I’m no claiming that it is simple to implement (though it might be since they did have this functionality in Guild Wars). All I’m saying that this solution will solve a lot of grief and it should not introduce new exploits to the game. A better fix is preferable, but might require more time to figure out how to add one without adding more exploits.
I don’t use MF myself. And yeah, I’ve seen people running MF gear an getting no vials while people with no MF getting many of them. Maybe then it doesn’t affect vial drops. I just want to get to the bottom of this so that people will stop using MF in fractals, as it is harmful for the entire group – maybe for no reason.
For the time being I don’t really understand the existence of story mode as a separate category. Most of the story modes I know of have been nerfed so much that they are just as hard if not harder than their explorable counterparts. They should just make story dungeons into just another exp path that gives the same rewards.
I think the simplest thing to do is to allow players to return to an instance they were in for some amount of time after a dc. (same as it was old Guild Wars)
This will not only help in fractals, but any instanced content – dungeons, story and whatever instances will be added in the future.
Note: this is just a simple hotfix, and it will not solve all the issues with fractals, i.e. if a players leaves or is kicked. However, it seems to me that this solution cannot be exploited to kick other players in favor of guild members or skipping levels.
Did a dev confirm somewhere that MF actually applies to vial/glob mists essence drop rate in fractals? Could someone point me to that post?
yes please!!
Just the option to fill (or keep) your off-hand slot while wielding two handed weapons, exactly the same as it was in Guild Wars.
Obviously, the off-hand weapons won’t do anything, they will just be in your hero panel instead of your inventory.
This is to help prevent off-hand weapons appear in random places in your inventory, and maybe selling them by mistake.
Yes, please remove magic find.
Yeah, but it’s a bit costly to use on whites. And I never understood the idea that the mystic salvage kit is based on gems whereas the other ones aren’t.
Please make all salvage kits come with 250 uses… so much better that way.
At least make it more than 25 or/and keep that 250 “basic kit” variant year round.
Anet when will he be removed? I hope he stays for a while after the weekend.
On that note, the 250 uses salvage kits are so much better! I would like to see those year round…
above is false. just got lucky with critical chance
I’m quite right… luck doesn’t have anything to do with it.
Character experience and crafting experience are not the same thing: Crafting
Each crafting level gives a set percent of experience for your level.
For some reason though it seems that this percent is higher on lower levels.
(edited by CaptainOok.1048)
The booster only boosts your crafting experience, not the actual experience you get from crafting. You got 14 levels because you get relatively more experience from crafting at the lower levels.
Besides, making cities free could be a better sink in the long run since most players want to log in a safe place. This would cause players to WP back out to where ever they want to be (from the city) creating a situation where using a WP become more common place vs trying to avoid them (even if it means loggin’ in a hostile area).
Didn’t really understand what you meant there.
100% for this ! Ideally, travel should be free to every city, but free travel to your hometown would already be a huge improvement. For a player like me, who loved to hop around outposts in Guild Wars, the outrageous TP costs are a real disappointment…
no no no… no hometown, no hearthstones. Simply free travel to all city waypoints.
We should have a hearthstone/town portal call it what you will, for free travel to whatever city you set it at. And waypoint costs should be reasonable (or free) and not increase with level.
I think you kinda missed the point. You can now travel to all cities for free after going through a bunch of loading screens.
And I intentionally want to avoid discussing other waypoint costs here, because that is a more contentious topic.
(edited by CaptainOok.1048)
Kill a few things and you’ll often make your money back. Utilize Asura gates if you’re stingy on money.
God you sound like a broken record. Seriously, what’s the point of saying the same thing over and over again?
(edited by CaptainOok.1048)
Again, it’s not that you don’t make more money than travel cost. This system punishes casual players and indulges farming.
A dye title is a nice idea. Sounds like a title that will have a good name.
I don’t understand the problem.
If you travel somewhere to walk around and look at the trees, then the 4s amounts to your vacation travel expenses. If you travel somewhere to play the game and do some content, then your travel expenses are negated by vendoring whatever blue & green garbage you get, plus coin drops, plus event rewards.
Problem does not seem to exist in reality.
