Maybe I haven’t played my ranger long enough but it feels awkward having lets say shortbow and sword/dagger combo and you use all your shortbow skills then switch weapons and now you have to spend time running up to the target and use melee skills. When is a weapon combination like that useful andwhy it feels like you have to use axe and torch or warhorn?
Is there just a ranged build or just a melee build?
Thanks
Not to worry. As soon as you level up and have decent gear the mobs will usually ignore your useless pet and charge right at your face. At that point you can kite with your bow, or you can switch to melee.
I feel that he’s right, no manifesto contradiction was committed
“Here’s what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game. Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games — we leave the grind to other MMOs.”
This is no case resting on a sound, reasonable, logical basis that can refute this obvious contradiction of their stated philosophy.
Obviously the key phrase I’m going to point you to in that quote is, “if someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it”.
In other words, pretend that the rest of the quote was never said so that we can revise history. Here’s the actual quote:
“Here’s what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it*, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game. Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games — we leave the grind to other MMOs.”*
There’s no period after “it” in the actual quote. There was a comma, and what follows the comma is exactly the opposite of the game you are now making. You have flipped a perfect 180, and ONLY through revisionist history can you disagree.
I would have had a lot more respect for Anet if they just came out and said, “Yeah, we changed our minds. All that stuff we said before, we’ve decided we were wrong.”
But no, they didn’t say that. Instead they’re trying to spin it so it looks like this is what they meant all along. I find this insulting. Whoever wrote that PR nonsense isn’t smart enough to fool all of us.
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Serious question: why do mainstream companies like Anet use Reddit to answer questions like this, when Reddit is most famous for being a site that people use to post creepy pictures of underage girls? Also: it’s a horrible site for organizing any kind of information. It seems like the sketchy nature and poor structure of the site would be a terrible match.
I’m also puzzled by this. I’m already here, on Anet’s official forums for GW2. Why should communication between the developers and the players happen anywhere but here? It’s bizarre.
Q: Was the decision to abandon the original principles of the game and your own “manifesto” an internal one, or was that decision forced on you by Ncsoft?
My point is, does it really feel rewarding/fun to take advantage of some blatant exploit to obtain your shinies?
This has already been explained. You keep asking about the reward and the fun because you don’t understand. Now that GW2 is just another pointlesss hamster wheel of a game, the shinies are all that matters.
Endgame now means endlessly running in the hamster wheel so I can gear up so I can keep running in the hamster wheel so I can gear up so I can keep running in the hamster wheel…
I think if you’re solo farming or running around with a single group, MF will still produce the results you expect. But if you’re competing for drops with other players and/or other groups, like when you’re doing events with big waves of mobs that everyone is trying to kill, scoring maximum damage is the way to go.
Back in the early days of MMOs, grouping was very social. There was all this downtime and lots of chatting and getting to know people. It’s not like that anymore. It’s just all this frantic running around, with total strangers who barely say anything, and I find it awkward and uncomfortable.
Since the pace of MMOs isn’t likely to slow down any time soon, I found that dynamic open grouping worked so much better with the modern pace.
I hate when they get to certain parts of the content, especially endgame, and try to go back to that oldstyle grouping. The way it works these days, just doesn’t work for me.
This post makes me a bit wistful for how these games used to be. That aside I agree with Vzur; dynamic grouping for the caffeine-laced content of today’s MMO makes much more sense.
Like others I’ve gone back to farming in my DPS gear. My observation is that in any situation where I’m attacking large groups of mobs — say, in an event like Grenth — I get more total drops wearing my DPS gear than I do when I’m wearing my MF gear.
I realize this isn’t exactly a rigid, formal analysis. But on the other hand this is all I do in game now: I farm the mobs at the dragon events and certain temple events, and I seem to get better results with full DPS gear.
I’m left with the impression that in a situation where people are “tagging” the same groups of mobs, scoring damage is king.
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Sorry man but
Don’t be sorry, just address this part:
If you think it through carefully, you’ll find that your suggestion for DR on drops would do more harm than good. Pretty basic economics here; by making the items rarer you’re lowering the supply but not affecting the demand. Thus, the price must go up. People in need of these items now have two choices: farm for the items even longer because of the DR, or farm for even more gold than they needed before to buy them from others. In the end you have only INCREASED farming/grinding/whatever-word-you-choose-to-make-up-to-avoid-the-fact-that-you-are-wrong. It is the only logical outcome of your suggestion. It is inevitable.
