Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra
This is definitely not intended. Thanks for the reports, all. The team is aware of this problem and they are working to resolve it.
Account rollbacks are restricted to a hacked accounts and one time ever for that account. People have deleted a character before and asked this. The answer has always been no.
This is accurate. We cannot make exceptions for high-level characters or for other justifications. The tools truly is used only for compromised accounts.
LIVING WORLD
Super Adventure Box: Back to School
Moto is back with the next installment of his hit entertainment-education hybrid. Find him in Rata Sum and hop into his newly renovated hub map to party up and party down! This time, players will explore three sprawling zones in the Mountain World. Get ready to get wet in the rough and tumble Rapids! Learn the way of the assassin in ancient temples precariously perched on the Pain Cliffs! And prepare to be challenged while venturing through the puzzles, traps, and inclement weather of Storm Top, where players will find their toughest foe yet: the STORM WIZARD!
But for those who find all of that too easy, Moto has devised the most heinously difficult challenge the world of Tyria has ever seen. For players swimming in extra lives and continue coins, activate Tribulation Mode and try to defy Moto’s capricious and unfairly invisible instant-kill traps—but be prepared for death around every corner! Tribulation Mode will be available for both worlds, and special color variants of the Super skins await those who have the skill and tenacity to overcome.
And finally, for those who don’t enjoy jumping challenges, there’s Infantile Mode, which allows players to easily traverse Moto’s world by walking over beautiful rainbow bridges.
Achievements
Rewards
At the Gem Store
NEW FEATURES AND CONTENT
Changes to Crafting
Changes to Rewards
Changes to Account Magic Find
Changes to Legendary Weapons
BALANCE, BUG-FIXING, POLISH
General
Living World
Personal Story
Items
Profession Skills
Guardian:
Necromancer:
Ranger:
World vs. World
Gem Store
BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
(edited by Moderator)
Sorry about the confusion folks! Curtis and I examined how everything is set up and the type of salvage kit does NOT affect the amount of Essence of Luck that you get. Please do enjoy your Copper-fed Salvage-O-Matic without any fears of it not giving you the standard amount of Essence of Luck that any salvage kit will produce!
I believe she said ‘….i thiiink…’..
Quality of salvage kit does NOT matter for finding essence of luck.
we talked.. we’re sure now
.
The Copper-fed Salvage-O-Matic will work just as well as any other kit for finding Essence of Luck
(edited by Curtis Johnson.8456)
You have to realize people making content such as new maps are totally different people from the ones doing the backend server architechture.
Tom is correct. This is not an either/or proposition. Working on a new map is entirely dependent on designers and artists. Working on skill lag is an issue for programmers. Working on one doesn’t prevent the other from being worked on.
And once they make the WvW achievements more attainable, you’ll move on to whining about the lack of especially ‘difficult’ and ‘prestigious’ WvW titles like this one.
Hmmm, well I can’t say that I would “whine” I am just stating an obvious failing of this portion of the GW2 world. However if they can add titles for such things as say, “respected achiever”, what is the problem with adding a respected yakslapper title?
As for the achievements, you could just make it so that instead of getting say 10 achievement points for 50000 kills you could get at least 50 for such a milestone! If it is possible to get this same amount for doing 16/16 easy achievement in PvE, I for one cannot see the harm in upping the rewards.
Although these titles might not be considered as “prestigious” if done in tiers I can see no harm in showing to others what you have achieved thus-far. The same goes for the “milestones” in our achievement points offering a title, even though 5000 ap’s isn’t much I see many many players touting that particular one.
edit: clarity and spelling
Last time I’m saying this for a good bit. We are going to address this system before the end of the year, ideally, and make it more in line in terms of numbers and rewards as the rest of the achievements in the game.
End of the year…. so sometime in the next 4 months, I guess that is better then soon?
One might question why adding achievements is taking 16 months, I am sure it is a technical limitation of some kind as that is the most common excuse.
