If you have say 10,000 gold and you don’t care how much you spend, buying from TP is faster (obviously). If you have 0 gold and are planning to aggressively farm what you need (grinding long hours, etc), then crafting is likely to be quicker — if nothing else, it allows you to sell what you don’t need to buy what you do, while speeding things along by farming.
However, mileage varies, so this also depends on what you do to farm mats|gold and how efficient you are. For example, if you farm southsun karka exclusively, you’ll also need to farm karma for obsidian. Whereas if you do silverwastes chests, you’ll get a lot of obbi along the way, too.
tl;dr if you have the gold, buy it. If you don’t have the coin, then it depends.
Just to add to that and clarify, when they said WvW, EOTM is excluded from those calculations according to A-net. They only count total activity in EB + the 3 borderland maps.
Good point. For some reason, I think of EotM as “PvE karma trains, occasionally interrupted by a skirmish.” i.e. I keep forgetting it’s technically WvW.
From what i remember on release its in Texas. Seriously though… 100 ping ? Big deal, try my 650 ping from Barrow AK.
Mileage varies. 100 ping is a big deal if you are used to ~50. 650 ping is great if you are used to 800.
Nevermind all my concerns just have been nullified. Thanks for the answer though
Nullified? You want the sigil of rage, not the sigil of nullification.
(sorry, couldn’t resist the joke — glad it worked out for you)
The entire game, outside of raids, is suitable for small guilds. Very little of the content is suitable for large guilds, since even the current guild missions can be done by 5+ people with enough experience.
The problem is that the purpose of Luck is to increase MF on an account.
If Anet gave Luck any other beneficial use, then players that have not maxed MF would always have to choose: Do I want to increase my MF? Or do I want to use this Luck for something else? And that would completely kill Luck’s original purpose.
This is a significant reason why it’s not better for the community as a whole.
A game like GW2 will be played for a decade, perhaps longer. Making common rewards with a finite usefulness is short sighted.
This is the first comment I’ve seen addressing why it’s better for the game to introduce additional uses. Even assuming I’m right to think that only a tiny subset of people have maxed MF today, Dreamslayer correctly points out that eventually, lots of people will max it out, simply by playing the game. And I’m persuaded that it’s, in general, a poor strategy to create a substance that accumulates without end and that eventually will have no use.
I think ANet might have dug itself a hole: AzureSky points out that newer players would be forced to choose between maxing MF and the secondary purpose (or would feel forced to max MF so they could take advantage of the secondary purpose). And Dreamslayer is correct that, eventually, a large part of the population is going to suffer this issue.
However, there are still other possible approaches to dealing with this:
- Simplest: create a toggle to prevent luck from dropping from salvaging blue|green|ecto.
- Less simple: accounts with max luck get slightly better salvage rates (and no luck). Not enough to make it worth maxing MF more quickly; just enough so that people feel they are still getting something.
- Less simple: add additional tiers of MF, growing exponentially, so that it’s never possible to max MF. Each person can decide on their own personal diminishing returns. Could also work with a toggle, for those who don’t want to deal with luck any longer.
- Complicated: adding new uses for luck, since those would have to be balanced for the economy and overall reward system.
ANet has already taken your advice (sort of).
Server status is currently determined by the level of activity in WvW. Dormant accounts have no impact on “full” status.
The reason that some servers are full and are expected to remain that way for a while is that they have a very active WvW community. One guild here or there won’t change that.
Things aren’t likely to change quickly, either: people looking for active WvW are drawn towards high-pop servers and hardly any WvW fan wants to move to a less active world — and even if they did, they aren’t likely to want to pay 500 gems to do so.
Until something happens to change those dynamics, full servers will remain full for long periods of time.
I have roughly 100~ ping playing from vancouver, Canada…
any way to lower this? (i have broadband 60 internet)
NA servers are located in Texas. You can use the tracert tool to find the route your connection takes (instructions via google). gw2status.de is a website that shows the IP addresses of the various NA & EU servers. (Pick any NA auth, asset, or client server to run your test).
With the results, you can see at what “hop” (if any), your connection is slowing down. If you’re “lucky”, any slow downs will be local to you (so you can resolve them), to your ISP (so you can get on their case to do so), or local to ANet or their ISP. More likely, the slow down is happening somewhere in the middle.
