Well, this just stinks. As predicted: My world is the same color and position as last week, and fighting the same two opponents. With at least 2 vistas behind enemy fortifications, I’m effectively locked out of achieving the mapping achievement for at least the forseeable future.
What a transparent and disgusting way to make money: Create a title but then require players to spend real-world money transferring around so they can achieve it.
NA Borlis Pass. If their prediction is correct, next reset I’ll not only be in the same position, we’ll be fighting the same teams and they also will be right where they are.
OK, thanks. I understand now.
No need for hostility in either direction. I can understand liking the play style, even if I don’t.
I was more interested in money. As I’m trying to get the mapping title, it was killing my bank account. I finally shifted to running around naked; at least then it doesn’t cost anything to die. I can’t fight the monsters more than one at a time, but at least I’m not spending money.
Thanks
But why would someone spend a fortune repairing armor for virtually no reward?
Thanks, guys!
On the switching colors, does one world tend to stay atop the pile for long periods of time (weeks)?
How can I get 100%? I can’t map all of WvWvW; I die to quickly.
Is it feasible to guest into another server and map it that way? Is there a cost to doing this?
I can’t figure out why anybody plays WvWvW. There are no rewards, huge costs, and the outcome of all battles is determined strictly by which side happens to have the most players.
Can someone please explain what motivates people to play WvWvW?
Thank you.
This thread is not for tech support. Send an email to support@guildwars2.com.
Never mind. I figured out a trick: Hide behind the close pillar when my health was drained. He keeps attacking since I’m close, thus not regenerating as much. Took a LOT of time, but it worked.
I’m trying to do “Starving the Beast”, and finding it even more difficult than “Estate of Decay”. Frankly I thought that was an impossible task, but terrain seems to have been a savior for Estate.
Can anybody offer any tips? I’m running a Thief, which unfortunately seems to be the most underpowered class. I can only even damage him (beyond his regeneration) if my team is all alive. Once they die, it’s over.
Any ideas would be greatly appreciated.
Thank you! That’s exactly what I was looking for.
Yeah, I found those, too. I was hoping there was a longer list. Can’t discover them without making random components, though.
I looked all over, but I could not find anyplace to buy or earn recipes that use snowflakes. Where were we supposed to get them? (And, are they still available?)
Better read up more about how they do it. They don’t take “one request from Johnny”. They amass hundreds of reports, compare human actions while playing vs programmed actions, scan hours of log files, etc.
I found it; this request can be ignored. The wiki page (http://wiki.guildwars2.com/wiki/Defeat_the_Risen_Spectral_Guard) has been updated.
I’m trying to get my last two skill points and one POI in Straits of Devastation. One SP and POI are in the Cathedral, so that just means I have to get a group.
But, there’s a SP between Sentry Steppes and Zho’qafa Catacombs that I just can’t figure out. It’s up on a ledge, but there doesn’t seem to be any way to get to it.
Does anybody know the trick?
The current respawn rate in Straits of Devastation is about 10-20 times what it needs to be. It was obviously created at a time when there were more people, but now it has effectively made the mapping title impossible to achieve.
I don’t mind fighting a lot of creatures. But, it’s impossible to advance when you are fighting an infinite number of them by yourself (or even in a group of two). And yes, it IS infinite.
Here is a very simple fix for this problem: Count the number of players in an area (or zone, if area counts aren’t readily available), and adjust the respawn rates accordingly. If there is only one person, respawns should be about ~10-30 minutes apart, long enough to clear the area and attain any mapping elements necessary. If there are more people, rates can be accellerated accordingly.
NOTE: An exception would be if there is a new event nearby. For a set period of time the rates could go up to match the story element.
That’s the problem: I don’t know which ones I want until I’ve collected all goodies (i.e. at the very end of Wintersday).
I agree that Orr is over-the-top in monsters. However, like Anthony, I don’t think that’s the root problem. Unlike Anthony, I feel there’s a deeper problem: the respawn rate.
If I kill a zombie, I had to hack it into little pieces (judging by the number of swings it took), so there’s absolutely no way to rationalize that same monster standing right back up and fighting me again 10 seconds later.
I was in a place where I arguably over-aggroed (4 risen). But, that wouldn’ have been a huge problem without the 15 (that’s NOT an exaggeration) more coming back from the dead in the immediate area WHILE I WAS STILL FIGHTING. I had no choice but to run.
