Showing Posts For Mukk.3402:
The new system allowes for even more griefing. Your argument is void.
Instead of the party starter now the rest of the group can grief the party starter by ignoring whatever rules he set on the lfg system.
How does it allow for MORE griefing? It’s easier for 1 person to grief 4 people than 4 people to collectively decide to grief 1 person. I’m not saying the current system is perfect, but it’s better than it was before. Previously, whether by mistake or malicious intent, if the instance owner left/disconnected then 4 other people lose all progress. How is that fair?
You want the ability to own your group and instance? Fine. Ask for a new system which will permit you to own an instance/boot players single-handedly if you start the group. I’ll just know better than to group with a person I don’t know who has said powers. But going back to the old system is completely laughable, as it was one of the worst things about this game.
Or, how about this. You do something you’ve likely told dozens of people in the past under the old system. “Group with people you know.”
Please bring back instance owners. I am tired of advertising my group as “no skipping” or “all champions” or similar and then people skip everything anyway even if you remind them of the description. Before the update I could just leave to punish them with having to start over. I want this option back because I have no other means as enforcing my advertised preferences.
Worst idea ever. The previous system allowed so much griefing and was extremely hazardous if say, the person starting the dungeon loses connection or suddenly has an emergency and has to go. Everyone loses progress. Because of one person. Yar, sounds fair there matey.
If you really want penultimate powers to single handedly boot players, then ask for that feature to be added. Add a little donkey icon to the name of the player who has requested this power, so I know that if I don’t know this person I probably don’t want to be grouped with him/her.
KILL IT!!! KILL IT!!! Oh. It stealthed and ran away.
Thieves are like spiders. I know the majority of them can’t hurt me, but every time I fail to kill one and it gets away I still want to burn the house down.
So many Ranger jokes from EverQuest. Another game where Rangers were, for the longest time, a joke of a class.
Further information: It’s in Diessa Plateau, and the “living story” quest is “Plan of Attack”
Incredibly bugged. He built his first machine, but just hammers his 2nd machine incessantly. We’re tried gathering all local ghosts and getting him killed, then revive, but to no avail. There are countless people here stuck on this quest. PLEASE help/fix. Thanks.
Yup, everyone got DC’d at least twice. Sucks because we were on teq. By the time we got back the 2nd time we had 5-10 minutes to organize, which is usually not enough. We got it to the 3rd burn though :P
We didn’t have time to shout out instructions to the newbies or anything. Just filled spots RQ (half were unfull) and do your role as best as possible. First time operating south turret and zerg stayed cleansed 90% of the time No clue why people think it’s hard/stressful. Just had too few people defending north/south, we lost 1 turret twice on south. Amazed we got that far with so little prep time.
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Definitely weapon, for all the reasons above. Unless you frequent high level fractals where the infusion slots are important, but even then it’s a toss-up.
Weapon(s).
What’s your ultimate objective? To hope for a pre or to gamble and try and skim a profit from exo’s? If it’s the latter, I suggest avoiding it all together. The market tends to reflect the value of crafting components of rare weapons in the forge, which is why mithril and elder mats are typically pretty stable in the TP. If there was any sizable profit to be made in the MF this manner, then more people would do it and the price would flux up more. There is a profit to be made if you’re mildly lucky, but the time it takes to make said profit is greater than the profit itself. You’d be better off in other aspects of the game if mere gold is your objective.
Personally, I do some mild gambling on it. I accumulate large quantities of mithril/elder through regular play, along with the other t5 mats needed for the inscriptions. When I have enough for a burst of weapons I hit up LA, craft a few dozen weapons, toss em in the toilet and hope for a pre. If I lose out, meh. I sell the exotics and say “whatever” for another day.
I salvage my rare drops because to me it’s not worth the time to horde them until my next MF bout. Bag space = time, time = money. I’d be losing money by holding these items rather than mitigating losses in the craft to toilet route.
I suppose it may be better to toilet your drops instead if you find yourself by the john every hour or so, but if not then you’re also losing money on all the WP’ing you do + the time it takes to load up, run to the forge, drop em in, and then WP back to what you’re doing. Collectible bank > all.
