Showing Posts For Cirroq.2531:
This would be great if it were easier to get dungeon groups going outside recruiting people from other servers in LA overflow.
This sounds like you would like to level from 0-80 doing the story line quest alone without interacting with anyone else. I think you can buy a copy of Skyrm for about $40 now…
Threads get merged and get huge. Jumping directly to the first and then the next official comment from Anet in a forum thread would be really, really nice.
Some people enjoy making large amount of golds. Some people enjoy saving up towards certain weapon skins/armor that require large amounts of gold. Let that sink in for a minute.
Nothing wrong with that, but still doesn’t answer the question about why is people so mad this got fixed?
It’s not the only way of making gold, so it defeats that argument.
You are missing the point. When anet constantly moves the goalposts farther away by making it harder and harder to obtain something that already consumed hours of your time people tend to get irritated.
There are farms available in the game, but when a farm comes up that spikes charts and can upset the economy, we try to act quickly.
I think lots of people that play the game would like to know what the developers consider a ‘broken’ economy. In a market like the one for the materials used in legendary weapon crafting the constant rise in prices means supply hasn’t met demand yet.
From all the efforts that have been taken to reduce farming and botting I’m assuming that the development team WANTS prices for legendary items to increase for the foreseeable future until they reach some new higher equilibrium price. How high are you guys willing to let that get? 75 silver for an ecto? 1 gold?
The female models for the exotic/rare 80 sets are decent. Sormewhat biker chick-like but decent. The male skins are pretty frumpy. Instead of the victorian tinkerer look how about something more Mad Max like?
Please make every item in the game able to be sold to vendors. even 1c would work. Selling stuff back to the respective wvw vendors for the same currency (at a discount) would also be really nice.
Decentralizing the game in general is a good idea. LFG channel and crafting hubs outside the cities (especially in Orr and/or Frostgorge Sound) would probably make the game run smoother.
I just killed 3 people in WvW in the chest room of the jumping puzzle then someone came and killed me. Now I have to redo the jumping puzzle to loot the badges or camp there until someone opens the door. This is pretty ridiculous.
Badges and dungeon tokens should have their own collections category and be autolooted when earned. Having to loot bags of normal loot makes some sense in WvW but not getting badges as credit for kills is silly.
What do these downloads do that happen throughout the week that have no patch notes? Are the patches delivered in sections so the entire patch isn’t such a huge file when it needs to be downloaded and applied?
You aren’t alone. I personally find farming boring but having farming event chains makes the progression to crafting a legendary less tedious.
Automatically starting to rez useless npc’s that clutter up an area when you are trying to loot is annoying and rezzing them in a dungeon could get you killed sometimes. Having to target players/npc’s manually should be an option while auto targeting is enabled.
You can level 0-80 just from crafting fairly easilly. I’m not sure if there are other games out there that are easier to level in but this one is pretty kitten easy. Making it even easier is asking too much.
In general, the PVE segment of this game is designed for the casual gamer in mind. The argument for any skill based reward is immediately called elitist and demonized as gating content, even if the reward is just a cosmetic weapon or armor skin. Until anet implements a system to reward skill without changing stats and hurting the feelings of the gem store patrons I wouldn’t hold your breath waiting for “hardcore” gratification.
I think having a separate WvW achievement would be a good thing. It would let people focus only on the aspects of the game they enjoy while rewarding players who put in the effort to qualify for the achievement in more than one category. Strategically, PVE and WvW are as different as WvW and sPVP. Not to mention some people just aren’t competitive and feel bad even when they win.
Having a separate WvW monthly would be awesome!
The filters work fine.
I’m assuming the PVP kills requirement for the otherwise PVE monthly achievement is there: it forces players that mainly do PVE content to participate in WvW and structured PVP. That’s fine the first time but doing something month after month that you have no interest in gets annoying.
Proposal: After the first month of getting the kills requirement replace it with something in PVE. Maybe dragon kills or some other zone specific event that would require people to go back to the mostly deserted leveling areas.
