They usually don’t do any announcements until the week before.
People underestimate how many T5 materials go through the TP. I can put in buy orders for 63K silk scraps and it’s filled within hours. The same can be said for the buy orders for 42K thick leather scraps.
No. The trading post is very much one of the reasons for the disparity along with the uses for each material. All that you have done is create a objective vs subjective argument and lumped the TP as subjective simply because it’s easier for you to argue against that way.
Or just use the wiki which breaks all of it down
The wiki is incomplete.
Fun Fact: Vial of Powerful Blood almost 1G each.
How is the price of the blood making the wiki page about how to craft legendary incomplete.
And 1 gold is not really that much, especially since you can easy get it through the laurel vendor, or farm them or farm gold.
It was just an observation I made when looking at the prices. It’s pretty obvious that it has nothing to do with the wiki page.
Hard numbers. Harvested materials are required less than the RNG acquired materials. This is called an objective view. There is no opinion, only information based on observation.
The trading post costs of these materials is subjective and based on opinion. Player A gets 1000 gold a week, player A probably does not mind how much this stuff costs on the trading post. Player B get 50 gold a week, player B probably does not enjoy the prices on quite a few things on the trading post. Trading post prices also fluctuate. This makes the trading post costs a subjective view, based on opinion and differ from player to player. Pretty basic stuff.Lump of Mithrillium
50 mithril ingots = 100 mithril ore, harvestedGlob of Elder Spirit Residue
50 elder wood planks = 150 elder wood logs, harvestedSpool of Silk Weaving Thread
100 bolts of silk = 300 silk scraps, RNGSpool of Thick Elonian Cord
50 Thick Leather Squares = 200 thick leather sections, RNGFunny how more of the RNG materials are needed than the harvested materials for two thirds (that’s 6 out of 9) of the professions. This brings me back to my original point of that this makes it look like Anet is trying to push heavy armor professions over light and medium.
And you’re completely ignoring the demand side of things. There are far more things that demand ore than cloth and leather. This was pretty obvious before ascended armor when both silk and thick leather traded at vendor prices.
You can check the wardrobe. No need for codes.
You get recipes to craft the pre-precursors.
Or just use the wiki which breaks all of it down
The wiki is incomplete.
Fun Fact: Vial of Powerful Blood almost 1G each.
(edited by Ayrilana.1396)
There are a few websites that do this too.
https://www.gw2bltc.com/en/item/30695-Meteorlogicus
https://www.gw2bltc.com/en/item/29176-Storm
We can also expect further delays around the holidays. My guess is that we’ll have at most two LS updates between now and the end of January 2017. They’ve shown in the past that they won’t bundle a LS update with a holiday update.
You’re also completely disregarding what I said. Let’s say that within the next year, Anet added another raid with 9 bosses. Now players can get 18 LI per week. That automatically cuts the time in your example in half. It further gets reduced as they add more raids.
I believe at each raid will have its own “LI” type of item.
I don’t think Anet has stated that but I guess we’ll see with the next raid.
I think it would make sense if the new raid would get a new Legendary Insight item to encourage people to play the new raid and not just make them farm a raid they already have on farm status.
Players would have to do the new raids anyway at least for the collections.
I don’t have HoT (yet). What happens if I complete an achievement that would award a Mastery Point? Does it get banked for later when I buy HoT?
Yes. You just won’t have access to them until you purchase HoT.
You’re also completely disregarding what I said. Let’s say that within the next year, Anet added another raid with 9 bosses. Now players can get 18 LI per week. That automatically cuts the time in your example in half. It further gets reduced as they add more raids.
I believe at each raid will have its own “LI” type of item.
I don’t think Anet has stated that but I guess we’ll see with the next raid.
Used a website to translate so it may not be perfect:
Starting from its release, occurred four years ago, Guild Wars 2 is coming largely supported by ArenaNet and NCSoft game developer and editor respectively which has now become a milestone in the world of fantasy MMORPG. At E3 we got to visit the exhibition corner dedicated to the title for a brief chat with the developers about the next update, trying to capture as much information as possible. Guild Wars 2, as noted, has already received a major expansion, Heart of Thorns, plus numerous patches and minor adjustments. The main expansion introduces an abnormal amount of things to do, between cooperative challenges, a new class and new specializations as well as continuous adjustments to competitive multiplayer and a number virtually boundless secondary content. The game, as you probably already know who follows development post-launch, is divided into seasons. The Season 3, scheduled for the coming months, probably by the end of the summer, provides a lot of irons in the fire and the introduction of new content both in PvE you in PvP.
