Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
As long a your software runs outside the client, say on an os lvl, Anet has can not say anything about it, nor can they detect it either.
For instance certain mouses like the Razors have their macro set ups, that is not up to ANET to judge how you use your hard/soft/os.
Really?
He’s trolling, meaning that you buy a character slot and there you have your race change.
Which i would not mind if i didnt have to the kitten lvling again.
I would really like this service implemented, you can remake everything about a character, let us change its race as well. Reset story if its an issue, convert racial skills to equivalents.
Dead men deal no damage
Base HP pool at 15k
Bunker guardian play is dead in current spvp since there’s a reduction in personal healing and with thieves/necros running perma poison.
for pve you’re suppose to be zerker, dead mobs don’t kill players.
Dead players dont kill mobs either. I would suggest going full zerker but with runes of speed and Valkyrie weapon. Depending on your build it will cut a minimal part of your dps but add you 50% extra hp, and since ours is the smallest hp pool in the game 50% additional hp is well woth say 5% of your top ideal un interrupted damage (which never actually happens)
I think he’s saying that the people who clicked so many bags were using tools to help them click.
But, just buying bags and then selling everything proved to be almost break even, which means that players who had money and wanted to open a lot of bags, could have opened as many as they wanted.
1 Maize balm 8s instant 9 tot bags 54s
[quote=4537075;Tao.5096:]
(edited by Apolo.5942)
I always figured the NPCs were already staying over a bit, since they don’t depart until November 4th. That’s a +4 to Halloween, giving us a bit of extra time to complete our transactions. As much as I love Halloween, I think part of its appeal is the limited time that the whole event, including the NPC crew, is around.
Basically, having a bunch of NPCs with jack-o-lanterns and candy corns over their heads in April or July might be a little odd.
Santa and the Easter bunny are Americans.
Oh really? Seems rather international to me, with origins in Scandinavia. And hey, the North Pole isn’t located in the U.S.
The exploit would not be that profitable if it were year round?.
I don’t understand how opening more ToT bags than other people is an exploit.
Because you have cash for it.
You can afford something others can’t.I think they should be called hackers too.
Ban them all. Forever. Ever. Kthx.
This sounds like real life politics… You have too much money, you need to redistribute it to make things, “fair”.
Just because I spent several hundred gold on ToT bags, doesn’t make it an exploit… What about the people who bought foil wrappers on the gem store? Is that an exploit?
Nope that is pay to win which is acceptable in the context of this game.
So this is either an intentional game feature to give SOME players the ability to gather coveted resources and profit from them, Thus rendering the whole “Player Driven Economy” a meaningless term. Or It is an unintended feature thus a bug thus an exploit.
Erm, what exactly is a “not intended feature” here, considering that the balm works exactly as designed?
And farming generally gives some players (those that farm) the ability to gather coveted resources and profit from them (by selling them to people that did not decide to farm). That’s the whole idea behind that activity. The fact that you don’t want to do that doesn’t make it an exploit.
(also, again, for every bag that comes from maize balm farming there are hundreds that come from normal labyrinth drops. Not sure where you see that huge impact)
The exploit is where and how you use the valm not where you get it from.
At the time of this posting farming ToT from Maize Balm will earn you a net profit of 45.25 silver (that is after the purchase of another Maize Balm to continue the chain) in the time it takes you to load a map. That is if you have access to the map to do the exploit.
Bug From Wikipedia:
A software bug is an error, flaw, failure, or fault in a computer program or system that causes it to produce an incorrect or unexpected result, or to behave in unintended ways.
Exploit From Wikipedia:
An exploit (from the English verb to exploit, meaning “using something to one’s own advantage”) is a piece of software, a chunk of data, or a sequence of commands that takes advantage of a bug, glitch or vulnerability in order to cause unintended or unanticipated behavior to occur on computer software, hardware, or something electronic (usually computerized).
