Showing Posts For MiloSales.8560:
I’m wrapping up my Econ Undergrad (Dual Program Econ/Environmental Econ) and grad school bound.
First off: your position is fascinating in a horrible way, especially given my field (the Environmental side). I’d actually love to hear more. Do you have any good links regarding it in industry? Common position titles?
Second: Economics is just a naturally occuring social phenomenon. We just try to figure out they way the dynamics play out and push and pulls elements here and there to get more desirable results (well, maybe not Austrians school advocates . ). No matter the system, someone is going to find a way to “hack it”. Whether Anet should be actively trying to prevent this is debatable. One one hand, I don’t feel it’s good for the game; but Anet and John Smith could pretty easily correct things on the supply side, but choose not to. Just nuking a few high profit markets (precursors, etc. .) occasionally here and there to create more risk would deter a lot of it – but they don’t. Anet has data we don’t – TP flipping might be less common than we think, or there might be too many “non flipper” players in the market and it would hurt them, creating a big backlash. On the other hand, while IRL I’m not at all a “let the market” decide type – it is just a game.
The poster above me raises good points too. The RNG system really is responsible. It would be nice if they tied items more to specific mobs/types/regions. The TP feels too central to the game for my liking as well. The Market dominates my real life (and everyone else as well) it would be nice if it didn’t hobbies as well :/
Horizontal progression still means progression, no?
The Legendaries have been around for how long? Do people not ever expect new sets?
Over time, legendaries will become less rare, no matter what. Keeping them super ultra rare behind a RNG gate (as opposed to actual skill based obstacles) is obnoxious. We need new Legendary Sets to deepen the pool.
As it stands there’s nothing impressive about a legendary. Whenever I see someone with one all I think it “lol. I wonder how many laps in Orr/COF that took”. I’ve never even considered attempting one because it’s just a grind that makes Korean MMO’s look vibrant and exciting.
F2P from a business standpoint is just a superior model. There are huge numbers of people who will just not pay a sub fee because they don’t play enough to justify the fee.
There’s a solid parallel in software piracy actually. Companies like to cite all downloads as lost revenue, but the truth is, a large percentage of the pirated copies were people who would have just not bought the game anyway. It’s only an actual loss if they would have bought it.
With an MMO it offers more flexibility. People who would not pay a sub fee very well might drop a few dollars here and there. Chances are, the larger player base is going to bring in more revenue than a smaller one with a fixed income. There are also some notable benefits as well, like higher populations which stops the “empty server” death spiral.
I like the B2P model myself, but I’m not sure the initial barrier is income maximizing. It make have tangential benefits like weeding out people with no investment and greifers which add to the stability and lifespan of the game.
Wildstar and TES will be Free To Play. TES far sooner most likely, but it will happen.
The people who mentioned Starwars being essentially P2P because of the huge gates are spot on. As much as I hate the gem store Keys (never bought one, never will), GW2 seems to have found a very solid balance with the gem shop. GW2 is kind of a trailblazer; for good and ill. They’ve done an great job balancing the business end of the game but made some really huge missteps content side. Honestly, whatever manager/executive ok’d living story/one shot content over long term content shouldn’t be in that position anymore.
I also think they’ve strongly under estimated how popular an expansion would be; take a loan, hire some more designers and crank out an expansion already.
Yeah, this is on the top of my desired list as well. Another ranged option for Guardians would be really nice (esp Main Hand Shield Capt America style).
Would be nice to see Great Axes for Rangers, Warriors and Eles.
Maybe “claw” weapons for thieves/mesmers/necros.
Yep. I’m in the same boat, but longer time span. I left during the 1st Super Adventure Box. There just wasn’t much to do but farm dailies and grind Orr.
I figured ok, the game just needs time to grow and mature. I’m not impatient. So I figured a year later I’d hop back in and enjoy a over a year’s worth of new content. Nope. Apparently I missed some cool stuff, and I enjoy that they are making a dynamic world but it’s so incredibly unbalanced and plays against it’s own strength. The fact that the game is Buy To Play means people can easily go on hiatus when the content runs out and come back later.
When I came back the Festival of the Four Winds had a couple weeks left, but getting tokens was so grindy there wasn’t much of a point, since more content was about to just go away for at least a year. . . Oh well, I figured I’d check out the precursor scavenger hunt so I could finally get my Legendary. They had to at least have implemented that by now! I mean, the forums were lit up about how leaving Legendaries to RNG was massively unpopular and ANET had already said they were on it. Lol, nope.
Hell, even the Gem Shop Items just come and go. I would gladly dump a bunch of cash into the permanent harvesting tools.
Devoting nearly all of the content resources to one shot content in a game already very content light is just a bad idea. 25%, sure. After waiting a year, as a casual player, within two weeks it’s back to grinding dailies and Orr.