As for the upcoming episodes of the main quest, they will not be released together but will be held by one every two or three months, unlike the second season, for several reasons. The first is definitely having listened to feedback from players interested in PvP, giving more balance to the support among the various types of content instead of reserving too much importance to history, which will continue Yes to be expanded but not as fast as before. Release the episodes on a lower, at the same time, will increase the quality and possibly the density of content to satisfy even those who, perhaps, was not pleased by an overly hasty release.
Another novelty is the introduction of a new fractal, peculiar mini dungeon can be placed somewhere between a more traditional browsing experience and looting and a challenging group raid. Each of them is characterized by having its own history and its own setting. The new location takes the concept, introduced at the end of the base game, the liberation of magic following the defeat of a powerful enemy (which of course avoid spoilers). Using a large amount of magic, another enemy has taken control of the dungeon, and we will find out why. The story, however, will not end with a single fractal: during the third season will be released several periodically.
With the next update will be introduced also new maps playable for PvP, as usual in clashes between teams of five players. In conquest mode, inside the arenas will be able to complete subtasks, such as earning more points for themselves, increase the multiplier points for their team for each kill, or throw fireballs on the enemy team. Each map includes specific objectives, which are not always available but may vary from match to match. These objectives are optional, and is the player to choose whether or not to complete them based on your style of play, but we strongly recommend that you try to carry them out to earn a significant tactical advantage over their rivals. "
Finally, developers are anxious to point out with some pride the partnership with ESL, one of the world’s most famous esports leagues, which has worked on organizing the Pro League dedicated to the title. The tournament has reached the end of its second season, and the next 17 October will take place the final phase, which will have a prize pool of about 200,000 dollars, the highest in the history of the franchise. Taking the sums, it must be admitted that AuroraNet is supporting in a truly commendable Guild Wars 2, which, just like its predecessor, most likely will not be abandoned until a possible Guild Wars 3, but to talk about the future of the series there is still time, since four years since its release the second installment is more alive than ever.
(edited by Ayrilana.1396)
The OP’s argument appears to be that players who cannot play for the seven consecutive days that exactly match one GM week have to miss the GM in that week.
Or am I missing something?
Think of it this way:
Let’s assume that GM reset has been already been changed to reset with the daily on Saturdays. The OP will not be able to play this weekend for whatever reason and they can only play on weekends for whatever reason. They can still do the GM’s the following Saturday next week prior to the reset. Under the existing system, they would miss out entirely due to their very limited playability schedule.
This is completely ignoring that most guilds have a specific day that they do guild missions. Unless their guild changes days specifically for that player, they have another guild that does it on Saturdays before reset, or can get people to help them on Saturday; they’re not going to complete their guild missions anyway.
If you lower that cap, you’ll quickly come to the point where people are then complaining about nothing to spend LI on.
Not really, the Dev said already you will be able to do as many legendary armors as you want to.
If you want to do at least 3 sets (one heavy, one medium, one light) its 450 insights,
450/9 = 50 Weeks = 12 months and 2 weeks = 1 yearIf you (just like me), want to do one for each of the in-game classes (9 sets), it is 3 years, 1 month and 2 weeks
I’m pretty sure the amount of players that do that will actually craft multiple sets are a majority. Not only is there the ~3K gold cost for the legendary but you will have the cost of crafting the first step of the precursor as well. I doubt there are many players with the capability of doing what you’re suggesting.
You’re also completely disregarding what I said. Let’s say that within the next year, Anet added another raid with 9 bosses. Now players can get 18 LI per week. That automatically cuts the time in your example in half. It further gets reduced as they add more raids.
The current requirement of 150 LI is fine. It’ll get easier and easier to acquire them with each subsequent raid that is added to the game. If you lower that cap, you’ll quickly come to the point where people are then complaining about nothing to spend LI on.
Edit: Fixed autocorrect typo
(edited by Ayrilana.1396)
Well considering that HoT barely lasted 2-3 months for a lot of people…
Where the reset is doesn’t matter. If you can only do it on X day, you’ll still be able to do it on X day regardless of when the reset is set.
If I always do GM’s 30 minutes after daily reset on Monday’s, changing the reset from Monday to Saturday will have zero impact. The only impact a change could have is during the initial week.
You dont get it do you?
