People here, day in day out continue to not understand the term inflation and keep throwing it out there to try to make their post seem smart or well thought out.
There is also a massive disinformation campaign in the real world about inflation. It’s not just that people are using the term wrong, it’s that they’ve been taught to use it wrong on purpose, and it makes discussing anything economic with a lay audience way, way more difficult than it should be.
I disagree about it being on purpose. I consider it more of negligence. People learn about inflation from those that do not know about inflation but act like they do. It’d be like the OP thinking that they are correct going around convincing people that he is right. He’s not purposely trying to make people believe in something wrong since he actually believes it to be correct himself.
Exactly what do you consider game-play? Flipping on the TP is game-play whether you or HHR want to accept it or not. It’s part of the game and requires a certain skill set just as dungeon running and other activities require.
Nope.
Yep. It’s part of the game. Do I need to provide you a quote from Anet stating that it is?
It just seems like it’s impossible to have a rational discussion as the second you cannot counter something you attempt to change your argument just as you did which brought us into this whole effort nonsense. You then rely on arguments that are very specific and apply it to the whole such as your argument that because plenty of people earn gold easily, and would thus make account bound items require more effort, then this must apply to everyone.
My point is actually that it doesn’t apply to everyone, because the gold is distributed unevenly. That’s why it is a problem when things become gold-based, because those who more easily make gold can more easily acquire those things than those players who do not as easily acquire gold.
And yet you don’t mention that in any of your arguments.
Well if it doesn’t apply to everyone then your argument that account bound items being requiring more effort doesn’t apply to everyone. Take into the fact that only a small percentage of players likely have enough gold to buy all of the ingredients for the legendary weapons, your argument applies to only a small percentage of players making it not really relevant to the original discussion.
And yet you use it in your arguments as if it’s the only way…
Except that I don’t.
Yes you do. In this thread and the other, you counter any arguments by using TP flipping despite the fact that the other methods of gold acquisition make your argument weak. You also treat TP flipping as not actually playing the game despite it being stated numerous times that it is.
(edited by Ayrilana.1396)
Supply and demand. When demand goes up for an item, with supply remaining the same, price will go up. In the type of economy that Anet created for this game, and their intention for legendary weapons to be a long term goal for players to strive towards, you thinking that they must intervene is incorrect.
“Supply and demand” is an explanation, not a justification. It’d be like going into court to defend yourself in a mugging case and saying “well, he had money that I wanted, to I mugged him.” A perfectly valid explanation, not one likely to get you off though. Yes, supply and demand is the cause of the current, past, and future prices, but since ANet had control over both supply AND (in a sense) demand, the prices that result are still entirely the fault of their actions.
Supply and demand is just as much of a justification as it is an explanation. Perhaps if you understood how the economy was created within this game, and how it functions today, you’d understand that. Instead you’re trying to force something that goes against that. You also fail to realize that ANY supply that enters the market is directly from players and ANY prices set are directly from players.
Yeah and well nobody is just handed the gold to purchase what they need for their legendaries. You assume that they already have the gold so therefore account bound items require more effort as a result. Just look back at what you said.
You use quantifiers such as plenty but exactly how many people are plenty? If they’re a large amount of players then that makes all of your arguments in other threads about precursors needing to be cheaper irrelevant. How can you argue in one thread that account bound items for legendaries take more effort than obtaining gold and then in another thread arguing that obtaining gold is so difficult that something must be done to make precursors more obtainable?
You’re trying to turn this into a semantics argument again, but the point remains that there are some people for whom gaining gold is a very effort and time consuming activity, but others for whom it is a fairly simple and casual experience, so gold should not be the primary factor in who can get a legendary or not.
Actually, you’re the one who started the entire semantics thing. You feel that because some people can earn gold easily in the game that that must mean that account bound items require more effort for everyone irregardless as to how easily they can earn gold.
You keep diverting the discussion to random tangents because you do not want to counter the arguments presented to you. The original argument I made was against your statement that most of the materials used for a legendary are account bound.
It just seems like it’s impossible to have a rational discussion as the second you cannot counter something you attempt to change your argument just as you did which brought us into this whole effort nonsense. You then rely on arguments that are very specific and apply it to the whole such as your argument that because plenty of people earn gold easily, and would thus make account bound items require more effort, then this must apply to everyone.
