Crafting is designed for gear accessibility, not profit.
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Crafting is designed for gear accessibility, not profit.
Im heterosexual, and my MMO characters are almost always females.
Females usually have the sexiest looking armor and tbh,
if i am going to spend long hours looking at a character’s behind,
it might as well be a female’s behind.
I’ve heard this argument with some frequency, and part of me dies every time.
Crafting is designed for gear accessibility, not profit.
I was in a very populated server, but with a very friendly community. I’ve already noticed additional vitriol, and plan on reminding people, especially in cities, that verbal abuse is a reason to report someone.
Crafting is designed for gear accessibility, not profit.
The gold is inconsequential, but it also costs karma, and I missed the ‘karma is air’ phase. As of last night, I no longer need shards for crafting my first legendary, so I made sure to use what remaining shards/karma I had towards refining some ascended mats, but I’m sitting on around 90 stacks of ascended mats.
Crafting is designed for gear accessibility, not profit.
This is probably one of the best backpiece suggestions I’ve seen in a while. Away from wings, makes sense for characters to have, and (assuming it’s not done excessively (such as huge greatswords or an Iron Throne glued to their back) it’s not particularly distracting.
+1 tosses a handful of support coins
Crafting is designed for gear accessibility, not profit.
I like the LS approach, though I do want more permanent content. There are tons of locations in the game were you can tell there should be zone portals, and I expect at least a couple in the Maguuma area to open up with season 2. As for the idea that expansions would mean new continents and/or races, I can see that, but what I don’t see is any reason why LS can’t have those too.
Crafting is designed for gear accessibility, not profit.
World bosses aren’t great gold, but they can give you something interesting to do for a couple hours with a guaranteed small return. Dungeons are probably your best bet, and if you are wanting more gold you could work on being able to do additional dungeon paths. Do not gamble with the forge until you can afford to lose money, and if you do touch that remember it’s not about getting lucky, it’s about the predictability of statistics and cost margins (where output is more valuable than the input).
My best advice for you, however, is not about gaining gold, but using it. Trying to get all the exotic armors, weapons, sigils, and runes for two characters at one time is a pretty big deal if you are just starting out. Break it into smaller goals. I would start with weapons, since they have a disproportionate effect on damage. Then I would probably move on to the armor, then sigils, and finally runes. Also, don’t be afraid to use a cheaper sigil or rune until you get the one(s) you want, especially if you come across it.
Crafting is designed for gear accessibility, not profit.
Expansion = New races, new levels, new maps, new professions, etc, not pay if you don’t login! The future doesn’t look to bright if all we get is chapter by chapter Living Story stuff!
None of the GW1 expansions had new races or levels, and one lacked new professions. I expect to see a Tengu at some point, maps for sure, and possibly even new professions, and feel it is realistic to expect all of that to come out of Living Story. But I doubt we would ever, even if they gave us an actual expansion pack, see a change in the level cap.
Crafting is designed for gear accessibility, not profit.
I can’t see this being a good idea. Adding costs to buy orders would mean they need to be even lower for people to make a profit which should increase the difference between buy and sell prices which seems undesireable to me.
His suggestion should limit the profit you could do out of the traiding post. And it does, because it basically means that you have to farm karma first to place buy orders. So the amount of money you could make is not only capped by the amount of gold you’re able to use but also by the amount of karma you have. This is a good idea in my mind, since any other activity in the game is capped by time instead of karma. Even karma farming is capped by time. So this change would basically mean that traiding post flipping would also be capped by time, as is any other activity in the game, that gives reward. Thus traiding post flipping would be brought in line with any other activity.
I strongly doubt it would be brought in line with other activities. In fact, while many flippers would be pushed out, flippers that do other content or have karma stockpiles would have greater margins and less competition.
Crafting is designed for gear accessibility, not profit.
What would be nice is if Guild Wars actually worked. Every time I tried to log in, it would tell me that my password is incorrect, and support was no help. I think it’s a lost cause by now.
If your account is linked to gw2, use your gw2 password.
Crafting is designed for gear accessibility, not profit.
Rather than adding them to the wallet, which would tell me I have 18300 dust (it’s around there), I would rather they make shards easier to get (karma buffs or an alternative method that’s easier than karma), or add additional ways for me to use it, so I feel like I have a legitimate resource.
Crafting is designed for gear accessibility, not profit.
Support is for situations exactly like yours, not just bug reports. When you go to create your request, I believe this falls under in-game issues, though I could be wrong.
Crafting is designed for gear accessibility, not profit.
They are farming Black Lion keys, by rushing through the human story to the level 10 mission or so. I doubt the average farmer makes a great deal out of it, but it’s an interesting alternative to other monotonous farms, and a number of them aim for personal fastest times.
Crafting is designed for gear accessibility, not profit.
Im heterosexual, and my MMO characters are almost always females.
Females usually have the sexiest looking armor and tbh,
if i am going to spend long hours looking at a character’s behind,
it might as well be a female’s behind.I’ve heard this argument with some frequency, and part of me dies every time.
It shouldn’t. It’s perfectly natural. Males are genetically programmed to be attracted to healthy female characteristics (unhealthy females tended to die during childbirth in past ages, so genes to ignore how a female looks got selected out). Just like females are genetically programmed to be attracted to males who are capable of protecting (strength) and providing for (wealth) a family. Nothing sexist about it. Those are just the traits which yielded a greater chance of survival of the offspring.
OTOH, if they treat you as if you’re nothing more than your physical or financial characteristics, that’s sexist.
I don’t see it as sexist so much as shallow. It’s one thing to think of it as “and that’s nice”, compared to being the defining factor in the choice of a character’s gender.
Crafting is designed for gear accessibility, not profit.
(edited by serapheles.5409)
Firstly, that’s pretty much how RNG works, though it’s worth remembering that the extremes (multiple pre-cursors, zero-rares for a month, et cetera) are more likely to be brought up (bragging, complaining, atypical anecdotes treated as normal, et cetera) than all the people that are getting expected RNG results. Secondly, it’s worth considering that not all players have the same play experience, and that does affect drops, in some ways. Raw kills, magic find, and type of kill (champ, world boss, or regular mob) all affect the loot a player can expect to receive.
Crafting is designed for gear accessibility, not profit.
Firstly, this is probably impossible to implement without changing how the game keeps track of all items. Secondly, I suppose this could work, as long as buy orders don’t decrease too much (more profit means sellers would be willing to list for lower, and supply would go up if more people started farming (which would also lower prices, and probably lower buy order prices as well)).
Thirdly, this is highly circumventable, and may even help create certain flipping markets.
Crafting is designed for gear accessibility, not profit.
