treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
This is a massively big disappointment.
ArenaNet has always failed by trying to cater to everyone, ending with something that is not great to anyone, rather “meh” to everyone. This is just more of that – they tried to please all normal players, who were not interested in endless gear grind, and now they are adding a huge gear grind in order to please the grinders.
And don’t fool yourselves. This is almost the definition of a massive grind: an endless dungeon with randomized content (which is as shallow as it goes, considering how it’s impossible to make really randomized content that does not end looking purely generic) offering a better reward the longer you play (in other words, the deeper you go in the dungeon) and with the option to increase even more the grind based on infusion on the equipment it was already a huge grind to get.
Effects this will have in the game:
I think ArenaNet has just set a new records for how fast a company is willing to betray their own philosophy. I hope they realize how the kind of player they are trying to please – the traditional MMO grinders – will not be happy with this for long, and will soon leave back to WoW just as they have left every single other big MMO released recently.
Our dungeon runs say otherwise.
If you need 1-2 support Guardians to keep yourself alive, well, the facts speak for themselves.
You are right – it’s boring to sit and shout for healer(or tank). But maybe you will give a chance to play trinity to those who like it?
There are a multitude of other MMOs for “those who like it”. There is no need to add a weak, failed mechanic to GW2 just because some players have difficulty in adapting to change.
Yeah, and now all my dungeon groups consist of 1-2 support guardians and 3 DPSers.
Your dungeon groups are very bad. Fortunatelly, I have never seen any profession discrimination in any of my own dungeon groups. I wonder if it isn’t you who are insisting on the 1-2 support guardians…?
everything will be exploited its an online game….
That’s the same as saying that the game will always have bugs, so it’s not worth fixing the ones that are already there :-P Using achievement points would be very exploited.
…I have done dungeons with characters who mostly have not done the story modes. You need more people for a dungeon; as long as one person in the group has done story mode, you all can do explorable mode. I don’t really see this as an issue – it actually helps new players to have more people to do story mode with, since it gives little to no rewards, and the penalty is so easily avoided that it’s only rarely an issue.
not all classes can spec into free, almost infinite dodges like thief. my ranger friend has mentioned that even if he only uses dodge on the charged attacks, he runs out of dodges and has to start legging it instead
That’s not true. If you wish I could show you screenshots of my ranger wearing parts of the CoE armor, and I can easily dodge all Alpha’s charge attacks. I have Natural Vigor since I have maxed Wilderness Survival, but even without it, the shortbow skill 3 would provide an additional dodge by itself.
Here’s a simple solution that everyone should be able to agree on: let achievement points go towards legendary components or legendaries themselves. That way you could actually work towards a legendary by actually enjoying and participating in all facets of the game and not just mindlessly grinding, playing the TP, or exploiting.
Then people would find a way to exploit achievemnt completition. They would look at the entire list of achievements, see which one give the best points gain/time spent ratio, and abuse said achievement as much as possible. Also keep in mind that the amount of achievement points a casual player is going to make per day is very limited – many of the refreshing ones require a lot of time spent grinding.
No. It does not punish “real players” it punish farmers.
And ArenaNet simply don’t want people to spend all their time farming the same event/mob/area over and over and over and over and over again.
This. GW2 is not really for grinders. They are already hurting everyone else due to how player manipulation in the TP is artificially increasing the price of items required for Legendaries. Normal players are more important than grinders, and the game should be focused on them.
Making tons of gold is the only difficult thing in GW2.
It’s not difficult. It’s just time consuming. A bot can make a fortune… Are bot skilled players now?
Grinders want the legendaries to be easy to get, just time consuming. What a lot of other players are saying is that they want Legendaries which are hard to get, but not based on time spent or luck, rather on skill.
The Legendaries require all these aspects. And I think that’s the point. You can buy the Precursor, but you can’t buy the other stuff.