Why do the “I have a lot of gold” ingredients need to be toned down when you clearly stated that getting the gold for them requires less effort than getting the account bound items for the legendaries? You also missed the point with my example.
I’m saying that it can take less work, not that it always does. That’s my point, the amount of effort that goes into accumulating gold varies far too wildly from person to person. If every player had to put forth the exact same amount of gameplay effort to accumulate 1500g then I wouldn’t be so opposed to using it as a metric of overall accomplishment.
No. You never said that it can take less work in your arguments. I know this because you have been consistently arguing that plenty of players can earn gold easily so account bound items require more effort. When I questioned you that this was not true, you still help your argument. So now it appears you’re changing it once again like you did earlier with another argument.
Exactly what do you consider game-play? Flipping on the TP is game-play whether you or HHR want to accept it or not. It’s part of the game and requires a certain skill set just as dungeon running and other activities require.
The problem is that players are (mostly) not economists, so when players talk about “inflation,” they aren’t necessarily using the proper economic definition of the term, but are instead using the vernacular definition of the term, which basically boils down to “the things that I want to spend my money on seem to be getting more and more expensive over time.”
The real problem is that the armchair economists following the game, and worryingly John Smith seems to fall into this category as well, then dismiss these people because they are clearly using the term incorrectly, when in fact they should be paying more attention to the intent behind the layer’s using that term.
John Smith can talk all he wants that GW2 does not have too much inflation, and for all I know that is 100% true from an academic economic perspective, but in practical terms, there is very clearly vernacular inflation going on, and there should be more effort put forth in combating it.
Supply and demand. When demand goes up for an item, with supply remaining the same, price will go up. In the type of economy that Anet created for this game, and their intention for legendary weapons to be a long term goal for players to strive towards, you thinking that they must intervene is incorrect.
TP flipping is not the only way to make gold in the game. You may disagree but it’s true.
It may not be the only way, but it’s A way, and a very effective way at that, and money earned through TP flipping is just as good as money earned through playing the game when it comes to buying Precursors, which is why as trade tokens go, it’s a fairly poor one.
And yet you use it in your arguments as if it’s the only way…
That’s still accumulation of wealth. It’s not different than what you have to do to get a legendary … doing content, getting stuff. Everything in this game boils down to earning what you need to get something. You’re splitting the hairs again.
I’m really not. You can try to classify “running out and completing a mini-dungeon” or whatever as “accumulating wealth,” but it’s a non-generic form of it, one that actually engages you in the game world, rather than something you can do camped out in LA.
TP flipping is not the only way to make gold in the game. You may disagree but it’s true.
Oh. The reason why I’m saying that you think TP flipping is the only way to make gold is because you completely ignored all of the other ways and focused solely on that since it was the only way that could support your argument.
Wow. People really need to look up inflation and exactly how it is measured. Also a little reading on supply and demand doesn’t hurt either.
Perhaps you should read my entire post again. You would see that I was comparing the time that would be spent doing world completion to how much you would have earned on average by farming during that time instead. I showed that you earned far less gold during that time frame than what you would have to have to buy up the T6 materials. To farm the gold to buy them takes more effort as a result.
Depends on how you make your gold. Plenty of people make far more gold with far less effort, which is why the “you should have to earn the gold to buy your pre” message is a bit tone deaf.
And you’re still diverting away from your original statement about most of the stuff for legendaries are account bound. You’re now arguing that account bound items require more effort on players over everything else because gold is apparently easier to get in the quantities needed for all of those purchasable items.
You make some argument that since some people can make a lot of gold easier than account bound then that much apply to everyone and thus make your argument correct. That reasoning is flawed.
Not really an argument. It takes way less effort than that to get the account bound materials if you have everything you need for them. Flawed argument is flawed.
Not really. Nobody is just handed World Completion, that’s something that takes effort. Making gold on the TP is more clever tactics than effort, and plenty of people make enough gold to afford a Legendary without ever accomplishing much of anything.
Yeah and well nobody is just handed the gold to purchase what they need for their legendaries. You assume that they already have the gold so therefore account bound items require more effort as a result. Just look back at what you said.
