Showing Posts For holodoc.5748:

Get a test server.

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Posted by: holodoc.5748

holodoc.5748

Beta testing new features inside the regular game has to be by far one of the stupidest possible decisions anyone could have made.

You wanted to test new elite specializations in WvW? Then why not restrict them to Edge of the Mists? There, plenty of space for people to test them out without interfering with regular WvW.

Please disable gliding when entering combat

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Posted by: holodoc.5748

holodoc.5748

The counter play is take their objectives away and you have gliding and they don’t… how do people not see that is the whole point of territories beyond stopping folks from gliding into your keeps.

Even if it made any sense for enemies to fight when stuff behind them is controlled by other servers gliding territories are so close together that they could simply switch to an adjacent territory and glide away.

So your proposal basically translates to “cap the whole map and base-kitten ” the enemies to counter their ability to run away by gliding.

The other counter play is literally use skills that target to cc, and they’ll drop like flies.

There is literally only one build in the entire game that can do reliable ranged CC in the air (longbow ranger, Point Blank Shot). One build. Can anyone name any other skill that can bring down an enemy player gliding away?

(edited by holodoc.5748)

Please disable gliding when entering combat

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Posted by: holodoc.5748

holodoc.5748

But I have the ability to glide, which is a new ability added to everyone, so I don’t see how this is ANY different than using those class abilities to escape. As I said, people want easy wins, and an easy win is one that can’t use the tools the devs have given us to to our advantage.

It is different because the equivalent of your stealth thief example for the other side would be to disable their long range weapons, blinks, swiftness and anything that could help catch or drive the thief out of stealth.

That’s the problem, one side gets a clear advantage to which the other side has no applicable counter play.

Please disable gliding when entering combat

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Posted by: holodoc.5748

holodoc.5748

Pretty sure you don’t gain more evade skills just by opening ur glider up….its based on existing endurance im pretty sure.

This is actually rather amusing. See I was of the same opinion, but then i read ur posting here. THis is a learn to play issue clearly as you so well articulate. You have been building zergs that fight and rely solely on ground aoe. They add a new diminsion to combat and you are unwilling to adapt to it.

That’s all this is: a new combat update that you haven’t properly adapted to. Your posting about the “useless” rangers in ur group really illustrated this well. Be nice to ur rangers, ur gonna need em to effectively address this style of combat.

I mean ur complaint is no differnt than a 24/7 ground zerg suddenly finding itself fighting underwater. Ur not geared, ur not learned, ur not organized for underwter combat and you could lose whatever advantage you gained fighitng onland.
Gliding is no different, prep for it or avoid the cliffs like you would avoid the water.

If anything this should encourage more build diversity in ur zergs and more specialized roles for classes that otherwise have none. Those aren’t bad things at all.

And ur last suggestion about making the current assets of gliding cost more points….doesnt it sound like you made that suggestion so less players have access to it?
That’s a really smug way of handling a supposed problem you yourself can take advantage of.

Balance starts at the ceiling, not the floor. And you sir, are now standing on the floor.
-That’s a pun, look it up.

Talk about a self entitled kitten that didn’t even take the time to read what people wrote.

Here is a short version, specifically made for you: gliding = fine, being able to glide away while in combat = not fine.

Allowing the territory owners to just glide away without any penalty is way too much convenience for one side, especially when the other side has no means to follow. Not to mention that the only reliable counter to gliding (long range CC that works in the air) is provided by one profession.

And yes, leveling up the War gliding mastery to rank 4 actually gives you the ability to dodge attacks, so not only can you run away quickly by gliding away but you can also fully evade any attacks, including CCs, for a couple of seconds. Now someone is actually trying to convince me that that’s fair and a “learn to play” issue?

Wan’t a real fair fight in at least some distant future for WvW? Ditch territories completely and allow everyone to glide but add a way for every object (tower, keep, SM) to prevent people from flying in after a certain upgrade is bought (a shield that would enclose the whole object, some kind of gliding prevention, or whatever). That would be a way to offer incentive for people to actually defend objects not just run karma trains.

Please disable gliding when entering combat

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Posted by: holodoc.5748

holodoc.5748

There is a huge difference between adjusting to new tactics and getting used to whatever experiment is thrown out in this game. Being rewarded for running away whenever there are not at least three rows of siege between you and the enemy is not tactics, it’s just a running simulator with artificial limitations.

