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so in conclusion, because ppl don’t want to help dead players because they are afrait the event fails, there is no need to rez at all.
then ask your self this, why does the mechanism exist at all?
i mean, if no one is gonna rez anyway it’s a waste of dev time to even have it in the game in the first place.i am not as selfish, i rez.
i don’t care if the event fails, as long as others can enjoy playing the game it’s worth it.
seriously, ppl care way to much about reward but don’t care one single bit about other players.
and don’t come and say you do, you would never ignore a dead player if you do.
it’s not a matter of “how much time does it take to walk back”, it’s a matter of helping a fellow player.better yet, i had times when ignoring rez became a failed event, ones i started ressing players it was a cake walk.
quit being selfish, start helping players.
fun>winWhat?
So by your logic I should ressurect a dead player possibly making the event fail which in turn means him, me and possibly 50+ other players do not get the event rewards.
Opposed to having him waypoint after being already taged to the event, the rest of the players finish the event and every one gets loot and is happy including the player who waypointed out.
Somehow I doubt your definition of fun will ring true with a majority of the player base. Who is the selfish one now? Try again.
lol, you have no idea how many times i dies and never got the reward even while i did 95% of the event alone, try again.
That’s a l2p issue considering how incredibly easy it is to tag an event.
I’ve been thinking, and I’ll go one step further:
If waypointing really does cause the boss fight to go more easily, then that’s an exploit bug that needs to be fixed. The devs clearly consider waypointing out to be cheating, (they removed the ability to do so in dungeons for that very reason).
The game rewards players for reviving and rezzing other players. Why would they allow a cheesy exploit if they clearly want to point people to the opposite action?
If it operated this way, they should do the same thing they did in dungeons: no waypointing when combat is still occurring.
By the way, that video needs to be done again, this time leaving the dead player in the combat area (i.e. not waypointing). Only if the boss’s HP stay higher (longer than in the current video) would it be valid as an argument against my position. And, even then, it just drops back to the time-to-run vs. time-to-rez equation, which has already been shown to favor rezzing your comrades.
You may want to double check exactly what their reasons were for removing WPing while any party member is in combat within dungeons.
You’re also neglecting the DPS loss due to having to revive someone.
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Ok I think some people might be confusing the two different achievements you get for binding legendary weapons.
Legendary Collector is for binding unique legendaries. The first tier is 1, tier 2 is 2 and the max tier is 5. This requires you to have different legendaries, so Sunrise, Twilight and Eternity would get you to tier 3.
Twice-told Legend is for binding two duplicate legendaries. Meaning two of the exact same ones. As the description says: “Present a matching pair of bound legendary weapons to Historian Dozza in Divinity’s Reach.”
Since Twilight, Sunrise and Eternity are not all identical they don’t count.
(Also you have to actually have both legendaries with you when you speak to the NPC to get the achievement.)
They have awarded credit for that achievement if someone has eternity bound and either sunrise or twilight bound as well. This is because eternity is a special case in that it uses both of those weapons to create it.
Do you have a source for that?
I tried searching online (both this site specifically and the internet generally) and didn’t see any mention of Anet awarding the achievement to people who made Eternity, but a lot of discussions where someone theorised that would work and were told it wouldn’t.
Such as this one on this forum:
https://forum-en.gw2archive.eu/forum/game/gw2/Twice-Told-Legend-really/first#post4250274
Not sure if there’s one on the forums but people have submitted support tickets and gotten it that way.
Ok I think some people might be confusing the two different achievements you get for binding legendary weapons.
Legendary Collector is for binding unique legendaries. The first tier is 1, tier 2 is 2 and the max tier is 5. This requires you to have different legendaries, so Sunrise, Twilight and Eternity would get you to tier 3.
Twice-told Legend is for binding two duplicate legendaries. Meaning two of the exact same ones. As the description says: “Present a matching pair of bound legendary weapons to Historian Dozza in Divinity’s Reach.”
Since Twilight, Sunrise and Eternity are not all identical they don’t count.
(Also you have to actually have both legendaries with you when you speak to the NPC to get the achievement.)
