Some clarification:
ANet is acknowledging that many items in the game have prices that aren’t representative of what the market determines they “should” be, based on how often those items are actually consumed by players. This is largely due to players hoarding these items and/or refusing to buy or sell them for values outside of what we the players determine they “should” be, and ANet is taking some of that blame. They’ve put the idea of what the value of certain items “should be” in our heads through the pricing of recipes and other things, and we’re stubborn and won’t let that go.
The bottom line is they’ve determined the best medicine for the situation is to let the market get strained enough until players stop assigning arbitrary values to things, and start moving their materials again. At that point, when the market is actually in charge, they’ll be able to use their levers to control prices again. Until that point, anything they do is likely to just create a panic-induced buy/sell craze that swings prices rapidly (largely because of the huge supply hoard out there right now).
TL;DR: it’s going to get worse before it gets better, because that’s the only way they can regain control of the levers on the market. Panic and speculation are ruling the economy right now, not rational decision making. If you want to help, start selling those bank tabs worth of kitten that you’re all hoarding.
https://www.reddit.com/r/Guildwars2/comments/56cx1y/update_on_the_economy/d8i9c6n
You need to equip the traitline.
Keep in mind that you can only do so in the last slot.
[SPQR]
Two months (at least) and this bug is still on-going.
I’ve noticed when you select the hero banner it’s blue instead of green or orange, as if it’s a party member, which might explain why the banner disappears on map/character change. Like a minion.
Items are seasonable in life too (try buying a coat when its summer items up for sale). People should be used to it by now.
At any rate this topic has been discussed numerous times before
Here’s some threads you can read
ANet may give it to you.
What’s time limited that’s non-Festival related?
I just can’t think of anything, off-hand. Not saying there isn’t, other than Tournaments. I believe the Devs stated Tournament Achievements could be earned in the next Tournament, though.
We wanted to clear up some of the information in this thread.
The Battlegroup system mentioned in a previous post in this thread was part of an old discussion with alpha testers which then was leaked by someone who no longer is in the program. In the past, we would propose systems/ideas to our alpha testers to help gauge player opinion. However, as you know, the WvW Team since has moved to posting these discussions on the official forums.
For further information, the response of the alpha testers to the Battlegroup concept was very mixed, similar to the responses in this thread. Additionally, it would also have been a huge undertaking to build that system, and we ultimately decided it wasn’t the correct route to go.
In contrast, World Linking utilized a lot of existing tech and required considerably less time to construct, meaning we could move on to addressing other core issues in WvW much more quickly. Even though there is a lot of debate around World Linking, it is “easier” to change and adjust unlike other systems that have been discussed. With all that being said, the team does appreciate the feedback and discussion happening in this thread and will continue to evaluate World Linking feedback and make adjustments as necessary.
If you merge servers, over time you will have exactly the same problems as before. People will keep transfering in and out, but you will have no way to manually adjust populations to balance them again. It will be exactly as before, but with 4 tiers instead of 8.
1 up 1 down sounds great on paper but will be a disaster ingame. Servers are not perfectly balanced between tiers. Get ready to stomp other servers in one week and be stomped in the next one, without having a balanced match in between, and second place servers being stuck in second place forever.
Glicko also sucks, btw. And it’s sad that it can’t adjust itself in one month.
Nah, the best patch note is still:
Bongo the One-Eyed now has the appropriate number of eyes
It’d take something monumental to eclipse that.
Ecto is cheap, but even so its currently a relative bad investment, and that should say something. Its barely gone down past 85% its “base price”, if we can say that ecto has a base price.
It would be interesting to know how large portion of gw2 history that ecto has been worth above 34 silver, which is how high ectos need to rise in order for an investment to start giving returns. Really, it would need to go to 40 silver for a low 20% return of investment.
Materials for ascends is cheaper because of the multi farm? Elder wood logs are at an all high (and it went past rich iron ore as the more effective solo gold farm). Mithril ore is still on the higher end compared to earlier years, where it used to cost around 30 copper. That leaves Silk Scrap and Thick Leather Section, which both been going steady down ever since they spiked after a patch that drastically changed the demand. None of them correlate with the multi farm.
(edited by Belorn.2659)
Here’s your ‘post’:
Because the Mastery training bar completely replaces the experience bar, players who’ve reached level 80 will no longer gain levels but will instead train Masteries.
https://www.guildwars2.com/en/news/reimagining-progression-the-mastery-system/
Not a bug.
Thanks for your research, but would you be so kind and point to the part where they say “… and therefore effective level won’t be displayed anymore because of this…” ?
Because from my point of view, both could be displayed according to this article. Effective level has nothing to do with the “level 1 to level 80” part.
“completely replaces”….can’t get much more clear than that.
Best of luck on your suggestion.
I get into dragon stand maps constantly with minimal waiting. Maybe it’s because I look at a timer site, know when it’s coming up, get into a group before it starts and wait, maybe 5-10 minutes for the start.
Timers are bad in certain ways and good in other ways. Showing up late and trying to get into a map though, is often (but not always) futile.
…to be able to get around at an acceptable pace.
