Showing Posts For Mapache.4852:
Because after Orr the players are bloody sick of fighting Risen.
I think it would be cool to see some actual curly hair for humans (think Merida from “Brave”).
But, yeah, that’s strange, OP, to know that that person had an unintended hairstyle that was redacted, but it stayed on their toon!
I’d like some actually curly, natural black hairstyles. Human males have an afro, but there’s nothing in that neighborhood for human females.
On the Mac client, at least, it’s crashing at the end of every game on the Coliseum (though fortunately after counting the game as complete and awarding rewards).
Is Revenge of the Capricorn even in the map selection anymore??
i haven’t seen it on map selelection after patch for 5 games now. Probably bugged, hope they fix it soon only 2 weeks for capricorn achievements left
I double checked and Capricorn should appear even though it is no longer pinned in unranked.
It had been stated that it would be pinned through the end of season 4. Can you please pin both?
I’d love to be able to combine other headgear with an outfit. Since we can already hide the head, it’s a separate mesh, so it should be easy enough to also give the option of showing our existing headgear with the outfit, so we can combine our sunglasses or fancy crowns with our snazzy outfits.
The wiki has drop-rate research for BLC keys by map completion: https://wiki.guildwars2.com/wiki/Map_completion/Drop_Rate
It’s around a 25% chance of getting a key… and you don’t get them for the starter cities (or southsun cove, according to the wiki). Of those 16 maps, how many were starter cities?
Sometimes RNG just sucks.
If there’s a 25% chance of a key per map and you complete 16 maps, you’ve got a 19.7% chance of getting no more than two keys. http://stattrek.com/online-calculator/binomial.aspx
So, this is a perfectly likely event; humans are just bad at statistics shouldn’t trust their gut feelings on what is likely or not. In particular, we expect much less variance than most random systems actually provide. That is, you will get results far away from the average much more often than you expect.
I’m sure lots of players have one of each class, with maybe an extra slot for messing around in, so it would be great if they used some of that empty white space to show nine or ten characters instead of just seven.
I’d love to be able to wear arbitrary headgear with an outfit. I know outfits are designed as a single piece, but we already have the option to hide the headgear, so they’re already designed to work without their dedicated headpiece, so this wouldn’t require any modeling work. I’d just love to be able to combine that with an existing headpiece, like the Noble Count Outfit plus the Inventor’s Sunglasses.
Tarnished Coast is still open right now.
It’s an easy and unsuspicious way to trade gold.
Gold buyer wants to buy appx 10g
Gold seller willing to sell 10g for $
Gold buyer transfer cash
Gold buyer indicates to seller to buy the one butter listing at 10g70s67c (a way to differentiate and make sure you are buying the right one)
Gold sellers do that in games like WoW, where you can buy specific orders. It doesn’t work in GW2. There’s no way to buy that 10g70s67c butter without buying up the half-million butters cheaper than it.
As a general explanation for most WTF things you see in trading post, just remember—most bizarre behavior can be explained by someone behaving stupidly, and there’s a lot of people out there with the opportunity to be stupid on a regular basis.
Here’s why high spreads are bad. Let’s say there’s an nice level 80 exotic with current 10g bid and 30g. Maybe the consensus price will stabilize at 20g, but it could be anywhere in that 10g to 30g range. Potential sellers are reluctant to post their item for sale, because if they post it at the low end of the range, they’re probably making a lot less money than they could have, and if they post it at the high of the range, they’re probably losing their listing fee on an item that will never sell. Let’s say that there’s ten sellers per day willing to post under those circumstances. If they keep undercutting the high price by 1c, then it’ll take 10,000 days, which is 27 years, for the ask price to move down to our hypothetical consensus of 20g.
If instead those ten sellers per day needed to undercut by, say, 10s on an item in the 20g-30g range, then the ask prices will converge in 10 days. The closer the bid and ask get, the more willing potential buyers and sellers will be to engage with the market, leading to that “healthy economy” people keep wanting in their MMOs. (You’ll notice that real-world marketplaces like eBay use minimum bid increments that increase as the current price increases, in order to get the price to converge in a reasonable period of time.)
