Showing Posts For Moreh.6385:

Shared Inventory Slot Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Moreh.6385

Moreh.6385

This is a fantastic idea. Costs way too much though.

Thoughts on Precursor Crafting and Profit

in Crafting

Posted by: Moreh.6385

Moreh.6385

Except they are commonplace. And they are meaningless, being simply pretty objects to display. This is the issue with how anet have implemented the legendary system. It should be a trophy reflective of skill, of overcoming a hard challenge, but it aint. As it stands the liadri mini is a far better trophy than a legendary.

I would have to disagree that obtaining a legendary isn’t a challenge, as well as the notion that they are commonplace. There are certainly more than there used to be, but also keep in mind that many with legendaries like to strut around in main cities around each other, inadvertently giving the impression that everyone and their dogs has crafted a legendary in their sleep because “I can see 5 right there.”

Walking around max-level areas and taking samples of players with legendaries as a percentage of total players encountered, and you’ll find that the ratio is much lower than the concentrated show-offs in Lion’s Arch might have you believe.

Thoughts on Precursor Crafting and Profit

in Crafting

Posted by: Moreh.6385

Moreh.6385

I was thinking the same thing. If I recall a Dev post around the time they discussed the old “scavenger hunt” idea, they stated that they were concerned with the overall price growth of precursors in general.

In light of your comment, it might even be a good idea to adjust the cost of crafting the precursors to approximately match their target ideal price, and simply let natural market forces push the price back down.

I like your idea.

Thoughts on Precursor Crafting and Profit

in Crafting

Posted by: Moreh.6385

Moreh.6385

The whole outcome of having craftable precursors is still largely up in the air for me.

Introducing a reliable supply for precursors will most certainly lower their prices. However, the extent that such a price drop will increase the demand for legendaries (and subsequently their other materials) is a tough one to call because it is dependent upon so many variables.

The big one that comes to mind is this: how prohibitive is the effect of precursor prices (as they currently stand) to the overall demand for a legendary? Seeing big triple digit price tags can certainly be intimidating, but what I am interested in is to what degree, especially compared to the other prohibitive hurdles blocking the way to a purple weapon. While an increase in precursor supply would surely increase the number of legendaries crafted, to what extent would that number be mitigated by the already cost-prohibitive Gift of Fortune, Map Completion and other requirements? Compared to Ascended crafting, Legendary crafters are a niche, less-mainstream demographic, and a worst case scenario would be that only people on the fence about committing to a legendary would be swayed.

Another concern is that ArenaNet may not want legendaries to be commonplace things. While more legendaries are seen everyday, it would be bad for business if suddenly they became something like WoW’s sparkle pony mount, i.e., things of beauty made tacky and unremarkable because they are literally everywhere. Mock if you must, but there is BIG money to be made catering to the “Unique Snowflake” crowd. I believe it is to that crowd that Guild Wars 2 owes much of its success. That being said, one can reasonably expect the developers and designers to tightly leash the availability afforded by such changes. Such fine-tuning could be the very reason we haven’t seen or heard much about precursor crafting at all.

In any case, I can definitely foresee the overall cost of legendary materials going up. I also foresee several possible mitigating factors which could cut into potential profits from this venture, or at least shorten the window for that profit.

Can't loot EB JP chest

in Bugs: Game, Forum, Website

Posted by: Moreh.6385

Moreh.6385

I am having the same issue but in the borderlands. The first puzzle each day rewards the chest, but does not consume the keys. Subsequent runs reward key halves, but they do not open the chest. Ending the session with 3 pairs of key parts and one chest reward.

Charged Lodestones FIX IT!

in Crafting

Posted by: Moreh.6385

Moreh.6385

Actually, supply IS the issue in its relation to demand. The two concepts are meaningless alone.

The problem with charged lodestones is that the demand so far outweighs the supply that the prices have risen to the point that actual sales volume has slowed to a trickle. That’s why getting 100 for a legendary is so insanely slow, when other rare materials needed in higher quantities (500 Orichalcum Ingots for Sunrise) can be filled relatively painlessly.

This is a lesson for any of you going into public office in the future. When you foster consumption and punish production, prices will always rise just like Charged Lodestones, and the economy in terms of product volume exchanged will slow to a crawl.

Client Hangs after pressing "Play"

in Account & Technical Support

Posted by: Moreh.6385

Moreh.6385

Same problem here as well.

Anti-funneling solution

in Suggestions

Posted by: Moreh.6385

Moreh.6385

@Urthona: I agree that having to run a daily AC would be too much. That is why I mentioned that the rate should be tuned. A single old-content run should be able to purchase several runs. At 60 Dungeon tokens per path, a fractal admission token priced at 5 tears would net 12 runs.

That’s the balance I’m talking about. I’m not trying to wrench people away from the new content so that they spend half their free time doing what they do not want to do. I’m saying players should take a break from the relentless grind in a manner of their choosing that helps other players with content that is amazing and should be kept alive.

Anti-funneling solution

in Suggestions

Posted by: Moreh.6385

Moreh.6385

@ Oglaf: I disagree. Given enough options to obtain the tokens, players can choose which way to obtain them. And if tuned right, they wouldn’t have to do the older content very often.

The alternative is what killed WoW for me. Fractals offer the best gear, and everyone hangs out in Lion’s Arch in between runs, with zero incentive to leave. The game, while rich in content, becomes largely a ghost world where player experience 1% of that content and complain that it is nonexistent. They then get bored and play something else.

Players go only along the paths that lead to reward. A-Net can either pave that path through their painstakingly-developed content, or they can treat their players like fun-consuming locust who ravage the fun from an area and move on, leaving it desolate.

Anti-funneling solution

in Suggestions

Posted by: Moreh.6385

Moreh.6385

Lesser, popular MMOs have been plagued with poor design sturcture that funnels its players almost entirely into a single tier of content. The unfortunate, inevitable consequence is that older content is largely abandoned in favor of the new, decreasing the chances of a player successfully completing any of that older content requiring a group.

My suggested solution is that content which provides higher-tier rewards (namely Fractals of the Mist) require an inexpensive, moderately stackable token of admission that must be purchased from vendors available after completing stategically chosen events in danger of becoming obsolete.

For example, the vendor who appears after completing the Temple of Balthazar meta event could sell fractal admission tokens for a small amount of Karma, while the same tokens could simultaneously be sold by another vendor for a very small amount of Ascalon Tears (5-10).

The cost should be small enough so that several Fractals runs can be purchased for a single event or dungeon run, so that players can still focus on the higher tier of content if they choose (the older content should be more of a diversion than a chore), while still providing the necessary incentive to avoid the abandoning older content.

Any thoughts?