You use quantifiers such as plenty but exactly how many people are plenty? If they’re a large amount of players then that makes all of your arguments in other threads about precursors needing to be cheaper irrelevant. How can you argue in one thread that account bound items for legendaries take more effort than obtaining gold and then in another thread arguing that obtaining gold is so difficult that something must be done to make precursors more obtainable?
Guess what? It’s easier for me to buy a Lamborghini if I already have the cash. If I don’t have the cash? Ummm….
Exactly my point. Owning a Lamborghini is just a sign that you have a lot of money, not that you’ve actually accomplished much, and likewise having a Pre (and the non-bound ingredients) is just a sign that you have a lot of money, it’s the other ingredients that show you have actually gone out and played the game. I’m just saying, the “I have a lot of gold” ingredients should be toned down.
Why do the “I have a lot of gold” ingredients need to be toned down when you clearly stated that getting the gold for them requires less effort than getting the account bound items for the legendaries? You also missed the point with my example.
I’m really confused now. First you were arguing that “most of the stuff” that goes into a legendary was account bound. “Most of the stuff” is normally a quantity. You were also using that argument against The differences in material lists between the two. Did you forget?
I’m not going to engage in a semantic runaround, if you didn’t understand my meaning, then I’m sorry.
You actually changed your argument so not really anything about semantics.
Icy runestones are purchasable with gold so that’s really no different than the other sell-able items. The gift of exploration will take the most time out of the account bound items. You can do it in less that 50 hours though. At the average rate of 5 gold per hour, that equates to 250 gold.
“At the average rate of 5 gold per hour?” Where do you get your averages? No way would you average 5g per hour, especially if you’re trying to get world completion while doing so. Try 1g per hour. Maybe.
Perhaps you should read my entire post again. You would see that I was comparing the time that would be spent doing world completion to how much you would have earned on average by farming during that time instead. I showed that you earned far less gold during that time frame than what you would have to have to buy up the T6 materials. To farm the gold to buy them takes more effort as a result.
In any case, it takes way less effort than that to buy up all the T6 mats if you have a ton of gold.
Not really an argument. It takes way less effort than that to get the account bound materials if you have everything you need for them. Flawed argument is flawed.
Guess what? It’s easier for me to buy a Lamborghini if I already have the cash. If I don’t have the cash? Ummm….
EDIT:
Something else also came to mind. If you believe that the account bound materials take more effort than the purchasable ones then that must include the precursor too. So that must mean that your arguments that precursors needing to be more affordable means that Anet also needs to make all of the account bound items easier to get. After all, your statement (through omission) is pretty much saying that farming the gold for a precursor takes less effort than to do world completion or farm karma.
(edited by Ayrilana.1396)
Except, it isn’t very well thought out at all. It’s more of a player trying to mimic an OP ED from one of his favorite political pundits. Especially with the over use of political buzz words.
The realization should be, the majority of players are the ones buying gems. They, the majority, is what keep Anet in business and the game running. Just like in the real world, it is the majority that keeps things running. They matter and should be rewarded for their patronage and service.
Then argue against his arguments rather than make baseless remarks about them.
Also, provide your source that the majority of players are buying gems. The players purchasing gems are doing so for a specific reason such as for an armor/weapon skin, infinite mining pick, etc. They’re not doing donations. To expect something more than what you paid for is entitlement.
(edited by Ayrilana.1396)
Except 18% mark up is already a 3% profit, so it’s misleading.
Actually, it’s not a 3% profit. I’m going off of total cost.
Let’s say that you have an item that costs 6.5 gold to make. At what selling point would you have to price it to break even?
If you take 6.5 and multiply it by 1.1765 you will get 7.6471 gold. You can double check the math by multiplying 7.6471 by 85% which is 6.5. So 7.6471 gold is your break even selling price.
So if you personally have been selling items where the difference between cost and the selling price is less than 17.6471%, you’ve been losing money as you’re ignoring the compounding factor.
6.5g / 0.85 = what selling point you can sell at to break even (7g64s71c)
“0.85” is much easier to remember than “1.1765”
just to make your life easier
Yeah but that’s why I said 18% earlier as I can do that math in my head pretty quick.
(edited by Ayrilana.1396)
There’s no need for Anet to increase supply of certain items just because more players want them.
Why not? This is a game, the goal is to make as many players happy as possible. If a lot of people are not getting the things they want, it IS in ANet’s best interest to fix that. Pretty much every change they make to this game, whether successful or not, is at least intended to result in happier players.
