These things were added almost four months ago and are still in the gem store. Aren’t these dye kits supposed to be rotated out or only available for limited times?
Yes, they will get rotated out and will only be available for a limited period of time. Maybe. Probably.
That is what’s happened with every other limited-edition dye kit. However, there’s no set period for how long they remain nor how quickly they return.
Caveat speculator.
Check out the recent thread, which asked the same question:
https://forum-en.gw2archive.eu/forum/game/gw2/Data-consumption/5249867
There are some very useful responses.
hmm seems condition/hybrid builds are still not much popular
I think people who run them don’t much like posting in the forums, because they get shot down by others.
I know several PvE mesmers who like sinister stats and I’m trying that out myself, although I have to admit, it’s tough retraining my playstyle from burst to damage over time. In dungeons, I still prefer power builds, while in silverwastes I’m finding a use for scepter/pistol of all things. Too soon to tell if I like it better or if it’s even effective enough.
Thanks to the people who posted specific details on their data limits (and how they haven’t reached them through GW2 alone).
The OP harms their own argument with over-the-top hyperbole. Everyone agrees that it’s bad for the game to have a broken GM trait. Everyone agrees that it’s an extreme reaction to disable the trait. Everyone agrees that it ought to be fixed ASAP.
Since “everyone” includes the programmers at ANet, I have trouble understanding why people think that the devs there are purposefully delaying a “good” solution to the problem, rather than the dirty bandage they gave it last week. If it was easy, of course they would have fixed it by now, if only to reduce the number of threads on the topic.
Why does silverwaste fill all your chat channels with event notifications? This is super annoying, I don’t need to see that in guild chat or whisper channel. Please restrict it to map chat only or give an option so we can turn it on/off for each channel.
If such option already exist, please tell, but doesn’t look like it.
I don’t find it annoying at all — I want to know what’s going on in the map, even if I’m just doing the jumping puzzle.
Still, I agree with your main point: there should be more options for which bits of chat we see in our custom channels. I don’t want to know when people sign off or not; I do want to know that they are offline when are try to whisper them and yet both of these system messages are tied together by the same option.
a lot of people would do it for free and they can’t translate a kitteng game gg. (year 2015) hold ur expansion arenanet u deserve to fail
What’s wrong with just playing in English? Clearly you can type/read English.
If English isn’t your native language, it’s harder to enjoy the game, unless you read, write, and speak it professionally. I know tons of people who know enough of a foreign language to hang out, chat, even see a movie and who would still find it easier to play in their native language.
In other words, it’s not as simple to non-native speakers as the quote above implies.
The devs did respond to this issue. See the 2nd and 3rd red posts in the following thread: https://forum-en.gw2archive.eu/forum/game/gw2/Things-we-know/first
Thanks for linking Peters’ response. I was glad that ANet explained their actions, even if I think they drew the wrong conclusion and their plan did a poor job of implementing that idea. It’s a good instinct to protect the players most likely to be the most confused and it’s a good instinct to simplify transitions, by reducing the complexity.
I have no problem understanding and agreeing with ANet’s motives. I just completely disagree with how they decided to act on those ideas. It’s too bad, too, because this distracted from what is otherwise a system that should benefit the community and the game for a long time. It made it more difficult for critics of the change to keep an open mind.
However, it’s still a moot point: they made a decision; they implemented it and there is absolutely no way that we’re going back to how things used to be.
(edited by Illconceived Was Na.9781)
…The game continues to dole out XP in bright yellow letters as if something is being earned and the xp bar continues to roll over with nothing to show for it.
Yeah, I find this awkward.
- Before splitting djinngots and hero points, it was easy to earn both. Now it’s hard to earn either (technically: hero points are just as easy to earn before, except we are limited in how many we can earn).
- Post-80 experience is earned by not stored/accrued, so it increases the confusion of the new system.
Recently I crafted a legendary weapon and it cost me roughly 350 skill points to do it. I earned those skill points by doing map completion on my toon and now as it stands if I want to make another legendary I will have to either wait 100+ days OR rerun boring farm events. …
That’s not entirely true. We earn 3 djinngots per day for dailies and have a choice of using daily and/or login rewards to get more via tomes of knowledge. PvP is currently still a significant source of them.
Still, I would hope that the experience we keep “earning” has a use and that they update map completion rewards to include additional djinngots.
I would recommend grouping up to help ensure you get tagging credit.
I was in a party with one other person. Is there an amount of people I should be with to ensure my chances of getting the chest?
