I don’t want to ruin your mood but the longbow is still affected by 5-7 traits.
It is now more effective at it’s base, but only slightly. The damage boost for low and medium range wont affect you if you play the longbow to it’s strength and thanks to the change to rapid fire, this skill is now atleast no damage loss.
Actually, my whole argument can be summed up as follows:
1) You don’t understand why there’s a difference between Rewards from Content, and Profits from the TP. One creates wealth, the other trades existing wealth.
2) Punishing TP players by limiting their market potential is inherently bad.
3) Increasing Rewards from Content only serve to make TP players exponentially more wealthy, and is detrimental to the economy as a whole. Inflation would be out of control, so only the rich players would be able to survive.
1) Is an accusation, no argument.
2) Can’t be said that simple because the impact the change would have would be complicated and would have effects on multiple layers.
3) Is not what I’m suggesting.
Here’s the fundamental problem that HHR doesn’t understand (and I hope you’re not making this same mistake): Profits from the TP do not equal Rewards from Content. In order to be sure a Farmer can make more money than a TP trading player, Anet would need to put massive gates on the trading ability of players. Why? Because Farmers create wealth (currency and items) that didn’t exist before, so there are gates in place to keep inflation and currency devaluation in check. TP players only take the existing items and currency in the game, and trade it between each other, with 15% being deleted from the game entirely.
HHR doesn’t understand the differences between the open market (business) and rewards from content, and pushed John to respond directly to him. Then after his claims were dismissed, he keeps trying to push his misguided ideas. You cannot compare Apples to Airplanes.
So we go back to the current debate, where he wants to spread the wealth around because of the sense of Entitlement to “fair and balanced” wealth distribution.
So your whole argumentation boils down to your claim that if you wouldn’t be able to make that much gold, the economy would go to hell.
I think ANet should be consistent.
At the one hand, all old maps do count towards map completion.
However all new ones do not. If they change them, so they all count towards map completion, which I am ok with, they should make sure to change all maps.
They could have charged each player 1 gold to enter a dungeon, and how much you make in the end is based on your performance within. They could have put high value items behind difficult onjectives, or require you to be good.
HHR as far as i can tell would have little problem with that.
In my opinion I would want more content that is challenging and rewarding based on the challenge you have to face. But I’m ok with ANet’s guideline to not reward skill that much. They just have to apply that guideline to their whole game, that includes the TP.
.
Yeah, keep on hating. Go ahead and hate me so much that you don’t even notice how you’re missing every point made. Oh, you already missing them…
Would it be better if precursors dropped as account bound or could be crafted as account bound?
That would exclude precursors from the problem but it wouldn’t solve the problem. Not to say that this is a stupid idea, it isn’t. But it would be a band-aid fix.
It also fails to answer why he should have the right to tell someone who has fun crunching numbers on the TP they can no longer do so. Seriously, if the game is “less fun” for you because “how dare” someone be able to make more money off the TP than you can doing other things, it’s waaaaaaaaaaaaaaay beyond time for you to put down the game and walk away.
I. Am. Not. Suggesting. To. Shut. Down. Flipping.
For clarification:
John, is the fact that profit from the traiding post is shifted value, unlike the reward from other activities, which is newly created value, the justification for traiding post flippers to have, in theory, unlimited profit?Followup:
What is the justification for traiding post flippers having an exponential maximum-reward-curve, unlike any other activities which all have just a steady, constant maximum-reward-curve?Followup:
If skill is the justification, do you want to express that the traiding post is the most skillful activity in this game? Based on the formula that the most challenging activity should be rewarded the most? Does that mean that traiding post flipping is considered as “endgame content”? So is any other activity in this game worth less and at its core only exsiting because it fuels the traiding post? Doesn’t this mindset lacks the true meaning of a MMO, playing together to achieve more?You’ll likely find your answer here but I’m sure he’ll elaborate when he has time.
https://forum-en.gw2archive.eu/forum/game/bltc/Why-manipulate-that/page/2#post3175493
I have already answered my opinions and the facts on flippers, but I would point out that flippers do not have an exponential gain curve. I am definitely not making a comment that the TP is the most skill portion of the game. I have previously implied that since the amount of profit is very finite and split between those participating, the fact that anyone makes a decent amount of profit indicates a barrier to entry that could be skill based.