I’m sure the server considers them new entities, but what on earth justifies that kind of respawn rate?
Respawns should occur ONLY in one of three conditions:
- If there’s a reason in the story for it happening, and/or
- Another player enters the neighborhood (maybe within 2-3 aggro bubbles), and/or
- An event begins or becomes available.
Until one of those happens, clearing an area should CLEAR it, not merely make room for more spawns.
Really? I thought they were account bound.
Thanks.
But, I still want a seller after the holiday is over. The point is to be able to buy one while I’m still getting loot, so I can make sure I have enough of whatever holiday item(s) it needs to actually make something.
There needs to be a guy selling holiday recipes after the holiday is over. I collected stacks of candy corn only to find out I couldn’t buy the recipes to use them until next Halloween. I don’t want to do the same thing with Wintersday, but that means taking time out of my adventuring to craft and buy recipes.
Actually, it’s necessary to charge something. Otherwise certain kinds of farming would become too lucrative.
I do think, though, that they need to change the price of the nearest one to about half of what it would be. Or, maybe all within a certain radius.
Thumbs down on that one. I love autofill, since I can’t remember any of my kids’ various character names.
Some zones are less populated than others. This can make playing in that zone considerably less fun, especially in the high-level areas.
How about instead of having tons of “new content” every month, simply change the rewards in those zones occasionally (and temporarily). Similar to GW1’s having the Traveler wanting certain items only available from that zone (or, a couple of them at a time).
I’m not talking about game-unbalancing stuff, though (which GW1’s Traveler gifts did alter somewhat). More like one week you have an incentive to find 5 items that just happen to only drop in certain areas of the map. A scavenger hunt.
Try one, and play it until about 10th level. Then try another combination. But, don’t delete the first character until you are sure. After all, you have 5 slots, so no point in cleaning old ones out unless you need the slot.
One thing: If you DO delete a character, make sure you save all the goodies you collected.
Skill points have value. People do not sell “below cost”. They sell at whatever level satisfies, and it takes into account not only the value of the raw materials, but the value of the time and effort spent researching prices, the value of the skill points and experience points they get out of it, and quite possibly other factors we’re not considering.
If you’re shooting for max crafting skill, a few gold is a small price to pay. Mind you, I try to craft only things for which I can get both money and skill points… but that’s just because I actually enjoy taking the time to identifiy gluts and shortages. But even with that, were it all about the money, I wouldn’t be crafting at all. I’d just flip. Because no matter what you’re crafting, if it is a step on the ladder to max skill, there will be a price discount that reflects the value of the skill points.
tl;dr:
Cost = Materials + Labor + Tedium and Frustration
Revenue = Finished Product + Skill Points + Fun and Satisfaction
Excellent post! And, quite correct, too.
There are always intangibles in economies. In the case of crafting, intangibles drive the prices of crafted items lower than materials costs in most cases. This is because part of the value of the act of crafting something is the XP and crafting points one receives.
So, as you say, it is still simply supply and demand working as expected. There are just some elements that don’t carry a gold price.
An in-game example might illustrate this for some readers: A while back, my jeweler character wanted to move up the crafting ladder a bit. But, as a whole, my characters hadn’t done so well in collecting gold ore. So, I needed quite a bit more gold ore than I had in order to move my jeweler up a level.
Now, I could have gone and farmed for gold. But, at that time, I was in a hurry, so I just went out and bought a bunch. On the cost side of Tarvok’s post I was willing to pay money in order to avoid “Labor + Tedium and Frustration”. Further, on the revenue side, I didn’t really care about how much money I received. I was doing it strictly for the jeweling points.
I don’t think you can specify a price lower than the merchant value. If that’s correct, it follows that those are all old prices, or server-generated prices.
So, it would be pretty stupid to apply a 6th superior rune of the pirate, because all you would get is a 5% chance of a parrot. Is that correct?
I guess I wasted my money on that one.
So, if I have 6 of one rune, that means I get 6 of #1, 6 of #2, etc? Seems kind of unbalanced.
Okuza, while you are correct about the security aspects of a specific IP address, ANet has already chosen to do this anyhow, just without Loli’s suggestion of the autolock feature.
IP addresses can be spoofed by creativeness and MAC addresses can be spoofed by design. However, it’s not really feasible to spoof a customer’s actual network and MAC address. Since they’re already being captured by ANet, Loli’s suggestion seems to dovetail with it perfectly.