.
So what you really want is a socialistic economy where precursors are allocated to players based on their needs. I’m sorry but this game was not designed around that concept.
So that’s a total of 8 account bound items. There are 28 individual items needed (some repeated such as obi shards). So that means it consists of 28.6% of the needed line items. Yep. That’s a majority.
You’re just considering quantities, not the amount of effort that goes into it.
I’m really confused now. First you were arguing that “most of the stuff” that goes into a legendary was account bound. “Most of the stuff” is normally a quantity. You were also using that argument against The differences in material lists between the two. Did you forget?
Here. I’ll help you out.
The difference between the material lists for legendaries and spirit weapons is that the one for legendaries is quite a bit longer.
Not really. Legendaires use a stack each of 8 T6 mats, then maybe a bunch of metal or wood, but most of the stuff that goes into a legendary is account-bound and acquired elsewhere.
Do you remember now? This was exactly what my post was referring to. Actually, I just looked at my post and it did have it quoted. So why did you change your argument? Were you unable to defend it so you had to make up a new one?
Well I’ll go ahead and argue against your perception that the account bound items take more effort. I’ll assume when you say effort that you mean the effort for the account bound items compared to the others that are not for a legendary.
Badges of Honor, skill points, and the ~1,000,000 karma can be earned in EotM at a fairly quick rate. Karma can be earned even quicker depending on your boosts and buffs. I’d say 15 hours but probably less.
You then have the 500 dungeon tokens which is about 3 full runs of whichever dungeon that is required for the gift. Pretty painless as you can do these fairly easily and there are always groups doing the paths. Some of the least popular ones will be harder to get people to group with but you can always extend the time you take to get the tokens and stick with the easier and quicker paths. Easy peasy.
Icy runestones are purchasable with gold so that’s really no different than the other sell-able items. The gift of exploration will take the most time out of the account bound items. You can do it in less that 50 hours though. At the average rate of 5 gold per hour, that equates to 250 gold. Much less than it takes to purchase all of the other components. You can double it to 100 hours but it’ll still be much less.
So exactly how does it take more effort to get the account bound items when it takes more time to get the gold for the other items or to farm them? I’m quite certain that it would take you more time to farm the T6 materials themselves than it would to to world completion.
(edited by Ayrilana.1396)
Except 18% mark up is already a 3% profit, so it’s misleading.
Actually, it’s not a 3% profit. I’m going off of total cost.
Let’s say that you have an item that costs 6.5 gold to make. At what selling point would you have to price it to break even?
If you take 6.5 and multiply it by 1.1765 you will get 7.6471 gold. You can double check the math by multiplying 7.6471 by 85% which is 6.5. So 7.6471 gold is your break even selling price.
So if you personally have been selling items where the difference between cost and the selling price is less than 17.6471%, you’ve been losing money as you’re ignoring the compounding factor.
(edited by Ayrilana.1396)
Yeah. That’s another way of calculating it. I just figured that using the ~18% mark up would be easier to determine your break even selling price.
The difference between the material lists for legendaries and spirit weapons is that the one for legendaries is quite a bit longer.
Not really. Legendaires use a stack each of 8 T6 mats, then maybe a bunch of metal or wood, but most of the stuff that goes into a legendary is account-bound and acquired elsewhere.
I would take an additional look at the materials needed for the legendary.
- The gift of mastery has four account bound items.
- The gift of fortune has two account bound items (for clovers).
- The legendary gift has two account bound items (dungeon tokens + icy runestones)
So that’s a total of 8 account bound items. There are 28 individual items needed (some repeated such as obi shards). So that means it consists of 28.6% of the needed line items. Yep. That’s a majority.
His next response will be that they can just increase T6 material drops rates and then have some event that artificially inflates supply temporarily to meet the sudden increased demand.
Well, my one consolation in this one, if you’ve been following any of the threads on precursor crafting, is that the economic experts around here assure me that they will NEVER make precursors more common, because that would drive up demand for related materials in the marketplace and lead to chaos and destruction. Well if that’s true, then obviously it’s IMPOSSIBLE for them to massively increase demand on all these other items, because that would be even more destructive.
The economic experts can’t be wrong, right?
You may find it worth re-examining the recipes for these items and what’s needed for the legendary weapons. You’ll quickly see how your argument falls apart.