There’s no guarantee, because we don’t know the precise mechanics involved — everything posted above (and the rest of my reply) is informed speculation by players who have tried to test the conditions under which loot drops.
Here’s what I believe we can confirm:
- The different types of loot have inconsistent triggers (i.e. what you need to do to get credit). Event credit (and the bonus chest) is the easiest to pull off, ground chests are next easiest (the huge ones that spawn that everyone sees in the same spot), and loot drops from foes seem trickier.
- All things equal (and they almost never are), the first players to tag a foe are more likely to get loot credit.
- Doing more damage increases the likelihood you’ll get credit. Lower-level toons have a harder time doing this and under-leveled characters will sometimes be unable to get credit, because their attacks do glancing damage at best and cannot inflict conditions.
- All things equal, being in a party with someone who earns credit (through being first or doing lots of damage) will also grant you credit, provided you do a minimum amount of damage.
Put another way, you can increase the likelihood of getting “full” credit by being first, by doing more damage (burst or over time), or by being in a group with someone who is doing the other two things.
For most L80 characters, it’s rarely an issue. It’s also rarely an issue for ordinary events. It becomes an issue for low-level (especially under-level) characters in large group events, such as world bosses, especially in low-level zones.
PS no one has mentioned Diminished Returns, which can also prevent you from getting loot. That shouldn’t be an issue for Shadow Behemoth, unless you leave the character there and never do anything else with them.
ANet hasn’t said anything definitive about whether post-L80 experience will have any value. There’s certainly no particular use for it today and that’s all that any of us can say.
Accordingly, the current reasons to complete a map are:
- To get the title and gold star.
- To get the mats and a chance for a BL key.
- To get Gifts of Exploration, for a Legendary.
- For the fun of running around.
- So you can say you have.
If none of those apply, then, no, there’s no point in completing maps.
It’s useless to argue about whether it would have taken more programming or less. The update happened. Traits were set for mid-level characters, without player input. ANet had their reasons and we can agree or disagree about whether those were sensible or not or whether they implemented their choice as well as they could have.
Regardless, today, we have some people (not everyone) who feel they deserve a chance to reset their traits. In a week, there will be fewer people (since many characters will be fully leveled) and in six months, only a tiny fraction of active players will have a specific reason to care.
Therefore, the only question is:
- Should ANet offer the option to reset the traits? (as the OP has suggested)
With the following related concerns:
- Should they still do it, if (internally) they estimate needing 2-3 months to add the one time functionality?
- Should they still do it if releasing it in a timely manner means pulling resources away from other issues (e.g. trait, skill, combat mechanics bugs, e.g. HoT content/features)?
And again, I firmly wish they would offer the functionality — I would definitely use it on all my sub L70 alts. And still again, I really hope they don’t — as much as I want this, I prefer that they focus on other issues.
tl;dr we can get over having mis-traited mid-level toons more easily than we live without the other work folks might be doing instead, such as fixing bugs or adding content/features.
The bug has been around for a while and I don’t think anyone has been able to pinpoint the exact cause, although there are several good theories. There are a couple of things I do with my guild runs and we seem to manage to avoid getting stuck.
- In the hatchlings room, make sure the breeder dies before or close to the same time as the progress bar maxes for the number of hatchlings killed. If instead it looks like the breeder will survive and you fail the first attempt, make sure that everyone waypoints (so that Detha jumps with you) and, of course, kill that spawn of the breeder so the event itself can respawn.
- Once that event is done and you claim the ground chest, waypoint out together, again so that Detha stays with the group.
- As you run to the final (traps) room, try to stay together (so Detha stays with the group).
- When you enter the traps room, make sure no one goes into the big orange circle in the middle until Detha is there, too. You can do this by entering the room and heading towards one of the alcoves in the back. (Which alcove depends on which gate you used to enter.) Stay together until Detha joins you and then proceed together to the center where she will trigger the dialogue.
tl;dr kill breeder first (if poss), stay together as much as you can, and waypoint (together) so that Detha stays with you.
Of course, it shouldn’t bug at all. Instead of trying to fix it, ANet should change the trigger conditions so that it doesn’t matter how the group gets to the end.
Good luck.
The other night I checked the most expensive dye on the TP (Electro Blue @1,050g). SOMEONE, and quite a few others in lower order prices are actually willing to pay 700g for this.
That or they are speculators investing on the possibility that they can turn around in a month and sell it for 1,500g. (Not impossible, although I would invest 700g on more likely “winners” — that’s a lot to risk with the chance that ANet might re-introduce Taimi’s set soon.)
add more languages with new expansion thx
They’ve said a couple of times they don’t have plans to do so. Official translations turn out to be very expensive (especially for games, which use specialized jargon), extensive QA, and require ongoing support — even if everything in the game today was translated for free, the game would still require translators for all the changes and new items yet to come.