Some people have good results using a proxy server. Normally, using a proxy slows things down (since your routing has to make an extra stop). However, sometimes, the route the proxy uses is significantly faster (fewer hops or routed through faster connections). Your mileage will vary.
Just trash really, not worth the time.
the scarlet memory box also contains trash, unless you’re lucky. The OP’s question (and mine) is: what else drops from these boxes? It can’t be just the short list currently on the wiki, given it costs the same as the Scarlet version. (OK, I suppose, given ANet Consistency™, its loot list could be less than 1/8 the length of the Scarlet box; it just seems improbable.)
Anet introduced Essence of Luck to solve their Magic Find dilemma. But once we have maxed out MF it seems a reasonable expectation that there is a secondary use for the essences. Note* – please don’t give us another busy work treasure hunt for a geegaw or a collection that uses Sam……
It doesn’t seem like a reasonable expectation to me. It takes an extraordinary amount of luck to max MF, so much that it will never be maxed without going far out of your way to do so: buying stuff on TP or farming ToT bags etc.
Put another way: I see how adding additional uses would benefit the tiny subset of players who have 300% MF-from-luck. I don’t see how it benefits the community as a whole.
Welcome to GW 2, a game notoriously known for its poor drop rates and rewards. In case you don’t know, you can buy gems for real money and exchange them for gold, so you can buy what you want, just like ANet wants you to
The drop rates are pretty good actually: everything you get is worth something.
What people are complaining about is the drop rate of super valuable items. Here’s the thing: if the drop rate were to increase, then those items wouldn’t be super valuable any longer. Look at how quickly the price of Sam dropped after they updated the mechanics of Ogre Wars. Look at the price changes for the various enameled dyes that drop from Scarlet Memory boxes during the just-ended event.
Every other time I try to run this dungeon, the NPCs bug out. It’s getting to the point where I’m considering not doing it because it’s so unreliable.
Bugs I encounter regularly (NPCs bugging out):
path 2 at traps
Path 2 at ghost eater
Path 3 at wall before run to final boss
Path 3 after killing final bossThat’s too many chances for a fail in my mind. Pull your thumbs out of your rectums and fix the core game before releasing more buggy trash.
I know it will never get done though
Why bother right?
It’s true that AC has some quirks. However, I doubt insulting the devs is likely to change their plans. Besides, you can avoid the quirks. (Which doesn’t mean they shouldn’t be fixed, just that maybe they aren’t a priority.)
That is annoying.
My tl;dr:
- Dungeon Master still requires Arah Story mode, even though it’s been made part of the personal story (and bears little resemblance to story modes).
- At best, it’s confusing what you need to do to get credit. At worst, it’s no longer working as intended.
- In addition to adapting Dungeon Master to fit the new Arah/story mechanic, ANet should retroactively award qualifying accounts with the Dungeon Master title.
Vayne: did I capture your main points accurately?
Guild democracy system (elections)
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
can we have a system to elect and force guild leaders to stand down if they are unfit to lead (voting system for officers and co leads) and have officers and people higher in the guild ranks having to be elected once every 5 months or so and leaders every 4 months because at the moment the guild leader has total control.This would make guilds more dynamic in my view and is a Qol large large guilds need and this could even be implemented as an unlockable thing.
No, we can’t, because the overall costs outweigh the benefits.
It’s a lot of work to implement anything like this and even more work to keep it updated/evolving and running smoothly. That is work that could be applied to other facets of the game that would interest and/or benefit more people.
A well-run guild doesn’t need this, because it already includes enough leaders and officers that losing any one or two won’t matter. A poorly-run guild can’t benefit from this, because the very things that make it poorly run aren’t going to be improved by having elections. (Look at small town governance for examples.)
There will be some guilds that can have fun with an election system (especially for role playing). Just not that many.
Instanced Raids Confirmed [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
I’ve always assumed that we only kill the boss once. Subsequent fights are deja vu all over again — the boss isn’t actually respawning, we just perceive it as a second fight. (For gaming purposes, we get to keep the loot.)