Also, it’s kind of annoying seasonal events like Dragon Bash skip years. I found out about it after it was gone last time, and part of the reason I came back was so I could see what I missed out on. Why not implement it this year? It’s not like it’s going to tie people up so they ignore the 1-2 hours of personal story released every two weeks.
Don’t get me wrong, in a lot of ways it’s a great game. But there have been some pretty horrible decisions and what seem like management mistakes along the way.
Hopefully Dry Top is the beginning of a focus on more permanent content. New maps, weapons, traits (build diversity seems to have really diminished as well), Dungeons, new Legendary Weapons/Armor, and non RNG Precursors.
It’s an older game, half off sales are common for older games. Maybe it means we’re getting an expansion soon?
I despise Orr too. I couldn’t even tell you what it really looks like other than a big brown blur as I run from the eight mobs gang snaring me.
After expansion, when Orr is not “The End Game”, please reduce the number of spawns so I can actually appreciate the zone for a few seconds here and there.
And for the love of Lyssa no more undead.
I’m not demanding, I’m asking. I also didn’t make the thread.
What? He was talking about how WoW introduced this awesome Dynamic Event and everyone got uptight because it interrupted their daily routine. It was a really cool event.
He’s comparing the SAB to the event in WoW, and how Blizzard DID try doing cool stuff like Anet, but the playerbase whined it into mediocrity like some are doing with the SAB in his opinion. He’s saying they are trying to WoWify the game far more than Mounts ever would (seriously people act like they’re the ultimate evil ever). He also never mentioned them unless a post was deleted or something.
For real people, we all hate wow, we know, it’s evil and blah blah blah but read, comprehend, post. This was about supporting the SAB and come-and-go-content.
It wouldn’t be a bannable offense because it’s not going to ruin the economy, but it may get patched soon, so keep your eyes out if you’re been abusing it. If you haven’t been abusing it and/or don’t care, well… it doesn’t apply to you, so why are you seeing what you should feel.
I care because I may decide to, and I’d like an answer before I do. If I don’t get one, I’ll assume it’s kosher and probably do it since I’m on break and have lots of time to play this week and will have none for the rest of the month,
I don’t really want to jump in the middle of this, but isn’t this exactly like the multiple character farming through dungeon runs?
The only problem I see is that the SAB has no character level limit, which apparently allows some people to keep running by creating new characters all the time. Even a ridiculously low character level limit, say, 10, would fix the problem.
Agreed. I want to know if this is an exploit or not. They’ve said it is fine with Black Lion Keys, so I assume it’s fine with this as well. It’s also so incredibly easy to prevent I have no idea how it could be. It’s known it is done to get the personal story level key, so it’s not like it’s some crazy out of nowhere idea.
If it is there should be some clear communication that it is, because right now most people think it’s fine and don’t deserve a ban because there was no warning or communication.
It’s not like the few extra unbound skins are going to wreck the economy.
Dude, Rev, Eps is anti soulbound too.
Lol, this is hilarious. 3 people on the same side who are going at eachother over nothing.
Also, just noticed a message, a mod deleted a post of mine too – so that may have contributed. Which means a Mod is reading this thread.
Can we get a response Moderator? Wrangle an Anet poster for us please?
My major concern is getting a response on this being fair game from Anet, so I’ll prob just keep bumping this from time to time.
Let me clear something up:
Rev and I have both been arguing AGAINST soulbounding.
Rehero is the one who wants it, because it nerfs everyone but people who play like he does.
When I said: He has been saying we need to soulbond bubbles, I was referring to Rehero, not Rev?
I deleted a couple duplicates like, hours ago, on the first page, because I clicked Quote instead of edit when I went to fix some grammar, etc. . .
So yeah, I’m pretty sure we’re all and have been on the same side of the argument.
I had to delete some a while back, but I haven’t slept in 48 hours, so I claim it as insomniac’s prerogative.
Squeeze. Every. Second. From. Spring. Break.Delete out anything contradictory to your first statement.
Then get a spvp guy to come back you. Goodjob sport.Take the time to comeback with some substance. I’ll be afk for a bit.
Huh? I just deleted duplicates? Not any content. What is it you think I said?
I had to delete some a while back, but I haven’t slept in 48 hours, so I claim it as insomniac’s prerogative.
Squeeze. Every. Second. From. Spring. Break.
Also, Bump for an Answer please Anet.
Plenty of us keep asking and you’ve answered other less consequential posts. We’ve undertaken due diligence to find out so we don’t exploit, bans from this will be a really, really poorly taken by the community.
But you care if someone could spare 2 1/2 hours in a day on them?
I don’t understand where you got this from. The soulbound system allows for speed runs as well as allows for those who grind to gain from their efforts.
But I’d rather not have the skins on a few alts, what so ever. But they’re now soulbound. Why would I even run the event on them.
What are you talking about, they’re not soulbound.
There are the droppable rare (rarity, not drop rate) tradeable weapon skins and the purchaseable master (rarity) account bound weapon skins…
Unless they ninja patched in the last hour.