The fact that the magic find stat exists points to the fact that the endgame centers around mindless repetitive farming. If there was a skill based alternative to increasing your chances of getting better drops for either crafting your legendary or making gold on Trading Post they would have implemented one.
The fractal dungeons are a good step in the direction of merit based loot rewards but they have several issues that need to be addressed, specifically disconnects and the lack of a dungeon finder system to match people of the same difficulty level with one another.
This has become more of an issue now that free server transfers have a week long cooldown. It is an annoying aspect of the achievement system but in reality is hardly more annoying than some of the other achievements that are more based on patience than skill.
They will trigger the chat box regardless whether they are mapped to the chat function in the options tab?
Hi,
I’ve had the issue with the chat box opening while I am in combat, causing all my movement commands go in as chat text. I’ve already verified that none of the keys I’m using are bound to any chat function, and I’ve used multiple keyboards with the same effect. I don’t have any keyboard software (ie microsoft intellipoint) running either. Has anyone else had this issue?
Thanks
Everyone arguing in favor of a gear treadmill as a matter of course should really watch this.
The tricky thing is implementing “intangibles” just as they said in the video. Your intangible might not have the same value as my intangible. So far it seems that the “intangibles” in the game are purely cosmetic if you can call the skins in the game intangibles.
I get the feeling from playing this game that there is a large population of people (or maybe just a very vocal segment of the people that post on the forums) that are opposed to skill based intangibles and would label them as “elitist” rewards, regardless whether they gated content or not.
Thoughts?
- Dungeon Finder: Because begging for a group in LA is so much better than “being like every other MMO”. Actually its not. A dungeon finder helps you find fun players to run dungeons with far more efficiently than waiting around in LA for the group you want to form. Not having to wait in the game’s most crowded map just to get a dungeon group would also help with congestion there.
- The ability to query player’s achievement specifics: Collecting every gem store mini should not appear the same as getting every dungeon or pvp achievement because of the generic achievement score. Publishing achievement specifics would also be helpful in forming structured pvp and dungeon groups.
- Not getting bounced from a dungeon if you disconnect Whatever the reason this mechanic/bug still exists after beta is something every frequent dungeon runner would like to know.
- Ready Check: Another item that would improve dungeon experiences
- Global Chat: This could be used to sell items directly between players, form parties, answer questions or just talk. Levelling in the mostly deserted areas between the racial capitols and Orr seems more monotonous when you are pretty much alone.
If you think this list is something that is trying to make GW2 into a wow clone you are half right. Some of blizzard’s success can be attributed to their ability to take good ideas in other MMO’s and incorporate them into their framework. Where they fall down of course is the endless vertical gear progression. If Arenanet could take the best ideas from wow and other MMO’s and weave them into the horizontal progression model they use it would vastly improve the dungeon experience in GW2.
This guy had some great points. I particularly liked the idea of publishing guild and individual achievements and then giving high achievers some kind of cosmetic reward or recognition. It would somewhat fill the void that lack of progression that many people feel once they reach 80 do now.
This flawed mechanic has been drawing complaints from frequent dungeon runners for a while now. Hopefully some positive action will be taken soon.
Was this mechanic in beta?
Hi,
I’ve played MMOs since the days of Ultima Online and have seen many games rise and fade. What has stood out so far about GW2 is the hostility towards the “gear treadmill” and the “elitist” players that exists in virtually every other MMO out there.
The question I have is this: why do people care whether someone else in the game has better gear than they do when the game scales levels automatically? Are they jealous? Are they just “haters”? Do these people really want everyone to have exactly the same stats on gear so they don’t feel inadequate in some way?
From what I’ve seen in the original dungeons and now in the fractals is that it does not take an incredible amount of skill to finish them, especially if you are on voice chat to coordinate. The hardest thing to deal with is someone getting disconnected then being banned from rejoining the instance by the game. Maybe this is anet’s unintentional “hard mode”.
