Showing Posts For Rogacz.9865:
As a real world example (using extremes), say you own a Pinto, but you really want that Mustang. What would you do? You have the choices of living with the Pinto, and being happy with what you have. You can be jealous and angry at the guy driving the Mustang. Or you can work hard, and over time, afford to buy the Mustang for yourself.
Legendaries are a long term goal, much like wanting that Mustang. And you have different choices in game. You can be happy with your Rare or Exotic gear. You can be jealous and angry at the guy showing off his Twilight. Or you can work hard and craft a Legendary for yourself… over time. To add to the latter, farming monsters or playing the Trading Post are ways to achieve your goals.
I think you have trouble comprehending what you write. There are likely some people, likely underage, in third-world countries that actually do WORK while PLAYING GAMES. I however, am not forced to work while playing games,, and would much rather enjoy ingame content, rather then work it. You know, skill-based challenges rather then time wasting on menial task such as ‘farming monsters or playing the Trading Post’. A simple bot can do them better. Which is also the reason we are seeing bot ban waves and DR – because content in this game is so simplistic.
And having Anet making something that is “Rare” more available isn’t a solution. It’s like the government saying “let’s print a lot more money and pass it out to everyone”. I’m sure most of us would have an idea of what would happen to the economy in that scenario.
What, tell me would happen if drop rates (of items required for highend craftables) were increased 10fold? 10 times that number of people would have them? Oh my thats terrible, and completly undesirable.
Please do tell me what terrible thing would happen if desirable items would be readily available to anyone who wants them, in a game thats about killing monsters and occasionally other players? Because the only thing i can foresee would be more players leaving the game out of boredom, which says a lot about the gameplay in this game, and the usefulness of ‘work’ you see in the game.
EDIT. I ll give you an example of a different game, that actually gets this right. In that game you can craft weapons (and items) out of materials you find. It takes time and effort, and a bit of luck to get rarer materials, but you could get the best in less then a day. And afterwards, or in the meantime, or even before, you can spend days and weeks and months actually playing the game, exploring, fighting or building structures you find interesting or attractive.
I find it strange that an indie game made by one person, achieves something that cannot be understood by AAA studio which forces players into treadmills, claiming those treadmills are fun, or a requirement for something you get out of them to be fun. Playing with mjolnir (as an example) is the objective and what will be considered fun. Farming 200 hours in one spot, by killing same 6-7 respawning monsters, to get items for mjolnir is not fun. Getting alternative ending in PoP:WW is fun – it requires actively playing the game to get it. Throwing countless exotics into mf is not fun. Do i need to go on?
This game, is about killing monsters, about explorations and slightly about interaction with others. Yet getting those ‘rare’ items has nothing to do with those. Instead, those ‘rare’ items are rare only by the virtue of being time-consuming to get. And in a setting that they are in – ie they are not a Ferrari in real life – but a skin item in a video game – they are gated behind uninteresting, barely related to the gameplay treadmill.
(edited by Rogacz.9865)
Had something similiar occur some time ago. One player got ported to LA for no reason during 3rd fractal, then he got ported back to us (his icon changed and he appeared next to us) and then whole party crashed to LA.
It’s not broken – Mjolnir is one of the most rare and expensive skins in the game – it’s not a legendary but it’s clear that it is intended to be very very rare.
No, it is broken. Mjolnir is not rare – its easy to make and the recipe to make it is well known. Level 1 char with 0 hours played across account can make mjolnir in 5minutes.
What’s rare are materials that are required for Mjolnir, which are not mjolnir specific but shared across various items.
Anything that takes more than 3 months of casual play to attain is ludicrous, and I have a job that pays for the roof and the car to worry about.
It’s time for ANet to realign its loyalties from kids with too much time on their hands to people with paychecks who can actually monetize their game, before they skip town for being ignored.
I feel very similar to this. I ve bought a game, I do enjoy it, but vast majority of aesthetic content is locked away behind paywall or spending XXXX hours. I ll keep playing, for some more time, but its unlikely i ll buy expansions.
