So as long as ANet is OK with AFK pet/minion farming, if that’s the primary source for those raw materials, then I’m happy that my costs for mats have returned to a more favorable, to me, price range.
I think Anet has sufficiently demonstrated that they are not okay with AFK pet/minion farming, as there have been instances of people getting booted and/or infracted by GMs for failure to respond while doing such things.
Yes and no, they were very specific as to what is and isn’t allowed. There is a lot of grey.
It’s still GM’s call whether you are AFK farming or not and that they provide enough of a leeway in the player’s favor that it can continue. Of course this all requires players reporting suspected AFKers so a GM can check them out. But they don’t want to action a parent dealing with an infant, player swapping the laundry from washer to dryer, making something to eat down in the kitchen or taking a bit longer than expected in the loo. But if you walk away for hours, then there may be sanctions involved but they are more likely to simply move your character to a safer location first.
RIP City of Heroes
All salty here…
So. For a while they have been gone, but now they’re back – the pet/minion farmers. Up until a few weeks ago the gap between buy orders and sell offers shrunk under 10% of the usual. Then a patch came and these sellers disappeared. But for a few days now I’ve been seeing multiple sellers putting up 25-60 stacks of one crafting mat, undercutting competition massively (1-3 silvers when the usual is only few coppers) pushing down the sell price almost to the buy order lvl. So either being able to auto-loot from pet kills was not removed from the game and the farmers only took a break or they have found out a new way to acquire infinite amounts of loot.
I know that this is a mastery, intended to work like this implemented by the allmighty Anet. But is it fair? Shouldnt it be otherwise? All games discourage this kind of mechanics where some1 with a hack, bug, error, etc. gains massive advantages without having to put in effort proportionate to the gain. I still do know that its not a hack, but has the same effect. Basically you can make thousands of gold while being afk all the time. Then flood the market with massively underpriced mats as it does not hurt you in any way, because you didnt have to invest money or effort at all. If you sell everything for 1 copper its still a gain, because you had to invest none.
There may be some tricky reasoning behind this but I really dont like it. Anet was concerned about too many agony infusions flooding the market if they allow free deconstruction of all high agony infusions, yet when crafting mats in much larger numbers and worth much more money flood the market it somehow slips through their fingers.
/discuss
p.s.: Thin leather squares went from 7s10c to 5s95c, bolts of linen from 11s90c to 9s85c, bolts of wools from 7s10c to 5s90c, etc.
Over what time period are you comparing those costs?
In less than 24 hours. Except coarse leather. Thats 48 hours.
http://www.gw2spidy.com/item/19740
http://www.gw2spidy.com/item/19744
http://www.gw2spidy.com/item/19733
http://www.gw2spidy.com/item/19734Paralel with the price drop sell listings volume went up. I guess I’m not that far off with my assessments…
Compare the base materials and not the refined ones.
So as long as ANet is OK with AFK pet/minion farming, if that’s the primary source for those raw materials, then I’m happy that my costs for mats have returned to a more favorable, to me, price range.
I think Anet has sufficiently demonstrated that they are not okay with AFK pet/minion farming, as there have been instances of people getting booted and/or infracted by GMs for failure to respond while doing such things.
All salty here…
So. For a while they have been gone, but now they’re back – the pet/minion farmers. Up until a few weeks ago the gap between buy orders and sell offers shrunk under 10% of the usual. Then a patch came and these sellers disappeared. But for a few days now I’ve been seeing multiple sellers putting up 25-60 stacks of one crafting mat, undercutting competition massively (1-3 silvers when the usual is only few coppers) pushing down the sell price almost to the buy order lvl. So either being able to auto-loot from pet kills was not removed from the game and the farmers only took a break or they have found out a new way to acquire infinite amounts of loot.
I know that this is a mastery, intended to work like this implemented by the allmighty Anet. But is it fair? Shouldnt it be otherwise? All games discourage this kind of mechanics where some1 with a hack, bug, error, etc. gains massive advantages without having to put in effort proportionate to the gain. I still do know that its not a hack, but has the same effect. Basically you can make thousands of gold while being afk all the time. Then flood the market with massively underpriced mats as it does not hurt you in any way, because you didnt have to invest money or effort at all. If you sell everything for 1 copper its still a gain, because you had to invest none.
There may be some tricky reasoning behind this but I really dont like it. Anet was concerned about too many agony infusions flooding the market if they allow free deconstruction of all high agony infusions, yet when crafting mats in much larger numbers and worth much more money flood the market it somehow slips through their fingers.