^^
Yeah b/c needing 500 charged lodestones (spirit back skin) is not like needing 100 (legendary) or 350 (mjolnir).
The Charged Lodestones would go into forging the spirit weapons, not into the backpack, so thats still 100 charged ls per exclusive skin you pay.
How much fine t6 mats go into spirit weapons?
250 ori ingots, 250 cured hardened leather sections, and 750 more ignots or 1000 ancient planks…per weapon so multiple those by 5. That might also effect t5 mats promotion
Ori ore and ancient logs are easily farmable and you can be assured that there will be node farmers farming them and causing a downward push on prices. Leather has relatively no value at the moment nor do mystic coins. Just the charged lodestones would have an effect but it would be minimal since so few items use them.
The items used for legendaries have a widespread use and an increase in the price would have a large impact on the economy. Factor in various percent increases of all legendary weapon materials and look at what impact it has on other recipes throughout the market. Let’s not talk about what an increase in ecto price would do.
Also consider the difference between a 50% price increase in materials for the essence weapons vs a 50% increase in materials for the legendary weapons. There’s a very wide gap as the essence material prices are already very low as their primary cost factor are the charged lodestones.
As a “victim” of the Old GUI, I’ll make sure to give an in-depth review of the New GUI
Did you factor in both TP fees what trying to make profit between the disparities of scraps and bolts? I only ask just in case you didn’t know and so you won’t go and take a loss through the TP fees. I believe you need around an 18% mark up from whatever your total costs were to break even.
A lot of items have high volatility so that gap could quickly dissipate and may not be back for awhile if at all.
Or to put it in simpler terms, since ANet realizes how much a core group of players is willing to spend to get new skins every few weeks, don’t we think they’d be all over this if it were as easy as suggested? Why would they waste a perfectly good (and easy) way to rake in some more cash?
Once upon a time, we did tell them, via the forums, we would be perfectly willing to get more skins via the Gem Store.
I remember that!
Not the thread i was looking for but
https://forum-en.gw2archive.eu/forum/game/bltc/List-Of-Things-We-Want-In-Gemstore/first#post2218752
(edited by Ayrilana.1396)
Well, my one consolation in this one, if you’ve been following any of the threads on precursor crafting, is that the economic experts around here assure me that they will NEVER make precursors more common, because that would drive up demand for related materials in the marketplace and lead to chaos and destruction. Well if that’s true, then obviously it’s IMPOSSIBLE for them to massively increase demand on all these other items, because that would be even more destructive.
The economic experts can’t be wrong, right?
You may find it worth re-examining the recipes for these items and what’s needed for the legendary weapons. You’ll quickly see how your argument falls apart.
They have different names and are in completely different sections.
In effect you know you use exotics (without food) in your fights like using a rare build with midlevel nourishment (+5% dmg given and -5% dmg taken) .
And so on with the ascended…So using ascended (without food) is fighting like using exotics with food. So buy some food and play on. If you get a nice drop use it, make it a chestpiece if the stats are right and think:
I disagree with this. Whether or not someone chooses to use food is not relevant.
crafting bolt of damask is a waste so people just sell the materials to tp and noone craft it anymore
its not only linen – all cloth go down in price
Really? A quick look at cloth prices on the TP tells me that you’d still earn an average of about 1.5 – 2g profit by crafting Damask to sell.
quick look not enough
so here some quick math (just did math while writing and prices are all actual bid prices in TP)Spool of Silk Weaving
- 100x Bolt of Silk (bid per 8s45c) 8g45s00c
- 1x Glob of Ectoplasm (bid 39s70c) 39s70c
- 25x Spool of Gossamer Thread 16s
= 9g00s70sBolt of Damask
- Spool of Silk Weaving 9g00s70s
- 20x Bolt of Wool 1g18s40c
- 10x Bolt of Cotton 63s40c
- 20x Bolt Linen 1g94s40c
= 12g76s90cCraft Cost: 12g76s90c
Sell price : 14g25s02c
TP Fee 15% 2g13s75cYour Profit = -65s63c
Your math is way off.