Not only does your “idea” NOT solve what you personally imagine to be a problem, but in fact you would make it worse. This demonstrates to me that you do not understand one or more aspects of the subject you are discussing.
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Everything else can be acquired in a lot of ways. You can obtain rare materials from mobs
That is farming.
from the mystic forge
Transmuting materials requires a supply of a lower level material. One cannot forge items from thin air. Lodestones for example can be forged from cores, which are also drops that must be farmed. Thus this is still farming.
from players, or you can buy them.
Those are the same. But that aside, in order to buy them you must perform some action in the game designed to yield money. We’re still farming.
However OP is complaining they nerfed events like Plinx and that he can’t “grind around 120-150g in one week” any more… i say “Hallelujah”.
It’s perfectly fine if you think that, but your opinion on how much gold one should be able to earn in a week does not empower you to redefine the term “farming”.
a DR doens’t prevent you to farm (repeat the same action endlessly); it just makes grinding not worthing it.
Actually, it absolutely would impede the kind of farming that is necessary, by design, in order to complete some game goals. Whether I choose to farm for the items or to farm for the gold to buy the items from others, the inescapable fact is that I must farm something.
If you think it through carefully, you’ll find that your suggestion for DR on drops would do more harm than good. Pretty basic economics here; by making the items rarer you’re lowering the supply but not affecting the demand. Thus, the price must go up. People in need of these items now have two choices: farm for the items even longer because of the DR, or farm for even more gold than they needed before to buy them from others.
In both cases you have only increased the amount of farming necessary to meet these particular game goals; and let me just say, heck no. Some of the material requirements, even for “mere” exotic items, are already absurdly steep. For example, look up Infinite Light; an exotic sword from a forge recipe that requires a whopping 250 charged lodestones. It’s already quite painful enough to obtain them in such numbers, directly or indirectly.
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because you are farming, not playing. I hope they’ll put a DR on common mobs to stop ppl like you.
They can’t do that and have material requirements like 250 lodestones for exotic (not even Legendary) weapon recipes. The game offers gear which requires you to farm, either for the materials directly (unlikely) or for the gold to purchase them from others.
Just because it’s not your idea of a good time doesn’t mean it’s “not playing”. For the record it’s not my idea of a good time, either. But it absolutely is playing. Farming is something you have to do in order to achieve some of the goals in the game. The players didn’t make the game that way; they’re just accepting the cost of those goals and performing the required actions: farm farm farm. What else can you do?
mmmm let met think … maybe a long term goal is meant to be achieved in a lot of time?
The problem is not the game requiring 250 of something. The problem is the “I want it now!” philosophy.
To me a farmer is only a spoiled brat that wants his awesome new toy.
“Farming” simply means repetitively playing game content for the drops or end rewards. That could be running dungeons, doing events, killing one or more types of mobs in the world over and over again, etc.
Although generally one thinks of this type of gameplay as being performed for long stretches at a time, it doesn’t really matter if you do it in periods of 20 minutes or 20 hours. The purpose and the end result are the same: you hammer on some aspect of the game repetitively because you need something that is obtained in that way.
Thus there is no logical, realistic, or meaningful definition of the term that is compatible with your characterization of the act or the players engaged in it. There are, however, several game goals compatible with the act of farming, by design.
In simpler terms, it doesn’t matter if it takes me 2 weeks or 2 years to get what I need. In both cases I am “farming” because that is how these particular goals are reached.
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because you are farming, not playing. I hope they’ll put a DR on common mobs to stop ppl like you.
They can’t do that and have material requirements like 250 lodestones for exotic (not even Legendary) weapon recipes. The game offers gear which requires you to farm, either for the materials directly (unlikely) or for the gold to purchase them from others.
Just because it’s not your idea of a good time doesn’t mean it’s “not playing”. For the record it’s not my idea of a good time, either. But it absolutely is playing. Farming is something you have to do in order to achieve some of the goals in the game. The players didn’t make the game that way; they’re just accepting the cost of those goals and performing the required actions: farm farm farm. What else can you do?
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I wouldn’t save them for too long. It seems unlikely to me that the karma gained from a consumable was supposed to scale with buffs. I fully expect to find that this has been changed every time there’s a patch.
