^ That’s true enough, Ursan, but we should also remember that for many players, they play games to get AWAY from that kind of inequality. Video game worlds are supposed to be a place where you can be someone you aren’t, where the playing field is (more or less) equal and everybody can have fun. If you’re someone who’s stuck in a dead-end job where people who earn much more than you can basically treat you like crap all day, do you really want to come home and log into a world where wealthy players are also doing their best to concentrate wealth in their own hands so they can also look down on you and show off all the nice things you’ll never have?
And on the flipside, if you’re a poor player in real life who wants to become rich in-game so you can gloat over poorer people, shame on you for missing the point. :P
champs are just gonna be a dumb loot bag with a horrible chance at cores, most likely going to be a few fine mats.
It’s not farming if you only do it once :/
Head of Global Community
You did not read my post properly. It is not an option. It is not possible without touching core systems. Which will have other consequences. An MMO is a very complex thing.
So what your telling us is: Removing a key feature from the personal bank doesn’t touch any core systems, but adding a completely new feature while leaving the bank as is would require you to alter core systems.
I may not be a programmer, but something about that statement just seems backwards to me.
He’s not a programmer either. He has no idea how the digital cogs work. In the future, he should refrain from posting comments, in regards to topics outside of his own area of expertise.
I will ignore the tone of your post so I can give an answer that is relevant for other people: The information I passed along was coming directly from the programmer who implements the system. I think he is qualified to address this.
I just want my drake to face the target I have when I hit f2. I’d live with that small change lol
Pets are an afterthought really. Even as a player, we don’t have any real attachment to them. We send them off to their death, moments before their head is ripped off we push a button to swap to the next unnamed pet and repeat. Well I’m overstating it a little, I really do treat my pets more as fire and forget missiles or a random DOT more than I treat it as an integral part of the class.
But yea, before they bother with trying to make bad pets better, they really need to resolve a lot of the mechanical problems that still plague pets in general.
Things like…
Pets still not being able to hit moving targets reliably.
Pets needing their skills to be instant cast so they can hit things reliably.
Pets not properly scaling with gear (this is the main cry for nerfs on this class for example).
Pet skill RNG is completely uncalled for in a PvP centric game.
And lets not even get started on spirits. They should remove every single one of them from the game, give Rangers the staff weapon, and rebalance Spirits to act just like Necromancer wells. Only then would it be justified in them not being able to move without traits.
Two things need to happen with pets. The first thing that needs to happen is a robust system for programming the pet’s behavior. Make it stored and processed locally if you have to, but give us a way to program the pet to retreat at X% health, use Y skill in the presence of this type of combo field, move away from anything that has the pet on its aggro table, do this when the boss starts a long charge up animation, etc. I want lots of triggers, like status effects, boons, conditions, health, etc. Make it exportable to a code or .txt file that we can post on the forums to help each other out. I’ve seen things like this in games on the SNES, so I’m pretty sure it can be done.
The second thing that we need is the ability to chose the stat distribution on the pets. It doesn’t have to be overly complicated, but I’d like the stat combinations from all the different armors. We sort of had this in GW1 with the hearty, dire, and elder versions of pets, and with the greater importance of gear in this game, I’m not sure why we don’t have anything like this. If anything, it should be more refined in this game.
Do those two things and I think the ranger community itself can take care of a lot of the pet behavior issues.
A third suggestion would be to change some traits so that they benefit the ranger and the pet. Companions might could and should have the opposite effect as well. Traits that effect one or the other should be stronger to compensate for the fact that it doesn’t apply to both. I know this one’s not really related to pets, but they really should have that into account when traits were designed.
Meh, after one year i gave up tbh. It’s quite clear they probably don’t care or are too busy designing new stupid pve kitten. On a side note i might understand them…i mean pvp is such a mess right now with this insane aoe condis and effects spam, they probably have more important things to look at.
The truth is they introduced our pet mechanic way too late and without proper testing only cos it looked c00l. On top of that they added tons of stupid useless pets cos they thought they were c0000l and super fun to collect.
This is the worst pet system i’ve ever seen tbh, i used to be angry about that but i just know now nothing is going to change.
LoL@ pigs f2, you devs seriously…have you even tested this kitten? Do you even lift?
If you guys have ever watched anime they usually have filler shows where they diverge from the main plot. This to me feels like that! It’s just filler until the main content is ready (with bits of story line that’ll eventually make sense).
A filler episode or two is fine. A whole filler SEASON… not so much…
Watchknight’s will go berserk and we have to defeat them.
Seriously though, if this happens anet needs better writers.
I’m hoping for a peaceful event where we don’t have to kill everything. Variety is the name of the game more variety we get the better the game will be.
Now, while on the topic Anyone else wanna make a prediction for the event?
Fake. If they go berserk, they will go do CoF p1 speedruns. That’s what the cool kids are doing these days.
not even bothering to give the fellblade the gw1 animation and then rereleasing it after saying hom rewards were supposed to be special for gw1 players
real kitten move anet
GEARCHECK!
Well, zerkers are better than mf users anyways, at least some contribution to party
They just have to use this simple food. 
Good thing arenanet is nerfing dungeon rewards instead of fixing the ludicrous problems with them.
It is absolutely awful design that one person can unilaterally decide to reset the dungeon for the entire team. What were they thinking? How has this not been fixed or even addressed when the game has been out for a year!?