Chris Cleary BS PR answer on why they allowed it:
In a player driven economy, the demand of an item surpassing the supply generated by the playerbase will increase the value of it. While there are some items in these bags that are not based around cosmetics (the low drop rate of T6 mats), the price of these bags is directly relative to the cosmetic value that is being placed on them. While currently profitable, that profit is derived directly from other players and their willingness to play a higher price. In essence, this is a transfer of wealth not wealth generation.
So this is either an intentional game feature to give SOME players the ability to gather coveted resources and profit from them, Thus rendering the whole “Player Driven Economy” a meaningless term. Or It is an unintended feature thus a bug thus an exploit.
The issue is not the amount of ToT globally its their distribution and the exploit impact on it. Which they oh so casually omitted.
1. There’s no exploit (as confirmed by Anet).
2. people that opened upwards of 100k bags were, for the most part, not farmers, but people that bought them off TP.There are people that gathered several thousands of those tinfoils, by the way (look at the Gwynefyrdd thread).
Always nice to have access to an exploit.
…TP is an exploit? I admit, i have always wandered about that [/sarcasm]
See my signature.
There are people that gathered several thousands of those tinfoils, by the way (look at the Gwynefyrdd thread).
Always nice to have access to an exploit.
Last week ArenaNet posted on twitter that 137,944,233 Trick or Treat bags had dropped so far. That would be about 2.7 million Shiny Foil Candy Wrappers if all those bags were opened (there’s only ~100k bags on the TP, but who knows how many players have stockpiled, plus all the bags that dropped over the weekend).
If I had to guess, I’d say at least 4 million entries. It is indeed a raffle, one of the german devs posted details:
https://forum-de.gw2archive.eu/forum/game/gw2/Halloween-Waffen-Event/first#post409056
The issue is not the amount of ToT globally its their distribution and the exploit impact on it. Which they oh so casually omitted.
How can you exploit something that’s account bound?
By opening upwards of 20k ToT bags against a couple of thousands of the non exploiters.
Is it a set percentile chance per tinfoil or is it an actual global raffle? exploiters are going to have an advantage either way.
That is a fair point. Personally I also think the rats should have been removed, but I guess ANet’s crunched the numbers and figured with only a two week window for Halloween, it wasn’t worth putting a dev’s time onto changing the instance.
What gets people the most riled up above all is how easily this could have been fixed or amended, they could add the rats to the last instance and extend the event for another weekend for instance.
But no Anet chooses to let this fester.
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Well that is what happens when you introduce an exploit for some players and let it slide, quite frankly im surprised this was not more generalized.
A 10 minute patch to the last instance in the quest chain adding rats there, would have prevented this whole thing.
Why would you have to pay anything? you didnt before all this mess started, what exactly warrants removing player ability to experiment with the build they like?.
It would have taken 10 minutes flat in one of the numerous new builds since the event started to add 15 static rats to the last instance of the prince quest line, the one every one can access. Now the event is almost over and the damage done.
Since this brings double standards to issues that might resolve in your account being blocked and gives an unfair advantage to a sub set of the player base May be its time to take it off Anets hand and submit your comments To the BBB, under terms or quality of service issues.
http://www.bbb.org/western-washington/business-reviews/computer-software-publishers-and-developers/arenanet-in-bellevue-wa-22017235
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GW2, exploits addressed, if we feel like it.
I put in 1-2 hours a day in pve content which over a week makes something like 50g, while this week from maize farming it came out to about 400g. If anyone can look at numbers like that and say its fair (especially when a huge amount of players cannot do the same) then you have a pretty twisted definition of fair. Dont we have an “economist” on the games staff to make sure things like this dont need to happen to keep the economy in check?
I guess if this game doesnt define something that gives an advantage over other players as an exploit, we will just have to remember to check the forums/reddit before doing any content in the future because this will probably happen again. I still dont get how linen farming was an exploit when that also just moved gold around instead of creating it, but I guess the playerbase must have missed that memo where policy on exploits did a 180.
Not to mention the tin foil raffle.
I will be sure to bring this thread up every time they come up with a supposed “exploit”.