And that’s without considering any sound files, which require voice actors.
So unless the game ends up having a lot people who won’t play in English, Spanish, French, German, or (in China) Chinese, I think it’s very unlikely we’d see more languages.
(The one exception is Bork Bork Bork, since anyone with a sense of humor can probably translate for that.)
Thank for the help
No problem. Glad it worked out for you (and sorry you were inconvenienced — I really wish ANet would fix all these lingering bugs affecting collections.)
Can this get a response already? Should people spend their badges or are they going to get banned? Considering you people have randomly banned players for similar problems with “abusing” in-game currency in the past, at the very least you could respond.
Spend your badges.
The previous situation was extremely different: karma was readily obtained, so the glitch could be exploited repeatedly. Further, people exploited particular events to generate extra karma. In this case, the Mordrem Heart is only obtained randomly — there is absolutely no way to generate more of them except to keep doing silverwastes events, which involves playing the game (in a way that the historical exploit did not).
And finally, they only banned people who repeatedly used the exploit — even then, if you did it “a few times,” you suffered no consequences. Only a relatively tiny group was affected.
I’m not arguing ANet necessarily handled things gracefully then (or that they shouldn’t respond today). I am saying that if I had a mordrem heart, I would turn it in and spend the badges without fear that ANet would action my account. (On the other hand, if I found a way to get 12 more, I wouldn’t tell any other players and I wouldn’t turn them in.)
For what it’s worth, I just salvaged 19 rares and got 27 ecto. (Which proves nothing, except that my drop rate for a short period was outstanding and that I am expecting a long bleak streak to match it.)
You can use GW2spidy.com or gw2tp.com to track the historical prices of the various limited-edition dyes. When you do, you will see that all of the oldest such dyes — beginning with Flame & Frost — have hit extremely high peaks, dropped like a stone, and gone up again (almost never hitting the same prices as before). Some are at peak prices now, because they haven’t (yet) been re-introduced to the gem shop and/or the BL kits.
Further, you’ll also find that many dropped in value over the weeks and/or months after their introduction, usually depending on the popularity of the color and always depending on the amount of time the kits remained available in the gem store.
Finally, you’ll also see that some dyes hit bigger peaks than others.
tl;dr I don’t think anyone could have predicted each of the speculation “winners” for each kit, with the possible exception of Shadow Abyss (and even that one didn’t necessarily offer the best return on the original investment compared to others.)
To put it another way, if you have to ask if “investing in them now is no risk,” then I recommend that you choose another investment strategy.
20 bucks for an outfit when they’re normally 10? You’ve either got a lot of cash laying around or there’s something not quite right with your priorities.
How so? They are saying they’d prefer to spend double on an outfit they’d really love rather than get two lackluster outfits for the same price. (I can understand that sentiment, even though I would never do that personally.)
I like underwater combat and I only wish for a few significant fixes:
- Every skill should have an underwater version — if it can’t be identical, then find a substitute.
- You should be able to set your water traits/skills while on land and they should swap automatically.
IMO, the community can work out everything else except the above.
It’s a one-time issue only for people who had mid-level characters at the time of launch.
- I agree ANet should not have been paternalistic and let us choose whether we wanted to spend those points.
- I disagree that it matters for anyone other that a substantial subset of veterans; not every veteran cared (for a variety of reasons).
- I also think it won’t matter to anyone at all in six months (other than some of us feeling that ANet goofed on this).
Accordingly, I wish that ANet allows everyone a one-time option to reset their points and allocate them to better suit their mid-level characters. However, I hope that they don’t: I think there are more important things on which the developers should spend their limited time.
Yea, just noticed I dropped some into bank by accident…sorry, didn’t even think of that; add another 27. Still below average? Meh. Lesson learned, sell rares to lucky people on the TP and not lose money instead.
38 + 27 = 65.
That’s realistically “possible,” but the odds are still a couple hundred million to one of that happening. In your shoes, that would make me want to keep very careful track of my next 100 salvages:
- correct kit
- correct level
- and I would move them to the bank after each session, to make sure I’m counting them all.
As I write every time this comes up:
- 7/10 is not at all unusual.
- less than 70 out of 100 is unusual and worth a closer look.
I support the overall idea (although, as others have suggested, I hope it is implemented with some sort of tutorial and/or pop-up explanation).