So you would say the gold one invests in his buy offers isn’t the main factor of how much gold he will obtain as profit?
You’re obviously right that the maximum profit curve isn’t exponential, the profit one can get is also limited by velocity and other player who also participating in the traiding post. But it is exponential until those limitation kick in.
Would you say that the limitations are good enough? Or do they allow for too much profit gained compared to the other ways ingame to get gold?
That’s like telling Microsoft that they make too much money, so they should be punished for it.
This philosophical debate is now turning into a Marxism vs Capitalism one.
…
Ok, please forgive me the following outrage:
THIS IS A kittenING GAME, WHICH HAS BEEN MADE TO HAVE kittenING FUN!
(edited by HHR LostProphet.4801)
There is no monopoly in play on precursors. They are highly demanded, low supply luxury items, thus when POOR players get them they ASK for lots of gold and players must then either match those asking prices or list their own “willing to spend” amount. The ultra wealth players already HAVE their legendary weapons and are thus uninterested in the precursor market (there is NO MONEY, ONLY LOSSES involved with trading in precursors).
They are luxury items because there are extreme wealthy players in the game. The most of them made their gold through flipping.
When flipping would offer the same amount of gold as the rest of the game does at maximum, there would be still extreme wealthy players. But they wouldn’t be that wealthy anymore, thus the prices for those “luxury items” would fall.
What you are asking is for them to say “We appreciate that you enjoy PvE so much but we have to balance the game, so you must go to other gamemodes”. You cannot equalize ANYTHING that is based on players freely choosing to enter transactions with other players who freely chose to enter transactions. IT. CANNOT. BE. DONE.
Wanze has already made a suggestion that would limit the maximum amount of gold made from the traiding post.
https://forum-en.gw2archive.eu/forum/game/bltc/Add-Karma-tax-to-buy-orders/first
So you’re suggesting that every attack of the ranger should knock his target back?
That’s a little more general than my proposal, but that’s the basic gist. Yes.
An alternative option is that they remove the cooldown on PBS entirely, and effective immediately.Because I’m getting the sneaky suspicion that the current state of Point Blank Shot must be a constant source of broken frustration to them. As a ranger myself, it blows my mind how quick these cunning skillful folk seem to enjoy spamming that particular button, no matter where the actual location of the mobs themselves are; Be it at close or mid range, or in some cases where the need is dire – right out from under the noses of melee classes.
I’m sensing the other buttons must be somewhat meaningless by comparison.
Sorry, but that will never make it into the game. That would be broken beyond repair.
It would be really funny tho.
And it should be relevant to ANet since monopolies are always bad and becuase ANet should try to balance the game. The traiding post now is like the warrior was in PvP: dominating. One could argue that all the players should stop whining and should play warriors instead. But that’s neither balanced nor fun.
There is no monopoly in play. ArenaNet cannot attempt to balance players’ subjective decisions to trade items with objective rewards from content. It just isn’t possible. That’d be like ArenaNet saying “Sorry HHR, but you enjoy PvE too much so we’re going to force you to play more PvP from now on”.
I can name you one already: precursors. The supply of precursors is that low that the demand from player who have gained extreme wealth is higher than the actual supply. If those player wouldn’t exsist, the price would be lower. The reason why a Lamborghini is that expensive is because there are enough people out there who have the money to buy it. Otherwise the price would be lower.
And I don’t want ANet to say “Sorry, you’re enjoying traiding too much, thus we have to stop it entirely.”. I want them to say “We appreciate that you enjoy traiding so much but we have to balance the game, so you can, once you get bored of the TP, go to other gamemodes without losing half of your income.”. Or “We appreciate that you enjoy traiding so much but there are items that should keep some prestige and if you’re able to afford one of those items every month then there is something odd.”.
(edited by HHR LostProphet.4801)
One could argue that all the players should stop whining and should play warriors instead. But that’s neither balanced nor fun.