Plus hows entering combat 1500 range in the air fair? just plop to your death, even with reduction traits itd stil lbe slanted in the ground forces favor immensly while your on there turf…….. there would be no point in gliding to begin with in that case.

Gliding should not be an escape plan for making terrible decisions. At most it should be a reward for good judgment and retreating on time. How would people react if ANet suddenly decided to allow using waypoints during fights or to remove movement impending penalties during aggro?

As for the ability to withstand fall damage it was just an idea. There are unlimited possibilities how that part could be solved. Give the enemy full fall damage immunity just make sure no one can use gliding if they are caught in the fight.

You make a stupid mistake, you should pay for it, not get rewarded. Simple as that.

Please disable gliding when entering combat

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Posted by: holodoc.5748

holodoc.5748

Gliding needs to get disabled the moment players enter combat. Period. There is no way around it if it’s to stay in WvW.

Here is an example how bad it currently is. Our group of 20 people fights a similarly large group north of SM in EB. We manage to push them towards that cliff near the red keep sentry and instead of actually being rewarded for playing smart the whole enemy group just… glides away o.O They receive no damage because of that glide evade trait and guess how many people aside from braindead pew-pew longbow rangers have access to a decent ranged CC that also works against targets in the air? We also can’t glide after them cause, you know, enemy territory…

As the OP already said I have nothing against gliding while being out of combat but entering combat should automatically disable it. ANet could add an additional (rank 6) ability to the War gliding line which would for example cost 35 ability points and work similarly like regular fall reduction traits (Death from above, Decent into Maddness etc.)

(edited by holodoc.5748)

PIPs acquisition have to be revised

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Posted by: holodoc.5748

holodoc.5748

I think the current pip acquisition system is spot on. Except for the Outnumbered abuse of course. Not everyone is supposed to get all 175 tickets per week, you know. The system has been perfectly scaled to reward maximum number of tickets to really dedicated players while still providing everyone else with enough rewards for the time they are willing to invest into playing.

I am a dedicated WvW player yet I’ve settled for Platinum or eventually Mithril per every week because I find Diamond to be a bit out of my available free time. And I am perfectly happy with it.

Don’t think about rewards and play for good fights. That’s the only advice I can give.

Shatterer on vacation?

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Posted by: holodoc.5748

holodoc.5748

https://wiki.guildwars2.com/wiki/Slay_the_Shatterer#Event_Schedule

According to the schedule, the Shatterer appears at 09:00, 12:00, and 15:00 UTC, which would be 11:00, 14:00, & 17:00 CEST.

Just for fun and giggles. CEST is UTC+2 which means Shatterer appears at 09:00, 12:00 and 15:00 CEST, not 11:00, 14:00, 17:00 CEST.

Even if you are right (and you are not) Shatterer appeared the next day so whatever was broken it was obviously fixed.

Primordial Orchid nodes in Orr bugged

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Posted by: holodoc.5748

holodoc.5748

Yeah, they act strange. I mean every spot gives out three orchids but when I do one of the trees the other two are just not “choppable”. And not only in Orr, others behave the same. I guess they didn’t get the memo.

Silver-Fed Salvager broken on too many items

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Posted by: holodoc.5748

holodoc.5748

It is a bit annoying but not actually impossible but it might just depend on what resolution you play at. I ran into it yesterday in Bitterfrost Frontier. There was still around a quarter of the button sticking out that could be clicked.

I like my buttons without UI gymnastics, thank you.

Champion Ogotl Priestess

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Posted by: holodoc.5748

holodoc.5748

Well if you are interested in such details I am going to do some shameless promotion right here and share the exiting news that I am the author of a book called “Everything you wanted to know about stuff that Arena Net didn’t put in their release notes or game but were afraid to ask”.

Can be a bit intimidating though cause the book weighs around ten pounds.

Lower the Rank Requirement for Armor

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Posted by: holodoc.5748

holodoc.5748

Why cant they cost more ticket, and make fun achievements? Like kill 50 players with treb for 2 tickets, kill 20 ppl in 10 seconds for another, 15 keeps for another 1-2, Kill lord without anyone in the squad getting downed etc – these are just random ideas i came up with in seconds.

Because people are then going to reach an agreement to kill each other on turns to get those tickets. WvW has witnessed such abuse before when tournaments were first introduced. Players on opposing servers were gathering in camps and took turns in capping them without attacking each other. Towers, even keeps were traded this way between servers. And all that when rewards were about getting achievements for the meta achievement. Imagine what kind of abuse would happen if tickets were involved.

