There’s already a sink for them with that provisioner item.
This would just lead to karma trains.
Some players should change their attitude. Asking devs to change it just be cause they feel not able or too lazy to try and complete it (I mean bronze – for real?) is just lame.
Doesn’t matter how easy or hard it is, and btw. what about Mastery Points? You don’t get any for bronze.
If collections and MPs are tied to content that has nothing to do with an MMO, why not tell the developers to change that? Nobody asked for them to be easier, because people don’t want to do them in the first place. Even if they gave gold just for participation, people could ask for collections to be disconnected from them. If the developer’s management decided that time, energy and money should be spent on creating console mini games because few people like them, that’s their decision. The data about participants they have tell them nothing about the success of those “adventures” because people do them not because they enjoy mini games, they only do them for collections and Mastery Points.
Remove collections and MPs from “adventures” and don’t make them dailies, and then collect data on participiation. My bet is the results would show that the time, energy and money spent on creating them was wasted because only a handful players do them. And then they probably only do them once and never return.
But no, “force” people into doing something that’s no fun for them, and the team can prove how much players like it because everybody does mini games, right?
I didn’t realize there was some unanimous guideline on what is and isn’t part of an MMO.
Any content would drastically see a sharp drop in participation if you removed any incentive to do them such as mastery points or loot. What you’re suggesting would just give false/misleading results.
Tangled Depths
Draconis Mons
VB
AB
DS
Remove the adventure from collection. Is impossible complete specialization collection. Create collection dedicated to adventure e remove from other collection.
I completely agree. Not only are Adventures irritatingly difficult, but I personally don’t want to play GW2 in order to play some other game. I’m in-game to play the MMO.
Remove the adventure from collection. Is impossible complete specialization collection. Create collection dedicated to adventure e remove from other collection.
If it were impossible then nobody would have completed them.
Adventures only require you to get bronze which is doable for all of them.
I’m pretty sure the OP means “impossible” for them. It’s great that you are awesome at the game Ayrilana and nothing anyone complains about is an issue for you. Different players have different experiences from you – not everyone is the same.
Except none are really that impossible to get bronze in order to complete those collections. Adventures are part of HoT so it’s not unreasonable for the collections to incorporate them in some way. There are a ton of guides available that explain step-by-step on how to successfully do any adventure.
Sounds more like blame shifting.
Then you’re not following the problem. Its not one event that created this… its a string of decsisions (by Anet) that cascaded into a whole series of problem, and Anet doesn’t respond to adjustments fast enough to avoid long term issues. I even pointed this out with the Leather inversion. They changed the recipe to eat up a surplus, but left it there until it eventually became a new bottle neck. The theory here is that common materials should be pretty close in price, because their consumption rates should be fairly level across similar recipes. Cloth wasn’t, because its demand was extremely high (ie representing 2/3rd of every Armor recipe), but production was incredibly low (only salvaged from ~20% of potential drops). Leather went into surplus because it was used mainly for one thing… leather armor. Metal remained level through this same process, despite being used in all weapons, and 1/3rd of the armor recipes, because its readily abundant between nodes, salvage, and has a better conversion rate of 2 ore to an ingot. They’re still a bit expensive at a little over 2s each; but those prices never swung as rapidly as the source restricted cloth/leather. Even wood is more expensive due to its conversion rate, but just as stable as metal due to their directly abundant sources.
The disparity is smaller in metal and wood, because those sources are not heavily restricted. Thats reflective of a working supply and demand system.
No, you’re still just shifting the blame. Actually, you’re shifting it to something that has nothing to do with the farm. If there was somewhere else that allows engineers to semi-AFK with the same return as Lake Doric had, they’d be farming there. It almost seems like you’re twisting around the thread’s topic in order to inject your arguments about leather.
Remove the adventure from collection. Is impossible complete specialization collection. Create collection dedicated to adventure e remove from other collection.
If it were impossible then nobody would have completed them.
Adventures only require you to get bronze which is doable for all of them.
I thought a bunch of them required silver? ( not disputing that it’s possible, merely that they need a bit more than bronze)
They used to until April of last year. I think the legendary precursor collections still require silver or above though.
Remove the adventure from collection. Is impossible complete specialization collection. Create collection dedicated to adventure e remove from other collection.
If it were impossible then nobody would have completed them.
Adventures only require you to get bronze which is doable for all of them.
@Serophous: Who said a UI overhaul is easy? I read the thread again and nobody said that.