The TP wasn’t made for fun. It’s a tool that allows players to trade with others on an open market. Because some of us find trading to be fun, doesn’t mean that it was designed as such.
Ok, please forgive me the following outrage:
THIS IS A kittenING GAME, WHICH HAS BEEN MADE TO HAVE kittenING FUN! IF A KEY ELEMENT OF GAME, WHICH SHOULD BE FUN, IS NOT FUN, THEN THIS GAME IS kittenING BAD!
I think GW2 is not a bad game but it can be made more fair, thus more fun. That’s why I’m on the forums.
@tekfan:
One could say that normal PvE does not encourage helping each other because you don’t get punished for not helping them. A proper response to that would be that the TP actually punishes for being nice and helpful.
Because the amount of gold you get is not proportional to the work you had to do to get it, in comparison to other parts of the game which require the same amount of work.
First, that is an opinion, not a fact.
Second, that doesn’t answer my question.Probably because he’s fixated on equating the act of placing buy orders and sell orders with the act of running dungeons or spending an hour mashing 1 at world bosses.
Actually in my mind someone who’s mashing 1 at a world boss does accomplish more than the one who is typing numbers in the traiding post.
Because the amount of gold you get is not proportional to the work you had to do to get it, in comparison to other parts of the game which require the same amount of work.
First, that is an opinion, not a fact.
Second, that doesn’t answer my question.
It’s an opinion, as I’ve said earlier. The amount of skill required can’t be that much higher that it justifies the way higher margin. Your opinion can be different, you can say in your opinion the skill required does justify the margin. As I’ve said it boils down to opinions of what is a reasonable measurement of wealth-gaining capablilities.
And it should be relevant to ANet since monopolies are always bad and becuase ANet should try to balance the game. The traiding post now is like the warrior was in PvP: dominating. One could argue that all the players should stop whining and should play warriors instead. But that’s neither balanced nor fun.
(edited by HHR LostProphet.4801)
You are talking about the source of the gold. But I’m talking about the amount of gold one should be able to get.
Why is the amount of gold that other players are willing to give to me in exchange for goods I am willing to give to them relevant to you or to ArenaNet?
Because the amount of gold you get is not proportional to the work you had to do to get it, in comparison to other parts of the game which require the same amount of work.
@ Smooth Penguin:
Thanks, I really needed a good laugh.Because you said you were German in a previous post, allow me to use Google translate to help:
Da jedoch der Trading Post ist ein integraler Bestandteil des GW2 Welt, die Menschen wie uns, die verstehen, Geschäfts-und virtuellen Ökonomien haben den Vorteil gegenüber anderen Spielern.
Quick tip: Don’t use google translator, it doesn’t work.
So you are saying that playing the traiding post is the “endgame” which requires uber-skill and everyone who’s not participating is either too bad or too stupid. Thanks for that explanation, fortunately you don’t make the rules here.
Where did I say that ANet should pay you? Where did I mention the source of the gold you or any other player get?
Right here:
… equal skill required, in no matter which part of the game, should be treated equally. And in my opinion the skill required to play the traiding post does not exceed the skill required to be super effective in other parts of the game.
There are only two ways we can read your statement:
1. ArenaNet, in order to be fair, must start paying flippers because they are not currently being paid.
2. ArenaNet, in order to be fair, must stop paying out gold for ALL parts of the game.
You are talking about the source of the gold. But I’m talking about the amount of gold one should be able to get.
@ mtpelion:
I would say we’re not on the same page but it seems like we’re not even reading the same book.You said that equal skill should get equal pay. ArenaNet currently pays exactly 0 to flippers. To make things equal, you would have to ask ArenaNet to start paying flippers.
Where did I say that ANet should pay you? Where did I mention the source of the gold you or any other player get?
Now let’s end the discussion here because it’s just a matter of opinions from now on.
Your opinion is that the skill required for flipping justifies the exponential profit curve,
However in my opinion it does not.I will leave this with my favoured statement that equal skill required, no matter in which part of the game, should be treated equally. And in my opinion the skill required to play the traiding post does not exceed the skill required to be super effective in other parts of the game.