Wrong. You can buy a lot of the requirements for Legendaries (everything in the Gift of Fortune, all craftinng materials required, the lodestones, etc). You also need 100g for the runestones, so a Legendary already deals with the gold-making aspect of GW2 even when ignoring precursors.
(edited by Erasculio.2914)
I guess I don’t see how that’s necessarily manipulation.
That’s clearly manipulation. Someone can buy all items at the lower value and sell at the higher value, keeping the profit, which then allows the person to buy more of the same item and afford being able to see it for an even higher price. For extremely limited items, like the precursors, it allows people to have almost a monopoly on those items, by buying all cheap offers and offering the same items at an increased price.
This has many issues, some of which are:
We end with a group of players who have a lot of gold by artificially inflating prices in the TP. This is bad for all other players, since the TP manipulators are driving prices up due to hoarding gold, and is especially bad for those trying to buy the items the TP manipulators are playing with, since said items are being overinflated due to two different reasons. Little surprise to see so many people complaining about the price of precursors.
ArenaNet should put a cap on the price of some of the more valuable items, like precursors and lodestones. This would prevent them being used for market manipulation, as well as limit how much easy gold TP players can get.
Of course, for the TP manipulators themselves things are fine the way they are, so they don’t really want to see any change…
TP trading is there for people who like doing this sort of thing but it SHOULD NOT be the only viable way to get enough gold for a legendary.
It’s not the only viable way. It’s simply the best, and unlimited, way. As a result, people who manipulate the economy are richer than everyone else, and as such drive prices up. Do you realize that the really expensive things in making a Legendary, the Lodestones and the precursors, have prices driven by the players? If all players had less gold, those items would be cheaper. With a few players having a lot of gold (due to TB manipulation) and most people having less gold, the items are at the price they currently are.
TP manipulation should be limited. It needs to be nerfed as much as farming was nerfed with the DR system.
Dungeons being of different difficulty between paths isn’t a bad thing. I would be happy if all dungeons had paths split on difficulty – path 1 would be easy, path 2 medium, path 3 difficult. This way…
1) Players who just want to experiment a dungeon once in a while but not really learn about it, and want to get enough tokens for one or two weapons, can do path 1.
2) Players who play in PUGs, and want to learn how to play in a dungeon but do not have an organized group, and want an armor set, can do paths 1 and 2.
3) Organized groups with voice communication can do all 3 paths and get any reward they want.
This way, more organized groups can get 180 tokens per day, while unorganized players who try hard can get 120, and very casual players can get 60 tokens per day. IMO, this system is fair, and gives everyone a decent enough reward.
Same is happening with me. This is weird…
The problem is that there’s a lot of manipulation on precursor prices.
That’s one of ArenaNet’s main mistakes with the game, IMO. They have been trying to create failsafes in the game in order to avoid having too big of a gap between people who farm a lot and people who play more casually – daily rewards are more forgiving to casuals, and the Diminishing Returns system also punishes grinders.
However, there is no such system for playing the Trade House. As a result, while a grinder is not going to make that much more gold than a normal players by grinding, someone can make A LOT of gold by manipulating the Trade House; it’s little surprise that often people here claim that it’s “the only way to make gold” (as in, it’s the only way to considerably increase the gap between normal players and farmers/grinders without any kind of limitation).
ArenaNet should take measures to prevent TP manipulation, thus keeping it in line with farming.
IMO, Legendaries were done significantly better in GW2 than the equivalent in GW1. In the original Guild Wars, the hardest to get item was Fissure of Woe armor, which required a very expensive crafting material (Globs of Ectoplasm). It could be entirely bought, though. As such, acquiring FoW armor required no skill – it was just a matter of farming gold. A bot could get it if wanted to.