We tackle each task as it comes up. Every thing we add or fix has an opportunity cost. In this case, the achievements have not been at the top of the priority list when we have had things like bugs to fix, ability lines to add, and other large projects (what Hugh previewed in the Livestream) to work on. All that being said, we are going to address this because it has become more and more problematic as we continue to add reward systems tied to achievement points and add more and more achievement points through Living World achievements. It would be ideal for us to have an unlimited number of people on the team and to be able to do everything at once. Reality is that we have the resources available to us that we do and we get as much done as we can within those constraints.
There is a lot of hate being thrown around concerning the introduction of ascended gear and time gated crafting, so I feel the need to post here and clear something up for the general community.
Whatever demographic of gamer you may be in, you aren’t the only demographic being catered to.
Before you pull out the pitchforks on me, let me explain myself a little.
Some people like to see the numbers go up. Some people want purely aesthetic rewards. ANet stated at one point that they didn’t even want LEVELS in the game, but that alienated so many players that the game would have been doomed from the start. ANet could have thrown their hands up and said FINE, here’s your kitten levels! Enjoy the WoW clone!
But they didn’t. In the end they made what was probably the most sound design decision they could. They made levels irrelevant overall, but still relevant to the player in terms of progression.
Now here comes the other boogeyman of MMOs: Vertical Progression. I need to make this VERY clear…Vertical Progression is nothing more than the introduction of new gear levels over time. It is NOT inherently a bad thing. “Gear Grind” is a TYPE of VP, the most easily abused and the one most common in MMOs. ANet isn’t infallible (as the ascended gear being dropped on us with fractals shows), but they are showing remarkable levels of awareness in regards to what the players want out of gear, and they are taking responsible steps to make sure the majority of players get what they want.
You wanted more numbers? You got:
Ascended gear.
You wanted to remove gear grind? You got:
Time Gated Crafting, ensuring that the vast majority of players can easily keep up.
Long periods between gear releases, ensuring that even the most casual player can have the gear with minimal effort.
Farming Events Where the casual player can join in the living story to get enough materials to cover just about anything
As an experiment, I have only played 1 Invasion per day, only done my dailies as part of the invasion, and only completed the living story. I made 20gp this week in gold rewards/selling lower tier items, and got enough mats from the higher tier items to craft an entire set of exotic gear. I have no significant magic find. I don’t eat MF food. I just play for one invasion per day. Hell, I afk’d for the last half of an invasion and got 30 greens and over a gold just for being there.
TL;DR: Gamers as a community have condensed legitimate game design concepts into buzzwords that trigger kneejerk reactions.
To the people who will be responding to this, I’d like to ask you in advance to take a moment to think about exactly what is going on here, and exactly what you want to accomplish what your post. The cleaner this thread is, the more likely it is that ANet will join the conversation and actually communicate with us instead of trying to wade through pages of rage and whining.
@ANet: Communication & Transparency go hand in hand, and aren’t limited to player issues. We need to understand EXACTLY why you make a given decision, preferably before you implement it. Feedback is only useful if it’s something you can change afterwards, and the debacle when Ascended gear could was first released could have been avoided entirely if you had had transparent discussions regarding their introduction beforehand. My advice as another member of the industry: Add links on your to-do list to subforums for that feature, in a forum called “upcoming content”. Moderate the hell out of that forum to cull whining and raging, so players can hold real discussions about the features, and you can get valuable feedback.
Where does the difference between “in-game items” and “real-world cash” begin? c:
Is a gem store item bought (for personal use, or gifted) with gems purchased with real-world cash (gem card/or credit card) therefore treated as an equivalent to real-world cash, or an in-game item?
Specifically, would it be against the rules to gift gem store items via the gem store (purchased with gems acquired with a gem card) to another player in exchange for a character name?
I understand the risk of being scammed and stuff, that is not a concern c:
Thank you!