Which is funny, because in Vegas I prefer to rip the band aid off quickly :p I’d rather bet $1,000 on one roll of roulette than bet $100 ten times. With the big roll I’m either going to win 1k or lose out, 50/50. If I roll 10 times I’m more likely to just break even, which I suppose is better than losing 1k but definitely not as awesome as winning 1k :P
But I understand this is a different scenario, and yes, in game I’d much rather do the 1 recipe as I’m more likely to level out the playing field and receive more of what I want rather than get unlucky and receive nothing of what I was looking for.
Definitely do the smaller recipe if you don’t mind the extra clicks :P
Maybe a legendary sicle/axe/pick would be a nice idea. Make it as difficult to craft as a legendary weapon. Make the legendary tool unlimited uses, and have a 15% chance of gathering an additional material on use.
I actually kind of like that.
People don’t spend $10 on a mining pick because it has pretty flashes. They do it because it’s unlimited and in at least one case offers additional items (sprockets).
I’d be in favor of this if they made it very very very difficult to craft, maybe 1/2 as hard as a legendary, but then why? You can just farm the gold and buy it yourself from the gem store. It’s certainly not cost effective. You’d have to tap a trillion ore veins to get your money back, but meh. If they made a mild recipe for a skinless unlimited harvest tool, would you refund everyone’s gems? I’m sure 95% of the people that bought them with gems didn’t do it for the pretty flashies, they did it for the convenience and the sprockets.
I don’t think you’re understanding my PoV. Am I angry that silk costs so much? Kind of. Am I more angry that heavy/medium can craft their armor at a fairly reduced price because they don’t need as much damask? Definitely. The recipes need to be adjusted to either lower the amount required for damask or increase the amount of metal/leather needed for heavy/medium armor. Simple balance.
I know mithril gets used a lot for people who toilet rares for legendaries and etc. Whoopdeedoo. It’s still the least expensive component of those combines, and extremely easy to farm. If the silk amount for damask isn’t going to be changed, then leather/mithril definitely definitely needs to be upped.
Title of the thread: “Why the double standard on silk?” Why the flawed system that makes light armor crafters farm far more than other professions? If light/medium/heavy were somewhat equal in farm time (I understand it can never be 100% balanced, but should be relatively close) I’d have no problem with it. Make Mithrillium require 400 raw materials (because it’s incredibly easy to farm, more so than silk) and maybe a little more with leather! And slightly reduce the amount of damask those professions require as well.
I’d curse this for a little bit as I play all professions evenly (though med>light>hvy for me), but eventually I’d realize it was balanced, chalk it up to it being BiS armor, and stop my QQing. It’s unfair that light armor classes get the shaft when it comes to ascended armor.
I just mass slaughter in cursed shore. Tons of bags, and I usually get a few t6 per dozen bags or so. Takes a while, but meh. I’m stockpiling myself.
1) Call AN and let them know that wvw is an actual thing in their game.
2) Fix golem rushes. I hate golems period, but I understand they’re here to stay. A half-organized team with a handful of golems and a couple mesmers can take down any keep in under a couple minutes. This is not as it should be.
3) Have guard level and quantities scale to the amount of defenders in the map. If a server is hopelessly outmatched, I wouldn’t mind seeing a few extra guards on the scale of old siegerazer in each tower until population starts to level out. Give the tower lord RI until all these guards are killed, enclose each lord room with walls making it an actual room, and leash the lord to the inside of these rooms. Taking a tower shouldn’t be so darn easy just because your zerg is 4x larger than your enemy’s. It’s boring for the mindless zerger, and it’s VERY disheartening to the zergee to the point where it’s a sell fulfilling prophecy. “There’s no way we can face their 4x numbers, I’m going to go farm pve…”
4) Maps. The WvW map is just aweful. And we’ve all been playing in what is essentially the same map since release. Just throw the current design away and start from scratch. I know it’s time consuming, but 99.9% of us will love you for it. You can’t just add a few poi’s to capture and say “wvw map overhaul done”. That’s extremely insulting.
5) Revamp the guild claiming and tower/keep upgrade systems. It should be far more in depth and responsive than what it is now, a system a 6 year old could understand.
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I’m sure most of us know this was merely an overcorrection by AN trying to add value to silk, a once useless item that flooded the TP. Mission accomplished. Thousands of stacks have been filtered out of the system. Time to readjust and put their “demand” back to a level commensurate with it’s “supply”. Whether this be by adding more sources to obtain these materials (silk worm nodes, anyone?) or by reducing the demand (from 100 to 50 bolts of silk, and reduce linen) doesn’t matter to me. Preferably, I’d like the former. AN messes with supply all the time to suit their living world needs, I don’t see how this would be any different.