Hey, I’m curious about something. For those of you who feel the activities of active traders is negatively impacting your game… what exactly is it that you’re doing that is being impacted by this activity? I only ask because I honestly can’t figure out what the TP is for for those of us who’d rather avoid that sort of thing, given there are supplies of very good items that have nothing to do with it (karma, tokens, etc).
While I dont feel bad about traders, with the exception of those who attempt to monopolize some markets within TP, but I can tell you what the problem is. Low drop rates for commonly required materials, like precursors or lodestones.
Say what you want about them being only skins/having same stats as other weapons. The problem is not that some few unique items are rare, but the fact that whole tier of side-grades is artificially unobtainable through normal gameplay. Nobody is going to farm 250 charged lodestones for infinite light, especially with scarcity of mobs that drop it, the fact that those mobs are gated, extremely low drop rate and stupid DR.
And since they cannot be obtained through normal gameplay, they have to be obtained through TP. Which vast majority of players do not want to do. Your average Joe wants to touch TP only to get some consumables fast, and some odd item occasionally. But for that whole tier of side-grades he is forced to do something he doesnt want to (TP), and by association he feels bad about traders.
2. That’s reason enough, why should someone that does less be paid more? It’s the single stat that contributes nothing to a party…
The same goes for people with vit + toughness or people with condition damage when there already are other people with condition damage in team.
We can claim that for every stat that does not directly contribute to finishing instance faster – which means everyone should run in zerker, cause most of damage is avoidable/blockable and the rest can be healed through.
Primary reason to hate mf is that its a silly old-game-design stat that doesnt have any place in any modern game.
1) MF in multiplayer games causes problems because if its not shared, then some people are considered greedy and leeches, while if its shared then anyone they are loosing out on the damage of people they provide the shared benefit, ie people without mf are considered leeches.
2) It promotes gear swapping (think d3 mid combat swapping for example)
3) In both single and multiplayer games loot is scaled around certain amount of mf anyway.
So in short – mf should not exist in any modern game.
Thats your gpu overheating.
Simple strategy:
Stand in the middle of the corridor, next to the laser grid. Aim your char for the wall exactly in the middle of the laser grid. Wait for lasers to get to your side, and then to start going away – the ‘safe’ window should close before you start jumping. Now jump forward, not all the way, but the increased space from jumping diagonally will give you enough time to get it right. Once you get to the middle of laser grid, just position yourself next to wall, in the middle, and the lasers coming back will miss you. You can do it in the middle of the corridor too, but its harder to position properly in between the lasers (chars hitbox is cylinder, and each laser has its own hitbox instead of one big pane hitbox, thats why you can squeeze between them with wider character). Wait for the lasers to completely pass (remember the safe window), and proceed to the other side in the same diagonal manner.
I ve also seen people jumping backwards (with swiftness maybe), making it an exact distance.
Morale of the story is, skipping is team effort – like everything else in an instance, but some people (mostly those with high speed classes) see it as something members of a team should do on their own. If someone dies during skipping, its their fault just as much as the persons who died.
And yes, its very irritating to have whole party swiftness buff run through and pull everything, only to have to plow through behind them without stability and get hit by all those mobs (yes im thinking of mesmers).
Its possible to do it without keeping one side alive, but it is significantly more difficult. Unless i have had superb experience with the group before arm seals (i always pug), then i ll just leave. If people aren’t willing to listen im not going to waste time explaining tactics to them.
Had a group like that yesterday. We said, ‘dont kill at left seal’, and of course 3 other people went after hammer carrier and killed the chanters at left seal. Wipe occurred afterwards obviously, and I left. Shortly afterwards i get angry whisper from one of the guys, and whats funny, few hours later, he s still trying to find group for the same level. Guess i know who was the weakest link.
So in short – unless you know beforehand that your group is amazing (and there are such PUGs in which you complete cliffside, dredge, swamp and maw in less then an hour), and you fail at arms seals, dont waste your time.
Firstly, ANet has no authority to claim that the price of an item is right or wrong, same as you don’t.