Is this game really designed for the lowest common denominator of players skill wise, time wise and patience wise? If so, who is that player? Are they people that sit in LA all day trolling/gossiping? Are they people who farm Orr to grind for a legendary? Are they people what never leave WvW?
Some clarification would be much appreciated!
The premise that no gear treadmill has ever existed in this game is false when you consider legendary weapons. That being said there is no overwhelming advantage to getting a legendary other than bragging rights because the stats aren’t much better than exotics which are easy to obtain.
What will kill this game is the rampant amount of bugs and sloppy content releases that have either not been sufficiently play tested or planned. If Anet spent half as much time and effort into producing polished bug free content as they do promoting new patches the game might have a chance. The fact that they are offering free trials of the game just 2 months after it wen live is a bad sign. Free trials on a weekend where they drop a lag bomb of unplayable and buggy content is worse.
Liking:
*Fractal Dungeons – Finally dungeons that you can’t zerg bosses on!
*Dungeon ready check feature – sortof
*Better loot that breaks up the legendary grind monotony
Dislike:
*Five racial capitols and tons of other mostly empty space with no even content. You really don’t need to put every event in Lion’s Arch for people to find and enjoy it.
*Dungeon disconnects still permanently boot whoever gets dc’d. Why?
New content is cool but it seems like there is a pattern forming of these one time event being basically a huge lag bomb dropped in Lion’s Arch with a mad scramble for event loot following. It would be fun if you could go to one of the other cities or the countryside for content.
It would be nice if the events were spread to the various cities across the map so everyone wouldn’t crowd LA.
From people farming dungeons and events in Orr there is currently a glut of level ~300-350 crafting mats on the trading post. It would be nice for those of us that run dungeons frequently, and by extension the rest of the community that if we could toggle loot level scaling off in low level dungeons like AC and CM so we could get more lower level loot for salvaging.
The problem with the endgame design philosophy in this game (or some would argue the lack thereof) is that it isn’t challenging to players who have done PVE raid content in other games. So far all the dragons and about half of the explore paths in the dungeons I have run have been zergable if my group had enough patience and repair money. Essentially endgame in GW2 boils down to a “vanity” grind that many players find hollow. Sure, legendary weapons are cool to look at but when you consider the ungodly grind they take, either individually or working as a team they lose quite a bit of appeal.
There is another way. Level scaling already exists extensively in the game. If raid content or “harder” mode 5 man dungeons were implemented that dropped loot with stats above exotic level that loot could be scaled down to exotic level outside the dungeons. This would preserve the stat balance in the game world while giving people that enjoy raid content some of the prestige and sense of achievement many find missing in GW2.
When I started playing this game about a month ago the gold/gem conversion rate was somewhere in the high 20’s/gem. Now it is in the low 80’s. Additionally, the highest priced named exotic weapons on the trading post have increased significantly.
While gems and certain rare item prices have increased, the prices for many of the high level crafting materials has decreased in the same time period. I’m no economist but I know there has to be something driving this.
As the average player level increases and previously scarce items become more common it makes sense to see the prices for some items drop. What does not make sense is the exchange rate of gold for gems doubling while most of the rest of the “commodities” on the trading post going down in price. Where is the gold coming from to fuel the exchange rate boom?
Seeing packs of bots prowling the high level zones for weeks on end without getting banned makes me wonder how much of an impact they have on the economy. If their farming is depressing prices on the high level commodities their gold sales are probably also inflating the gold/gem exchange rate.
A player that plays the game for fun might be annoyed at this but think of the bot situation from the game developer’s perspective. In some respects the bots represent competition for Arenanet so long as the gold/gem exchange rate is low enough for players to buy more gems with bot farmed gold than they can buying gems directly from the company. Whatever the issue really is with banning bots and despite claims to the contrary from Arenanet it is common knowledge that bots operate for long periods of time without being banned. I have a few on my contact list still going strong almost 3 weeks after I first spotted and reported them.
