doing what I mentioned would allow for that as well.
maybe. a more logical approach would have been “gain a 10% damage boost for [x] seconds after successfully dodging an attack.” for a similar damage consistency, x would be the time it takes to gain 50% endurance without any endurance regen bonuses.
I believe double orb aggro is just if one person happens to be closest to two orbs simultaneously. This can happen quite often if you walk directly to the corner of the room (It’s better to stand slightly to one side when they spawn).
For the greens, the first green that appears seems to do absolutely nothing. For the second green, the damage is spread out between all players in the green:
1 player = 80% damage
2 players = 40% damage each
3 players = 26.7% damage each
4 players = 20% damage each
5 players = 16% damage eachThe weird thing is that the damage tick happens when the second green is 75% full, and it seems like there is absolutely no point staying in the green after that point. Especially since shared agony deals 10% damage per tick. Doesn’t seem like the damage can be distorted either.
I have a feeling the mechanic is bugged atm, guessing there’s only supposed to be one green with the damage tick occuring at the end, but the animation timings might be out of sync.
that is exactly what causes the double orbs, but imo, it should still be changed so it cant happen.
thanks for the description of the green it would explain the near 1 shot when I had green on me but no one else was there.
Another weird interaction that we learned, If a mesmer has green on themselves and distorts, it seems to sort of distort the green effect as well so the green “misses” counting the others in the green. At least that what the mesmer in my group seemed to conclude.
I like the new fractal including the CM. the first 2 bosses seemed pretty good, but I’d agree the last seemed a little buggy. The green circle would appear, fill and then disappear and then reappear immediately and fill again. I couldnt determine the exact mechanic of the green either because sometimes I’d be in the green and get nuked, sometimes outside and get nuked regardless of whether the other person with a bomb was in their bubble, but that may have been other things going on, so I wont fault that yet.
The orbs getting stuck on the edge is very frustrating, but leading them to their pillars and not trying to push them in tended to work, except when 1 person would get more than 1 orb. That needs to not happen. It doesnt happekittenax unless someone is down, but it was VERY often that the same person would get 2 orbs which really caused an issue.
Also, I dont think the cone aoe fixated attack should target either the person with the bomb or the person with the green
This item requires you to protect the lupikids while the search for treasure. That event goes into saving the kids from a drake by the river. For the last few hours (and some unknown time before that) these kids have been stuck cheering where the drake event takes place. I am unsure if the drake event has not triggered or if the mother has not yet come to reprimand the kids for running off after the drake was defeated. Either way, the event chain is stuck. I did a search and this issue hasnt been mentioned here on on reddit for a number of months as far as I could tell, so I am bringing it up again.
I even managed to get Slugg killed as killing npcs sometimes causes something to reset, but that has not helped. the mother is stil near applenook “worried” about the kids.
Were I to venture a guess at the cause of the bug, I would guess that it happens when the pirate attack on applenook which causes the mother to cower and be unresponsive to players at the same time as the kids kill the drake so the mother does not move from her position and causes the script to enter an unknown state. Just a guess.
Anyway, hopefully I can get that event done either tonight when maps are recycled during missions or after tuesday’s update.
To address this, we’re taking a step back from the standard amount of economy balancing we’re doing; in fact, we’ve actually already started doing that. We hope to see many markets adjust their prices to match the current state of the economy. We do recognize that there are some markets moving to a place where we aren’t looking for them to be; once we see the economy moving we can reassess the markets and make improvements, as we have in the past.
There is a big issue with this. Now, first off, I am very much in favor of allowing the market to work itself out. However, in a few specific markets, this plan won’t work, and its these kinds of markets that are the biggest issue already. These are markets where the average player cannot reasonable and purposefully create supply. Why do I say this is an issue? There are, of course, the supply and demand aspects of the market. Each has an effect on price. Seaweed is a good example. Seaweed was used in the recommended dps food for multiple classes including classes that raid groups stacked (eles). But it wasn’t overly simple to get. Ember bay added a seaweed farm and the price plummeted. Why? because before the price was high, so what did people do? they went out of their way (which wasnt as far anymore) farmed seaweed and flooded supply into the market to pull it down. In other words, purposeful action was undertaken by player in order to rebalance the market price. lower price may then, of course, increase demand pull price up a bit until equilibrium is reached.
So, purposeful action based on price affects supply and normalizes it based on player expectations and average subjective value over the player base.
Unfortunately, there are other items, like mystic coins, where players cannot do this. Price is still controlled by those that control the supply. As those that control the supply pull prices up, yes, its true that demand will go down as players say “screw it” on their mystic coin items so there is a soft ceiling on the price, but the average player can still do little to actually adjust the price to its true average, playerbase-wide, valuation.
In other words, while the market will reach its equilibrium point, that point is not between those that create supply and those that consume the supply, rather its between those that hoard/flip the supply and those that consume the supply. This does not and cannot increase the actual amount in the game and thus is not a real reflection of true market valuation. Some time ago Chris Cleary did say that the majority of coins on the market had been flipped in the past. In otherwords, the real volume on the market is not actually coming from new coin generation but from flippers.
In an effort to, in the past, wait out the price and hope it reaches a point high enough that hoarded stocks would be released into the market, what the above statement is telling hoarders/flippers is, DONT release your supply, YOU have control over the price. If the market is to work out its own prices properly, the supply of these kinds of items must be more fluid, and must be subject to purposeful the supply creation by regular players and not to the spreadsheets of those who hold the majority of the supply.
This would take a good amount of development time, i understand, but think it would be a nice addition if possible.
