least 6 hours then it will grant the following bonus points immediately to the next server that captures it:
250 (supply)
500 (tower)
1000 (keep)
2000 (stonemist)

.
.

Example:
Primetime is 4PM EST – 12AM EST (8 Hours)
Non-Primetime is 16 Hours

When the night crews start to take over the map, most structures will only have been held by enemy teams for 2-3 hours, some less, some more. In most cases the Night Crews will reclaim structures prior to them being in enemy hands for 6+ hours. The Night Crews will miss out on any bonus points unless they decided to wait before re-capping, which is unlikely to happen.

If by some reason the Night Crews did wait it out, it would give the enemy servers those extra few hours of PPT, which only helps the primetime hours.

Assume the Night Crews have taken over the Maps by 4 AM EST.
Primetime doesn’t begin for another 12 Hours.

In those 12 Hours, If the ENTIRE map is controlled by 1 server, that server would gain 2,780 points per hour or 33,360 points from PPT.

There will be 32,000 bonus points up for grabs once all structures have been held for at least 6 hours.

So if a server like HoD takes an entire map like they usually do, the other servers could each gain back ~11k points by each reclaiming only 1/3rd of the structures in WvW, or could each gain ~16k points by each reclaiming 1/2 the structures in WvW (This requires wiping HoD completely off the map though, which is unlikely).

So While HoD would gain 33k points in the 12 hours of population dominance, at least the other servers could get a ~10-15k infusion that would help keep things close.

.
.

PROS:

Night Crews are still necessary and valid: This system does not totally negate the Night Crews work, which is necessary. We can’t just eliminate that aspect of WvW.

More activity all week long. Knowing there are Bonus Points up for grabs could keep players interested much longer throughout the week. Just reclaiming Stone Mist with bonus points would be the equivalent of holding Stone Mist for over 14 hours straight.

Lessens the Snowballing. Instead of waking up to a server ~30k points ahead, with the bonus points that advantage could be shaved down to ~20k points.

It does not benefit Night Crews. The Night Crews could theoretically wait out on capping and then take advantage of the bonus points themselves, but the primetime players will always have a 100% chance of getting bonus points which would negate the Night Crews waiting it out. And by waiting it out the Night Crews are giving at least 12-20 more ticks away to their enemies.

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Addenda:
To augment the initial idea, I would also suggest that after 6 hours all structures gain bonus points that increase every hour. For example:

250 + 15 each additional hour (supply)
500 + 25 each additional hour (tower)
1000 + 50 each additional hour (keep)
2000 + 100 each additional hour (stonemist)

If Stonemist was held by 1 server for 6 hours, it would grant 2000 bonus points.
If Stonemist was held by 1 server for 12 hours, it would grant 2600 bonus points.

If a Keep was held by 1 server for 6 hours, it would grant 1000 bonus points.
If a Keep was held by 1 server for 12 hours, it would grant 1300 bonus points.

If a Tower was held by 1 server for 6 hours, it would grant 500 bonus points.
If a Tower was held by 1 server for 12 hours, it would grant 650 bonus points.

If a Supply Camp was held by 1 server for 6 hours, it would grant 250 bonus points.
If a Supply Camp was held by 1 server for 12 hours, it would grant 340 bonus points.

There will be 32,000 bonus points up for grabs once all structures have been held for at least 6 hours.

There will be 41,960 bonus points up for grabs once all structures have been held for at least 12 hours.

In those 12 Hours the controlling server gains 33,360 points from PPT.

If during Primetime the other 2 servers reclaim 33% of the maps, each server will gain 13,986 bonus points. Now the dominate Night Crew server only gains a 19k point advantage from their Night Crew instead of a 30k+ advantage.

An Actual Fix to keep WvW active all week long and solves Night-Capping, snowballing, and isn't exploitable.

in WvW

Posted by: Icey.6045

Icey.6045

Or is it?

Puppies > Kittens

An Actual Fix to keep WvW active all week long and solves Night-Capping, snowballing, and isn't exploitable.

in WvW

Posted by: Icey.6045

Icey.6045

What a terrible idea.

kitten kitten kitten kitten kitten kitten kitten kitten you.

An Actual Fix to keep WvW active all week long and solves Night-Capping, snowballing, and isn't exploitable.

in WvW

Posted by: Icey.6045

Icey.6045

An Actual Fix to keep WvW active all week long and solves Night Capping, snowballing and isn’t exploitable.

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Structures that have been in enemy hands a certain amount of time need to give a point bonus to the next server that captures it.

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My Recommendation is that if a structure has been held for at least 6 hours then it will grant the following bonus points to the server capturing it:
250 (supply)
500 (tower)
1000 (keep)
2000 (stonemist)

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Example:
Primetime is 4PM EST – 12AM EST (8 Hours)
Non-Primetime is 16 Hours

When the night crews start to take over the map, most structures will only have been held by enemy teams for 2-3 hours, some less, some more. In most cases the Night Crews will reclaim structures prior to them being in enemy hands for 6+ hours. The Night Crews will miss out on any bonus points unless they decided to wait before re-capping, which is unlikely to happen.

If by some reason the Night Crews did wait it out, it would give the enemy servers those extra few hours of PPT, which only helps the primetime hours.

Assume the Night Crews have taken over the Maps by 4 AM EST.
Primetime doesn’t begin for another 12 Hours.

In those 12 Hours, If the ENTIRE map is controlled by 1 server, that server would gain 2,780 points per hour or 33,360 points from PPT.

There will be 32,000 bonus points up for grabs once all structures have been held for at least 6 hours.

So if a server like HoD takes an entire map like they usually do, the other servers could each gain back ~11k points by each reclaiming only 1/3rd of the structures in WvW, or could each gain ~16k points by each reclaiming 1/2 the structures in WvW (This requires wiping HoD completely off the map though, which is unlikely).