They have awarded credit for that achievement if someone has eternity bound and either sunrise or twilight bound as well. This is because eternity is a special case in that it uses both of those weapons to create it.
OP: you might be thinking of the following advice:
- Craft Sunrise, Craft Twilight. Do not bind them.
- Sell them.
- With your money, buy Eternity and bind it.
This unlocks 5 skins for your wardrobe: Dawn, Dusk, Sunrise, Twilight, and Eternity at the lowest possible cost.
But it does not give you the achievement and title Twice-told Legend.
To do that you have to bind two identical legendaries. As in two Sunrises, two Twilights, two Moot’s etc.
(The achievement was put in to compensate those who crafted two matching legendaries before the wardrobe update – back then it was the only way to dual wield them, now it’s wasted effort.)
Or a bound twilight/sunrise and a bound eternity.
The activity is not broken.
This is all I need to hear from you to gauge where your mind is. There’s no longer any need to take you seriously.
So according to you a bug that causes a player to be immobilized permanently until killed when they venture too far from the start point, due to another bug that actually allowed them to move in the first place before the match, breaks the activity? Never mind the fact the upon the activity starting, and if players stayed near the starting point, the activity functions without a hitch?
If you can refer to something with any variation of:
“If things were working properly…”
Indicating that things are not working properly, then that something is, by definition, broken. "Not working properly, " is a definition of, “broken.”
I’ll answer this with a question. If you break your pinky, can you not function? Are you broken? What’s being ignored is the scale of the bug in relation to the activity itself. Otherwise you can just use the same argument and say that the entire game is broken.
Not functioning properly and not functioning are two different things. Moving the goal post doesnt change the fact that something which does not function properly is, by definition, broken.
Who’s moving goal posts? Look to the last part of my post to see what I was referring to.
If you can refer to something with any variation of:
“If things were working properly…”
Indicating that things are not working properly, then that something is, by definition, broken. "Not working properly, " is a definition of, “broken.”
EDIT: Anyways, I’m done with this thread as I’ve already repeated the same arguments multiple times and it’s only a matter of time before the thread gets locked because it’s gone beyond what the OP was talking about.
I was just curious what the one poster thought made the activities broken and they all still function when I play them. The issues brought up were either due to a lack of knowledge/experience with the activity or insignificant that doesn’t impede the progress/functionality of the activity. The issue that I saw that could potentially do this would be if there is lag but the way it described seemed a lot like the lag on the player end which is often the case.
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They’re not really part of the lore in the sense that mounts would have had little place in GW1 and the world seems to lack human sized riding animals like horses, despite references to them.
This is often brought up to support an argument for mounts:
The activity is not broken.
This is all I need to hear from you to gauge where your mind is. There’s no longer any need to take you seriously.
So according to you a bug that causes a player to be immobilized permanently until killed when they venture too far from the start point, due to another bug that actually allowed them to move in the first place before the match, breaks the activity? Never mind the fact the upon the activity starting, and if players stayed near the starting point, the activity functions without a hitch?
If you can refer to something with any variation of:
“If things were working properly…”
Indicating that things are not working properly, then that something is, by definition, broken. "Not working properly, " is a definition of, “broken.”
I’ll answer this with a question. If you break your pinky, can you not function? Are you broken? What’s being ignored is the scale of the bug in relation to the activity itself. Otherwise you can just use the same argument and say that the entire game is broken.
The bug occurs when you leave a decent distance from the starting area before the actual match begins. If you stay until the match begins, like you should, there would be no problem.
Once again, you are placing onus upon the player to work around the bug instead of putting any responsibility on the part of the developer to not leave their game broken, so much so that you even claim the problem is “solved” or doesn’t even exist as long as the player does something about it, nothing of which will actually make the bug go away.
Are you ever going to hold the developers responsible for the faults in their own game?
There’s nothing to work around. There’s no reason to venture that far from the starting point until the match begins. And once again, you’re missing what I was arguing, and making up some argument which wasn’t mine. I was not arguing about whether they should be responsible or not.
Please don’t resort to doing strawman arguments either. The argument was about whether the activity was broken or not and the poster gave that bug as an example. I was not arguing about whether the bug should be fixed or not nor whether Anet should be held accountable for it or not.