If some would recall, way back before the release of HoT, we were told about a secondary currency that would be used in guild halls for something, I dont remember exactly what it was called. But this currency would be gained by doing things with guildies such as dungons. This was removed on release. after the scribing changes a while back, as many have noticed there is a huge glut of slivers and I’d like to bring back the idea of doing instanced content with guildies. So heres the concept
When in a party with at least 1 other guildie, those guild members may choose to consume some type (refinement level) of resonating sliver (or item derived from them), perhaps a resonating core or even lodestone per player (for reference a core is 9 slivers and a lodestone is 27 slivers, you can get 30 from a T4 fractal run). This puts an effect on them (on their buff bar) that gives mobs and bosses in dungeons a chance to drop decoration components themed to that dungeon. This effect should compound based on the number of people from that guild in the party. for instance, if the chance of a drop is 1% base, then when there are 2 guildies in the party each would have a 2% chance. When there are 5 in the party, each would have a 5% chance. Now, I dont think that that should be the actual drop rate, I would expect a group of 5 guildies to see a least a few base decorations per person on a normal dungeon run.
There could be the simple general one used as currency like we often see, but also some specific items that are needed to create certain things. For instance, AC can have a general “ascalonian brick” that is the standard base component for AC decorations (floor, walls, pillars statues), but can also have a very specific item like “Cave troll skull” that only drops from the cave troll. This item would specifically be needed to craft some interesting item, like maybe a wall decoration piece that a troll has a chance of jumping out of and yelling “boo” and laughing.
I’d expect something like this to have, say, a 1 hour duration so that this group can run multiple instances if they choose. While mobs would have a chance to drop these items, I would also expect the primary source to come from boss chests which would, of course, drop them in greater number based on the level of the buff each player has.
Obviously, there would be alot of dev time to be done here as there would be a set of decorations per dungeon, but since these would also be based on the dungeons, i would also expect a very large portion of thes decorations to be assets reused from the dungeons themselves. The recipes, of course, would be mostly new, but again, would also likely be cut and paste from each other but with the substitution of the respective base dungeon decoration.
These are some recipes for some new utilities that would act as a sink for barbed thorns and fossilized leaves. Please dont fixate on the specific numbers, these are just some general ideas. Specific number effects and the number of thorns or fossils would need to be balanced. What I wouldnt like to see is using charged quartz again.
Barbed Thorns:
Barbed Tuning Crystal
Recipe: 5
5 Pile of Crystalling Dust
25 Barbed Thorns
1 Vicious Claw
Effect
Gain Expertise based on 5% of your condition damage
50% chance to cause an additional 1 stack of bleed for 2 seconds when applying another condition. 1 sec ICD
Barbed Maintenance Oil
Recipe: 5
20 Jug of Water
3 Pile of Crystalline Dust
25 Barbed Thorns
1 Vicious Claw
Effect
Gain Precision based on 3% of your power
Gain Ferocity based on 5% of your precision
Barbed Sharpening Stone
Recipe: 5
3 Pile of Crystalling Dust
2 Orichalcum Ingots
25 Barbed Thorns
1 Vicious Claw
Effect
100 Ferocity
Gain Power based on 6% of your ferocity
Leaf Fossil
Fossil Tuning Crystal
Recipe: 5
5 Pile of Crystalling Dust
25 Fossilied Leaves
1 Armored Scale
Effect
Gain Toughness based on 6% of your condition damage
Gain Expertise based on 10% of your Toughness
Fossil Maintenance Oil
Recipe: 5
20 Jug of Water
3 Pile of Crystalline Dust
25 Fossilied Leaves
1 Armored Scale
Effect
Gain toughness based on 6% of your precision
Gain concentration based on 10% of your Toughness
Fossil Sharpening Stone
Recipe: 5
3 Pile of Crystalling Dust
2 Orichalcum Ingots
25 Fossilied Leaves
1 Armored Scale
Effect
Gain Concentration and Toughness each based on 5% of your power
Cassava Root, Sawgill Mushrooms, Mussels, Lotus Roots now could all also use some new recipes. Some of these could be alternatives to festival specific foods or unavailable (except for the TP) recipes like Bowl of Curry Butternut Squash. New recipes, of course, would also be good. I’d also be interested in seeing things that are useful primarily in open world. Perhaps a food that gives a chance to drop karma anywhere, like the buff in Ember Bay. These kinds of things shouldnt be too expensive in the use of any already expensive items, but more to act as a sink for the over supplied items listed. For instance, having a karma gain food require 5 mussels and 1 orrian and 1 snow truffle would be way too expensive in other items, no one would use it and it would defeat the purpose. Another could be food that gives a bonus to map reward track progression
Overall, great map. Some things need tweaking or scaled better.
jade champ is a huge HP sponge while Molten dominator, and sloth dont seem to scale at all to the point where “Sloth is up” in map chat means its too late for me to waypoint and take the lava tube. Karka scales about right, but just gives a generic champ bag and not petrified wood, same with jade champ. Jade champ progresses the heart ALOT which is great, but other champs dont at all as well as other event mobs.
Overall, good, but consistency of reward, scaling and event participation needs some polishing.
I havent gone out of my way to get it, because I wouldnt personally use the bugged version. Of the 2 options I would prefer the fixed version. However, is this a case where the skins could just be split? have the fixed version (Bloodstone Visage) and the bugged version (uhh… Bloodstone Mind) or something.
“disproportionate” and “bottlenecked” you showed neither.