In GW2, in other hand, the idea behind Legendaries is to require proficiency in almost all aspects of the game:
It’s definitely more balanced than just being able to farm. The issue with precursors and lodestones is that they are just more of the same, and in fact reward the worst aspect of the game – earning gold. This is something that doesn’t require skill, as any bot can do it. Those saying that they want precursors to continue to be as they are in order to keep legendaries hard to get are lying – precursors are not hard to get, in that they do not require skill. They simply require a lot of time, due to requiring a lot of gold. Having a lot of time in order to grind is not something that deserves a reward; something skill based would deserve it, though.
There are two aspects of the game that are not rewarded as far as Legendaries go:
I would give people the option of getting an account bound precursor after finishing the main storyline (which would laughably break those playing the market). I would avoid giving legendary rewards to structured PvP in order to not make people exploit that game mode (see Hero Battles and the “red resigns” issue in GW1), although I would allow people to unlock legendary skins in PvP equipment through sPvP rewards. I would, too, make Lodestones a reward for some difficult content in the game, rewarding thus skill, not time spent.
(edited by Erasculio.2914)
Thanks for the replies, people.
And hi, Zax! You’re right, the craftable gifts can be crafted by anyone in an account. I was curious about everything else, but it’s nice to see most things are account bound.
Did you even read those before suggesting them? Not only the link at the top of the page is not to wikipedia, rather to the GW2 wiki (which is incredibly incomplete), but the databases offer very little information about those items as well; they basically say they exist, little more.
This is a very bad idea. If anything, badges should be a drop exclusive to defending things, so people would actually feel rewarded for playing defense. There are already too many rewards for offense.
So, among all items required to craft a Legendary, what is account bound and what is soulbound? More specifically, which among those two are the following items:
1. Bloodstone Shard
2. Gift of Battle
3. Gift of Fortune
4. Mystic Clovers
5. Gift of Magic
6. Gift of Might
7. Philosopher’s Stone
8. Crystal
9. Icy Runestones
Keep in mind that, the easiest it is for developers to implement something we suggest, the more likely it is that it will be something possible to do.
We have a LFG interface in the game – press Y then look at the LFG tab. It’s rather useless, though – it doesn’t allow you to list what you are looking for. If that system was changed so we could use it to describe what we are looking for, and if we could see there already existing but incomplete groups, IMO it would make group making significantly easier. Making it exclusive to dungeons and world-wide (as in, working everywhere in an individual work – remember, cross world things are going to be hard since guesting isn’t really working right now, and we all remember the messes at the overflow servers) would make it significantly easier to find groups for dungeons without having to spam chat; in fact, it would be possible to play other areas of the game while waiting for more people to form a group.
That, too, is easier to deal with in a big guild. It’s one thing to be alone and consider whether it’s better to enter WvW, knowing you are losing and so it’s likely there are not going to be many other players to help you; and another to know your entire guild is about to enter WvW, so if you go there you know you will have at least some degree of success.
Truth be said, it feels almost all of SoS’s activity in WvW comes from a single guild, and it’s easier to organize a guild than organize a world.
(edited by Erasculio.2914)
I think it’s funny that people think we are teaming up to put IOJ down, it’s simply not the case. Last time I checked war is war and anything goes. We are not intentionally DT’ing anyone. Live in your little bubble though. We have had lots of good fights with IOJ so I’m assuming the QQ is from 1 or 2 people and not the whole server as the rest of IOJ has been fighting hard.
Of course, the great majority of people in IoJ understands that. I understand where the double teaming complaints are coming from – it can be frustrating to defend against two zergs in our Borderland at the same time – but that’s the same for everyone in all borderlands.
I have been telling everyone that, most of the time, SoS is a bigger threat than SoR, so we should keep most of our focus on the first. It’s not always the best course of action, though, and more often than not people simply ignore my ramblings :-P
A couple days ago we had a good example of bad moves from both us (IoJ) and SoR:
SoS had a keep, and we had the garrison in our map. SoR attacked the keep, and we went there as well to weaken SoS’s defense. When SoR captured the keep, people had already built a lot of siege close to the keep’s inner gate, so the majority decided to keep attacking it. As more and more people from IoJ went to attack the keep, and with SoS trying to retake it, SoR tried to take our garrison instead. Everyone from IoJ in the keep moved to garrison, everyone from SoR also moved to garrison, and SoS took back their keep. After a long fight, we drove SoR out of garrison.