But you are saying that players are responsible for dealing with the effects of bugs themselves and that being able to do so concludes any issue of the bug being there in the first place, which is to say that the developers don’t need to have any part in dealing with solving the bug – that it’s not their responsibility.
No, I’m not saying that and that last part… wow. The responsible part was created by you and was not what I saw saying. If there are bugs, you can try to work around them until they get fixed. Fortunately the one for Southsun Survival that perma immobilizes you until you get killed only occurs when you venture far enough from the starting point before the match begins. If you wait like everyone else, then there’s no problem. If things were working correctly, you wouldn’t be able to move in the first place either.
The activity is not broken.
If you don’t want to get called out for being an apologist to ANet’s bad behavior, don’t use language that creates excuses for them and blames players for not being able to put up with things that aren’t their responsibility.
Again, this is you injecting your own argument into this and passing it off as mine. I’m not making excuses for anyone. All I was pointing out was that the activities are not broken and the bugs that people are using to claim they are, are insignificant. Should they be fixed, yes. Just like any bug.
It’s also not self contradictory as moving around that far from the starting position before the match begins really offers zero benefit.
Non-sequitor.
Non-sequitur and not understanding the statement are two separate things. You also conveniently cut out the rest of what I was saying. I clarified it earlier in this post. Players technically should not be able to move until the match begins. That itself is a bug but rather insignificant as whatever you can do during that very short time has no impact on the match. The part you conveniently cut out was me stating that the player shouldn’t move from the start point which was the case when the activity was first released.
You’re not losing anything by staying at the starting point until the match begins.
Only a fool would not recognize the potential gains in getting away from the crowd at the start. On the other hand, you could be referring to how trivial the outcome of the game is in any case, but I don’t think you’re that good with your words.
Nope. It’s not my words that are the problem here…
So running off and and hiding, while everyone else is at the start waiting for the match to begin (as originally intended) is legit? Hmmm… I wonder how many other scenarios that I can use that argument to rationale myself out of being wrong.
Southern Survival: Don’t leave the starting area and then you won’t get punished by being perma immobilized. Problem solved.
“Don’t do things that bug out the game and you won’t be affected by bugs” is not only self-contradictory, since you are saying that players can avoid being affected by bugs by letting the bugs affect the way those players play in order to get around them, but it’s also a toxic shift from holding the developer responsible for fixing their own game to holding the player responsible to play around the developer’s bad code. Stop making excuses for ANet.
The bug occurs when you leave a decent distance from the starting area before the actual match begins. If you stay until the match begins, like you should, there would be no problem.
Please don’t resort to doing strawman arguments either. The argument was about whether the activity was broken or not and the poster gave that bug as an example. I was not arguing about whether the bug should be fixed or not nor whether Anet should be held accountable for it or not. It’s also not self contradictory as moving around that far from the starting position before the match begins really offers zero benefit. You’re not losing anything by staying at the starting point until the match begins.
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I’m not talking about perma immobilized. My problem is NOT getting immobilized when entering the game at the beginning, get loads of items, arrows etc then kill the other players during the immobilization period. It’s a terrible bug that funny enough didn’t exist at first. The bug appeared when they made so activities can be joined while in progress, because at first you could only join an activity when other players joined and stay from start to finish. Something broke the immobilize at that point making Southsun Survival an unpleasant experience (and still hasn’t been fixed)
The impact that that has on the outcome is very very minimal. Those 5-10 seconds of the 5+min match are hardly significant. The activity is not broken because of that.
You get fine achievement progress when you are at top 3 while you enter last. You do nothing and get achievement progress although you don’t get material rewards. It’s nothing big but it shouldn’t exist, it’s cheap
You were arguing about first place before but I guess we can go as far as the top three now. My same argument still applies. What you see on the leader board at the end of the activity does not necessarily reflect what position you finished. You can have three people who are very good finish it well before everyone else and then leave the activity once they got their Top 3 credit. The next person to finish is not in first place; they’re 4th.