We are unable to sanction or grant permission for such a transaction. We’re also unable to help in any way if such a transaction goes wrong. That is to say, we cannot complete a transaction or reverse a scam.
For example: we could not remove items from one account and place them on another, but we would take appropriate action on someone we can establish is a scammer. Players do occasionally ask us to intervene in unfulfilled trades — “go take my item and give it to me!” — but we do not do that. Scam prevention is one of the key reasons the devs created the Trading Post, and we expect that players will use that feature.
I do not think this transaction would result in account action, but I want to be clear that that is not a legal position, simply an observation of the details as provided in this single case.
I can see clearly why it has been changed many people won’t have a problem with it but some will so it will be changed for this reason
We cannot change creation dates on characters. We do not change creation dates on characters. As far as I know there are no issues with character creation dates, only with player memories about when the character was actually created. For instance they might say, “I created Fred on Day 1. But I decided I liked Frederica better.” What they forget is that they deleted Fred and made Frederica two weeks afterwards, meaning that Frederica’s creation date is not, and cannot be, the same as that originally held by Fred.
I cannot speak for your individual situation, Nalora, and I do sympathize with your confusion. However, we really don’t fiddle with dates — we don’t even have the tools to do it (upon request or otherwise). You are welcome to contact Support by filing a ticket through the “Ask a Question” tab on that linked page but I am unsure that they will be able to assist you in this case, when the record keeping is, to my understanding, without issues or errors.
Robert has been the only dev who really sat with players. Like going to ranger forums, talking, exposing, discussing. Same for DG forums, back in the days there was a DG team.
Anet should hire like 15 Robert, not lay off (? unsure, only rumors seems here) the only one you had.
Arena.net has a no lay off policy. Hrouda most likely left out of his own accord. Apparently he worked there for almost three years, which is a point where many people reconsider their options.
I sincerely wish him the best in his future career.
(edited by marnick.4305)
I haven’t seen Robert Hrouda posting in the forums for a while now, so I went and search his last post. According to the records, https://forum-en.gw2archive.eu/members/Robert-Hrouda-1327/showposts , his last post was on the 10th of August. I then did a quick search on FB to see what he’s been up to, and boy I was surprised. In his profile he has the job title “former Content Designer at Arenanet”, and has posted that on August 20th is the last of his work that will be live on GW2.
So, an important person working for GW2 has just left, and we’re not even informed? Someone please tell me that he’s still working for Arenanet and I’m totally wrong.
Last thing I heard was that the 14th amendment was not yet repealed. Therefor slavery is still illegal and mr Hrouda has the right to chose whether or not to leave Arena.net and pursue other avenues.
Whether or not we have to be informed is another issue entirely. Personally I’m of the opinion that career switches don’t always have to be broadcast, especially not to customers.
Other then physically destroying currencies, in real life there’s no “money” sink, as mostly everything ends up having value and no money is physically removed from the economy (except the money destroyed, as I referenced above).
This game, anything bought at a vendor, anything traded on the trading post, anything that involves trading currency with an NPC is a subtraction of the currency from the economy. This means that it’s gone, it’s literally out of the flow.
If we ignore credit (which is a huge oversimplification in the real world) this is more or less correct.
In both cases the rates are related by a simple relationship:
Accumulation = Generation – Destruction
In the real world economies, as you pointed out, the rate of currency destruction is low. That means to keep accumulation low, generation must also be low.
In GW2, generation is enormous – just look at the amount of raw gold created every time you go out to play. This means that destruction must also be enormous if accumulation is to be kept in check.
The strength of GW2’s money sinks rests on the 15% TP fee – because it scales up with the amount of money in the economy. Even T3 cultural armor is only a one time sink, and only pulls a flat amount of money out. The TP fee takes 15% over and over and over again – the game cannot generate more money than the TP fee can sink.
Secondly, as player base increases, wouldn’t inflation go down as the money is spreading out.
