lol! We seem to be getting a new way to obtain karma items through WvW badges. So we can transmute our tatty exotics to look ‘cewl’. Isn’t that great?
Sorry ArenaNet, WvW players have a different mind-set. We want stuff that actually DOES things.
I’ve got shed-loads of karma I don’t need as it is.
Quote:- ‘The amount of WXP you receive from defeating another player is directly related to how long the victim has been alive. Players who have recently been killed are potentially worth no points, while a player that has survived for a longer period of time is worth more. World Ability Points’
Does that mean that character level doesn’t figure in the calculation? I’d have thought that killing a low-level character should net you minimal points.
^^ What he said.
It’s the spawning. I’ve just been trying to solo ‘Defend Pochtecatl as he travels to gather griffon eggs’.
In a narrow chasm you have to beat down griffons one at a time to get to the end while they re-spawn behind you. When you get to the actual egg-stealing bit, every single one of them aggros when the Matriarch does.
I’ve had to leave poor Pochtecatl lying in the dust having tried over and over to get in and rez him.
Nerf the spawn rate for solo I say!
Oh, THAT sort of scout. Now I get it.
I agree with (almost) everything that’s been said, except for the comments about WoW. Maybe ppl haven’t played it for a while but WoW became a complete flame-fest. Go take a look at the forum. It’s chock-full of trolling and bickering. The game itself is even worse. It seems to attract and even reward that sort of behaviour.
Anyway – that aside. Like I said, I agree – but I’m not sure the AI required to make this game more realistic is cost-effective. Connecting up logical sequences of events into a chain grows exponentially with the number of events. Even a few nodes could have thousands of permutations that would have to be programmed.
Maybe one day it might be possible though.
I had a similar issue in the WvW battlegrounds. EB was OK but I’d get a DC within a couple of minutes of entering any of the Borderlands.
At the same time, my PC would want to validate it’s files afterwards but the validation ‘locked’ every time at some specific number of files – about 280,000. I had to tell it NOT to validate in order to run. Which it did fine anywhere except the borderlands.
Eventually, in desperation, I reloaded my entire client. It turned out not to take too long and solved both problems!
This is even more boring than last week.
Drakkar have a comfortable, even unassailable lead and Dzagonur are content to play second fiddle.
Right now, the only fighting is a few RoF diehards trying to recover a small part of their homeland against massive occupation from both opponents and getting treated to a contemptuous beating.
As far as I can see there’s no action anywhere else.
I can’t see a battle for second place.
There is nothing to battle over when the entire map is green.
On the bright side, My new video card crashes the PC so I probably can’t play this week anyway. Hooray!
I’ve got my camera at maximum zoom permanently. The field of view in GW2 is awful anyway. (I’ve put my display on letterbox size too, giving a slightly wider view at the expense of being a bit small).
I’ll have to experiment with placing my own and see if I’m any better. Thanks for the help!
Yes! no problem
Signet of Shadows Passive: Grants a 25% increase in movement speed.
Along with infiltrator’s arrow I can run outrun any mob.
I spend a lot of time running away from things
I’m having real trouble operating arrow carts.
I know ppl build them on the inner edge to avoid being targeted from the ground but that makes it equally impossible for me to target anything with the cart.
No matter where I position, I can’t ever see more than a tiny corner of the ground, usually a spot nobody ever enters
Is there some trick to it?
Nourishment is just part of the build, just like anything else in the game. The fact that it’s temporary and sometimes expensive makes it even more interesting.
It gives you a way to ‘tweak’ your build for particular conditions, even particular fights.
I haven’t checked – but I think you can even swap foods in combat.
Well, if DZ are hoping to get second place, they’ll almost certainly make it now.
Most of RoF have given up and gone to the pub.
I agree with the OP.
But I’d go further, the nameplates are generally too long anyway and ikittenerg you just get a whole slew of overlapping plates. Since the plate gives zero information anyway (server/guild name plus padding) , why not just a simple icon?
I hate to say it but WoW got this about right with a fairly large clickable healthbar, which made for easy target selection. I miss that.
( It’s virtually the only thing I miss 8D )
You can’t force an automatic TP though – that prevents a bit of ‘spying’ which can be useful. – Just blank out the nameplate.
(Aw c’mon you can’t adult-filter EVERY word! What’s wrong with ‘n’ and ‘a’ and ‘z’ – does it spell something I haven’t heard about?)
(edited by Contiguous.1345)
@CassieGold
What you say is perfectly true. But:-
The art of writing simulations is to only model what you absolutely need to cover and fudge the detail.
While it’s perfectly feasible to create a program that accurately tracks the supply and demand of real commodities and allows a market to function exactly as a real-world example, It isn’t necessary in a game and it would be an expensive overkill IMO. And I don’t think ArenaNet have done that.
Witness the fact that they just ‘upped’ the loot tables. I’ve seen a lot of speculation about what that might mean for this or that market – I suspect it will have no effect at all, It just makes people feel better.
One of the striking characteristics of the game is the ephemeral nature of the goods. They are created, have a brief life and are then deleted. The same applies to gold. This is characteristic of a program where the ‘objects’ are genuinely ephemeral and un-tracked. When you ‘buy’ something, the gold in your account is deleted and a new object (the item you bought) is created. The reverse applies when you sell.
