Showing Posts For Frank.7452:
Being able to forge 4 stacks of 250 bells into an unbreakable bell wouldn’t be such a bad addition.
It makes sense for a lot of reasons:
- If you have 1,000 bells, you already aren’t going to run out in a reasonable time frame.
- Players unable to reach a collection of 1,000 still have something to show for the time and effort they’ve spent.
- The market value of 20,000 sweaters already exceeds the price of an unbreakable bell, and the value of 1,000 bells is already very close.
As it is now, players may put in just as much effort recycling their laundry into gifts, and may have little to show for it in the end — they could be working towards something instead.
I also wanted to confirm that I am only sent to Lion’s Arch if I slide down the box at the end towards the exit. I correctly go to the victory room if I take a long jump without touching the giant present.
Thanks to those of you who shared this workaround.
Edit: As a side note, I no longer experience that weird double-loading that I used to at the end of the jumping puzzle. Prior to this Lion’s Arch warping problem. I would load the victory room and be able to move briefly, then instantly go back to a loading screen again.
I think those two issues might be related.
(edited by Frank.7452)
12 times for the plush griffon and nothing
Hovering over the name of an area sometimes results in it displaying information for the wrong location. The same, incorrect area is consistently shown on hover until the region is scrolled off of the map, or the map is closed.
Not sure how to reproduce, happens often though.
Make that four times for me now.
Too discouraged to keep testing.
I’ve been sent to Lion’s Arch instead of the victory room in the Winter Wonderland jumping puzzle three times in a row now. This started happening about thirty minutes ago, after my client restarted for the new build. It has not worked properly since then.
Two other people confirmed the same was happening to them when I asked in map chat.
Because of this, the jumping puzzle cannot be completed.
It’s impossible to own every pet from this event by design, as you will only be able to get 2 of the 5 pets that don’t require gems. Maybe the lesson is you don’t need it all, but should instead just get things you like.
The individual pets are/will be directly available for purchase through the gem store.
Ventari and Princess Doll mini-pets are currently available.
I stand corrected and was completely wrong. It looks like you can have it all.
I still think it’s unhealthy to feel like you need it all though, and I would welcome an event that required players to decide what they wanted and what they would never have (similar to the starting vanity items for some classes).
If you feel the designers are preying on the weakness of those who feel the urge to collect, those people should take that as a lesson to stop collecting.
Perhaps you should stop being a collector of pets then? All of the disappointment over this event seems to be held by people who call themselves collectors — people that want to have it all.
It’s impossible to own every pet from this event by design, as you will only be able to get 2 of the 5 pets that don’t require gems. Maybe the lesson is you don’t need it all, but should instead just get things you like.
And if the thing you want requires gambling, maybe you should just recognize that’s what it costs to own it. If it isn’t worth it to you, then don’t gamble — because that’s what it costs.
I can understand your point Batlav, but sometimes we want to teleport somewhere, but don’t expect to make any money to compensate for the trip. We don’t all find a silver worth of loot when we help a friend in a newbie area.
It feels like waypoint costs were added because rapidly jumping around for resource farming would be a problem. As a consequence of that cost, teleporting is also discouraged when there is no profit. Even if the teleport cost is minor, we are psychologically driven away from helping our friends, and especially strangers, because of loss aversion.
Teleport fees also creates a perverse incentive of performing a PvP teleport shell game just to get to Lion’s Arch and then a home town. It’s obviously flawed unless the developers think watching 3 loading screens just to go home is fun for every new player doing the personal story.
You can still prevent players from gaming resource nodes through teleports if you grant players a free teleport every hour or so. Then we could help out our friends without feeling like we had to give more than the time we spent with them.
But at a minimum, teleports to return to home cities and Lion’s Arch should always be free — because they’re effectively free now through a series of loading screens. Teleport fees should then be based on a waypoint’s distance from a city or the player, whichever is lesser, to avoid that secondary perverse incentive — going to the closest city, then teleporting to the location.