I do not see any comparisons between wow and GW2 here, simply a way to compliment them both. I apologize if mentioning wow here is considered against the rules
It’s not. EndlessDreamer just didn’t read the very rule he posted. Take note of the quote “…in a manner intended to elicit overly strong negative and emotional responses for mere shock value…”.
The post is clearly positive, thus negating the possibility of being trolling.
Am I correct that if I have one superior rune of whatever, that I only get the bonus for the number 1 item in the list?
If so, do I have to have 2 superior runes of a specific kind in order to get numbers 1 and 2 (from each)? Or, is it just 2 runes in general?
Neither the in-game statements nor the wiki explain the mechanics very well.
Did I say they were useless? Don’t put words into my mouth; it makes you look like a fool or a child. Not to mention doing nothing for your argument.
No joke, obviously. And it was YOU who missed HIS point. Better read it again.
Vitality DOES reduce the rest of the party because the high-hp guy isn’t doing as much damage. So, it takes longer to kill the creature, thus causing more of the other members of the party to spend more time downed or defeated.
(It also causes other members of the party to spend more money, on armor repairs.)
If you’re going to average one, you must average them all.
Same as creeper: Been playing since day one and never saw a key drop.
The least they could do is allow you to salvage the chest for lumber.
Agreed. It’s just stupid the way it is: You get a piece of armor that isn’t even max, and you can’t trade it away to your other characters. And who knows if you’ll ever be able to replace it if you delete it?
You are correct. I play by myself, and am basically shut out of high-stat gear as a result.
I could just save up money and buy it, but again the dungeons are the only way to make serious money. So, while I’m earning my few gold, inflation has robbed them of much of their value. It’s an endless cycle.
But, it’s worse than even that. If I decided to start looking for groups, well, too bad: Nobody wants a group for story mode. So, I can’t even get into the dungeon in order to start earning more money.
Every discipline has its own pockets of profit. But, you have to be careful. Many people are crafting tier 1 through 5 items simply to get to 400. There are some that are profitable, but not many.
No, the profit comes when you hit 400. Even then, though, some items might be more profitable to just sell the ingredients.
Before you many ANY item for the express purpose of profit, check what it would cost if you bought all of the ingredients. Then, price out how much you can get for just selling the raw materials. Somewhere in-between those two is the break-even point.
YES! That was the link. Thank you very much!
I suspect they will be. The first “addition” added a level 80 area just of of Lion’s arch, for example. They’re probably going to continue that model.
A few days ago I saw a link to a crafting material reference sheet that told you how many of each material you would need to advance to the next level.
However, I can’t locate it any more. Does anybody know where that site is?
Thanks!
Crafting seems pretty dead to me as you can pick up an item in the Trading Post for a much cheaper price than crafting it yourself. Maybe add items that are unique to the profession that only the crafter can use? Once made it’s soulbound to that person. This would make crafting pretty interesting and useful.
If an argument is well said player can craft better rings as a jeweler then switch crafting professions and make a better weapon. Well you can only wield these items if you are a jeweler. Once you switch to weaponsmithing the rings are not wearable.
While this is mostly true at the lower crafting levels (< 400), once you get into the 300s the prices start to go up. Of course, so do the materials, but there are quite a few level 80 items with good prices.
GETTING to 400, now that’s a different story.
There are three kinds of useful crafting:
1) Crafting to get your discipline to 400
2) Crafting to make yourself goodies
3) Crafting for profit
All three will work, but to make a profit you can only make those items which are in heavy demand. There are hundreds of items that make an excellent profit. However, there are thousands that don’t. The secret? Don’t make the ones that don’t sell well.
24 hours? No, more like 4 or 8. And, you should be thankful, since they’re working hard to keep your account secure.
I agree that it is unacceptable.
Well, they have to be tracking it already, because they know as a creature dies who all damaged it. So, it’s just a matter of counting them rather than just flipping a switch.
Another possibility would be to have a “character took part” variable. Once a player does a certain amount of “stuff” against an enemy, his bit gets turned on, and he gets rewarded at the end of the battle (or, during battle if they can track things that closely).
That’s a pretty expensive way to farm. I wouldn’t fault them; I would pity them.
We really need a game-interface that shows map pieces completed.
I suggest a toggle that turns complete zones some oddball color while toggled on.
That way, at least you would know where to start searching for missing items in your quest to hit 100%.