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Would like to see us get to the point where gliding and later riding has more combat abilities. Under this system though I do see CC as being the way to cause a player to be knocked off their glider or unmounted. Would make sense in the flow of combat to me.
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We will be adding a new currency that is similar to Proof of Heroics that will allow you to buy new sigils, runes, recipes, and hero points from PoF.
Does this mean that HPs will be different pools or just that unlocking PoF HPs will require a different currency that adds to the existing HP pool? Appreciate your time.
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Ah here it is:
https://forum-en.gw2archive.eu/forum/game/wuv/Will-vendors-be-updated-for-PoF/6743184/quote
We will be adding a new currency that is similar to Proof of Heroics that will allow you to buy new sigils, runes, recipes, and hero points from PoF.
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So we have two components here, HPs and Mastery points. HPs would make sense in leaving as one pool so that the “play as you want” mentality can be left in place and players can gather HPs from any existing source. Leaving Mastery points in their current incarnation also makes sense so that people will need to play PoF zones to get Mastery points for PoF abilities. As far as the number of HPs, I go round on that a bit. 250 to match HoT makes sense but it also depends on ANets plan on people having multiple elites unlocked. In effect there is already a price increase since having 2 would be 500 HP under the current pricing. Since HPs still need to be done for map completion there will still be a reason to unlock them via doing them or via the WvW method, which need to find the post, there was mention that a new WvW currency will be required for PoF HPs. Off to look for that since a friend mentioned it last night.
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The wiki states you can enter some other guild’s puzzle, and then rep your guild, but whenever I try it only shows instances for all of the guilds I have joined, not the one running the puzzle.
Have anet fixed this so you can no longer leech from another guild?
Or do you have to be a member of that other guild and then rep your guild when inside?Have you tried changing your preference? Changing preference takes effect after mission reset.
Didnt know you could, done that now so hopefully I’ll get some I can do more often now.
Will have retry it to see if there was change. But what used to work was that if your guild had the same puzzle and someone had one active you could activate yours as well and run the course. All guilds would share credit for each person making it thru.
Don’t remember seeing any patch notes that said this wasn’t still available but will need to test. Same used to work with bounty credits.
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I would like to think that we got the bulk of it with the demo weekend?
I am hoping this is so but at $15 per GB overage rates would prefer to see if we can get any guidance.
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ANet, can you provide any guidance on how much of PoF will be pre-downloaded versus downloaded the day of release? Some of us are on metered internet connections and this would help to determine where we might need to be that day in order to download data files using an alternate internet connection. Any information that can be provided would be appreciated. I am really hoping we have been getting a majority of the downloads as we go but don’t want to assume.
Thanks! (Is it the 22nd yet?)
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A lot of games claim that the game just begins at max level, but I feel GW2 really does begins at max level. But that is very suggestive and depends what you find fun.
I am PvXer though so I have a bit more at end game. To me here is a short list, which I will call mini-games since some are just different parts of overall game:
- Alt-o-holic so alts (24/31 so far)
- Helping guildmates
- Story line (multiple races/classes/builds)
- Living Story
- World exploration
- Map meta-events
- Adventures
- World Bosses
- Dungeons
- Fractals
- Festivals and holidays
- PvP (Ranked/Unranked/Stronghold)
- WvW (Never-ending fight)
- Fractals
- Achievement hunting
- Jumping puzzles
- Gearing up
- Legendaries & Precusor journeys
- Trading Post
- Gold/Gem acquisition
- Guild Hall building
- Guild missions
- Home Instance building
- Crafting/gathering
- Collections
- Forum Wars
Again depends what you find fun, and I think a big part is finding others that you like to do things with and engage in group activities, that alone can create more games in games. Good gaming!
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The AI should target the people with the least amount of armor/defense first and then work backwards. No real player tries to go for the tankiest target first, put the squishes down and get the other side in rez mode. AI should do the same. That and remove enrage timers. As long as you have enrage timers the game remains a DPS race. I think if the AI targeted easiest targets first there wouldn’t need to be enrage timers.
Then there would be zero reason to bring anyone with defensive stats anymore. It’s because the AI focuses on the player with the most toughness that you use such a character in the first place.
Perhaps, but it also may require people to use more defensive stats if they can’t take the hits. Look at all the PvE threads where people complain that their group failed since they didn’t drop the mobs fast enough and they couldn’t take the pressure. Most of that originates from people playing full glass cannon. People in WvW spec planning on taking hits since its going to happen and they need to gear as needed for that encounter. If the AI did as players do in PvP and WvW it might change the environment in PvE.
