I don’t feel like I get them fast enough
I have several character ideas I want to make when the slots go oon discount again so I can pick up a couple and I’d love to have enough to level them all (I don’t currently)
I do feel that for people who don’t need them they should provide slightly more utility, like 3 spirit shards instead of 1 (especially now that we don’t earn spirit shards on level up anymore)
But I don’t want to see less of them, sorry
I get them every time I level up.
Yes it is actually recurring with me that I prefer choices in how I play to an MMO experience “on rails”.
And I also disagree that an MMO “is all about” things you must do to earn certain rewards. Imagine an MMO that allowed you to gain one type of currency with ANY gameplay you preferred. Say you could earn it by Open World PvE, various instanced PvE, WvW, PvP, crafting, fishing, gathering, trading, etc. Then you could trade this currency that you earned by doing what you like in the game for any reward that you chose.
I have played the majority of AAA western MMOs as well as several asian MMOs and have never seen as many different currencies as in GW2. It’s a bit ridiculous really.
Well, your idea is just wrong then. I have yet to play an MMO that doesn’t have the algorithm “Do this activity Get that thing” which means you MUST do something to get things.
I don’t get what currencies have to do this discussion at all. Even if there was ONE currency, this and every other game would still follow the “Do this activity Get that thing” algorithm.
I don’t get what player willingness has to do this discussion either. Achieving content that no player will dislike is an insurmountable task. They serve a market; if someone isn’t part of that market, then the player needs to make better choices about what games they play, not the company to try to placate that player with content they want.
My currency example is to show a method where you could allow players to play how they want and all have access to the same rewards. It’s really very simple.
Except the point of the rewards tied to content is to actually do the content that the rewards are tied to.
And many people object to an “on rails” gaming experience (which is the point of this thread).
Then they don’t have to earn those specific rewards. I’m pretty sure Anet doesn’t want to develop content that will get ignored because people banked up “currency” from elsewhere in the game.
True, many people could just give in and do what they don’t like, or could decide not to go for a reward that involves content they don’t like. Or the customers could provide feedback to the company who can then choose whether they want to do something about it. Perfectly valid option.
Which the company appears to have made their stance known based on how rewards have been tied to specific content. It’s a very key method to drive players to do specific content.
A stance which has changed over the game’s lifespan. Legendary weapons used to be only obtainable by buying a precursor or making it in the forge, have gotten legendary journeys, then what we have now.
Alongside rewards being solely available in a gamemode also reward tracks have been added in the last two years for WvW and PvP.
So, it’s not like rewards are ONLY tied to specific content, and it’s not that rewards are ONLY right if available in multiple avenues.
Though for legendary weapons it’s kind of strange to be nitpicky about what you need to do.
Precursors are not the same as they weren’t tied to specific content. You could get them as a drop anywhere of but them off the TP.
The only thing reward tracks provide that can be obtained elsewhere are dungeon skins. This is also different from being able to bank a currency to buy up future rewards.
Prices are falling fast.
Sell that hoarded overstock while you can, flippers!
It’s a nice short-term shock, but does anyone have initial data on the estimated new drop rate?
People claiming 50%.
Probably too soon to hope for the “salvaged 200 hides” posts yet. But if 50% holds, that’s a huge change over the ~8% from before. I might even go join the farm next time I need leather.
Not too soon lol
https://www.reddit.com/r/Guildwars2/comments/6mokz8/the_new_lake_doric_leather_farm_results_using_a/
Prices are falling fast.
Sell that hoarded overstock while you can, flippers!
It’s a nice short-term shock, but does anyone have initial data on the estimated new drop rate?
People claiming 50%.
Yes it is actually recurring with me that I prefer choices in how I play to an MMO experience “on rails”.
And I also disagree that an MMO “is all about” things you must do to earn certain rewards. Imagine an MMO that allowed you to gain one type of currency with ANY gameplay you preferred. Say you could earn it by Open World PvE, various instanced PvE, WvW, PvP, crafting, fishing, gathering, trading, etc. Then you could trade this currency that you earned by doing what you like in the game for any reward that you chose.
I have played the majority of AAA western MMOs as well as several asian MMOs and have never seen as many different currencies as in GW2. It’s a bit ridiculous really.
Well, your idea is just wrong then. I have yet to play an MMO that doesn’t have the algorithm “Do this activity Get that thing” which means you MUST do something to get things.
I don’t get what currencies have to do this discussion at all. Even if there was ONE currency, this and every other game would still follow the “Do this activity Get that thing” algorithm.
I don’t get what player willingness has to do this discussion either. Achieving content that no player will dislike is an insurmountable task. They serve a market; if someone isn’t part of that market, then the player needs to make better choices about what games they play, not the company to try to placate that player with content they want.
My currency example is to show a method where you could allow players to play how they want and all have access to the same rewards. It’s really very simple.