The only way you could possibly enter the match last and get first would be if everyone was completing the activity incredibly slow that the timer eventually got to the point where you get those teleport power ups more frequently. If you come in late, you enter some type of practice mode which is non-scoring. You don’t get points and won’t progress the achievement. You do get the daily activity though as that’s not based on points.
Search the forums for Crab Toss + Lag. It’s not my computer because I can play fine in Tequatl and Triple Trouble, it’s not my connection either when COUNTLESS players report heavy lag and fps loss in Crab Toss and ONLY Crab Toss. If I steal the fishing pole how in the world am I going to win the game? I can’t both carry the crab and the fishing pole. There are players who go specifically for the top players and never leave them alone abusing the fishing pole, they even stay for MULTIPLE games even if you are not winning anymore. It’s the worst type of griefing and there is no defense against it.
Yeah, I can search for posts about lag there. I can also search for posts about people experiencing lag in WvW, dungeons, and so on.
You perhaps use it to win the game by stealing the crab? That’s kind of one of the only thing it does. You also obviously would not be holding onto both. If you’re complaining because someone is using the fishing pole on you while you have the crab then well…
I’ve had griefers but they are very few. I just steal the pole from them and then use it to get the crab. It’s never been a big deal. I had issues with it at first but then I eventually figured out how to play the activity.
They rarely impede on completing the match? So having your entire team jump out the fence tossing kegs at each other won’t impact me at all when I want to play real Keg Brawl vs an ENTIRE enemy team? Sure the match will be completed but where is the fun in this kind of situation?
I’m going to assume that you were not grossly exaggerating. There are four achievements that are normally farmed that do not require you to score. The thing that I’m shaking my head about what you just said is that you said your entire team hopped the fence and you were playing against the entire enemy team. You do not seem to realize that you cannot progress those achievements with team members. All of them require someone on the enemy team in order to farm them.
I’d say that if your team members all hopped the fence and tried to progress the achievements, and not noticing the zero progression, you likely would not have won the match if they had been playing as your team has bigger issues.
As far as the OP’s question, it’s part of the rotation because it’s one of the easier achievements to do which fits perfectly among the two slots that have those types.
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Southern Survival: Don’t leave the starting area and then you won’t get punished by being perma immobilized. Problem solved.
Sanctum Sprint: You cannot get first place in a match if someone else has already gotten it. It doesn’t matter if they left before the match completed. If players that just joined are actually able to score beat existing players then it’s because it dragged on for so long. Those that get ported to the end, or near it, get a notification that their program will not count. They can get first but it won’t count. It still counts towards the daily though.
I have never seen lag in crab toss. Like most lag in the game, it’s likely in your end or due to your connection. Especially if you claim it to be graphics lag. There can be griefing but it’s minimal. The majority of the time, you’re being attacked because they forgot to change target or you got auto-targeted. Also, you can steal weapons so if someone is abusing the fishing pole, steal it from them.
Keg Brawl: Yes, there are farmers but they rarely impede on completing the match. There will be more than one barrel as the match progresses. Also be aware that them doing what they’re doing is no different than what goes on in the other areas of the game.
Why? Can someone please explain why this is even an option in the daily rotation?
Because they want to encourage people to play activities that tend to be rather ignored by the population due to poor rewards and issues with them.
And then players try the activities, see how broken they are and never go back. The best way to encourage people to play those activities is to FIX them, rewards aren’t needed as much, making them WORK is more important.
But I can guess the answer to why activities are still broken after so many years, “But everyone is working on HoT!”
Exactly what is broken about them?
Be aware of the stat caps when using food.
The T6 node farm in Orr, SSC, and FGS is great again largely because prices for ancient wood logs were manipulated causing them to rise over 2s a piece. Depending on how many toons you have, you can make 15G an hour.
It’s boring because the vast majority of people choose to take the path of least resistance and auto-attack while semi AFK in the one spot for phase 1. Very similar with how people stack on top of the box at golem to avoid the electric floor attack. All of his attacks can be avoided or at least mitigated with dodges, stun breaks, and stability. In phase 2, people still choose to stack at the one spot and auto attack dealing very little damage rather than help break the icicles and speeding up the fight. Attacking the adds contributes absolutely nothing to the fight either.
