(edited by Alteraphim.4629)
You still get a large amount of drops from enemies that aren’t bags. Every time you pick up a fine or better item from a mob your MF had an effect on it. I do wish that MF affected chests, but I’m ok if that never happens
Just for the record can someone officially list the material requirements for all 3 tiers of precursor crafting with the corresponding current gold values. Just so we all have the pertinent information accessible for this discussion. Thanks.
This is OP’s version of how much it cost him for just first tier:
So I just finished my first precursor crafting collection for the precursor The Legend and finally got my recipe to craft the first tier precursor and found, to my dismay, that the recipe is way too overpriced. So what is required for the FIRST tier alone?
-35 Spiritwood Planks @ ~8g each (280g)
-10 Elonian Leather Square @ ~8g each (80g)
-200 Memories of Battle @ ~17.7s each (27.5g)
-200 Shards of Glory @ ~20.5s each (45g)For a grand total of about 430g! For the first tier! Meanwhile The precursor itself costs about 1100g, so you’re paying the equivalent of 40% of the precursor’s price for one out of 3 tiers, plus anything else needed for the collections themselves.
This is 1 reddit user’s account of the entire cost based on his cost estimates 2 days before OP posts this QQ thread:
https://www.reddit.com/r/Guildwars2/comments/3q5yf7/crafted_precursor_the_legend_through_collection/
Basically: OP’s version ~ maybe 800 g? maybe more?
Reddit user’s version (2 days before) ~ 600gNow that everyone’s buying all the materials used to craft the legendaries, its quite obvious that the price would only go up… Yet no one wants to wait and let the prices settle down, or to play the rest of the game while slowly building up the materials on the side.
Whats idiotic is that there are some people who expected ANet to basically give them the precursor for free, cuz they’ve had the game for 3 years, and “deserve it” or to continuously change the recipe based on a fluctuating market, lol.
I actually didn’t even realize this before. The guy who made it two days prior spent more gold to craft the first step than OP did. OP spent 430g, the reddit user spent 476g. It’s important to note that the finished price is still much less than buying a precursor off the TP, even allowing you to make a small profit if you were to buy all the ingredients.
It could somehow make sense if the damage reduction was significant and stacks had a shorter duration and a non-linear incremental effect, as it would become a sort of protection from fast-hitting skills or multiple enemies hitting at the same time (but the shorter duration would make it so that stopping to attack for a few seconds and bursting down would mostly ignore the effect).
But with the amount of toughness it gives now, one could as well just ignore the toughness part of the trait and just use it for the condition damage reduction.
It’s still a useful amount of reduction, ~12% (or 2.4% per stack) as opposed to the ~20% it was previously. Sometimes there are hits that you can’t avoid and this skill is good when they are in succession. You are still trying to actively avoid as many hits as you can
There’s a ridiculous amount of things you can do to make gold.
No, after ANet’s latest purge of gold income, there’s really not.
Yes there are
Precursor crafting, as I’m sure has already been said in this thread, is meant to offset the RNG chance to obtain a precursor. From what I have gathered, the total price to craft through the Legendary crafting option was based on the cost to purchase the it from the auction house.
If you choose to BUY everything, you’ll likely be spending about the same amount as you would have spent to purchase it outright from the TP. This, however, gives us the OPTION to farm for it.
As someone who dislikes mindless farming, I actually don’t mind the new system. The issue I had with farming before is there wasn’t anything I could farm to give me a better chance at obtaining a precursor to the point where I felt my time was worth it. Now, at least, I can say “I am going to farm this, this and this in order to guarantee getting this” and feel like my plan will work since I don’t have to wait for RNJesus to shower me with his steaming hot love.
sweats profusely
Time is a currency, but you have already set the value of it to whatever ANET thinks is appropriate when you sit down to play GW2.
That’s not true either. I mean, ultimately you might have to accept their decision or move on, but as a consumer, we have every right to express discontent with the current state of things and ask for change, and we might get it. That would be the preferred outcome for many of us, that they change their mind about how this system functions, and there’s no reason that can’t happen.
I didn’t say you couldn’t express discontent for it.
If you want to get it quickly than farming gold is the superior choice. If time is not an issue for you the collection is superior, since all of the mats can be gathered while doing multiple types of content and you can choose to either supplement it with any gold earned or not.
No, that’s wrong.