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Nope, we’re here with reasonable facts making reasonable arguments and expecting reasonable answers. We clearly don’t understand how a market, supply v demand, or the free trade spice system of Istanbul and Zimbabwe works.
This is all clearly due to our lack of education. /eyeroll.
I honestly think they’re more excited to work on the likes of the Living story rather than WvW, pvp and dungeons. Probably because its more creative than working on the former, at least that’s what they think.
The problem with that is, I believe most people don’t even care about the story to begin with. They just want the achievements as fast as they can get then simply go back to whatever farming method they were prior to the update. Dry top I noticed was a ghost town about a week after it was introduced. If that doesn’t tell them that people generally don’t care, then I don’t know what will.
This has been my sentiment on the subject. The new LS is nice for all of 30 minutes, then I realize I’m PvE’ing in a zone the size of a closet, get claustrophobic and then WP out to return to what I was farming before hand. I like lore and story and feeling connected with the game I’m playing, but I’d prefer updates to the actual playing of the game rather than throwing new lore and masks over the old stuff.
I returned a little over a month ago from a ~8 month hiatus and am thoroughly enjoying relearning the game and the new things they’ve added. But the reason I left the first time was because I got burned out playing the same WvW over and over and over. I realized I was running from the same keep to the same tower to the same keep over and over. And over. And over. The few times I’ve set foot back into WvW it has felt exactly the same as it did before. Maybe they can move part of this living story into the WvW maps somehow? Would be pretty neat imo. Have a dragon or something randomly lay siege to stonemist while the 3 servers battle each other around it’s feet for control of both the keep and the dragon’s shiny loot. Anything. But I doubt they’re pushing something like that any time soon.
Eh, maybe. There are certainly some innovative things that can be done with towers and keeps. Right now it’s very very plain. I think GW2 could take a page out of DAoC’s book, which had by far the best RvR (WvW) in any MMO I’ve played.
Whenever a guild claimed a keep or tower in DAoC that territory would have sentry NPC’s in the guard patrols. When said sentry was attacked it would send a message to the guild that X amount of enemies were attacking. This keeps your realism in “scouts” by requiring an active guild member to communicate to the rest of the server that their keep is in trouble.
Also, towers and keeps need to have patrolling guards that travel to/from bordering towers and keeps, much like dolyaks and their guards do. It makes simply running through the map a more arduous task than lolskipping through some crappy eagles.
And then there’s the map itself. It is far far far faaar too small. There needs to be more distance between towers and there need to be more towers period. Towers also need more guards. I shouldn’t be able to roll up to one completely solo, lay down a ram, make a couple quick runs to the nearest supply camp, build the ram, tear down the door, march up a small ramp and kill the keep lord all by myself. Shouldn’t happen. Ever. Taking an empty tower should require at least 1 group of players.
I understand supply and demand, it’s a very simple concept most people learn very early in grade school…. I understand why prices are what they currently are. The GW2 TP has a very fluid economy, large quantities of items flowing quickly from source to end user. It’s pretty awesome when you take a step back and look at it.
But what I don’t understand is back at the root of all of this: why has AN set demand for light armor crafting materials so significantly higher than the rest? I know damask is used across the board, and it’s obvious why it’s used more in light crafting. But if the demand for silk is to be set so much higher than metal and leather, shouldn’t the supply be elevated as well in order to balance this out?
Definitely a good idea, and I highly doubt it’d cut into AN’s profit margin, so they should definitely do it. No one is gonna buy extra bag slots just for those certain cooking materials that don’t get added to collectible bank.
+1.
+1, Silk is a big problem.
Could we hope for an official feedback about that ?
There won’t be any official feedback because there is no need to have one.
The entire point of placing such high requirements for ascended crafting, is to clear the market for T2 up to T5 raw materials.
Before ascended armor, I crafted bags of silk just because silk was sold at almost the same price as merchant price. This item was a pure junk. Now the problem is solved: silk has a market value.
It does not have to be logical or justified or whatever. This is NOT what matters for John Smith. As long as the market for silk has a real value (no massive speculation and no sink of the price), nothing needs to be changed.