/discuss
p.s.: Thin leather squares went from 7s10c to 5s95c, bolts of linen from 11s90c to 9s85c, bolts of wools from 7s10c to 5s90c, etc.
Over what time period are you comparing those costs?
Autoloot? It’s a Godsend for normal players. No more hitting F every 2 seconds when in combat.
Sure Rangers with a Pet or Necros with minions parked on a critter spawn point with autoloot are allowed as long as they don’t have any skill on auto attack or heal. There was the question if autolooting reset the AFK timer. No idea if that was considered a bug and fixed or not.
And looking at the various charts, it appears in both of your examples are related to the release of Season 3 Episode 2 of the Living World. New content always draw players away from their default activities which changes the flow of gear and mats onto the TP. Interestingly the price of Linen Scrap didn’t spike like Bolts of Linen or Thin Leather Sections and Squares did.
But now some two or three weeks after the new content dropped players are returning to their normal play routines which in turn return the price of those mats back to their previous trading range.
So as long as ANet is OK with AFK pet/minion farming, if that’s the primary source for those raw materials, then I’m happy that my costs for mats have returned to a more favorable, to me, price range.
RIP City of Heroes
(edited by Behellagh.1468)
I second this. I’ve been wanting a test dummy specifically for breakbars and clams are the answer! I loved seeing them in Ember Bay.
yes, learn how to cc is a good thing, some days ago, during hablion events or jade maw i don’t remember i asked for cc, and a lot of people just said that they don’t even bring cc in pve because they are useful only in raids…
and this is why we never manage to interrupt shatterer flying, the wyvern taking off etc etc… spread the cc culture please!
don’t be one of those guys who think their cc don’t matter and leave the job to others…
Join the Rainbow Pride
First of all, THANK YOU VERY MUCH to the Devs for Ember Bay; it is a fantastic map! It has a varied amount of creatures, loads of side stories and lore to cover, and a vivid theme that promulgates throughout the map; the skulls plastered through out mountains reminds me of Brutal Legend and the lava rivers and falls emphasizes its uniqueness from Mount Maelstrom.
One of my favorite additions are the Clams located at the Osprey Pillars. I just find it so satisfying to see my Crowd Control skills diminish its defiance bar. Subsequently, for the longest time, I’ve questioned if any of the “Soft” Crowd control skills (e.g. blind, cripple, immobilize, chill etc) did any damage to defiance bars; but after using these conditions on these clams, I can at last confidently use these against larger bosses.
Now, crowd control is a very important mechanic that I think is not properly explained nor demonstrated in game. Every zerg fighting bosses always shout “CC!” but more often than not, it’s not after I shout out my copy-pasted text about the list of CCs that I usually see defiance bars break. This leads me to believe that not many people know what CC is or do not know all the CC skills of their class to maximize their defiance bar breaking potential, and worst case scenario, extinguish all their burst damage skills BEFORE breaking the defiance bar.
In retrospect, it’s hard to see if your CC are actually contributing any damage against large bosses. Mainly because there are no damage indicators for crowd control on defiance bars unlike Condition damage and Direct damage. Therefore, I believe most players just believe the CC bar magically reduces by spamming all their skills.
I would like to point out that there is a dodge roll mechanic tutorial on beginner maps and I understand that at the early levels, there is no access to CC skills for most classes. Thus, I would recommend placing these type of monsters on the 60-80 maps would be helpful.
The advantage of having monsters similar to Clams in Core Tyria is that players will be allowed to individually discover for themselves which skills damage the Defiance Bar without an angry player pressuring them and be able to confidently use that knowledge for bigger bosses.
Thank you for your time reading this!
Would be awesome, especially shirtless. GW1 scar armor, for example, was great.
You dont need to be inquest scientist to realize that halloween will probably bring some gear/achievement/recipe/something that require fangs… looking at spidy, the cost has been increasing for several days now. Someone with 30k to blow and store that many fangs probably already have 200k+ gold so thats probably a minor investment.
You’re conflating two things that are ultimately silly.
This is in your opinion.
Nothing typed by a player in /me triggers a visual cue.
Every standard emote has a visual cue. Why do you need to read the visual cue ?
The first part is true (and we have so many visual cue options). Some times a player may not see the visual cue, and as I’ve said before seeing 1 line of character waves at character vs the other option is very different.
Again i cannot think of any scenario where this is a problem. Either you are actively engaged in the RP (thus being a willing participant) or you don’t want to be, but cannot actively take 2 seconds out of your day to uncheck emote on your chat tab.
This is less on Anet to fix something rather than the players using the tools already at their disposal. It’s a non-issue for this reason alone. If you cannot take 2 seconds to opt out, why should anet or any other person take your argument for another filter to opt-in seriously ?