My advice is buff up and chug ’em now while you can.
As usual there are people replying to the title without even bothering to read the actual post. And as usual, those responses can be disregarded.
The issue is story mode, and the point is a good one.
KaimickNow let me turn your questions around on you, how is my asking for a separate server *effecting how you play or even your game play?
Actually the guy you’re trying to correct with your asterisk and word selection was correct; in this context it’s affecting, not effecting. If you’re going to play the role of grammar master, you should take care not to trip over your own feet ;-)
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As far as PVE goes the only truly serious problem is that pets don’t work. They don’t keep up with moving targets and end up attacking the air instead. This is a problem because like the WoW version of the Ranger/Hunter type, we are a pet class here in GW2 (not all games do Ranger that way) and so a fair chunk of our damage is supposed to come from pets.
That means you can ignore the post up there ^^ that says you can “just let the pet tank”, because that stops being true once you’re leveled up and actually doing real damage. At 80 with all exotic gear my pet couldn’t hold aggro if I glued it to him.
On the other hand, if PVE is your primary concern then you can also forget most of what goes on in this forum. Pet issues aside, PVE isn’t really where we hurt. In fact I feel pretty good in WvW as well, but that might be because I don’t play Ranger like a melee warrior with medium armor.
Truthfully, most of the complaints center around Ranger performance in spvp.
So yes there are issues, but no the class isn’t useless. Most importantly, if you enjoy it then nothing else really matters. I’ve taken Ranger, Warrior, Guardian, Elementalist, and Thief up to 80 and the Ranger is still my favorite.
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You can also get power vitality and condition damage gear bud…Carrion armor
You should read the post again.
To the OP, the 42k karma armor has some pieces that are Rabid (precision/toughness/condition damage) although a couple of pieces in that set have vitality instead. I’m using a mix of that set and Rampager (power/precision/condition damage). I’ve seen Rabid jewelery and back items on the AH but only up to rare.
I wish that stat combo was craftable up to the exotic level.
The achievement is an achievement. It’s not something that you are entitled to or something that you need to do.
With that in mind, if you’ve chosen the path of not playing PvP at all, then that’s it. You’re going to miss on some content. That’s how it works.
Exactly. If you choose to pursue those optional goals then you must accept that all game content exists. I can’t stand running dungeons but no one is forcing me to complete November monthlies. I can choose to do or not do it.
Instead of breaking warrior they should just fix the classes that need it, using warrior as a kind of standard measure. Perhaps that’s what they’re actually doing, little by little.
I know that’s not as much fun as raging about whoever owned you most recently in pvp but c’est la vie.
The only ascended gear I have seen are accessories trinkets and back pieces. So player with those items will not have a huge advantage. If you want to 1v2 or 1v3 that is all about skill and your build.
Bzzt. They’ve already said that more items are coming, and that trinkets & back slots are simply the first wave.
My map just says “World Completion” not “PVE World Completion.”
He’s correct. You should actually have to visit the whole world in order to complete the world map.
Was thinking 20/20/30, with a condition/toughness build the bark skin trait really helps
Apart from the fact that pets don’t work correctly, which is a general Ranger problem, PVE isn’t really where the class struggles. 20/20/30 will be fine, as would 20/30/20. Anything along those lines will work, so whichever one makes you more effective given how you play your Ranger is the correct choice.
It’s just you. There has been no improvement to pets.
QFR (quoted for reality)
Pet AI still has all the same problems. Anet themselves have mentioned the pet problems, in posts made after the patch, talking specifically about what the problems are and the fact that they have not yet been addressed.
This thread can die now.
http://wiki.guildwars2.com/wiki/Beaded_weapons
Not exactly a deep, dark secret.
Also, thanks to everyone who responds to the title and not the discussion.
Against removing dailies. For me they are something to focus on while waiting for guildies.
I want boss dailies back, and maybe specfic dungeon paths similar to daily missions back in gw.
You can always grind out salvages if you want to boost your ach pts. Do events to generate cash, buy stacks of salvage items.
I don’t think you and Travis understand: OP doesn’t want them to be removed, he wants them to be able to be done on his time when he can do them…
no they got it.
If you chance dailies to weeklies then you would in essence be removing dailies.Dailies should remain as they are. Adding a weekly would be nice as a said above.