You can leave a last statement too if you want.
Actually, we’re using more than just opinions. Your arguments are about how they should be based on your personal opinions without any justification as to why.
What, can you measure how much skill you need to be effective? Since when can you argue about how much time you spend trying to find items that can be flipped. And who are you to say that your way to play the game is so much more skillbased than any other part of the game?
@ Smooth Penguin:
Thanks, I really needed a good laugh.
@ mtpelion:
I would say we’re not on the same page but it seems like we’re not even reading the same book.
@Ayrilana:
Now let’s end the discussion here because it’s just a matter of opinions from now on.
Your opinion is that the skill required for flipping justifies the exponential profit curve,
However in my opinion it does not.
I will leave this discussion with my favoured statement that equal skill required, in no matter which part of the game, should be treated equally. And in my opinion the skill required to play the traiding post does not exceed the skill required to be super effective in other parts of the game.
You can leave a last statement too if you want.
@Smooth Penguin:
I would answer with the same statement I did last time simply because you’ve still not understood that your argument DOESN’T FIT.
(edited by HHR LostProphet.4801)
So you’re suggesting that every attack of the ranger should knock his target back?
Would you like me to quote your posts from that thread? There’s a difference between harassing you and challenging your posts. You make the same argument based on your personal opinions, whilst ignoring everyone else’s argument, in thread after thread. Of course you’re going to be constantly challenged and it may appear to seem like you’re being harassed.
Your argument about what I said in regards to skill between the TP and everything else is a strawman argument. They requiring different skill sets does not equate to one requiring more skill than the other. Nice try though.
I don’t act like the whole game centers around the TP. It doesn’t. It’s also not harming anyone as pointed out by many people in this thread and others.
Here ya go. And the only argument you’re presenting is that flipping requires skill that justifies the large margin one can get from the traiding post. Yet I don’t see what skill is required exactly. The only thing a flipper has to bring is knowledge. Knowledge about the margin certain items offer, knowledge about their velocity, knowledge about their past pricelistings. Once you got that knowledge you can start and draw connections, develop rhythms in which the margin for items is the greatest. Gw2spidy does a great deal of that since you don’t have to collect the data. All the data you need is being presented by gw2spidy. You have to find the right items and watch the newsfeed, in case if there’s a new item coming out soon.
Even if traiding post flipping requires you to be really good at it, requires twice the amount of engagement you need to solo a dungeon, or to be good at the “endgame” content the game offers, that would only justify twice the margin one could get through playing ordinary PvE, aka. a stable maximum-reward curve and not an exponential reward curve.
Researching items is a one-time deal. Ofcourse it’s not that simple, you want to check your profit now and then but finding those items is a one-time deal. Furthermore it isn’t even that hard to predict the velocity of the most popular items.
Setting up buy orders and sell offers is the minor part time-wise.
[snip]Wrong. Again you show how little you know. No item price is static thus constantly keeping up to date information on trends of each item you are involved in is important. Not a one time deal.
edit: You are a pro troll BTW…
Pretty much. I had this discussion with I’m in another thread where he made it off as simply gong onto gw2spidy and flipping what he saw had the highest margins. If it’s so easy to flip and make profit easily then why isn’t everyone else doing it? It’s just jealousy that players who don’t play the way that he believes they should play should not be making more gold than him.
Seriously, you start harassing me, while “quoting” something I haven’t even said. Your arguments don’t get any better. You’re still claiming that being effective at the traiding post requires the uber-skill while disparaging any other way to make gold as less skillbased. You act like the whole game centers around your traiding post and you being the holy angel harming nobody. Everyone is supposed to glance up to you and embrace your wisdom. And if it’s not that way then atleast you make it look like it.
- Which item has the highest vendor value? This question can be answered rightly by any player who wants to do some research on it (I dont), so I gonna make a little contest: Whoever posts the item (or any item, if there are multiple ones) that has the highest vendor value first, will get 10 gold from me, plus 4 items that i currently invested in because i think they will gain in value.
T3 cultural chest armor pieces can be sold for 3g75s.