So While HoD would gain 33k points in the 12 hours of population dominance, at least the other servers could get a ~10-15k infusion that would help keep things close.

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PROS:

Night Crews are still necessary and valid: This system does not totally negate the Night Crews work, which is necessary. We can’t just eliminate that aspect of WvW.

More activity all week long. Knowing there are Bonus Points up for grabs could keep players interested much longer throughout the week. Just reclaiming Stone Mist with bonus points would be the equivalent of holding Stone Mist for over 14 hours straight.

Lessens the Snowballing. Instead of waking up to a server ~30k points ahead, with the bonus points that advantage could be shaved down to ~20k points.

It does not benefit Night Crews. The Night Crews could theoretically wait out on capping and then take advantage of the bonus points themselves, but the primetime players will always have a 100% chance of getting bonus points which would negate the Night Crews waiting it out. And by waiting it out the Night Crews are giving at least 12-20 more ticks away to their enemies.

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Addenda:
To augment the initial idea, I would also suggest that after 6 hours all structures gain bonus points that increase every hour. For example:

250 + 50 each additional hour (supply)
500 + 100 each additional hour (tower)
1000 + 150 each additional hour (keep)
2000 + 200 each additional hour (stonemist)

If Stonemist was held by 1 server for 6 hours, it would grant 2000 bonus points.
If Stonemist was held by 1 server for 12 hours, it would grant 3200 bonus points.

If a Keep was held by 1 server for 6 hours, it would grant 1000 bonus points.
If a Keep was held by 1 server for 12 hours, it would grant 1900 bonus points.

If a Tower was held by 1 server for 6 hours, it would grant 500 bonus points.
If a Tower was held by 1 server for 12 hours, it would grant 1100 bonus points.

If a Supply Camp was held by 1 server for 6 hours, it would grant 250 bonus points.
If a Supply Camp was held by 1 server for 12 hours, it would grant 550 bonus points.

There will be 32,000 bonus points up for grabs once all structures have been held for at least 6 hours.

There will be 65,600 bonus points up for grabs once all structures have been held for at least 12 hours.

In those 12 Hours the controlling server gains 33,360 points from PPT.

If during Primetime the other 2 servers reclaim 33% of the maps, each server will gain 21,648 bonus points. Now the dominate Night Crew server only gains a 12k point advantage from their Night Crew instead of a 30k+ advantage.

(edited by Icey.6045)

Augment the Point system with this simple addition:

in WvW

Posted by: Icey.6045

Icey.6045

The idea isn’t to make the off-hours crews insignificant, you still want to give those servers credit for what happens during non-primetime hours, this would simply allow for things to not get so out-of-hand. It also rewards servers for taking more fortified structures. It is quite a challenge to take a reinforced keep during Primetime hours, getting a bonus for it makes it all the more worthwhile.

Augment the Point system with this simple addition:

in WvW

Posted by: Icey.6045

Icey.6045

I would like to see structures that have been in enemy hands a certain amount of time give an initial point bonus.

My Recommendation is that if a structure has been held for at least 6 hours then it will grant 250 (supply) / 500 (tower) /1000 (keep) /2000 (stonemist) bonus points to the next server that takes it.

Example:
Primetime ends ~Midnight EST.

For the night crews to get these bonus points they will likely need to wait at least a few hours (if not all 6) to take advantage of the bonus points.

These few hours allow the sleeping servers ~12-20 more ticks of points OR the midnight crews can take the structures regardless and forego the bonuses, but then this allows the primetime crews to take advantage of the bonus points since it’ll be ~12+ hours until things start swapping again.

If the ENTIRE map is controlled by 1 server for 6 hours, there will be 32k bonus points up for grabs.

If the ENTIRE map is controlled by 1 server for 6 hours, that server would gain 2,780 points per hour or 16,680 points in 6 hours.

So if HoD takes an entire map (like they just did in the AM hours), ET and SBI could each gain back ~11k points by each reclaiming only 1/3rd of the structures in WvW, or could each gain ~16k points by each reclaiming 1/2 the structures in WvW (This requires wiping HoD completely off the map though, which is unlikely).

So While HoD would gain ~33k points in the ~12 hours of population dominance, at least ET/SBI could get a ~10-15k infusion that would help keep things close.

This needs to be addressed(Mystic forge and Legendary Pre-cursors)

in Crafting

Posted by: Icey.6045

Icey.6045

Honestly, how in the world is anyone supposed to know that it’s working incorrectly!? Where are people even discovering HOW to make this items via in game methods? I would really like to know. Supposedly there is information about legendaries and there recipes hidden somewhere in game? Show me lol

Easy. The precursor weapons say they are used for Legendary. Then it is simply trial & error in the mystic forge to see what items combine with each other.

Try looking at this post to see how people are discovering the recipes:
http://www.guildwars2guru.com/topic/64363-legendary-weapons-guide/

Henge of Denravi Alliance with Stormbluff Unacceptable

in WvW

Posted by: Icey.6045

Icey.6045

JQ QQing yet I could count at least 20+ of them in the jumping puzzle, many of which were camping beast pit for hours. Jumping puzzle won’t get you ahead.

Monthly Survivor still bugged?

in Bugs: Game, Forum, Website

Posted by: Icey.6045

Icey.6045

Can we be notified when monthly survivor is fixed? (It may have been by now?).

I believe it still resets after zoning/logging off… I got to 75k a couple days ago and zoned and it reset on me, since then I didn’t try again. I don’t intend to bother with it until I know it works. It is the last thing I need to complete the monthly and I would of had it 5x over by now if not for this bug.