Right. It should be obvious (I hope) that a weekly reset is not a daily, it’s a weekly. So as I said, go right ahead and ask for the addition of weeklies but let’s leave the dailies alone.
Lobby for weeklies if you like but please leave the dailies alone. There’s no reason to rip something out when adding something else would suffice.
Aquadude reporting for duty. I am prepared to fight the forces of underwater evil by pressing 1 and occasionally 3.
- With no trap traits slotted, it’s 30 seconds.
- With Trap Potency slotted, which is supposed to reduce the CD by 20%, it’s still 30 seconds.
- With Trapper’s Expertise slotted, which adds ground targeting but makes no mention of CD reduction, the CD is reduced to 24 seconds.
So the overall CD has been increased, the CD reduction is responding to the wrong trait, and the tooltips don’t match reality in either case. Three bugs in one!
For traps, the traited cool down reduction is working for me (30 sec to 24 seconds).
It’s actually not working properly if you pay close attention.
- With no trap traits, it’s 30 seconds.
- With Trap Potency slotted, which is supposed to reduce the CD by 20%, it’s still 30 seconds.
- With Trapper’s Expertise slotted, which adds ground targeting but makes no mention of CD reduction, the CD is reduced to 24 seconds.
So the overall CD has been increased, the CD reduction is responding to the wrong trait, and the tooltips don’t match reality in either case. Three bugs in one!
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The problems are deeper, in pets ability to hit moving targets, trait lines with not enough viable choices and skills that are often too specialized to really compliment the weapon builds.
Jon
Yes. If nothing else it’s good to know that we agree as to what the actual problems are. The pet issues for me really are at the top of the list. If Ranger in this game is the pet-using variety, then pets have to work properly.
It has to be a bug because if I slot the “Trap Potency” trait, the tooltip reflects the 20% reduction but the actual cooldown is unaffected. Try it, you’ll see.
Has to be a bug. Please be a bug.
Holy kittensticks, this is no joke. My flame trap was nerfed.
I’m actually laughing out loud over how absurd this is.
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I don’t know what you guys are talking about. Those underwater combat changes are sweet.
I call them all the same thing: I bounce between Juvenile Unicorn and Juvenile Delinquent.
I left out a couple of details about my little tests. My test ranger was 30/30/10/0/0 (with 5% Lbow increase). Full berserk. I run all my characters as full DPS. I haven’t found a PvE or WvW situation in game yet that makes anything but full-DPS even worth considering.
Ah. Try a shortbow with a spec that pushes some condition damage, and use fire trap in one of your slots. That gives you poison, burning, and stacking bleeds. The built-in bleed isn’t much help since pets don’t hold aggro and you mostly attack the enemy’s face, so I use a bleed sigil in the bow. 20/30/15/0/5, mostly “Rampager” gear and “Afflicted” runes.
The longbow goes in my other slot but honestly I only use it for the arrow storm. After using barrage I want to switch back as soon as the cooldown lets me. I pass the time with rapid fire, maybe the pushback, but then I always go right back to the shortbow as soon as I can. No point in hanging around on the LB because the SB is a much more effective killing tool for me.
I’ve come to look at it this way: I’m a bow Ranger; LB and SB are just different aspects of the same weapon to me. I also have a mentally disabled animal that follows me around and occasionally bites things, but that’s more for flavor than real combat utility.
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The title was supposed to be “Ranger pets – Dull, generic, effortless to obtain, and nearly uncontrollable in combat.”*
And I could live with all that if they were actually functional in adding damage/support to a ranger. If they didn’t miss 80% of the time and they provided reliable support abilities most rangers would not care about the pets.
Unfortunately this is not the case.
Right. While it would be fun to have a more involved process of acquiring/taming pets, the thing that really matters is combat performance.
My observation is that pets simply don’t think often enough. There’s a pretty obvious delay between pet actions that appears to be the root of most of the issues I have with pets. My pets often attack thin air because they don’t keep up with moving enemies — and the enemies are always moving (toward me) because my pet couldn’t hold aggro if I glued the mob to its paw. The mob has moved on, but the pet is attacking the empty space where the mob used to be. And we’re not talking about milliseconds here.