However they cost 30g to begin with.
Note: If you’ve transmuted your T3 armor this wont work. Also just looking up the armor at the vendors wont work.
To be clear: Playing the traiding post requires not more skill than soloing a dungeon or constant resource farming. Yet the traiding post gives the greatest reward out of any activity, despite the fact that flipping does not require more skill or time. I am not suggesting to raise the reward for all other stuff but to lower the reward one could get through the traiding post. And that does not mean shutting flipping down, but to change the reward-, or profit-, curve from exponential to linear, just as any other reward curve is in this game.
To be clear: all activities EXCEPT the Trading Post create “rewards”. The Trading Post is merely a tool which allows players to trade their rewards with other players for other rewards. You are not rewarded for using the Trading Post by ArenaNet. You are rewarded by other players for offering an exchange that they felt was fair.
…
One more time, just for you:
The fact that everything except the traiding post is creating new value is a reason for keeping the creation of new value in check, thus limiting the reward.
However that is no argument to justify unlimited reward from the traiding post.
For clarification:
John, is the fact that profit from the traiding post is shifted value, unlike the reward from other activities, which is newly created value, the justification for traiding post flippers to have, in theory, profit with only the market itself as boundary?
Followup:
What is the justification for traiding post flippers having an exponential maximum-reward-curve, unlike any other activities which all have just a steady, constant maximum-reward-curve?
Followup:
If skill is the justification, do you want to express that the traiding post is the most skillful activity in this game? Based on the formula that the most challenging activity should be rewarded the most? Does that mean that traiding post flipping is considered as “endgame content”? So is any other activity in this game worth less and at its core only exsiting because it fuels the traiding post? Doesn’t this mindset lacks the true meaning of a MMO, playing together to achieve more?
(edited by HHR LostProphet.4801)
But I don’t want use my pet as an extra utility button, i want it to tear things to shreds and I be the utility. I like to run build where my pet is the majority of my damage and i focus on cc so and keeping the pet alive so it can do the job that i want it to do.
And I want the exact opposite. I want to tear things appart while my pet sets me up for doing so. Neither of us can claim that we’re playing the ranger in the ultimate and only right way. So we have to find a balance. It has been suggested that the pet wont deal any damage until you invest points in beastmastery. If you do so the cast will change and you will be the utility while the pet is the main damage source.
You clearly dont comprehend the amount of research it takes to be truly profitable on the TP prophet. We’re back at the example of a stock broker vs punk at McD’s. One is clearly capable of putting together the research and time to make money, while the other wants nothing more than to complain endlessly about “I cant get a better job” when they refuse to make the effort.
And it’s honestly as simple as that. If you want act A to be paid the same as act B, then act A needs to be identical in every single aspect to act B. Dungeon running is not TP flipping, ergo, neither gives the same money. Salvaging isnt dungeon running, crafting isnt salvaging, yadayadayada, see where I’m going with this?
And to quote John, GW2 is not a game on the inside where the economy is hardcoded from the start, it’s a world complete with microcosms and “political” factions who’s independent actions all have an impact on the economy.
So this is the last time I’m going to say this, and ever bother replying to you: Anet cannot, will not, and does not need to change anything regarding how the TP works. You want something done about the profit that the likes of wanze and vol make off it, you need to educate the players who clearly see nothing wrong with bad market behavior. Dont ever ask for a working system to be fixed when it’s plainly obvious it’s a problem with the system’s users.
Researching items is a one-time deal. Ofcourse it’s not that simple, you want to check your profit now and then but finding those items is a one-time deal. Furthermore it isn’t even that hard to predict the velocity of the most popular items.
Setting up buy orders and sell offers is the minor part time-wise.
Soloing a dungeon on the other hand is no one-time deal, you always have to be on your toes. It’s not the same thing over and over again, it highly depends on your skill.
You say you need skill too to be effective at flipping, so be it. But don’t overestimate the skill you need to be effective.