Except the point of the rewards tied to content is to actually do the content that the rewards are tied to.
And many people object to an “on rails” gaming experience (which is the point of this thread).
Then they don’t have to earn those specific rewards. I’m pretty sure Anet doesn’t want to develop content that will get ignored because people banked up “currency” from elsewhere in the game.
True, many people could just give in and do what they don’t like, or could decide not to go for a reward that involves content they don’t like. Or the customers could provide feedback to the company who can then choose whether they want to do something about it. Perfectly valid option.
Which the company appears to have made their stance known based on how rewards have been tied to specific content. It’s a very key method to drive players to do specific content.
There is an issue where a consume all option could cause people to accidentally use too many when leveling their characters. Whether this is a significant issue that prevents this option would be up to Anet.
What they could do is give Miyani an option to trade spirit shards for your tomes.
We’re still within the 2-3 month period. They said it would take longer than the others. It not getting a teaser trailer today isn’t a big deal.
I suggest people calm down and not build up hype about a specific date only to set themselves to be let down.
Prices are falling fast.
Significantly increased the chance that Bloodstone-Warped Hides may be salvaged into Hardened Leather.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-11-2017/first#post6642652
Pink and purple
Someone calculated it to be a loss of 100G in savings if they maxed every crafting profession.
Yes it is actually recurring with me that I prefer choices in how I play to an MMO experience “on rails”.
And I also disagree that an MMO “is all about” things you must do to earn certain rewards. Imagine an MMO that allowed you to gain one type of currency with ANY gameplay you preferred. Say you could earn it by Open World PvE, various instanced PvE, WvW, PvP, crafting, fishing, gathering, trading, etc. Then you could trade this currency that you earned by doing what you like in the game for any reward that you chose.
I have played the majority of AAA western MMOs as well as several asian MMOs and have never seen as many different currencies as in GW2. It’s a bit ridiculous really.
Well, your idea is just wrong then. I have yet to play an MMO that doesn’t have the algorithm “Do this activity Get that thing” which means you MUST do something to get things.
I don’t get what currencies have to do this discussion at all. Even if there was ONE currency, this and every other game would still follow the “Do this activity Get that thing” algorithm.
I don’t get what player willingness has to do this discussion either. Achieving content that no player will dislike is an insurmountable task. They serve a market; if someone isn’t part of that market, then the player needs to make better choices about what games they play, not the company to try to placate that player with content they want.
My currency example is to show a method where you could allow players to play how they want and all have access to the same rewards. It’s really very simple.
Except the point of the rewards tied to content is to actually do the content that the rewards are tied to.
And many people object to an “on rails” gaming experience (which is the point of this thread).
Then they don’t have to earn those specific rewards. I’m pretty sure Anet doesn’t want to develop content that will get ignored because people banked up “currency” from elsewhere in the game.
Yes it is actually recurring with me that I prefer choices in how I play to an MMO experience “on rails”.
And I also disagree that an MMO “is all about” things you must do to earn certain rewards. Imagine an MMO that allowed you to gain one type of currency with ANY gameplay you preferred. Say you could earn it by Open World PvE, various instanced PvE, WvW, PvP, crafting, fishing, gathering, trading, etc. Then you could trade this currency that you earned by doing what you like in the game for any reward that you chose.
I have played the majority of AAA western MMOs as well as several asian MMOs and have never seen as many different currencies as in GW2. It’s a bit ridiculous really.
Well, your idea is just wrong then. I have yet to play an MMO that doesn’t have the algorithm “Do this activity Get that thing” which means you MUST do something to get things.
I don’t get what currencies have to do this discussion at all. Even if there was ONE currency, this and every other game would still follow the “Do this activity Get that thing” algorithm.
I don’t get what player willingness has to do this discussion either. Achieving content that no player will dislike is an insurmountable task. They serve a market; if someone isn’t part of that market, then the player needs to make better choices about what games they play, not the company to try to placate that player with content they want.
My currency example is to show a method where you could allow players to play how they want and all have access to the same rewards. It’s really very simple.
Except the point of the rewards tied to content is to actually do the content that the rewards are tied to.
Scarlet. :P
Again … the solutions being put forth are bandaids. Grind to buy. No, just no. While it is good to know how to make money, as we all need it in the game, I do not truly believe it is Anet’s intention for the primary focus of the game to be ‘grind X content over and over again in order to be able to afford to purchase a material since the drop rate is pathetic’. Truly, I don’t. They put too much work and effort to give us a beautiful game that goes beyond farming SW, farming lvl 40 Fractal over and over again, etc.
As far as RIBA goes, LOL. I used to play a lot in SW, well over 300k worth of crests. But the last time I did and a well-known SW guild was doing RIBA what I saw was this: A few players not in the raid group who didn’t know what was going on barely kept the keeps from being lost while everyone else followed the commander, tagged mobs and got credit for all the keeps whilst doing next to nothing for the wins. When I questioned in raid chat if that is what was happening, I was unanimously told yes. That was the last time I did RIBA. My heart was broken. I loved SW. Talk about an exploit. The players in the raid group were exploiting the other people. No thanks.