In short: the idea is to utilize the fact that every boss will be kiled mutiple times by creating the visible progress of these facts, and by creating the BIG target (open new raid-wing for example). As a bonus: this system will create the competition between guilds that will improve the motivation as well.
I’m not sure why you replied to me. It remains my opinion that we can already explain how it’s possible to fight the same boss repeatedly. As a general principle, I’m against anything that creates competition in GW2 PvE.
While I don’t see those ideas improving GW2, they do sound like they would be fun in an appropriate game.
Hero points needed for new elite specs?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
The short story is:
- We don’t know how many hero points will be needed for the elite specs. We have some good guesses, based on data mining, etc.
- We don’t know if ANet will introduce hero point sources outside of what we already have. They have suggested that we will see new ones of some sort, making it less cumbersome for WvW players. It’s unclear if that would apply to dungeon/raid/pvp communities.
I am prepared to be pleased and I’m prepared to be annoyed. However, I don’t think there’s anything close to enough information available to be either. Not yet, anyhow.
Currently 1 spirit shard is worth around 1g (3g if very rich), but requires a lot of trading post. Will Heart of thorns bring faster way consume my 1 0 0 0 spirit shard bank? I dont feel like speding 100h for spirit shard convertion into gold.
You do realize that the time investment as much of the value, if not more, than the spirit shard investment, right? The easier it is, the less profit you will see.
Fully aware of the time consuming process. This is why i wrote those words and asked if HoT will bring faster way?
You might have missed the reasoning:
- Since shard→gold is time consuming, there’s a lot of per-shard profit in it.
- If it were faster, then more people would do it, driving down the profit.
So, if there’s a QoL change in HoT making the process faster, you should expect to earn less money from those same shards you are saving.
For that reason (and other economic issues), it’s very likely that ANet is satisfied with how long the process is.
So far, my experience has been different. I’ve not found it an issue to get 5 or 10 stacks and I can’t see any obvious way to get 20 without tag+run, so I’m ok with finishing up the event for others.
Then again, I’m usually arriving at an event when it’s close to clean up — I miss the beginning (which, I suppose, is after people have tagged & run).
In other words, sure, there probably are selfish people. It just (so far) hasn’t interfered with my fun or my loot (such is it is).
I don’t understand why it only requires majority and one person saying no doesn’t stop the transit!
I don’t understand why it’s an option at all. It’s a minor convenience to exit directly to the lobby and a major inconvenience to be accidentally exited before getting a chest. I’d prefer if there were no early-exit option and that people would just have to [f12].
(It probably uses the same mechanic as other voting situations, where majority rules.)
Instanced Raids Confirmed [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
I’ve always assumed that we only kill the boss once. Subsequent fights are deja vu all over again — the boss isn’t actually respawning, we just perceive it as a second fight. (For gaming purposes, we get to keep the loot.)
Can you please fix this as I would have to say that 95% of the time this is offered, accepting it does not move you to a busier map. Quite the opposite.
It tends to move you to a map with nobody in it whatsoever.
That’s the opposite of my experience.
how about buying ascended gear? i noticed they cost 42k each, i have only exotic armor
Exotic gear costs 42k/piece. Yes, if you need such gear, using karma (instead of gold) is a very efficient use of karma. The big downside: such gear isn’t salvageable, and so you won’t be able to recover any upgrades you apply to it. (That’s an acceptable risk to a lot of folks, including myself, especially when it comes to alt characters.)
Mordremoth’s Minions Invade Tyria is a special weekend event running from 9:00 a.m. Pacific Time (UTC-7) on September 10 through 9:00 a.m. Pacific Time (UTC-7) on September 14.
Thanks, it has not happened since, it was just strange it was the same character and the same outfit via Hero panel when it disconnected.
Glad it stopped, whatever it was.
I don’t see why they cant just add a mystic forge recipe for essence stacks.
They could. The question is: why is it good for the entire community to do so? Of course, this is good for people who already have maxed luck — is it also good for people who have yet to do so?
Bump!
It has been 9 months now since Gaile replied on this thread.
Please fix these collections. I have been working on “Hero of the People” but it is still bugged.