Wow I’m so excited about the new dungeon rewards. I can’t wait to make 3g doing a 1.5 to 2hr dungeon. I hate making 4-6g per hour doing dungeons now. I love the new “options” they are going to give you now, make 3g for a 2hr dungeon or make 1g for a 30 minute to 1 hr dungeon. SOUNDS SWEET!!
I don’t know why people like ETA’s so much. ETA’s lead to people getting super mega butt devastated when they aren’t met, due to perhaps quite legitimate reasons.
No matter how much money I amass, there is not a single thing I can do to prevent you from obtaining something in game because every item in the game can be generated, either on demand or at random, at any given moment.
Now that isn’t entirely true. ArenaNet frequently releases limited items which a lot of power traders pounce upon in order to resell at a later date for ridiculous sums. Some of the flame and frost dyes went from ten gold to a hundred.
Maybe a good compromise here would be binding these limited items upon purchase from the trading post to prevent excessively wealthy players from cornering the market and leaving common goods ( which can indeed be generated whenever ) as are.
The solution is pretty dang simple, GW2’s economists are just ‘college graduate’ economists rather than business men (and women). IE, their economic knowledge is theoretical, and largely based in the opinion of whoever taught them. But how is it simple?
UR-GEN-CY costs!
Nothing for sale in this game has any risk connected to time! There is no urgency to sell. In real world sales, if you overcharge for something, you are losing more money on it than you will gain when someone buys it. Why? It costs money to sit on that shelf; you have to pay an employee to shelve it, to pull it out of the warehouse, to put it back in the warehouse, to keep the product and the area around it clean and presentable, and most importantly it is taking space that you could be used for something that people would buy right now.
The solution is not to limit gold gain, in fact that is pretty much guaranteed to break the economy, we need:
- An account limit to the amount of TP posts, possibly with additional purchasable space
- A daily charge which scales with item cost
- A removal charge which scales with item cost
- A (small) scaling charge for how long the item has been sitting since spawned
And voila! Suddenly, people actually have to price things intelligently as in real world sales. You won’t see people pricing things for amounts of money no one will even have for months and counting on inflation to catch up.
(edited by Conncept.7638)
I agree with the OP. Flippers love to manipulate the TP and artifically increase prices in order to get rich easily, but that has a detrimental effect for everyone else. Of course the flippers will opposite it, but IMO ArenaNet should either:
1. Make everything bought from the TP account bound, so flippers can’t buy low and sell high.
2. Remove players’ influence on the prices at the TP, by making everything to have fixed prices. This would be better on the long run and don’t have some issues the previous option do (account bound crafting materials…), but it would be a lot more troublesome for ArenaNet.
They have an economist, but I don’t really think that works. The real world economy has constraints that an in-game economy does not have. Some kids here think the goal of an economy is to allow individuals to make as much profit as possible (often to the detriment of others), but the true goal is to allow the highest possible amount of goods to reach the highest possible amount of people; in a virtual economy, the “highest possible” is incredibly, incredibly high.
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
With all of the farming nerfs the potential to farm gold has it’s limits. No matter how long someone plays or how efficiently they play, at the end of the day they will have been limited to the amount of gold they are able to produce.
When it comes to trading on the post profit potential is limitless. We already know that the tp offers the highest earning potential in the game by far and with every farming nerf that gap becomes larger.
So we have a wealth gap that becomes bound on one end and unbound on the other end, thus it grows.
There are many items in this game that have limited supply. We all know to well these items become costly. The costs of these items is always restricted by the amount players are able to pay for them.
Will this ensure that some items will only be attainable to players that trade for profit?
Seriously? Thief is the most boring class ever. You either one-shot your opponent or you run away.
It’s about exactly as much skill and fun as snatching handbags off little old ladies.
This boss was once a checkpoint for the groups. Seperating the good players and bad ones. After the nerf Anet decided to make it casual and open it to everyone so people would stop QQ ing about it. Appearently nothing has changed since months.. Anyways arah p4 takes 30 minutes or so when I do it with my group. Nothing is bugged you just didn’t understand the mechanics of that boss.
excuse me to be harsh as much as you have been to 90% of gw2 players but using cookie cutter builds and party has nothing to do with skill.
Its just taking advantage of the total unbalance of PvE.
I have a mesmer and have to play with optimized gorups for farming purposes (but i also play a lot with “pugs”)….
Well i can t see any skill requirement in such groups…..the challenge is trivialized by OP support and dps.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Let’s wait and see what Anet thinks are difficult dungeons. Somehow I suspect the rewards will be completely out of whack anyway and have nothing to do with actual time needed to finish or how hard a path is.
Initially I wasn’t thrilled about the idea of another festival, but our team took that as a challenge to implement a festival that plays much differently than the others. I think we accomplished that.
Just do me a favor and tell me a pliable story will be involved, i’m not asking for spoilers, just delivery.
There has always been a rifle available for karma that functions exactly like a mesmer portal skill.
Just put this:
http://i.imgur.com/4l4D0eN.gif
into this game, and I’ll be a happy man…
(ok, now I feel old)
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.
Just when I was going crazy with all those token and thousands of WvW badges and my characters couldn’t hold anything else they announce this with each token being its own currency! Yay!
Thank you a-net for this, it was a real need. Btw, as this is a “wallet”, will it allow to store more than 250 of each token like with laurels and karma right?