Regarding the “perfect system”: The communism was also a perfect system. Each person had the same chances of being successful. Yet the input, the human isn’t. That’s why communism failed, that’s why it always fails. The GW2 economy may be perfect but it doesn’t keep the human nature in check. The GW2 economy can’t fail because noone can get around it. That however doesn’t mean that the GW2 economy is a perfect system. In a perfect world flipping wouldn’t be possible because noone would want to lose gold. Yet the world isn’t perfect but the game should be atleast trying to be balanced. Rewarding the same amount of skill and time put into the game differently isn’t balanced.
(edited by HHR LostProphet.4801)
I was speaking on HHR’s sense of Entitlement to even/balanced wealth. He feels that John Doe should be Entitled to making the same amount of money that Steve Jobs makes.
Back to the point at hand. He doesn’t understand that by increasing Rewards from content to match Profit potential from TP trading, it’s actually detrimental to the game. 1) Too much newly created items devalues them, and 2) Too much newly created coins devalues the currency, and 3) It creates more of a sense of imbalance, as TP Trader profits go up exponentially as the more money exists in game, the more money they make.
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…
…
1. I am not saying how the game has to be played, I am saying that the same effort put into the game has to be rewarded equaly.
It boils down to the fact that the same amount of skill and time put into different parts of the game get rewarded differently, despite they oughtn’t.
To be clear: Playing the traiding post requires not more skill than soloing a dungeon or constant resource farming. Yet the traiding post gives the greatest reward out of any activity, despite the fact that flipping does not require more skill or time. I am not suggesting to raise the reward for all other stuff but to lower the reward one could get through the traiding post. And that does not mean shutting flipping down, but to change the reward-, or profit-, curve from exponential to linear, just as any other reward curve is in this game.
(edited by HHR LostProphet.4801)
Ok, so you quoted a dictionary. Now please tell me what is the “reward” from the TP? Where is your recognition of service, effort, or achievement?
You put time and gold (<— efford) into the TP and get gold as reward if you’re successful.
No, you just described Profit
“Profit: money that is made in a business, through investing, etc., after all the costs and expenses are paid : a financial gain”
Reward includes profit. Profit describes the financial gain of a business, reward describes the gain of anything for doing anything. Still, they can be compared. You do stuff and you get stuff based on the stuff you did.
Ok, so you quoted a dictionary. Now please tell me what is the “reward” from the TP? Where is your recognition of service, effort, or achievement?
You put time and gold (<— efford) into the TP and get gold as reward if you’re successful.
RNG is a way to keep people playing, the longer one needs to get what he wants, the longer he plays. That’s the thinking process behind RNG and it holds true to a certain extend. But as the OP has said, it’s not fun. Therefore I suggest to remove the RNG for high-value objects, like black lion chests, and replace them with a currency. The downside to this is if too many correncies get implemented, the player loses track of all those currencies. But the upside is that if a player needs a certain amount of tries to get one item on average with RNG, the player now only needs a specific amount of tries to get the item.
I’ve been extremely busy at work, but I needed to take some time to respond to this.
You CANNOT compare rewards from drops to profits from the TP. They are two completely separate things. Like comparing apples to an airplane. Rewards from drops are newly created wealth that never existed in the game. Profits from the TP are existing wealth traded between players, and 15% removed from the economy.
Once you understand why your thought process is flawed, you’ll realize that there will never be this “balance” you seek.
Edit – One additional flaw in your post. TP trading, as with real life, has exponentially more risk than PvEing. If you fail to kill the Shadow Behemoth, the game doesn’t take away Gold from your bank. If you fail at an investment on the TP, you lose value, thus lose money.
One more time, just for you:
The fact that everything except the traiding post is creating new value is a reason for keeping the creation of new value in check, thus limiting the reward.
However that is no argument to justify unlimited reward from the traiding post.Because you don’t understand the fundamental differences between rewards from content, and profit from the TP, you continue to make this incorrect association.
The Trading Post does not offer rewards. I’m not sure if this is just a language barrier that’s preventing you from understanding this.
“Reward: A thing given in recognition of service, effort, or achievement”
http://www.oxforddictionaries.com/definition/english/reward
I don’t know what you understand under the term “reward”, but that’s how I’m using that word. Actually, I do know but I don’t care.