The squad should be spread out and not all grouped on the commander when doing the rotation. If people are properly spread out, there’s always someone at the keeps and almost always someone to help defend part of the supply escorts.
An hour of Silverwastes doesn’t give 35 gold. And that’s not enough to do a kitten thing with leather, anyway.
If the economist wasn’t stupid, he’d see that equalizing refinement and crafting between leather and cloth would equalize the values, since Leather and Cloth are acquired via the same means. Sure, there are a bit of value discrepency through demand between classes, and a few excess material sinks in the form of minor crafting projects like Mawdry, but it would quickly balance out, and provide a decent sink alone for any excess.
This is simply untrue.
If you do Silverwastes with 100% efficiency for an hour, you can make 40g, 25-35g are the averages of silverwastes depending on the commander.
If you decide to sell everything you lose more because of taxes, but it’s pointless to keep the T3-T4 mats because you can’t use them for anything.
Are you factoring in the time it takes to earn crests to buy the keys?
You get crests as you’re doing RIBA, no time needed to factor in. You earn way more crests than you can use keys.
If you decide to sell everything you lose more because of taxes, but it’s pointless to keep the T3-T4 mats because you can’t use them for anything.
T3, T4 mats are needed in crafting ascended components, i.e., Damask, Elonian Leather, Spiritwood, Deldrimoor Steel. If you don’t want these components, you can sell them.
Which is exactly what I do…
I’ve done RIBA as well as farmed years ago. Based on the prices then, and what they are now, there is no way that you’re earning up to 40G/hr.
An hour of Silverwastes doesn’t give 35 gold. And that’s not enough to do a kitten thing with leather, anyway.
If the economist wasn’t stupid, he’d see that equalizing refinement and crafting between leather and cloth would equalize the values, since Leather and Cloth are acquired via the same means. Sure, there are a bit of value discrepency through demand between classes, and a few excess material sinks in the form of minor crafting projects like Mawdry, but it would quickly balance out, and provide a decent sink alone for any excess.
This is simply untrue.
If you do Silverwastes with 100% efficiency for an hour, you can make 40g, 25-35g are the averages of silverwastes depending on the commander.
If you decide to sell everything you lose more because of taxes, but it’s pointless to keep the T3-T4 mats because you can’t use them for anything.
Are you factoring in the time it takes to earn crests to buy the keys?
How are they legendary if all that you did was grind world bosses all day which requires little effort as you can semi-AFK them?
You ignore the part where I wrote that the devs need to make sure that the time and effort is similar to other ways of acquisition. This means that just semi-afking a World Boss would not get you closer to a legendary weapon. On the other hand, just exploring the world does that now, every newly discovered waypoint is a little step closer to a legendary weapon. You could literally just hit outorun in one direction and get XP and a tiny bit more world completion, that’s less effort than semi-afking a World Boss.
Autorun doesn’t get you very far at all and you very well could not activate a single WP or POI.
So Anet should revamp world bosses yet again in order to make it so that those that want to do only world bosses can get their legendary weapons? How would they even revamp them so that players put in the same effort/time as it takes right now?
Players will not enjoy everything in this game just like they wouldn’t in other games. Anet tends to put in rewards to incentivize players to do various content which players may not normally do. You saw this with dailies, legendary weapons, and so on. If the rewards are not worth earning by doing some things that you do not want to do then simply don’t go for them.
To go back on topic with achievements and mastery points, Anet has given players plenty of choices in which mastery points players can earn to max their masteries. The complaints I see from players about the “lack of choices” is from those that complain only after they crossed off a bunch that they didn’t want to do.
(edited by Ayrilana.1396)
Imagine me being able to get legendary weapons from just doing world bosses because that’s all that I want to do.
Why not? It’s just a question of how killing World Bosses would lead to a legendary weapon. Just having them drop is boring and too easy. World Bosses could drop specific items that are needed though, or achievements could be related to the acquisition. They could even time gate drops like they do with Legendary Insights in raids (for armor though). And material requirements don’t have to change because buying them or farming them is something that can be expected from everybody. Maybe add a challenge mote to World Bosses that triggers their spawn outside the normal schedule. Triple Trouble challenge mote would certainly be something a random pug couldn’t do.
There are ways to let people play the way they want, without diminishing the value of rewards. If World Bosses were a path to a legendary weapon, the devs needed to make sure that the effort and time spent on getting them equals the time and effort people spent on other paths of acquisition. It’s not even like that now, because the material part can be done by sheer monetary power (gems to gold) and some precursors can be bought on the trading post. And you don’t know what people did to get the precursor or the materials.