The bosses are fine. It’s the players that are causing them to be dull and drag on and on.
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Or, you can use software to set your mouse’s scroll wheel to function as the click. Then just scroll away at stacks instead of clicking completely.
Yeah. That’s what I did for the Thirst Slayer achievement. So much easier to scroll the wheel forward and back one or so clicks rather than using the left mouse button.
You can level to 10 from cooking with a slight profit but the time it takes to key farm isn’t worth it as there are faster methods.
I got all of them by farming events during the sandstorm. I did the standard zerg ones but also the ones commonly skipped by most players. I’d get about 120 per sandstorm I believe. I can’t remember the exact number but I can do a sandstorm again and find out.
I should also note that this was when they announced the portal beta drops when get a tier 5 map was very easy.
As stated by another player, do the PvP track as well. What you should do is complete all four PvP dailies every day. You’ll slowly progress the reward track and it only takes like 20 minutes.
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Theory?
They launched GW2 as a hybrid B2P with a F2P model by relying mostly on cosmetic sales to sustain income while releasing smaller LS content. The mentality of limited gem items is to build hype to drive sales.
Though…
The model hasn’t worked well and they are reverting back to a expansion based model while limiting focus on cosmetics and LS. This also might be the reason they recently decided to scrap selling future armor skins and just do outfits.
At least thats my theory.
Have they stated this or are you just speculating?
The Logan/Rytlock relationship is probably the best imo.
I used this site which was pretty quick and more efficient than how I did my previous 6 characters. Some things are outdated due to the LS or NPE but it’s hardly noticeable and the path takes you pass what was changed anyway.
http://www.ehmry.com/topic/2221-tour-de-waypoint/
For jumping puzzles, and vistas, they’re all well documented in YouTube nowadays.
I’d try this first before spending gold. As an addendum, I did most maps in about an hour using the maps provided in the link. Some of the larger ones (e.g. Lornar’s) took longer.
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Perhaps that’s a reason for them to bring 500 jewelcrafting into the game
Hardly anecdotal when it occurs every time and is easily verifiable. It’s not that difficult to go to DryTop and test out the scaling of the particular event that I used as an example. It’s also far better evidence than “I do Tequatl every day, beat him at least over 200 times. I see plenty of afk’ers nearly every day and that has never been an issue”. Since it’s a collection event, you can easily see when turning in the beetle remains how easily it can get scaled. It takes 6 beetle remains for one person to complete the event if nobody is around.
My example was actually two instances. One time there was someone that was AFK since before the event started and still scaled it and another time was someone who ran. IN challenger cliffs, you normally have a group of five people at most to do the ones there. You can have someone escort rusty and do the beetles while the rest focus on defending supplies from the skritt. There are no other events nearby. The skritt event is far enough that those doing it will not scale it.
Before passing off something as anecdotal and lacking proof, especially when it happens to actually be quantifiable, it may be best to go to the actual event and test it out yourself.
What I said about Tequatl wasn’t to serve as evidence to back up my claims. It was because I was directly asked about it in the same way that you are currently asking me to go to Dry Top.
Granted I never go to Dry Top, only did when it was new, but I don’t see why rules would be different there. Even if I go there and make my own conclusions, that would also be anecdotal and I could very well be missing something.
Based on the other post I quoted, try waiting a minute or so before turning in your beetles and see if that helps.
The problem with just waiting is that many events have timers. Simply waiting for someone to not count, or to get out of the event circle, isn’t an option a lot of the time. That person who was AFK still caused the event to scale well over 3 minutes past when it started so who knows how much longer it would have taken assuming them counting would cease at all.
It’s also not something as simple as making your own conclusion as if you personally perceive something to be more difficult. The beetle event requires exactly six beetle remains in order to complete it if you’re completely alone each and every time. No more, no less. You can easily determine, based on that, exactly how far the progress bar will go when a single beetle is turned in as well. This is a solid fact and based off that, you can easily determine if something is scaled or not.
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achievement point board hunters’ perceived need to slavishly do all the chores each day.
Yeah, I never understood why they felt this way. You never actually needed to do every single one. You only needed a few for completion.