Champion Ogotl Priestess

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Posted by: holodoc.5748

holodoc.5748

It’s common knowledge that hylek are immune to poison. Like dredge are immune to blindness, Sylvari to salad dressing or Asura to common sense.

Bitterfrost Frontier Event Bug

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Posted by: holodoc.5748

holodoc.5748

That’s part of the new AI Arena Net announced when Bitterfrost launched.

The AI figured out it’s going to get killed either way so the logical solution was to just stand there and get over with it as soon as possible.

Silver-Fed Salvager broken on too many items

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Posted by: holodoc.5748

holodoc.5748

What am I missing? I dont understand what is broken

I have a Silver Fed so I’m curious

The dialog that appears when any of the salvage-o-matic gizmos are used fills up the entire height of the screen making it impossible to click on the buttons bellow to salvage stuff.

Happens regularly to me on my copper salvage-o-matic since the last patch.

TD Event Issue "Take the young beetles on...

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Posted by: holodoc.5748

holodoc.5748

That event bugs out in like 95% of cases and it has been like that since HoT release. You can try to kill the surrounding chak and potentially find the one that counts towards the event counter however in most cases the event is simply going to get stuck at one missing chak and no progression will be possible. I’ve done the event countless times, tried everything imaginable to “unbug” it, since a lot of collections require the boss from the last event chain step, however nothing helped. Though I’ve noticed a recurring pattern with HoT events is that if people rush in front of the NPC they follow to kill the mobs there is a much higher probability that events are going to bug out. Ask the people that follow the NPC to stay behind him and hope it helps.

Shatterer on vacation?

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Posted by: holodoc.5748

holodoc.5748

Failed to appear two times in a row today (12:00 CEST, 15:00 CEST).

Aren’t your world bosses supposed to leave some kind of notice before they go on vacation? Just fire him and get someone who will appear on time for his execution.

If you are not inTS you don't matter.

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Posted by: holodoc.5748

holodoc.5748

Anyway, if you can’t hear the calls, you can’t follow them and you can’t know what your commander is trying to do… You aren’t playing as a team anymore, even if you want to. You can guess it sometimes, but not always. For more complex movements you will be lagging behind, and that really means being useless in many situations. I’m sorry, but it is true.

WvW doesn’t have an infinite number of moves or tactics. You can learn to predict every commander’s move in a matter of months, let alone if you have been playing longer. For GvGs fine, TS is kind of a necessity because orders need to be rather specific. For PUGs however it’s not that important, even if you are a new player.

And one more thing. Gear is far more important than TS for WvW yet when was the last time you saw commanders asking for gear check in WvW? Yes, all those magic find leechers…

commanders kicking Rangers and Thief

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Posted by: holodoc.5748

holodoc.5748

Then stop joining/supporting that specific comm.its prob a tryhard that fails often anyway,only want the easymode zerg classes that can spamm aoe’s and press 1111111.Just make your own partys and do your own stuff,you can still follow the tag along anyway,dont let any dipshit tell you what to do or not to do.

If anything it’s the opposite – a commander which takes care of the squad composition. I am not for profession discrimination at all but people have already explained why having some of the professions in a squad is less than desired.

(edited by holodoc.5748)

Skirmish Pips Distribution Feedback Thread

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Posted by: holodoc.5748

holodoc.5748

I think the current pips system is absolutely spot on. It’s the price of items that use tickets as a currency that I don’t necessarily agree on.

One pip per WvW rank tier is absolutely deserved, rewards players retroactively for being fateful WvW players (I won’t go into the whole EotM rank farm debate).

Commanders should get +1 pip for doing their job, absolutely deserved and spot on.

Placement rewards are also fair because skirmishes do not last the whole week and as such provide each server with a time frame to catch on and earn more pips per tick (I completely agree with +1 pip/tick for every placement).

Adding more pips per players in a squad would be a recipe for a disaster, an incentive for people to form even bigger zergs.

As for the Outnumbered reward I think it should stay at +5 pips/tick however the conditions to qualify for it should be changed. The +5 pip reward should be awarded only if the player was present for the entirety of the tick during which Outnumbered popped up. That way people would not be able to switch borderlands 20-30 seconds prior to tick end just to get the reward. Also it’s worth noting that on most mid/high tier servers Outnumbered is not something that is seen often because these have large queues which make it impossible to trigger it.