End result of all that fighting: SoS had a keep, and we had the garrison in our map >.>
Posted by: Erasculio.2914
Same way as in GW1 where there was Normal Mode DoA and Hard Mode DoA.
Nobody was forced into anything, you simply picked one and everyone was happy.
For the records, this is a very bad example. DoA is the kind of thing ArenaNet should avoid as much as possible.
For those who have never played it, Guild Wars 1 had two modes: normal mode, and Hard Mode. All the “end game content” areas could be done by a common, slightly organized PUG in normal mode. Hard Mode, which gave slightly more than twice the rewards of normal mode, was significantly more challenging, so most PUGs couldn’t do it without some kind of exploit.
However, the community in MMOs often isn’t the smartest thing on the world. More often than not, most people playing in those areas were PUGs trying to play in Hard Mode, with the reasoning that was the most rewarding game mode. Few players truly realized that a victory giving less rewards was better than a loss that could have given more rewards. As a result, many “end game content” areas were simply abandoned, after PUGs gave up on them (like The Deep, Urgoz’s Warren, etc).
GW2 already has a good mechanic in place. Dungeons have three paths, with different paths having different difficulties. Each path has the same reward (which is something vital), but at the same time, doing each path once gives better rewards than doing the same path multiple times. ArenaNet should increase the amount of tokens given by each unique run through a path, decrease the amount of tokens for subsequent runs of the same path, and make the third path harder, to give a challenge to more organized players.
This way:
Everyone would get a reward, people who want easier content can play in it and be rewarded, people who want harder content can play in it and get a bigger reward. IMO, this is fair to everyone.
Crucible of Eternity:
Path 1 is easy. As long as one person in the group has been there before and knows the few tricks involved, it’s something a random PUG can do easily.
Path 2 is slightly harder, mostly due to the need to have quick reflexes when fighting the recurrent boss, and how the last waypoint is far from the boss fights (so it can actually regenerate health between players reviving and reaching the boss again). Random PUGs can do it, too.
Path 3… So far, playing in random PUGs, I haven’t cleared it yet.
I would be really happy if we got Lodestones after finishing a dungeon, or dungeon tokens and/or lodestones when opening boss chests through the dungeons.
Elementalist. Mist form.
And the thief will run away using stealth, then return while Mist Form is still under recharge with Basilisk Venom to prevent everything else.
I agree with the OP, in that thieves deserve a nerf. What bothers me isn’t the high burst damage – it’s the combination of high burst damage, high survability from being the best profession at running away, the quick renewal of said burst damage due to Initiative, and the lack of counters to stealth.
A typical fight against a thief, for me, goes like this:
The good news to the OP is that an ArenaNet developer already said thieves are going to be nerfed (see the Thief forum). This will likely happen on the November 15th build, so just wait a bit.
I’m not sure the nerf will be a proper nerf, though. More than anything else, stealth needs to be nerfed so it has a counter, instead of allowing a thief to run away with impunity and return whenever he wants.
I’m curious about the changes other than Halloween that were introduced in the October 22th update. Has anyone ever found the skritt burglar, for example? What items does it give?
I’m curious to see if there are weapons still unknown using the other items. Someone has mentioned that maybe the Gift of Thorns would be used for a craftable version of the Caladbolg skin, for example; I wonder if there are actually recipes like that for most, if not all gifts. Could be a gold mine for someone who buys a lot of the required materials and then announces the recipe for a new cool looking skin.
I like most of the voice acting for the PCs, among the female characters. However, I have noticed that the battle yells are in a different voice from the one who does the actual dialogue. For example, a female Sylvari will often scream when casting spells – not fully formed comments such as “I call the thunder and the lighting!”, but rather just raw screams – in a voice different from the usual one.