How are they legendary if all that you did was grind world bosses all day which requires little effort as you can semi-AFK them? Almost on the grounds of the core ones which could be bought. At least the new ones require you to do multiple things without taking shortcuts.
if you’re going for a legendary, you must do some things you might not enjoy.
Not sure why.
It should be obvious … the game is not designed around an individual’s wants.
Just because the game is not designed around each person’s wants does not equate to people must do things they don’t enjoy. An alternative to forcing players to do things they don’t want is for the devs to create choices in the system, for instance.
If they cater to every player
Creating choices /= “cater to every player”. No need for hyperbole.
But what if some players still don’t want to do those choices?
if you’re going for a legendary, you must do some things you might not enjoy.
Not sure why.
It should be obvious … the game is not designed around an individual’s wants.
Just because the game is not designed around each person’s wants does not equate to people must do things they don’t enjoy. An alternative to forcing players to do things they don’t want is for the devs to create choices in the system, for instance.
If they cater to every player and allow them to obtain anything from solely doing what they want to do then the entire reward structure falls apart. Imagine me being able to get legendary weapons from just doing world bosses because that’s all that I want to do.
Te be fair, two times in ten is regular if the interval is reasonable consistent.
Once per week I eat at the same restaurant. That is one meal in twenty one. I am a regular there.
Would 1 in 100 be regular if the interval is reasonably consistent? How about 1 in 1000?
If we go under the assumption that RNG within the game is consistently applied (e.g. an item with a 10% drop rate always drops 10% of the time on average) then most things could be considered consistent.
The only other part of ‘regularly’ would be frequency which was what I was addressing. I disagreed with 2/10 being regular just as 2000/10000 wouldn’t be regular either. If we apply it to ore/wood, that’s like 7/100 or 70/1000. .
Two in ten could very well mean once every few seconds. Seems pretty frequent to me.
Except we’re talking about strikes on nodes which makes it every five strikes we would get an extra strike for plants and every 100 strikes we would get 7 extra strikes for wood/ore. If this is frequent/regular (the first one perhaps) then so is the rate that it’s at right now.
(edited by Ayrilana.1396)
Te be fair, two times in ten is regular if the interval is reasonable consistent.
Once per week I eat at the same restaurant. That is one meal in twenty one. I am a regular there.
Would 1 in 100 be regular if the interval is reasonably consistent? How about 1 in 1000?
If we go under the assumption that RNG within the game is consistently applied (e.g. an item with a 10% drop rate always drops 10% of the time on average) then most things could be considered consistent.
The only other part of ‘regularly’ would be frequency which was what I was addressing. I disagreed with 2/10 being regular just as 2000/10000 wouldn’t be regular either. If we apply it to ore/wood, that’s like 7/100 or 70/1000. .
(edited by Ayrilana.1396)
However, I do want to address the “entitlement” discussion. I can certainly see and mostly agree with those considering this definitely in the area of entitlement. Still, the legal concept of “right of way” comes to mind. http://www.telegraph.co.uk/finance/property/advice/propertyclinic/8568033/Property-advice-Right-of-way.html Basically if you walk over someone else’s property long enough without them complaining, you create an ongoing right to do so.
This is what I tried to describe in one of my earlier posts (I’m not a native English speaker so I didn’t know what it was called). There is a similar principle when it comes to income earned for a number of work hours over a specified period, and the right one has to that even if an employer decides to give you less work hours (under certain circumstances, of course). The basic principle is that when something becomes common and dependable, and is suddenly taken away through no fault of your own, you can invoke this right or an equal compensation.
Like I said, I can live without Power of the Mists. But throwing around the term entitlement is taking it too far. ANet could’ve thought about the fact that PvE players had a reliable system for years that affected them too, and not just WvW players. It’s not that PvE has the right to said effects, but taking it away certainly does affect them. Which leads me to my following point.
The loss of that bonus will have a minimal impact on node farming.
No, it won’t. Or more correctly, it hasn’t. I am a frequent node farmer and have been for the entirety of the game (I’ve played since launch on an almost daily basis). There is a definite decrease in the yields, as I’ve tried to explain in one of my previous posts. Nodes have 3 strikes. With Power of the Mists I was able to regularly harvest a node again after the first 3 strikes, for 1 or 2 strikes, and sometimes even 3. This was not a rare occurence but a regular one. Even with the guild boost active I have had no extra strikes since they released the patch that removed it. I noticed it within a few days, which is indicative of how many times extra strikes occured before.
To remove a system that affects 2 game modes but only introduce an alternative for 1 of those game modes seems illogical. Regardless of megaservers or initial intent, it has grown into a reliable effect.
It’s ~7% loss in materials if the bonus percentage stacked with whatever the default is for wood/ore. If it didn’t the loss will be much much lower. Since plants have just one “swing” you’d lose 20% or lower depending on how the bonus is calculated as mentioned.