The OP found at least 1 scenario that he considers it a problem in. Others have brought up other point as well, you willfully ignore them. I’m sure the people who want to have the /me emotes off and visual emotes on would HAPPILY opt-out if that were an option, it’s not thus this thread.
Please try to view things from others perspectives as well as your own. What you consider not important or not relevant another player may care about. How you want your chat filters to be set and what chat is/isn’t displayed is your decision, how someone else want’s theirs to be shown is theirs try to be mindful and respectful of different opinions and views.
Again in what world do you live in where you need to have emote chat visible but don’t need / want to see the rest of the world state ?
I have to question this because, the only places where the emote chat is even relevant is in story missions, in which case you’ve either A) Invited the offending RP’er in by choiceWant to see this anyway
So why do you need the emote tab active when you have no desire to see them anyway ?I live in the same world as everyone else, you know different people want to play different ways. What world do you live in that everyone has to conform to your opinion of what is useful/an issue etc?
Emotes can be used to just wave at friends passing by, maybe you see a random /dance and run over to join in etc. The “relevance” of what is on chat is determined by the person viewing it. Please do not make the assumption that only what is relevant or matters to you is the only thing that is relevant or matters to everyone else.
Seeing a few /waves, or a few of the other standard emotes is very different then seeing a large wall of text RP emote conversation/interaction going on. Nothing against rping (I rp too) but
Character name waves
compared to
Character name quickly glances around the inn, looking to see if her companions have arrived. Noticing they haven’t she walks to a table and brushes off the chair before taking a seat. *
*continued on from this line etc.You’re conflating two things that are ultimately silly.
Nothing typed by a player in /me triggers a visual cue.
Every standard emote has a visual cue. Why do you need to read the visual cue ?Again i cannot think of any scenario where this is a problem. Either you are actively engaged in the RP (thus being a willing participant) or you don’t want to be, but cannot actively take 2 seconds out of your day to uncheck emote on your chat tab.
This is less on Anet to fix something rather than the players using the tools already at their disposal. It’s a non-issue for this reason alone. If you cannot take 2 seconds to opt out, why should anet or any other person take your argument for another filter to opt-in seriously ?
Because their facing one way and the person doing the emote is behind them. Or they’ve got a crafting or NPC or Trading Post menu up and can’t see the visual cue.
And that’s just off the top of my head.
The problem I see (a minuscule problem, mind you) is if we’re going to go down a slippery slope of fringe possibilities as a friend /waving at you and you missing it, what’s to say that same friend wouldn’t make a funny emote in a given situation? Like if you’re joking around in chat and they do something like:
/me slaps you in the bum with a corndog.
/threaten @
Are you just going to have to shrug and miss out? Are you just going to activate the /me in a certain tab? Are you going to scald your friend for using /me and tell them you can’t see it or something?
Really there isn’t any way to say it wouldn’t happen. It’s impossible to solve every problem or potential problem for every/any situation. This is just suggesting an option people could use to avoid seeing some of the longer /me chats, and anything beats the idea of just blocking people because of it
If you are asking specifically about me in the last line, I wouldn’t miss out. I do RP and enjoy seeing the RP chat so I wouldn’t be turning it off. I’m simply discussing possible ways that would allow the RP community and non-RP communities to co-exist a little easier. I can’t honestly say I have ever scalded anyone though I have wished I could from time to time xD
Leo! I saw what you asked about people using say in /me! I totally agree, I find it a bit jarring as well. In my imagination the /me emote describes actions, and tone for your character, while the /say is what your character actually says. Seeing some of the /me action + chat does feel kind of odd to /me.
(edited by Miku.6297)
I would still appreciate a response to my question: why is it so offensive that other people are using /say and /me (programmed to be local means of communication) to communicate with players locally in-character?
I never said it was offensive, it’s not. However some RP sessions are very chat space intensive, and as you said only aimed at the players involved. Yet everyone in the area sees the entire thing. People requesting a way to remove /me without removing emotes simply want the ability to filter out chat that is not aimed at them, and not offensive that does not include turning off (or moving chat tabs) for emotes, or blocking the other players.
That question I believe was to Balthazarr who apparently wants all RP’ers to go to a single specific zone to RP or not RP at all.
@Balthazarr: I see you’ve forgotten that GW2 is an MMO RP G. As in Massively Multiplayer Online Role Playing Game.
If ANet did not want players RP’ing in the game, they would have already put in place rules to stop it. They have not. So you have two choices: accept that and continue playing without trying to push the RP’ers out of the game or not accept it but realize that nothing will change due to that lack of acceptance.