Awesome exploit for those that can use it.
We know that you’d like to have some info on this subject. But until there’s something of substance to say, devs wouldn’t post in the thread due both to their generally busy schedules and to our practice of talking about matters of this sort only when we’re able to provide something of substance, within a meaningful timeframe.
Thanks.
Busy with what?
Busy making another MOBA?
It is obvious that Guild Wars 2 is not getting the attention of 300 employees who work at ArenaNet.
Given the fact that it took them 2 years to put a kitten back piece filter on the trading post, i was asking my self the same thing lol.
+Nice Graphics
+The very basic idea of a fluid pvp system for an mmo was very interesting.
-The very basic idea of a fluid pvp system for an mmo was completely squandered, in particular with many static signature skills that completely contradict this model.
-Crafting system is a mess, it really shows they left if up to some korean dev or something.
-No trinity = stack and dps all day long
-Lots of meaningless traits that end up with only 1 or 2 viable builds per class
-Arena net takes ages to address the most basic and relevant things. IE they took next to 2 years to put a kitten back piece filter on the “auction house”.
-None existent deep system improvement and redesign. WoW changed its traits system every expansion until they came up with something they liked. Anet still some times looks at its failed current system, no action thou.
-Balance is none existent neither it acknowledges the most often heard and basic player feedback.
-Summoned minions are useless unless solo or in spvp. Necros and Rangers go kitten your selves.
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Putting static concepts in a game that often focuses so much on the ease of mobility and disengagement seems unwise. IMO, too strict adhering of this vision contradicts the way the game is actually played.
You end up with stuff like engineer turrets— popular in pvp but nowhere else. Not sure if that’s balanced. In the end, I really feel that the different game modes work so differently that balance cannot just be applied to all 3.
+1
Revert the staff / symbol of swiftness change and there really won’t be a problem unless you are caught with it out. The current symbol mechanic forces one to stand in it for a few ticks to get full duration. Team moves as a whole, various members have different runes, Guardian must stop again, wait, and then play catchup.
Yes, this is a team game. Yes, you should probably move as one. However, there are times when you can’t move as one, or you need to hold something, or you have to go back and catch the slow Asura (remember, they have small legs compared to us Humans). But my point remains. The symbol of swiftness right now is silly and doesn’t help any.
The rest of it, well, it is what it is. Guardian is the only balanced class today in my opinion. The rest are broken, unbalanced, and honestly make no bloody sense. Why a cloth or leather wearing class has more longevity in any fight is beyond me and makes this game frustrating.
You do realize we are on par with the 3 squishiest classes on the game right?, the fact that you sacrifice everything to virtually become a stone, does not mean you are balanced or durable, you are durable if you can do something else beside that.
From Booms post and video number 1 I tried to reverse engineer his build. The closest I could come to his stats was this build:
http://gw2skills.net/editor/?fVUQJASRn0HShQ2KEmDB/QqgfoyxmqCAsnhd4PvMGyRA-T1CBAB7pL4SVRw4BAE9+DcqGxoqMglyDAuEAZpEjRlgMcEAIFArKjA-whe gets 250 power from bloodlust stacks I presume. Higher numbers than in the video probably result from me inputting all gear as ascended while him having a few exotics still. Only stat I cannot see in the video is the # of condition damage. Might have to do with a celestial piece of gear. You can hit his “2219” vitality by subbing something for an additonal 1 or 2 Sentinel pieces.
Anyway, it looks like a very solid build. A very well-rounded one, but focusing more on physical damage rather than burning. Hence why this would be better than a celestial build one.
Thats a good build stats wise, but it lacks sustain, where does his sustain come from?.
How dependent is this build on consumables? hate builds dependent on them.
Fight moves on, you cant catch up, you cant support.
This really isn’t an issue because getting RS to avoid this is a build choice and every class has access to RS for whatever build they want to make. I’m pretty certain that’s why the runes exist; a few classes don’t have this in their toolset.