I do recognize your good intention, it is noble to do something that is helpful to community! But as saying goes: Road to hell is paved with good intentions. =) Perhaps better choice was to start initiative for gathering all info available on subject before releasing guides.
Its never too late thou.Exactly. In principle it’s a noble effort but in reality aspects of the guide have been incorrect since the very first post. More to the point, it is still incorrect about charged lodestone farming locations, despite corrections by the community.
The drop rate is so low for stones that it is absurd to make definitive statements about where to find them based solely on one person’s experience and a Google search.
Statements like “Unless an official source provides the information only research can provide it otherwise” are equally absurd because it means the author is willfully refusing to crowd-source that research. But given the circumstances (rarity, drop rate) this policy is… unwise, at best.
Truthfully, one is left with the impression that this “guide” is more about one person’s desire to be a community hero and less about information. It’s difficult to come to any other conclusion when information is ignored just because the source is not the author.
The bottom line is that this “guide” must be tagged as “reader beware” for as long as its author continues to ignore actual information supplied by the community.
I don’t see anything that is incorrect about the charged lodestone farming locations
It was incorrect from the day it was posted up until sometime after I wrote what you quoted. At that time your “guide” still insisted that there were only two locations, both in Cursed Shore. I checked before posting, so don’t try that with me.
The point you’re choosing to miss is this: The problem is not that parts of your “guide” were/are wrong. That’s perfectly OK. It’s not reasonable to expect that one person could know everything about the game.
The problem is
1) The language was absolute and presented as authoritative when in fact the information was wrong. It didn’t say “As far as know item X can be found here” but rather “There are only two locations to get these and here they are”.
2) Your dismissal of community-supplied information and corrections, characterizing them as “lies”, means your project is dead on the vine. Let’s just look at the case of the charged stones. Your guide was wrong, the community corrected you, you eventually fixed the guide — but you still maintain that the community is wrong and only your own “research” is correct and you’re trying to revise history by suggesting that the correct information was there all along.
The facts speak for themselves.
The problem is a lot of people instantly lash out with a resounding “No!” because they’re only considering how it’s implemented in WoW; cross-server, teleportation to the dungeon, and all that comes with such an approach.
It should be obvious however that there are other ways to go. For example, I thought DDO had a great system. All the grouping tool did was allow you to register yourself or your group for specific content, and it put you in touch (tells/whispers) with other people looking to do the same content. It was still up to you to talk to each other and meet up at the dungeon location.
With the right UI (admittedly not this game’s strength) that kind of approach would solve the problem without creating the others that people are afraid of.
They already have access to a far better source of information. Monitoring and analyzing player activity is a far more valuable and far more honest source of information than throwing a poll on the launcher. Most people aren’t going to sit there and reflect deeply on the poll question(s). Instead they’ll click whichever multiple-choice answer appeals to them in that moment, or choose something random, or simply dismiss it because they just want to start the game.
More to the point, this isn’t a democracy. We’re free to tell them what we think we want. We’re free to agree or disagree with their decisions. We’re even free to stop playing. But it’s still not a democracy, nor should it be. Frankly, game design by outside committee is a horrifying proposition.
In the blog there’s a screenshot comparing exotic and ascended rings, so that might take out some of the guesswork:
https://www.guildwars2.com/en/news/linsey-murdock-unveils-new-high-end-ascended-gear/
No, he’s not suggesting that. Read the beep topic before you beep post. It was explained 10 times by now. Seriously…
And yet…
OP“it’s entirely about how crafting raw material into an item and that item selling for less than the same amount of raw material would sell. This is not about the trading post, but about the selling to actual vendors.”
OP“I was just wondering the concept behind why whenever you craft an item with raw material you can sell that raw material to a VENDOR for more than the finished product.”
Seriously, it seems pretty clear what he’s saying. Perhaps you posted your reply to the wrong thread?
To be clear, selling crafted items to the vendor must be done at a loss. If you broke even then it would be free xp, and if you profited it would be horribly broken.
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This post isn’t a rant about crafting and how you can’t make money at it…
Whenever you look at other games crafting systems one thing is clearly noticed, you can make money by crafting.This reply isn’t about how your OP was contradictory, but the one thing that is clear is that you contradicted yourself in your post.
I didn’t contradicted myself, I never stated that we should make money off crafting. I was just wondering the concept behind why whenever you craft an item with raw material you can sell that raw material to a VENDOR for more than the finished product.