Once again I have to say that I am really satisfied with the pip reward system. The only thing that really doesn’t look quite right are the ticket prices.

(edited by holodoc.5748)

If you are not inTS you don't matter.

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Posted by: holodoc.5748

holodoc.5748

Well, to be honest, if you’re following the tag, the correct thing to do is to join their teamspeak server if they’re advertising one. Otherwise, get off that particular tag and follow someone else, or put up a tag yourself.

There is no “correct” thing to do. If you are following an open tag (usually blue) then you are not obliged to do anything. TS is a courtesy on both sides, the one providing it and the one choosing to use it or not. However it’s by no means a required tool to play WvW efficiently or successfully.

If you are not inTS you don't matter.

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Posted by: holodoc.5748

holodoc.5748

I have a 1 year old that I prefer sleeps rather than is up at like 3 am. If the PUGmander can’t handle that, kitten em.

headphones exist for a reason. no one is saying you have to talk.

TS is not a requirement for effectively contributing to WvW. As a matter of fact a lot of people, myself included, do not join TS because of all the side effects that come with joining a public place like that. Screaming, producing all kinds of bodily noises, publicly sharing personal sexual fantasies, picking fights with other people on TS… No thank you.

what kind of weird as server are you on….

Since launch I’ve played on a lot of servers, top/mid/low tiers on both NA/EU. Always the same story.

I forgot to mention that by far the worst offender has to be the fact that for some people it’s far likely that they’ll get a legendary drop than learn how to use “push to talk” instead of “voice activation”.

If you are not inTS you don't matter.

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Posted by: holodoc.5748

holodoc.5748

TS is not a requirement for effectively contributing to WvW. As a matter of fact a lot of people, myself included, do not join TS because of all the side effects that come with joining a public place like that. Screaming, producing all kinds of bodily noises, publicly sharing personal sexual fantasies, picking fights with other people on TS… No thank you.

In time every WvW player can learn how to play without using TS and rely only on map and team chat as well as the map itself. Essentially the only thing you will be doing if you follow a tag is to stick to it. No special philosophy involved there that would require explaining over TS.

(edited by holodoc.5748)

FIXED: UBM gathering tools

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Posted by: holodoc.5748

holodoc.5748

Yep, same issue. New unbound magic mining tool doesn’t work underwater. Just ignores the interaction command. I tried replacing the batteries but still nothing.

Really another 3 level map

in Living World

Posted by: holodoc.5748

holodoc.5748

Two hours later and I still can’t find all the vaults for the personal story.

Why devs insist on so much verticality is beyond me.

Heist Hinderer Achieve Dry Top - Poor design

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Posted by: holodoc.5748

holodoc.5748

Another attempt. Four people, myself included, manage to bring down the event to 0:45 with no lost supplies.

Then someone posts the repair station waypoint in map chat. In a matter of seconds there are 10+ people standing on top of it. Two thieves appear to pick up a supply next to me and suddenly a combination of air overload (+10% DPS) followed with an Ice storm and a fully buffed range of fire skills on my full zerk ele is not enough to kill either of them!

That’s how badly thought out the whole event scaling thing is! There is absolutely no argument that could excuse an immediate jump in DPS requirements just because 10+ decided to show up in a matter of seconds on a waypoint which is influencing the event.

That was my last attempt to get the achievement. There will be no more because I am sick of other people negatively influencing my experience with the game no matter how much time and energy I pour into it.

Heist Hinderer Achieve Dry Top - Poor design

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Posted by: holodoc.5748

holodoc.5748

The chances if an AFK scaling an event is the same as any other event. Just because some may be more prone to that doesn’t change this.

That’s not even remotely true. Dry Top is a small map with a permanent meta rotation which means there is ALWAYS someone AFK on the Repair station waypoint, even if they just want to leech events for geodes (which is a really easy thing to do considering how close the waypoint is). Put a pet on aggressive guard or raise a necro golem and you got yourself guaranteed geodes every hour.

Just did it with 6 people actively playing and two people AFK. Only two of us were actually focusing on the thieves and DPS wasn’t an issue.

Also,

https://wiki.guildwars2.com/wiki/Dynamic_event#Event_scaling

Now I am not sure that you even understand what’s the issue I am talking about. It’s not about successfully finishing the event, it’s about preventing skritt from taking ANY supplies with them. At the end of the event the status indicator needs to show 0/10 supplies stolen.