I mean, the individual parts of what you say are true, but the conclusion you reach is a false one. Yes, it is possible to farm up all the individual mats to craft the item, and that would take far longer than farming the gold (or just playing normally wherever and accumulating gold), but at the end of that process you’d have a ton of mats to make the Precursor with. And you could do that, but it would be very wasteful, because you could instead sell all of those mats, buy the Precursor off the market at a 15% mark-up, and still have a bunch of extra gold left over. It seems rather self-defeating to me.
Plus you’d still have to do a ton of questing to eventually complete the Precursor.
Don’t truly make this seem like a logical choice, “you can either do this, or that, whichever.” It’s not that. Instead it’s “you can either do it smart, or do it stupid, whichever.” That is not a reasonable choice to offer.
Except that, as of now, the collections are still cheaper than the AH. The fact of the matter is that IS a logical choice. You have another option to choose from when deciding which way is the most fun FOR YOU when obtaining a precursor. Once again, all relative.
(edited by Alteraphim.4629)
The way the precursor crafting is set up now isnt an alternative to buying one, its a straight up inferior choice. Why would I go and do random tasks in the world when I can farm and bank gold to the equivalent cost. Both of these are too expensive, and if the price is the same then crafting is an objective waste of time.
If you want to get it quickly than farming gold is the superior choice. If time is not an issue for you the collection is superior, since all of the mats can be gathered while doing multiple types of content and you can choose to either supplement it with any gold earned or not.
Time is exactly my issue. Time is a currency. If you are going to make me spend more time to obtain an item then I expect to be adequately compensated for my time. If I could buy a book for 10$ or buy the same book for 1$ a week over 10 weeks, why the hell would I pick the later? The better choice is to just save up 10$ and buy the book.
Time is a currency, but you have already set the value of it to whatever ANET thinks is appropriate when you sit down to play GW2. It’s also an extremely relative concept, so won’t address or add to that.
Why not choose the 10 week option and have 9$ for other things? The book will still be there in 10 weeks, hell, it might even go down in price. They are both valid ways, and unless that book is going to save your life somehow whether you have it now or later neither is superior outright (but certainly to different types of people)
The way the precursor crafting is set up now isnt an alternative to buying one, its a straight up inferior choice. Why would I go and do random tasks in the world when I can farm and bank gold to the equivalent cost. Both of these are too expensive, and if the price is the same then crafting is an objective waste of time.
If you want to get it quickly than farming gold is the superior choice. If time is not an issue for you the collection is superior, since all of the mats can be gathered while doing multiple types of content and you can choose to either supplement it with any gold earned or not.
Damage done = (Weapon strength) * Power * (skill-specific coefficient) / (target’s Armor)
It’s from the wiki, and leather armor wearers with no toughness added have an armor (armor = defense+toughness) value of 2064.
The first part of the equation doesn’t matter so much, we can sub 10000 in for ease of calculations.
2564 (5 stacks before change)
2364 (5 stacks after change)
10k/2364 = 4.23ish
10k/2564 = 3.90ish
.33 delta, divided by 3.90 = 0.084
8% increase in damage.
As a side note, here are the costs of the journey as of about 5 days ago
https://www.reddit.com/r/Guildwars2/comments/3q5yf7/crafted_precursor_the_legend_through_collection/?ref=search_posts
Honestly if they just removed the timegate from the crafted materials it would be more reasonable. And enough of this “that would ruin the economy excuse”.
Why wouldn’t it ruin the economy?
An MMO is about interacting with other players, trading with them is just that and Anet sees the trading post as an integral part of the game, they stated that many times.
If interacting with other players in various ways is not your cup of tea, maybe try solo rpgs.
I’m sorry but, an in-game window (The Trading Post) is ANYTHING but an interaction between player. It’s a system player can play with to get gold for their items, or get richer through dedicated market flipping. Sadly, everything revolves around it if you want to get something, now.
Getting together, in a group, accomplishing different steps to completing another component of a nice reward, is interaction.
Actually, that is remote interaction. What you seem to prefer is direct interaction.