If that were true, thick leather wouldn’t be practically worthless. Thick Elonian Cord is the counterpart to the silk weaving thread. It is salvaged as much as, if not more than, silk. Requires 150 total raw units to craft. And the price at the moment is 8 copper.
The price for a completed Thick Elonian Leather Square is 2 gold, vs the Damask Bolt which is 15.
Keeping the market completely clean of lower level mats as well as keeping those prices at super high values is also unbelievably unfair for lower level characters wishing to craft their own gear as they level. If I were a new character and looking to craft my own light armor in this level range, I’d take one look at those prices and immediately say “no”.
Saying “As long as there isn’t an over abundance of a commonly required item and the prices for that item which people need in order to craft their low level items as well as the best armor in the game is obtainable primarily only by those people who are already level 80 and farming for the end game armor” is a bit elitist. It’s not flawed in that it failed to remove the silly large numbers of silk/linen/etc. from the TP, it’s flawed in that it removed too much from the TP, driving prices for this one section of crafting far higher than the other crafts.
I’ve been waiting a looooong time for capes, but alas
There is a hood (think it’s called Grenth’s Hood or something like that) that has a pretty small cape graphic, but meh. It’s also no longer obtainable afaik.
Personally, I think all games need capes :P
I don’t disagree with you, but people are still buying Silk at their current prices, so obviously the economy is able to bear the cost. The higher prices also mean that more money is being sucked out through TP fees, so while I personally would like to see a correcction, I have a feeling JS is not going to do anything about it in the short term.
Is it a “problem”? No. But is it unfair to light armor crafters? Yes, I’d say so.
If milk cost $15 USD/gallon, people would still be buying milk. They’d just moan while doing it. I don’t think anyone is saying the market can’t bear it. People aren’t going to universally stop buying silk. Why? People need it. Period. And demand is greater than supply, unless you skip a few days in between making your damask bolts. Because I don’t know of many people who can farm 300 silk scraps in one day.
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Because then people can’t sell precursors? Ascended items are account bound on acquire.
Meh, if you really want it that way I suppose they could custom the code for those few items. I kind of like the idea, because I shudder at the thought of someone who doesn’t even know what a precursor IS salvaging it by mistake. I think I had a nightmare that I did that once… woke up in a cold sweat.
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The OP’s question has been plaguing me since I returned to GW2 a month or so ago. Yes, I know silk scraps’ horrid history. I used to vendor them myself as well because it wasn’t worth putting them up on the TP. They were essentially worthless. But ANet obviously over corrected here.
Making Damask Bolts require 300 scraps, whereas mithril and etc only require 100 of the raw materials is a bit absurd. Not to mention the amount used in other recipes. I understand it’s slightly easier to come by, but good lord. I believe this was an attempt to empty the likely millions of scraps that were collecting dust on the TP, and boy did it work, but it’s time to re-adjust it to be more in line with the other t5 mat requirements.
It’s extremely unfair on tailors for a MULTITUDE of reasons. Other professions really only need a small amount of damask to create their ascended armors, whereas tailors of course require more in order to craft those fancy vests and pantaloons. I haven’t done the math, I’m sure someone else has, but the price to craft (especially including the price of linen and more, which is also absurdly expensive) a set of cloth armor v a set of plate armor has got to be an enormous gulf.
Saying “Well, why do you NEED that armor?” is a bit absurd (I know I’m using that word a lot, but it fits) as well. When Heavy/Medium classes can fully craft their armors for a fraction of the price lights must face, its a pretty huge imbalance. ANet fixed the problem of useless silk by making it TOO valuable. Correct it back to a reasonable level, please.
I also understand that this is “end-game” stuff here. It’s not something I should be able to log in with 40g and craft an entire set of and be done (not that you can log in with any number of gold and be done, since there are required farm portions of the craft). I am one of those people who have always been a little “meh” on the developer’s stance of making the best items so easily accessible. There should be armor that’s best-in-slot that you have to WORK pretty hard for. But making the armor for certain professions inordinately harder than most other professions is silly.
I’m not even asking for them to be exactly equal with mithril and etc. Maybe have the total silk cost of damask be reduced to 150 instead of 100 like most people are asking. Anything at all would be a blessing.