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Not opposed to defensive stats having more value. PvXer but I admit I mostly spec with WvW havoc/solo/zerg specs in mind. That said all game modes should be considered. Other concern here is twitch reaction versus gameplay. Don’t want PvP combat to come down to who has the fastest connection to server so there needs to be some balance there.
For PvE have said so in the past and would love to see a test of it, but if the concern is the zerk meta change the AI. The AI should target the people with the least amount of armor/defense first and then work backwards. No real player tries to go for the tankiest target first, put the squishes down and get the other side in rez mode. AI should do the same. That and remove enrage timers. As long as you have enrage timers the game remains a DPS race. I think if the AI targeted easiest targets first there wouldn’t need to be enrage timers.
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Here are three reasons that someone might be against ANet adding additional bank storage:
- Making it easier to hoard means more items are removed from circulation, affecting TP prices.
- Adding storage space means players can postpone dealing with inventory management problems, which has a minor impact on those of us who play with “hoarders” — initial it gets better, but then later it gets even worse as it becomes more difficult for folks to find stuff (while participating in group/party activities).
- This isn’t the only data-storage related issue that people would like addressed, so prioritizing this means some other highly-requested QoL issue gets a backseat. For example, maybe it would be better for ANet to find ways to store/stack things differently so folks didn’t feel the need to use as many slots for hoarding.
So there are reasons to be against the idea.
I don’t really care that much about them, though. I don’t think any have all that big an impact on the community overall or gameplay or ANet’s future plans.
Which is why I reply the same way to this thread each time it comes up (apparently about 1-2 times per month these days): I’ll buy any new tabs that become available, while at the same time, I’m convinced that it won’t actually help most people all that much — without changing inventory management tactics, the same folks will run into the same brick wall of lack of space again.
I can understand people saying I would prefer the time be spent here versus instead of here, most people don’t go that route. I can also see the TP impact. Now time impact as you wait on someone else to go through their trash valuables, that just means you get to name call them on voice as you wait. Shaming here is perfectly valid. That’s why support bank spots over people using characters as mules though too.
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I admit I will be able to support one of these, as as soon as ANet granted a way to spend WvW currencies to unlock hearts. I think PoIs and such should still need to be done, but hearts should be like HPs, some way to convert one currencies to the other. The time it takes to acquire the gift of battle pales when compared to completing all the hearts on the map. Not I admit I say this as a PvXer.
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I think there are more than enough bank tabs. Those who wish for more should learn to throw garbage items instead of amass them.
Your choice of what to save and not save is not everyone’s choice. What you might consider “garbage” items, someone else might find value in keeping.
More bank tabs are fine. There is no compelling reason for someone to be against it, makes absolutely no sense.
That’s a great sentiment and all, but doesn’t refute his point. The fact is, people who ran out of space just have trouble managing their inventory space. Adding more bank tabs will put that problem off for a few more weeks/months/years maybe, but eventually these same people will fill up those new tabs again, and request even more. And it comes down to not being able to manage inventory well.
Adding more bank tabs will not solve that problem, it just won’t. Eventually you’ll want even more, because you’ll fill up the new ones
Im sure hoarding is a valid point but other than that, what objections do you have to people giving money to ANet for more inventory space? What gameplay problems are caused by people having more bank tabs?
I’m not against more bank tabs, but adding more bank tabs won’t solve the problem, because the problem is poor inventory management. So its just putting the problem off. And I am against people just using bandaids instead of fixing actual problems in general. Which is exactly what this is. People don’t want to learn how to manage their inventories, so they just cry for more space. Except that won’t fix the problem, because they will eventually fill up that extra space with their poor inventory management.
I don’t really want to get into a huge argument, because it already happened a while ago when someone asked for more bag slots/bigger bags. It fundamentally does nothing to address the problem of poor inventory management, all it will do is make posts like this disappear for a while longer, but it solves nothing.
Some of the points here are quite valid but also wouldn’t question what one person might consider valuable and another junk without living in that persons’ shoes. Had a black lion weapon skin from 2 years ago, could have sold it then at 50 gold. Sold it last week for 900, was that junk? Have a Quaggan transformation potion. Is it junk? Helps my Char do some jumping puzzles since the camera doesn’t freak out so much. Is it junk? Has helped get some achievoes and loot and items for legenadaries. Items collected while working on multiple precursors that don’t have all the pieces for, is it junk if you can’t complete that step until you have all the items?