If you read back: He thinks they should be made soulbound so they are harder to get (can’t speedun on alts and send them to a main) so people who look for every bauble in every nook and cranny 24/7 for the next month get more/faster skins because that is how he plays.
That would ruin the entire system. Now my Ranger (for the sake of the argument. In reality, I have no Ranger) will get a Staff that I can’t move… yay.
On the other hand, it doesn’t change anything because they would most likely still be dropping as skins, which, if we put onto a white weapon, becomes account bound, anyways.
Yeah, there’s a million reasons not to and only one to do so: a really bad one.
Sorry man, I edit a lot too, so I feel ya. Hot Topic (I’m an Econ/Philosophy Major so this is like crack to me) with all of 4 people, lol.
I’m probably around 13:30 myself, but with my GF, and two players is more difficult imo.
I’d FRAPS is, but I’m afraid it would lag me out
But you care if someone could spare 2 1/2 hours in a day on them?
I don’t understand where you got this from. The soulbound system allows for speed runs as well as allows for those who grind to gain from their efforts.
But I’d rather not have the skins on a few alts, what so ever. But they’re now soulbound. Why would I even run the event on them.
What are you talking about, they’re not soulbound.
There are the droppable rare (rarity, not drop rate) tradeable weapon skins and the purchaseable master (rarity) account bound weapon skins…
Unless they ninja patched in the last hour.
If you read back: He thinks they should be made soulbound so they are harder to get (can’t speedun on alts and send them to a main) so people who look for every bauble in every nook and cranny 24/7 for the next month get more/faster skins because that is how he plays.
But you care if someone could spare 2 1/2 hours in a day on them?
I don’t understand where you got this from. The soulbound system allows for speed runs as well as allows for those who grind to gain from their efforts.
But I’d rather not have the skins on a few alts, what so ever. But they’re now soulbound. Why would I even run the event on them.
My Eng gets a shield, but he only uses a rifle. My necro has all the skins he needs, but can work towards ones he doesn’t want. So how does this help me get the skins I want? :P
I don’t understand where you got this from. The soulbound system allows for speed runs as well as allows for those who grind to gain from their efforts.
But I’d rather not have the skins on a few alts, what so ever. But they’re now soulbound. Why would I even run the event on them.
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Because it makes his playstyle the best playstyle, and that’s what matters
::thumbsup and a wink::
But you care if someone could spare 2 1/2 hours in a day on them?
I don’t understand where you got this from. The soulbound system allows for speed runs as well as allows for those who grind to gain from their efforts.
Then there is no point.
Is it not logical that the actual content be the way to get more baubles instead of repeating the bare minimum?
It’s perfectly Logical (people really need to learn exactly what that word means sigh). If you do the chests you can still do the rest of the levels. It’s not necessary that it be the most efficient way to do so. You can make a Logical argument that it should be, which I really don’t think you’ve come close to doing, but it’s not necessarily logical that Level Exploration = More Baubles. That’s a value judgement and entirely subjective.
By the logic of your argument, I should be able to make as much <resource> by doing a low level zone as a high level zone yet we all know Orr = Money. Queensdale is as much “the content” of GW2 as Orr. That doesn’t mean that doing event chains in Orr isn’t more efficient or that there’s something wrong with that, say, because you like Queensdale more and want other people to play there too. Or, for an even more accurate comparison: I don’t get more <resources> from going through each POI, Vista, SP and WP in Cursed Shore as I do running the same few events over and over and over again. There’s no reason I should, and no reason I shouldn’t – it’s a value judgement on the part of the devs as to what they hope to achieve. Their game, their call.
It is the content. It’s just not all of the content.
There is a middle ground and its allowing the speed runners to speed run while cutting off the transfer of baubles from one character to another. It doesn’t stop the speed run it just makes it daily. It instead allows those who grind actual content to actually gain more benefit than those who don’t that just seems like it makes more sense.
First, you are positing that there needs to be a middle ground or compromise. There doesn’t. For their to even be any weight to your position you would have to show it benefits the game and players more than otherwise – you haven’t. Because it’s the way “you think it should be” or because somehow it “increases novelty” which you’ve yet to demonstrate it does, or that there is even any intrinsic value in it in the first place, aren’t reasons for their to be a compromise.
Maybe I want it to be even easier to get. I think it should be 25 bubbles like the back pack. You need to compromise with ME and we need to reduce the price on Skins to make them EASIER to achieve. Why? Because that’s what I want and the “novelty” of scarcity makes me feel bad for seeing players not get gear.
Second, I’ve already stated, it’s just as much of a grind to speedrun. It’s a different grind. You’re arguing ice cream flavors here. It’s all ice cream. any "repetitive task for accumulating <resource> is “grind”. You want completionists to be rewarded more than non-completionists.
Well, in the immortal words of the Dude, “that’s just, like, your opinion man”.