I used to gather across many characters and I would never characterize the extra strike as a “regular one”. Even assuming that the bonus actually made it occur at least 20% of the time, two out of 10 times is hardly “regularly” occurring.
You also have to remember that not everyone had max bonus percentages. They tended to only get maxed towards the end of the WvW week and even then, not every server was able to accomplish that.
How is it “illogical” to remove a bonus system that impacted two game modes but then boost one of them? The keyword here being illogical which I disagree with its usage. It was simply an outdated system from a time when server identies and communities existed across both PvE and WvW.
I disregarded them referring to core masteries as the thread is about HoT ones and they replied to my post which was about HoT ones.
Explain to me the logic of putting an added PvE effect to something’s solely meant for WvW. It’s not as if that happened by accident. And I’m not saying PvE should just be given something free of charge. They could’ve added something that’s entirely unrelated to WvW, a buff that PvE players had to work for themselves so they at least could benefit from a system that has been there for a long time, but without having to rely on other game modes for it. It’s not the fault of PvE players that they could benefit from Power of the Mists. That was a completely intended effect ANet added to it. They had 1 system with 2 effects. They removed the system but only compensated for 1 effect. In principle this makes no sense.
Like I said, personally I’ll get used to it and I won’t stop farming nodes because this has changed (I still need the materials, after all, regardless of any of this). But I can very much understand why people object to it. And within the logic described above and the fact that it should be earned and not given, I don’t see the entitlement here.
As I had alluded to, and someone specifically stated, the cross-over was likely to do with how servers were before mega servers. Back then, servers were actually communities and worked together. I remember there being shouts in LA map chat for people to come defend stuff. It was a design choice for the bonuses to work like this.
It’s one thing to make a suggestion for Anet to add a similar system for PvE but it’s an entirely different thing to say that it should be added as a form of compensation. That’s why it’s entitlement. The bonuses were the result of a server working together in WvW.
The loss of that bonus will have a minimal impact on node farming. If the increase was additive, that’d be a drop of ~7% in materials from ore/wood and ~20% from “plants”. I don’t believe it was additive so the impact will be smaller. You also have to take into account that the full bonus wasn’t gained until later in the week.
Because it was always existed before, hence it’s a loss now (that applies to WvW too obviously).
As was already stated, it’s a bonus from the actions of the WvW population. With its removal, buffs were added within WvW to compensate.
So a PvE only player get only a loss from it? I mean Zaraki is right on that, it was always existed before.
It’s like someone giving you X€/month since you were born just because your neighbourg is working hard, nobody ever complained about that. Then one day it suddenly stops, wouldn’t you complain for that? I’d surely do.That would be entitlement.
Actually, no. If we use the real life comparison of receiving a sum of money for an extended period of time, it can be viewed as a source of income. It’s something people have come to depend on and that dependence is a valid argument. Changing the source and taking away the monetary benefit would mean messing with people’s income and that is very much a valid reason to raise objections to the change in real life. That’s not to say people will and need to be compensated, but raising objections is a very natural and understandable thing to do in such a situation. Usually the entitlement comes from those who did not depend on the benefit in the first place and therefore don’t mind if it’s there or not.
As it is I’ll probably get used to the diminished node farming results and it’ll turn into one of those “the good old days” things. All I know is that I haven’t had the option to farm a single node a second time for 1, 2 and sometimes even 3 extra strikes, which was a regular occurence before they removed the buff.
The way I see it, they removed a buff that was in effect in WvW and PvE. They added compensation when playing WvW, but not for PvE. If it isn’t meant for PvE then they shouldn’t have put the effect there in the first place, so that’s not a valid argument anymore. In my opinion PvE should’ve had their own compensation. That, to me, is just simple logic. I know that WvW hasn’t received love or updates for a long time, but that doesn’t mean others have to “suffer” for it.
It’s still something that you didn’t earn. Whether someone depends on it or not doesn’t change that. The benefits of the power of the mists is also not the same as the benefits that those who less fortunate receive in order to get by. You’re comparing two different things.
Yes, the chance of a bonus strike has obviously gone down but it can still happen.
Again, this last paragraph is another example of entitlement. It was a design choice to include it across both game modes but megaservers likely contributed to it being obsolete.
I hate the mastery achievements system. I am not going to spend the rest of my life trying to do things I hate to do the things I would like to be able to do. I have no interest in wasting away to do those things. I bought this game to have fun and not to have a second full time job trying to get mastery points by some miracle chance there is enough people on at the time I am and the events are completed. I have no interest in Jumping puzzles. I hate PVP and I have no ability or wish to do raids. So I will now be left out of all the things I could have build through crafting because I can not get the mats and recipes I need to create them without mastery points I can’t get. You changed the dynamics of a game that was fun and unhindered to players like me and took the fun of keeping up with others away.
You only need 112 out of 185 available mastery points to max the masteries required to craft HoT legendary weapons. Hardly a hindrance.