There are definitely efficiencies that could be introduced into the system as well that would assist. Example, up the number of units that could be stacked. I have never seen a stated reason why a stack has to max at 250. Material storage today can store 2000 if fully expanded. So what’s up with 250.
Why do we not have a wallet or key chain for world keys? ANet has introduced differing keys for differing zones, why? Simple they want people to play new zones and that grants new gizmos. Asking people to destroy those gizmos that they might need when they go back to that zone doesn’t make sense. I would call that hording only if the player never plans on returning to that zone, else its smart since they have already spent the time to acquire it but haven’t completed stage 2 of using it yet. So this could be solved by key chains, wallets or bank expansions.
Salvage kits, why do these have to be separate items versus one item with charges equal to whatever is left. Why can’t we stack black lion salvage kits? if I have 3 of these, why do I have to use 3 spots? Why would I throw them away when you will want to use them on exotics you might want to break down. But who would stack exotics waiting to get these kits and if they did they are again using inventory spaces up storing the exotics as they wait to get a BLSK.
Why do boosters have a max stack count? These are account bound, so why is there not some booster holder that records each you acquire and then some system to activate them as you want to from your character screen. World of Tanks has a good model for this as and example of this system.
I can see a reason to have to a separate place holder for elder wood versus ancient, but I should never need more than 1 spot for each type. There should be one storage spot for any material that can be acquired in the world in material storage and that spot should hold an unlimited number of units. There isn’t.
I assume it’s to try and encourage people to move products or get rid of them or to support the game and buy expansion slots or new character slot to make mules. So if that is assumed to be the root reason then allow for more bank spots or make storage more efficient.
So again, why would anyone but ANet be against an expansion, how does another players storage impact them. The only reason I have been able to come up with is someone trying to mass control the trading post and hording all of a material type. But even if they did that there would be a vacuum as that item would skyrocket and all the farmers would try and flood that material and cash in on its sudden rarity. So again, where is the impact on other players?
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(edited by TheGrimm.5624)
They have been making a lot of QoL changes. For players that have been active over the most recent time its harder to see since they have been incremental and we are used to them. Just had a guildy come back though after a year off and its much more visible to them as they discover new features. Take consume all, timers on WvW objectives, match histories, scoring, KD ratios, material storage changes and it goes on. A lot of times QoL don’t make patch notes as well and need to be discovered.
In some cases its bang for the buck. I do run with multiple sets of gear on a toon and will switch it up if needed, but I think the majority of people don’t. So the templates would impact a smaller player base than other QoL changes might as well so I could see this as lower on the priority list. You also have to consider a majority of people won’t see QoL the same as creating new content so it has to be incremental else the larger audience will see ANet as not doing anything even if they released templates.
So bring it up and post interest in it, but I wouldn’t use this as a measuring stick on software progress. 2 cents, good gaming.
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Did someone say more bank tabs??
I think they said Scooby Snacks, but there is no difference really. It will draw them in and they will rejoice and….well, they will fill them up, I mean STUFF STUFF STUFF!
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The point to legendary was that it was a convenience item that may have a unique skin and allows for stat swapping. For anyone that changes stats and might be carrying multiple sets of ascended armors/weapons than it would provide a benefit. But no it was not meant to be a power upgrade over ascended at this time.
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A nice future addition to the guild halls would be the expansion of nodes that can be created for the hall. Either new nodes or existing ones could be expanded upon. The concept would be to have the ability to upgrade via the vendor these nodes to include zone currencies from all new maps. These could be tied into materials required from the new zones but would allow guilds to unlock these gathering options. Materials includes in these unlocks should require zone materials as well materials that are found to be in excess in the open world.
Benefits:
- Allows guilds more to do and build, expands on guild goals
- Allows members to gather new mats and further expand their hall’s value
- Create re-playable content in new zones and creates more ties between maps and guilds
- Creates sink for mats that are in over abundance in the world and create deamand for differing zone’s special currencies
- Could encourage people to explore zones they might not have done before after receiving mats they had not collected in the past
Good gaming!
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Have stated in the past, luck should be unlimited, just after reaching current max have each next implement cost more and reduce the total gain. Instead of a full percent it is a tenth of one and each of those are double the last requirement in cost. That way there is diminishing return but still be something for people to work towards.
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Do three of any of the daily category and you will meet the requirement. Mix and match PvE, WvW and PvP. Which is fastest depends on options and your own personal preference.