Wrong on both accounts. We, as both players and [in game] customers, have every right to say something is too expensive. Secondly, Anet has every tight to not only claim a price is wrong, but also adjust it, through various ways. Which they aim to do with Scavenger Hunt. But seriously, they could drop the prices just by multiplying the drop rate by 10.
Mystic forge, blue→ green → rare → ecto. Someone posted here a thread with his findings, showing how he made 25-30g by that method over a small sample. Still a gamble though.
So mithril and snowflake are not crafting materials. That’s what is dificult to grasp in your reasoning.
Mithril is used up in all recipes, and given back during salvaging in all recipes so we dont need to compare it.
The comparison goes like this
Mithril + (ecto+ snowflake) => less mithril, 0-3 ecto, and 0.8(ecto+snowflake)
Mithril + (ecto + t5/t6)x3 => less mithril, 0-3 ecto, and 0.8(ecto+t5/t6)
Mithril + silk + 15x t5/t6 => less mithril, 0-3 ecto
As you can see, mthril and less mthril is present in all equations and in all sides so we can ingore for the sake of comparison. As is evident by above, only the snowflake exploit is self propagating. All the other recipes require significant input, regardless of result of salvaging. Keep ignoring this though.
You are aware you can generate ectos out of 0 ectos by crafting rares other than jewels?
You are aware that in jewelcrafting there is no other way and in all the other disciplines that happens with using T6 mats, which cannot be recovered at 1 to 1 ratio? Again, those recipes consume mats. The snowflake exploit produced mats. Whats difficult to grasp here?
So, if someone found a dodgy way to create Dusks for 10 gold and when it became public knowledge the Dusk prices would go down to 11 gold it would be no exploit because hey…he makes no profits anymore? Yeah…sure.
I sure hope some people think that way. The more exploiters banned the better the game community will be.
crafting partial components in all disciplines is sometimes productive
Now vanilla WoW wasn’t much different. Except for a massive gear grind, that isn’t present in GW2.
Even vanilla WoW had more interesting fights then GW2 has. The problem is Gw2 didnt pop out of nowhere, but was worked on while Wow was there in the background. It is silly that there are so little variety in fights in gw2, when you can see so many insanely good examples of how an interesting fight can look like in WoW. Just compare what they did with vanilla dungeons in cata, how much they improved every fight by introducing lots of interactivty. And in GW2 its still just dodge the bad staff and afk autoattack for the most part.
No problem of comprehention here
Yes there is. For whatever reason, you are ignoring the context, in which one recipe turned 1 ecto into 4 ecto, and thats only on average, because infinite loop was quite possible, while every other recipe consumes ectos at ratio 2 consumed to 1 produced.
I’m sorry, 20% is negligeable??? When the material cost to make it is 60s+, it is not so negligeable no.
Reading comprehension ftw…
The exploit was only the fact that you crafted and salvaged an item with negligable item loss [meaning that you loose several pieces of mithril ore and a charge from salvage kit] 80% of the time [when you use master salvage kit] or 100% of the time [when you use black lion kit, because you loose nothing]. Its not that difficult.
And yes, i would still call it negligible in 5 crafts/salvage cycle because it takes one ecto, and produces 4.5, while every other rare recipe would take 15 and produce 4.5. So yeah, viewing this in the context that for every other jewellery you loose 10+ ectos on this, while this one specific recipe PRODUCES 4+ ectos, i would call the loss of snowflake negligible regardless of its cost.
Please stop with this nonsense. The exploit was only the fact that you crafted and salvaged an item with negligable item loss 80%/100% of the time due to recipe being incorrectly designed.
It wasnt an exploit because people did it multiple times. That was the reason they got them banned. Other people who used this exploit, only did it several times and then reported it. They didnt get banned.
It wasnt an exploit because they were profiting from it.
And it wasnt an exploit because they crafted from materials they salvaged.
It was an exploit, because recipe allowed to infinitely craft using the same jewel, with no loss of expensive material, unlike every other recipe in jewelcrafting. And those who abused this exploit got punished for it.
@Tarvok – violence is a double edged blade. The arguments you listed are valid but one-sided. Violence can hurt the rich in just as many ways and the rich have vested interest in supporting peaceful and crime-free society.