It’s probable that no record is kept of the transaction and more importantly the action doesn’t impact on the ‘number of items in the market’ – that’s a variable with no significance. There is actually no flow through the market, just objects being created and deleted as required.
What determines the ‘requirement’ I couldn’t say.
I’m speculating of course, based on what I would do if asked to create a trading game. Maybe I’m wrong – it really doesn’t matter, but Occam’s razor makes me suspect a ‘con’.
Well, I’m guessing, but I should imagine it means 25% change to recover ONE of the rare materials. (With presumably a 50:50 chance of it being A or B. )
I’ve found the recovery of materials to be generally a loss. It looks more effective to simply sell the item on TB/vendor (whichever is higher) then buy the item I want.
I agree with the OP.
From the moment I started playing this game I realised that the ‘economy’ wasn’t following normal behaviour for a real-world market.
After all, it’s a game. There are no actual market forces involved. Materials and cash are not immutable objects as they are in RL. Those mobs don’t actually walk around with their pockets jangling and sporting the latest designer armour. The loot is created on the spot when you kill the mob. When you sell it to a vendor, it gets destroyed.
Similarly, those ‘moldy bags’ don’t actually contain anything until the moment you open it. If you sell it on the market, the recipient doesn’t get the same bag with the same contents. He gets a whole new lucky dip. It would be easy to ‘flag’ it to give better loot.
You can’t apply economic theory to this system. If the Devs want ppl to ‘play the market’ as part of the game, they will manipulate it to that end. I’m sure they do. Ppl love to gamble and especially love to win a gamble. It costs nothing to make them happy.
So, If you want to get rich, keep looking for those profit margins.
Uh.
So what you’re saying is, because materials are being created/destroyed virtually, basic economic principles like supply and demand don’t work in this economy?
Do you want to explain? You’re making quite the huge leap in logic.
OK, I’ll explain in detail.
This game is a computer program. It’s designed to simulate many aspects of reality. One of those aspects is a ‘market’. Players are presented with the illusion of a trading system and allowed to buy/sell goods apparently to each other.
However, There is no reason for the programmers attempt a full reconstruction of a real market, where the goods bought and sold are actual material goods that can’t be created or destroyed without serious consequences. In fact, that would require a lot of effort to balance the flow of supply and demand so that the necessary in-game goods were available for players to progress their characters.
It’s a lot easier and requires far less code, to simply use a set of RNGs to determine the supply of goods and prices. If I were asked to do it I would simply insert dummy trades into the game in order to source/sink goods and keep available the items that players need while quietly removing junk.
The obvious signs of something like that would be for example, the ready sales of scrap items and bags that sell on the market consistently for more than their content value. Again, the fact that exotic armour, weapons and trinkets are always available at prices less than the cost of crafting. (Before someone objects that you get XP ‘profit’ from crafting, I’ll just add that it’s across the board – EVERYTHING you need is available – even if nobody in their right mind would craft it.)
I don’t want to spoil the game of course – but it IS a game. Smoke and mirrors. :-)
PS 20 years a programmer. lol!
It says here ‘To the victor the spoils.’ I reckon you’ve not really won until you’ve looted, ripped AND pillaged.
Sometimes the best part is trying to get to a bag I had to step over.
Grabbing those bags from between the legs of the enemy is what it’s all about for me. I’d really miss it.
My Two-penny-worth:-
Introducing ‘Commanders’ was a good idea. But it’s a bit limited (on my server anyway). At the moment it gives a single focus point for a massive zerg or maybe a couple of smaller, independent zergs.
It’s a bit like the old tribal chieftain system of the pre-Roman period. Unless the commanders get together and agree a strategy, it’s just a big free-for-all.
I’d like to see a system where Commanders took the position of a General, appointing a series of lower ranked individuals on the field (ad-hoc Field promotions) and charging them with particular tasks.
The appointment would last only as long as the General Commander(s) allowed and would not be a permanent promotion. I see it ending anyway when the holder leaves the field and he/she would have to be re-appointed next time.
If each sub-commander had a similar icon on the field and his own squad (up to 10 ppl say?), it would make it easier to deploy small groups for the purpose of sweeping all the supply camps, dolyaks, sentries or taking down an unguarded tower instead of the whole zerg being occupied on it.
I agree with the OP.
From the moment I started playing this game I realised that the ‘economy’ wasn’t following normal behaviour for a real-world market.
After all, it’s a game. There are no actual market forces involved. Materials and cash are not immutable objects as they are in RL. Those mobs don’t actually walk around with their pockets jangling and sporting the latest designer armour. The loot is created on the spot when you kill the mob. When you sell it to a vendor, it gets destroyed.
Similarly, those ‘moldy bags’ don’t actually contain anything until the moment you open it. If you sell it on the market, the recipient doesn’t get the same bag with the same contents. He gets a whole new lucky dip. It would be easy to ‘flag’ it to give better loot.
You can’t apply economic theory to this system. If the Devs want ppl to ‘play the market’ as part of the game, they will manipulate it to that end. I’m sure they do. Ppl love to gamble and especially love to win a gamble. It costs nothing to make them happy.
So, If you want to get rich, keep looking for those profit margins.
Whenever I try to enter a borderlands battleground, I’m allowed a few seconds, maybe half a minute to look around and then the screen freezes, leaving me no option but to log out.
If I enter the Eternal battleground, there’s no such problem- unfortunately, since we control the entire map there’s no point.