I think most of the people saying there will be a “huge outcry” about “Hey, WE had to spend x amount of gold on silk, so should everyone for all of eternity!” are likely people who had 20,000 bolts sitting in their vault before ascended armor was even introduced and did not have to face this silliness. That, or they are some of the people who are profiting off this imbalance and simply don’t want to lose their precious gold farm. Also, ANet takes GREAT pride in how they’ve structured their economy, as they should. For the most part it’s simply amazing, and I wish I was smart enough to play the post like some people. It’s a truly inspiring system. But this is a bit of a smudge on that system, and I’d love for it to be fixed.
My question: Has anyone in charge ever even acknowledged this problem? And it’s definitely a problem. I’ve heard enough complaints on the forums and in map chat to be convinced of that.
I don’t do PvP. I just WvW and PvE. Like you said, staff is amazing in WvW. You get a few eles in staff mode and you can effectively take 3/4 of the HP off a zerg in a couple seconds.
But from what I’ve heard, in PvP, you will need to be the best player in the world to be effective at all :P Groups are too small for you to hide in a pack of players and cast to your whim, which means you will die. Quickly. Unless you gear/spec your ele in a survivability manner, but there goes all your DPS and you become a difficult class with moderate survivability and no real damage.
Any tips for lowering bandwidth usage of the client while playing? I’m playing via my cell phone tether (no cable/etc. where I currently live) and data can get pricey. While when I’m soloing it doesn’t use that much data, it does add up. When idle/soloing about I hover around 1-4k/sec, but in zergs that easily shoots up to 40k+/sec, not to mention all the web-based UI windows that consume obscene data for what should be a rather simple task.
Thanks
Resolved. I went to a public spot and it patched perfectly. Returned home and it connects and plays well. Guess I’ll be patching from hotspots from now on, but that’s moot so long as I can play :P
I’d say it’s in the right forum. I’m just bitter I can’t log in since the patch this morning.
At least you can log in >.<
This is terribly frustrating Are the servers still down? Do I need to go outside? I’m afraid of the sun!
Gives me “Connection error(s) detected. Retrying.”
Finished patching and was able to play for a good 5-6 hours yesterday (bought the discs a couple days ago). However, after the server maintenance this morning, I can’t get to the login screen. The pre-login patch (the screen before it offers you the chance to log in) keeps doing tiny little bursts of a download and then ultimately creates an error after a long time. Is anyone else experiencing this? My internet is fine, firewalls down, AV is quiet, and other downloads are working perfectly normal
Certainly wouldn’t be hard to fix at all. I have very limited coding experience, and I’m sure I could write something in under an hour that would prevent this. Bleh.
Hmm, I’m currently downloading the client, and hearing this is discouraging. Having not played the game yet, I’m not very well entitled to my say, but using extra curricular tactics to expediently level alts in an unfair manner is practically the definition of an exploit. My DL should be done in an hour, and I can honestly say I will never try this crap. Most of the fun I get from playing an MMO is indeed the level grind, (I’m an old EQ1 player from launch), and knowing some unscrupulous characters are doing this to speed past levels is pretty disgusting. I fear I may play GW2 for a week or two before I become disheartened and quit (I just hope this game doesn’t have the childish population core that WoW had, I lasted like a week in that game before my ignore list was so long that I couldn’t stand it any more.) I understand the reason why this hasn’t been fixed in a game that encourages mixed level groups, but don’t poop in my ice cream cone and call it chocolate, it sounds very much indeed like an exploit.
That makes slightly more sense. Although it would make more sense if the percent reflecting the total size left >.< Is there a current approximation on the size of the client file so I know what’s left? Patching from a public location so I don’t eat up my own data plan, want to know if I’ll be sitting in this library for 5 hours or 20 -_-
Recently purchased the retail CD’s, expecting maybe a 5-6gb patch at the maximum (these newer MMOs make patches at alarming rates). Installed from disc, created my account, and started patching. Got about 4gb downloaded, yet my patch bar still hasn’t moved from 0%. My client file has grown relatively appropriately. Is the patch window simply glitchy in reporting the percent downloaded? Or is the patcher trying to redownload every single thing in the .dat? If so, that seems terribly inappropriate. I don’t want to sit here for 24 hours to redownload the entire game, which is the main reason I purchased the discs in the first place =\