Lol wut? They have vested interest in subjugated and working society. They dont care one bit if its peaceful or crime-free, as long as it doesn’t disturb their lives. And for the most part, nothing comes close. Consider the past half millenia and its internal country struggles. The top % didnt even notice i bet.
In case you wonder who this guy is that got screwed by this ridiculous 1c undercut: (….) Then he thought it would be smart to sell it for good profit and just start a new one.
So you siphoned resources out of the market for your own profit and we are supposed to feel bad for you? Maybe you should organize some charity event for yourself you poor person.
I haven’t put this guide together in some annoying format where you have to read through 400 pages to get useful information,
I very much prefer written guides to youtube videos because they are easier to skim and to lookup particular information.
Relisting could be free with one simple condition – you can have 10 listings at a time.
You are ignoring the new component — the snowflake. Sure it can be reused, but what if you lost it and they were priced at 1g? This was a new recipe—it’s hard to believe that all recipes would stay the same with new updates and whatnot.
The price is irrelevant. The issue was it should have required 3 jewels, and during salvaging return only 1, like every other nonexotic jewelery. The issue is obvious, and has nothing to do with TP prices like some people would like to assume.
Not to mention the obvious fact that it has surpassed other jewels in price ONLY because the recipe required JUST ONE JEWEL INSTEAD OF 3. Not for any other far fetched reason.
TP only comes into play because the created loop produced ecto’s which serve as gold stabilizing agent, and because other crafting materials were affected (like mithril).
And yes, its actually easy to believe that recipes will follow the exact same general format, and we wont suddenly get cloth armor that will suddenly be salvagable in such a way that you get back insignia or ingnia worth of mats in addition to other highly valuable mats.
Obvious exploit is obvious, and punishment, while strict, was well deserved.
Just like every other jewlcrafting recipe.
Oh just like every other jewelcrafting recipe? Like this?
Beryl Mithril Ring
Ingredients:
1X Mithril Setting[s]
1X Mithril Band[s]
3X Embellished Brilliant Beryl Jewel[s]
3X Embellished Brilliant Beryl Jewel[s]
3X
3
I wouldnt say just like when other jewelcrafting recipies you at most get back 1/3 of jewels back. Again, deliberately ignoring the obvious.
The only people who cant understand it, are those who deliberately fail to understand it. Its even right there in the OP.
15 T5 Mats + 3 Bolts of Silk + 1 Cured leather thick hide + 11 Silk string = 0 to 3 ectos + 1 to 3 silk scraps. ( might not be 100% accurate working from memory atm) (and no T5 items back or 1-2 T5 items back)
1 Ectoplasm + Pristine Snowflake + Orichalcum or Mithril Ore (12)
=0-3 Ectos +1-2 Mith/ Ori Ore + chance to get Snowflake Back
might as well play a single player game.
I dont care about bots. Doesnt mean i dont play with friends. But I would not be bothered by what they have neither.
Or you run a script in the background that splits it into 250 stacks (like when you’re crafting 4000+ of an item) before hitting the database.
This.
Or you let database handle proper memory allocation.
Or you create dynamically expanding structure. Not that stack size changes so often on TP in buy orders/sell listings.
Nps, as Aleph said, its actually rather confusing the first time you try to chew into it.
Transmuting items makes them account bound (or soulbound).
What output?
C e <0,1>. D e <1.5, inf>
At C = 1, equations is false. Meaning that x% increase in crit chance is higher then x% increase in damage. There is no damage increase beyond 100% crit chance. Correct?
At C = 0, equation is true for D-1 >1 <=> D>2. Meaning that x% increase in crit chance is then lower then x% increase in damage, when you have more then 50% crit damage.
Example 1:
P=1, C=0%, D=100%
D = P * (1 + 0 * (0.5 + 1)) = 1
Lets test 1% increase in crit chance.
D2 = P (1+ (C+1%))
D2 = P (1+0.01(0.5+1))=1 + 0.015
D2/D = 1.015/1 = 101.5%
Exactly as the formula predicted.
