(edited by DGraves.3720)
It isn’t that it is a bad idea but it just makes life more complex. There are no “skin” tables so someone would have to make them, mandate the whole thing, augment corpse behavior for things that are skinnable, and transfer all of this into an item generation.
It is more work than it sounds. Maybe when they catch up?
The thing missed here is that the rewards overall are continuously compounding. The more MF you have the more rare the items you get, the more rare the items you get the more MF you produce from salvaging that item and it’s ectos as a result, the more you ectos you have produced the lower the price overall of MF and in the end there actually becomes an MF standard for playing because there is indeed a specific amount of MF, unkown to us, that allows you to reliably acquire items of sufficient rarity to continue the cycle.
It is basically economic suicide.
Do please show me where all those rares and exotics are that I’m supposed to be getting. I’ve been salvaging over 100 items per day for nearly a year and I’m still only at 245%MF. I see rares no more often than my account with 75% MF sees them.
MF does not have remotely the effect that you think it does.
Probabilities are multiplicative so they have an exponential effect. Let’s say the base of an item’s drop is 1%. At 245% of that it’s now 2.45%. Simple. At 1,000% it’s now 10%. The odds between a string of rolls change immensely between the two. You are thinking of the low end, which is normal and expected, because that is where you are. 300% is literally nothing, it’s 3 × 1%, so 3%, bah!
But let’s uncap it, give some rich people or people with gems some serious MF, make it 8 or 10%. It goes from 1/33 odds to 1/10. What if it were 20%? That’s 1/5. You say “That would take an eternity” but there are youtube videos of people maxing out magic find on purpose because they have the funds and the returns are low because the odds are crap.
Anet would have to respond in one of two ways:
1. Do nothing. Economy ruins itself. Elitism does it’s thing. Longevity & Economic Knowledge > General Player.
2. Make crap rarer. Economy sustained. Elitism is kept to a minimum. No one wins because everything is so godawful rare it’s not worthwhile. Prices rise for everything.
It’s the long-term effects, not the short-term, that would be detrimental.
i’m not an econ expert, but wouldn’t making gold easier to acquire make it less valuable?
There are more monetary types than one. In this monetary type the answer to that question is “no” because it isn’t fiat at all.
The thing missed here is that the rewards overall are continuously compounding. The more MF you have the more rare the items you get, the more rare the items you get the more MF you produce from salvaging that item and it’s ectos as a result, the more you ectos you have produced the lower the price overall of MF and in the end there actually becomes an MF standard for playing because there is indeed a specific amount of MF, unkown to us, that allows you to reliably acquire items of sufficient rarity to continue the cycle.
It is basically economic suicide.
If you’re worried about the economy, just give me all your exotic and rare drops – I’ll find a good use for them. nods
Not so much the economy as what the economy effects.
Games with lopsided economies tend to have greater elitism.
Listening to all this is fascinating. I’m not quite sure how you guys are coming up with your theories though since the amount of currency in a system with a purely competitive market makes little to no difference in how it operates. Since the gold has a standard (that is, vendor price) backing it it has real value within it’s own universe so all items are actually equivalent to liquid gold thus why you can convert farming into time since you don’t have to go through the extra step of discerning the value of the item in question as it has a base value even if all the TP stopped all at once.
The thing missed here is that the rewards overall are continuously compounding. The more MF you have the more rare the items you get, the more rare the items you get the more MF you produce from salvaging that item and it’s ectos as a result, the more you ectos you have produced the lower the price overall of MF and in the end there actually becomes an MF standard for playing because there is indeed a specific amount of MF, unkown to us, that allows you to reliably acquire items of sufficient rarity to continue the cycle.
It is basically economic suicide.
This doesn’t surprise me. People play PvP and PvE with different mindsets. PvP is something you do that is more or less fun and PvE is the grind that people do for funds. Esp. true of dungeons and fractals; impatience is mandatory.
I do want Elementalists that look like they’ve been around a few centuries to be honest.
You make a good point. Let’s make the strongest class stronger because of a minor oversight.
Base Engineers are terrible. They are the most complex class for the work because they are too terrible to stay in one kit.
Player-side behavior is not an Anet problem.
it’s their problem because they designed ALL CONTENT needing at least one or two other people
It is a Massive Multiplayer Online game though. It would be awkward if it were designed otherwise?
Player-side behavior is not an Anet problem.
You are absolutely right. They will continue to make inane NPCs just for your enjoyment.
considering the box price and you can get it on sale it isn’t expensive so go for it.
It’s no problem, it was a personal tool and you did build it, but I can’t use it. I was just curious if perhaps I could syphon a little and skip some steps in work but this is why we should all just do our own I guess. Bah.