It bothered me for a long time, until I found a topic in GW2 Guru about the same thing, and it hit me: the screams of the female Sylvari are exactly like the scream heard at 01:07 here:
http://www.youtube.com/watch?feature=player_embedded&v=AxOC0NKrmTs
That’s Aion, a Korean NCSoft game.
Now, does someone else feel like ArenaNet reused some NCSoft assets, instead of making their own recordings? By itself this doesn’t really bother me, but the disparity between the “real” voice and the “Korean” voice is annoying.
I really like the female Charr’s voice actress. She has the perfection intonation between feminility and agressivity – she’s clearly a kitten as well as a woman.
I’m still having the bug in which even small jumps give the long fall scream, although update notes said this would have been corrected quite some time ago. Those screams sound really odd – like they belong to the male charr.
A Brazilian style Carnival would be great. The costumes and the kind of party ArenaNet could make would be amazing.
I would REALLY like to be able to craft the following sets:
Lodestones prices are increasing since people have just learned that they can be used to craft other desirable skins, such as the thunder hammer.
Not sure what in the hell Anet’s been thinking, letting the loot system stay like this. It’s kitten, and from what I’ve seen has only succeeded in turning people away from the game.
That’s a good thing. Players who believe a game can only be fun if they are continually given shiny items, as opposed to having enjoyable experiences, are more suited to other MMORPGs than to GW2. Those who want to have fun, and enjoy the experience instead of just a reward, are very happy with how GW2 is.
I would rather have a fun event in which the experience is its own reward, than a crappy event which gives a lot of shiny stuff in the end.
In the Mad King dungeon, before the Mad King itself begins his attack, there is a little “Mad King says” game, similar to the one in GW1. Now, in the original Guild Wars, failing to obey the king would make the character die, and winning would give some bags. In GW2, failing to obey him has not killed anyone…
Does anyone know what happens if we obey him? Knowing how playful ArenaNet is, I’m sure it does something. Are we awarded bags? Do we get less enemy spawns? Better rewards from the chest?
The OP is, of course, wrong.
The quote:
Vanity items serve only one purpose: show others what you can afford. That’s it ; a copy of your bank statement as a forum signature would achieve pretty much the same thing.
…Is wrong. There is the meaning mentioned above: people want a skin because they like how it looks, regardless of what others think about it or how rare it is. For example, I like how Sunrise looks. I’m going to get it, and I would still get it even if every character in the game got one for free, or even if no one else ever saw me using it – I don’t want external validation, I want a skin I think is beautiful on my character.
And, there is the matter the OP is forgetting about. The players who have spent $100 on chests were not thinking they had a big chance to get a Halloween skin, or they would not have spent that much (if they thought the skins were not rare, they would not have the idea of buying so many keys in order to get said skins). Rather, they knew the skins would be rare, and that they would be thus capable of selling the skins on the TP for a lot of gold. More gold than they would have earned by simply using real life money to buy gems and convert those to gold.
In other words, do the Halloween skins serve only to show others how much you can afford? No. They are also a source of gold, since they can be sold at the Trading Post. Which points the hipocrisy in many of the complaints about the entire chest thing: the players who have bought hundreds of keys are not against a RNG system based on real life gambling, since, if they were, they would not have bought those keys in the first place. They are also not against such RNG system delivering rare items, or they wouldn’t have bought so many keys in the first place, either. Rather, they are complaining since they thought they would be among the few players who would get a very rare drop, sell it on the TP and become rich in game with very little effort. They are complaining because they have failed in exploting the system, not because they don’t agree with the system in the first place.
I am not interested in buying the GW2 costumes for a simple reason – they look silly. I’m not interested in “cute” or “funny” items like rabbit ears, sunglasses, boxing gloves; even the witch outfit is trying to be funny. I don’t care for this kind of thing.