3 years of zero instanced content outside of story and raids is not enough to prove, emmm, slightly “disproportional” allocation of resources and people for you?
the raid team was not formed 3 years ago it was formed well after that, if it has been a problem for 3 years, then you should be looking elsewhere for your cause.
Besides, you are looking at what you see and drawing a conclusion that fits your preconceptions. Someone else could look at the raid team and the same data and say “Wow, only 5 permanent members? look at the content they are pushing out. They are so efficient”. and both would be just as logically valid as the other because ANet has not published any vague sense of the number of man hours put into a given piece of content.
tl;dr ANet’s raid team is more efficient than the people on my content, so ANet must be lying
When they gave the 5 people number they said in addition to the audio, modelers etc. that help them not full time, just like how those developers help all the other groups.
So basically they are taking shared resources from other teams, because raids was Anet priority.
until you can provide real data showing that the amount of resources “taken” from other teams is very disproportional or that the other teams dedicated to a different piece of content are being bottlenecked by art, audio, loot tables, etc (whatever else you listed) as a result of the raid team. you cant legitimately assert anything like this.
Of course he can, if they are asking the Sound Team to make stuff just for the raid, then whatever the sound team was working on needs to be put on hold, for them to work on the raid, so obviously they are pulling resources away from other projects.
“disproportionate” and “bottlenecked” you showed neither.
tl;dr ANet’s raid team is more efficient than the people on my content, so ANet must be lying
When they gave the 5 people number they said in addition to the audio, modelers etc. that help them not full time, just like how those developers help all the other groups.
So basically they are taking shared resources from other teams, because raids was Anet priority.
until you can provide real data showing that the amount of resources “taken” from other teams is very disproportional or that the other teams dedicated to a different piece of content are being bottlenecked by art, audio, loot tables, etc (whatever else you listed) as a result of the raid team. you cant legitimately assert anything like this.
Please don’t destroy raids, it’s the most polished content in the game right now.
We don’t want to destroy raids, we don’t even want to stop them from making them because there is quite a few people who enjoying them, but practice of making raids instead of all other PvE content, instanced or not, is bad, and they must change that.
P.S. inb4 “only 5 people” argument, who magically managed to make scripts, sounds, textures, voice lines, models, shaders, loot tables, alpha testing, and so on.
tl;dr ANet’s raid team is more efficient than the people on my content, so ANet must be lying
When they gave the 5 people number they said in addition to the audio, modelers etc. that help them not full time, just like how those developers help all the other groups.
…
To go back to KING and his tables: Considering the drop rate as relatively constant, if from 598 Master chests we had 17 armors, that means that from 2918 Master chests we can have around: 85 armors. Similar, if from 598 Expert chest we had 16 armors, from 2558 we can have around 78.
…
you are comparing chest to chest but not run to run which is the proper comparison because you get more chests now
Pre-Oct 23
lvl 50 chest: 4.2% weapon, 11.9% armor
post April 19
T4 chest: 1.5% weapon 2.8% armor
T3 chest: .7% weapon 1.7% armor
T2 chest: .2% weapon .8% armor
T1 chest: 0% weapon .5% armor
To get the actual chance of each per run, you take the chance of not getting anything from each box(you get 3 of each) and, multiply them all together and subtract from 1. So, for weapon its 1 – ((.985)^3) * ((.993)^3) *((.998)^3) *((1)^3) which comes out to 6.99% for a weapon. Do the same for armor and you get 18.65% for armor on a given full T4 run. Now, thats using their numbers, I dont think thats the rate I have been getting, but that is what the KING data actually suggests for a full T4 clear.
yes, this character has 100% of the entire world. DT, SW, SS, and HoT. black citadel (and thus map completion) was the last of everything to be finished
People post things like this from time to time, and 99% of the time they somehow skipped over a few bits of a map (or even an entire city/zone) without realizing, even after checking a few times. Check again. Zoom all the way out on your world map, and then zoom in a bit and hover your cursor over every zone and city in Central Tyria (except for Southsun Cove, Dry Top, and Silverwastes). If you still don’t see anything you’ve missed, then contact support.
Yes, I understand that. This is the first map completion character. That is to say, NO other character has completed the map and the achievement for completing the map was not granted prior to this map completion. I received the achievement upon completing the map on the character in question. This necessarily means that the game does, in fact, think that this specific character has map completion unless, somehow, the game keeps track of the entire account and you are able to get the “been there done that” achievement by completing each point, but on different characters, which, to my knowledge is not the intended behavior (so that would be another bug entirely anyway). In order for me to receive the achievement, this specific character, then, must have 100% correct?
Yes, I contacted support yesterday.
That is not necessarily true since the they are delivered through separate mechanisms. The title and mastery point are obtained from a once per account achievement while the gift is a per character thing. They can have different ideas about what constitute “100%”. Especially if they were also set up by different developers.
you are absolutely right, they can have different checks. but they shouldnt since, based on how it is presented in the game, they work off the same things within the game, so its still a bug one way or another. Whether the bug is in the reward or that I found a fringe case in which the requirements do not overlap 100%, its still a bug worthy of a report.
O yea, I got the autoreply, I checked the known issues and this bug section before posting or contacting support. Was just trying to do a little investigating myself. If the star is not there, then the issue isnt with the granted rewards but rather with the account being given map completion credit but not the character at all. As I am not in game, I cant ask someone if they see it though.
well, havent heard from support yet, So heres a question for those with map completion. When you press alt and see your character’s name, can you see the map completion star?
