Showing Posts For Keilun.2475:
I would love this too. I’ve had to resort to using the Dev Tracker in order quickly peruse their thoughts per thread, but for the longer threads I lose context and it’s quite cumbersome. Having a jump to dev post button would make digesting the info a lot simpler.
I really like the “Hide bags” feature in the inventory panel that separates bag slots by bag.
However, I also value the invisible bags for the purposes of carrying my extra gear sets, minis and other collectibles that I don’t want to deposit on deposit all. The issue here is that without being able to see where my invisible bag starts and ends, it is quite a nuisance. So I have left my bag UI shown for the time being as invisible bags are too useful.
It would be fantastic if I could visually identify which slots belonged to the invisible bag (or any other bag type for that matter). This way I could easily retain the use of the “Hide bags” feature as well as the special bag types.
Thanks for reading!
I feel like ANet’s hesitance to implement something like this is because their whole marketplace is designed around character centric content.
I’m hoping that if we can get enough of us saying that we would buy skins if they were account wide without the restriction of costs to move them between characters, they will see that it’s a risk they should be willing to take. More skin purchases in lieu of less transmutation crystals.
They need only look at successful F2P franchises like League of Legends and DotA 2 to understand the benefits. Unrestricted use of a skin leads to more purchases. And in order to monetize that source further, they just need to keep producing more skins. I can’t imagine anyone sees real value for their money in having to pay to move skins around except ANet.
These are all great workarounds, but one question I have in general is why is it a dropped item at all? Why can’t it be directly put into our magic find pool in the same way any wallet currency can be?
Apart from a small bit of leveling Artificer (orange at lvl 0), there is no real purpose to having these as an item. If it were to show up as a points distributed into our wallets like karma, we would get virtually the same notification and there is no need to click through a stack or come up with these external clickers/macros.
However, when a skin is purchased it should be account bound and accessible to that account from that day forward with out the need of a regent to use it.
That’s essentially what my suggestion proposes… The only time you would use a transmutation crystal is if you wanted to add the look of an existing item in game into your wardrobe. In other words, it would allow you to add the skin of a standard weapon or armor into your wardrobe.
The reasoning behind the rework of the transmutation crystal/stone is to provide a new purpose as allowing unlimited reuse of an unlocked skin would render the current transmutation crystal/stone meaningless. This way, transmutation crystals still maintain value and use in the context of this new way of maintaining skins.
(edited by Keilun.2475)
I have a problem with both the crystals and the one time use of skins which is where my suggestion stems from.
I think it would only be sold a lot less if they stopped adding new core items to the game. The way I see it is that it is adding a new avenue for skins outside of just gem-store skins. Heck they could even perhaps allow PvP items to fit into this wardrobe via the crystals. There’s a lot of base content there to draw on which would expand the use of the crystals.
I can already think of many different cases where I would buy into that system. There are a lot of standard skins out there that I like. I’m just too unwilling to commit to putting that skin onto an item simply because I feel like I don’t want to apply it to an interim item. Rather I’d only place it on an endgame one.
Setting aside whether or not ANet is willing to accept this repurposed transmutation crystal, do you oppose the idea of removing crystals from per use of a skin?
My big beef is coming from the point of view of other F2P marketplaces that don’t saddle your purchases with restrictions that require additional monetary investment to use. I am much more willing to spend more money in those marketplaces than this one. I would hazard a guess and say that probably a majority of the purchases in the BLTC involve account-wide upgrades like bank tabs, character tabs, finishers or infinite tools (account bound ones now) as opposed to the rest.
(edited by Keilun.2475)
I guess you didn’t read my entire original post as I suggested an alternate use for the transmutation crystals/stones that would both add value to the crystals and allow for the unlimited use of all unlocked skins. Perhaps give that a read as that was IMO the biggest part of my skin system revamp idea – which I’m hoping would alleviate the whole revenue from crystals issue.
I was hoping to avoid a stone/crystal per withdrawal since again it takes away from the whole account-wide unlock and free/unlimited use of a skin.
I’ve played a number of F2P games and the games that I’ve found myself to be more inclined to make purchases in are the ones that offer free and unlimited use of their purchases (skins, pets, weapons, etc.).
I think if you saddle the system with a crystal per withdrawal, it then becomes this question to the user “do I really want to withdraw this skin for this character and item?” all because it now costs them money to do so. Whereas if it were free, they would see that as a purchase that unlocks the skin permanently without restriction for all their characters and wouldn’t be hesitant to withdraw. The hesitance on withdrawal takes some of the fun out of the system.
Take for instance how it is now. I have so many skins in my bank right now and I’m hesitant to use them because I don’t want to have to spend a crystal moving it to another character or item later. In fact the item part is the bigger part of that issue as I’m trying to save it for when I know I have an endgame item (waiting for those ascended armors…..).