Hero of the People isn’t actually implemented at this time. (So, not “bugged.”) On the other hand, I did think it was reasonable for us to expect it to be added before HoT released, so I, too, am hoping for an update.
Spent a lot of time doing Mordrem invasions for the purpose of rewards. But, thought it was fun before I knew rewards existed. Would you have had more fun with this event if you didn’t know rewards existed?
Not particularly. To me, this event is too similar to existing and past events.
However, if I edit your question to avoid referring to this controversy, I’d have a different answer:
- Q: do special events need to include any rewards to be fun?
- A: no, a fun event might not include much (if anything). However, most such activities are more fun if they are also rewarding. And a further however: some events are primarily fun due to the rewards.
The problem is: this event isn’t fun enough for me (as a 3-year vet) and not rewarding enough either. I’d like to see ANet better able to distinguish between “fun for its own sake” and “farming fun”.
For me, someone who missed 90% of season 1 living world and did very little participation in the other 10%, I actually thought the invasions were a cool way to spice up those zones.
Good point. Since you phrased the question as “would you have had more fun,” I was thinking entirely from my perspective. I do think the Mordrem invasion this time is more fun than the invasion we saw a while ago — it’s just that they are very similar, so this didn’t feel “new.” And I admit that, after waiting so long, I was expecting “new.”
Still, I liked your response. Thanks!
Thank you.
The entire value to ANet in design outfits is that they are not mix & match. This means that they don’t have to make outfits fit with the gazillion other permutations of mix/match; they only have to work as a single item with a much more limited number of dye channels.
Turning any part of any outfit into any type of mix/match is equivalent to creating new armor skins.
I like outfits because, for me, they represent more freedom (not less): I can use a single outfit the entire time I’m leveling, without worrying about swapping out pieces I get from rewards.
So, I have about 200k sitting, what do I do with them?
- Exotic gear? (i already have, but i can improve the stats)
- Lost Orrion Boxes?
- Just unlock skins?
What am i supposed to do with all these points? they keep piling and piling and i never do anything with them. is there any “superior” use that gives you the best return for karma?
200k karma isn’t all that much. Crafting a legendary takes close to a million, unless you have other sources for Obsidian Shards (including silverwaste or fractal farming). Unlocking skins takes millions more. On the other hand, there aren’t any super efficient ways to convert karma into gold. And on the third hand, there’s been some indication that there might be new uses for karma when HoT launches.
Given the above, I wouldn’t worry about spending 200k karma right now.
If you feel as if it’s burning kitten in your wallet, here are my recommendations:
- Unlock skins and/or gear up alt characters.
- Use karma to complete Thirst Slayer, the alcohol consumption achievement.
- Convert to gold, in order of best conversion rate:
- Crafting, requires effort and research to identify the most efficient recipes. Can earn 25-100 silver per thousand karma.
- Buying tools, including basic salvage, gathering. Saves 11.4 silver/kilo-karma.
- Forging cloth (First Haven, Crab Grabbin, or Private Felix’ gloves), 7.5-10 silver/kk.
- Orrian Jewelry, 0.5-3.0 s/kk (including the karma that you get back).
(edited by Illconceived Was Na.9781)
The title of the thread ought to be “Twitch population for gw2 hasn’t changed much since play-for-free went live.” Twitch itself is not the best indicator of how many people play GW2.
(edited by Illconceived Was Na.9781)
Spent a lot of time doing Mordrem invasions for the purpose of rewards. But, thought it was fun before I knew rewards existed. Would you have had more fun with this event if you didn’t know rewards existed?
Not particularly. To me, this event is too similar to existing and past events.
However, if I edit your question to avoid referring to this controversy, I’d have a different answer:
- Q: do special events need to include any rewards to be fun?
- A: no, a fun event might not include much (if anything). However, most such activities are more fun if they are also rewarding. And a further however: some events are primarily fun due to the rewards.
The problem is: this event isn’t fun enough for me (as a 3-year vet) and not rewarding enough either. I’d like to see ANet better able to distinguish between “fun for its own sake” and “farming fun”.
It sounds coincidental: your game might have had a missing or corrupt file and the game didn’t handle this gracefully. Sometimes, stuff like that “fixes” itself (something else that you do coincidentally removes/resolves the root issue).