If you haven’t gotten the POI in the Chantry of Secrets, try getting that. It is commonly missed. It may not count towards the achievement, but it might still be required for the gift.
yep that was the second thing i did after double checking the list in the top left of the world map
yes, this is a very frequent bugged event. Your best bet is to go to this map either right after a patch or during peak guild mission times (the couple hours after reset saturday night in the US for example) when a race is on this map and maps are being created and destroyed as guilds jump around maps.
yep double and triple checked that character’s inventory (and that there were no unclaimed chests) and searched my account on gw2efficiency.
People post things like this from time to time, and 99% of the time they somehow skipped over a few bits of a map (or even an entire city/zone) without realizing, even after checking a few times. Check again. Zoom all the way out on your world map, and then zoom in a bit and hover your cursor over every zone and city in Central Tyria (except for Southsun Cove, Dry Top, and Silverwastes). If you still don’t see anything you’ve missed, then contact support.
Yes, I understand that. This is the first map completion character. That is to say, NO other character has completed the map and the achievement for completing the map was not granted prior to this map completion. I received the achievement upon completing the map on the character in question. This necessarily means that the game does, in fact, think that this specific character has map completion unless, somehow, the game keeps track of the entire account and you are able to get the “been there done that” achievement by completing each point, but on different characters, which, to my knowledge is not the intended behavior (so that would be another bug entirely anyway). In order for me to receive the achievement, this specific character, then, must have 100% correct?
Yes, I contacted support yesterday.
(edited by That Guy.5704)
Unfortunately, its not that the game doesnt think I have map completion. This was the first character I have done it on and I was awarded the title, achievement points, mastery point. All account wide achievement based rewards, but not character based. None of my other character are close enough to map completion to cause issues.
Checking the top left was the very first thing I did.
I understand that my title was confusing as it did sound like some a known bug that has been around for years, so I edited it to reflect this.
not a bug. You need keys and do not get an infinite supply of them for the chests so being able to open more chests requires participation at some point in the past.
Just finished map completion, received the mastery point, the title and the achievement points. Received the bouncy chest from the last map (Black citadel) did not receive gifts of exploration. Returned to Chantry of secrets, didnt help, did the old LA -> black citadel portal work around, also didnt help.
I’d be using a whole lot more mystic coins if they weren’t so expensive….
That might be part of the reason ANet is comfortable with the current prices. These are used in the mystic forge to produce luxury items, so they represent an interesting way to allow small portions of wealth to switch from the 10% to the 90%.
It is an interesting way to allow some wealth redistribution except that Chris said
In retrospect, this is actually causing the daily login reward to be worth significantly more to players who wish to convert mystic coins to gold.
giving them value for logins (where the redistribution would come from) appears to be a happy coincidence and not the design. He also says
Most of the coins on the market are ones that have been flipped.
In other words, if I buy a stack of coins on the market currently, “most” of them will be ones that have been flipped, thus currently owned by the ones doing flipping and not the players on the lower end of the wealth spectrum. Sure, It gives some small amount of income per month from mystic coins to those selling them but, come on, 20 coins per month at 50s each is 10g. Thats not really significant to someone who logs in every day which you must do to gain the 20 coins/month. And, no, it wouldnt be too aweful for me to buy the coins I would want to use. However, if there was a more reliable purposeful way to get them, I would use thousands in the next couple months. I dont want to be that big a part of the problem. I mean, I have had everything for HOPE sitting on an alt for 5 months, just hanging out, waiting on mystic coins. I have enough ascended materials for Nevermore, Astralaria, Bolt, Incinerator, and probably one more wood based one. I would start farming flax for nightfury (which I have all the event items for) and there are multiple exotics I want to make. But the current implementation of mystic coins is making me look at these things and go “meh” because I am not interested in handing some rich player now, 125-250 gold per item depending on which item it is.
The issue is that there is absolutely no way for the casual players (I have a full time job, I have 1 account, and I dont play 8 hours a day flipping on the TP) to offset the fact that such a large majority of the coins actually in circulation are owned and, basically according to Chris, have their prices manipulated by people who have no intention to actually use them (most coins are ones that have been flipped).
In a real economy, speculators fill a role in the economy by leveling prices over time to ensure that resources arent wasted when there are too many and are still there when there are too few. Also, as prices rise on a commodity, it pushes people to find ways of increasing the supply (but coins have a fixed influx) or to find alternatives to that resource to accomplish the same thing (innovation doesnt work in a game outside of forum requests, which is where we are now).
(edited by That Guy.5704)
Most of this price increase revolves around players that are pushing the value up due to the players willingness to pay more. If players are willing to pay more for an item, it’s going to keep increasing until eventually it hits a ceiling for the commodity. We’ve seen the same thing occur with numerous commodities over time.
Right now there is a consistent supply of mystic coins entering the game (way more than are being consumed) and churning through the trading post at a very slow rate. Most of the coins on the market are ones that have been flipped.
In retrospect, this is actually causing the daily login reward to be worth significantly more to players who wish to convert mystic coins to gold.
The issue is that currently, mystic coins are unlike almost all other commodities in the game currently. Mystic coins CANNOT with any reliability have their supply purposefully increased by the playerbase (aside from daily logins, you only have the periodic mystic forge daily and a small chance at them from fractals. I have gotten 5 total since the most recent reward change doing T4 almost every day). In a real economy, the high price of an item fosters a search for alternative sources or alternative products to serve the same purpose. That mechanism doesnt function in a game.
When price goes up and demand goes down (ie some people are no longer willing to pay the market price) it necessarily because more players are opting to NOT engage in a category of content. The supply a single player can potentially generate for their own use is far, far below the actual uses available to that player. There is not any other material that gates such a variety of items to this extent. Perhaps its considered selfish in this case, but I do not want to rely on other players skipping content in order for me to make certain items.