Your suggestion, again, accomplishes almost nothing. People get skins in 7 days instead of 1. Why?
1. Because it makes your playstyle more efficient.
2. Why should your playstyle be more efficient. Because you’re exploring more of the content (over and over and over).
3. Why should that be more efficient? Because you’re exploring more of the content.
That’s called circular logic.
Also, again, you already are getting a special reward for it. You get a nifty little title and achievement points. That’s just not enough though, you can’t just have 3 cookies and let everyone else have 2, you need 4 and they need 1 so it’s a “compromise”.
There is Zero, nada, zilch, none, absolutely no reason to make them Soulbound. It does nothing but make people play according to the schedule you think they should play, because you think the should.
(edited by MiloSales.8560)
I personally think I offered the middle ground. 30-40 minutes of your day(which doesn’t increase or decrease) for 7 days out of a month is reasonable for anyone with a strict schedual.
Right, but I fail to see how it’s a compelling argument that 30-40 minutes a day for 7 days is somehow vastly improves the quality of the game over 4-5 hours in one day. Why does it matter if someone acquires it in one day as opposed to seven. Either way, there is the same amount of time invested. All this does is limit the players options and in return delays the inevitable appearance of the item in the game. How does 40% of players having it day 1 really diminish novelty as opposed to 80% at the end of week 1?
Before you mentioned doing achievements and scouring the world. Those aren’t necessary at all with the system you’re promoting is what I’m pointing out. There’s no more “effort” put in by playing 7 days for one at 30 mins than 1 day for 4 hours.
Your suggestion will not make people explore the content.
I am not asking people to explore the content. I am asking for them to justify making the exploration of content not effective for earning baubles. They basically made this whole little world with tons of little hidden treasures you can go and get every run. But getting them (which is what I enjoy doing) is not as effective for getting bubble baubles. Thus you are promoted to speed run instead. If it was daily soulbound those who wish to speed clear can speed clear daily and those who wish to amass baubles by running it multiple times a day can do so.
You are asking people to explore the content if that is how it’s efficient to get baubles. Those are inseparable. The people doing speed runs do them for baubles, they don’t want to explore the content 10+ times just because you do, they want skins, so they want baubles. If that was how you got baubles efficiently, that is what they would have to do. You are asking that they be forced to adopt your playstlye, to have their play style completely removed, so you can get a little more satisfaction out of yours – which is already the vast majority of the game.
Who says it has to be effective for earning baubles? It’s effective for earning achievements. That is enough. Once again, what argument is there for “everything your way” other than “my way isn’t the best for everything so other ways should be nerfed until mine is because that’s how I play”. It’s pretty obvious by the very existence of 1 bubble = 250 baubles that gathering baubles isn’t going to be nearly as efficient. If it was, those secrets spots would have 100’s of baubles, they don’t. What is there to justify? That their practice ran contrary to your presumptions and desires? This game is for a lot of people, and every person doing speed runs is a customer they have to satisfy just as much as you. I don’t demand that they “justify” having Legendaries be such a grind, or MF weapons – I accept it and I move on and enjoy the game.
You get your own unique reward for your playstyle, achievement points and a title. We don’t get that. You get everything we get and more. That’s enough. Learn to share.
Also, you get your reward for exploring, the achievements. Is there a Title? I’m not sure
You get a title reward for completing 15 of the SAB achievements I believe.
There ya go Rehero, you get your unique reward for your playstyle. Can you just let go and let us have ours now? You do, you know, get that too. . . .
The argument about playing a different game is too easy to use instead of finding a way for everyone to be happy. Daily system feels cleaner and makes more sense for everyone in my opinion.
Dude, it’s still a grind, just a different kind of grind than the one you like. You have Legendaries, MF Weapons, Fused, Laurels, etc. . You can’t make everyone happy and your “kind” of grind is 90% of the game. Don’t you think it’s kind of absurd to expect everything in the game to cater to your playstyle?
I personally think I offered the middle ground. 30-40 minutes of your day(which doesn’t increase or decrease) for 7 days out of a month is reasonable for anyone with a strict schedual.
Right, but I fail to see how it’s a compelling argument that 30-40 minutes a day for 7 days is somehow vastly improves the quality of the game over 4-5 hours in one day. Why does it matter if someone acquires it in one day as opposed to seven. Either way, there is the same amount of time invested. All this does is limit the players options and in return delays the inevitable appearance of the item in the game. How does 40% of players having it day 1 really diminish novelty as opposed to 80% at the end of week 1?
Before you mentioned doing achievements and scouring the world. Those aren’t necessary at all with the system you’re promoting is what I’m pointing out. There’s no more “effort” put in by playing 7 days for one at 30 mins than 1 day for 4 hours.