Lets give you a clearly example
M T W T F S S
Currently reset is on 08:30 UTC Monday, so they have Monday to the next monday to do it
Now, if you a person that can only play on weekend which is Saturday and Sunday in this reset timing. If that person for some reason cannot play on that weekend, he will lose that week’s guild missions rewards.
But if you put the reset on the old reset timing which is 00:00 UTC Sunday, that person even if he can’t play that week, he still have until the saturday of next week to do it.
So, it has impact to specific individuals who have serious time constraints.
Then they do it during the week…
If they couldn’t play during the weekend, whether or not the reset was during the weekend wouldn’t matter.
I can only play during the week. If for some reason that I cannot play during the week under your proposed change, I miss out on guild missions.
Please read carefully again, maybe I should break it down for you.
Individual A – Weekend
- Can only play on weekends aka saturday and sunday
- For some circumstance like additional work, school schedules or social life, they might no be able to play on certain weekends which means they will not be online for the whole week.
Individual B – Week shift
- One week on, one week off. In other words, can play for the entire week and not play the entire week next and the cycle will repeat that way.
This isn’t a hypothetical example. I ask you, do you really only play on the weekdays?
Regardless, let you just you really only play on the weekdays. What is the probability that “Individual C – Weekday” will not be online for 5 days straight compare to “Individual A – Weekend” not online for 2 days straight.
I know full well what you said. I just dknt see it being an issue that warrants changing the reset time. It’s all about choices. The players choose whether to be online or not. I see no need for them to get preferential treatment because of this.
Whether the example is hypothetical or not doesn’t matter. There are people with limited play times too. Moving the reset time could very well inpact them as well. Moving the reset time also screws over everyone who does guild missions between Saturday reset and the Monday reset for that initial week.
(edited by Ayrilana.1396)
People tend to stop doing a lot of things once they’ve gotten all the rewards that they want from them. It doesn’t matter if it’s loot or mastery points. It’s all the same.
For Haywire, you can get gold simply by spamming the #2 skill.
Where the reset is doesn’t matter. If you can only do it on X day, you’ll still be able to do it on X day regardless of when the reset is set.
If I always do GM’s 30 minutes after daily reset on Monday’s, changing the reset from Monday to Saturday will have zero impact. The only impact a change could have is during the initial week.
You dont get it do you?
Lets give you a clearly example
M T W T F S S
Currently reset is on 08:30 UTC Monday, so they have Monday to the next monday to do it
Now, if you a person that can only play on weekend which is Saturday and Sunday in this reset timing. If that person for some reason cannot play on that weekend, he will lose that week’s guild missions rewards.
But if you put the reset on the old reset timing which is 00:00 UTC Sunday, that person even if he can’t play that week, he still have until the saturday of next week to do it.
So, it has impact to specific individuals who have serious time constraints.
Then they do it during the week…
If they couldn’t play during the weekend, whether or not the reset was during the weekend wouldn’t matter.
I can only play during the week. If for some reason that I cannot play during the week under your proposed change, I miss out on guild missions.
(edited by Ayrilana.1396)
Just no. I don’t consider myself a raider (only been able to do it a couple of times since it was put in), but I think the legendary armor should be a raid reward. If you can’t/won’t do the raids, then you shouldn’t be able to get it.
Why? Some people like to raid, some don’t, why should those who like to raid have this cool armor available to them while those who don’t, through no fault of their own, are blocked out? What sort of sense dose that make?
As for the weapons having a lower time and skill commitment, you’re only making one weapon each time you go through the process; you’re making six armor pieces for the armor.
Still relevant, I’d prefer to make six legendary weapons to one armor set under the current requirements (and that’s even considering that the current weapon requirements are a bit excessive).
What about the PvP legendary back piece or the triumphant armour in WvW? There are many people such as myself who don’t enjoy those game modes either and so will likely never get those items.
This is why I included that disclaimer at the end, to head off such comments. Again, there are items in the game that require playing in a mode you do not enjoy, but all of these items have a far lower time and skill cap than raiding does. I hate PvP with an absolute passion, ever minute I spend in PvP is sucking days off my soul, but I do play it because I want that backpiece and they’ve given no alternative, but it still adds up to far less time and skill required than to complete the raids in their current forms.
I mean, ideally, you’re right, players should definitely NOT have to engage in activities that they do not enjoy, and it only harms the game when they make systems that require players to do so for extended periods of time, but so far Legendary armor is the most extreme example of this, and the most important to provide relief.
Why? Some people like to do world completion, some don’t, why should those who like to do world completion be able to craft legendary weapons while those who don’t, through no fault of their own, are blocked out? What sort of sense dose that make?