The very fact that “Most of this price increase revolves around players that are pushing the value up” and “Most of the coins on the market are ones that have been flipped” is just an admission that current state of mystic coins is simply serving as a “rich get richer” mechanism, and that since its just a “retrospect” the login reward value is just a silver lining.
There are absolutely ways to maintain the value of mystic coins while increasing the amount obtainable to individuals who would like to use a good number of them. Whether it be effort of some kind or a recipe revolving other materials that hold value but are themselves more farmeable, it is not outside the realm of possibility to maintain a price of almost 50s per coin while allowing players to actually create supply in response to the continually rising price.
I dont raid with an elite static group. On a given week my little group can raid with 5 pugs. But, we have been able to do full 2 wing clears on monday nights in 2.5-3 hours. Thats 100 shards (+ more if you get a mini you have, I got 2 this week), 6 exotics , 2 gold per boss (doubled if its the new wing) plus sometimes a gold in an event bouncy chest.
Because raids are difficult, the time vs reward ratio is very dependent on proficiency and if you put the investment in to be proficient, its well worth the time. Besides the fact that its fun content.
Mike says it’s a choice between content and legendaries. How about it’s a choice of not starting to work on a new expansion before hot is finished, balanced, and fixed. Here is a thought, maybe have the 70 people that are working on the new expansion help with fixing the old one, then they can move on.
That might make you feel better, but it’s a really bad idea. The expansion teams were set up months ago. Pulling them off the expansion in order to help with the current game sounds like a good idea, but the reality is that the live team’s work would end up even further behind due to having to spend time bringing the expansion guys properly up to speed on what they’re doing. It would take months to realise any benefit.
It’s perfectly understandable to be annoyed that they’re working on another expansion before getting the last one into a decent state, but there’s nothing that can be done about that now, unless you’re proposing to subject dozens of people to unemployment over a balls-up they had basically no part in.
This makes sense, but then why pull the legendaries team? if its only a handful of people anyway that will make the difference and they have to be brought up to speed on everything anyway which just takes time, why pull them. If a few people are to be pulled, shouldnt it be from the group working on unknown timeframe future content rather than promised content no matter how primary or secondary it is? And I dont think the entire expac 2 team should be torn down, but I do think that that is the pool from which people should be drawn.
Is there still some demand for burnzerker warrior in raids or is it almost always PS?
I’m also thinking about starting a Revanent, are they in demand for raids and fractals as well?
when burnzerker got fixed it brought its condi damage potential down to probably 3rd place behind necro/engi (I’m not sure the actual order of those 2. As such, if you have an engi or necro where you need condi, those are preferred and the warrior is likely going to be asked to go PS. Now, if you already have all your specific roles covered including might, and your group just needs DPS, I dont see a big problem letting someone run burnzerk.
most groups have at least 1 revenant, the rev will be in the subgroup with the chrono to provide the facet of nature for 50% boon duration for quickness.
I am not in game right now so I cant double check, but based on the wiki, there isnt a volume control specifically for game notifications. In raids there are audio pings when something is placed on you, sapper bombs, sloth poison, heavy bombs at sabetha etc. However, these pings are very very easily drowned out but, well, everything else. I see other people talking about hearing these but the only time I have ever heard them was when I was by myself outside of sabetha and happened to get a sapper bomb on me. Which slider are these notification tied to and/or can they be placed on their own control?
Wouldn’t we just be back in a situation were people restarted the fractal until the desired one appeared?
It’s still faster to restart 10 times until a swamp came than do Cliffside or Thaumanova Reactor.
that would count as leaving and nullify the 3 at a time bonus for each person that did that. Disconnects would be a concern though
(edited by That Guy.5704)
In all honesty on top of this, agony shouldnt really be a thing. The lock out should be completion of the requirements to advance, not agony. Infusion slots and infusion recipes can be restructured to allow the +1s to become a material used to craft offensive and defensive infusions of +1 to +5 stats including concentration/expertise. and maybe some interesting things like a % bonus outgoing healing or something. Attuned and infused slots on rings and backpacks can become utility infusion slots that allow people to use karma infusions, magic find etc. In this way those slots dont add a small amount of combat stat creep but still give them a purpose.
point of reference: I do 51+ dailies daily, I did lvl 50 before the change regularly. Right now, fractals end up being swamp and molton duo and 2 other random ones if you do them all or 3x swamp if you only do 51+ because rewards really dont scale with length. I also dont feel like the current structure is very friendly to either progression of difficulty of a given instance (there are 30 levels between the first 2 urban battle ground instances) or is it friendly to expansion. So, I got to thinking how I would structure fractal content to keep the benefits of the changes that were made (1 instance per run required), bring back some of the randomness some people enjoyed, make expansion of new fractal and instabilities easier and scale the rewards to length.
NOTE: This assumes that fractals are modular. That is, an instability and difficulty scaling can be applied to a given instance programatically and that it is not the case that each combination must be manually coded.
Here it goes:
Fractals are split into tiers, not individual levels. Each tier adds an amount of randomness and difficulty. For HP, toughness and attack damage would scale like this, T1 = current level 10, T2 = lvl 20, T3 = lvl30 etc and all the different fractals in each tier is scaled the same. Within these tiers different mechanics can be added just like they are now, T1 uncategorized doesnt have knockback harpies, T2+ does etc.