In GW1, I bought all the “serious” outfits – most of the costumes of the Gods, the Shining Blade outfit, and so on. I would love to be able to give my characters better looking town clothes that were actually suited to characters in the world – a noble city outfit for my human noble, something other than a half naked piece of clothing for my female sylvari, and so on.
Reaching the end of this game, i’ve realized that Anet has done worse than Blizzard’s Diablo 3 in terms of loot.
I can spend all day doing dungeons and farming and find nothing worth any value. Even blizzard notice that having a end game with low drop chance on items is a bad game design.
Spending large amounts of time attempting to hunt items with no avail is turning me further and further away from the game…
Diablo 3 suffered a great deal because the fundamental expectation behind Diablo is that it’s a loot pinata. This is what Diablo is all about. This is what every single Diablo clone has ever been all about, from Titan Quest to Borderlands. You play Diablo so that you can hit things until they die and shiny things fountain out of their corpses.
The basic problem with Diablo 3 is that it stopped being a loot pinata once you started approaching the more difficult areas of the game. We can talk about the viability of its revamped stat/ability system, but the core of the matter is this: You got your loot from the Auction House. Not from random drops. The Auction House.
The implementation of the Auction House created a sense of staid, stolid predictability to a game played primarily for its slot-machine unpredictability. You play Torchlight, Diablo 2 and Titan Quest for the loot. Because you want to kill bosses and farm areas and see what kind of haul you drag in. Once we had an Auction House, all this disappeared, and all we did was farm loot so we could sell it for gold so we could save that gold to buy exactly the right item we wanted. There was no sense of chance. No addicting gamble. No loot pinata.
Therefore, fundamentally, your comparison between Diablo 3 and Guild Wars 2 is a false analogy, because Guild Wars 2 is not played primarily for loot, at all. It was never advertised as a game that depends on random loot mechanics. It is not a franchise known for its shiny loot. Nothing in the history of ANet or Guild Wars suggests that this is the sort of game you should play if you want to trick yourself out on phat lootz.
Is there a problem with loot not being all that rewarding? Arguably, yes. And the devs are working on that. We just got the addition to karma in dungeons, but expect to see better loot on world bosses, dungeons, mini dungeons and chests.
Your basic premise is flawed though. Comparing Diablo 3 to Guild Wars 2 on the basis of loot is a false analogy, for the reasons mentioned above.
This deserves to be quoted again.
Diablo 3 is about playing to get loot. In some ways, Diablo was the precursor to the kind of MMO popularized by WoW, in which the goal is more to grind gear than have fun. Guild Wars 2 goes in the opposite direction – the goal is to have fun, not to acquire gear. Items are more a side effect of doing everything else in the game.
In other words, if you can’t enjoy GW2 without being rewarded for it, maybe the game is not for you. Just as someone is not rewarded by going to see a movie, not by anything other than the experience itself.
I’m not fond of a lottery system to get items in a game. I’m strongly against a lottery with real world money to get items in a game. As such, I have chosen to not support it, and thus not buy any key.
In other hand, those who bought a lot of keys were not doing it for charity. Most likely were doing so hoping they would be among the few to get a rare skin, and thus be able to sell it for a very high price at the Trading House, making a profit considerably bigger than they would have if they had simply converted the gems to gold.
This is why all the complaints from those who bought a lot of keys are, IMO, hipocrisy. It’s one thing to say, “I do not agree with a lottery system so I won’t support it”. It’s something entirely different to say, “I agree with a lottery system as long as I get a lot of rare stuff and the others don’t”. Those who bought a lot of keys thinking it would be an easy path to rare and valuable skins got exactly what they paid for.
I really, REALLY like the female human voice. It’s my favourite one among all characters; IMO, it has a perfect combination of acting and just sounding nice.
I also like the Norn female voice. I have set that character as a highly agressive character with high Ferocity, so the harsh way she speaks is a perfect fit for my character. Anyone who thinks there is a lack of acting should listen to the “We need to talk. NOW!” line, it always makes me feel like a Norn girlfriend wanting to break up with me D-: (and hit me in the jaw).