That right there is the problem. Acceptable is a subjective and dynamic term. I feel like I move far too slowly travelling from the MF to the crafting area with my 33% movement buff. It’s a feeling of not being there yet. Increasing the “standard” speed won’t ever get rid of that feeling.
Mounts won’t solve the problem. They’ll just move the goalposts.
There is an issue with the tracking of player map completion in Episode 2. We apologize for this issue, and we’re going to address it in the future. However, due to the complexity of the back-end systems that drive repeatable hearts and other elements within Episode 2, we won’t be able to make a quick fix for this.
In the meantime, we’d like to share some pointers on how to best achieve Map Complete in Ember Bay:
- You can acquire general non-heart completion points on the map, including Points of Interest and Waypoints, at your own pace.
- Renown Hearts reset every day at 00:00 GMT/4:00 PM Pacific time. Resets will change to 00:00 GMT/5:00 PM Pacific time on November 6 with the end of Daylight Saving Time.
- In order to receive credit towards Map Complete:
- Until the sequencing issue is corrected, you will need to complete all of the Renown Hearts within the same 24-hour period to receive credit towards Map Complete.
- Once the fix rolls out you will not need to complete all the Renown Hearts within the same 24-hour period in order to receive credit. However, you will need to complete all the Renown Hearts one final time in order to get permanent credit.
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet
People need to differentiate between their opinion (I don’t like it) and making a judgement for everyone (it’s bad design). Different people like different things. Huge numbers of people like to play Solitaire for hours at a time. If you find that boring, that’s your opinion.
Hi, kids! I watch lots of Project Runway*, so I know that "boring" = "bad design", and means you didn’t Make It Work and you’re out.
If Hal stopped being so boring with his design, I suspect the judges would’ve been happy and kept him on for NY Fashion Week.
Yes.
*Totally the baseline for design in all aspects.
There are many, many sources of acquisition for Spirit Shards.
Not only do they drop (as loot) for L80 Characters, but these sources, as well:
https://wiki.guildwars2.com/wiki/Spirit_Shard
Good luck.
If you happen to have bought the Lava Lounge pass then you will be ported right above 3 apple trees. I bought the 2 week pass and found out it’s useful for this. Port to above trees, grab an apple, glide and run to lava tube, glide to Hal. Port back to above the trees and repeat twice more. If you put the pass in a account wide slot you can do this on your alts, even low level ones.
ANet may give it to you.
It’s like people forgot how the old meta worked and can’t adapt. You still need support, you need buffing (guardian, warrior, mesmer) and now you can bring healing to help with the extra damage. People go in with broken comp that bring very little support (2-3) necros, scatters around because they are trying to avoid damage.
i had my best fractals in a long time yesterday, with DH, chrono, ps berserker, tempest, druid, we had aegis, projectile defense, cleanses, heals, good burst damage (very underrated for trash) things were dying faster than ever, with us taking little to no damage.
If you kill 2000 mobs with 0% luck bonus, you will do far better, on average, than if you kill 20 mobs with 800% bonus luck.
Grinding is the most effective way of improving your odds. Even then, you can still go 4 years without a precursor because the odds of winning are so tiny.
The discussion in groups about which builds you`d run, if you didn`t have A) could you run
which was similar but with 1 or 2 different skills, then so and so could run his other build that`d work with them , it was a real collaboration, esp going into places like Sorrows Furnace the first time, the Deep, Urgoz, FOW
Isn’t this the case with raids and high level fractals though? This is hardcore content- designed to challenge players looking for one.
This sort of build/party requirements slow down gameplay in other areas of the game. A-net clearly stated that they wanted people to be able to quickly enter dungeons rather than having to wait for ages for a particular class or build to join.
My point is this: it sounds like in general you want content that requires careful management of your build and your party members to do the same. This would be considered harder content in GW2. With HoT, A-net put a strong emphasis on hardcore content. It sounds like new raids/wings will be a common thing.
Having harder content that doesn’t affect the core content is the best compromise. It allows everybody to play in the areas that suit them best. Increasing the difficulty and time investment required to play the game is not beneficial for the community overall.
I wholeheartedly agree with Illconceived Was Na.
The GW2 skill system is much more user friendly. It feels much more “grab and go”- no matter what you choose you can’t run into too many problems. I’d argue that gear/stats is much more important in your build, survivability and damage output than your skills.
I like the fact that it’s easy to make your own build in GW2- for me it really wasn’t fun having to search sites for builds that were incredibly situational and finnicky. Skills in GW1 often relied upon each other heavily meaning it was difficult to just switch out one skill for another one for a certain fight. I like how I know my skills inside out in GW2 and can quickly swap out utilities without worrying how it will impact the rest of my build.
I think it is unreasonable to ask for a massive overhaul of the GW2 system in favour for a system that was used in a previous (and very different) game. GW2 has marketed itself as a casual, “play how you want” game and I don’t think the GW1 skill system fits that ideal. You have to ask yourself what benefit an overhaul has (in business terms)- do you honestly think that it would draw more players in and keep the newer ones interested?