I would be happy if they added a row above the skill bar with numbers 1 to 3. You set up your traits, then ctrl-click on one of them, saved. Next time you simply click on it, your saved traits are active.
That’s not an overhaul of the UI. Is that overly complicated for a professional developer team?
You did when you made the changes that could be made as if they’d be nothing to implement.
You have the daily meta achievement which progresses as you complete any three of the other 12 achievements across the three game modes. You should see a 1/3 or 2/3 rather than a percentage. I’m not sure if it shows up in the menu but it does in the top right corner of the screen.
….
The term “ANET logic” is defined as “an action or decision that accomplishes a goal that either doesn’t fix the underlying issue, and/or overcompensates to create the exact same problem in another area of the game”. Their design process is plagued with blind spots that even players are quick to figure out; and many of their attempted remedies fail to understand an underlying problem… often making the situation worse in the long term. A series of small scale solutions being applied to a systemic issue, and inevitably exacerbates the underlying cause to cartoonish proportions.
AFK farming is NOT the actual problem….. its the fact that there is a glaring disparity between demand generation and source generation. And rather make adjustments to either, they opted to insert a Farm that was too difficult to use as a farm, not engaging enough to be worth doing in its own right, and were upset when players discovered a more effective, if lesser version of what they designed…… then killed it, rather then learning something critical about why the AFK farm developed in the first place. The leather farm was flawed on several levels, and directly violates a number of key design points within GW2’s philosophy….. it literally fights the game to get the players to do one specific thing, and the players are keenly aware of it. The groups don’t naturally coalesce because of how the gauntlet was designed, and actively expects players to do the opposite of what a gauntlet is designed to do- and the only way to work around that is have a Commander surrogate for a point of focus, that would normally be done by a map event. It lacks a clear goal to build and release tension that makes for an engaging event; leaving nothing for the players to be easily swept up in and have fun while doing the farm. Thats why the AFK farm went AFK….. the only interesting thing to happen is Imellhoof (aka AFK Check)- and hes on a 2 hour timer.
Sounds more like blame shifting.
Adds too much complexity, would take too many resources to overhaul essentially the whole system, and I’m sure it’d be a balancing nightmare.
So every damage message on screen is cumulative from when it first started channeling?
Just as me using the #1 glider skill in Bloodstone Fen on the unbound guardian doesn’t mean that I’m doing 1M+ damage with each hit.
Not personally liking the look doesn’t mean that the legendary weapons were rushed.
Flames of war and HMS divinity are ugliest weapons in my gaming history (20 years+) which look like they have been planned and made in 1 day.
That’s your opinion on the aesthetics but has no bearing on whether they were rushed or not. There are people that complain the legendary armors are ugly so does that mean those were rushed after two years? Each episode is given about a six month lead time so is six months for a single skin rushed?
(edited by Ayrilana.1396)
The escort in wing 3, the bandits in wing 2 (requires an opener), and the first boss in wing 4 can all be done easily with an inexperienced group in a reasonable time.
including fully removing the core game restrictions if a F2P account.
Huh? When did they say ftp was not going to have restrictions?
Read the rest of my post that got cut out as it provides context to what was specifically quoted.
I am hoping:
gw + hot=10€
gw + hot + new xpac= 40€
new xpac for hot owners=25-30€They won’t as they said all future expansions would be a bundle of previous expansions including fully removing the core game restrictions if a F2P account.
so for 45€ I will be buying hot again in a bundle, thats unrealistic and rather stupid cause there will be riots like with last expansion (and sales were bad).
…
“Papaya” Xpac = $X or X€
HoT included for FREE in “Papaya” Xpac. No, you are not paying for HoT again because it’s a bonus FREEBIE tossed into the deal.Monthly Access Fee to play all day and every day for as long as the game exists= $0 or 0€
Do you understand how this works now?
I understand they have massive gem shop. + we dont have all 2nd gen legendaries yet and they will sell 2nd expansion before that (and last 3 legendaries are worst looking weapons in mmo games cause they are rushing to finish them).
Not personally liking the look doesn’t mean that the legendary weapons were rushed.
It’ll likely be locked behind an expansion.
Locked behind? Probably not.
I’d discount the idea of locking behind even more, but auto-loot is technically expansion-locked. But, it’s also a convenience feature, not something requiring a UI overhaul.Concurrent with an expansion release? Likely.
A UI/system change like that, if we assume ANet’s M.O., will come either with a feature pack or with/close to an expansion.