If this was really supposed to accommodate this kind of rp then anet should have made a special instance just for that and advertised it.
Either way I’m out of DR. You guys can have your fun and no worries about trolling from me at least.
The kind mentioned in the OP is technically not allowed by the game’s TOS no matter where it happens. Those that do wish to engage in such RP and are true RP’ers would be doing it in whisper or in party or in guild where all members who saw the post would be fine with it and not report it.
Those that do it in the open are either:
1. Trolls looking to paint RP’ers with a bad brush
or
2. An RP’er who accidentally got onto the wrong channel (not likely if you see a conversation going on between 2 or more RP’ers).
Given the description that the OP gave, it was likely group #1. Trolls. No amount of new channels or what not would keep those guys from trolling.
or…
3. An RP’er who is unaware of the TOS restriction on the mentioned form of RP.
4. An RP’er who doesn’t care about the TOS restriction on the mentioned form of RP.
Again in what world do you live in where you need to have emote chat visible but don’t need / want to see the rest of the world state ?
I have to question this because, the only places where the emote chat is even relevant is in story missions, in which case you’ve either A) Invited the offending RP’er in by choiceWant to see this anyway
So why do you need the emote tab active when you have no desire to see them anyway ?
I live in the same world as everyone else, you know different people want to play different ways. What world do you live in that everyone has to conform to your opinion of what is useful/an issue etc?
Emotes can be used to just wave at friends passing by, maybe you see a random /dance and run over to join in etc. The “relevance” of what is on chat is determined by the person viewing it. Please do not make the assumption that only what is relevant or matters to you is the only thing that is relevant or matters to everyone else.
Seeing a few /waves, or a few of the other standard emotes is very different then seeing a large wall of text RP emote conversation/interaction going on. Nothing against rping (I rp too) but
Character name waves
compared to
Character name quickly glances around the inn, looking to see if her companions have arrived. Noticing they haven’t she walks to a table and brushes off the chair before taking a seat. *
*continued on from this line etc.
Why the heck would you even need emotes to begin with….
Searching for a solution to a non issue here.
The reasons vary from person to person, as has been discussed here. It’s not a non issue as the issue is being discussed here.
I honestly don’t understand why anyone would oppose the /rp channel. The reasons against it amount to nothing except for “I don’t want to!”
I see people talking about separating canned emotes ( /sleep, /wave, etc) and custom ones (/em walks slowly over to the cliff edge). That isn’t necessary and in fact takes away from those who do custom emotes that aren’t part of RP scenes.
This is why I jumped on the bandwagon of adding a /rp chat channel that could gather the “walls of text” some here find distasteful. RP scenes are generally the source of ongoing blocks of chat; non-RP custom emotes tend to be more sporadic and short-lived. So don’t remove current chat functionality, just allow an opt-in channel in addition. (With the added benefit that it can have a curtailed range and a better color, as I said before).
Custom channels (and player-chosen channel colors) would be wonderful. I’ve only been asking for those for, oh, over four years, having had them in my previous MMOs. But as those are apparently not a simple thing to implement, and new chat channels have been added in this game (the multiple guild channels), it seems more likely to happen if we just ask ANet for one specifically designed one.
Why does anet need to create a new “chat tab” for you to ignore things when the feature already exist ?
Just create your own tab call it bliss/silence/willful ignorance whatever you want and remove literally everything / add whatever you want.
Ok, so make a new chat tab, and set it so I can talk in /say, /party, /guild, with normal emotes (/wave /dance /keel etc) on the tab, and /me emotes off. Currently that tab would be difficult to make.
That question I believe was to Balthazarr who apparently wants all RP’ers to go to a single specific zone to RP or not RP at all.
Ah ok, the threads getting pretty long and I missed that post by balth
If ANet did not want players RP’ing in the game, they would have already put in place rules to stop it. They have not. So you have two choices: accept that and continue playing without trying to push the RP’ers out of the game or not accept it but realize that nothing will change due to that lack of acceptance.
Actually I think A-net has put at least one system in place to facilitate and encourage RP or at least some way for those looking for others to RP to meet up. LFG has it’s own RP section
so not only are they not trying to remove it. They are helping RPers bit by bit.
At the very least, a reduction on the /me emote range would be a good start.
Not to even stifle RP’ers, but I imagine that different RP groups often find themselves conflicting with each other despite being in different locations.
I really do believe a separate chat option/tab/thing would be the best, though. Legitimizing the RP community with their own chat options just seems like the best idea for everyone; this cuts down on trolls invading RP groups, and cuts down on the impact of trolls giving RP’ers a bad name by writing about disgusting things via /me.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
So let me get this straight….