Each one awarded a 1 AP. So it was in a AP hunter’s interests to complete every single daily achievement. Anet then put a cap on the daily achievements before going to the system that we have now.
It’s different. Try doing dry top events on the special teams when you have additional people who run by and scale up the event. I’ve personally done the beetle event on challenger cliffs which requires 6 of the event items to complete. I’ve had it scale up with someone just running by (not having any aggro) and even by someone who has been AFK since before the event started and had no aggro from anything. They were within the event circle.
It’s really hard to debate with anecdotal situations like this and it can hardly serve as proof for anything because it’s just an individual’s point of view and his own interpretation of what’s happening rather than an actual global view of the whole situation and what is really happening.
What’s telling me that the event is really being scalled by afk players (who haven’t moved in 20+ minutes) rather than people passing by or doing stuff around, other populated events and area with active players nearby or by afk players who really aren’t actually afk (not afk long enough to be flagged as afk or still actually doing certain things which prevents them from being flagged).
Now I’m not saying there isn’t anything wrong with the way the events scale sometimes but the issue isn’t people that have been afk for 20+ minutes like the OP suggests.
Hardly anecdotal when it occurs every time and is easily verifiable. It’s not that difficult to go to DryTop and test out the scaling of the particular event that I used as an example. It’s also far better evidence than “I do Tequatl every day, beat him at least over 200 times. I see plenty of afk’ers nearly every day and that has never been an issue”. Since it’s a collection event, you can easily see when turning in the beetle remains how easily it can get scaled. It takes 6 beetle remains for one person to complete the event if nobody is around.
My example was actually two instances. One time there was someone that was AFK since before the event started and still scaled it and another time was someone who ran. IN challenger cliffs, you normally have a group of five people at most to do the ones there. You can have someone escort rusty and do the beetles while the rest focus on defending supplies from the skritt. There are no other events nearby. The skritt event is far enough that those doing it will not scale it.
Before passing off something as anecdotal and lacking proof, especially when it happens to actually be quantifiable, it may be best to go to the actual event and test it out yourself.
I do Tequatl every day, beat him at least over 200 times. I see plenty of afk’ers nearly every day and that has never been an issue. As I just said, afk payers (and dead players too while we are at it) do not scale events.
It’s different with drytop events as the ones not in the beginning area are typical done by small groups of people and those events do get scaled by players whether AFK or not. I have also noticed SW defend events get scaled by “AFK” players such as at Amber. It does make the defend event more difficult to do.
Don’t see why drytop would be any different. I’ll leave the same argument here, other factors might scale the event such as other neaby events, other players doing whatever around the event or said afk’ers not actually being fully afk (again, in which case nothing can be done about them).
It’s different. Try doing dry top events on the special teams when you have additional people who run by and scale up the event. I’ve personally done the beetle event on challenger cliffs which requires 6 of the event items to complete. I’ve had it scale up with someone just running by (not having any aggro) and even by someone who has been AFK since before the event started and had no aggro from anything. They were within the event circle.
I’ve done the defend Amber event in SW where people AFK at the safe spot on the ledge in the corner. The enemies took significantly longer to kill and they were scaled up to about to like 82 or 83 when there were only 5 of us around the entire fort.
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I think the dailies need better gold rewards. Don’t care much about the achievement points.
I don’t think adding more gold into the economy is a good thing and especially something done on a global scale such as daily rewards.
I do Tequatl every day, beat him at least over 200 times. I see plenty of afk’ers nearly every day and that has never been an issue. As I just said, afk payers (and dead players too while we are at it) do not scale events.
It’s different with drytop events as the ones not in the beginning area are typical done by small groups of people and those events do get scaled by players whether AFK or not. I have also noticed SW defend events get scaled by “AFK” players such as at Amber. It does make the defend event more difficult to do.
Or just don’t do it if you don’t like it.
I’m surprised it’s been so long since the last sale on keys. I guess they’re waiting for HoT when they can add items exclusive to the chests.
Staff guardian has no issues.
The PvE dailies are probably the hardest to complete. I think Anet purposefully did it so people would venture into PvP or WvW more. It’s kinda silly I can do PvP or WvW in 5 minutes and PvE actually takes effort to do.