The real issue you have is why we can’t have RS as part of the Guardian toolset instead of runes. That’s been covered by the devs explanation of how the Guardian class concept works. I think it’s also part of the greater game approach; team co-operation is predominant so it’s not unreasonable to think that people organize to drop RS buffs for those that need it. In fact, this happens without organization. There are lots of angles that cover your concern without adding RS to the Guardian toolset directly.
Right, its no longer the medi build or support build, it is now the have enough run speed to keep up build. Something necessary to make a build viable is not a choice.
Let me try a different way … is there another issue people have with the class where a lack of runspeed is the symptom and not the illness? For me there is no argument; if the concept is team support, runspeed is not needed. So why does everyone want it?
I think the fundamental problem with the class is that supporting the team doesn’t have the same sort of direct feedback for player satisfaction like a class that instagibs someone or instaheals another player. It is pretty underwhelming to not know just how important supporting your team is; that measure isn’t as obvious to many players as killing someone. People think that their impact is more measureable with runspeed because they feel they can get in the fight more effectively with it. To some degree, they can, but it still doesn’t change that immeasurable ‘team support’ impact. Basically, people are re-inventing the class role because they don’t really get satisfaction and we know that runspeed can take this class part of the way through that transformation.
Forget the runspeed … it’s a dead-end solution for engaging. It won’t be supported because it’s not key to the class concept. If someone has a REALLY awesome argument for how the class concept is insufficient to compete, that’s exactly what is needed to influence change.
Fight moves on, you cant catch up, you cant support.
First: It’s not an exploit. An exploit is the benifitial abusing of bugs. And there is no bug.
Second: Through this, no gold is generated, it’s the opposite. What farmers do, is to sell the stuff they find to other players which then pay the gold and 15% of the price simply evaporate. So the amount of available gold in the game actually drops through this.
In FACT, to add to this point, it is ACTUALLY those that are “farming the Labyrinth for hours on end” that injecting huge amounts of gold into the game’s economy. I’ll just chalk the OP’s misunderstanding of the vast difference between these two activities as ignorance or jealousy.
Nothing to see here folks. Carry on.
lol you are seriously going to say that running random drop in the labyrinth out farms getting 15 trick or treats in like 10 seconds flat? I want some of what you are smoking.
Except farming the Labyrinth drops REAL COIN, adding gold to the economy. Farming and selling ToT bags transfers wealth between players. Instead of ‘smoking things’ maybe you should read some books.
I have no problem stating that i cant access the exploit, does not make it less of an exploit thou.
First: It’s not an exploit. An exploit is the benifitial abusing of bugs. And there is no bug.
Second: Through this, no gold is generated, it’s the opposite. What farmers do, is to sell the stuff they find to other players which then pay the gold and 15% of the price simply evaporate. So the amount of available gold in the game actually drops through this.
In FACT, to add to this point, it is ACTUALLY those that are “farming the Labyrinth for hours on end” that injecting huge amounts of gold into the game’s economy. I’ll just chalk the OP’s misunderstanding of the vast difference between these two activities as ignorance or jealousy.
Nothing to see here folks. Carry on.
lol you are seriously going to say that running random drop in the labyrinth out farms getting 15 trick or treats in like 10 seconds flat? I want some of what you are smoking.
First: It’s not an exploit. An exploit is the benifitial abusing of bugs. And there is no bug.
Second: Through this, no gold is generated, it’s the opposite. What farmers do, is to sell the stuff they find to other players which then pay the gold and 15% of the price simply evaporate. So the amount of available gold in the game actually drops through this.
You can sell the corn to np or players or the bags, plus there is the tin foil that drops in them, so some players actually have a bazillion higher chance at prize than others.
Vial of Maize Balm. Exploit or Financial liability for Arena net?
Here is a video of a repeatable exploit which allows very high amounts gold per minute.
https://www.youtube.com/watch?v=DWw9ODTr45k
This exploit is repeatable as long as you dont advance the quest that it involves, get in do it get out, thats it.