For those who don’t use Reddit:
1: Your choice in Envoy Armor I doesn’t commit you for later- you can get heavy Experimental Envoy Armor, and then pick light Refined Envoy Armor from the second collection. If you do, you would need to craft the heavy Refined Envoy Armor if you want to make the legendary heavy armor set.
2: The armors aren’t destroyed- you get 2 complete sets of ascended armor by completing the collections.
https://www.reddit.com/r/Guildwars2/comments/4of0ld/update_from_anet_about_legendary_armor/d4c12qg
This is great news, but two important questions:
- If the numbers we see now are final, does that really mean it’s going to take 150 Legendary Insights per armor set? I thought provisioner tokens were bad, but if that’s true then it means that to make a new set from scratch you have to do every single boss, every single week for over 4 months to get enough Insights to make a full set. We were told Insights “wouldn’t be a grind” and that you “should have enough if you raid regularly”. Right now Insights are balanced so that, by the time Legendary Armor actually comes out you’ll barely be able to make one full set if you’ve done every boss every week since launch.
Think more towards the longterm. Raids have been available for six months. How many LI’s do you think that players can earn during that same timeframe with 9 bosses? Now add on additional bosses from future raids. The more raids they add, the quicker it will be to accumulate LI’s. We’ll likely come to the point where people have nothing to spend them on.
There’s really no point in nerfing the number of LI’s needed for legendary armor in the short term when players will be able to accumulate them at faster rates in the long term as more raids are added.
(edited by Ayrilana.1396)
Where the reset is doesn’t matter. If you can only do it on X day, you’ll still be able to do it on X day regardless of when the reset is set.
If I always do GM’s 30 minutes after daily reset on Monday’s, changing the reset from Monday to Saturday will have zero impact. The only impact a change could have is during the initial week.
(edited by Ayrilana.1396)
Videos save you time if you don’t want to spend it learning how to do a particular adventure.
The existing 150 requirement is not an issue. Those that disagree just need to think in the longterm. There will be more raids and thus more LI’s that can be earned in a given week. It took Anet a little over 6 months to release the entire raid. If they keep this trend, or even drop it down to four months, that’s plenty of time to earn enough LI for future legendary armor. The’re also the gap between the recent raid and when then next raid’s wing is released.
It may seem slow now but it won’t be in the future as they add more raids. Chances are getting the LI’s again for the next set will be even quicker. The set after that will be even quicker than the second set.
What would be the point of changing the reset time again?
If the info on reddit is true, 6 condensed gifts of might and 6 of magic, that’s extremely expensive… What happened to “Whole Legendary set wont cost more then a single legendary weapon” …
It still is.
Are there really enough players, who buy excessive amounts of gems, to really impact the gold->gems rate?
Or is the issue really just the players as an aggregate converting gold to gems at one time for something newly available on the gem store?
Has there been an armor set released that the majority of players liked? I’m pretty sure that no matter how they design legendary armor, someone will dislike it.
We’d probably see it as a skin longer before as a weapon.
The issue is that existing rewards are balanced around the weekly reset. A change to a daily would change this to needing to be changed and would likely force players to raid every day in order to maintain the same rewards they get now on a weekly basis. Drop rates would likely be lowered as well. You can also be certain that insights and magnetite acquisition would be adjusted.
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
Actually, increase in currency is most often a major factor in inflation. Granted not the sole one, but between more gold through dailies (which is a direct increase in liquid gold generated) and gold redistribution through the trading post (which is mostly what AB farmers do) the dailies definately have a bigger effect.
My opinion is that the AB farm, and other things of the same nature, are having more of an impact than the 2G from the daily. While 2G may seem like a lot across the entire playerbase, it’s nothing to an account. A single instance of AB farming greatly outweighs this on an individual account level.
A single instance of AB farm generates such a huge quantity in traded commodities that the trading fees alone on the TP easily create a negative gold balance for the general economy.
And as I said in a subsequent post, inflation is not caused just by changes in the money supply. You could have inflation caused by an increase in the velocity of the circulation of the currency with the money supply at a constant for example.
True, but between both those examples, it is highly unlikely that the AB farm has that big of an negative effect (if at all) on current inflation.
On the contrary, the AB farm produces:
- ressources
- gold drain via trading feesTo argue it might have a big increasing effect on current inflation is stretching it, even if circulation and accumulation might factor in.
It would have more of an impact than the 2G from the daily. I’m not suggesting that it is the only cause.