In the end I don’t care anymore. Just kitten the achievement. There simply has to be something completely effed up in a design which makes it possible for someone to make more than fifty attempts during the last two years with various groups and still fail.

/end

Heist Hinderer Achieve Dry Top - Poor design

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Posted by: holodoc.5748

holodoc.5748

Which can be said for any event that gets scaled up.

If events get scaled up its usually not because of inactive players which stand AFK on a waypoint in the middle of the event.

Which can be said for any event that gets scaled up. Still doesn’t change that the event can be done with 2-3 players.

And I am going to repeat it again, the event is doable with any number of players as long as there are no AFK people standing on the waypoint in the middle of it, which raises the DPS requirement for killing thieves almost exponentially (I am going to use a DPS meter just to see how badly the event scales).

Event scaling has always been almost as bad as the problem it tried to solve in this game.

Heist Hinderer Achieve Dry Top - Poor design

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Posted by: holodoc.5748

holodoc.5748

It’s done easily with just 2-3 players.

It’s not done easily if you have AFK players on the nearby waypoint which scale the DPS required to kill the thieves ridiculously high. You can have all the CC you want it’s not enough to prevent the next thief which spawns right on top of the dropped package to carry it away. /gg

Heist Hinderer Achieve Dry Top - Poor design

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Posted by: holodoc.5748

holodoc.5748

You probably should have made a new thread with a link to this thread in your OP to avoid necro issues.

If I did that it would have only been merged with this topic by the mods.

Heist Hinderer Achieve Dry Top - Poor design

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Posted by: holodoc.5748

holodoc.5748

Almost two years later and it’s still impossible to get this achievement. I’ve been trying it in groups of various size but it’s still impossible to gather enough DPS to kill the thieves when three or four people are standing AFK at the waypoint.

It doesn’t help to ask or even beg to leave it because people love to grief in this game. Nothing beats the satisfaction of undermining someone’s sweating.

Buried Insight broken [Hot Story]

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Posted by: holodoc.5748

holodoc.5748

A year and a half later and this bug is still there… And in one of the by far longest and most annoying HoT missions… I am literally sitting with Taimi bugged just 15-20m away from the finish…

http://i.imgur.com/kD89NUP.jpg

If your AI can’t handle killing spawned enemies in advance then DON’T SPAWN THEM!

Doesn’t take an Asura to solve that issue…

(edited by holodoc.5748)

Jade Shard Drop Issue

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Posted by: holodoc.5748

holodoc.5748

“Added a limit to the number of Jade Fragments that can be mined each day.”

So, what’s the limit? Is the limit per account or per character? Does the home instance node count towards the limit?

Why do patch notes always need to be so vague?

Jade Shard Drop Issue

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Posted by: holodoc.5748

holodoc.5748

People might disagree on the value of home instance nodes (rubies, wood, berries, jade shards) but it’s a one time investment of 10 000 unbound magic and 50 gold per node that will drop stuff for the rest of the game’s lifetime. I my opinion a well worth investment.

Jade Shard Drop Issue

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Posted by: holodoc.5748

holodoc.5748

I’m afraid to mine my home instance node.

Home instance node works as expected and drops three jade shards per day (confirmed on at least three accounts). However it’s shaped as a petrified wood node and is displayed as a regular mining node on the home instance map. Some people report it disappears but I haven’t experienced that behavior.

(edited by holodoc.5748)

Jade Shard Drop Issue

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Posted by: holodoc.5748

holodoc.5748

This is completely unacceptable. I understand that there might be issues that would require the team to suddenly disable a feature but there is absolutely no excuse for having to learn game related stuff like these on forums. I wasted unbound mining picks on multiple characters (that’s 5000 karma each) just to find out now, completely by accident, that the jade fragments currently don’t drop jade shards.

How hard would it be to implement a simple in-game messaging system which would directly feed info like this to the players? You already use something similar every time a new build is released. Just use it to broadcast something like “hey, jade fragments are currently disabled until we fix them”. Instead, I have to spend more time on forums than in the game itself to get info about stuff that is actually happening in the game…

Bug: Wintersday Instancing

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Posted by: holodoc.5748

holodoc.5748

Everything got transferred from the last year… Even the bugs.

Crystalline Ore for Unbound Magic

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Posted by: holodoc.5748

holodoc.5748

Doesn’t make much sense to move Crystaline Ore out of DS but there really needs to be something done about the ley-line crystal and aurillium drops.