Alternately, think about it from a game-design perspective. Obvious decisions in games are bad. Good decisions are those with consequences. Requiring that people undercut by some minimum margin forces players to choose between selling first and making less money. Letting you undercut by 1c on big-ticket items is an insignificant cost to the seller, so it’s an obvious decision that lets you both sell first and make the same amount of money to within a trivial rounding error.
The underlying issue is that allowing arbitrary prices allows for huge market spreads. In a healthy, mature market, the bid and ask for an item are very close—everyone agrees on how much the item is worth at the moment. A huge bid-ask spread shows that no one really knows how much it’s worth, and this discourages transactions. If you post it too high, it won’t sell and you’ll lose your listing fee, and if you post it too low, you’re leaving money on the table people would have willingly paid. Thus, many buyers wait to post until the price converges and they’re more confident they’re selling at the correct price.
Allowing tiny adjustments to the bid and ask delays how long it takes them to converge. By posting an item for sale for 1c less than a 10g price, you’re not making any statement that you think it’s overpriced—you’re just gaming the system to sell sooner for a trivial reduction in profit. If the market requires reasonable-sized bid increments, then buyers and sellers either have to commit to the current price or move the bid and ask closer by an amount that matters, so they eventually converge.
To do this in a way that isn’t dependent on the current prices and prevent shenanigans, just limit prices to two significant digits. That’s easy for people to understand—you can only have two numbers that aren’t zero in your price. If the item is up for 10g, you either have to get in line at 10g or go down to 9g90s, no 9g99s99c nonsense. That way, the market spreads converge and people will have confidence in prices.
One of my credit cards just declines when I try to buy gems, while the other works but the automated fraud prevention system calls me a short while later to verify the transaction. There’s just a lot of fraud in general in online game transactions, and the credit card companies are being very wary. However, I don’t get this problem if I run the transaction through Paypal, even using the same credit card, I think because then the bank sees Paypal as the payee, not NCsoft, and is happy with that.
Cooking is basically a once-per-character way to spend $1 in order to gain ten levels.
What I would like is an option to always make the enemy team the same color. It shouldn’t be Red vs Blue—it should be Us vs Them, and Them is always Red (or some other color). We’re already seeing different things from the enemy in WvW, so it shouldn’t be any problem. In WvW, we should also have a consistent color for our server and two consistent colors for the enemy servers. Having to re-learn how to read the map every week is an annoyance, especially when you’re red, because enemy player names are still red, and that causes cognitive dissonance.
Just out of curiosity, but why not set a max price for items? That way someone selling it can’t simply hoard the items and sell them at ridiculous rates. They’d have to sell them at the max allowed price.
Maximum prices don’t work. If an item is valued by people at substantially above the maximum allowed price in the market, people will trade it on the black market instead. If you can’t sell a precursor for more than 50g but people are willing to pay 350g, then you either sell it in general chat (thereby annoying people with spam and losing the certainty of escrow), or you just sell it on Ebay for real-world money.
All the people claiming that you can use the TP to transfer money don’t realize that it doesn’t work in this game. In games where you can buy specific listings, the seller can put up any piece of worthless junk for an outrageous price, and the buyer can choose to buy it. In GW2, you can’t buy the more expensive items when there are cheaper ones, so you would need to find a tradable item which you have and which hasn’t been listed by anyone else in the world in order to be able to use it to transfer money.
Chalk me up as another person who’s locked out by this. It started Wednesday night, when I got three or four disconnects. Thursday was worse, dropping me much more frequently. Friday is completely unplayable. If I manage to log in, I last less than two minutes before getting disconnected with a 7:11:3:189:101 error.
I’ve gone nuts trying to debug this. I’ve tried using my neighbor’s WiFi, so I’m pretty sure it’s not my WiFi or my ISP connection. I’ve tried using a physical ethernet cable instead of WiFi, so it’s not the WiFi hardware on my machine. I’ve rebooted everything and run GW2 with -repair, which changed nothing, and with -diag, which found no connection problems.
I’ve tried different characters in a different zones to see if that solves the problem, but no luck.
(edited by Mapache.4852)