Currently on my server you can buy 15g for about $9 usd. That gets you 2040 gems at the current exchange rate, or roughly double the amount of gems if you bought them legitimately from Arenanet. This is cash slipping through the company’s fingers that could be put into new content, hiring people to read our gripes on the forums or whatever. Since the game has no subscription fee the gem store must represent a decent chunk of the game’s bottom line. Why the company isn’t acting more aggressively against botting amazes me.
There are fixes for this. Some are probably harder than others. Chasing down every bot account or introducing new code to the game seems pretty labor intensive and possibly an endless arms race between developers and bots. I would propose changing the current gold/gem exchange scheme to something tied to pve and pvp activities that generates tokens that are account bound. The bots will still probably be there but if they are forced into behavior that is similar to the rest of the player population they will be less obvious and effectively marginalized.
From the way this game was designed it is very, very easy to level to 80 quickly if judged against other MMO’s. Many players complain that once you reach 80 all of the world event content is “zergable”. Assuming there are no bugs with boss encounters and from what I’ve seen this is true for the most part. This leads to a lot of boredom in the “hard core” crowd and absolutely no incentive to participate in world events. A token economy that rewards players with the skill to excel in WvW and/or pve dungeons MIGHT give them the sense of accomplishment that many feel is lacking in GW2’s “endgame”. This would fly in the face of the egalitarian design of the game (no gear competition, easy levelling, level normalized pvp) but this lack of equality is integral to some players’ sense of enjoyment of the game.
(edited by Cirroq.2531)
Getting disconnected from the server since patch.
in Account & Technical Support
Posted by: Cirroq.2531
I either get a huge lag spike and recover or more often disconnect from the server completely.
I suppose this is a suggestion and a question in one topic. What is up with the inconsistency of trophy items and some craftable items (cooking mats/products) being unvendorable? I really don’t get it.
The cynic in me says that this semi-useless clutter is intentionally designed to make people want to pay for extra bank and bag slots, but after reaching 80 and seeing the ease that large containers can be made that seems unlikely.
Here are my suggestions:
1) Make every item vendorable. Even 1c per item would be appreciated. If event items can’t be vendored they should be deleted upon renown heart completion and not appear in mobs’ loot tables after the heart is completed.
2) Make harvesting tools account bound and/or make them vendorable either at some prorated rate or 1c. The cost for them is fairly trivial but not being able to use them across all your characters seems pretty silly. Another possible option is buying some sort of item from a vendor that allows you to upgrade the harvesting tool to the next level similar to the upgrade process for jewels in jeweling.
Thanks!
All the zones are instanced so the reason they charge to use teleporters is most likely to discourage frivolous use and make the game run smoother for everyone. Most of the instances for which you would like to use a teleporter for are for convenience and the cost can easily be offset by selling things intelligently on Trading Post.
You have heard of WvW right? One of the things they did right in this game was separate pvp from pve.
Make all items contained in a black lion chest sellable to vendors.
in Suggestions
Posted by: Cirroq.2531
Not all of us want to pop a mystery tonic and dance around as a moa in Lion’s Arch. There is a large number of players for who “aesthetic” or “vanity” items don’t appeal to. I don’t really care about creating a new market for them on Trading Post, but at least make it so I can sell them to a vendor as junk for a few copper please. Thanks.
If anyone has tried cooking WITHOUT using a web guide and has wound up with several cooking components used for higher recipes will probably agree with me: the collection library should be expanded to include crafted crafting components as well as uncommon and rare mats like cores and essences. If not I suppose we could all just roll bank characters with huge bags but that seems silly.
What is the official reason for the lack of a dungeon finder in GW2? Do they want players to mostly do guild only dungeon runs? I really don’t get it.
I’d start by looking at all human rangers with random letter names and a bear pet who run with their best buddies with random letter names and bear pets.