I mean it’s ridiculous that airship parts are literally thrown at you (every second pod yields at least 50+ parts) but aurillium and ley-line crystals are almost as rare as crystaline ore. In fact I’ve managed to make a legendary before I was able to collect enough aurillium and ley-line crystals to get specialization weapons.

Basically all AB and TD need is a proper bump in token drops. Machetes / crystaline ore problem solved.

Research destruction

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Posted by: holodoc.5748

holodoc.5748

A friend of mine is trying to craft her Twilight and she decided to go with precursor crafting. Unfortunately the “Research destruction” item for the Twilight I collection has been bugged since release in 2012 if I am not mistaken (at least the event).

So my question is simply. How is anyone supposed to get this item if patrolling the laboratory for days doesn’t yield any results because the event simply won’t reset?

attack players with Mursaat outfit?

in Guild Wars 2 Discussion

Posted by: holodoc.5748

holodoc.5748

That was actually the best part of the patch. I’ve purposefully lured people into Jade guardians to get them killed and then revived them to 95% just to grief the living sweat out of them. Even better, switched to walking mode and started chasing people near the fort just to see them panic and try to kill me.

Now if there were only skills available during the transformation. Nothing too fancy maybe just a little skill to kill everyone on the map at once…

Confirmation for selling ascended stuff

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Posted by: holodoc.5748

holodoc.5748

As I already said, adding ascended bags/boxes would also be a solution, one that is even superior to vendor sell confirmations. It’s nothing unusual for people these days to have multiple ascended equipment pieces, either different armor sets or weapons. Introducing a new tier of bags would be a logical step.

Confirmation for selling ascended stuff

in Guild Wars 2: Heart of Thorns

Posted by: holodoc.5748

holodoc.5748

Ofcourse this happens to people, but there are failsafes already.

Please enlighten me – what failsafe does the game provide which prevents me from accidentally selling an ascended piece of equipment to a regular vendor? Buyback is a useful option if you actually see that you made a mistake but it becomes unavailable the moment you leave the map. What then?

I really do not understand how you can advocate a standpoint that absolutely doesn’t affect you in the slightest way. You say you never make those kind of mistakes, right? Then you are never ever going to see the dialog unless you are purposefully attempting to sell an ascended weapon to a vendor but even if you do decide to do it (although I don’t know why you would ever want to do it) you would be selling one-two weapons at most. How on Earth is that “too much clicking”?

It seems to me that you are basically reacting to a suggestion just for the kick of it not because it actually makes any sense. Either way I have presented my suggestion. It’s up to ANet do decide if it would benefit the players or not.

Zommoros please add a multiplier

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Posted by: holodoc.5748

holodoc.5748

This! I’ve crafted Eternity recently and in order to save some gold I’ve decided to get my T6 materials by promoting T5. The amount of clicks I’ve done to get sixteen stacks of T6 would have been probably enough to do a complete playthrough of a Diablo game.

Confirmation for selling ascended stuff

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Posted by: holodoc.5748

holodoc.5748

The difference is when you drag out of you inventory is to destroy something permanently. When you Vendor something you quite clearly see the names of all items you are vendoring, and there’s the back up of the buyback tab. That’s why there’s no confirmation box, it’s because it’s pretty failsafe already aslong as the user pays attention. Let’s not fix something that isn’t broken because people are too used to braindeading their game.

I’ve never sold an ascended item to vendor. Ever. I don’t use fancy-schmancy invisible boxes either.

You are reasoning by analogy – if something hasn’t happened to you then it clearly hasn’t happened to anyone else.

The change I am proposing wouldn’t affect your superior race of players in any way, you wouldn’t even notice it. However, for us inferior “braindead” beings, which do make accidental mistakes from time to time, it would be useful.

(edited by holodoc.5748)

Confirmation for selling ascended stuff

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Posted by: holodoc.5748

holodoc.5748

Why are you doing it like that? Surely if you’re unequipping a weapon, you’re going to be equipping one to replace it? So do both in one go – it’s fewer clicks, faster, and you have more control over where they land.

And the hand type doesn’t matter – in my video, I was swapping between scepter/focus and staff.

There are at least half a dozen good reasons why a player might want to unequip a weapon instead of just replacing it. Quick example, swapping hands on already equipped weapons without actually dragging the weapons from one slot to another (you can’t just click on main hand then just double click off hand to make a switch). This is especially important when playing, lets say, might stacking elementalist where the time frame for the initial fire field doesn’t allow to have both the hero panel and inventory open to do weapon swapping. In those cases you simply need to do all weapon swaps from within the inventory.