They could very well lock it behind a mastery. Whether or not it requires a UI overhaul shouldn’t impact this.
I am hoping:
gw + hot=10€
gw + hot + new xpac= 40€
new xpac for hot owners=25-30€They won’t as they said all future expansions would be a bundle of previous expansions including fully removing the core game restrictions if a F2P account.
so for 45€ I will be buying hot again in a bundle, thats unrealistic and rather stupid cause there will be riots like with last expansion (and sales were bad).
No. You will not be buying HoT again but you will get access to that content if you apply the registration key to a new or F2P account.
I don’t see why there would be issues with them doing this, compared to last time, as they announced this two years ago. People will have known well in advance this time.
ANet staff have commented on this a few times (none recently that I recall). Each time, they’ve said more or less the same things: they’d definitely like to do something, but it’s more complicated than we think. For example, gear stats & upgrades (e.g. runes) are critical to builds, so how should they be handled?
What? They could just add a macro. Anything that can be done by clicking can be done automatically. Click on a button to record, make your changes, stop, save in a slot with a number. I don’t believe that is difficult to implement and it would make a lot of people happy. Most times, using a solution that’s not the most elegant is better than a perfect solution that will never be found or implemented.
I don’t see how runes and sigils could be a problem. I cannot switch runes or sigils manually, so I don’t even expect that to be automated.
Sorry, but that cannot be what the devs said, but I’m happy to read what they wrote.
Even the things that appear to be simple to implement may not be so. We don’t know how they designed their system.
I am hoping:
gw + hot=10€
gw + hot + new xpac= 40€
new xpac for hot owners=25-30€
They won’t as they said all future expansions would be a bundle of previous expansions including fully removing the core game restrictions if a F2P account.
It’ll likely be locked behind an expansion.
In that sense, yes, but I mean in the sense of what large permission gates people have access to.
I can see where you’re going with this but they’re not releasing expansions at a frequent enough pace where this should be an issue. We also don’t know how they track permissions whether it be the registration keys themselves or something else.
Ok did my own personal test/review last night from 7pm to 8pm est. Took a new character that hasn’t mapped this area yet. Did not do personal story only farmed and opened map.
During this time I saw 8 people other than myself on the map. Had no requests to change maps so this may or may not have been the “Hotbed” map lol.
Viewed the Centaur camp from the Vistas not a single person was around not even standing on the hill. No Tags on map either.
Next I did the little loop (got the peach for the daily piece and went to the top). Looked down on map still no one. Next I got to the top (to get the POI at the top of the camp) no one there. Ran back out and jumped/glided down to hill outside camp still no activity.
Ran by several events and no one was working on them. Almost felt like I had stepped into a different dimension lol.
Finished farming mats and left. Again this is not saying all maps are the same but the one I was on last night (oh yeah I’m Eastern Time Zone and on the NA server) was for the most part dead. Shouldn’t matter but my server is Sanctum of Rall.
Again this is not a “hate” type of post only my personal observation.
If your experience turns out to be the norm then that would mean that the engi farm wasn’t harming the map, as far as completing events, as some people were making it out to be doing. People could just be grinding their WvW pips too.
I wouldn’t call it “bad”. It’s essentially the equivalent of the T2 precursor crafting. The story element around it is that you’re donating a specific type of weapon to help the pact in Maguuma. It’s a bit of a “grind”, and the impact of what you’re doing is kind of meh, but that’s what it is.
You get both across all time zones.
Do those even affect whether you get an extra gather? I always thought they impacted the extra stuff you could gather or more per strike if there’s a range.
(edited by Ayrilana.1396)
Breath of Wild has a 3D map for a few sections of the game. While this exact one probably wouldn’t mesh well with GW2, it’s a good start in a direction that they could go for those that prefer 3D maps for vertical maps.
hm.. asuran hologaphic 3D maps, while they would look fancy, I think it’s a huge waste of time for what little resources anet has to spend on the game
I say.. just learn how to read maps, they’re not that difficultYeah. That’s my take on the whole thing too as I haven’t had issues using the existing maps to navigate.
????
There are a LOT of things that show up on multiple layers of the map. On multi-layered regions I actually find the map more of a hindrance than a help.
“Run down here and take a left to the HP and …. oops, that path that intersects it is actually at a different level and the map did not show me that to get to the intersection I need to be able to move up and over the boulder that is in the way. Yup, this map sure is a help!”