If anything like that happens again, try a repair of the client. (Instructions on the wiki ).
I’ve seen only one other similar complaint (including at this time, Reddit, forums, and in-game), so I’d bet it’s not a general bug that might affect everyone.
…I don’t recall Kormir ever doing her own work…
Didn’t she handle the arrangements to build her own statue?
https://www.youtube.com/watch?v=DxmkAoLC6_4
(Warning: NSFW, due to language.)
Je vous recommende:
https://forum-fr.gw2archive.eu/forum
I think it might be more useful just to stick with the overall critique and suggestion:
- Offensive stats scale benefits quickly and are easy to stack. Thus direct damage is easy to buff.
- Non-offensive stats don’t scale benefits as easily and are harder to stack. Thus control & support is more difficult to buff.
- ANet should change that balance, for both stats and challenges (i.e. events, raids/instanced-combat, etc).
ANet is never going to redesign the system entirely and even if they were, they are going to need to determine their own set of numeric/non-numeric balances, so the details in the long post(s) are hiding the key points the OP is trying to make.
99.9% of us will instant 80. Poor advice to doing anything but. Or masochistic.
Doesn’t it depend on what’s fun for each player? There are all sorts of players who benefit from insta-80 and all sorts who will have a better time leveling up their rev normally.
Running another few tests, it’s only the game client ping that spikes. Running colasoft capsa, cmd ping /t & tracert commands all give consistently low ping times in the region of 40-50ms & showing no issues with connectivity to the map ip and login server ip. Game client however still gives huge spikes up to 4000ms. Repeated this on several different maps with the same result.
This is useful data for the QA team. Have you reported directly to ANet either via a support ticket or using the in-game /bug tool? (Posting here doesn’t guarantee the tech who is troubleshooting will see your results.)
You can still finish the scavenger hunt
I have tried this. I never saw Grawnk.
[/quote]
What that means is if you already started the quest, you can still complete it. (However, there’s no way to start the quest, outside of waiting for Wintersday 2015).
So, raised a new ticket on the website this time, so was able to include a different email address and received both a ticket number and an email response – lesson learnt, I won’t do it in game if there is a next time.
I might be misunderstanding: are you saying you reported this via the in-game /bug reporting tool? That doesn’t create a ticket — it simply logs the issue for ANet (along with some useful stats for the QA team). Using the website is the only way to start a ticket (technically, you could also start with an email; using the website saves time, since it makes it easy to include the basic information they need).
I have now reached the same point as Meld, with the blame being laid at my ISPs door and packet loss. But if that was the case, how can I have no disconnects during PVE and WvW play, but when I go into a story instance, I get disconnected at the exact same point every time? I’m just struggling to understand the logic here.
Same as I said above: the reported error message is a mistake. For a variety of reasons, software usually can’t understand what went wrong and makes a best guess based on the last thing that worked (or the first thing that didn’t). In this case, there was some issue with connecting to the authentication server — the game (incorrectly) assumed it was due to a generic internet issue (for which the message is appropriate), rather than any of a number of other potential points of failure, which must have seemed impossible or unlikely at the time that part of the software was written.
In other words, ignore the text of the error message.
(edited by Illconceived Was Na.9781)
I need a Luck Essence eater. We all do.
BlahblahblahI don’t.
I play since release.You “play since release”? But you don’t need one? I suppose that means you “don’t play that much since release.”
I suppose it means nothing of the sort. I’ve been playing since release, I opened tons of bags that dropped luck, salvaged ecto for profit, and have done a lot of things that have increased my luck.
And yet, I’m not maxed out.
If you chose to grind out to max MF, enjoy having the better loot (on average) than nearly everyone else in the game. I don’t think ANet needs to add any additional incentives for luck.
After completing a match, four chest appeared on screen. My ISP was having some issues and I dropped connection. When I returned to the game some time later the chest were not on my character. Can’t express how frustrating this is. The server should recognize when a character missed a reward due to connectivity and provide it on next log on. Imagine if one of those chest were an award for a major progression point. This is unacceptable design.
Any bouncy chests you have can’t be lost. Sometimes, they are automatically opened and dropped into inventory. I hope you accept that design.