Example 2, at 50% crit chance. (2.5-1)*(1-0.5)>1, which is false, 1% increase in crit chance will result in less then 1% increase in damage.
D = P * (1 + C * (0.5 + D))
P=1, C=50%, D=100%
D=1*(1+0.5*(0.5+1))=1.75
Lets test 1% increase in crit chance.
D2 = P (1+ (C+1%))
D2 = P (1+0.51(0.5+1))=1.765
D2/D = 1.765/1.75 = 1.0086 ~ 100.86%, which is less then 1% increase in damage. Which means that exactly as the formula predicted, 1% increase in crit chance resulted in less then 1% increase in damage.
What this means is quite simple in layman terms. Crit chance effectiveness drops the more crit chance you have, since you can only crit so much. Unless you want to disagree with the fact that crit chance is useless beyond 100% chance?
EDIT: Some types
(edited by Rogacz.9865)
(D-1) * (1-C) > 1
This is the formula that is not correct
And what precisely is wrong with it?
Would it be called an exploit then at 0% margin? And at negative?
Yes. The exploit was not the market rebalancing/prices but the fact that recipe used 1 jewel instead of 3, which allowed to keep it for further crafting 80% of the time at 61c/salvage. All other recipes use 3+ jewels, and all jewelcrafters know this.
tqhx, the formula you give is exactly the same, but it assumes that D is biased by 1.5.
D = P * (1 + C * (0.5 + Db))
1 + C * (D-1) , which is D = P*(1 + C * (D-1)), which is D = P*(1 + C * (Db -1+1.5))
Both formulas are correct, they just differ on range they are operating, ie C e<0,1>, D e<0,inf), Db e <1.5, inf). And as such, his derviation is correct.
How good would that confusion build work in PvE dungeons and in fractals?
Stop denying it was an exploit. Nobody is telling you the exploit was in the initial prices to end result prices ratio. It was in the fact that you gained back the jewel and also got ecto. And recipe required only one jewel. Normally recipes require 3+ jewels to prevent this.
Well deserved ban. Any jewelcraft would immediately know that the recipe should have required 3+ jewels not 1, because all others do.
And comparing it to dungeon exploits is silly. All you get through those is few achievement points at most or a bit of time saved in the least. Totally incomparable to the tens of thousands of ectos that were created with the exploit and the effect it had on economy.
No. My entire post bashes the idea that hindering player in order to combat bots is good. All i did was provide alternative solutions, cause apparently logical conclusion as to what is and is not good for end user experience is invalid without providing alternatives. As evident by quote i ve included in the post of Charismatic Harm.9683.
What you seem to not realize is that GW1 doesnt have TP, so I cannot see how it relates to the problem of buying in bulk on TP in GW2 [to combat bots as seen by some]. Especially since you dont need to increase stack size. All you need is adding the possibility for players to buy more then one stack, regardless of whether it would be in multiples of desired stack size, or simply allowing to buy order more then a single stack, since the game automatically splits goods into stacks anyway on delivery.
And i ve probably played more GW1 then you so no clue why you’d think i dont know where 250 comes from.
Then all the bots will get banned, prices will inflate, and people will all be angry happy!
Thats one extra thing i forgot to add to the previous wall of text. I honestly couldnt care less if there were so many bots everywhere they would be choking to death, as long as i could perform acomplish desired actions in the game within reasonable timeframe.
I really dont care if there are people/bots farming mats 24/7, manipulating prices on TP to some absurd levels or exploiting WvW/karma/dungeons. All i want is to be able to play the game unhindered.
is people like you who just say " it can’t be done, or its to hard" or the people who as soon as grawl or dredge come up type out in chat “omg no” or "reset’. You make those people who don’t know what their doing never know what to do because they never do it.
Wow you re going on some odd tangent. Have you ever run some fractals with me? I hope not, cause i d leave if you presented the same attitude there as you do here. And all i wrote here, is that i personally dont find fractals difficult, except the cage part, and in cliffside the arm seals, and in vulcano fractal the final boss. Not because i personally cannot cope with those, but becuase portion of groups im in cannot finish those.