But as I already said, the bottom line is there is currently no mechanism in the game that prevents players from accidentally selling their crafted ascended weapons. With exotics it’s at least possible to get an exotic equipment box which guarantees to store any unequiped exotic weapon in it. Ascended weapons have no such ability since there are no ascended equipment boxes. Hence, my proposal to simply solve the issue at hand because I know I am going to repeat the same mistake again, no matter how much I try not to make it. It’s inevitable.

Confirmation for selling ascended stuff

in Guild Wars 2: Heart of Thorns

Posted by: holodoc.5748

holodoc.5748

It’s because you’re just unequiping weapons without equipping anything else.

I was unequipping a weapon by equipping something else – when you do that, the weapon being unequipped takes the space vacated by the weapon being equipped.

Yes but the fact remains, unequipped ascended weapons land in the first available free inventory slot unless they are directly replaced with the exact same weapon that matches the hand type (main hand, off hand) or there is an equipment bag/box of the same rarity type as the unequipped weapon. That’s the problem.

Confirmation for selling ascended stuff

in Guild Wars 2: Heart of Thorns

Posted by: holodoc.5748

holodoc.5748

Here you go: https://www.twitch.tv/stitch_mjh/v/88305596

You can keep the 500g, though, I’m not doing this for the money, just trying to help.

Then could you please explain this to me?

Why are both Zojja’s Claymore and Dark Harvest ending up in the first available spot in my starter bag when I have a Haloween Pail, an Invisible bag and a Gossamer bag (the exact same setup like yours)?

Pay more attention. This is purely a user error problem.

There’s only the one colour (pink) items that are vendorable for dead on 1g. They are obviously ascended.

Anyone remember when people asked for a second confirmation box for salvaging exotic + stuff? Question is, where do you end the this ‘Are you sure?’.

Yes it’s my mistake. Does that mean the game shouldn’t do anything to help me prevent it? I mean who would possibly need a confirmation box for, lets say, dragging out a legendary out of the inventory and destroying it that way? Or for accidentally pressing F12 instead of Print screen and logging out in the middle of a very important event?

The addition of a confirmation box would not in any way aim anyone else except people which accidentally try to sell their valuable ascended weapons. I mean who would possibly want to regularly sell 100g weapons to a vendor for just 1g?

(edited by holodoc.5748)

Confirmation for selling ascended stuff

in Guild Wars 2: Heart of Thorns

Posted by: holodoc.5748

holodoc.5748

As I said above, this is not true. I have an invisible bag as the last of my bags, and my weapons always land in it, and not in the first available space. The trick is to make sure that if you’re switching from one handed weapons to a two handed weapon, there is a space next to the two-handed weapon.

Here is a deal. If you manage to unequip an ascended weapon and it lands in any of your special bags instead in the first available inventory slot I am going to give you 500g. If you can’t you are going to give me 500g. Agreed?

To all the rest, do not waste time on preaching, assessing or whatever you do here. My post was aimed entirely at ANet because this is an issue that needs to be sorted out. End of story.

Confirmation for selling ascended stuff

in Guild Wars 2: Heart of Thorns

Posted by: holodoc.5748

holodoc.5748

Once again, invisible (safe) bags are not the solution for the problem because unequipping a weapon will put it in the first available slot of the first bag/box that is not full, unless there is an equipment bag/box of the rarity which corresponds to the rarity of the unequipped weapon. That means in order to be absolutely sure that my ascended weapon doesn’t end up in the first available inventory slot I need an ascended equipment bag/box, which as far as I am aware of do not exist in the game.

The only real solution for the problem is adding a confirmation dialog which would warn a player if he or she tries to sell an ascended weapon to a vendor. True, not many players (if any) would ever want to sell a 100g weapon for 1g but adding this option would prevent people from accidentally doing it.

Confirmation for selling ascended stuff

in Guild Wars 2: Heart of Thorns

Posted by: holodoc.5748

holodoc.5748

I have invisible bags but if I, lets say, play an S/F ele and do frequent weapon switches in order to stack might my weapons often land in between other loot. When I come to a vendor to quickly empty my bags there is nothing that prevents me from accidentally selling my ascended weapons. And we are talking about 100g at least for every weapon. That’s is a pretty solid number given that you get 1g in return from vendors.