I attacked him, he screamed “Death!” and my game crashed. Nerf plox.
This isn’t funny because it actually happened.
The only two important issues for me are:
1. The Experience Problem and Masteries.
2. The Raid Content Gate.
I’m fine everywhere else.
I didn’t read it but considering how these things work you’re probably right and I completely agree. I’d hate to deviate from the norm.
That explains the disparity. You rounded all of your numbers individually of one another.
I needed to know that. Thank you very, very much.
I don’t think that would be simple or reasonable to work on.
You can do it. Don’t give up hope.
yea, at least most of the achievements can be donei whtout killing him
Just remember that if you fail 100 times in a row something is wrong with the population.
You can do it. Don’t give up hope.
Burnzerker should still outdo Engineer iirc.
His advice was to reroll, correct?
Then do so if you are so concerned about his opinion.
Otherwise take him for what he is, a sore loser and bitter fool, because if he truly had any wisdom he’d have known what you should do.
Used a rifle for Ranger what would it look like?
I see nothing about condition damage.
Yes, Opal is the equivalent for Assassin so if you have the Opal Orichalcum Rings made then just swap the two, buy Cavalier’s Dungeon Armor and use your Assassin’s Jewelry. I apologize for not presuming that.
Wildstar is an intricate game and isn’t really comparable.
GW2 is the most forgiving game I’ve ever played. Even among 1 player games. Even moreso than Oblivion where you can wear 5 chameleon enchantments to be invisible… forever.
That’s kitten ed forgiving. Raids are just as forgiving. They are also 3 years late.
I would recommend you use use Assassin’s Armor and Cavalier’s Trinkets. The Cavalier’s Stats are:
Toughness Major
Power Minor
Ferocity Minor
Assassin’s Stats are:
Precision Major
Power Minor
Ferocity Minor
The idea is that the precision you would lose by taking Cavalier’s armor is lessened still giving you a decent critical hit chance.
I would recommend one Sigil of Accuracy (not Precision) for the free 7% chance to critically strike. The other sigil is your choice, but they do not stack, so you can’t use a second Sigil of Accuracy. Your weapons are your choice as it would be boring not to experiment.
Cavalier’s trinkets are Temple Armor by the way and can be bought in Orr ( https://wiki.guildwars2.com/wiki/Temple_armor ) where the Balthazar Statue is fought in the Straits of Devastation. You can use karma instead of gold. Assassin’s unfortunately can only be crafted or bought.
What does C97 refer to?
My concern is that I cannot get it to reverse properly nor can I get your given value to calculate down to the rounded digit you chose.
So I went ahead and just multiplied your multipliers together to come up with 1.25*1.05*1.04 (read as: 9/1 * 4/9 = 4 because 9 / 9 = 1 allowing you to “cancel”, through cross-multiplication, the 9’s entirely so it’s just the numerator) = 1.365 and save time. So this means that the new formula is simply:
(2712*.155+131.5)*1.365 = 753.2889
This isn’t 753.23.
Reversing should be just as simple to get the effective condition damage since it’s just just condition damage over that value:
753.23 / 1.365 = 551.8168 – 131.5 = 420.3168 / .155 = 2711.722
This isn’t 2712.
Interestingly enough you are actually under reporting the damage you’re doing. This is a good thing, usually, but you also rounded your effective condition damage up instead of down which means that somewhere in there something is different or not rounded.
I’ll figure it out eventually but something is wrong.
Edit: Yes, obviously, I should just multiply it all by 35 something… (2 * 3 * 5.982 ) so I will just to be complete.
753.2889 * 35.892 = 27037.05
753.29 * 35.892 = 27037.08
(edited by DGraves.3720)
Skilled
1. Elementalist
2. Thief
3. Guardian*
4. Warrior*
5. Engineer
6. Revenant
7. Ranger
8. Necromancer
9. Mesmer
Unskilled
1. Revenant
2. Thief
3. Ranger
4. Mesmer
5. Warrior
6. Guardian
7. Necromancer
8. Elementalist
9. Engineer
That’s my list.
*Includes elite profession.
I second this motion with the abandonment of dungeon development.
What is the formula (that is, what did you include in the calculation) for incendiary ammo? I can’t seem to find any way to hit the 27,035 in-game.
I am so very sad at this news.
Thank you.
You know, skin suits of different colors? I need one that’s green for my character!
I know I’ve heard general notions about content difficulty such as mechanics, etc. but these terms sound closer to “big word syndrome” than suggestions. Is difficulty based on what you as a player actually have trouble doing well or just stuff that seems harder even if it’s the same old thing with a few twists or what?