If the amount of money in the economy was fixed that would absolutely be the case.
It isn’t fixed, though: the rate of gold generation scales with the number of players (more players farming = more players generating gold). So if you doubled the number of players, you’d also double the rate of gold generation, and double the rate of gold destruction, and with the way these things scale you’d have roughly double the amount of money sitting around in the economy.
Can someone correct me here if I’m wrong? as I understand it, unless core components of the economy change (TP fee, where the money goes when buying from a vendor), all inflation is temporary.
You’re right that all inflation is temporary – in the real world central bankers work really hard to balance money flows to keep inflation within an acceptable range. Since WWII they’ve done a pretty remarkable job of keeping inflation in a controlled range, enough so that most people kind of understand slow, stable inflation to be ‘normal’.
But it’s all temporary. In reality there are a bunch of different market forces pulling on supply and demand on a large scale, and those are all changing over time – not just when something big changes, but as people accumulate wealth and their goals and farming patterns change. Big bursts of inflation, or deflation, in the economy these days are going to be from something changing – and recently we’ve had a lot of big changes.
This is a great post.
I stopped bothering to listen to him a while back as there is nothing of worth to gather from the words he is permitted to say to us. Kinda like the words of a fortune being meaningless as they are so generalized that they may apply to anything.
Yup, precisely. John is barely allowed to tell us anything and when he does it’s so vague and cryptic that it’s essentially worthless.
I can think of absolutely no reason why the player base shouldn’t be permitted access to basic information about the economy. His remark about the median returns from gauntlet farming is a perfect example. The median alone tells us almost nothing. What was the mean? What about gold earned by the top quintiles or deciles and the population statistics to match?
https://forum-en.gw2archive.eu/forum/game/bltc/Economy-concerns/page/3#post2642294
What’s happening? They realized WvW is part of the game ?
Good one!
I think you just did this to add another red topic to the front page….
I see through you.
I’m going to assume that is a comment on my skin pigment and that is offensive!
See above quote.
What’s happening? They realized WvW is part of the game ?
Good one!
Overall yes we know there’s a change in short run income for players, though it’s not as severe as speculated. No, we aren’t surprised. Yes, there are plans in place to make sure the economy doesn’t experience permanent, hyper-inflation.
As far as the median numbers go, remember that how much information I can give out on the forums is often very limited. I do my best to give you a picture that you can work with. I described exactly how to take the one number I gave out and create an accurate model of what’s happening. The uncertainty in your model is unfortunately unavoidable (but can be minimized) as I can’t always post the full picture of everything that’s happening.
in Account & Technical Support
Posted by: Gaile Gray
I think its not fair that some people get double the presents. I only got 1 because of this bug.
No, a few people received a second gift. Not a lot, but a few. This was a factor of how the distribution was made, and how the fix was rolled out. It’s not an intentional double-gifting, and you got everything to which you are entitled and of course we’re sorry for any confusion that this caused.
How is this at all fair? Your giving presents out to all characters that are 1 year old, regardless of if they have received one or not. This is like last November all over again where people who may or may not have done the Southsun event can get free loot which included a relatively high rate of precursors.
While Im only missing out on a booster really, this still is crap for people who werent ‘lucky’.
Again, this was not a universal situation, only a small number would have received a second item.
Gifts received on both of my 1-year-old characters. Thanks!
The even better news is, now that the bug’s been fixed, subsequent birthdays shouldn’t have the same problems. So double hurrah!
Absolutely! All should be smooth sailing from now on!
Thank you for the quick fix on this.
———————As for the characters that got or did not get a second gift:
When I was young there were two different ways kids in the family looked at presents at birthdays and Christmas. One way was to open your gift and focus on what you received. For the most part, kids who did this were happy because it would be something they’d asked for and wanted. (sure, there was the occasional pair of socks, but them’s the breaks
)
The other way was to open your gift and then start comparing it to what the other kids got. Were the others more expensive? Did you get one item and Bobby got two? (good thing we did not have the internet to instantly check which gift was rated higher on Amazon) For the most part, kids who did this were upset in some way and enjoyed their own presents less.