Your suggestion will not make people explore the content. Most will do speed runs because 7 bubbles = 1750 baubles. It would take a vastly disproportionate amount of time to get those baubles as opposed to just doing speed runs 1x a day for bubbles. I mean, most people who aren’t going to explore aren’t going to do it 8 hours a day, over and over, just to get the skin a day early. All you are doing is unnecessarily limiting their options and potentially creating scarcity by gating content to players. It sounds more like you think you should have to complete all the achievements to get the skins, which I’m not sure I agree with, but don’t necessarily disagree with. I could see that being a good middle ground for another new weapon set content update that would be rarer than these, but not necessary for every content skin group by any means.
Also, you get your reward for exploring, the achievements. Is there a Title? I’m not sure, I still don’t even have my 1st skin and only have like 1/4 of the achievements done myself. If not, that would be an appropriate “Explorer” or “Perfectionist” reward.
Also, how is it even harder to get them your way? If you just ran through and got the bubbles, soulbound, each character could get 4.2 skins on bubbles alone. One run, ignoring all baubles, chest to chest, per day.
How is it “more work” or “effort” to spend the time doing speed runs 1 time per day over 30 days than 30x in one day? You don’t have to get loose baubles at all to get the skins, you don’t have to explore, completely ignoring the alt and delete. Really, it probably takes longer (hour to bubble wise) and is more effort creating alts since you have to go through the creation, intro instance and get to the SAB than to just park your toons and do it once a day.
Either way it’s about the same time investment for hours = bubbles. Unless you want to remove bubbles so you have to spend 24/7 for the loose baubles, well, barely anyone will do that.
Agreed. This was a great update, best I’ve seen in any MMO.
See, it’s your opinion that multiple character speed runs is “cheesing it”. That’s not objective, it’s your opinion, but you are stating it as a fact. I have no idea how you can even say what other people should or should not have fun doing. There are plenty of people who enjoy doing it. My GF and I can now do the first two zones in PERFECT sync, not missing a single jump together and it’s an awesome feeling. We shouldn’t be rewarded for that constant practice and dedication and skill we’ve developed because it’s “cheesy” to you? It’s the longest we’ve played in weeks and the most fun we’ve had.
Also, people have alts. People want to get these items for multiple characters and multiple pieces.
These are decent points and they put me at a lack of words I wasn’t able to look past all the people speed clearing the easy parts on multiple characters till they had the skin thus taking the novelty out of having it, however it still feels toxic to the continued play of a month long event to have the skin be so easily attainable. I personally would have proposed that the baubles be soul-bound and the events remain completable on several different characters. This would make it require more than 3-4 hours in the first day of a month long event to achieve.
It’s cool man.
I think it’s fine as is, like I said, not everything has to be uber rare. There has to be some middle ground. Also, consider people who can only play long periods once or twice a week. At my last job I worked 6 12 hour days – not everyone can play multiple times a week.
If the SAB was a permanent feature I’d be more inclined to agree with you, but it’s only here for a month.
What is reset timers on these chest dose anyone even kno? because I did it once On my Guard yesterday then tryed like hour ago and no chest afther beating Toad King so what is timer on chest reseting it did not reset with daily
Seems to be 24 hrs.
Looking back how upset the community was about the Fused Skins, and how much people enjoy the implementation of the Super Skins (SAB awesomeness aside – seriously, whoever had the idea, promote them) I’d recommend a compromise between the two methods.
I fully understand and support Anet’s need to make money via Gems and think people who complain about it need a reality check but the RNG nature of it was really disappointing. So, consider this method:
Allow a way, in game, gem free to acquire the item with a high commitment equal to Sub Legendary weapons (ie, Foefire, Aether). Also, allow the skins to be purchased directly W/O RNG at a high gem cost. In addition put a rare drop in BL Chests that give MULTIPLE tickets for non account bound versions.
Players who aren’t going to use gems for whatever reason still have a means of getting them even if it is very consuming. If that is THE skin they really want, they can get it, even if it is a massive effort. They really have no reason to complain at all.
Players who want a single item and will use gems will buy that item, or maybe two.
Players who want multiple items and like gambling can use Chests, especially if they want multiples or if they want to sell the extras which are only available through the Chests.
Also, something to consider: New Legendary Weapons that come from putting 4 of the New Skin Items (like Fused) in the Forge. Further encouraging BL Key purchases for Multiples.
The fact that I even said multiple times that I enjoy the event and I was met with people accusing me of not liking it proves your ignorance. The title of the thread was if it was intended and it still was not answered to an adequate degree and the thread is it’s —-→ getting derailed by people who argue that its ok to be able to farm up a weapon that would normally take a single character<——— several days of constant playing to get within 3-4 hours.
Hi. I never said that you didn’t find it Fun because of this. I said, less fun, which you pretty clearly indicated. Also, they are account bound, not soulbound, meaning you can run as many as slots you have w/o creating characters.
Currently it takes like 4 hours to get a skin due to this and it kinda —-—>kills the replay value<———- for me. I mean I —-→loved<—— it and I worked hard at exploring every corner getting as many baubles for the skins as possible looking forward to 50 bubble baubles and then I learned that you can just farm it with new characters meaning all of the effort I spent exploring —-—>feels more like a waste<———-.