I’ve never seen any of them to really be all that difficult. PvP dailies are the fastest because you have the custom servers dedicated strictly for them. Some WvW dailies, such as tower, keep, or even kills, take time unless you get lucky and hop into the map when one or such combination is going on.
The PvE map events can be completed within 10 minutes on any map if you use the wiki or have prior knowledge where they are. Sometimes faster if you get lucky as I have completed the Queensdale kne in about a minute or so before. World Bosses rarely take much time to do the pre events and to kill.
The only time consuming daily for PvE would be the tier specific fractal which is then dependent on how capable your party is. If your team is horrible, then yes, you can take over an hour to do a fractal set. I personally have been against having the tiered fractal daily as it is restrictive when you have the 20’s one which you need AR for (generally speaking).
The only changes that I would suggest would be to remove the daily fractal one which only requires you to complete a single fractal such as swamp. This is a redundant achievement. You then alter the existing tiered fractal to not be tiered. You then add a daily that either cycles through dungeon (any path + story) or between Explorable and story modes but you can choose whichever dungeon that you’d like to do.
No thanks, and why should eeveryone be inconvenienced becuase of few people don’t take proper security steps on there side?
If you use strong passwords, run anti spy ware programs daily, don’t open email from people you don’t know, and invest in a good anti virus/firewall software. Your chances of being hacked is greatly reduced unless you leave all your account info laying around on a note pad for anyone to steel.
And also don’t use the same login info for other places such as websites.
Sorry but it’s not as simple as copy and pasting code. In most cases it’s easier to just rewrite the code from scratch to tailor it to exactly what you need. This coming from my experience using VBA for Microsoft Office programs.
Sigh. If it’s too fast then do like other MMO’s and kill monsters only. Find a spot with a bunch in your level range and then kill them repeatedly before moving to the next. The speed that you level at is determined by the player based on the options within the game.
Has there ever been an MMO released where you can have everything unlocked on any new character once you’ve completed it on another? I can’t think of one…
Due to the Maize Balm farm, which continues to this day, candy corn will never deplete due to being stuck in an endless loop.
This is done in Grand Barrier Isle in Bloodtide Coast.
A single person throws a balm, which hits 3-4 crows. Each crow turns in to a candy corn elemental, which drops a guaranteed Trick-or-Treat bag. 5-8 people can get a tag on these mobs and recieve loot from them.
This means each throw spawns 15-32 Trick-or-Treat bags, and you get 3 throws per balm, and since the bags drop an average of 10 candy corn per bag, that means each balm spawns 450-960 candy. And balms only cost 100 candy corn to craft, along with other plentiful and vendor priced components from the bags.
Additionally each bag has a 5% chance to drop a full balm, meaning there is a 75-160% chance of a full balm.
This means, on average, 1.17 balms drops for every balm used, and 7.05 times worth of materials needed to make a balm drop from each balm.
This is broken and a gigantic oversight that should be fixed. Hopefully if done now there is a chance the massive oversupply can be reduced by the time next Halloween starts.
You do realize that the recipe is time-gated?
2) Food, for example i NEED cactus soup in order to deliver what GvG commander demands from me, and its 1Gold per 30 min food, which is rather inflated for the materials that were predicted to be used and highly flipped.
You’re also making the assumption that prices are high because of TP flippers when it could be something as simple as supply/demand. Mango pies also do pretty much the same thing with vitality instead of toughness.
I’ve attached the cost breakdown for the soup as well as attached links to the price history of the top 3 expensive items that actually drive the cost of them.
https://www.gw2tp.com/item/24360-slab-of-poultry-meat
https://www.gw2tp.com/item/12336-dill-sprig
https://www.gw2tp.com/item/12142-onion
I’ll let you figure out exactly why those items have the prices that they have. Here’s a tip, it’s not because of flippers.
(edited by Ayrilana.1396)
I’d say it’s more of a troll or lie than a scam. If it’s a scam then the person getting scammed usually gets nothing as a result. Shovels only purpose is to uncover chests so they’re performing the very same activity that they would have had they were going to use the shovels. In other words, all this is doing is getting those players hoarding shovels to participate in the chest farm.