First of all, say you’re right. You still need to think ahead. After getting the travel cost back, you’re still left with the choice of whether to leave or not. You’ll probably want to finish with whatever you can in that area at that time because you feel coerced to do so.
Second, even if there’s a workaround, it still doesn’t mean that ANet shouldn’t fix broken mechanics. And there are many posts in this thread suggesting why it’s just that.
Guys, please. Instead of repeatedly telling the OP how wrong he is, promote the solutions:
Free-Travel-TO-cities
Traveling-Costs-Have-To-Go
Let us turn off the Explorer Completion Star! It's a handicap!
in Suggestions
Posted by: CaptainOok.1048
Yep. One of the main reasons I’m not finishing world completion atm.
Don’t be so lazy, it won’t take you more than one minute to go and pick it up…
WOW nice comeback. You know what? That’s what ANet should’ve said to of those lazies that wanted an easier access to the bank! Just tell em “Why can’t you just pointlessly run around LA and leave us alone?! It’s FUN!”.
And you clearly have no clue what you’re talking about. I’m not talking about running one time to the TP. It’s about multiple runs cause you’ve reached the next tier of your craft, or you don’t have enough materials, or that you just forgot something. But the best example is when you don’t really know the amount of material that will get you to the next tier, and you don’t wanna overbuy items. So you buy in small batches till you’re done.
Besides just because it wastes a minute of your life doesn’t mean it’s not bad.
(edited by CaptainOok.1048)
Yeah you’re right… having vendors next to crafting stations would be awful… Wait what?! There are vendors next to crafting stations already??? :/ You know why? Because that’s the things you need for crafting! And the TP is one of them, cause the entire point of an MMO is that you don’t have to farm everything by yourself. And yeah, when leveling your crafts sometimes its hard to think 75 levels ahead and get all the things that you need in one go. That senseless running serves no purpose.
G is the guild key! Anet needs to fix the fact that you can interact with NPCs or grab planted flag buffs during combat. That just speaks to me as lazy programming. They need to have an auto-disable for interaction during combat.
G is whatever key you want it to be. I bound the G key to something else… trust me. And it was just an EXAMPLE.
Just the “pick up” tab is enough.
That’s the only part that matters anyway.
I’m not sure how I feel about this since they sell the black lion express for gems but they also sell the bank access which is already at crafting stations. There are more crafting stations than black lion traders in the world though so it seems like they want to limit TP access in the wild.
That’s why I said it seems weird to me that they added banks to stations and not TPs. Before that change there was only one bank outside of the cities. I guess that the portable TP will still have a use, just like the portable bank. But that’s something that only ANet should consider. This change will only help players.
And BTW there are many more TPs than crafting stations… check it out.
to clarify what I mean is an option to separate the “interact” key (default ‘F’) so you could, for example, loot with the ‘F’ key and do all the other actions (revive, talk, greet etc…) with the ‘G’ key.
Funny thing is that if you’re doing weaponsmithing in LA it might bother you just a little. The amount of running you have to do depends on your crafts.
I am on my third character and rarely if ever go near Arah.
Waypoint costs are there for a reason. They act as a money sink and encourage exploration. Bypassing all of that IS an exploit whether you agree with it or not.
God I’m so tired of that “travel cost is a money sink so it has to stay” argument. Money sinks are essential to mitigate the inflation etc… yeah I get that, maybe they should even add more of them. But I’ve posted/seen people suggest many reasons why using traveling as a money sink is a BAD idea. I haven’t seen one person explains why travel cost makes sense as a money sink.
And about that “encourages exploration” argument. It is correct only if it’s your first time in the zone. What about if you only want to go back to a zone for something specific? What if they added a small amount of content to a specific zone? What if you want to help someone out? Do a dungeon? Play on an alt? This argument only applies for your first playthrough, after that it just punishes you for choosing which content you want to go back to. Eventually all this encourages is farming.
Please stop repeating the same arguments.
This thread is the total opposite of that thread. That thread wants to legitimize the exploit, this one wants to fix it.
I think you got the wrong thread
Just add another optional key bind for looting that’s separate from other interactions.
It won’t solve all of the issues with the current loot system, but it can be implemented very quickly.
It always seems weird to me that after completing the monthly 50 WvW kills, I end up with only 2 badges of honor. I barely get any bags at all, and even if I do they’re hard to see or notice most of the time.
yeah, sounds simple enough.