I doubt that but you are entitled to your opinion.
Think of it this way: if half the active player base have 30 accounts, they can make 2K gold every 28 days from the login rewards. No gold is actually created in the system, only shifted between players. What impact do you think those players would have on the price level for various items?
I might as well point out that the reality of half the player base having 30 accounts is not the point.
We weren’t talking about login rewards, but daily gold reward which is straight up 2g.
How big a percentage of the playerbase is actively does AB farming?
How many players do dailies?
Which are the direct effects on the gold supply of both activities before checking for possible secondary effects?
What is the effect of both activities on supply of ressources?Yes, the AB farm is a great ressource generator and thus allows a minor fraction of the playersbase to acumulate big amounts of gold. Still in the big picture, it’s insignificant from a negative inflation perspective, especially compared to direct gold rewards added with dailies, increased gold via fractals, increased gold from dungeons (again).
Login rewards was also not the point… It was simply being used as an example of players generating incoming which does not involve changing the money supply.
Look at how much you make from the dailies. Do you honestly believe that a player will make enough from the dailies to cover the cost, or a significant portion of the cost, for exchanging gold to gems to purchase a given item? You make 60G a month from dailies which is a drop in the bucket compared to various farms such as AB.
Login rewards do change the money supply since anything you get via login rewards needs to go through the TP to generate gold.
In order to look for sources of inlfation I’d rather look at the big picture isntead of focusing on a minority of players who are better off thanks to a farm. The GW2 market is to big for such a small amount of players having an impact. Now having hundreds of thousands of players competing for something on th market with 2g more in their pocket…
The TP does not generate gold. Generating gold is gold that is newly added to the game.
Also, the 60G you get a month only translates to about 184 gems at the current rate. How many items cost that low? Players are using cobsiderably much more gold obtains from other sources which are primarily farms that don’t generate gold.
I’m fully aware the TP does not generate gold. It does take tax though and thus removes gold from the economy when you sell those items you gained through the login rewards. Hence login rewards if used for gold gain have an effect on the gold supply.
I also never said the daily gold increase was the only reason for inflation. I did mention some of the other simultanious gold increases which arenaet reimplemented.
None of those things provide a basis for the assumption though that AB farm creates an increase in inflation.
I’m glad you’re aware as the phrasing gave me the indication of the opposite. Yes, proceeds for the items sold on the TP are taxed.
You’re still stuck on inflation being simply caused by changes in the money supply which isn’t true. Farms like map rewards, AB, nodes, and so on generate wealth for players without generating actual gold into the system. If enough players do this to to exceed the rate that supply replenishes for various items, prices will go up. I’ve said this multiple times already.
Increase the money supply is not the only way to cause inflation. There are other ways which generate wealth for players allowing them to do that. Most gold in players possession is likely from gold obtained via other players (TP) than directly from gold rewards.
Just look at my previous example of 60 gold only equaling 184 gems. Since most items cost around 800 gems, the vast majority of the gold is likely earned from other sources such as the farms I mentioned. Those clearly outweigh how much someone earns directly with gold.
(edited by Ayrilana.1396)
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
Actually, increase in currency is most often a major factor in inflation. Granted not the sole one, but between more gold through dailies (which is a direct increase in liquid gold generated) and gold redistribution through the trading post (which is mostly what AB farmers do) the dailies definately have a bigger effect.
My opinion is that the AB farm, and other things of the same nature, are having more of an impact than the 2G from the daily. While 2G may seem like a lot across the entire playerbase, it’s nothing to an account. A single instance of AB farming greatly outweighs this on an individual account level.
A single instance of AB farm generates such a huge quantity in traded commodities that the trading fees alone on the TP easily create a negative gold balance for the general economy.
And as I said in a subsequent post, inflation is not caused just by changes in the money supply. You could have inflation caused by an increase in the velocity of the circulation of the currency with the money supply at a constant for example.
True, but between both those examples, it is highly unlikely that the AB farm has that big of an negative effect (if at all) on current inflation.
On the contrary, the AB farm produces:
- ressources
- gold drain via trading feesTo argue it might have a big increasing effect on current inflation is stretching it, even if circulation and accumulation might factor in.
It would have more of an impact than the 2G from the daily. I’m not suggesting that it is the only cause.
I doubt that but you are entitled to your opinion.
Think of it this way: if half the active player base have 30 accounts, they can make 2K gold every 28 days from the login rewards. No gold is actually created in the system, only shifted between players. What impact do you think those players would have on the price level for various items?