Now Is this an exploit? if so players who used it (and it is very easily traceable) should be punished accordingly. If it isnt, then isnt this a financial liability for arena net?. Think about this, this method floods the market with gold, which in turn is converted into Gems, which they also SELL. This means players who can still exploit it get potentially unlimited free services, where as the rest of us have to farm the labyrinth hours on end.
In a player driven economy, the demand of an item surpassing the supply generated by the playerbase will increase the value of it. While there are some items in these bags that are not based around cosmetics (the low drop rate of T6 mats), the price of these bags is directly relative to the cosmetic value that is being placed on them. While currently profitable, that profit is derived directly from other players and their willingness to play a higher price. In essence, this is a transfer of wealth not wealth generation.
As far as this specific spawn of ambients is concerned, it’s defiantly one of the faster ones to farm. As long as the playerbase is willing to pay for that item, and the demand remains higher than the supply, it will be profitable. This is not an exploit, it’s the playerbase saying “thank you for farming this, because we didn’t want to”.
This is a bullkitten argument, the same can be said for every kitten “exploit” now that, term means nothing here, This is a distributed client server application, short of hacking, everything being done in this game is done through the tools provided by the interface, under your definition, there is no such thing as EXPLOIT, only the repetition of an allowed action through the interface.
Yeah, this is BS, we completed the instance how you are supposed to and we are SOL.
It either needs to be reopened for everybody or those who farmed it punished as exploiters, there is no middle ground.
This is sanctioned cheating, i have farmed the kitten labyrinth for hours, there is this way to do it which i can not access because i completed the event as you are supposed to. If this is not addressed the term exploiting is meaningless in this game.
In fact there is probable financial liability here, since farm = gold = gems = money.
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Well let me explain my position and you can offer a rebuttal. We all know DPS Guardian hasn’t seen the light of day in top-tier play due to a multitude of factors. Lack of:
Reliable dmg
Mobility
Controlling conditions
Less than average sustain with said dps builds.And now i’ll explain why the Bunker Guardian is going to see the way of the dinosaurs. The one and most important thing a Guardian brings to a fight is the ability to revive far better than any other class. Why not just bring a Cele that not only sustains better but is more mobile and actually applies offensive pressure?
Edit: but it just makes absolutely no sense. What thought-process was involved when making the Guardian? Here’s a melee-centric class that can’t run, can’t control and has low health.
Edit again: If the whole point was to make a class “stand its ground” in a VERY mobile game, then that’s just terrible class design.
Im telling you guardians are thives with no venom, lower damage, no stealth, no ranged weapon. But we do get an average 1 block every 10 seconds or so…. Thou this thread was more oriented to WVW which is where move speed actually matters.
Eh. I started complaining en masse after the introduction of the megaservers. From a highly populated server I suddenly moved to the middle of the zergfarm traffic, which turned the most beautiful and interesting MMO I knew into a parody of itself. It’s still a good game, but… With the horrible population imbalance it’s lost so much of its soul, it’s sad.
I’d just like to have a way to escape to less populated maps… Not empty ones, but similar to those Piken had before MS hit.
they needed the mega servers to hide the ever decreasing population. It blew in their faces as most of the things they have implemented lately thou.
The thread itself is misleading … what is the actual complaint about if it’s not about having runspeed to choose engagement? If we don’t need runspeed, why complain we don’t have it? Is this one of those “players should get want they ask for, no matter what it is” threads?
Who says we dont need it? The complaint is that making a rune set mandatory kills our build diversity. This is nothing new, this has always been the complaint about us lacking said trait.
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I have no problem with the idea being the first in and the last out. How ever it brings little surprise given the constant train wreck balance has been in this game, that developers do not understand that for such thing to happen and you be the last out, you actually have to have the ability to stay there in the first place.
Also disengage is never about constant speed, specially so when everybody and their mother already moves at that speed. Is about CC and displacement(be it in the form of stealth, teleports, jumps or what ever have you). Which we have neither.