Assuming that you started your Masteries knowing that you were going to make a Legendary and so planned your Mastery progression with that in mind, you are correct. I don’t happen to know any people who did that although I’m sure it is technically possible.
Not like there’s much else to spend maguuma mastery points on…
Because it was always existed before, hence it’s a loss now (that applies to WvW too obviously).
As was already stated, it’s a bonus from the actions of the WvW population. With its removal, buffs were added within WvW to compensate.
So a PvE only player get only a loss from it? I mean Zaraki is right on that, it was always existed before.
It’s like someone giving you X€/month since you were born just because your neighbourg is working hard, nobody ever complained about that. Then one day it suddenly stops, wouldn’t you complain for that? I’d surely do.
That would be entitlement.
Because it was always existed before, hence it’s a loss now (that applies to WvW too obviously).
As was already stated, it’s a bonus from the actions of the WvW population. With its removal, buffs were added within WvW to compensate.
Why would PvE’rs need compensation for the loss of a bonus that was the result of the efforts of WvW’rs?
I hate the mastery achievements system. I am not going to spend the rest of my life trying to do things I hate to do the things I would like to be able to do. I have no interest in wasting away to do those things. I bought this game to have fun and not to have a second full time job trying to get mastery points by some miracle chance there is enough people on at the time I am and the events are completed. I have no interest in Jumping puzzles. I hate PVP and I have no ability or wish to do raids. So I will now be left out of all the things I could have build through crafting because I can not get the mats and recipes I need to create them without mastery points I can’t get. You changed the dynamics of a game that was fun and unhindered to players like me and took the fun of keeping up with others away.
You only need 112 out of 185 available mastery points to max the masteries required to craft HoT legendary weapons. Hardly a hindrance.
(edited by Ayrilana.1396)
I maxed out all the masteries in HOT just from doing HOT anyway before the living story stuff even came out.
I am sure a lot of people did too when it was still shinny, yet it still doesn’t dismiss the fact that it is a flawed system.
The majority of mastery points in HoT and base game are gained from achievements only, how many mastery points gained by Mastery insights 36.
That doesn’t make it flawed. Even mastery insights are an achievement. So 100% of the mastery points are based on achievements. They put enough easy stuff in there (strong boxes and insights) to get all the basic ones. If you’re decent at arcade type stuff there’s far more you can get easily.
You can get many in Dragon Stand just by running the meta. The system isn’t flawed because you say it’s flawed.
At the beginning people were getting them because it was busy and new. Now they can further that goal in new zones as well.
Not sure what you find flawed about that.
If you can’t see the difference between achievement and Mastery insights you have nothing further to add
Mastery Insights is an achievement category for achievements earned by communing with Maguuma Mastery Insights located in Verdant Brink, Auric Basin, and Tangled Depths.
https://wiki.guildwars2.com/wiki/Mastery_Insights
All LS3 mastery insights are a part of achievements in their respective story tabs.
(edited by Ayrilana.1396)
The Bazaar of the Four Winds is gathering — merchants are converging from all corners of Tyria to sell their wares. But this time it’s not just shady characters and risky trades; this year, the mystical, flying Zephyr Sanctum has landed, bringing their magical crystals and amazing movement skills to savvy traders and daring adventurers alike! What a joy it will be to experience the thrill of the trade—and the race. Let’s go!
https://wiki.guildwars2.com/wiki/Bazaar_of_the_Four_Winds
https://www.guildwars2.com/en/the-game/releases/july-09-2013/
Why would WvW have anything to do with PvE? I’m not seeing a connection with my little grey cells.
I maxed out all the masteries in HOT just from doing HOT anyway before the living story stuff even came out.
I am sure a lot of people did too when it was still shinny, yet it still doesn’t dismiss the fact that it is a flawed system.
The majority of mastery points in HoT and base game are gained from achievements only, how many mastery points gained by Mastery insights 36.
It’s not a flawed system because you don’t like achievements.
Put here all the things you’d love to see in the new expansion, from small changes to large additions.
Here’s mine:
1. MOAR SKILLZ – Seriously. They’re never enough. Forgo any new classes and bring on more skills for each class. Another thing that might be just as good would be to allow people to now choose which skills to use with their weapon instead of having them be a locked set.
2. More Elite Specializations – We only have one of them now for each class. Gotta have more of them than that!
3. “Inspect Player” option – Would show current skills, build, and armor/weapons. May be disabled in PvP. Also, have the option in chat that allows you to produce a link that will allow people to inspect you. 10 sec cooldown for the chat link to make sure it can’t be spammed.
4. Guild Alliances – Why were these missing? Bring ‘em back!
5. Guild Capes – These were also fun. I know they were having clipping issues with them in the past, but perhaps now they’re good to go?
6. Guild Banner Finisher – Downed players get a flag pole waving the guild banner stabbed into them. This finisher will only be given to a guild’s staff members.