To address the OPs point, I understand the argument about splitting the player base, but those groups have always existed. This expansion hasn’t driven a larger wedge between them, nor made either more distinct. Concerning getting the items you were after, it’s a bit unfair to use an expansion release as an example. A lot of things are in a huge amount of disarray due to the amount of gold and materials entering the economy right now, I think that we should all wait a little and see how things settle down. Furthermore, a lot of people have been listing two options on how to deal with changes to the system, and they are often “buy gold or farm money”. The thing about GW2 is this; you earn money and mats doing what you like to do. It may not be at the same rate as another way but wealth/mats are still acquired. No one is forcing you to buy the mats, no one is forcing you to buy gems. You aren’t locked out of enjoying endgame content because you are only allotted 1hr per day or less of play time. You will, however, have to wait longer to enjoy some of the content that is gated by time investment. You will still enjoy the game “to it’s fullest extent” on a longer timeline than the hardcore players.
AA nerf is ok , i mean its only 200 toughness that means about 5% damage reduction .
That is not accurate in the least. When in gear with no toughness on it, it is very significantly higher damage reduction percentage.
Actually, I just calculated it out and it is an 8% increase in dmg taken if you wore no toughness gear at all. It’s higher than his estimation but not that much higher.
People equate it to the necro’s trait but we still have more base armor to work with as an “adventurer class”, making our trait inherently worth more (in terms of EHP added), although this is based off the assumption that you maintain 5 stacks (and it only amounts to about 5% increased reduction compared to necro).
I think adding a feature with the intent of it being annoying is a bad move. Given your example, they talk about it being less so for strong willed sylvari. I would argue that you wouldn’t hear it because you are strong willed.
It seems cool but that would get really annoying after a while.
Let players play how they want within the games own defined ruleset as long as it isn’t using exploitation of a software bug
Fixed it for you
HoT seems more a DLC than true Expansion
in Guild Wars 2: Heart of Thorns
Posted by: Alteraphim.4629
You have to look at the price point another way though. You no longer have to buy the base game, so that’s 49.99 for Core and HoT. It doesn’t mean much to people who paid for the core game but moving forward that price is a very noticeable drop for players moving forward. There is enough content for that price because it includes the core game. Most companies still force you to buy the original game (at a lower price point usually) before buying the xpac, and that still ends up costing more than HoT. It does mean that this expansion is geared towards pulling new players in while at the same time rewarding veteran players. If it works, this expansion should benefit us in ways that extend beyond adding content (which will come, in an orderly fashion) by making it much easier for new players to acquire the game, and providing a long lasting incentive for new players to stick around.
The biggest reason people have a problem with this is that it removes some of the weight the mastery system might have been able to give to their character progression. Honestly, I don’t agree with that argument at all because I’m in the “I’ve been doing this content for years” club. Other people farming doesn’t invalidate anyone’s work completing masteries in whatever way they (the players) determine to be legitimate. Let players play how they want
US MMO culture is what makes it different, and we are by and large more caustic than any other culture
Most of them form small groups and kill mobs in places like auric basin and tangled depths after loading up on boosters. With boosters most mobs give 1500+ xp (much more in most cases). A quick group will hammer out more xp than an event can give in 10 secs.
What’s the cast time of the second part of brutal blade?
I mean, you guys know FO4 is going to be a big grind too, right?
as far as I can tell there is no nickel ore in game atm. Are you looking for this? https://wiki.guildwars2.com/wiki/Gather_dredge_ore_from_the_mine_for_Sven
There is also this
http://wiki.guildwars2.com/wiki/Chunk_of_Dredge_Ore
I can’t look at the collection yet, but I will in a few hours.
(edited by Alteraphim.4629)
I just noticed that my engineer says Wahoo when he uses rocket boots. Legendary
It would mess with the games economy and making money would be even more difficult. You can always salvage the item for mats, although the amount of value gained is negligible
Another cool option would be rust tooth skin. I like the dichotomy of having a Tree centered item in one hand (shield) and a Tree feeling tool in the other (rust tooth). Plus it’s a super cheap MF combine
HoT plot discussion and opinions thus far
in Guild Wars 2: Heart of Thorns
Posted by: Alteraphim.4629
I am not sure that ANET will keep that character dead. They will likely tie it into another elite spec and bring them back somehow, so I will wait to weigh in on it.