(edited by HHR LostProphet.4801)
I think a 3-hit-chain for the longbow AA would be great. The first one could be a low damaging but fast firing shot which could be used in between the skill rotation to maximize DPS. The second skill should be a hard hitting arrow with longer distance (like a smaller killshot) with a longer channel time. If I recall correctly, the ranger has many “on next hit” effects, like the active of Signet of the Hunt, which compliments one strong attack. The third AA could have some other fancy effects like the suggested splinter arrow.
I’ve been extremely busy at work, but I needed to take some time to respond to this.
You CANNOT compare rewards from drops to profits from the TP. They are two completely separate things. Like comparing apples to an airplane. Rewards from drops are newly created wealth that never existed in the game. Profits from the TP are existing wealth traded between players, and 15% removed from the economy.
Once you understand why your thought process is flawed, you’ll realize that there will never be this “balance” you seek.
Edit – One additional flaw in your post. TP trading, as with real life, has exponentially more risk than PvEing. If you fail to kill the Shadow Behemoth, the game doesn’t take away Gold from your bank. If you fail at an investment on the TP, you lose value, thus lose money.
One more time, just for you:
The fact that everything except the traiding post is creating new value is a reason for keeping the creation of new value in check, thus limiting the reward.
However that is no argument to justify unlimited reward from the traiding post.
1. I am not saying how the game has to be played, I am saying that the same effort put into the game has to be rewarded equaly.
That is my claim.
I feel as player, who plays the MMO how a MMO should be played, aka. doing all the PvE stuff,
This is my personal opinion.
2. My chosen diction wasn’t the optimal one
I’m not a native english speaker, so what?
If you’re here to complain about diction, then leave.
That was an answer to the accusation that I mix up terms.
That I would use the term reward to describe the gold one gets from the TP.
I will proceed to call the margin one gets from the TP reward simply because one does stuff and gets rewarded for doing so. You flip items on the TP and as reward for doing so you get gold. I don’t care in the slightest where you get that gold from, you get it, thus it’s your reward.
AP is the only measurement we get to see how skillful someone is. It’s not the best one, in fact, it’s a pretty crappy one, but it’s the only one. And people with 1k AP tend to fail more often than people with 8k AP.
Grandmaster trait where your projectiles can pass through reflects and projectile absorption.
Simply piercing through everything seems a little bit OP for me. But if we could pierce through everything but only dealing half the damage if we do so seems ok for me.
Why? It isn’t as if you can force enemies to line up and give you more than three to five hits (kitten ed censor) per arrow. On average, cleave hits more reliably due to enemies moving in clumps rather than lines.
No, he wasn’t suggesting that the arrows should pierce through players, we already have that. He suggested that with this trait we should be able to pierce through every block or reflect, basically rendering both useless. This would hard-counter way too many skills in GW2.
(1) You do not get to decide how the game is supposed to be played.
(2) You should not allow other peoples success in life affect your own self worth. And playing the TP is an mmo activity as JS has said. addendum
(3) but it does NOT carry the same risk
(4) You have a problem with the primary currency in GW2 having value unlike every other mmo out there.
1. I am not saying how the game has to be played, I am saying that the same effort put into the game has to be rewarded equaly.
2. My chosen diction wasn’t the optimal one but it is unsatisfying to invest as much into the game as others do, yet some ways to spend time are way more benificial. I disagree with John but he’s the dev, so it’s his answer that matters.
3. We had a long discussion about that and it boils down to the fact that playing the traiding post involves way less risk than some of you want it to look like.
4. I have neither a problem with the acquisition of gold, nor (for the most part) that one could buy almost everything with it. I have a problem with the reward curve.
Other activities have a static reward curve, as more time you invest in one thing, as more gold you get. However you can only invest 24 hour a day maximum.
Playing the traiding post has an exponential reward curve, there is no limit for the gold you spend on the TP.
…
If you’re here to complain about diction, then leave. I don’t kittening care how you call the gold a flipper gets, he gets more than anybody else.