Spool of Silk Weaving
- 300x Silk Scraps (bid per 2s31c) 6g93s00c
- 1x Glob of Ectoplasm (bid 39s74c) 39s74c
- 25x Spool of Gossamer Thread 16s
= 7g48s74s
Bolt of Damask
- Spool of Silk Weaving 7g48s74s
- 40x Bolt of Wool (2s82c) 1g12s80c
- 20x Bolt of Cotton (3s3c) 60s60c
- 40x Bolt Linen (4s65c) 1g86s
= 11g08s14c
Craft Cost: 11g08s14c
Sell price : 14g75s00c
TP Fee 15% 2g21s25c
Your Profit = 1g45s61c
I agree with Jeffrey that it takes time. It seemed closer to 10 seconds for me but just stand there at the camp site and it should progress. I did this last weekend and ran into the same issue but it eventually worked.
If it’s the one in Mount Maelstrom then yes.
When you buy a skin, you can apply it for free once. You also unlock it for your account in your wardrobe but it will cost transmutation charges to apply it.
For some items, such as the kite, they should say account bound at the bottom when you hover over the item.
Unless you care for the look, you’re better off going for ascended.
It takes roughly 250gold to craft to 500. Crafting the ascended item(s) themselves does not cost nearly as much. I have leveled Huntsman, Leatherworker, Artificer and Weaponsmithing all to 500 and it is very costly to do so even if you follow guides. Unfortunately I think your best bet is either to farm like crazy or to whip out the ’ol credit card and buy some gems to convert to gold. If you do the latter option however, I suggest buying your son a few nice items just for a treat, like a kite and some minis or something (:
It’s ~77 gold for weapon smithing and thats likely purchasing at sell price.
I got full ascended to maximize my potential. Did I notice a difference with full armor? Yes. Was it game changing? No.
Maybe I’ll email support too since I do want that skin. We got the various versions of the fractal one if we had the final version so i don’t see why we couldn’t with mad memories.
Because the first book wasn’t consumed when making the second. You only get the skins back dated if the first skin was consumed in the proses. I would t be surprised if they come back this Halloween, via an NPC.
Yeah. I looked at Dulfy’s guide and it appears that they weren’t used up. Odd since i normally save the skins. Oh well. I must’ve tossed them so i shouldn’t get the skin.
They were. One of the hats was made for free by talking to the Mad King while he was in LA and the other was for participating in his Mad King Says event. I could be mistaken though but the wiki should say how they were obtainable.
Maybe I’ll email support too since I do want that skin. We got the various versions of the fractal one if we had the final version so i don’t see why we couldn’t with mad memories.
A couple things:
- Ascended equipment are account bound. You only need one set for a stat combination so long as you don’t mind swapping it between characters.
- Karma is relatively easy and quick to farm in EotM. More so if you’re green. A lot of the widely used armor stat combinations are available from Orr karma vendors. You also make a decent amount of gold and can use badges to see blueprints to make gold for example. I haven’t done a really test on how much karma you can get with buffs but I’d say it’s on par with how long it would take to farm the gold.
The standard farm is 5 gold an hour. Two hours a night over a two months will get you enough for a full set of armor and at least two weapons.
Please don’t intentionally distort that in an attempt to make your argument appear to be more correct. You can not make a full ascended armor and two legendaries from 600 gold, and that assuming people would farm 7 days a week for 2 hours. Spending what basically is two work days per week on farming is not everyones cup of tea.
Lets pick a player who want to max a Mesmer. They want armor and a greatsword. The armor will cost around 600 gold by iteself, which already there is the whole aloted money with no weapon to speak off. Then there is the legendary, which is between 3000-4000g. Assuming a generous 250g per month (which is extremly above the average income per player), and you end up with 16 months or 1.5 years amount of farming. If you make the legendary yourself, the cost will slightly decrease, and you might be able to do it in less time.
Yes, you could change the variables and get a rangers that wields an underwater legendary, but we are talking about common goals which people actually has. Those goals are not achiveable by 2 months of farming.
Um, wow. How about you not distort my post and quote the very next line that you left out. You’ll see that the 600 gold was just for ascended armor and weapons. The sentence you purposely left out was about legendaries.
Also, please do the math for ascended armor before you make up random numbers. I’ve been tracking the costs and it’s around 450 gold now. The most expensive legendary to make is roughly 2,800 gold.
It does not take years to farm for legendaries and/or ascended. Please don’t intentionally distort that in an attempt to make your argument appear to be more correct.