Actually, the fact that you are able to use a third party to circumvent this and “get up to speed” is pretty neat, especially since they don’t cost money. Once again, you don’t actually need to spend real money to get these, you can do a gems to gold conversion. You aren’t penalized for anything, given that this doesn’t stop you from completing any game content, but nor are you rewarded for joining the game after the rest of the playerbase. Here is a story so far for you for LS 1 https://www.guildwars2.com/en/news/recap-the-living-world-of-guild-wars-2/
And an additional place to find summaries
https://wiki.guildwars2.com/wiki/Living_World#Summaries
(edited by Alteraphim.4629)
Or, how about I paid for a game + updates? Let’s be honest, does anyone buy a mmo game and thinks they will never update it? Ofc they update it, the game would die if they wouldn’t. They are not doing updates because of their good hearts, they are doing them for game to survive and so they can make money. Tons of games, even single player games get free updates and dlcs, so what’s special here?
But you didn’t. Those updates weren’t guaranteed at the time of purchase and they haven’t been for any MMO. You paid for the game in it’s current state at the time of purchase, and assumed that it would be updated because that has been the cycle for similar MMOs. Whether it would die or not without those updates is a moot point, given that that relies largely on how successful cash shop items are in a game with no subscription. Content Updates are the playerbases reward for playing, because there wouldn’t be updates if nobody played, that’s how the gaming industry works. You could also argue that it isn’t the people who just play the game, but the people who shop at the gem store who kept it running.
If I buy a banana, I eat it. My reward for buying the banana was the gift of eating it. If I go to buy another banana, I don’t expect to get a piece of my new banana for free just because I bought a banana before.
If I go to see Avengers 1, I get to see Avengers 1. When Avengers 2 comes out, I don’t expect to see it for free because I saw Avengers 1.
Why do people think video games are somehow different in this regard? I literally do not understand.
What you’re not understanding is the costs that are associated with video games. Millions of dollars go into them, especially MMOs, and this is what has caused them to die. It costs so much money to build the game and release it, and then you need to guarantee x amount of subscribers a month at x amount of dollars per subscription just to survive in the game world. Otherwise, your company barely breaks even (or even goes under) as a result. This is what released the introduction of the F2P model of gaming.
Many games started developing “Lite” versions of games to get players to try them in hopes they would purchase the game, but that only goes so far. So then micro transactions were introduced as a way to generate extra income while also making a completely f2p version of the game after noticing that players were prone to spend more money when they weren’t forced to spend money. The big market for micro transactions are actually cosmetic items – things to make your characters look cooler. It doesn’t matter if it has any benefits to your character, people want them to look amazing. Henceforth why customizing your character and making them how you feel they should look has taken off in recent years.
Guild Wars essentially released an MMO that relied solely on sales of the games (back in GW1 days,) with little micro transactions until they got into Factions and Faction Wars, etc. How they survived, I honestly have no idea. But when GW2 was launched, it followed a similar path except that it now included a plethora of micro transactions. Not only could you spend money to make your character look more awesome, you could buy items that allowed you to gather materials permanently, buy gold essentially, and pretty much pay to win the game if you had enough money.
What started this entire thread was the foundation that Arena Net has completely disregarded its veteran players upon releasing/launching Heart of Thorns. They essentially do nothing to thank us for our patronage, and end up rubbing it in our face so to speak by making the base game free completely and forcing us to pay for an expansion if we want to continue to enjoy new content. If they would have given us a discount for owning the game for a length of time, or at least kept the original game at a certain cost and just released a “lite” version to sample it, that would’ve been different. But they didn’t…
Your example makes sense if you spent a lot of money in the cash shop, but even then that was something that you choose to do and spending that money gave you a reward on its own. I don’t think that an MMO should have a customer loyalty system for many reasons, and this one is one of them. Why should others get a discount because they enjoyed a product longer than someone else?
I have several discounts for various services, because i’m loyal customer for years and they appreciate that and show me with the discount. They understand that making their customers happy is more important than trying to squeeze every single penny out of them. Happy customer is more happy to spend money there, to tell friends about it, to support it, to look for other products from same developers etc…
And that argument that people use “you played a game all this time, that’s your gift, what the hell do you want?”, we can turn that around as well and say, that us playing the game that we paid for is a gift for Anet. If there are no players there is no game and money.