This about gaining experience stuff, is just lame. No person in their right mind in real life or in any fantasy land would create an item just to sell the finished product for less than they could get out of raw materials.
Are you suggesting that we should be able to profit by selling finished items to an NPC vendor? Surely you see the problem with that idea. The sheer volume of currency generated from thin air would be poison to the economy. Why would you do anything but craft and sell to vendors all day until everyone had piles of gold the size of Mt. Everest?
As for selling on the TP, if a given item has so little value that it’s selling for less than the value of its materials, then you should not be crafting that item in the first place.
I do recognize your good intention, it is noble to do something that is helpful to community! But as saying goes: Road to hell is paved with good intentions. =) Perhaps better choice was to start initiative for gathering all info available on subject before releasing guides.
Its never too late thou.
Exactly. In principle it’s a noble effort but in reality aspects of the guide have been incorrect since the very first post. More to the point, it is still incorrect about charged lodestone farming locations, despite corrections by the community.
The drop rate is so low for stones that it is absurd to make definitive statements about where to find them based solely on one person’s experience and a Google search.
Statements like “Unless an official source provides the information only research can provide it otherwise” are equally absurd because it means the author is willfully refusing to crowd-source that research. But given the circumstances (rarity, drop rate) this policy is… unwise, at best.
Truthfully, one is left with the impression that this “guide” is more about one person’s desire to be a community hero and less about information. It’s difficult to come to any other conclusion when information is ignored just because the source is not the author.
The bottom line is that this “guide” must be tagged as “reader beware” for as long as its author continues to ignore actual information supplied by the community.
Daily tasks are made this way so you can do them solo. And within small amounts of time.
If you’ll add tasks that require finding a party, doing dungeon runs or PvPing it would ruin the whole concept.
Right. It makes sense for such tasks to be requirements for the monthlies. They would even work for weeklies if there was such a thing. But on a daily basis? No. Group content just isn’t practical as a daily task. Just because a day is 24 hours doesn’t mean everyone has 24 hours to play.
@Inaccordance sorry dude but i have to disagree with you.Why we have to be bound to stay only in level 80 zones?
Let me flip that around for you: Why don’t I have the option of staying in the endgame zones if that’s what I choose to do? You’re entitled to your opinion but then so am I. I say the game leads me to Orr, and that being the case I find it odd that I cannot accomplish my goals in Orr.
We can argue our interpretations of what it means to be Risen all day but I think the issue is much simpler. I say it’s a simple oversight that the entire spectrum of Risen things, be it drake, chicken, or giant, count only as Risen and not as a drake, chicken, or giant.
snip
Adding a quality rating to items might help in the middle levels, but would it have much effect on stuff created by 400-level crafters?
DAOC had critical successes and quality ratings. Based on that, I’d say it doesn’t help much of anywhere. The only stuff people wanted to buy was the perfect stuff, even at mid levels.
It’s not that it’s a bad idea. It’s just that a quality rating is only meaningful as part of a fundamentally more complex approach to itemization and crafting. Otherwise, by itself it’s only relevant when the game is new and everyone’s broke, or when you’re new to the game and you’re broke. In a game like this, quality level is handled by rarity level. There are no exceptional level 50 blue swords.
I dearly love games where player crafting is just as vital to the game as adventuring, because players are the major source of the gear people use. Say what you will about all the technical and balance problems that plagued Galaxies 1.0, but that game’s approach to crafting, itemization, and general player interdependence was liquid awesome dipped in chocolate.
In this kind of game crafting is purely a secondary pursuit. You can make some money with it if you try but it’s not absolutely vital to the game.
Agree with the OP and Kiryk. It’s both odd and irritating that Risen seem to lose all identity other than Risen. Is it not still a giant? A drake? A fish?
1c undercut is no problem in my opinion, the real problem is greedy people who destroy the prices for good items.
I have a little example attached.
As you can see, people undercut themselves by 50s in 1 step.
That’s just plain stupid and the item lost value of ~50% in a few steps.
People need to learn how to sell items…PS: there where buying orders of ~2,50g before that…
Ugh, I hate it when I see this happen. I find myself asking, “Why did you do that?” Why 50s? If you just wanted yours to sell first, 1c will do the trick.