The standard farm is 5 gold an hour. Two hours a night over a two months will get you enough for a full set of ascended armor and at least two ascended weapons. Legendaries will take up to 9 months assuming no materials are farmed. Earning 10 gold a night is very easy to do in this game. You can even do it without farming.
Anyone want to stop and see what happens if you set your sights on Karma armor from the temples? Or if you craft your own? Because I have the suspicion crafting your own exotic armor and weapon sets is cheaper than 10 Gold / day over 2 months. Especially when most weapons aren’t 10 Gold, last I looked. (Save for greatswords, maybe.)
I edited my post and the my quote in this post. I meant to say ascended but didn’t. Sorry for the confusion.
Point is, if we think in long terms, even the last fanboy who is ‘happy with LS’ will stop playing the game or at least a lot of people are leaving. So this means if they have long term goals, they HAVE to release an expansion (this doesn’t mean as a physical copy, it can come as a huge update as well, mark my words :-)).
It’s business and that’s the nice balance of free market. If the customer doesn’t like it anymore either the market will change according to the customers’ needs or it will be taken from the market.
No. That would not keep players and you likely haven’t realized what it is that keeps players playing MMO’s long after content updates (such as expansions) which this game has relatively little of.
It does not take years to farm for legendaries and/or ascended. Please don’t intentionally distort that in an attempt to make your argument appear to be more correct.
The standard farm is 5 gold an hour. Two hours a night over a two months will get you enough for a full set of ascended armor and at least two ascended weapons. Legendaries will take up to 9 months assuming no materials are farmed. Earning 10 gold a night is very easy to do in this game. You can even do it without farming.
(edited by Ayrilana.1396)
The problem is that Green is the color given to the team that has won the previous week in WvW. ……
I was under the impression the rotation of colors was random….if the above is true (and I’m not saying it isn’t), then this is the logical reason….the most often winning WvW teams are always combined into the EotM Green team(s).
EDIT: How can GREEN assigned to last week winner be true. What if 3 teams that won last week are matched up….or even 2 teams that won? I guess I can see some sort of priority happening during WvW season, but during off-season I thought it was purely random what color you Server was assigned.
Think of it this way. What color are you on the WvW scoreboard this week? Thats what color you will be in EotM for the week. Apply that to everyone else. I believe the wiki also explains this.
Wha??
How does this apply to my question of HOW what color you be NEXT WEEK is determined? I know how the current color works and how EotM groups all like colors together during that week. Again, How is what color you will be NEXT week determined? Does your overall ranking factor into it? Does your previous match results factor in? Note that the wiki is written by PLAYERS not Anet so any information on this issue can only be FACTUAL if an Anet Dev comments about it (and even those have been known to be mistaken as Devs ARE human).
I guess I kind of assumed you knew how the WvW rankings were done so I had kept my response brief. I’m sorry for that and the confusion.
http://wiki.guildwars2.com/wiki/World_versus_World#Matching_of_worlds
Essentially your server’s total scored points at the end of the week are calculated and applied through a ratings system. There was also a variance modifier to added to randomize the match ups but it really doesn’t have a meaningful impact. This result is then ranked amongst the other servers from highest to lowest.
Various websites calculate servers’ scores such as:
https://leaderboards.guildwars2.com/en/na/wvw
or
http://mos.millenium.org/na/matchups
A tier consists of servers in multiples of three. The link I just posted shows JQ, BG, and TC in tier 1. The placements of 1st, 2nd, and 3rd within a tier determines what color a server will be. Last Friday after the match-up, and the points were tallied, it was determined that JQ was 1st, BG was 2nd, and TC was 3rd. So JQ is green, BG is blue, and TC is red. This continues on down throughout the tiers.
So essentially you get achievements for being a hoarder?
If you visit the high end maps frequently enough, you’ll become familiar with the possible spawn points of T6 nodes.
For example, in Southsun Cove, I know all the possible spawn locations of Ancient Wood and Orichalcum, so every time I visit there for Karka Queen, I check all those spots.
Yeah. With the mega servers now, the nodes rotate often enough that you’ll eventually learn them all within a week or two.
This thread should be merged with the many other threads on the same topic.
