Showing Posts For Sonickat.6893:

Dyes - Please make them account bound.

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Posted by: Sonickat.6893

Sonickat.6893

It’s fine how it is.

I’d much rather have to buy the few dyes I like multiple times than every dye I find be worthless.

How to fix SOME of the TP undercutting issues

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Posted by: Sonickat.6893

Sonickat.6893

Day after day, I grow tired of people undercutting by one copper, so I thought to myself.. What could be implemented that would make some of the players that would normally undercut, post for the lowest price instead?

Well, I quickly came up with the idea of having a discounted listing price if the price you’re posting for already has an item at that price.

Instead of a 5% posting price, drop it down to a 2.5% posting price.

It’s a very simple change, and will make players more susceptible to posting at the lowest price instead of creating a new price one copper below yours.

If anything your suggestion would increase the number of people willing to undercut by 1 copper. Because they are going to make another 2.5% from the sale so why should they care if they lose 1 copper.

It’s a global economy and if the demand for the product can’t keep up with the supply being undercut a copper at a time. That is the natural order of supply and demand at work. Otherwise their supply will get consumed quick enough that you have nothing to worry about except a few more minutes until yours sells.

That said I do believe that there should be an increment to be undersold or outbid on items. Just like auctions where the bidding starts at 100 dollars and you must bid in 10 dollar increments.

If you out bid the highest bid you have to pay 5% more or if you undercut the lowest seller you have to sell for 5% less sort of thing. I think if your selling something for a gold and they are more likely to think about it if they have to sell it for 95s instead of 99s99c just to sell it quicker.

This downscaling design in GW2 is getting me..down.

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Posted by: Sonickat.6893

Sonickat.6893

I agree with other posters in this thread that going back to lower level zones should make you feel a bit more powerful than it currently does.

I really don’t like the idea of running around attempting to gather crafting materials in a zone that is 60 levels below me and still getting attacked and it being a challenge to quickly and decisively deal with said enemies.

It’s one of those features that sounds cool initially but once you see it in action it kinda blows.

I can tell you why this mechanic exists and it’s not the fluffy reason we’ve all been sold on. It’s to prevent power leveling. Since you get full credit for hitting a mob and loot they didn’t want some level 80 character plowing around a low level zone and having a bunch of low level characters gaining experience and loot for the higher level characters loot.

That mechanic exists because it’s what they had to do to make events work properly. So that players get credit, but sadly even now on world bosses not everyone is getting credit.

Solution for Botting from a programmer's perspective.

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Posted by: Sonickat.6893

Sonickat.6893

I support this mechanism for handling bots.

Loot Bags in WvW - Please Consider a Change

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Posted by: Sonickat.6893

Sonickat.6893

In my opinion the bags should automatically be looted to your inventory as a container item that stacks to 250. Just like the bags you get in PVE. Then later you can open them at your own convenience and deal with their contents at that time.

Magic find obsession needs to be addressed

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Posted by: Sonickat.6893

Sonickat.6893

rolling out of AOE is really simple in this game. I’d be surprised if wearing slightly better gear would make much of a difference.

Oh it does. It provides more time to react when you otherwise wouldn’t have it. I’ve survived just bad luck where multiple AEs got stacked in the general location of one another by a sliver of health. If I had been sporting MF gear I would not have survived.

It’s not the case 100% of the time but if it’s true even a few percent sometimes that can be the difference between killing a boss and it resetting. Living just that extra second to do that last few points of damage.

Downstate is nice but not nearly as much damage as being alive to deal it.

bottom 80 VS top 20

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Posted by: Sonickat.6893

Sonickat.6893

Your statement that you can never please hardcore gamers is as accurate as a hardcore player saying “you can never please casual players.” Neither statement adds to the quality of discussion.

Your suggestions towards the end of your OP are pretty good suggestions but they have nothing to do with the premise you set. Having nice rewards for time investment is a shared concern of all demographics. We all want to be rewarded for our time in a manner we feel appropriate.

To address your premise about the game being made for hardcore players I disagree. There is very little to no benefit to someone who plays a massive amount of time versus a player who only plays a few times a week. There is no stat treadmill in this game.

That leaves the oh hey look at me factor as the only way to distinguish yourself – which is clearly what all of us are looking for. No matter how bad @#$ something looks if everyone has it, we as humans won’t appreciate owning it. After a very short time we will get bored with it and reach for the next rarer thing that gives us status.

So… you only have two ways to keep items rare and appreciated. The amount of time it takes to get it or the amount of skill it requires to acquire it.

A game that tailored to the hardcore player would be the latter but currently the only gate is the time factor. You can spend as much time as you want grinding out the process to get the legendary weapons. That time you have to invest is what makes it oh hey look at me. If it was just handed to you, you’d not value it at the end because you’d get it look around and everyone in your party would already have it.

The problem right now is most of these encounters the only way to beat them is graveyard zergs which requires no skill at all. Casual players aren’t willing spend the repair fees to just die, while the hardcore players are willing to pay the fees to get their marginal progress towards their legendaries.

This isn’t intended though. There have been a few quotes this week from designers talking about that the rewards and difficulties of the dungeons are not what is intended and that they are working on the problem.

(edited by Sonickat.6893)

No more celery from loot bags!

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Posted by: Sonickat.6893

Sonickat.6893

You should /bug this ingame.

Karma purchased items should not be dropping from bags if they are account bound.

Magic find obsession needs to be addressed

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Posted by: Sonickat.6893

Sonickat.6893

The whole make it a consumable buff doesn’t make sense when your crying about people not giving their full potential to the groups success. The magic find consumables take the place of other consumables which would also buff the groups chance for success.