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One issue that is arising is the ability for map completion to tell whether or not a given heart has been completed or just reset when looking at maps with repeatable hearts. At first I thought only the hearts that had been completed showed the infinity icon and then when helping a guildy we determined there was no way to designate a heart that had been completed or not to finish a map if the hearts were not done on the same day. So a QoL change that would be helpful in the future would be able to see the differences either via a different icon, some NPC interaction or even the mechanism when you hover over the map icons to indicate/flash only uncompleted ones versus one that have reset. Appreciate the read, good gaming!
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Signed. Good with expanding the existing ones with a new cap, let says double of what we have, and also ok with an unlimited version with a the diminishing returns system where each additional over a base amount costs more per.
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Actually was going to create one like this as well. So +1 here. Obtaining differing eaters that can be combined but still serve the same functions is a positive change. +10 here.
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I am sorry to whoever implemented this, but agree this needs to go or another representation that a player is in beast mode should be used. This was the running joke during beta, form of skunk! Player draws in pets musk and rawrs it battle cry as their smell makes the first attack!
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I legit just posted this in “Suggestions-Quality-of-Life-Changes” at the top of the page.
DOH!
:)
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First off, well done on the level 80 boost. It is straight forward and clean way to level versus having to double click 78 ToKs to create a new toon to 80 and go through all the new player experience clicks required to open all the side bits. For any alt-o-holic this can be a time consuming process and a screen dazzle to anyone nearby as you quick click thru 78 screen flashes.
Though I realize that this is a marketing item now that it is on the gem store, which I do support, I still think there should be way to convert to one of these in game via ToKs.
This could be done via a Mystic Forge recipe for one stack-able level 80 booster:
- 250 ToKs
- 25 Globs of Ectoplasm
- Siege Master’s Guide
- Anthology of Hero’s
Note this is a compromise since it is a gem store item which. Since a player would just need 78 if they choose to go this route they can but at the higher cost of a stack of ToKs and 20 extra spirit shards.
Pros for Anet and players:
- More convenient item for insta-leveling new alts
- Removes excess currency from game
- Reduces items stored inventory for both player and for server resources
- Removes either material or coin from game which helps health of economy
- Gives player choices, buy from store, pay the price in clicks & time via ToKs or spend more in game currency and create and insta-80 item
I know some people may feel that 250 ToKs for one level 80 is high but again, trying to balance the ease of use the level 80 booster is versus the clicks/time of 78 ToKs is and account for it being a gem store item.
Thanks for reading. Good gaming!
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A nice to have quality of life feature would be to change the way that armor and weapon skins are handled. Today when we have a new skin, be that from in game, TP, gem store we have an item that once clicked upon unlocks the skin in the wardrobe and then we are left with an item in our inventory to apply to an item. If not using the skin immediately this leaves the player with an item that they must then store until they want to use it or leads them to destroy it since they have it already unlocked having to spend a transmutation charge later. Instead of this why not simplify the process. Once the player selects to add the item to the wardrobe, unlock the item, add to the wardrobe and credit the player one transmutation charge and remove the item from the inventory. This frees up space, doesn’t waste a transmutation charge and might encourage people to collect more skins they might use later. Just a thought.
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Any trait line that you lock down and say would be considered elite would crash a multiple of peoples builds. The 5 core ones are the backbone of the class. So have to agree not for that.
Also after the last patch I would put (and actually am in PvP & WvW) core builds against elites. That last patch did a lot to add more synergy into some builds. The Ammo change alone made more core abilities more viable as well making it so they nudge out some elites abilities. Will we need tuning on the new elites, sure, but cores feeling pretty good right now.
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To answer some of the concerns; Smiting has always been a thing for Monks. In fact, that’s one of the first missions for a new Monk, “The Blessings of Balthazar.” A new monk ’toon would find GW2 maneageable.
I’m not saying balance around needing a Monk. There’s content in GW1 that I have very little chance of accessing now because it was designed around a large party of human players with heal/support specs. Slaver’s Deep is a good example.
What I am saying is that a Monk class would permit the other classes to be more focused on there specific role. Right now, ANET faces the issue of shoe horning excess healing/condi removal into every class. That dilutes the classes and causes balance issues. A good example is the Warrior longbow heal combo.