Then don’t use a map if you find none could help you. Players have asked for 3D maps because they feel that it would help them. Others can do just fine with the existing 2D maps.
The nodes wouldn’t need to be all that common. The consumption of those resources is still massive, so adding few nodes here and there would not make them worthless.
As for impacting the prices – yes, that’s the idea behind a farm. As i said already, the farm that does not impact prices is a failed design.
It depends on how many nodes. If it’s as many as there are for flax seeds then yes.
Adding nodes would add too much supply without any effort. Well, actually, maybe it could work if they did some gauntlet that relied on personal skill to access the nodes along the path which players couldn’t bypass with mesmer portals. It would of course need to be timegated.
and then it would be yet another failure. Reminds me of the blooming passiflora node in ember bay guarded by at least one veteran bristleback along with a bunch of non-vets
Well adding nodes, which are easy to access, would introduce too much supply and tank the prices.
There would have needed to be a ton of those nodes to really tank the prices. Even mithril and elder wood (the materials with most number of nodes in the more active areas) aren’t priced at vendor level. So, yes, the prices would go down, but that’s the general idea behind a working farm. It still wouldn’t make leather worthless.
Is Anet’s ability to develop stuff that can be played even after maps get emptied non existant?
Pretty much yes. They always had a short attention span, and are able to concentrate only on relatively new stuff. That’s why any changes/upgrades/fixes to old content take so long.
Unlike elder wood and mythril, hardened leather doesn’t have nearly as many uses. It wouldn’t take much to impact prices if nodes were available and especially in the long run.
Breath of Wild has a 3D map for a few sections of the game. While this exact one probably wouldn’t mesh well with GW2, it’s a good start in a direction that they could go for those that prefer 3D maps for vertical maps.
hm.. asuran hologaphic 3D maps, while they would look fancy, I think it’s a huge waste of time for what little resources anet has to spend on the game
I say.. just learn how to read maps, they’re not that difficult
Yeah. That’s my take on the whole thing too as I haven’t had issues using the existing maps to navigate.
Breath of Wild has a 3D map for a few sections of the game. While this exact one probably wouldn’t mesh well with GW2, it’s a good start in a direction that they could go for those that prefer 3D maps for vertical maps.
Adding nodes would add too much supply without any effort. Well, actually, maybe it could work if they did some gauntlet that relied on personal skill to access the nodes along the path which players couldn’t bypass with mesmer portals. It would of course need to be timegated.
and then it would be yet another failure. Reminds me of the blooming passiflora node in ember bay guarded by at least one veteran bristleback along with a bunch of non-vets
Well adding nodes, which are easy to access, would introduce too much supply and tank the prices.
They should have just added some leather gathering nodes around the maps instead of adding content that nobody going to do due to badly designed mechanics and terrible drop rates. Even if farm was ok, it by far didn’t solve any issue with leather being stupidly overpriced. Hardened leather section = 30 silver. I have to win a ranked match (that is 15 min at least) just to make enough gold for one section. Honestly, wth were they thinking.
It wasn’t going to do anything to prices if not enough people farmed it. Since it was more efficient to farm gold, which can be said for most things in this game, players would do that instead of the leather farm.
Adding nodes would add too much supply without any effort. Well, actually, maybe it could work if they did some gauntlet that relied on personal skill to access the nodes along the path which players couldn’t bypass with mesmer portals. It would of course need to be timegated.
Were there technical limitations to encasing that entire area with an invisible field that damages only turrets at a rate which makes them last only 1-2 min?
With GW2 combat, from the beginning almost, often the only lesson to learn is that you shouldn’t have entered combat. Entering combat was your only mistake. And then you die.
That is simply not true. Yesterday I could literally watch people learning at Golem Mark II. You died because of electric fields on the ground? Oh, better move out of them next time. Ah, red circle, I know what to do. Oh kitten, even bigger red circle, so I have to dodge twice in a row, better save up my endurance. Alright, so this machine gun circle shower again, get closer to the golem. Now the rotation starts again…
People learn at Golem? Hard to believe. Too dead people on a consistent basis. GW2 would be growing at an incredible rate if it was getting that many new people all the time.
Well there will always be those that feel doing (and failing) the same thing over and over will eventually yield different results.
With GW2 combat, from the beginning almost, often the only lesson to learn is that you shouldn’t have entered combat. Entering combat was your only mistake. And then you die.