You want anet to create a new chat tab filter for people who already don’t want to use filters to fix this non-issue ?
I’m seeing a problem here from a conceptual standpoint that’s quite astoundingly being missed by the pro filter crowd.
Actually what I have been suggesting/asking about lately is why not just make /me separate from standard emotes.
The fact that these posts exist show that it is not a “non-issue” if it were this post wouldn’t be here.
I’m really not seeing the conceptual problem. The issue isn’t being able to filter them on or off, it’s not being able to filter them without also filtering standard emotes.
I would still appreciate a response to my question: why is it so offensive that other people are using /say and /me (programmed to be local means of communication) to communicate with players locally in-character?
I never said it was offensive, it’s not. However some RP sessions are very chat space intensive, and as you said only aimed at the players involved. Yet everyone in the area sees the entire thing. People requesting a way to remove /me without removing emotes simply want the ability to filter out chat that is not aimed at them, and not offensive that does not include turning off (or moving chat tabs) for emotes, or blocking the other players.
Just coming here to leave my support for a separate RP chat channel, making the /me range smaller or adding the ability to directly block people using emotes. Another option could be changing /me so only people on your friendslist can see it, thereby ensuring that it doesn’t bother half the map.
Roleplayers are a minority in this game. That doesn’t mean that they do not have the right to do what they enjoy doing, but at least make it possible for the rest of us to enjoy our game without being bothered by these few people.
I’m sure most RPers don’t mean anyone any harm and a fair few will be aware that the rest of the community do not want to partake in their way of gameplay, therefore moving away from highly populated areas. But my gosh, some of the people who simply don’t care and stand around spamming chat in DR or Rata Sum… It inspires a certain kind of slow burning rage, that eventually spills over as toxicity towards the entire RP community. I do not enjoy your random, useless (to me) spam.
Saying I can change my chat setup does not seem at all adequate in dealing with this problem. It will cut me off from messages I do wish to see, by people I know. If I have any part of the UI open or if I’m tabbed out, I can’t see it when someone waves at me unless I read it in the chatlog. Why should I have to remove this from my chat?
On a sidenote, I bought a Captain’s Airship Pass in the last sale, which means I don’t have to deal with rp spam anymore. What a relief. \o/
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I mean only ANet has the data for that but I really don’t believe that the supply of coins/T6 leather outpaces the demand.
Demand is hard to measure, supply is easy. The problem with demand is that it shifts with price points and at the same time like I said before staggered demand over time is also a factor especially in MMOs like GW2.
With the likes of mystic coins maybe there are more coming in then being used because most players need 100 or 250 of them to do anything so while they’re waiting to accumulate it. Which means they “hoard” them for months until the login rewards manage to get them there.
I don’t think most people are against high value items bottoming out a bit (eg. let’s say T6 fine mats or ectos) because most players are on the “poorer” scale compared to the super rich (200k+).
The problem is when the average player needs so many mystic coins and T6 leather to do what they want to do and the prices are so high yet all the other stuff they farm (eg. AB) yields lower and lower gold every day.
In the case of T6 leather and Mystic Coins the demand outweighs the supply by far and it isn’t even due to speculators or “evil TP barons”. The fact is, ANet added far too many sinks but not enough supply or at least extremely inelastic supply (ie. I cannot go out and farm T6 leather reliably).
Their “data” might tell them that players are hoarding and not selling but have they thought about the fact that maybe the players actually need this material for their own use? Say a player has planned to make Eureka but only has 260 Mystic Coins so they have to either buy more or keep logging in for the next couple of months. They might decide not to buy (since they need money elsewhere) and the data looks like they’re hoarding 260 coins when in fact this is legitimate Mystic Coin demand.
Say right now I have 60 mystic coins, I have planned to make the legendary sword in the future so I am obviously not gonna sell the 60 I have. I feel like there’s a false assumption in that if players aren’t selling their loot and aren’t using it immediately they’re hoarding/creating false demand which is wrong.
(edited by fishball.7204)
LMFAO, typical economist stuff. “Reality does not agree with what our models tell us should be happening, therefore there is definitely an error in reality.”
People keep stuff because there are tons of people who view anything gathered or dropped as “free”. It may be “wrong”, but it is how they behave.
People also keep stuff because there has been a history of introducing new items/sinks that require stoopid amounts of stuff that was formerly worthless. Sometimes the new items required mats that were worth some coin to begin with and the price of those mats shot up. Therefore, if you sell now and something new comes in that you want, you lose big by having to buy back those mats you sold at a much higher price.
Want to see this anyway