The current skin system has some detractors that scare many people away from purchasing skins from the BLTC. For the given cost of a skin (~600gems), which is limited to a one-time use and then requires further transmutation crystals to move the skin around smacks of price gouging your customers. I can’t help but feel that a majority of how the BLTC is setup feels this way. Your unlimited finisher unlocks was the first real example of an account-wide unlock that doesn’t feel like we’re being nickle and dimed every step of the way (much in the way number of use finishers did)
With that said, I would like to suggest the following changes to the skin system which will still provide a very useful role for the transmutation crystals that exist today:
- Skin bank in the achievement panel would be extracted into its own tab with support for various sorting options.
- Gem-store skins would unlock and could be retrieved infinitely from the skin bank much like the current achievement skins.
- Living World skins should also unlock in this skin tab with the same unlimited use mechanic.
- Transmutation crystals serve as a means of unlocking skins from standard weapons and armors found throughout the game in the skin bank. This process will not consume the source item. Once unlocked, it could be retrieved infinitely from the skin bank like the current achievement skins.
- Transmutation stones are admittedly not very useful at this point so I would perhaps consider making them simply components that can merge into a Transmutation Crystal. Perhaps at a rate of 25:1 or 50:1.
I feel that this new usage of transmutation crystals will find a significant increase in value as those collectors out there will find and at the same time us customers won’t feel like we’re being nickle and dimed every step of the way. Similarly the extra value of unlimited use skins, saved bank space from having to store skins and the ability to store regular skins I would expect to increase skin and crystal sales.
I realize that at the end of the day, you (ANet) needs to make money. Unlimited skins means you’ll need to create more skins both gem store and standard weapons to increase sales of crystals and gem store skins. But then you’ll actually be creating real value for us customers. Having us spend money to move a skin around is not something many people see value in. I suspect they would rather spend their money on persistent content like unlimited skins. The most successful F2P marketplaces (eg. LoL) behave this way and the way the BLTC is run is something that has always boggled my mind. Could you imagine how one-time use skins in LoL?
Anyway, hope you consider the my suggestion both specifically with regards to the skin system and to the BLTC content in general. Thanks for reading.
(edited by Keilun.2475)
I haven’t been able to find a clear answer to this question: Are the MF bonuses from achievement rewards capped by the 300% MF account cap?
I’m hoping no, but if that hope is misplaced then won’t the use of essence of luck diminish the value of the achievement rewards? In my mind, the account based +% bonuses were the better reward for the achievement tiers.
TIA
One thing this might be related to is the fact that none of the invasions we joined actually successfully completed. So perhaps prior to the patch on Wednesday, failures were credited and now they aren’t?
My gf and I are both stuck at 2/5. We’ve participated from start to end in 5 invasions now, each time ensuring that we’ve done at least one (really we did many more than one) of watchwork events and stayed on the map until completion as the Anet post said. Each of the invasions were on different maps. To be specific:
Gendarran Fields
Blazeridge Steppes
Bloodtide Coast
Iron Marches
Frostgorge Sound
I’m fairly certain the two we did get credit for were credited prior to Wednesday’s birthday gift patch. Since then though we have not received credit. It certainly feels like more than confusion about how this progresses…
We’ll try on our other characters, but the buggy difficulty in just unlocking Scarlet’s playhouse is making this pretty unfun. 5 hrs worth of repetitive invasion events gets pretty tiresome.
(edited by Keilun.2475)
I finally beat her last night on my Ranger (30/25/15/0/0). Longbow/Shortbow. Full berzerker gear (mix of masterwork/rare gear).
It took 49 tries. But I made it. I think with my sub-par gear and the fact that as a ranger your pet is dead most of the fight, the trick apart from learning the patterns is that you have to squeeze out every bit of DPS that you can. There were 6 times where her health bar was completely black <1% health and I died to either time running out or a rift pulling me into shadow aoe.
So on try 48/49 I just ignored rifts in P2 and figured if I was unlucky enough to get pulled into shadow aoe by a rift, then so be it. Also you can kind of avoid a pull from the rift by staying on the other side of the arena. It means a bit more damage from Liadri, but if you dodge roll along that side, you should be able to stay there.
I’m so very relieved to have completed it. I have a better geared Warrior/Guardian/Thief, but I felt like my Ranger had an easier time through all the fights. I might just be bad at those other 3 classes though :x. I’m a pretty casual player.
Doubt I’ll try the extra orb Liadri achievement though, that’s for sure. This was painful enough and I’m done the meta now.
I’m a pretty casual player here. Sitting in a mix of greens and yellow gear (only having done 1 or 2 dungeons).
