Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
My 2 cents towards european megaservers and their current implementation:
4 And they said, Go to, let us build us a server and a community, whose teamwork may reach unto heaven; and let us make us a guild, lest we be scattered abroad upon the face of the whole earth.
5 And the ANet came down to see the community and the teamwork, which the children of men builded.
6 And the ANet said, Behold, the people is one, and they have all one language; and this they begin to do: and now nothing will be restrained from them, which they have imagined to do.
7 Go to, let us go down, and there confound their language, that they may not understand one another’s speech.
8 So the ANet scattered them abroad from thence upon the face of all the earth: and they left off to build the community.
9 Therefore is the name of it called Megaserver; because the ANet did there confound the language of all the earth: and from thence did the ANet scatter them abroad upon the face of all the earth.
(edited by Mork vom Ork.2598)
I really like the idea of megaservers on maps; having activity out there is great! However, not being able to select between megaservers is tiresome; it’s made playing with one’s friends a chore of grouping and ferrying – when it works. This system would work much better with a selectable district system such as from GW1 so we can all tell each other “Go to Metrica Province 3” and we all just select the third district of Metrica and voila! All together, no muss no fuss.
Selectable districts would also solve a lot of the issues that are being had with subgroups, such as communities that speak languages other than English and roleplayers, if they just knew amongst themselves to aim for a specific district so as to find people who are playing the game in the same manner of socialization as they are.
Megaservers and Guild Missions
I’m the guild leader of a large EU (Desolation) guild. We do guild missions twice a week and have members of multiple nationalities. The megaserver system is raising two main issues for us:
- The guild is split when we join a map. Consequently we have to join up in one map via slightly awkward party hopping. In today’s mission we had two people activate Trillia in two different Fields of Ruins: only one group got credit.
- Guild mission activation can still be done by anyone in the guild. This is a larger issue now as we could have members who are not aware of what is going on activate missions on a different overflow to ours as we are taxiing into the map. We had to kick someone today for starting a mission before people are there: it’s not a pleasant experience and makes what is generally a fun guild event a bit of an organisational minefield.
Hopefully something can be done about these issues. I suspect they will be a significant barrier to guilds completing guild world bosses as well.
- Ben
This is a very serious issue and not only for karma gear, but for Badges of Honor gear as well. Those runes are locked in forever now since the extractor is waaaay too overpriced to be worth it.
Please fix this.
3 months and still no response, on purposefully removing the only way to transfer Runes to new gear, and then adding Upgrade Extractors at 5x the cost — in $$ (real money) — of Transmutation Crystals.
Original real cost to move Runes/Sigils in WvW/Karma/Order armor using gem store items (only current possible way):
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List of currently un-salvage gear that can cause expensive Runes/Sigils to become trapped, at the bottom of this post.
Hopefully this list at the bottom helps players understand the risk and sways them from buying Karma/WvW/Order armors to socket Runes/Sigils in until something is done about this issue.
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[Edited to update and also to input list of un-salvage gear that can trap Runes/Sigils in them. And actual cost. Changed some of the original post’s language to be more constructive. ]
Post updated a bit. To better raise awareness of true issue.
Can something be done about this please? You removed the ability for us to use Transmuation Stones to move Sigils/Runes to new pieces of gear.
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Example #1:
Example #2:
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The option to do so existed before the patch. We are not asking for something new. But for something to not be taken away from us.
It does exists now (upgrade Extractor) but at 5x the original cost. (50 gems Transmute Stone -> 250 gems Extractor.)
I want to believe this wasn’t intentional. And that something will be changed soon. (Either a price lower, a new Gem store item, or Salvagable Karma/WvW/Order gear.)
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Level 80 – WvW/Karma/Order armor salvaging isn’t profitable.
Maximum value of ecto profit if salvaged: (Full set of WvW/Karma/Order armor — using current value, will fluctuate)
thus the reason why it is pointless that they cannot be salvaged
Cost of level 80 Armors to purchase:
Extreme level 80 Karma Armor salvage example:
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List of currently un-salvage gear that can cause expensive Runes/Sigils to become trapped:
posted again here near bottom if someone is looking for just this
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Original real cost to move Runes/Sigils in WvW/Karma/Order armor using gem store items (only current possible way):
(edited by Ashadow.6874)
WvW suggestion here.
WvW seems to be neglected with features as of recently. The best thing you did so far was to make WXP Account Bound. Thank you kindly for that, but we expected more.
How about making a similar Rewards Track that you have in sPVP function the same way but in WvW?
From a concerned Bronze Invader,
Bullet
How about just removing the concept of ‘contested’ waypoints?
Because we are the Gates of Madness after all….. And this is how we roll in Bronze
Dear Dev’s , please add some female skins for armor almost every available armour in the game for asurans is based off the male armor model, which leave bare chest and other bad choices for us female loving folks. Other classes all have a male and female variation but asuran is left out. These cute lil folks need more options, I hate having only male choice when it comes to armor. This seems like a lazy option from the cosmetic dev team, put them to work on behalf of all the females out there.
So I was standing around in Queensdale being lazy as usual… When I noticed the sun took a certain shape. ArenaNet obviously has something in store for us.
(edited by Bastrios.1834)
I’ll finally be able to build a house for myself out of Bloodstone Bricks/Blocks.