But I do agree – you shouldn’t be stacking magic find in group content.

While standing in bad is bad. You still live longer with better survivability stats your giving up. You may have just lived through that with a few hp had you had those stats – you don’t know. What we do know is you would of had a better chance to.

And for what? So you could make a few more coin at the expense of potentially costing the group more than you gained? seems logical to me.

Direct trade system

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Posted by: Sonickat.6893

Sonickat.6893

I don’t buy into the whole gold seller argument.

The gold sellers are going to abuse any system no matter how you make it. The argument of being able to track auction house transactions but not player to player trades is absurd. It’s a simple matter of programming the P2P trades to log their transactions.

We have to assume mail and trade post transactions are being logged right now. So this logging would be no additional database space as it’s simply replacing one transaction record with another type.

Gold Sellers make the largest bulk of their gold from exploits, botting, hacks, and hacked accounts. Not from playing the market for minor profit margins. The opportunity cost to play the market if you have access to hacked accounts and bots is rediculously high. Why try to make gold when you can just steal someone elses or have a farm of bots out running around the world killing stuff for free money that’s 100% profit and no risk? You wouldn’t.

Hence the embargos on P2P transactions only affects players who are interested in using the trade to make in game money. Doesn’t really make sense.

Cash on Delivery (COD) Mail Option

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Posted by: Sonickat.6893

Sonickat.6893

@Sparkie How does having COD promote scams? This is implied in your statement that having no CODs prevents scams.

Cash on Delivery (COD) Mail Option

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Posted by: Sonickat.6893

Sonickat.6893

Oh I agree that it’s a poor implementation. Nevertheless, the reasons I cite in the paragraph you didn’t quote will probably prevent this from happening.

I actually liked SWTOR’s system where you could pick up goods/cash from CH exchanges at your mail box, and mail boxes were all over (except in your ship, WTH?).

Implementation of COD or Trade Interface is inevitable.

Here is why:

Inflation is a fact of life in mmos. We’ve already seen a significant amount of inflation as the market has matured. High volume high ticket items are selling for 5g or more. The smarter players are going to realize that they are losing 15s of every gold to the trading post and say hey…. why am i paying someone for nothing… why am I throwing away 75 silver on that five gold transaction.

So the risk is will i get scammed by 1 out of every 5 players? If not its worth the risk to go ahead and sell through mail for less than the trading post say 20s less to make the item move and still make 55 silver more than I would trading on the post.

When someone doesn’t send me the cash they promised in chat that’s what? A Scam right? That’s what ArenaNet is supposed to prevent against right? Oh well im going to report that person and i am going to complain on the forums. Tying up Anet’s resources to resolve or at least read the complaint before doing anything. In the end it costs them money by not making secure transactions player to player a way to do it.

Those who aren’t willing to do player to player trades non securely through mail?

Well they nerfed farming golf.
Gold sellers are cheaper than buying gems.

What do you think they are going to do?

It’s a win win for anet to implement this sort of option it doesn’t hurt them in the long run it actually saved them money.

Anet needs to focus on offering new exciting things through the cash shop for gems instead of trying to restricting the gold in the game. In my opinion broaden the exchange rates of gold to gems versus gems to gold even further than the 25% it is now. Make it make more sense to buy gems with cash than with gold to get those cash shop items – people will do it.

(edited by Sonickat.6893)

Direct trade system

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Posted by: Sonickat.6893

Sonickat.6893

Anet doesnt want to be just another MMO they are thinking outside of the box

Uhm…. exactly how are they thinking outside the box? Thinking outside the box implies innovation, improvement, progress. Removing the security of player to player transactions is none of these. The part about mmos that appeals to the masses is the social nature of the game. Your taking away a huge social part of the game by requiring players to go through a forced third party to trade goods.

This is just simply a poor decision on their part.

Players are going to start trading in map more and more frequently as inflation occurs in the game. They are not going to be willing to pay 60s to the post on a 4 gold item when they can sell it to someone for 10s less than the trading post and still make 50s more because they didnt pay the exhorbinant tax.

When people get scammed who do you think they are going to cry to? Anet. Even if they don’t help players, players will still cry to them and in the end anet will be faced with three options. Spend an exhorbinant amount of time resolving these scamming issues (which is what they are and will have to do), implement said suggestions anyways, or face a PR nightmare as more and more people complain.

We all know how good the community as a whole is at complaining – its what we all do best.

Direct trade system

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Posted by: Sonickat.6893

Sonickat.6893

It’s pretty simple.

Player to Player bartering has always been a large part of the social dynamic of any mmorpg. Requiring players to use the mechanic of convienience (the trading post) to trade with other players at a 15% loss (tax) to the seller is absurd. I wouldn’t go down to a consignment store to sell a flat screen i own for 400$ when i have to pay the consignment person 100$ to sell it for me if I know someone who is willing to pay me 350$. But I also am not going to mail that person the television in the hopes that they will pay me the 350$ they agreed upon.

The trade window provides this security since there are no courts or cops to enforce our verbal agreements.

At the very least if we are not going to get player to player trade windows we need to be given the option to mark a mail COD so that the recipient can not recieve the attachments until they have paid the requested COD amount.

Cash on Delivery (COD) Mail Option

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Posted by: Sonickat.6893

Sonickat.6893

I searched the forums and could not find anyone else who mentioned this.

I personally would find it very helpful if the game provided a system to mail items to other players with a cash on delivery option. So that in order to take the items in the mail they would need to pay the requested COD amount.

In a game that is built on cosmetic progression and social dynamics I feel that player to player bartering is something that has been overlooked.