So players should educate themself, otherwise its their own fault and you’re allowed to exploit them? Are you allowed to exploit people IRL who have a lower education level? no. So why should you be allowed to do so in GW2?
Wanze has made a suggestion called “White Karma”. And if this gets implemented the margin one could get through flipping will shrink.I have to agree with Aidan, its not diction he is complaining about. Its the fact that rewards for content and profits on the tp are two completely different mechanics.
Rewards are given and balanced by Anet, profits are given and balanced by players.
My karma tax idea would propably bring both a little bit closer together but if players just started asking 15-30% more gold for their loot they sell, it would be the easier and cheaper fix.
We had the discussion already and yes, that’s the reason why the reward for normal activities isn’t that high. But it’s not an argument for flippers making so much gold.
You assume that the prices wouldn’t be that “good” if flipping wouldn’t be possible. That may be true for real life, but seriously, in GW2, when a player gets more gold because he don’t have to pay a flipper, what would he do with that gold? At worst, he would spend it on the traiding post. So the prices would maybe rise a bit because the ordinary player has 15% more gold initially but it wouldn’t have that great of an effect. At the end of the day, the gold would be gone.
…
If you’re here to complain about diction, then leave. I don’t kittening care how you call the gold a flipper gets, he gets more than anybody else.
So players should educate themself, otherwise its their own fault and you’re allowed to exploit them? Are you allowed to exploit people IRL who have a lower education level? no. So why should you be allowed to do so in GW2?
Wanze has made a suggestion called “White Karma”. And if this gets implemented the margin one could get through flipping will shrink.
And assume the only reason people complain in GW2 is because they have a sub forum on economy.
The main reason people complain is because they want legendaries fast. They cannot buy all the legendary components they want as fast as they want, and are looking for scapegoats for this (‘traders are making precursors too expensive’, when dedicated trader-crafters are the main force holding prices down ATM).
I think this complaining is more visible because it has a separate forum.
I’m highly against the margin traiding post flipping offers and I don’t complain about it because I want to get my legendary faster. I’ve crafted 2 so far, and if I say crafted, I mean crafted. Legendaries should be a long-term goal, yet some players are able to buy a legendary every month, some can even at a faster rate.
I feel as player, who plays the MMO how a MMO should be played, aka. doing all the PvE stuff, dishonored if players who don’t even have to participate at all in PvE, PvP or WvW making the most gold with an activity that isn’t even considered as a MMO activity. I have no problem with them making gold by flipping, I have a problem with them making the most, by far the most gold compared to any other activity ingame.
It boils down to the fact that the same amount of skill and time put into different parts of the game get rewarded differently, despite they oughtn’t.
The specific problem I see with the TP is that the same “currency” that is being used to get rewards actually is the reward on the TP. In every other aspect of the game you have to mainly invest time to get the reward, on the TP it’s gold.
What if ANet left out Sylvari because they’re all going to be the villains?
Grandmaster trait where your projectiles can pass through reflects and projectile absorption.
Simply piercing through everything seems a little bit OP for me. But if we could pierce through everything but only dealing half the damage if we do so seems ok for me.
design: Pets….
Jcbroe hasn’t given any suggestion that removes the design decision, aka. pets, but how to balance it.
Brace yourselves, P2W is coming!
https://forum-en.gw2archive.eu/forum/game/bltc/Suggestion-Put-P2W-in-GW2/firstLook out for that 20% damage sigil for the poor guy who drops a lot of money into the gemstore.
Wrong thread pal. :P
Will you drop 1000 bucks into the gemstore to get top notch damage?
Are ou ok with people clearing everything faster than you not because they’re better than you but because they’ve spent more money?Never said that and no I’m not. I meant that this is the fashion thread, not the general dungeon thread.
That is a point. And my mistake. Good thing the OP of the thread I linked also wants exclusive looks for someone who drops tons of money into this game :P
And as excuse I’ll leave a pic of my charr.
(edited by HHR LostProphet.4801)
We, or to put it better, they don’t need a forum either. The game will still be running. Is that a reason to close the forums?
Is the fact that we don’t “need” mounts a reason to stop all suggestions regarding that matter?