I have had a lot of fun with Wall of Reflection during keep defense. Jump out of the gate, use the skill and retreat – it won’t defeat anyone, of course, but the damage is enough to down some players as well as protect a gate from a bit of damage.
I don’t believe this is a bug, actually.
ArenaNet has mentioned how one of the issues of WvW is that there are more people playing it than they expected. This is, of course, a good thing – ArenaNet wants people to play WvW.
However… It there has to be a priority (and we need one, which is pretty much what the queue system is), what is more important? People playing WvW to actually play WvW, or people playing WvW to farm the jumping puzzles?
I believe ArenaNet has closed the jumping puzzles in the Borderlands, so there are not players entering the WvW maps (and thus adding to the queues) just to farm the puzzles, without really playing PvP.
This is something incredibly hard to balance.
In one hand, ArenaNet wants people to enjoy fighting bosses, so the experience feels rewarding and not just something on the way to the true prize. In other hand, if fighting bosses is too rewarding, people would just enter a dungeon to kill the first boss they find over and over, since that would be considerably faster than doing the entire dungeon itself.
It’s the same kind of balance with having enemies dropping good loot. In one hand, if an enemy has the chance to drop unique and desired items, the system is unfair due to being random – someone who fought the boss and helped the entire party could get nothing even after multiple tries, while the new guy who was mostly hitting the boss once in a while and trying to stay alive could get a fantastic drop in his first try. Which is one of the reasons why the token system is to great… But at the same time, tokens lack the feeling of actually receiving something great, and they are more part of a prize than the prize itself – people who get tokens know they are not getting enough for something cool, not without doing the dungeons some more times.
I really do not envy ArenaNet’s task in trying to balance the reward system. It’s something very hard to do properly.
As others have said, those measuring how much content the game has, or how much fun the game is, or anything slightly similar to the game’s quality, based on the game’s gear progression – GW2 is simply not the game for those players.
It’s not their fault. MMOs have taught players that a game is not supposed to be fun – its supposed to be an addiction. And being an addiction, what matters is getting that +1, even if in the end it makes no difference (doing 10 damage to a 100 HP monster is pretty much the same as doing 10.000 damage to a 100.000 HO monster) and if the journey to get that +1 isn’t fun (rather, it’s just the same old same old “kill ten rats” grind).
For people who want a traditional MMO – congrats, there are a few still around. For those who want something different, a game that is actually trying to be fun instead of being a shore, with longevity based on how much you enjoy playing the game as opposed to how much gear you have left to grind – for those players, there is Guild Wars 2.
So, does anyone know the recipe for the Lighting Hammer? If the Fiery Greatsword is actually available as a weapon skin, I wonder if the hammer is, too.
Yes, look here. The Super Hyperbeam Alpha looks rather nice, IMO.
For the records, and while this isn’t exactly the focus of this discussion, I’m 100% against a free market.
Players want to profit. If, in order to have the biggest possible profit, they have to impact the other players negatively, many players would chose to do so. In an extreme, a completely free market would be one in which exploiters and scammers are allowed to act freely, and if a player falls for their schemes, the deceived player is to be blamed – “he should have known better”. Seeing the same issue from a less extreme point of view, players are willing to, for example, use profits to buy an item and resell it for a bigger price, using the resulting profit to continue doing the same thing and thus create almost a monopoly for one item, artificially inflating its price. This hurts the other players negatively, both by increasing the price of an item and by concentrating gold in the hands of a few players.
IMO, ArenaNet has to take control of the economy, in order to avoid this kind of thing. Which means, in the most extreme cases, setting a limit to the price of an item that has been excessively targetted by “market players”. Using a current example, ArenaNet should add a cap to the price that could be asked for the Legendary precursors. This would prevent people from articially inflating their prices being what is reasonable.
Same, I’m getting this error all the time. My screen is exactly like fellyn’s screen above.
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