Don’t get me wrong —-—→its fun but<——— the novelty of the skins isn’t there anymore and its less than a day into the event.
You are complaining that a mechanic exists which you by no means have to use, because you used it and it made things —-—>less<——-fun.
So, yeah.
I do enjoy the event, I haven’t cheesed my way through it, I have been doing the achievements, —-——→people shouldn’t be getting enjoyment out of the repetitive making and deleting of characters for the use of quickly making baubles<————-, and CoF has been out for awhile and I find them boring, and have an issue with that as well seeing as how it gives an obscene reward for the little effort required.
See, it’s your opinion that multiple character speed runs is “cheesing it”. That’s not objective, it’s your opinion, but you are stating it as a fact. I have no idea how you can even say what other people should or should not have fun doing. There are plenty of people who enjoy doing it. My GF and I can now do the first two zones in PERFECT sync, not missing a single jump together and it’s an awesome feeling. We shouldn’t be rewarded for that constant practice and dedication and skill we’ve developed because it’s “cheesy” to you? It’s the longest we’ve played in weeks and the most fun we’ve had.
Personally I think doing it once a day, per character, going back to every spot I’ve already been three or more times isn’t fun. That doesn’t mean it isn’t fun to you, and I’m not going to say people who do that are “cheesing it” or doing it wrong because that would just be kind of egomanical to assume my way must be everyone’s way.
Also, people have alts. People want to get these items for multiple characters and multiple pieces. Should they have to do nothing but gather small amounts day and night for the next 30 days to get these items, just so some people can feel “elite” for having super rare skins?
Who said the skins need to be super hard to achieve? Once again you are assuming because you think it is fun to have a super rare skin means everyone must – plenty of us don’t care if everyone has the skin we are using, we just like it, it is how we want our gear to look. There are plenty of people who like the look of common skins and go with those. Not everyone is the same. There are already tons and tons of super rare skins, not everything has to be equally difficult to acquire or rare. They just put in Fused skins, if it’s more fun to have a rare skin because it’s novel, you have that option, tons and tons of them.
There are a ton of easy ways they could have prevented this. Making chests account wide and adding more bubbles. Making a 15 min wait on making new characters. Account wide Diminishing Returns. Disabling chests for characters less than an hour old. Tons. They have already said this is fine for keys.
There are multiple threads on this topic already you could have just bumped. Anet hasn’t made a comment yet, and if it is an exploit, yet keys are not, I’m pretty sure they would have responded by now especially since it’s inconsistent.
So honestly, I hope you get a response, because we should have already. If it’s not the answer you want, try to remember, other people deserve to have fun too. Not everything has to be for and appeal to a certain crowd/player type. That was the whole GW2 Pitch.
Using real world logic for a fantasy game never works.
Elementalists can shoot balls of fire and lightning.
Why would anyone use a sword or even a gun?
It’s pointless. If you can’t suspend disbelief then Call Of Duty 53 is that way —>
The game has a sense of humor about it’s self, always has, and does by design. It’s nothing new.
I do them with other people because it’s fun to watch a “perfect run” where everyone just nails every jump, all in concert.
I dig it, but do agree, “absence makes the heart grow fonder”. A month is a good window for events like this.
Dude, really?
You are complaining that a mechanic exists which you by no means have to use, because you used it and it made things less fun.
When you could have just chosen not do it? So no one should be able to? Even the people who enjoy it? Because you don’t, even though you did it.
I think COF speed runs aren’t fun and ruin the dungeon for me, so I don’t do that, problem solved.
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II started leveling a Necro for it, and dug the look/feel, but was too squishy for me. Leveling a Guardian atm, pretty sure with the burning teleport, AOE burn, Gs and staff’s mid range cone it should be good for farming, but Necro is probably easier to AOE with.
I’m with Asmodal.
I’d make it a condition weapon though to give Condtion builds some needed love. That would help compensate for the lack of base damage as well. Also, I’d go kind of Captain America style and give it some range, since it’s something Guardians are sorely lacking.
1: Shield Throw: A disc of light shoots forth and bounces off up to 3 targets, applying bleeding – more stacks for fewer targets. 20% projectile finisher.
(Imagine Cap throwing his shield, but instead a disc of light flies out and bounces but the shield stays in place):
2: Parabolic Blast: Channeled 3 seconds: Blasts a beam of light from the shield dealing minor damage and applying X stacks of Burning over duration of channel. Blast Finisher.
3: Rebounding Barrier: For 3 seconds, reflects all projectiles and blocks up to 1 or 2 melee attacks, if hit with more melee attacks, explodes and applies small AOE bleed.
4: Inspired Charge: Rushes forward (ala Ride The Lightning) and applies burning on opponents in the way and a small AOE Burning on enemies and small heal on allies.