I prefer the first way.
I appreciate the wisdom that you have imparted. Much the same idea came to my mind, as well. 
Attunement swapping is considered weapon swapping for elementalist. And yes yo’ll +3 might when you swap attunement in combat. But it has like 9sec cooldown to trigger again.
And with staff you don’t switch attunements often as with D/D
Sarcasm I assume? I switch way more often than the internal cooldown of the sigil.
On a side note, some paper napkin math suggests that even at 3 stacks, sigil of battle’s better than the +5% damage sigil.
Your friend just doesn’t get the profession. No worries, not many people do. Those that do know most complaints are way over the top (and having been on both sides of the fence, I can say it’s not nice to hear you need to shap up to play ele, but sadly I have to admit it’s true).
I am sure that is totally the problem. It is not the classes it is most people, oops I mean noobs, having the problem. Afterall ballers like you don’t have a problem.
Over the years are I have played MMO, they always people like you that claim they are no issues with a class, it is because everyone else is bad, they are a pro at that class.
The reality generally is that be good at the class, but they are only good against noobs. Elementalist is one of those classes that against noob it is a strong class, in PvE there is almost no thinking involve so the elementalist in that scenario is also great. IN WvW, most of the flaws in the elementalist is made by the fact that gear+food + the downtime between fights is+ effect of the nerfs are less significant in PvE, but mainly because a lot of WvWers are not PvPer.
I’m a force of nature in WvW on my ele.
We’re in a pretty good place right now overall. Some things could stand to be buffed a little, maybe some old nerfs can be relaxed a bit.
Sometime soonish, they’re going to balance/re-work condition damage so multiple condition people don’t mess each other up. That’s going to be really nice for us.
In general something elementalist needs a look at is it’s condition power. Many of our weapon sets rely heavily on condition damage.
To be something of a threat, to at least be a little competitive with the necro in that regard. Necro can keep and deserves the condition master crown.
Necro’s forte is unmatched condition spec with that massive health pool, and the elementalist is damage. Lots and lots of damage.
In that interest, I’d like our conditions to be enough to panic people more then they do now.
The initial hit is the money maker, but the conditions we leave should be something that needs to be removed in a timely manner.
Unless I seriously stack condition damage, ele conditions are ignorable.
And if I stack that 1k or so of condition damage to be a threatening condition spec, I either hit like a wet noodle or I’m too glassy.
I want to think a perfect solution to this would be to simply make some of the conditions we can apply last just a little longer so our conditions can punish people who won’t cleanse them.
This would make the pure condition spec truly formidable, whereas right now a pure condition spec ele has to work harder then any other class rolling condition damage.
It would have the added bonus of making elementalist conditions in other specs feel like more then an after thought.
Before proposed condition buff: “Oh, that guy hit me”.
After proposed condition buff: “Oh, that guy hit me… and I’m on fire! I need to get this off!”
Other then that, can’t really complain about much else. OP, your friend is silly.
I’m so sorry you can’t 3v1 people anymore, maybe you should realize youre class is now what they call “Balanced”.
Ele is a very high skill celling class, pro’s do extremely well, and new players get destroyed.
Your friend probably didn’t have any idea of how Op Eles were at WvW.
Being one-hit-down-dead isn’t what “balance” looks like…
Lets all thank god, Ele isnt “one-hit-down-dead”.
I’m so sorry you can’t 3v1 people anymore, maybe you should realize youre class is now what they call “Balanced”.
Ele is a very high skill celling class, pro’s do extremely well, and new players get destroyed.
Your friend probably didn’t have any idea of how Op Eles were at WvW.
We have some audio optimizations queued up internally that should make it into an upcoming patch.
Stay tuned!
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