In fact the train wreck that is this game is kind of hard to understand. In pvp and Wvw the skills that matter the most are complete opposites in function (in general), are control work best in one and movement and displacement control work best in the other, how in gods name is it possible to mess something so mutually exclusive up.
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I welcome the try, but no plus speed rune is a non starter for me, specially so in wvw
How on earth is 25% passive move speed a disengage tool when every other class has already access to and uses it and we get it through one of our 2 mandatory set of runes?
I mean, it is not like it is been not asked since day 1 or that guardians aren’t the only class with out an easily accessible trait of it.
Hammer has no place in roaming, roaming weapons for all classes are:
a- Ranged ones
b- Melee ones that provide significant gap closer
c- Melee ones that have such crazy ramp damage that can overlook B and even then they struggle.
Hammer has neither A, B or C.
Spirit skills still need rework, as much i would love to use SoA on combat is not that efective at all.
This ^ really.
As is you have to invest far to many traits to make spirit weapons do viable damage & even after that they die extremely easily.
+ there is the fact that investing to make spirit weapons viable leaves you personally much weaker, especially to conditions & bursty damage.
I have talked to allot of friends & most have said they would like psirit weapons changed in 1 of 3 ways.
1: Consolidate the traits down to a maximum of 3, & make one of said traits double the spirit weapons base health while making them do their command upon death (similar to ranger spirit traits)
2: Make spirit weapons more like bundles/conjured weapons. (they last for a set amount of time & give you 5 new weapon abilities while active)
3: Make them a bit more like banners, albeit ones that could be commanded for a special effect (they would be stationary, give every ally in a set radius a positive effect & every enemy in the area a negative effect, they could be commanded for a special effect)
3: Absolutely not, the last thing this game needs and guardians even more so, are fixed static skills that dont work in WvW.
1 and 2: suffer the same problem that Necro and current spirit weapons suffers, which is at its core a design flaw in the skill categorization. What i mean is, currently the game is designed (or at least wanted to be) around your weapon giving you your combat/offensive skills and your 5 pickable skills giving your your heal, 3 utility skills and 1 elite. That is what they wanted to do, in reality what ended up happening is that almost every class out there breaks this rule, being summons the Major offenders.
For the guardian in particular, most builds rely on your utilities to double as your healing skills due to the lack of sustain and base “toughness”. Lets take a look at spirit weapons. Sword and Hammer flat out do not work as utility skills, they work as extra damage and a combat move in the case of the hammer. Shield works more like a defensive combat skill with the option to do burst damage, than a real utility skill. The bow is the only one that actually works as a utility skill but also doubles as a healing.
In general what happens is you end up using utility skills as combat moves or double tasking, which breaks the basic design of the game, on top of that 3 out of 4 of your spirits work as combat skills instead of utility skills, and the remaining one is weak at best. Yet on top of that you have to invest an insane amount of points, basically going all or nothing into to it to make it worth it, and given the nature of their long cooldown and the traits points investment you can not mix and match other skills either.
As i said, this happens with all classes, what was intended to be particular for the engi, ends up happening with every class out there, it just happens that this breaking with design at every corner, crashes the loudest on the guardian.
But can balance be achieved if the game is fundamentally design flawed?. Its no big secret this games pvp failed miserably.
You have classes where 2/3ds of its signature skills are useless in 2/3rds of the game.
Classes static over time ground target skills in a game designed around fluid moving combat.
Gross advantage of ranged over melee in 2 out of the 3 game modes of the game.
The game is fundamentally design flawed it goes beyond simple balancing and its essentially dead pvp and wvw show it very much.
If the game design is so flawed that not even the best players can overcome it, then that’s what I consider fundamentally flawed, and thus it needs to start at the top.
Also, melee is dominant in 2 out of 3 game modes (pve and wvw), so not really sure what that comes from. I do agree that a lot of skills and traits are useless but Anet is moving to fix them. Though it does seem like pvp is a trainwreck in terms of balance regardless /shrug
2 years after lunch
Design precedes Balance, if you kitten up design, balance cant save you.
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