5: Circle Of Radiance: Symbol: applies burning and blind to enemies inside, grants protection and regen to allies inside. Combo field Fire. (Long-ish Cooldown?)
Attacks would have token damage, 90% of damage would come from the Conditions, and have a lesser overall Damage potential than other weapons, but give a proportional armor boost.
The idea is you can hang back and apply some conditions while supporting then rush in and cause some havoc while popping a small heal, hit 5, and switch to a melee weapon, wait for Inspired Charge to come off CD, use it to rush out, heal anyone out of melee with the end of the rush, range some more and support then back into the fray.
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So my GF’s guardian just hit 80 and I planned on having her use the “Paladin” Guardian build – I’m not certain on the gear though, so I wanted to get some advice before she starts dumping gold on gear (well, she already did that and bought mismatched Carrion/Zerker/Valkyrie stuff kind of at random and nearly made me cry). I really want to have a flat out “get this in this order” guide for her.
She has enough Laurels for an ascended ring, so I’ll prob have her go right for that rather than bother with an exotic. After that get weapons, then chest, legs, the rest of body armor and finish out the accessories and ring/amulet.
Here’s the Build and Gear.
Is this a solid gear set up, are the numbers respectable? I could get the crit chance higher, I had a setup with Emerald Jewels pulling around 70%, but is that even necessary with building might stacks or healing? I’ve heard anything above 55-60 is kind of redundant and isn’t worth the loss to Power.
Food is butternut Squash Soup and Oil is master maintenance.
Instead of having it Every 4 months, they should make it where players have to “unlock” the event. There is no reason to go to Southsun unless you are a masochist or farming shells and you would only see people there every 4 months.
Instead, have a series of Events that, when completed, put a point towards starting the event. When the event has X points, (1/4 – 1/2 – 3/4) notices go out over Lions Arch. When it gets to full the next Friday after daily reset, the event begins (to give people time to plan for it). Put the point range somewhere between, say, if there are always large groups working for it, as soon as once every 2 months, middle effort 4, and little effort 6 months. This would effectively make Southsun an actual level 80 zone and give us somewhere other than Orr to be, every day, all day aside from Dragons. It would encourage cooperation and reward servers for being proactive and prioritizing it – maybe even increase the chance of a precursor depending on how many events a person completes contributing to the unlock. Disable guesting during the event, obviously.
People love the map, people loved the event, no one goes to the map, a huge number of people missed the event and it’s an excellent solution to the precursor problem. (I mean come on, the only thing legendary about getting a legendary is the amount of time spent running around a single zone doing the same events until DR hits).
As for, “it’s dead so it’s dead” – yeah, well, then close up all the dungeons, end all the events and remove all the mobs because they’ve all been killed before. Not using content in an MMO because of “it’s unrealistic” doesn’t even begin to make sense.
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The first: there’s already ranked PvP. An Arena, sure, why not, but by no means is that essential or should it be a priority. It’s essentially just a different flavor of what already exists.
The dead horse: This isn’t the game for that. Personally, I love open world free for all PvP. Hell, I think you should be able to steal for other players and they should drop all their gear on death (I’m still not over old UO). This sin’t the game for that.
There is WvWvW which is excellent, the best PvP in any MMO I’ve ever seen. Other than the epic awesomeness of “free for all” all or nothing PvP that makes you think out every step you take and suspect everyone you meet until they’ve proven their loyalty – the only reason the kind of PvP you’re talking exists is to screw with other people because kittenting on other people is fun for certain people.
TLDR; already exists/Never going to happen for good reason.
My Suggestion: Falconeer Rangers.
The Falconeer Ranger uses pets (mostly birds) that cannot be hurt, but rather give the ranger more control and support. The Falconeer Ranger would have his F1-f4 skills replaced with a different set of commands depending on the Falcon (or Bird in general).
For Example:
F1: Harass: Your Falcon harasses your current target, dealing X damage and applying Vulnerability and Weakness for Y seconds.
F2: Divebomb: Your Falcon periodically Dives in at your opponent, dealing X damage and Dazing the target for 2 seconds.
You could also have them set as modes with Procs and Internal Cooldowns if that would make more sense, Or make them have two Proc Modes, and use the F3-F4 for direct command skills.
F3: Bird Specific Unique Skill.
F4: Bird Specific Unique Skill.
For some it could be a Burst that renders the pet unavailable for a little bit, apply a boon, strip a boon, apply a condition, etc. . . They could even have other passive Modes that grant buffs to the rangers stats or unique abilities like Eyes In The Sky: You can see Enemy Commanders icons on the mini map. . etc . . or let you see your current target’s “white dotted line” on your mini map so you can track him.
It allows for the same animal companion feel, but cleans up the messy pet issues.