It boils down to Arena.net having a very specific definition of “grind” that doesn’t entirely mesh with what gamers have come to define the term.
Gamers don’t have a single definition. ANet’s definition is well in line with a lot of people’s. It’s also confusing to a lot of people. ANet is pretty terrible about hyping their own philosophy so that everyone shares the same understanding of what ANet is offering.
There is a little bug/feature in win 10. When you change default browser you need to set it by default with browser popup and then in windows default app settings menu. Sometimes if you skip second part windows will get confused because chrome says that he is default but default browser in windows settings is still edge.
Good tip. I knew about the bug, but didn’t know how to “fix” things except to advise people to use a different browser. Thanks.
How is it possible that a bug that has been known for more than a year or so does still exist in this fractal?
Aka weapon test does not start if you enter the room before the super slow NPCs are there.
Because it doesn’t affect that many people, so it’s not as important to the community as fixing other bugs, adjusting QoL, or adding other features. It’s easy to avoid, so fractal regulars aren’t slowed down by it.
(I, too, wish it would get fixed; I’m just not fussed that it’s not likely to be any time this decade.)
Many people have hit maximum magic find and luck essence ceases to be of use.
Not only did I do that, I did it mere weeks after getting a copper-fed salvage kit on all 8 of my core characters.
Luck essence is lot of the reason that greens and blues have any value at all – yes, they can be salvaged for residual material, but what happens when you no longer have a use for luck?
The first thing you will notice is that fully 1/7th of your daily login rewards are now useless to you.
Maybe that’s second, but the other thing you will notice is that your copper-fed salvage kit is a lot less useful. It’s not useless, but for characters that run high loot zones like Silverwastes, a Mystic Forge Node is probably a better option.
So you think people should be rewarded for grinding out a goal designed to be long-term and gradual? I think the 300 MF should be reward enough.
- Sell your greens and blues instead of salvaging.
- Think of the dailies as spirit shard & AP farming (which is close to how it used to be).
It was re-opened during the Festival of the Four Winds to aid in the effort to rebuild Lion’s Arch. Will it be re-opened again to get relief funds for the Zephyrites, since they did visit Divinity’s Reach in the past? How about add new bosses in the arenas, is it too late to add new bosses since you are trying to polish Heart of Thorns?
At this point, if they don’t already have events planned, they won’t be able to do anything to add them to the release schedule. Even if an event was identical and even if none of its mechanics changed, in a game this size, there are always unintended effects — so at the least, there are a lot of QA tests to run and QA will already be working full time on the current schedule.
Would have been so much more bearable if it was 1 stack = 1 bloom, capped at 15.
I’d like that better — breakpoint reward systems are frustrating.
But the problem is, with less options comes… Well, less options. :P Less needed creativity in builds. Less fun stuff that can be done. Anyone remember the 55 monk in GW1? I don’t think we may ever have a build as quirky and cool like that in GW2.
55 monk was creative for one person; everyone else copied its use. I prefer GW2’s system, where what matters is how I use the build.
And sure, mathematically, GW1 had a greater number of potential builds (by an order of magnitude or more). In practice, most of those were not usable options: they had counter-synergies, were minor variations of another (better) build, or otherwise weren’t worthy of serious consideration. Even for 7-hero parties, the subset of useful combinations was much smaller than the mathematical potential.
tl;dr I don’t think there are too few skills in GW2.
(Now, if you asked whether all of the skills/traits were interesting/useful/balanced, I might have a different answer.)
I can’t see any ANet would care if this article remained online or not.
In my opinion, it’s a typical op-ed for the industry (and for a lot of news organizations, too, for that matter):
- It starts by asserting one or more opinions as fact.
- It creates a theory to explain that “fact”
- It cherry picks examples to support that theory, getting some of them factually wrong (thus not even doing a good job of supporting the author’s message).
In the end, even though I agree with some of the author’s ideas, I found myself completely disagreeing with their overall position, because the rhetoric turned me away.
ANet has shown in the past that they have thick-enough skin that I can’t imagine this op-ed slowing them down at all.
tl;dr My speculative conclusion is that the article’s editor had other reasons for taking the article down, that had nothing directly to do with ANet.