(edited by Diovid.9506)
Elite specs are designed to be more powerful, so it will work better in an expansion or two when we have multiple choices, but base specs will always be underpowered when you want to be competitive or into hard content. You can still play base classes in non-raid PvE, even in HoT.
Adding a fixed NPC item to the recipe (like many other recipes require) to keep the prize high is more than enough. There’s no real need to force people make 1 piece per day, because that means that if I can play only on weekends I’m at disadvantage.
I’ve been meaning to propose this for a long time, particularly now that I’m about to craft my second celestial armour and to think that I again have to wait days/weeks to be able to convert quartz crystals into a charged crystal is an unnecessary drag.
Anybody feeling the same way? If I have the ingredients now, why should I wait to get my armour? What’s the point?
It’s just stretching the process unnecessarily.
Thus I vote to have this completely removed and be able to craft e.g. celestial the same way as any other = you have the ingredients, you craft now, not in days, weeks, a month.
(edited by Inoki.6048)
Don’t mind me, just setting out on the 30 day process of crafting a set of Celestial armour by charging some quartz.
We have this issue raised every so often and yet its still with us, for no apparent reason. Here is my hope that, perhaps, someone will notice this time and remove the daft time-sink that is an entire month of delay to make armour that is, apparently, far from overpowered or troublesome.
So, how about letting us make more than one charged quartz a day – pretty please anet?
last year, they got added to the wintersday gifts loot table, so prices might drop soonish
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Quartz crystals, lore wise, are tied to the Zephyrites. They were the sole source and their ship crashed in Dry Top so now quartz is only found in Dry Top, other than what was sold to player’s for their home instance when they were at the Labyrinthine Cliffs. That’s why they are in little pots rather than outcroppings like other ore.
RIP City of Heroes
I would like to see ANet do some sort of periodic review of the mechanics that affect certain items, things like:
- Time gates, whether by crafting or something else.
- Binding, e.g. soul-, account-, or unbound.
- Vendor price or lack thereof.
- ‘Type Name to Delete’ protection
- Description, especially for items that are only used for Collections.
- Icons: these seem to get infrequent review, except for the well-used Mystic Salvage Kit, which still looks like a Crude Kit.
I’m sure there were various reasons why some collection-only items have a vendor value and some can’t be deleted without typing the name. I’m sure that there’s a reason why the collected sub-Exotic Pact backpacks are soulbound.
I’m equally sure that those reasons no longer apply. Accordingly, I’d like to see the status of such items reviewed from time to time. Perhaps a dev can champion the cause and ask for people’s suggestions and then ask us for help culling it into a manageable amount of things to review.
According to Gaile these acts are “pretty rare” and “many if not most are accidental.” If people are doing it to grief you should, “just move on and let it go.”
https://forum-en.gw2archive.eu/forum/game/gw2/Can-you-please-fix-spawned-items/first#post6332219
Gaile is one of those really nice people who just can’t imagine there are many people who would purposefully grief others.
There have been many suggestions on how to fix this issue like making every vendor (chest, downed player…) have a “hit box” area where no other item can be spawned. Until Anet does something like this, I suggest filing a bug report every time you encounter this. Maybe that will show Anet how irritating it is.
(edited by Djinn.9245)
Every month or so, there’s been a post about this issue even though it’s been around (in various forms) since launch. The discussion usually goes the same way, with some people being puzzled by human nature (“why do some enjoy leaving a banana peel on the ground, even though they won’t see anyone slip on it”) and others being cynical beyond their years.
Various solutions are put forth, from the simplistic to the convoluted and include:
- Do nothing; it’s not that big a deal, is it?
- Teach people how to target the ‘nodes’ they want access to.
- Change the priority order, so that ‘toys’ are always last after gathering nodes and chests and dialogue and so on.
- Create a bubble preventing nodes from being placed near certain objects.
- Put the account name of the player leaving the node, to name & shame them, and make it easier to report.
- Autodetect people who put toys and merchants near nodes and starting banning frequent violators from the game. (I do not exaggerate.)
For what it’s worth, I can’t understand the mentality of trolls either. They must have some pretty sad, pathetic lives if this is how they get their kicks…
That aside though, +1 for a “buffer zone” as you say. It wouldn’t even need to be that big of an area around said NPC’s or treasure chests.
… The human race would never have to worry about be oppressed again.”
I think trolls should have their computers smashed. ’Its all part of the game. U mad bro?’
According to Gaile these acts are “pretty rare” and “many if not most are accidental.” If people are doing it to grief you should, “just move on and let it go.”
https://forum-en.gw2archive.eu/forum/game/gw2/Can-you-please-fix-spawned-items/first#post6332219
More and more, lately, I’ve been running into “toys” sitting on top of Merchants, Bankers, Boss Treasure Chests, etc. Things such as the Pirate Canon, the Witches Cauldron, Boxes o’ Fun, and even food buffs. This is hi-lariously amusing for trolls, I guess, making it harder for people to access the NPC or reward. We even see our normally helpful Mesmers creating Portals on top of treasure chests, but at least that goes away quickly.
Of course, we can directly mouse-click on our target if it’s not completely buried under other player’s characters. This is not a life or death problem, and I can’t personally understand the mentality of the trolls. They must think that instead of rolling my eyes and breathing a gentle sigh of annoyance, that I am instead screaming at the top of my lungs, startling the neighbors and pulling out my hair.
Please, ANet, put a “buffer zone” around important NPCs and treasures that prevents players from depositing things directly on top of them. Don’t STOP them. Just move their toy (or buff or whatever) a short distance away where it doesn’t interfere.
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist
It seems there are concerns that the Devs are hard-pressed to deliver content at a pace desired by this game’s playerbase.