Tiers
1) You get to pick the fractal. there are no instabilities. To access T2, you have to have completed say, 10 individual fractals (there are currently 14, as new are added, you can just stick with 10, current players are grandfathered in based on their personal fractal level)
2) You get to pick the fractal and 1 instability from a list of “easy” instabilities. To access T3 you have to have done 10 different fractals and experienced some number of the easy instabilities (no specific combinations).
3) Fractals are randomized, and 1 easy instability is randomly applied. To access T4, do 10 fractals in T3.
4) Fractals are randomized, you pick from a list of “hard” instabilities. To access T5 (and T6), do 10 fractals and some number of different instabilities.
5) Fractals and 1 hard instability randomized.
6) Fractals and 1 hard and 1 easy instability randomized.
Optional tier: 7) Dev’s choice (muahahahaha). Devs may put together specific fractals and some number of instabilities along with bonus mechanics like the extra elites at mai trin at 100. If the fractals and instabilities are coded modularly, this entire tier could be a single fractal released every 2 -4 weeks (4 weeks…like a monthly achievement? :O ) or something with the normal patch that is only available those weeks and can be completed once for a bonus reward. This might also be a way to introduce a new instability every once in a while.
a reward change:
Events within each fractal should give chests like the raid. This is where you get encryption boxes along with maybe a champ bag, a bag of gear or even bonus relics. Some extra chests given at the end of certain areas under certain conditions (like killing all trash, harpies for istance) on top of what we see now (like the chest for killing dulfy of the champ at molten duo) may be warranted. For instance, opening the 3 doors in the dredge fractal would be an ‘event’, bombs/guns would be another, the champ another and clearing the hall before the boss another. This allows longer fractals to contain more events and thus reward more loot based on length of the fractal rather than the difference between molten duo and dredge being a couple encryption boxes. These chests should also be once a day account bound but rewards per tier to avoid some situation where you just do 1 event and reset or something.
Dailies can be 3 fractals within each tier with some bonus goodies if you (you, not anyone in your party to avoid dc issues and quitting issues) complete the 3 fractals without going back to the lobby or to LA. If it is just bound to the player who must complete 3 without leaving for the bonus, then some people can go 1 at a time and leave while others can stay for the bonus and pull more people in, jut like goes on now.
Tiers should address expandability as well as experienced difficulty of a given fractal, event rewards should address fractal length vs reward concerns and, combined with randomness of higher tiers, avoid swamp spam.
EDIT: Also, yes, I know this would be alot of dev time and that there are other things they could be working on other than another change of content they just changed. These are just some ideas that I have had.
(edited by That Guy.5704)
could you imagine the outrage if fulgarite was tradeable, but a daily timegate?
Actually, fulgurite was tradeable for the first 10 days of HoT. I bought 2 stacks for 300g each for future use because i couldnt see myself farming the sparks.
But it was never on a daily timegate, which was the comparison I was making.
…
why didnt precursor prices drop to 0 when crafting was released? Would they have if you could complete the collection infinite times? No. Because of the value of components. It is entirely possible to ALLOW the creation of supply while still maintaining a value (read money) at or above the current TP price.
I said it encouraged daily logins, not that people are logging in daily for mystic coins only. All the daily login bonuses act as an encouragement to logon, which is of value to ANet as it both helps the metrics to show to stockholders and because once people log on they are likely to play for a while.
if your suggestion fits their game design better than what they’ve got so far then I expect they’ll give it due consideration.
I was showing the 2 extremes and how, on both sides of the spectrum, requiring an item with this acquisition method isnt a good thing at this scale. Nevermore needs 75 days of timegates I believe it is for spiritwood. While its alot, its not too terrible. if, on the other hand, a new legendary required 60 mystic coins (3 months of logins) we wouldnt be having this discussion because its really not as bad. but that isnt the case. it requires minimum of 250.
So, what does your alternate suggestions do for ANet that would make them want to change their way mystic coins are acquired?
mystic coins solely from login rewards may get people to log in; however, If people are only logging in for mystic coins/login bonuses then there is a problem elsewhere. If people arent logging in just for the daily rewards and those are just a bonus, then locking them solely behind logins is pointless. I already made a specific suggestion.
Scarcity is important
John Smith
I want to be up front: scarcity is important. For most materials in the game, we’ve reached a nice equilibriumAnd this might tell you whether or not they’ll ever increase supply. Mystic coins are positioned to be a way to limit production of “elite” items such as Legendaries or the other high priced and rare weapons through the simple fact of only so many per month are generated and available.
imo, they literally don’t want every Tom, Richard or Harry running around with easily gotten and cheap “elite” items. They want the dividing line, the things that keep these items scarce. If so, then they want mystic coins to go up higher in price to act as the limiting factor in “elite” item production both by price and by number available. In this case, mystic coin prices are going to go up, with ANet’s blessing and approval.
And therein is the issue that I see. A legendary (and whatever other shiny mystic coin recipe is out there) should be about YOUR effort. You having it should be because you put your effort into getting it. A person should have their mystic coin item because of their effort not because someone else didnt make one.
Again, I am not proposing that any alternate acquisition method should be easy or cheap. Handing them out at a slow time interval is does not equate to “elite”. could you imagine the outrage if fulgarite was tradeable, but a daily timegate?
You’re thinking of it from the player viewpoint, of course. They’re looking at it from a game design standpoint. It’s a carrot. A reward for players to work towards and a way to keep people logging on each day. Most game carrots are easily obtained, some are moderately hard, and then a few are long term. If they’ve set up the “elite” weapons to be the long term carrots then it’s not ANet’s game design to make them easier/faster to get them. Everyone who wants the items can still get them. At worse they’ll be gated by time, which may be the reason for the coins set supply. You’ll need to log in every day to get them.