I don’t know if I agree with this statement. There is a balance in having to have each character bring their own healing/condi/CC to counter the number of just offensive options they might bring. If you want to go straight offense then you are going to be lacking in other areas and should be more at risk. I say this from all three game modes. I think adding in pure heal classes would create more power creep that people often mention since it already be there but people need to have stun breaks in place in case, or cleanses/CC and such. In short, it is nice that people don’t have to wait now for a perfect group before doing anything and everyone has potential to solo things if need be. Just my 2 cents though since I know others that would love to just heal and would welcome something like this.
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Would be the right time to make everything account shared ( map completion, hp, etc… ), and find a new way to obtain “gifts” needed for legendaries.
I really don’t enjoy hearts. They put me to sleep. I would love to see WvW and PvP currency that could be spent to auto-clear hearts like HPs, but think players should still have to do other things like POI’s and vistas to get map completion.
The new zone portal scrolls are good balance to me, having quick access to a zone start and I have to go from there is a good compromise. Would like them to add something like this for all zones in the end or at least all new zones moving forward.
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I have to admit, I am surprised that the holiday events do not follow under the same priority as the living world. These are planned events that always fall at the same time which makes them more strict in release schedules, but they are events that make one MMO stand out from others. And since a big selling point of GW2 is the ever evolving world it would seem prudent to make sure these events also change over time so that they too “live”. And now that GW2 is working under a new cadence I don’t think the player base would see it as a miss if that release of the living world was spent on “holiday” events. At least for the Halloween and Christmas events.
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I understand why they won’t do this, but I’d also like them to do this.
^Pretty much this. It would be a cool thing, but I doubt they will do it. Some HP’s are to easy to get and allows you avoid the moderate to difficult ones.
Since HPs are also tied to map completion, this may negate that issue though. Unless of course the player doesn’t want to that as well.
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Interesting idea, will have to think on this one a bit more, but quick thoughts:
Pros:
- If you enjoy one class more than others you could focus on unlocking un-needed HPs with a toon you prefer to use on others
- People could unlock specializations faster and then collect points for additional toons as they go
- Would remove some of the “what do I do with the spares?” syndrome
- Encouarges alts which extends game play
Cons:
- How to handle negative balance if a toon is deleted and HPs are overspent
- May create more “I am done with the content, what now?” scenarios since people don’t have to play thru content
- Advantage given to people with more alts (say this as I have 24 of 31 so far) since they have more base points
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Not seeing an issue and had picked up a number of copies of HoT. Besides that, I think we are over estimating the number of new players this would add versus the number of returning or existing players. I would also still count a returning player as a vet in this scenario even if they didn’t get HoT. So no, non-issue here.
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Side note: had discussed this as a 5 man fractal as well in the past, just would need to change the final boss fight where the players would play thru all 5 platforms or be able to cross platforms to aid others.
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First post timed out. So shorter version.
Marionette was an awesome event that had a good balance and I would say is a go to template for events that worked. To me the Silverwastes followed this flow which is what makes it a successful map still.
Now to bring it back I could see various options:
- Convert Timberlane to meta event map that lead up to this fight after the zone ranked up. This could be achieved without breaking the living world by an event where a cave is unearthed and more of Scarlet’s tests were found and unwittingly activated.
- Create a larger scale fractal or introduce it as a group activity like Keg Toss/Snowball Mayhem or such. Could fit into living world by making this something like a Assuran Holodeck that “Show the wonders of the days gone by, 10 silver a person…”
- Create an upcoming zone with Marionettes that again lead to a similar fight after the map is ranked up.
Now would the old event draw as many as it did, or was it because it only ran for a short time period? Hard to tell that but it was an event that was well received and remembered fondly. Good gaming!
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Love gw2efficency.com as well. Its an awesome tool and comes in really handy if you are an alt-o-holic packrat. Err I mean fine good trader and guild hall builder.
That said, as said above your account has value if you are having fun with it. Be that with 1 gold or 1 million. As long as you are having fun then you are on the right pace.
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Use Discord, TS3 and Vent. Would rate Discord as the lowest quality and it seems to get worse with more people. Discords chat is also clunky. Edge I would say Vent has over TS3 is being able to have multiple channels up and use different keys to talk into different connections. But most servers/groups are still siding on TS3. Short answer is Discord is not there yet but has some merit to keep and eye out.
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Yeah, agree this is not a one I would like to see implemented, would hate to have a guildmate come back and them to find their name was replaced, they would just leave again.
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I always asked who is willing to pay almost 10 bucks for a bank tab. Well, here you go.
Not opposed if they added cash only bank tabs if it gave us more storage options. And yes, increase it by 10 tomorrow and would be happy to pass them another $100 USD tonight.