That is simply not true. Yesterday I could literally watch people learning at Golem Mark II. You died because of electric fields on the ground? Oh, better move out of them next time. Ah, red circle, I know what to do. Oh kitten, even bigger red circle, so I have to dodge twice in a row, better save up my endurance. Alright, so this machine gun circle shower again, get closer to the golem. Now the rotation starts again…
Get sniped while flying to the Octovine with bombs? kitten, better hit the dodge button next time to get stealth. Fell into the lava through the gap of the bridge in the Volcanic Fractal? (I’m always looking who falls in pugs to see who’s new to it) Well, next time you know when to jump. Kill yourself because the boss used reflect? Sure enough, next time you stop firing when his shield goes up.
There are uncountable examples that provethat combat in GW2 teaches you how to fight. Do you have examples of the opposite?
I’m not saying that there isn’t well designed combat in GW2—at all. I was addressing the OP. In GW2 there are times when your only mistake, and a fatal one at that, is entering combat. This is actually markedly different from other games I have played.
Examples?
There’s rarely anyone in there and the part you need to get to is about halfway.
During the first year or so of GW2, I don’t remember when exactly, I watched a stream of a group of developers playing through a dungeon encounter. They were dying left and right, wiping, and all the while laughing and having a good old time. This was paradoxical to me as I play so as not to die. And, I took it to be a bad omen about how the game would evolve. And it has.
Death should always be instructive. It should be a lesson about how to improve. In challenging games, e.g., Dark Souls, the first thing you learn is to think about what you are doing and you don’t run blithely around corners. When you die you should be able to learn a lesson that will allow you not to die next time.
With GW2 combat, from the beginning almost, often the only lesson to learn is that you shouldn’t have entered combat. Entering combat was your only mistake. And then you die.
But, like I said, I saw this coming from the beginning. It never surprises me.
You learn the same things from Dark Souls, or in any game for that matter, as you would in GW2 as far as deaths go.
If you die, you look at what caused it and then how to either avoid or mitigate it. Avoiding combat as being the only lesson to avoid death is false.
(edited by Ayrilana.1396)
Unless you need to use the MF then Rata Sum has the best placement. Pretty much why I would never buy one of those.
A particular phrase immediately comes to my mind: Be careful what you wish for, you just might get it.
I think it’s more along the lines of “The Monkey’s Paw” than people specifically wishing for trebs to end the engi farm.
I was wondering after the HoT aftermath and the damage it did to the game and player population, will Anet have the strength to forget HoT and move on?
What went wrong with HoT, IMHO, and should never be repeated:
01. Pricing the expansion as the full game for players already owning the original game
02. DLC worth of new content, not worthy of expansion name
03. Rushed and short story mode, with a really underwhelming final battle design.
04. Questionable map design, not the beauty of HoT maps, just usability. Minimap system is not enough for HoT layout.
05. Lack of new character slot for the new profession (remedied after an outcry from players).
06. Killing the casualness of the original Guild Wars 2 in more than one way and thus making maps either extremely hard or right down impossible for solo completion.
07. Nerfing the older content, all in hope player base will be forced to buy into deeply flawed new one.
08. Essentially killing off PvP with tying it to the expansion.
09. Nearly destroying WvW which survival is still up in the air.
10. etc.I don’t really understand some of your points at all.
1) It’s ~$25. Wtf are you talking about? That’s about as much as a pizza and coke.
2) It’s plenty of content. The mastery points were so awesome. And I had fun, not only w/ the main story, but with the zone-metas and elite skills for literally months.…
6) Are you kidding me? I soloed every aspect of HoT on multiple, full-glass characters. And I’m not even very good. This is a learn-to-play issue.
I could see you point if it was $300. But it’s like $25. You have no case. Where else could you possibly get so much bang for so little money?
HoT was 50$ not 25$, even so 25$ would be a fair price but it wasn’t 25$ and if You had so much fun with masteries I can only assume that your fun threshold is quite low. About soloing HoT, You are full of kittens, especially on glass characters.
Did map and story completion with every class using glass armor and had no issues doing what could be done solo. For the several HP’s that were better in a group, as well as all meta events, I had no issues doing them in glass armor. A large percentage of events can be done solo with the exception of those with champions, group events, or those that mechanically require more than one person. Even then, some players can get around that with personal skill.
People find different things enjoyable. I particularly enjoyed the process of exploring all of the HoT content and obtaining all of the mastery points. I also enjoyed the progressing made on maxing out the masteries. I found that no different than exploring a new map or from leveling a character.