I doubt removing some of the studio’s already-stretched-thin resources to another game would be welcome.
I’d rather they work on the PvP system already in game.
It’s not fun with all the damage/high sustain/spam stuff we’ve got. Conquest gets boring after a while. WvW is, well, he who transfers wins, or outnumbered on all maps, sort of enjoy it, but there’s too much Ktraining going on. Anet can expand and improve PvP in this game.
“Would you guys be interested in playing an brand new Action PVP game from A-NET ?”
No. I’d prefer they spend their dev hours and the money we spent on expansion/gemstore items making content for this game.
ANet may give it to you.
Yep b/c there’s nvr been a case in free markets where a handful of players control markets. lol…..
That said…..I do not understand the approach to markets stability in this game from it’s conception. At one point everything was taken with a heavy handed approach. Now we have a hands off approach. Why not try small incremental changes?
The problem is that several of the markets that have bubbles have a problem of speculators hoarding them. They overshoot the mark on the incremental change and the price of them drop drastically which could cascade into other markets depending on what the material is.
They’re not doing anything most likely to see if they can’t reduce the number of bubbles that could possibly burst or reduce the effects that happen when those bubbles do crash. And with the LS3 episodes coming out now, they will be affecting markets as new craftables and new items get added to the game. But it won’t be specifically to affect the market of one specific item.
Yep b/c there’s nvr been a case in free markets where a handful of players control markets. lol…..
That said…..I do not understand the approach to markets stability in this game from it’s conception. At one point everything was taken with a heavy handed approach. Now we have a hands off approach. Why not try small incremental changes?
Frankly, I’m not surprised that Arenanet have developed vast swathes of wasted content: their philosophy of emphasising play-it-once story content is mind-boggling!
This I can whole heartedly agree with. In GW1 the big thing was repeatable content, especially the personal story. Initially you did these by joining up with pick up groups, then guild members. Later you could do them with NPCs and hero NPCs, eventually resulting in them being included in the daily achievements.
Living story has repeatable instances, but where are the rewards for doing them repeatedly? Once you have done them and the associated achievements they become worthless. Therefore nobody repeats them.
Arena Net needs to think more about long term appeal to keep people doing these.
Doing nothing is all very well, but John Smith’s inaction means;
- prohibitively expensive upgrades in WvW
- the work of developers is reduntant because people don’t use (camp) upgrades
The fact that this isn’t being addressed is seen by WvW players as apathy on the part of the developers and thus Arenanet’s reputation is further damaged.
Frankly, I’m not surprised that Arenanet have developed vast swathes of wasted content: their philosophy of emphasising play-it-once story content is mind-boggling!
(edited by Svarty.8019)
This thread has had 32025 people read it so far, but only 183 people have chosen to respond.
Thats 0.57%.
What does that tell you?
That there are a lot of people interested in this thread. The low % of posters may indicate, that many of them either have no opinion (unlikely, people generally do like to have opinions, even when they have no knowledge on the subject) or they agree with what has already been posted and don’t feel the need to add to it.
(also, f2p players can read, but cannot post)
Remember, remember, 15th of November
(edited by Astralporing.1957)
The log thing is backward. As one who has actually milled my own lumber, a log should give you several planks. Just saying. Oh and pine is not a hard wood.
This is the thing that angers me the most about crafting and why I generally hate it.
I assume my troglodyte of a character, who only knows murder and war, looks at the 3 logs and just beats them against each other, screaming like a madman the entire time, until all that is left is one rough plank and a cloud of sawdust and sweat.
Don’t get me started on cooking…
Leader of TACO mini-roamer guild, Kaineng.
So let me sum this up:
Anet leaves the market to those handful players heavily influencing the market. And call this then a “healthy economy”.
But I guess, its an american thing, that kind of logic. After all, americans still believe in trickle-down-theory also.
Here’s an easy fix to inflated prices, Mr Smith:
Limit the amount of possible buy orders per item per account to 1k.
It seems to be a trend with most of the HoT legendaries, I have the same issue with Chuka and Champawat. The claws are less and disappear after maybe two to three seconds. When compared to its Dreamer counterpart its… slightly upsetting. I’d love to stand on equal ground with my equine cousin.. instead of being the more subtle of the two.. I mean shouldn’t the tiger be loud and fierce over a horse?
Why do you think it’s called Nevermore? Never more than one footprint…
Not everyone is a Skritt.
I’ve crafted Nevermore precisely because it doesn’t leave behind a huge trail like some 1st gen legendaries. And actually, the main reason why I don’t have H.O.P.E. yet is because I’m unsure about its flashy red / blue footsteps, even though I love the skin of the weapon itself.
Now, don’t get me wrong: if Anet wanna go back to the 1st gen legendaries way with the upcoming weapons, why not, but I would be kittened if they changed a weapon I have already crafted, precisely because of its overall look. I may also add you also knew what Nevermore looked like before crafting it (if ou have), so you also knew what to expect.
when i made it i honestly thought there were no footfalls. thats ok, i can understand that choice. what i cant understand is adding an effect that you have to zoom in and stare at just to see at all. to me that means anet is either wasting time or not spending enough time on legendary effects.
They don’t need to last forever like eternity, but they should at least appear to exist.
I agree with OP. Look on the Eternity:
This is weird that these blue feathers disappear so quickly. Even Sunrise’s and Twilight’s last longer.
YES, that would be awesome. Maybe have them be raven foot prints that are blue-ish and fade slowly. It would be amazing!
I love this! Leave behind raven foot prints or even just a reflective glowing puddle after the initial dissipation/effect, which I adore and wouldn’t want to see changed.
I worked very hard for my Nevermore and it is rather dissappointing to be outdone by Kudzu, et al with their lingering footfalls.
Building off of old lore without retconing it.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.