For me difficulty is related to adaptability. It is a balance between being able to do it all and do it all well enough to succeed; I think of it as the random path trial where you and your team have to solo your own individual pathways which are randomly assigned. You can’t go in with only defense or offense of one type; in terms of this game that might mean being randomly assigned an enemy immune to condition damage or physical damage. If you can’t do both you won’t win, obviously.
I am sure my thoughts on it are not the mainstream though and it’s from old games I’ve played and really enjoyed.
The first question would be how median income is measured. Of course, its gold created out of thin air but in which relation? in relation to account numbers, active account numbers or overall hours played by the player base?
The easiest way to measure this would be to simply look at current farming techniques and their monetary value. Unlike the real economy video-game economies fluctuate way too quickly to produce any long-standing behaviors so time played and active players and so forth and so on are too unstable to use. You can only use short-term monetary terms and windows to measure it accurately.
I would find it hard to believe, if anybody claims that less gold has entered the market since hot compared to pre hot, for the simple fact that the active player base was probably way bigger in the three months after hot compared to the 3 months before.
Since gold comes out of thin air and disappears the same interestingly enough the amount of gold in the system has no effect on the prices of items. The inflation of a price is based on utility or prestige alone, a perfectly competitive market and theoretically the best type, where all merchants have the same power and it is consumer side economics.
That’s why you would use Median Income; the amount of gold players have as well as the utility of the item are all that dictate cost and at times is why things as a whole cost less than their parts. So the flow of gold into the game, because there is no centralized entity actually controlling that, is not real. There is no SEC.
Now that leads to another really boring and long-winded point so I’ll spare you.
I suggest you stay with the defense. The 7% gain isn’t enough to dedicate an entire trait line to.
You’re complaining about what exactly? Boons and Vulnerability for literally nothing invested?
Is this happening?
That person is amazing.
I am so jealous.
Ideas.
This only works if, and only if, it’s not built for the player of average skill.
It has to be able to kill the people who would dare farm this for even a simple mistake.
How do powerful blood and charged lodestones generate gold?
These are the material swaps for gold.. they are just the swaps for X being made.
They are just a distribution of items for karma – for those getting pact supplies.I would argue that gold generation X in actual liquid rewards has probably gone down.
But selling anything on the tp for gold doesnt create gold in a macroeconomic sense, it destroys it via fees and taxes. You might claim that it has become harder to target farm liquid gold or items to sell for every individual but that doesnt mean that less gold is entering the market. The gold faucet is just distributed more evenly now. While before 10 dungeon runners might have generated 90g overall in one hour in liquid gold and 90 more players generated 90g through regular gameplay (coins from monsters, event rewards, rank chests, champ bags etc.). Now dungeon rewards got nerfed and other gold faucets buffed and all 100 players get 1.8g per hour. Its still the same amount of gold coming into the economy.
That concept does not apply to this game because there are no centralized monetary institutions. In order to apply the taxes and fees have to stay in the system (weakening the monetary unity) but they are essentially deleted having no effect. Median gold income would be the only valuable measurement.
That said distribution itself weakens Median Income overall and lowers economic prices in general due to a lack of necessity. Scarcity slows the effect but eventually all items would settle at a baseline of their vendor price (or below if allowed) presuming new players joined at a slower and slower rate since eventuality would work it’s magic.
How is this at all useful?
This would change the way I think about playing Guardian … so I would say that’s pretty useful.
What exactly would you change? Just curious.
Not using Runes of the Traveller … always.
I can see that allowing for major opportunities.
An analysis of a fake economy is always interesting to read.
“do you think we will return to an inflation on many items as players return to this format?”
Yes. Unfortunately. Liquid Gold is always toxic to an economy because of the lack of scarcity.
The entire basis of the “3” is that it’s somewhat of a roulette. If you are skilled and hit with all 3 you get 3 stacks of vulnerability, 3 opportunities to proc Shrapnel, 3 critical strikes for any sigils and/or Sharpshooter to proc off of individually, and 3 attacks in one strike which totals significantly higher than other baseline autoattacks.
I understand your point but do not agree to it. Your change would greatly weaken the weapon.
I have decided you should play how you want. You sound like you’re having fun and don’t need the advice of min/maxers.
How is this at all useful?
This would change the way I think about playing Guardian … so I would say that’s pretty useful.
What exactly would you change? Just curious.
Theres no solution to this problem because of the definition of challenging content.
Challenging content basically = Content that I can beat but you cant.
Content that everyone can beat = Too easy and content that no one can beat = Too hard.
I disagree with that. A challenge should be based on skill level not completion percentage. That is probably the first mistake.
You will get access 6 mos. later.
That’s what you get for not fighting The White Mantle.