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lol, its a trap!
Of course, its is a fair response when a poster states that it should be a “quick” change, then responses that it might take a while is fair.
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I feel fairly sure I have used its might take too long before, but agree and try not to. For suggestions ANet can come back to any suggestion and provide that line and it be valid. The player base should focus on other aspects of suggestions, work/no work, helpful, harmful, addendum and such. Counter point though a response of think other ideas/issue would be a better use of time is not the same thing but some people treat them as interchangeable statements and they are quite different. 2 cents.
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I know players that this irked and I fear it lost us some on the player base. If the intent was to create an artificial second play thru then I don’t know it succeeded there. I like to try content from differing build/classes but not certain forcing people to do so is a good approach. At the same time without some content to play thru to acquire it you end up with the “what now” syndrome as well so it’s a balancing act.
Has anyone calculated total existing HPs versus the total points needed to unlock a base toon + HoT? If we use that as directional information we might already have an excise number of points in the world. They also might include a full respec and have people be able to spec into things from there. Want Druid and Soulbeast, you will have some HPs to do.
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Whew… ehhh… guess I will shelve my progress for now and hope they one day allow us to earn some of the necessary components from WvW or sPvP. Might be time to consider outsourcing to my nephew.
The newer legendaries do lend themselves more for mat collection in WvW/PvP if you factor in the lotto of opening the secondary bags on alts at the level of mats you need. But still takes a chunk of time.
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Have built HOPE and am working on the shinning blade. I enjoy the journey in HOPE more than the the time sync involved in the new legendaries. We have traded the time it takes for the journey into a mat collection. I can see a benefit in the mass mat removal for the economy and legenadaries shouldn’t be built in a day but to give you a sense of materials in the new ones:
HOPE
https://gw2efficiency.com/crafting/calculator/72713-HOPE
The Shinning Blade
https://gw2efficiency.com/crafting/calculator/81957-The-Shining-Blade
All said, still happy with HOPE and felt like completing it was an accomplishment so it was worth the time. Hope that when you get done you feel the same. Good gaming to you!
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No one is opposing it though.
They’re just listing other solution OP can use for storing stuff.
Fair enough suggestions. Though bank slots can be accessed without having to change toons where as toons created as mules require a player to exit instances if they are in the middle of something and need something to support an activity.
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Guid tabs will also do the things.
I can site just myself for this one. Not in the same shape for PoF. But pre HoT and knowing about the guild hall filled two personal guilds inventory space with mats and bags and drained it all in leveling the real guild’s hall and that wasn’t even doing it alone. The halls were a large material sync. Some people might have been doing the same in prep for PoF.
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For those opposed, how does this impact you if others are asking for more space? I could see if you were indicating you were concerned with ingame economy but outside of that not certain how it impacts other players. This is more than likely a database setting in a record versus programming change. I could see issues with unlimited but not with further expanding.
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Can you make a screen?
I don’t understand what a player could have inside 14 Bank tabs.
How a player might have used up 14 bank tabs you mean?
Doing a screen shot asks for your account to be targeted for hacks honestly so I wouldn’t ask the anyone for that. But can give you some examples form various players I know or have discussed this with in the past (and granted some of these peeps are packrats):
1-2 tabs toys, collectibles, ingame novelty items, widgets, seasonal items
1-2 tabs Black Lion Chest drop items
1-3 tabs zone booster, zone pots, WvW/PvP pots, ToKs
1 tab – WvW siege, items, materials, tricks/traps
1 tab – food and utilities for various toons/builds if the player play more than 6 toons
1-6 tabs ascended rings, accessories, amulets
1-6 tabs ascended armor and weapons
1-14 tabs materials that don’t fit in maxed collections
1-3 tabs on craftable pre-cursors items and items needed for various stages
1-14 tabs if the player is a trader or specialty item trader
1-3 tabs for items moving between toons or items collected on one toon but need
opened on another, aka farming toons moving items to salvaging toons
1-14 tabs items for preparing for guild hall expansions in PoF
1-14 tabs loot bags awaiting opening for bag changes/future material needs
1 tab zone currencies/keys
1-14 tabs of things that don’t stack that should (example: salvaging kits)
Just some examples to help picture things.
De Mortuis Nil Nisi Bonum.
I think there might be limits due to server infrastructure but that’s their’s to answer.
ANet, this and some more shared inventory spots and yeah, I think you could plan on some gem sales. +1 here.
De Mortuis Nil Nisi Bonum.