And no, i dont ever call for reset. Because with the amount of fractals chances are you will still get one of the three in the later two fractals, so i d rather know faster if the group is good. And yes, i will leave if i will think my time is being wasted, which does happen from time to time in pugs.
It sounds like you have an amazing idea to combat botting on the TP without negatively affecting players as well. Do tell!!!!
Until an idea comes up that will actually work, the current system IS acceptable…..IN MY OPINION.
Firstly. The current system doesnt stop bots, because placing another order is quicker and easier for a bot – a program that just sends premade data packet as compared to player, who has to retype every listing detail. So the current system hinders players way way more then it hinders bots, if it does hinder them at all. After all thats what you write programs and scripts for – to automate bothersome actions.
Secondly, yes, i have a rather easy idea for TP bots. Get rid of public http API and embedded browser in game, and instead write proper ingame network code which will use properly encrypted communication. Then players dont see the difference, but bots will no longer have access to TP in form of plain text data, and instead will have to either read memory, which is in some cases detectable, and has high risk of error considering data volume, or will have to perform text recognition, which so far hasn’t been perfected, but even if, then it would actually require proper pc to render in reasonable quality. Then you d have to read memory/scan screenshots for places of textbox so bot can put in listing details. But such solution would actually require work, so its better to just hinder players, in the name of protecting them. Some can’t even see through that silly ploy.
And thirdly, same can be said for botting certain areas of ingame world. If the game was actually dynamic and challenging, you wouldnt need DR code. Another flawed concept which is harming players much much more then it is harming bots, which dont really care how much loot they get, as long as they still get some. Not to mention you could just switch over to another char in another area and avoid DR altogether. Again, simple task for a bot.
Ever went through security before entering a concert? Did you complain there as well that they only should hinder the people who have knifes/bottles etc?
Firstly, and most importantly, did you just compare a threat to your life with nonexistent currency manipulation/selling that can only be used to move some pixels? Cause that seems rather inadequate comparison.
Secondly, yes i went through various security proceedures, and vast majority of them are extremely benign. Even in the example you use – all that has happened is that at one point, you are required to show that you dont have any potentially dangerous objects – and that likely only if you are dressed in such a way that you could have concealead something like that. Few times i was dressed plainely nobody even looked at me at security gates. So an equally adequate measure would be to at one point determine if we are dealing with a bot or player, which again comes down to publicly exposed http API.
And thridly, your comparison is flawed in the most basic way, which i ve already mentioned. You are not being constantly checked by security when you are at a concert. But you are constantly hindered by TP when you have to enter listing details again and again, and in similar manner constantly hindered by DR when you are doing PvE content.
This also hinders real players, but that hindrance to slow down botting is acceptable, imo.
Most silly argument ever made. How about preventing bots, while not hindering players? I dont understand why gamers so readilly accept limitations under false pretenses that its for their own good.
Wow don’t listen to this guy, cage is easy part. 2 on switches with kits and 1 on panel with kit and its done.
Also group im with just leroy’s the arms 30+ no problem and invite it to be grawl because its so short.
See this is your problem with understanding what i wrote. You re going with a study group, im going with PUGs always. It doesnt happen everytime that 3 people have stealth kits.
And please dont get me started on leyroying the arms in PUGs. Some people die when chanters look at them.
Dredge is kind ok. People seem to like removing it when it comes up first, but the only really difficult part is the cage. The others are just skill tests, and its not that long. Most parties seem to be able to complete it too.
Cliffside and grawl are the real deal brakers. The former because 15+ you rarely can just dps race the arms seals and the latter because people are bad at movement dodging fire arrows.
Mystic forge, 5 vials, 3 globs (mist essence not ecto), 1 shard + ring. This resets infusion and any soulbind.
Imperatora, they dont understand that, or deliberatly wont. You re wasting time.
The fact is, I just cut in line ahead of you.
See this is the problem. You didnt cut in line. There is no line (unless we are talking same offering price, but we are not). You offered to sell something, just like me, and the buyer picked what he liked best. Seeing as there are no other criteria beyond the once that i already mentioned in previous post, for the buyer the deciding quality will be sell price, so he WILL pick cheaper every single time.