7. Guild List – Would list all the guilds in GW2 with options to search through them. Guilds can now choose whether it is an Open Guild (anyone can apply to be a member, an Invite-only Guild (must be invited by a member) or a Closed Guild. (no new members can join, period)That’s all I can think of for now.
1) Being able to choose would be a balancing nightmare. As far as addtional skills, those come from the elite specs.
2) We’ll likely get one per class with the next expansion.
3) No on the inspecting others but linking builds was something that GW1 had. Chances are it would get tied into build templates if they ever add that feature to the game.
HoT comes with the original game as a bonus for new or free-to-play accounts.
Why are these grand master marks so expensive to craft?? I thought the whole point of introducing ascended gear vendor was to cheap/reward-able way to get ascended without having to spend a lot of gold… yet you end up spending so much gold through these grand master marks… It ends up costing the same imo.
Someone did the math months ago and it cost less from the vendors.
Ascended vending is not intended to be the optimal path for acquiring ascended gear, but rather a way for players to acquire the gear through time spent playing their preferred game mode.
https://forum-en.gw2archive.eu/forum/info/news/Ascended-Vending-Changes/first#post6498704
(edited by Ayrilana.1396)
Rumor is we’ll be getting Wintersday in July. It may not be the festival that the OP wanted but it’s something.
that’s only BLTP stuff, nothing really event-like
I know as I stated this a few posts later after doing more research. It’s also obvious by now with their blog post and it being available in the store.
people are just lazy and expect to be spoon fed and handed everything….. “i want this but i don’t want to do the requirement for it” kitten….
Expressing your opinion on something is not the same as being lazy. It is providing feedback. A truly lazy person would not even bother to provide feedback… O.o
So if came on here with my opinion that I didn’t like being “forced” to do anything in this game at all, and that everything should be handed to me anyway, I wouldn’t be lazy?
Being lazy, and expressing an opinion, are two different things.
Or let them be sold to vendors for a nominal amount of copper.
Anet has gone the other route, adding more points in new zones than are needed to get the masteries in those zones. As time goes on you need to depend, for example, less and less on adventures, because there’s more masteries points to choose from.
30 of 185 HoT Mastery Points are coming adventures. 53 are from Raids and LW S3. Not everybody purchases LW S3 and even less people can get the points from raids. For a majority of players, there is no way to avoid Adventures if they want to max out the masteries. You need 137 HoT Mastery Points to do that.
Even if you get gold in all Adventures, all communes/strongboxes and even do all collections and crazy JPs, you still have to either do raids or purchase an episode LW S3.
It is not easy to max out masteries, that’s why we see much more players with 140 to 170 or less MPs than with 186. On the other hand we see much more characters at level 80 than <80, because maxing your character level is indeed easy. The surplus points in the new zones are a step into the right direction, but 30 points from adventures is a lot.
With 137 mastery points needed to max Maguuma masteries, that leaves an excess of 48 mastery points. This leaves a great deal of flexibility in what players can choose what to do or not to do.
Of the raid mastery points, one can be obtained in a completed instance (or one progressed enough) with another from any of the bosses or events which you’ll have to do anyway to unlock the raid mastery line. This means that a player will likely be earning at least two MP from raids when trying to max all of their masteries.
You have to purchase an episode to unlock the LS3 mastery line. You are correct that an LS3 episode or raids will be required to max out all masteries. Given the two from raids mentioned above, that leaves only 3 you need from an LS3 episode. Considering that you need to unlock an LS3 episode to access its mastery line, this argument is moot.
Of the 185 available Maguuma mastery points, only ~16% come from adventures. Hardly a lot when you only need ~74% of all of the mastery points to max out everything.
So let’s break it down:
1: We don’t want mounts because the world already feels small. Well then don’t use one. Simple.
2: We don’t want mounts because teleporters and separated maps make the world small. Don’t use the teleporters or the mounts. Simple.
3: We don’t want mounts because it would mean we have to actually play the game to learn how to use them. Don’t use them. Simple.
4: We don’t want mounts because there will be items in the store (likely cosmetic only) that if purchased will make us feel like we’re buying nothing. Don’t buy them. Simple.
All of these logical fallacy arguments against mounts mean nothing at the end of the day when your npcs are getting around using mounts and carriages that means your game is incomplete. Mounts are a central part of every fantasy mmo and that’s what GW2 is.
Which is important to a game’s longevity. If all there is to do is get somewhere very fast, beat something up, and pin on the I-WIN badge, why bother?
Exactly my thoughts. A big appeal of MMOs are massive open worlds… being able to instantly teleport everywhere, then teleport out only diminishes that. And GW2 already feels small to me due to zones seperated by loading screens.
I thought teleporters were there for fast access to events. You can ignore them as you explore and level a character.
They are hardly of any influence on the zones, that are quite big enough to ‘get lost’ in imo.