So, its good game design to have a situation where one person’s progress is artificially stretched out over a very extended period of time regardless of progress made in other areas of that item OR where their progress comes from another person selling their hard limited progress. I see.
Scarcity is important
John Smith
I want to be up front: scarcity is important. For most materials in the game, we’ve reached a nice equilibriumAnd this might tell you whether or not they’ll ever increase supply. Mystic coins are positioned to be a way to limit production of “elite” items such as Legendaries or the other high priced and rare weapons through the simple fact of only so many per month are generated and available.
imo, they literally don’t want every Tom, Richard or Harry running around with easily gotten and cheap “elite” items. They want the dividing line, the things that keep these items scarce. If so, then they want mystic coins to go up higher in price to act as the limiting factor in “elite” item production both by price and by number available. In this case, mystic coin prices are going to go up, with ANet’s blessing and approval.
And therein is the issue that I see. A legendary (and whatever other shiny mystic coin recipe is out there) should be about YOUR effort. You having it should be because you put your effort into getting it. A person should have their items because of their effort not because someone else didnt make one.
Again, I am not proposing that any alternate acquisition method should be easy or cheap. Handing them out at a slow time interval is does not equate to “elite”. could you imagine the outrage if fulgarite was tradeable, but a daily timegate?
(edited by That Guy.5704)
NOt everything expensive, is broken. I don’t think Mystic Coins are something they want more supply of. There was reasons the implemented sinks for them (hefty ones at that), becuase people have hundreds maybe thousands of them from a time when Mystic Coins were near useless and reflected as such on the TP. ANet want things to have value. T6 Mats have dropped drastically in price. You have to keep the economy somewhat balanced in that. So something things are going to be more scarce than others.
My opinion is that ANet decided that Mystic Coins were going to be one of those things that they wanted the bring the value up on. It’s worked. I, personally, have over 2000 mystic coins in my bank from doing dailies/monthlies in the old system and logging in every day in this one. Not everything has to be extremely cheap. Mats all over the place are dropping in price only a few of them are going up. Look at the big picture and not zero in on one item.
No one has said (well maybe someone did, but then that would mean they didnt get the point of the original post either) that its broken because the price is too high. the entire point is that its broken because they have a hard capped supply that does not come close to the demand which causes, among other things, the price increase. It is entirely possible for them to implement a way to create supply through in game effort to increase accessibility while still maintaining the current or even a higher price then they are now.
You clearly do not get economics.
If you increase supply but do not change demand, prices does not go up, it goes down.
And no, it is not broken just because there is a fixed supply of mystic coins. ANet knew full well what the supply was and what the rate of mystic coin creation was when they added the things that take mystic coins with HoT. It’s not like they have to factor in the chance of too many people getting too lucky with their drops or anything. The mystic coin economy is something that ANet can control pretty well.
No, I do understand economics. I didnt say they should specifically increase supply, I said they should increase accessibility. Simply increasing supply by adding them to map rewards, increasing daily login rewards, or some other means of more or less handing them out is a simple increase in supply that would cause a price drop. Thats not what I am talking about.
What I proposed they do was to increase accessibility by using other things that already hold value and have alternative uses in a means of creating mystic at a cost at or above the current TP value. Would this at least initially decrease the price of coins? probably. but over time as those constituent materials/currencies and mystic coins reach a new equilibrium, if the amounts are properly balanced it would retain either current or even higher prices on the TP (higher because coins are still increasing anyway and will go up further each time new recipes are released) at the new equilibrium but still allow new supply to be created in response to further increasing prices.
The most basic and mindless example (and not what I would propose at all) would be a vender that sells mystic coins at 50s each. Accessibility increased as supply can be created in response to prices over 50s, do prices decrease from their current level (mid 30s) because a new mode of acquisition no.
using a recipe would result in a “floating cap” on the price that fluctuates with the value of those other materials/currencies.
Yes, supply and demand still function. But when you have an absolutely fixed supply the ONLY things that can change is the demand or the price. When new uses are released the demand increases as people want new items. But supply cannot increase, so the price increases to a new equilibrium point and/or demand decreases. But how can demand possibly decrease? people stop using them. They cut out an entire category of in game goals, those using mystic coins because they have no recourse. (I am talking long run here as new players begin crafting things and old players finish, not initial crafting spikes and prices well over the current ones)
That was the entire point of precursor crafting, to maintain the value of precursors on the market but increase accessibility through crafting them (yes they have ended up coming down a bit from their highest sustained points in august/september of 2014, but they have been roughly the same for about a year with a drop when HoT released but prices have been recovering some since then.)
In a real economy, people can innovate responses to increases in prices, find alternatives, alternative sources of the same thing etc etc. Not here. Here mystic coins is a resource for which individuals must compete with other individuals if they want to make anything requiring them is a reasonable amount of time. Thats something that is contrary to the design goals of GW2.
(edited by That Guy.5704)
NOt everything expensive, is broken. I don’t think Mystic Coins are something they want more supply of. There was reasons the implemented sinks for them (hefty ones at that), becuase people have hundreds maybe thousands of them from a time when Mystic Coins were near useless and reflected as such on the TP. ANet want things to have value. T6 Mats have dropped drastically in price. You have to keep the economy somewhat balanced in that. So something things are going to be more scarce than others.
My opinion is that ANet decided that Mystic Coins were going to be one of those things that they wanted the bring the value up on. It’s worked. I, personally, have over 2000 mystic coins in my bank from doing dailies/monthlies in the old system and logging in every day in this one. Not everything has to be extremely cheap. Mats all over the place are dropping in price only a few of them are going up. Look at the big picture and not zero in on one item.