There should be a setting that allows you to set a priority for the interact key. Half the time I’m trying to pick up loot in an event while moving around I end up stopping to raise a useless NPC which makes me vulnerable – or grab a warrior banner. Same thing goes for gathering nodes when I’m trying to raise an NPC/Player, etc. . . Or when I’m trying to raise a player and pick up that Charzooka lying right next to him – or start using a pointless environmental weapon.
In PvP this is beyond obnoxious.
We should be able to check off an order for the interact key. Like:
1 Loot
3 Revive Player
5 Revive NPC
2 Gather
4 Pick up environmental weapon. (banners, etc. . )
6 Interact with Environment (siege weapons, journals, etc. . )
So it checks for the first type in range, not whichever happens to be closest. In Big even mosh pits, etc. . .it’s pretty much impossible to tell which is closer: that Flame Bow an Elementalist dropped or the downed Elementalist himself.
Also, for the love of god Light/Medium/Heavy Armor Filters in the TP! How was this not in at launch?
I agree. Real markets have regulation for a reason: because once a group accumulates enough wealth, they can use it to manipulate prices with false scarcity.
Too much laissez faire approach from the devs here imo.
Matts should be account bound on purchase.
It’s a really interactive play style, almost twitchy, but really smooth at the same time.
I’m having a hard time leveling any other class. They either feel too “one trick” or that I don’t get out as much as I put in. So I guess, comparatively, I feel like the mesmer is more work for more reward and has a ton of options.
And Dragonbrand is down. Well, at least I got my gear
Aspenwood is contested, open on Dragonbrand.
It’s silly it’s not there. It’s absolutely standard.
Look up Seven Mirrors. He has a great Survival Build for PvP (Staff + Sword/Torch).
I just hit 80, but I’m trying a survival variation: 0/20 (IV,X)/20 (IV, X) 0/30 (I, VII, XI)
Still have mostly rare gear (want to experiment with stats before committing to pricy Exotics).
The idea is to do a kiting tank/shatter build. Pop off 3 clones, mind wrack to grab agro along with a Chaos Storm and Phase Retreat out for Chaos Armor, tank by dodging and using staff/blink and Focus 1 to buff swiftness while dropping iWarlocks and clones to keep up shatter AOE and iWardens for DPS as I kite through them. Null Field and Focus 1+2 to remove conditions (as snares are are sure doom if you don’t cleanse them). Try to keep Chaos Armor up as much as possible (between Chaos Storm, Staff 4 and Null Field it’s pretty consistent).
Illusion XI is just as much for the defensive shatters as Mind Wrack, Distortion, even with no clones is still essentially a well timed dodge every 60 seconds and Shatter is an Interrupt every 45. Chances are you’ll always have an extra clone or two thanks to Dueling X and between the two shatters that’s some good mitigation between Mind Wracks.
I leveled to 80 in full zerkers gear and rarely died, if mobs didn’t spam snares or weren’t mostly ranged I could frequently take out 8+ normal mobs as well as a vet or two, if they were all melee, I’d pretty much never get hit.
I use Mirror/Arcane Thievery/Blink/Null Field as a standard load out and Mirror + Feedback/Blink/NullField if there’s a lot of ranged.
For gear, as I said, I leveled in full Berserker, and I rarely died, because I rarely got hit, but a few solid blows and it was game over, so I’m trying out a combination of Knights and Ravagers (I mostly use staff and do often have conditions up from it and iWarlock/ bleed crits) -although, as I understand, Berserkers is considered superior. Staff is Ravagers, Sword/Focus Knights, Armor is Knights, Accessories are/will be Ravagers. My DPS isn’t great, outside of shatter bursts (which are good esp if I’m in range to count), but it’s consistent over multiple enemies with good maneuvering and my survival/durability is pretty amazing.
I’m not sure if this is an endgame viable build by any means, but it’s def fun running around and soloing huge groups of mobs. It seems like it has potential, and I’m amazed how Tanky my mesmer ended up.
As for Pistol, I’m not sure if it’s a great Tank style weapon, Magic Bullet is great for defense, but I think I’d prefer the AOE of ibreserker on a group of distracted mobs, + the Temporal Curtain’s run buff (and pull for when mobs start running off onto people DPSing). The single target DPS with traited crit bleed and having a projectile combo finisher might help hold agro against champs better though.
I’m also running centaur runes , for the swiftness on heal, swift buff, +power is always nice and the bleed duration bonus isn’t bad, since I tend to stack a good number of bleeds from Staff Clones.
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I’d like to see another Heavy Armor class to balance it out (not necessary, but nice).
I’d say something like a Weapons Master, with the Profession Specific Ability to switch between additional weapons (which I think would be ok for balance as the Elementalist essentially already does this). For Flavor, give access to all real weapons (excluding things that are more mage like -Focus, Torch, Staff, Scepter.
I like the Animag’s idea of using the Stamina Bar for more – maybe even giving the class three segments and dodges rather than two – but having it be a resource for highly mobile utility skills, or the ability to burn stamina to decrease cool-downs on weapons skills.