But one thing that would be really cool to bring back in some shape or form… skill hunting. I really did appreciate that part of GW1. It was nice to go on a little adventure to find a better version of a skill that you already have. I liked downloading a template, seeing I have 5 blank spots and having to work to fill them. I guess we have that to some extent with the elite specs, and I’m not sure how A-net would be able to work in skill hunting in general… but I just like adventuring :P
I hate to be the voice of hindsight but… always research before investing a lot of time or gold into something.
And the others are right- the silverwastes map and meta designed to be very direct content. They really wanted as many players as possible working towards the same goal (instead of farming event mobs) as a way of “beta testing” the meta system that was the basis of the HoT maps.
Secondly… I would try to avoid jumping to conclusions about drop rates. The difference in the quality of your drops is so small that it is easy to be affected by cognitive biases and false expectations. It’s also difficult to reach any sort of valid conclusion without playing for an extended period of time or without comparing drop notes before and after your MF increase (i.e. writing down all drops and comparing quality).
I don’t know exactly how MF works, but from what I understand the most significant difference is the improvement from white gear to blue (fine) gear and blue gear to green (masterwork) gear. At least, these are the drops you get most of anyway so the frequency of them lends itself to better statistics than counting how many yellows (rares) or oranges (exotics) you get in a standard session of play.
So… if I’m right in saying that, that means the most obvious thing you’ll notice with increased magic find is the amount of masterwork sigils and runes that clog up your inventory. I don’t think different rarity of items salvage into more/better stuff (aside from salvaging higher level rares for ectos and luck essence). So I’m willing to bet that the main increase in gold revenue is through selling those masterwork upgrade components.
I’m sure there is plenty of research (probably on reddit and maybe the wiki) about MF and interactions with drop rates. The problem is that it’s difficult to cut down extraneous variables.
On a final note… the difference magic find makes is subtle for a reason. It’s a way to give something veteran players to work towards for a small boost. You can’t have a huge/obvious boost or the economy becomes even more skewed in favour of the veteran players without giving the new guys a chance. tin foil hat I’d be willing to bet that on average you’d earn more gold back by investing in the TP than in boosting your luck. But at least maxing out your luck (with/without boosters) is a long term thing and you’ll benefit (however greatly/slight) for years to come.
Screenshot the mails you are keeping for posterity and save the screenshots to a folder you can easily find again. Then delete. Repeat for older ones as they are uncovered.
If you tell the client to remember your IP each time, it will eventually cover all the available IPs from your ISP and the notification goes away.
Personally I’d keep the 2 factor authentication. By announcing you’re removing it publicly, you’ve announced yourself as a prime target for hackers.
I don’t find them obstacles. Nor did I see any statements that they are conveniences. Now, I do find them convenient, sometimes. And sometimes, not as much. (At least there are no floating portals to turn me into a Moa, lol.) Just like when traveling on foot. Sometimes, the path is clear; sometimes, there is something in my way, like a big Veteran Stonehead. I either deal with the Veteran Stonehead, or go around. /shrug
I believe it’s called ‘game play’. And I like it!
I think this episode suggests that the dwarves are ahead.
Just the one dwarf is a head (and a thumb).
Good point – my joke is a bust.
I just don’t want players to skip everything except special events and so on. If you run through a Den of wolves and can’t manage to dodge the wolves bite, I do not thing that that player can just keep on running to safety. To survive one have to fight their way out. No I do not agree with OP in any way. The in combat speed reduction is fine as it is.
Guild Leader of Alpha Sgc [ASGC]
There’s a reason activities like this are known as speculation: it’s based on a number of assumptions or (hopefully informed) guesses rather than solid info and there’s no guarantee all, or any, of them will prove correct. Which means there’s always a risk that it will go wrong and you will be left with an overall loss.
In this case I think even if you could convert them back into the raw materials you’d end up worse off. Mithril especially has really dropped in price recently, last time I looked the ore was worth about 30c each. Elder wood isn’t so bad but it’s not nearly as expensive as it was.
As other people said you’d probably be better off converting whatever you don’t need into the finished ascended materials and selling those, you’ll probably make more gold that way and can then buy stuff you do need.
“Life’s a journey, not a destination.”
I have 165 LI, to date. I do not run meta builds. I use my own intelligence to figure out what works and adapt. However, I started meta to prove myself to a group of people I now raid with. They know I can handle myself and do not need to ask about gear, skills, or traits. That is what you have to do. Problem is, with pugs, you will always have to prove yourself with new people.
Meta builds are there for the lazy and the, well, not skilled at reading traits and logically assessing what fits with what and where (I have a coworker that just clicks whatever he wants in trait lines and leeroy’s everything). They come up with these meta build things to make it easy and, honestly, allow for more margins of error. There is no reason you cannot, if you know how the game works, come up with compatible, budget builds that allow you to play just as well as anyone else. Just know the role you aim for and do not step on toes.
And just because I can; shameless plug, Viper tempest does more damage to a single target than reaper in the same gear. If not for epi, reaper would not be taken. (P.S. my reaper is my main)
Jenna Gracen – Scrapper && Merit Sullivan – Guardian
Daenerys Ceridwen – Druid && Vexia Gracen – Chronomancer
(edited by Pompeia.5483)