With the current systems in place and even ANet admitting that wvwvw is not fair should we look at a better mass PVP playstyle? Not to mention a severe lack of server loyalty anyway, players would prefer to play with friends first anyway…
1) Use an EotM server grouping (colors) and timed battle system – more urgency, less worry about coverage
2) Assign players to color groupings based on population numbers already fighting – so players are distributed to the color with the lowest numbers – if players are in a group or in the same guild the group or guild is assigned together to the color requiring more numbers – a lot less worry about coverage
3) No weekly scoring system, rather put in Guild rewards and/or individual rewards – currency that can get you special armor/weapon/titles/minipets/Black Lion TP tickets/whatever
There would be less server vs server drama I suppose, but really is it something we need? This may also promote better guild play as currently many many players still play as individuals even being part of a large population guild…it may also foster a better GW2 gaming community? Who knows…
Better ideas, scathing remarks and opinions awaited…
Go play EOTM. It’s the casual, unaffiliated, meaningless play you seem to be looking for. Just because you’re not on a well populated server or are refusing to join up and get involved with a WvW guild/community doesn’t mean you can tear apart those of us that have and are a part of that.
Let’s simmer down a bit, this is getting necessarily heated. I believe the issue in question is, does a minimum increment of of 1c effectively represent a different willingness to pay or willingness to buy from the original price being compared against, and does that answer change relative to the end price of the item.
Obviously, in some cases 1c is just fine, but is that true in all cases? Why or Why not?
It’s much harder to prove that it is the same price because “technically” it’s a different price, so the origin lies on those who believe that it’s not an effective difference. I think an argument can be made somewhere, but lets do it as academically as possible. have to run, but I’ll be back to check on this shortly.
Here is my best approach at an academic explanation taken from a consumer point of view. Sorry for the horrible formatting of the equations.
My assumptions:
The value to a consumer is directly related to his willingness to buy
consumer perceived value(V) = willingness to buy
Value is a function of Benefit/Cost
V = consumer perceived benefit(B)/consumer perceived cost ( C )
There are two of the exact same product X and Y
Those two items are listed on the trading post 1c apart
To derive the change in willingness to buy/pay for an item with 1c difference:
Since the items are the same the consumer benefit is the same
Bx = By = B
Since 1 copper difference
Cy – Cx = 1
To find delta V
Vx = B/Cx
Vy = B/Cy
Vx-Vy = (B/Cx)-(B/Cy)
delta V = (BCy/CxCy) – (BCx/CxCy)
delta V = (BCy – BCx)/CxCy
delta V = B(Cy-Cx)/CxCy
delta V = B(1)/CxCy
delta V = B/CxCy
The change in willingness to buy is equal to a constant benefit divided by the product of the costs given all of the above assumptions. This proves as cost increases to a very large number the difference in willingness to buy will approach zero.
Hopefully my math is correct here as it has been a while.
(edited by Drago Ivansen.5398)
no thanks, I’m happy where I am.
We’ve built a community, there’s rarely queues and I can actually have an individual impact.
I always considered PvE to be the war-effort in support of WvW.
The megaserver completely wipes this concept and make PvE seem like a way to boost myself and not “friends” on the map. In fact, if I can gain something without friends gaining it, too, that helps my world in WvW.
Tight knit community. Why else play an MMO?
Why are you under the impression that customers who play WvW also play PvP?
Will Colin summarize exactly what the feature patch has brought to WvW? Lets not include WxP in the summary though because we’ve been waiting for that since November last year. As far as we can tell it has brought nothing. Unless you include uncertainty about its entire future as part of the game.
Some servers worked hard to create a thriving community.
I need an ‘unlike’ box to click
The majority of servers actually coordinate and have groups of guilds that work together and have strove hard to work together and to get where they are.
To suddenly make that mean nothing would be a huge turn off to all of those players.
Has nothing to do with coverage and everything to do with how certain people prefer to play this game.
I’m really scared of the impact this is going to have on WvW and server pride. I play on a lower tier server for a reason. I hate mindless zerging, and WvW is mainly what keeps me in this game since I view it as good end game content. I like the EotM maps, but I hate the mega server zerg mode of it.
Best solution in my mind is to leave the major cities/non combat zones out of this addition, and only have it take place in the open world.
in Battle for Lion’s Arch - Aftermath
Posted by: Aberrant.6749
I’m glad to have this break tbh… was getting burnt out.
Patch the holes with Blade Shards..
and duct tape..
lots of duct tape..
How about you keep your 2400 gems and stop trying to break our quality of life on lower tiers so you can get a stupid weapon skin?
Cheers John!
I virtually never died, so with nerf to champion loot/events I will be considerably worse off gold wise.
Cheers again John, thanks very much!
You’ve died 895 times.
Greetings and salutations.
With Season 1 of the Living Story drawing to a close, it seems appropriate to offer review and reflection of everything that has come thus far. Sadly, there is much to consider, as the brand new path trod by Anet has many missteps and mishaps along the way.
Rather than talk about individual flaws, I thought it might be best to take a stab at the overall writing style of the Living Story and the narrative flaws it continues to exhibit. Plot holes come and go, individual complaints will always remain, but the best way to help Season 2 is to consider the pitfalls of Season 1 from a writing and gaming perspective. And so, I thought I would offer up a bit of constructive criticism in silly infographic format.
For your consideration, Fifteen Lessons From Fifteen Months of Scarlet Briar.
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