And regarding your example of 9.99.99 to 10g. I could draw the same line at 100g and 1g, 1000g and 10g, and 10000000000g and 100000g. So as far as your example is concerned that 10g is pretty much worthless. Which it is to some people. So far the line has been drawn at 1c, so 1c is worth something to someone. Nobody cares if it isnt worth anything to you.
He has? You’ll have to show me where, as I’ve seen very few posts even addressing his main point.
Then you should read this thread again.
Why is this topic still going… Author of has already been proven wrong, both with common sense and mathematics. Whats more to discuss here?
Talking of losing or winning money when the price dimensions is in the golds, but the cut is 1 copper, is nonsense.
Its nonsense because you re thinking about those items as if they were commodities. They are not. Everything on tp behaves not like a product but like a financial instrument, devoid of any real cost beyond intial purchase prace and 15% fee. No arbitrary barrier, which i ve already previously proven to be silly and inadequate, will change that.
The achievment is given once per account, not once per account per legendary. Therefore yes, its moot.
Um. You can disagree with how the system is set-up, but that doesn’t make it a bug. It’s considered a bug if the software is doing something it isn’t supposed to do. In this case, closing the instance when the owner leaves. From the dev’s response, I’m pretty confident in saying that this is what the system is designed to do. It does the same thing for all instances, such as personal story or the player home district. Probably has something to do with how the instance is created, but I dunno. So it really isn’t a “bug.” Just a feature of the system. Whether one agrees with this design is a whole another debate, however…
Its a bug, as long as the system does something undesired, regardless of if it was in a specification in that way or not. And you know its undesired, because its reportable.
As it is, there is no need to own anything but personal story areas – and even that is doubtful since user expirience of being kicked without reason, and the potential abuse, vs just being able to complete the personal quest and just not give the progress to owner who left is simply extremly poor – as evident by this thread. And yes, bugs are also introduced ‘as features’ when you have multiple groups of people responsible for one big product, each of them with their own vision. Quite a few issues stem exactly from the fact that there are separate groups of people working with little contact between them when it comes to combining system architecture and qa.
Reporting is a punishment action – which is a good thing and should result in something, but which does not discriminate taking other actions, preferably ones that prevent the thing happening altogether. Like instances not having owners, or being owned by groups, so that when leader leaves for whatever reason, the group and instance are not destroyed. Considering how it works in multiple other games, there is no difficulty there except incorrect implementation/design.
From the way you describe an admittedly undesirable yet working piece of software as a “bug”, I would be hard-pressed to believe you have any experience in said fields either.
Believe what you will. If a logical argument does not convince you, there is nothing more anyone should do.
I agree that they could have done it differently and it could be better, however we have no way of knowing how much more time, effort, and money it would have taken to make a separate instance structure for dungeons while keeping the ‘story’ mode feeling like part of the personal story.
Inability to spend more effort on this does not change the fact that it is undesirable behaviour – and thus its nature, does it? Not to mention – how much effort goes exactly into Customer Service due to such issues? For how long? Even if correcting the issue would take a month for a team of programmers, the alternative is handling reports for the game lifetime. That means that for each report, someone has to read it, spend time investigating, and then reach a decision, and input it into system. Not a 5min task exactly either. And then on top of that, someone else will have to handle the situation when that person who was banned / whatever, files another report, demanding access.
(And no, im not questoning the decision made by ANet to choose this effort over the other, merely streesing that this is a flaw in the software, that could be corrected, regardless of how you wrap it.)
This game, along with many other MMOs, is about working towards things.
‘Game’ and ‘work’ are not synonyms yet you treat them as such. Regardles of genre, games are about fun. If at any point you equate your game time to work, you should stop doing it – unless you are legitimately making real money off it.
Its one thing to challenge oneself to improve, or to aim to achive something, and its completly another to ‘work towards something’. You re not building a house here, brick by brick, to be working towards something. Unfortunetly, thats the direction legendaries/unique exotics/ascended gear are forcing the game into.