Do I think that lying on the LFG about portals dropping still is wrong? Yes.
The difference to TP flipping and your real world analogy is that in game, anybody has the ability to TP flip or undermine a TP flipper.
If you don’t want to buy your bread at 25 euros, put a bid in for less. If you don’t want to buy an item at an extortionate rate, don’t. Just be patient.
As expected, you miss understand the point.
People abuse the buy and sell option, and avoid playing the actual game.Buy sell trade tax should be higher, so people would actually use trading post when they need it. People actually play trading post game at least 1-5 hour per day. Trading post flipping went so far, that almost every one does it even if they deny it, even myself, because you can earn 100x more gold in few hours that you would earn in 1 week.
And I desire to stop this, so people actually go out there, and use the purpose of exploring, so people would think as trading post as something that they use when they need it, not to abuse it for making gold.
And for your argument, every one can open own store and sell bread too.
Flipping on the trading post is as much a part of the game as anything else such as dungeons and world bosses to name a few. It’s a valid way to the play the gain no mater whether you feel it is or isn’t. You’re also forgetting the benefits of flipping by being a gold sink.
Your example/analogy is flawed in the context of how you used it but I’m pretty sure many of the other posters will have caught it by now and post about it if not already.
Magic Find only affects monster drops, PvP chests, and possibly the SW chests.
Precursors supposedly drop from everything and people have claimed to have gotten them from jp chests. The thing that you have to realize is that the drop rate is incredibly low.
It’ll get better as they add more specializations.
Yes the holiday stuff is just aesthetic it is temporary and offers no real end game in terms of pve content. PVP has not been neglected in fact it is getting new mode with the expansion. Not to mention of all the WvW changes and patching and upgrades that have just recently been brought about. The continued displaying of PvP tournaments you don’t see Anet streaming on twitch dungeon runs. Living story omg your right you really just added so much to the conversation I forgot that I can run living story and that it is both challenging engaging and offers actual rewards worth the time spent. Please spare me the woe is me about PvP when it is quite frankly the only thing that Anet has focused on. Also the seasonal stuff you speak is literally 90% regurgitated content.
Yep you’re right. We’ve received far more PvP content than PvE content. I was wrong…
It does seem like anet just kinda doesn’t care about pve content though. The focus really is more for them seemingly aesthetics and pvp which if thats the case I suppose I will be exiting stage right once something better comes along. Shame cause I love this game so much he combat system is really addictive but to only focus on such small parts is wasteful and selfish and very inconsiderate to the community.
So living story seasons 1 and 2, including all of the holiday content, were just aesthetics and pvp? PvP in this game as largely been neglected compared to what PvE has gotten.
No Ayrilana…
It happened parallel to the ls s2 history. parallel, so when pact got destoyed, was a few days after the past chapters where the vines attacked.
Still, its not like it is impossible that we are back tracking on history to see Lions arch rebuilding, but it breaks the narrative structure anet is trying on gw2 ^^
So now you’re accepting of it occurring parallel when you were not before? Which is it? You disputed the possibility of the rebuilding of LA occurring due to the WP getting destroyed at some point during Season 2. It was at the end of last July by the way so perhaps after episode 2.
A lot has happened since then and I don’t believe it was stated how much in game time has elapsed since then. The reconstruction also could have behind the scenes as they’ve (the slacker NPC’s) have been working on it since early last year. It was just never updated for us to see the results.
@ChochoBo : After the cronomancer awnser, I think yours is the most close to be true :’).
@Ayrilana : what you are proposing, is the same explication that Danikat made a couple posts above, but as I’ve awnsered, there is also a problem with this theory : Lions arch was also “Attacked” on the course of s2 (Aka waypoint destructed), so this thoery also have kitten on it
.
I think that there’s sadly no aceptable theory at all, but I am still loving to see all the possible situations until I get someone to convince me it was not pure trough “Magic”.
So the WP was destroyed right when the pact fleet got destroyed?
Was it ever stated that the rebuilding of LA occurred right after the destruction of the pact fleet? There’s no reason that this couldn’t have happened during the timeline that Season 2 took place.

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