They rewarded you for that time already. You paid a set amount for a product at the time that you purchased. You continued playing (and for some of us, paying) and they in turn released new content (gem store or otherwise). Any content delivered outside of the gem store was free, even though it had an associated man-hour cost with it. You have been receiving these free updates for some time now, as a reward for buying the initial game. It’s hard to compare this to any other service since there is no monetary obligation after the initial purchase except for aesthetic reasons. For the expansion the development costs were exponentially higher (NCSOFT R&D costs were at 42.7 million US for Q1/Q2 2015, although that wasn’t just GW2), and it looks like they will abide by the same philosophy of “buy it once and receive all the updates for free”.
Why complaining about needing mastery lvls?
in Guild Wars 2: Heart of Thorns
Posted by: Alteraphim.4629
But that level up mechanic exists in all MMOs when an expansion is released. GW1 had new skills to grind with each expansion, WoW and many others have a higher level cap, eve has new skills to train, and so on and so forth. There needs to be some driving force beyond player preference to experience each piece of content. Gating that content using the mastery system is the same as having a content gradient across a level cap increase, we just get different ways to complete our journey.
I am also at work for a 12 hour shift. The semi conductor industry kills me
On a separate note, Free accounts are subject to limitations.
https://wiki.guildwars2.com/wiki/Account#Limitations
I don;t get your complaint, it’s basically " I don’t know the back story because I didn’t play the living world story so now I should just skip the entire storyline" Do some research and look it up, You’ll be missing out in my opinion if you just skip through every single thing.
I mean, why do I have to pay for this now as a newer player when everyone else got it for free? I just don’t understand that.
It was meant as a reward for those that started from that point and kept playing the game. The idea was to have an MMO with a story that evolved and continued as time went on, placing weight on the “everything is temporary” concept of the Living Story. It is a world that changes and grows with us in a given period of time. Complaints about missing that content permanently came up and this was their response to it; episodes are free if you log in during that two week period, or you pay for the pack using in game gold converted to gems or gems bought from the store. It’s a good system that still gives weight to the player decision to start playing the game earlier (I am, however, against player loyalty reward systems)and doesn’t overtly punish players who just got the game and don’t have access. Don’t you feel as though you should be rewarded for the time you spend in game? In this case it is via a choice to spend the time (or money) to earn the right to play a story that others had to have purchased the game at a certain point for. This system is far more forgiving than that of other traditional MMOs where content becomes obsolete. The fact that season 1 is still not available is a bit of a let down but I know that it is difficult due to the delivery method of the first season’s story content.
If I buy a banana, I eat it. My reward for buying the banana was the gift of eating it. If I go to buy another banana, I don’t expect to get a piece of my new banana for free just because I bought a banana before.
If I go to see Avengers 1, I get to see Avengers 1. When Avengers 2 comes out, I don’t expect to see it for free because I saw Avengers 1.
Why do people think video games are somehow different in this regard? I literally do not understand.
What you’re not understanding is the costs that are associated with video games. Millions of dollars go into them, especially MMOs, and this is what has caused them to die. It costs so much money to build the game and release it, and then you need to guarantee x amount of subscribers a month at x amount of dollars per subscription just to survive in the game world. Otherwise, your company barely breaks even (or even goes under) as a result. This is what released the introduction of the F2P model of gaming.
Many games started developing “Lite” versions of games to get players to try them in hopes they would purchase the game, but that only goes so far. So then micro transactions were introduced as a way to generate extra income while also making a completely f2p version of the game after noticing that players were prone to spend more money when they weren’t forced to spend money. The big market for micro transactions are actually cosmetic items – things to make your characters look cooler. It doesn’t matter if it has any benefits to your character, people want them to look amazing. Henceforth why customizing your character and making them how you feel they should look has taken off in recent years.
Guild Wars essentially released an MMO that relied solely on sales of the games (back in GW1 days,) with little micro transactions until they got into Factions and Faction Wars, etc. How they survived, I honestly have no idea. But when GW2 was launched, it followed a similar path except that it now included a plethora of micro transactions. Not only could you spend money to make your character look more awesome, you could buy items that allowed you to gather materials permanently, buy gold essentially, and pretty much pay to win the game if you had enough money.
What started this entire thread was the foundation that Arena Net has completely disregarded its veteran players upon releasing/launching Heart of Thorns. They essentially do nothing to thank us for our patronage, and end up rubbing it in our face so to speak by making the base game free completely and forcing us to pay for an expansion if we want to continue to enjoy new content. If they would have given us a discount for owning the game for a length of time, or at least kept the original game at a certain cost and just released a “lite” version to sample it, that would’ve been different. But they didn’t…
Your example makes sense if you spent a lot of money in the cash shop, but even then that was something that you choose to do and spending that money gave you a reward on its own. I don’t think that an MMO should have a customer loyalty system for many reasons, and this one is one of them. Why should others get a discount because they enjoyed a product longer than someone else?