No one has said (well maybe someone did, but then that would mean they didnt get the point of the original post either) that its broken because the price is too high. the entire point is that its broken because they have a hard capped supply that does not come close to the demand which causes, among other things, the price increase. It is entirely possible for them to implement a way to create supply through in game effort to increase accessibility while still maintaining the current or even a higher price then they are now.
awesome. been waiting for this since you mentioned it on reddit however long ago that was. many many thanks.
Hope you bought all the coins you need. This thread has drained the market of all its coins. Less than 10k left on the market now, I expect the price will be 1g each by the end of the week.
Probably the point of the thread in the first place lol
actually that wasnt the point. I dont really expect you to believe me because I can definitely see how it could be construed that way. I didnt even think about this effect until a couple hours after, checked the price, and sure enough someone is buying them up, but it certainly isnt me. even though I could have, I am not one to do that because I dont want to be a part of the problem, though evidently just bringing the issue to light is enough to have a negative effect
Also, you rarely doget auric ingots from the chests after the AB meta event. Not completely reliable, but its not like you need 250 per weapon or anything.
For orbs, someone posted a suggestion using all of those HoT components that are sitting near vendor value as part of a recipe to craft a new orb that could be used as a substitute. It’ll raise the value of those items, maintain the existing cost to craft ingots, and provide a path to farm the materials by playing in HoT.
As far as mystic coins, I can’t think of a good solution. With how so many recipes use them, there does need to be an additional way to earn them to compensate. Perhaps letting players buy them with laurels and/or commendations.
You buy them from players who sell the ones they don’t use. And there are likely players sitting on stacks of them waiting for the price to go up on them.
Perhaps there are people holding onto to them. However, we can use that same reasoning for every item in the game. Just because other players who are not using them can sell them, or some may be stockpiling, doesn’t mean that there could not be an issue with supply.
Edit: Just look at the price trend. Clearly there are hints that there may be a supply issue.
In my view, its not that there is a SHORTAGE of mystic coins now, its that befor HoT there was a SURPLUS of mystic coins
most players had tons of mystic coins that they werent even using, and the price was so cheap people didnt even think twice about just selling the extra ones on the TP right away after they had a stack in the bankNow i feel mystic coin prices are more in line with what they should be., people were just too used to them being extremely cheap
Except the price is still continuing to rise. You’ll see it get worse with the next batch of legendary weapons.
That should be expected, HoT is still pretty new, and the legendarys weren’t implemented right away, there is more demand for coins now because they have more uses.
Eventually the prices will stabilize, the legendarys werent something people could make immediately after they were released, it takes a decent amount of time to go through all the steps to make one, the people making one are all going at different paces, its not on the top of everyone’s priorities to get all the mystic coins they need first, people usually take it 1 step at a time and will buy the coins when they get to that point, the trending increase in price would be reflective of the general pace in crafting the legendarys amongst the player base
but its the way that prices stabilize that is the issue. a price stabilizes at the point where demand and supply meet i.e. the market clearing price or equilibrium price. a rising price will stabilize either due to a decrease in demand or due to an increase in supply. Because mystic coins CANNOT increase the rate at which supply increases or, put another way, the supply per unit time cannot increase, the equilibrium price will (ceteris paribus) be the result of a decrease in demand due to people not making an item due to mystic coin availability.
For orbs, someone posted a suggestion using all of those HoT components that are sitting near vendor value as part of a recipe to craft a new orb that could be used as a substitute. It’ll raise the value of those items, maintain the existing cost to craft ingots, and provide a path to farm the materials by playing in HoT.
As far as mystic coins, I can’t think of a good solution. With how so many recipes use them, there does need to be an additional way to earn them to compensate. Perhaps letting players buy them with laurels and/or commendations.
You buy them from players who sell the ones they don’t use. And there are likely players sitting on stacks of them waiting for the price to go up on them.
Perhaps there are people holding onto to them. However, we can use that same reasoning for every item in the game. Just because other players who are not using them can sell them, or some may be stockpiling, doesn’t mean that there could not be an issue with supply.
Edit: Just look at the price trend. Clearly there are hints that there may be a supply issue.
In my view, its not that there is a SHORTAGE of mystic coins now, its that befor HoT there was a SURPLUS of mystic coins
most players had tons of mystic coins that they werent even using, and the price was so cheap people didnt even think twice about just selling the extra ones on the TP right away after they had a stack in the bankNow i feel mystic coin prices are more in line with what they should be., people were just too used to them being extremely cheap
Except the price is still continuing to rise. You’ll see it get worse with the next batch of legendary weapons.
yep, I dont care about the price on the TP right now. I can buy them. Its what the design will cause as time passes, as new legendaries are released and as new mystic coin items are released like the 2 festival shoulders. the changes in the price over time jst highlight the issue, the price isnt the issue itself.
The issue with TD is the structure of the map meta, not the reward structure. the “prep” events take like 30 minutes max at the beginning of the cycle while the gerent meta takes another 20-30 (maybe) mins at the end. This leaves an hour long time in the middle where you cant get ley line crystals very well and would just be basically scavenging for events. I farmed plenty of sparks and have lots of crystals left by just taxiing to a map setting up for gerent a little ahead of time, forgetting about the first participation reward, doing gerent and then leaving. Doing this significantly increases the ley crystal/time ratio. After gerent you can then run the lanes and open caches if you want.
Yes, its selfish gameplay, but its the state that map is in and hopefully it will be changed in some of the updates they have talked about.