I might as well point out that the reality of half the player base having 30 accounts is not the point.
We weren’t talking about login rewards, but daily gold reward which is straight up 2g.
How big a percentage of the playerbase is actively does AB farming?
How many players do dailies?
Which are the direct effects on the gold supply of both activities before checking for possible secondary effects?
What is the effect of both activities on supply of ressources?Yes, the AB farm is a great ressource generator and thus allows a minor fraction of the playersbase to acumulate big amounts of gold. Still in the big picture, it’s insignificant from a negative inflation perspective, especially compared to direct gold rewards added with dailies, increased gold via fractals, increased gold from dungeons (again).
Login rewards was also not the point… It was simply being used as an example of players generating incoming which does not involve changing the money supply.
Look at how much you make from the dailies. Do you honestly believe that a player will make enough from the dailies to cover the cost, or a significant portion of the cost, for exchanging gold to gems to purchase a given item? You make 60G a month from dailies which is a drop in the bucket compared to various farms such as AB.
Login rewards do change the money supply since anything you get via login rewards needs to go through the TP to generate gold.
In order to look for sources of inlfation I’d rather look at the big picture isntead of focusing on a minority of players who are better off thanks to a farm. The GW2 market is to big for such a small amount of players having an impact. Now having hundreds of thousands of players competing for something on th market with 2g more in their pocket…
The TP does not generate gold. Generating gold is gold that is newly added to the game.
Also, the 60G you get a month only translates to about 184 gems at the current rate. How many items cost that low? Players are using cobsiderably much more gold obtains from other sources which are primarily farms that don’t generate gold.
(edited by Ayrilana.1396)
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
Actually, increase in currency is most often a major factor in inflation. Granted not the sole one, but between more gold through dailies (which is a direct increase in liquid gold generated) and gold redistribution through the trading post (which is mostly what AB farmers do) the dailies definately have a bigger effect.
My opinion is that the AB farm, and other things of the same nature, are having more of an impact than the 2G from the daily. While 2G may seem like a lot across the entire playerbase, it’s nothing to an account. A single instance of AB farming greatly outweighs this on an individual account level.
A single instance of AB farm generates such a huge quantity in traded commodities that the trading fees alone on the TP easily create a negative gold balance for the general economy.
And as I said in a subsequent post, inflation is not caused just by changes in the money supply. You could have inflation caused by an increase in the velocity of the circulation of the currency with the money supply at a constant for example.
True, but between both those examples, it is highly unlikely that the AB farm has that big of an negative effect (if at all) on current inflation.
On the contrary, the AB farm produces:
- ressources
- gold drain via trading feesTo argue it might have a big increasing effect on current inflation is stretching it, even if circulation and accumulation might factor in.
It would have more of an impact than the 2G from the daily. I’m not suggesting that it is the only cause.
I doubt that but you are entitled to your opinion.
Think of it this way: if half the active player base have 30 accounts, they can make 2K gold every 28 days from the login rewards. No gold is actually created in the system, only shifted between players. What impact do you think those players would have on the price level for various items?
I might as well point out that the reality of half the player base having 30 accounts is not the point.
We weren’t talking about login rewards, but daily gold reward which is straight up 2g.
How big a percentage of the playerbase is actively does AB farming?
How many players do dailies?
Which are the direct effects on the gold supply of both activities before checking for possible secondary effects?
What is the effect of both activities on supply of ressources?Yes, the AB farm is a great ressource generator and thus allows a minor fraction of the playersbase to acumulate big amounts of gold. Still in the big picture, it’s insignificant from a negative inflation perspective, especially compared to direct gold rewards added with dailies, increased gold via fractals, increased gold from dungeons (again).
Login rewards was also not the point… It was simply being used as an example of players generating incoming which does not involve changing the money supply.
Look at how much you make from the dailies. Do you honestly believe that a player will make enough from the dailies to cover the cost, or a significant portion of the cost, for exchanging gold to gems to purchase a given item? You make 60G a month from dailies which is a drop in the bucket compared to various farms such as AB.
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
Actually, increase in currency is most often a major factor in inflation. Granted not the sole one, but between more gold through dailies (which is a direct increase in liquid gold generated) and gold redistribution through the trading post (which is mostly what AB farmers do) the dailies definately have a bigger effect.
My opinion is that the AB farm, and other things of the same nature, are having more of an impact than the 2G from the daily. While 2G may seem like a lot across the entire playerbase, it’s nothing to an account. A single instance of AB farming greatly outweighs this on an individual account level.