Just the “pick up” tab is enough.
Seems kinda weird that the bank was added to crafting stations and TP pick up wasn’t. I’m tired of doing TP/station runs in the city.
IMO magic find is definitely an issue in dungeons. Since it doesn’t seem to affect chest drops, it’s quite redundant in dungeons. Of course the worst part is that it benefits the player himself at the expense of the other groups members. It is a big problem in small groups of five people, where each person is expected to pull their own weight.
Oh and while you’re at it.. I hope you can bring back the costume maker from gw1 as well. Since costumes are account bound anyway, it’s just a hassle moving them around. I guess you could somehow compensate people who bought more than one of the same costume with the gem cost.
Yes please!!!!!!!!
If I can help idanbarh clarify, as i think I know what he meant. He wants the ability to have more than two weapon sets that we can switch to only out of combat. Example being I play a Guardian, and in WvW I have two weapon sets for engaging enemies, neither of which include my staff. However, I do switch to a staff to move about the map for the speed buff. This would require three weapon sets and the only way to switch in between these all is to do it manually in our inventory. idanbarh wants a simplified version of this that allows us to swap to a third or fourth set outside of combat to use a particular skill for non-combat issues like movement speed and then be able to quickly go back to a combat layout before engaging an enemy. If this is what the idea was, I support this purely because having a weapon set just for the movement buff is probably a common occurrence, it is for me at least.
Yep, that’s what I mean, thank you. It’s just so annoying going through your inventory every time you want to switch weapons outside of combat. This would be especially useful as an elementalist or engineer.
I do agree with you (though I think most people prefer berserker over rampager), and I know that the rant will never stop.
However, I do want to have at least one option to get each of the prefixes from dungeon armors.
As a side note, I get so pissed off after opening another batch of 1k bags without getting an Endless tonic mostly because it means that yet again I need to chase around them stupid kids to trade candy for bags in the most uncomfortable way possible. This HAS to change. Please put an end to the Endless suffering…
My idea: add a recipe to the mystic forge that takes a stack of each of the 4 tonics that come out of the bags (maybe less of the plastic spider tonics because for some reason their drop rate from the bags seems much lower) and turns them to an Endless tonic. This way those of us who are extremely unlucky won’t go insane, and l400 artificers will also have an option to create the endless tonic for a generous amount of gold.
(edited by CaptainOok.1048)
This is not new at all. I posted about it almost 20 days ago. It happened to me a few times and I think I understand how it works now.
My theory is that if you complete a dungeon path on your account within an hour of your last completion of the same path, you’ll get 30 instead of 60. This happens even if you switch characters, if daily resets after the first completion, and even if you manage to complete another different path fast enough in between (this can easily happen in CoF). I’m not sure the time frame is exactly one hour but it seems that way.
IMO it seems like a glitch in the DR code. I hope they fix it soon.
When you look at Item Nomenclature you can see that the distribution of prefixes between dungeons is pretty uneven. You can get Rampager’s prefix from 5 dungeons, while you can’t get Cleric’s from any of them.
There are 8 dungeons with a choice of 3 sets each for a total of 24 sets, and there are 12 equipment prefixes.
Why then not have each prefix represented by armor/weapon sets of exactly two dungeons?
Edit: Actually I think a better option will be to add another set to each dungeon so that at least the missing prefixes (Valkyrie Cleric’s Explorer’s) will be introduced in dungeon gear.
(edited by CaptainOok.1048)
Since it allows you to put the costume with any green weapon or armor, I’m guessing they are treated as any green item (not sure about the level).
TIP: Don’t do it….
(edited by CaptainOok.1048)
the type that works (claw+fang) is the one that comes out of the chests, and the recipe is intended to work with the items you received from the chests.
Seriously.. 90% of the doors I come across are stuck. This is really frustrating.
ANet are you working on a fix?
Seriously.. 90% of the doors I come across are stuck. This is really frustrating.
ANet are you working on a fix?p.s. I tried searching for this issue on this forum. If Anet already addresses it please point it out.
(edited by CaptainOok.1048)
I agree that the real solution is to make story mode more appealing, but for the time being making story mode completion account wide sounds perfect.