But there is no player that will start at the lower left of a zone and travel by mount to the upper right “because it is so beautiful in the countryside”.
Bar the odd exeption to the rule off course.
I think that the number of people who enjoy exploring the visuals of the game fully might be greater than you assume.
I wasn’t talking about how many people enjoy exploring the visuals of the game. They could be 99,99% of all players and then i would still say what i did.
Those are not logical fallacies…
Totally agree with author gw2 today and HOT is nothing that I loved in gw2 ….. I regretted every single penny I’ve spent on HOT , but I naver regretted money spent on original gw2 and all the cash shop stuff …..
I can’t play gw2 any more I tried and it’s terrible ….
Terrible restricted builds for any progression FORCED META BUILDS CLASSES SETS BY THE COMMUNITY AND SO ON ….plain terrible!
Imposssible to complete maps quest SP solo in HOT
In orriginal hot I could sit back and enjoy all world exploration …..now I have to die 10 times trying to solo a Skill Point in HOT usually untill a massive train comes and kill it…There is no skill about HOT you people talk about it’s about power creep…..
Over half the HP’s can be done solo.
There were “forced” metas before HoT.
There’s skill in HoT with regards to enemy mechanics. You’ll notice this difference between those that can do just fine in HoT compared to those that complain about its difficulty and how they “die every 10 feet”.
(edited by Ayrilana.1396)
I don’t know why GW2 gets so much white knighting. Of course the game doesn’t sucks, but right now it suffers from bad management, staleness and overall lack of polish…
We get one patch every 2-3 months, and most of times it’s more of a miss than a hit (Might Phantasms anyone?). It is sad that even a backwater game like Secret World Legends managed to do more in just 2 weeks than what the devs have done with GW2 since HoT launch… And I’m not speaking in terms of content, but in keeping in touch qith the comunity and showing they care about what they think.
The game would be in a much better state or people would be happier if Anet was more honest and straight with what goes on with development, or actually putting to use the Colaborative Development Initiative that’s been dead for a long time…
Someone isn’t white-knighting simply because they disagree with someone. You say that the game suffers from bad management, staleness, and lack of polish. There will undoubtedly be those that disagree with you. Are they white knights simply for voicing their disagreement with you?
Anet isn’t forthcoming with their plans because of how some people took it upon themselves to treat everything Anet said as if it were a promise. We still have people do this as evident by the thread we’re in.
The majority of the game can be done solo. Exceptions being dungeons, fractals, raids, and group events. With all but raids, you can be in a group with people but don’t have to interact with them.
um the only one that applies to is raids, and from some of the videos I’ve seen some people have even started to be able to 2-3man that stuff. plenty of people make a fair bit of money buy soloing arah paths by letting others ride off there work. fractals has been soloable sense pre hot, sa,e thing can be said with ~90% of group events (the exceptions being world bosses like teq, triple wurm, gerent, etc.) and even then I don’t consider most of those socializing as all you really do is find a map in lfg then you can ingore all the people in it
Can you solo that content? I’m not going to count content that only a handful of players can solo as solo content.
The majority of the game can be done solo. Exceptions being dungeons, fractals, raids, and group events. With all but raids, you can be in a group with people but don’t have to interact with them.
But why players dont get the same feeling from fractals? Because fractals is tiered content, and dungeons are not. And by not being tiered content they feel a lot more organic.
There are more reasons.
For example the rewards are identical. Why should I bother and play nightmare or chaos when I can also do snowblind, vulcano or jade?
Fractals are 2012 content. Most players have also stopped to play GW1. Fractals are as old as some GW1 content. Some new levels might improve the experience, but its still “the same”.
Fractals are also ~10-15 minute content. That’s a very limited amount. An 2 hour fractal doesn’t belong into this system.But honestly I don’t think the whole debate makes any sense. Anet has shown that they don’t like casual groups. Players should either play solo open world or raids. There is no in between. If you are more casual and hope for teamcontent I’d recommend to buy another MMO and leave GW2 behind. Anet won’t change. It was the same with dungeons in 2012 which were also a bit more on the difficult side and left a lot of former GW1 players behind because there was nothing else to play together.
Since then Anet has made very clear that GW2 is mostly open world solo content and maybe a bit raids for the hardcore-teamcontent crowd. They give a kitten about casual guilds.How there is no mid ground? Fractals are the mid ground, they have updates. And they are guild friendly.
I was not saying fractals are bad, they are not, but they are not organic like raids because they have tiered levels. If we only had one level of each fractals it would be much more organic, instead of having an easy nightmare at 25 and a hard at 100CM, we would have someting like urban batleground being an easy fractal and nightmare a hard one without tiers, they would have a much better feeling to it, like they make part of GW2 world
There’s no mid ground because they were not designed, nor intended, to be that way. Some concessions have been made to ease newer players into encounters such as the w3 escort but raids are for those that want a challenge.