A single instance of AB farm generates such a huge quantity in traded commodities that the trading fees alone on the TP easily create a negative gold balance for the general economy.
And as I said in a subsequent post, inflation is not caused just by changes in the money supply. You could have inflation caused by an increase in the velocity of the circulation of the currency with the money supply at a constant for example.
True, but between both those examples, it is highly unlikely that the AB farm has that big of an negative effect (if at all) on current inflation.
On the contrary, the AB farm produces:
- ressources
- gold drain via trading feesTo argue it might have a big increasing effect on current inflation is stretching it, even if circulation and accumulation might factor in.
It would have more of an impact than the 2G from the daily. I’m not suggesting that it is the only cause.
I doubt that but you are entitled to your opinion.
Think of it this way: if half the active player base have 30 accounts, they can make 2K gold every 28 days from the login rewards. No gold is actually created in the system, only shifted between players. What impact do you think those players would have on the price level for various items?
I might as well point out that the reality of half the player base having 30 accounts is not the point.
EDIT:
I’m taking this from a website as it explains what I’m going towards in a clearer manner
It all depends on what you mean by inflation and by money supply. Technical questions and answers need specific definitions, otherwise everyone ends up talking at cross-purposes.
Is it possible to have an increase in general price levels without any changes to the amount of money in circulation? Yes: if the velocity of circulation of money increases, and the amount of goods and services available to buy does not increase by as much.
Is it possible to have an increase in general price levels without any changes to the amount of money in circulation or the velocity of circulation? Yes: if the amount of goods and services available to buy, decreases, so that there’s more money chasing fewer goods.
Is it possible to have an increase in general price levels without any changes to the amount of money in circulation or the velocity of circulation, and with no decrease in the amount of goods and services available to buy? Yes, if the demand curve changes so that the same amount of money is now used to buy a smaller quantity of stuff at higher prices.
Is it possible to have an increase in general price levels without any changes to the amount of money in circulation or the velocity of circulation, and with no change in the amount of goods and services bought? No, because the velocity of circulation is by definition total transaction value divided by the amount of money in circulation, so if velocity, quantity and money supply are constant, then prices must be too, because total transaction value equals prices times quantity.
(edited by Ayrilana.1396)
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
Actually, increase in currency is most often a major factor in inflation. Granted not the sole one, but between more gold through dailies (which is a direct increase in liquid gold generated) and gold redistribution through the trading post (which is mostly what AB farmers do) the dailies definately have a bigger effect.
My opinion is that the AB farm, and other things of the same nature, are having more of an impact than the 2G from the daily. While 2G may seem like a lot across the entire playerbase, it’s nothing to an account. A single instance of AB farming greatly outweighs this on an individual account level.
A single instance of AB farm generates such a huge quantity in traded commodities that the trading fees alone on the TP easily create a negative gold balance for the general economy.
And as I said in a subsequent post, inflation is not caused just by changes in the money supply. You could have inflation caused by an increase in the velocity of the circulation of the currency with the money supply at a constant for example.
True, but between both those examples, it is highly unlikely that the AB farm has that big of an negative effect (if at all) on current inflation.
On the contrary, the AB farm produces:
- ressources
- gold drain via trading feesTo argue it might have a big increasing effect on current inflation is stretching it, even if circulation and accumulation might factor in.
It would have more of an impact than the 2G from the daily. I’m not suggesting that it is the only cause.
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
Actually, increase in currency is most often a major factor in inflation. Granted not the sole one, but between more gold through dailies (which is a direct increase in liquid gold generated) and gold redistribution through the trading post (which is mostly what AB farmers do) the dailies definately have a bigger effect.
My opinion is that the AB farm, and other things of the same nature, are having more of an impact than the 2G from the daily. While 2G may seem like a lot across the entire playerbase, it’s nothing to an account. A single instance of AB farming greatly outweighs this on an individual account level.
A single instance of AB farm generates such a huge quantity in traded commodities that the trading fees alone on the TP easily create a negative gold balance for the general economy.
And as I said in a subsequent post, inflation is not caused just by changes in the money supply. You could have inflation caused by an increase in the velocity of the circulation of the currency with the money supply at a constant for example.
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
Actually, increase in currency is most often a major factor in inflation. Granted not the sole one, but between more gold through dailies (which is a direct increase in liquid gold generated) and gold redistribution through the trading post (which is mostly what AB farmers do) the dailies definately have a bigger effect.