To be fair, the post this person replied to stated that they soloed “every aspect of HoT” in full glass. Of course we know that’s an exaggeration. What they likely meant is exactly what you’re saying: The player personally feels comfortable running around the jungle in full glass, rather than being literally able to solo every single event and boss in HoT.
Ah. Fair enough.
I thought the Trebs were only supposed to be below where the engi farm was.
Just divide 121 by how many pips per tick you are getting. It’ll give you a rough estimate.
Prices are not going to lower from it if players don’t do it. The entire purpose was to give players the means to control the prices which they did. Whether or not players did that was on the players.
No, that wasn’t the purpose of the farm. The farm was intended to give people a way of getting their own leather.
Anyway, apart from possible crafting changes with the next expansion I doubt they’ll “fix” anything.
No it wasn’t or at least not entirely.
I was wondering after the HoT aftermath and the damage it did to the game and player population, will Anet have the strength to forget HoT and move on?
What went wrong with HoT, IMHO, and should never be repeated:
01. Pricing the expansion as the full game for players already owning the original game
02. DLC worth of new content, not worthy of expansion name
03. Rushed and short story mode, with a really underwhelming final battle design.
04. Questionable map design, not the beauty of HoT maps, just usability. Minimap system is not enough for HoT layout.
05. Lack of new character slot for the new profession (remedied after an outcry from players).
06. Killing the casualness of the original Guild Wars 2 in more than one way and thus making maps either extremely hard or right down impossible for solo completion.
07. Nerfing the older content, all in hope player base will be forced to buy into deeply flawed new one.
08. Essentially killing off PvP with tying it to the expansion.
09. Nearly destroying WvW which survival is still up in the air.
10. etc.
HoT was awesome.
1) The pricing was comparable to other expansions. Content/price of an expansion compared to content/price of the core game doesn’t matter. Expansions never deliver an equitable content/price on any additional releases after their core games. If this was an actual issue then nobody would ever buy expansions and DLC’s.
2) There was more content than what you’d expect from a typical DLC.
3) Story wasn’t rushed. It was shorter than what it could have been because of pacing. One of the writers elaborated about this last year.
4) Map design was fine. There’s a lot of content packed into the maps without a ton of “dead” space like wide open maps tend to have. The mini map also still works well on TD. You just need to learn how to use it.
5) Debatable.
6) Most events can be done solo with exception of those labeled as group events. That’s obvious. I have done most meta chains solo except for those that are group events as they tend to have a champion boss or require more than one players such as the east pylons. Core maps had group events and meta events that players could not solo as well.
7) Older content wasn’t nerfed.
8) PvP was suffering for reasons beyond the expansion.
9) WvW was suffering for reasons beyond the expansion.
You’re paying for the expansion with previous content coming for free with that expansion. If you truly feel the way that you do then just apply the code to a brand new account.
I’d love to split the content as it’s being sold as such, but that’s not actually something i can do.
After all if i’m paying for the expansion and getting something else, then it should be my choice to use that something else how i see fit. Currently that is not possible as im being sold a bundle of goods but i already have a majority of that.
Now i know you guys see this as me attacking anet, it’s not. It’s not me being poor or wanting anything for less. It’s me wanting to get whats being marketed. As a common place example if i buy a bundle from Humblebundle just for sake of naming, I’m given the digital keys for all of the bundle items meaning if i already own something in it i can give that away or as you suggest create another account and apply the key.
Notice the difference here ?
In the Guild Wars online store, you can buy EotN for $20 or buy the GotY for $20 which includes both Prophecies and EotN. If you buy the GotY edition, are you going to complain when you don’t get an extra prophecies game or that you feel that the standalone EotN should be cheaper?
You are getting what’s being marketed. They’re pretty clear on what you get if the code is applied to a new account vs an existing full account. The removal of restrictions for the core game, as well as access to HoT content, is a bonus for new accounts. Many companies give new players such deals to attract them to their product(s).
If the next expansion released for $5, there wouldn’t be any complaints about how it’s “unfair” that new players are getting more and so on. The entire complaint is really about some people disliking the price and using the promotional aspect for new players as a means to get the expansion cheaper.
This is all very similar to the whole complaints some players made years ago about the different editions of the core game and how newer players were getting bonuses that existing players did not get and how they felt that they were entitled to them.
(edited by Ayrilana.1396)
The entire point is to block bandwagoners from getting immediate benefits.