I sat down last night with 50 tickets in hand ready to try Liadri with my Ranger. I finally beat her with 1 ticket left to spare. 49 tries to get her. Out of that, there were 6 times where I had her health bar down to <1% as there was no red visible in her health bar. And I would die to either:
1. Running out of time.
2. Rift pulling me into the shadow aoe.
After about 5-10 tries, I figured out the pattern for phase 1. And when I say pattern, I’m not just talking about knowing what to do with the clones etc. I’m talking about:
- I know where the shadow aoe will spawn before it spawns.
- I know where the next light field is going to spawn.
- I know which clone is going to be closest to the next light field before it spawns.
- Basically I know where to move so that I can get Phase 1 down using the first 3 light portals.
For Phase 2, it took 2-3 more tries to understand the circle I needed to kite in. Don’t run along the outer edge of the ring. Run a tighter circle a few yards inwards.
The part that took the longest to figure out as a Ranger? Ignore the darn rifts in Phase 2. I was always so freaked about rifts pulling me into shadow aoe at the end that I would always try to kill it. And believe me, they DID still pull me into shadow aoe. Without a pet to melee it and range being obstructed, it took a big chunk out of my dps time for killing her. On try 48-49, I just ignored them and focused on dpsing her. As a ranger with your pet guaranteed to be dead, you have got to focus on pure dps. And bam. Done.
My fists hurt from hitting my table in anger the 6 times I came <1% with failure. The feelings were mixed. It definitely feels doable as is. I don’t think a nerf is necessary here. I enjoyed the challenge.
The only things I could agree with are quality of life changes in the fight. Things like:
1. Remove the post processing blind… Everyone’s already turning off post processing to get around it… It lasts so long that I couldn’t imagine avoiding shadow aoe without it off.
2. Make the red circles more visible.
3. Modify the arena so that the dome is out further, but create a lower fence that prevents the player from crossing the original size of the arena. This would alleviate some of the camera concerns. This is actually a big one since ranged attacks won’t fire if the boss isn’t in view and a close up viewpoint does not help this.
4. Automatic rez after failing the arena…. For the love of god do this. With no one around, running back up everytime is incredibly painful for an already difficult fight.
5. Allow users to mark a target even if solo. Having to group to make it easier to auto target Liadri helped, but it shouldn’t be necessary. This is a shorter way of fixing the targetting issues.
6. Rifts. I have to think that the fact that the range obstructed rifts is not a bug since it hasn’t been patched all this time. I also have noticed that if I fire at it long enough it will eventually hit which leads me to suspect whether or not it actually hits is an RNG check. If it’s intentional, it’d be better if you made it less RNG. Like you have to hit it 3 times to kill it. Making it obstructed and random whether you kill it or not just makes it more frustrating.
That’s what I feel after finally having beaten it. I wouldn’t nerf the difficulty, but I would focus on helping players through those issues by some QoL changes.
Given how hard I found this fight, I’m not likely to try the 8 orb achieve. I don’t think I have a chance, at least not on my Ranger.
Yeah new weapon skills would be a lot to balance. But it’d definitely liven up combat seeing as how those are the skills we’re using the most. It’s probably a long shot, but I can always dream…
I hope it includes weapon skills… Let’s be honest, a majority of our time is spent using weapon skills rather than utility skills. Utility skills to date are neat and occasionally useful, but more variety in our weapon skills would be a nice treat.
If I could design it, I would treat weapon skills in the same way utility skills are used today, where we have the option to pick and choose our weapon skills from a selection of weapon specific and class specific skills. That would be something I would truly be interested in. This would also be much more like GW1.
As it stands today, weapons skills are getting a bit too old and repetitive.
Same issue on Gate of Madness. Judging by the gw2stuff.com timers, the server crashed about 6 hours ago…
It sure would be nice to get an update.
I tend to keep all the harvested resources I’ve found in my travels across each of my characters. I’m of the mentality, you never know when you might need that resource. As a result, I very quickly exceed the max collection stack of 250. What I then do is store those stacks of 250 in my bank so that when I’m adventuring, I am still able to make use of the nifty ‘Deposit all collectibles’ feature.
If I maintain my complete (250) stacks in my bank, then the stack in the collection is always the smallest stack and I’m sure there will be enough space until it fills up. At that point I would rinse and repeat, moving the stack into the bank and my collection would be open once again.
This all works great until you start crafting…
When crafting, the crafting operation consumes resources from the bank first. As a result, my bank winds up becoming a mess of incomplete stacks of resources and I’m no longer guaranteed to know that my stacks are optimally organized.
Going back to sort this is quite time consuming as you can imagine repeating the process for each and every resource I’ve used while crafting.
What I propose is to prioritize consuming resources from the collection first and then the bank. While it is a small issue, it would go a long way in helping me organize my resources. I can’t think of any reason to keep it this way, but perhaps someone else might have an opinion on that.
Alternately, you could open up an upgrade that would allow us to expand the maximum collection size…