My opinion is that the AB farm, and other things of the same nature, are having more of an impact than the 2G from the daily. While 2G may seem like a lot across the entire playerbase, it’s nothing to an account. A single instance of AB farming greatly outweighs this on an individual account level.
(edited by Ayrilana.1396)
Well I’ve just watched the exchange rate for the first time ever since I started playing. I can tell you now, The exchange rate was ok when I bought my first set of gems but when I exchange for gold it now cost me almost 150 gems more for the same gold is under 2 mins. Every time I bought gems the gold exchange cost more. It’s a bloody joke, we the players spend real money on gems you try to rip us off like vultures scavenging meat ??? This continues i’ll be forced to quit this and play elsewhere.
They’re not ripping you off. The exchange rates fluctuate constantly based on the players.
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
there obviously happened some gold exploit or dupe because in the last 2 months the gold price for gems skyrocketed like crazy
same goes to prices for certain materials/items on trading post
There is no exploit. I suggest reading up on supply/demand and how it relates to the gem store and TP.
not sure if thats relevant here but in the last couple of months the exchange rate of gold to gems has become about 2 times more expensive, thats some sort of 3rd world country level of inflation right there so it looks like there happened some sort of currency exploit
Take off the tin foil hat. The current exchange rate is simply what happens if you have two currencies that are exchangeable and only offer merchandise for one of them.
the fact that the exchange rate was moving slowly for several years and then jumped so high without any real changes all the while Anet constantly keeps adding some sort of money sinks in the game is not something normal
and if you think that a mmorpg having dupes/exploits is so unlikely than you call suspecting it a tin foil hat case im afraid you’re in for a whole world of disappointment in your future gaming activity, babe
They started reintroducing items to the gem store that people have long wanted as well as picked up on sales and introductions for new items. There is no currency exploit.
What if Anet took their nerf sledgehammer and removes all difficulty in this game? Even raids could be done solo with the worst builds possible. Would there be an issue since it supposedly doesn’t hurt anyone? Games will have challenging things. If you want to complete them then you’re going to have to overcome those challenges.
Nobody said raids should be nerfed. And mostly anybody can confirm, that this game is not difficult at all. Not even raids. You know what makes the raids seem difficult? 10 people needs to pull it off with little to no error at the same time. That’s what makes raids actually hard.
As for other parts of the game being difficult? Core Tyria is not difficult, even t4 fractals can be facerolled, dungeons are just free money. HoT on the other hand is just annoying. CC, evade, miss, miss, and CC some more and when I would say kitten it, I’ll just skip it (and I hate skipping, so that already says a lot), then the 33% speed reduction in combat says hello. Like it was not annoying enough.
I’d like to know the origin of this CC fetish in this game, but I don’t want to derail the topic.
Now back to adventures. You say everything is fine. Okay. What is your explanation regarding difficulty differences? How is this kitten balanced? Salvage-Pit vs Shooting Gallery? Drone Race vs Scrap Rifle? On Wings of Gold vs Fallen masks? I’d prefer them to be on the same level, balanced around the difficulty of Salvage Pit. If that would have been the case from day 1, most likely we wouldn’t even discussing this topic.
But since they were already “nerfed” (many of them are still beyond reach for most), just remove the hero points from them and move them elsewhere in the respectable maps. But in this case remove any and all corresponding achievements and collection requirements. If the latter is not feasible, then they should just be nerfed to oblivion, so and then we can move on.
As for completing Sanctum Scramble to gold with more than 30 secs of leeway? Well, if you are that good, I’ll fire up some streaming app, and you can take over and do it for me along with fungus, shooting gallery, fallen masks etc.
You missed the point of the post.
Not all adventures have to be comparable in difficulty. Many require different skill sets. Of course you’d prefer them to be balanced around the difficulty of salvage pit since that would allow everyone to get gold without putting in any effort.
Someone may have found the recipe to one of the gifts. I only say “may” since they didn’t complete the forge.
What if the skins don’t show in the wardrobe until you unlock them and data miners were asked not to reveal them?
Potential MF recipe revealed on Reddit by player.
People will start to say, “supply and demand”. Reality is that it has nothing to due with supply and demand. Gems are infinite. Gold are semi-infinite. Gems can be generated in demand. I say that their in-house economist is manipulating the exchange rates to force people into paying more cash to get gems instead of exchange in game gold for gems with these inflated rates. How many people know that GW2 has a in-house economist who works for them?
Gems purchased with gold are not infinite.