Here’s one on the first page of this very sub forum:
In regards to the OP, Anet needs to have cash inflow to support their operations. Selling boosts and other random consumables will not do that. They are also a for-profit company so they cannot operate at cost. So as a result, they create various skins and other convenience items for players to purchase with cash or gold. These are all completely optional and have no impact on the game play.
Also be aware that you paid for the game as it was when it was released. You did not pay ~$60 for the entire game and all future content updates. I did not buy Assassin’s Creed and expect to be given all of the additional DLC’s for free. These had to be paid for just as all of the continued support from Anet and the numerous content updates that we get. Those who play the game for free (don’t support Anet through gem purchases) have their content updates to the game subsidized by paying players.
It’s entitlement to think you should get free content beyond what a game originally provided at the expense of the developer. Games originally had subscriptions so that everyone pulled their weight for supporting the game’s operations. In this game, you don’t have to commit a single dollar after your initial purchase and instead get everything because of paying players.
Essentially, you get what you paid for.
I’m not sure what you are talking about. The video never says players should be able to play for free.
What they are discussing is what we discussed last time. Many F2P games seemed to focus on this whales. You are telling me you think most transactions are from many players with small payments over times. But the video says many of this F2P games have 10% of the players paying 90% of the money.
I think there is some truth is both. It depends on how the cash shop and economy is designed.
My personally feeling with GW2 is since there are gem exchange system, and no power creep, it is very unlikely for a person like me to buy gems.
The OP seemed to feel GW2 is moving further away from the average gamer, and focus the game purely for whales and new gamers.
You obviously have your own personal feeling about the game.
It was a response to the OP and not the video itself.
As far as percentages, I referred to many as simply a placeholder as there’s really no way to know without the data being released. I was not referring to a large percentage but was definitely referring to more players that was implied in the previous thread as buying tons of gold. The many was simply to separate out the fact that those that buy tons of gold are far fewer than those that do it at the spur of the moment when something new is released or there’s a sale.
(edited by Ayrilana.1396)
This thread should be merged with the many other threads on the same topic.
Here’s one on the first page of this very sub forum:
In regards to the OP, Anet needs to have cash inflow to support their operations. Selling boosts and other random consumables will not do that. They are also a for-profit company so they cannot operate at cost. So as a result, they create various skins and other convenience items for players to purchase with cash or gold. These are all completely optional and have no impact on the game play.
Also be aware that you paid for the game as it was when it was released. You did not pay ~$60 for the entire game and all future content updates. I did not buy Assassin’s Creed and expect to be given all of the additional DLC’s for free. These had to be paid for just as all of the continued support from Anet and the numerous content updates that we get. Those who play the game for free (don’t support Anet through gem purchases) have their content updates to the game subsidized by paying players.
It’s entitlement to think you should get free content beyond what a game originally provided at the expense of the developer. Games originally had subscriptions so that everyone pulled their weight for supporting the game’s operations. In this game, you don’t have to commit a single dollar after your initial purchase and instead get everything because of paying players.
Essentially, you get what you paid for.
http://gw2.mmorpg-life.com/guild-wars-2-crafting-material-locations/1826/
Be aware that some of the spots marked for a lot of the items are not the only locations. For example, ancient wood in FGS has many more possible spawn locations than what is shown.
(edited by Ayrilana.1396)
Obtena.7952
I think that description is appropriate. Being patient for a change to obtain a precursor in a different manner is indicative of an unwillingness to put the effort in to do what everyone else has done to obtain one. Because of the position people have put themselves in, they think it should be different for them. Isn’t that what entitlement is? Expecting something because of position?You have to admit that what “everyone else has done” is under some scrutiny here. I mean when precursors were 100g, the amount of farming for that compared with the 1000g+ currently can’t really be considered the same or similar
The game was different back then and not a lot of people made that much gold.
Edit: Disregard. I must have misread part of your post this morning.
(edited by Ayrilana.1396)
It doesn’t always happen though. The other night I was on a map where we were Blue, and we’d basically dominated the entire map. Red was absolutely nowhere to be seen except for a few stragglers, and while Green was fielding comparable numbers to us, they must have had an inexperienced Commander or a lot of uplevels, because we absolutely crushed them in the three times our zergs clashed.
I might have been in that zerg briefly. Did you guys also take altar and troll green at their keep while in the elemental forms?
You’ll likely get it this month during the tournament depending on how people are assigned colors.