The only thing we have an issue with is the swiftness trail effect from the buff. Since it’s a buff effect it’s not something that is usually toggle-able
Haha, I knew there was someone else out there that had an issue with it! As it stands, it seems like it would be fairly low priority
For the love of god. Ok so I have to go on youtube to watch Living Story 1, then pay for Living Story 2, then I’ll be caught up?
I heard the living story stuff was originally free? Why the hell did they start charging for it later? God kitten it. Really frustrating
You don’t have to play any of it to get caught up, Just watch a short summary on youtube and then jump in. It was only ever “free” in the two week time window. A lot of us missed out on a lot of content based on the time we joined. I missed a large portion of season one because I didn’t join right off the bat but I managed to make it for all of season two. If you still want to experience the content you can exchange gold for gems (I know a lot of people don’t like doing that) so that’s always an option, but no one is twisting your arm to do this.
The thing is, It wouldn’t be obsolete if they didn’t completely nerf almost every single way for non HOT players to make any money, and that’s a huge issue. I did not expect the changes to fractals to do the same thing that they did to dungeons…..But it seems Anet is just trying to cash out. I was fine with the dungeon changes only because I knew fractals were going to be a viable alternative for them to make some gold. Now all they have is the silverwastes and it’s only a matter of time before that’s nerfed too.
Do you think this was done to force you to buy the expansion or to help stabilize the economy once HoT was released. Their economist has gone into fervent detail about why a lot of the changes were made, given how hard it is to predict economic changes in an expansion situation. Actually, as a solution to that problem, wouldn’t dedicating a set amount of servers with rulesets that weren’t dependent on the HoT economy solve that problem? That way free players could enjoy the game without a “kitten” feel due to factors that were outside of their control (driven by the paying playerbase)
You see, if they would actually compensate us for our time, that would be different. Instead, our hours of game play seemingly became valueless due to the fact that they don’t even bother to recognize the veteran players…
They did compensate us for our time. We paid for a product and they did their best to support and grow and change that product for the better (this is a relative opinion I know). The expansion is basically a love letter to veterans that says “You have supported us so well that we can continue the story, and keep a world that you love running for x amount of time”.
At a certain point this is what an MMO lifecycle is designed to look like. Sure you have outlier games that still develop and change after expansions but for the most part the base game dies out and is considered “complete” and/or “obsolete”. I do understand your frustration though, although I don’t agree with receiving any compensation for the game going free. GW1 never went free, and you had to pay for each expansion. Even after price drops there was never any compensation (I own all GW1 expansions) so seeing them make the base game free left me in awe! It was definitely a breath of fresh air.
What are you trying to tell us with these numbers? Is this just the equivalent amount of money for the time spent unlocking the elite spec?
You can always go to youtube and watch a story summary. I think there is also a “previously on GW2” somewhere out there
I don’t think there is anything to be fixed. This is just one of the systems that is designed to give us more horizontal expansion and I think that it’s good the way it is. Once you train in a few masteries you start accruing hero points quite quickly. I have 9 characters as well, so I’m not speaking from a “just one main” stand point (although, this is still just my opinion). If you made it your goal I am assuming you could get your whole elite spec in a few days of playing, or a few weeks for a casual player. Since the game requires no monetary commitment outside of the initial purchase that seems reasonable and fair.
The game would not benefit from being seamless. Either from a mechanical or immersion standpoint
While the “block them back” mentality will get the job done, blocking someone should remove the ability to communicate with them entirely instead of just halting their messages.
A picture says more than a thousand words or angry forum posts.
oh my, that is so sad!
Yeah, all his friends died.
Also…
….when you superdodge at the end of a jumping puzzle
They explained that Living season one would return in the same vein as season two (i.e. episodic content at around 200 gems apiece). A timeline as to when this would occur was not given.
“Also, because Season 1 of Living World was not built with the Journal in mind, it will not be available in the story Journal on initial launch when Season 2 begins. We do hope to add Season 1 to the Journal in the future”
Taken from https://www.guildwars2.com/en/news/introducing-the-story-journal/