This is the first idea I’ve seen that allows for the possibility that not everyone who is AFK is intentionally leeching. At the same time, it also finds a way to reduce any upscaling that can be caused by event non-participants.
I remain convinced, however, that AFKers are almost never the cause of event failure. Still, regardless of whether AFKers matter, they are a constant source of divisiveness and it would be good to neutralize this as even a theoretical issue.
(Of course, some AFKers will find a way to make use of their 218 repair canisters. Fortunately, those will eventually run out.)
The mortar is bugged. There are two ways around it.
- Step out onto the ‘floor’ just past the mortar. Press [f12] as if you were swapping characters. Return to the same character and you’ll find yourself in the water, below the ‘floor’. You can then proceed normally.
- Alternatively, get any of the frequent ports to Rhendak’s Tomb (just ask in /map and explain why, if necessary). Work your way backwards from the Tomb to the Water of Rhand.
(1) is more/less like doing the ‘puzzle’ as it was meant to be done. (2) has the advantage that you don’t need to figure out the puzzle.
Good luck in your endeavors.
Just salvaged 100 rares and got 38 ectos.
Something else is going to have observed only 38 rares from 100 attempts. The odds are astronomical against getting 50 or fewer — something like a sextillion to one.
The possible “something” might be:
- Reporter accidentally used some other type of kit.
- A substantial portion of the rares were L67 or below.
- Reporter accidentally “deposited all” at some point without noticing.
- There was some sort of recording error.
- The drop rate has been reduced 50% and none of the industrial salvagers have noticed.
I’ve deliberately removed the name of the reporter, because I don’t want to put them on the spot — I’m not making any claims about the accuracy of their observation; I’m merely stating that 38 out of 100 isn’t possible unless one of the above conditions is true.
Based on the report, I doubt (1) is possible; the reporter seems to pay attention to what they are doing. (2) seems possible — I’ve personally salvaged about 20 L55 rares in a row, before realizing, e.g. by opening champ bags on an L55 toon (as is popular now). (3) seems the most likely — who has, after all, not accidentally “deposited all” at least a few dozen times? (4) is always possible and is impossible to kitten how likely.
Of course, (5) is the possibility that concerns us all and is why people will post a question about the drop after (nearly) every update. Here’s why I think it’s unlikely:
- There are industrial salvagers who routinely salvage large quantities of L68+ rares. (Either from crafting their own or from buying rares off the TP that cost far less than the sale price of ecto * .875, after accounting for TP fees.)
- If the ecto rate changes substantially, they will notice very quickly because it hurts their bottom line.
tl;dr something else is going on for a person to only get38 ecto from 100 rares. I am not at all certain what that “something” is, however I discount the possibility of a substantial drop rate change taking place, without a lot of other people observing similar results and posting about it.
There are different solutions to the stated problem, which seems to be:
- Some GM traits are lackluster
- Some non-GM traits seem preferable.
I like the concept of the game not really caring what character you are playing. There’s a lore precedent: Logan’s Ancestor changed his profession and Rytlock is becoming a Revenant.
However, I’m 99.999% sure that such functionality would have to be designed to be in the game from the start. It might be possible to rewrite code to allow this to happen, but I can’t imagine that it would leave the rest of codebase in good shape. I’m sure we would end up seeing all sorts of seemingly unrelated bugs for years.
tl;dr great idea for the next MMO. I wouldn’t want to risk GW2, since I can just create a new toon.
It’s malarkey that people that haven’t played this game for 1-2 years or more should keep the names they have just because they got them first.
No, it’s not “malarkey” in the least.
I understand you want to use a name that seems to be ‘retired’ (as do I! — there are two dozen I wanted to use during Head Start…and they were all taken by the time I was able to login).
However, you are implying that somehow those who started playing today have a greater “right” to names than the someone who might have pre-purchased the game in May 2012 and played 40 hrs/week starting in Aug 2012 and only stopped a year ago due to RL. That same person might plan to start playing again when HoT comes out.
tl;dr no one has a “right” to any specific name; to the extent that anyone has the remotest claim, then, unfortunately, that has to go to the person who has a character with that name, regardless of why they aren’t playing today.
You aren’t bugged. There are a couple of reasons a zone might say “completed” with one or more missing landmarks. The main one is if you got 100% on that map a long time ago and the map was updated due to the Living Story, you might need to get the landmark again. With the most recent change, there might be more such situations.
You can’t tell if it’s happened until you return to the zone. So for example, there’s a POI in Wayfarer Foothills that was added during Living Story Season 1. If you got 100% map before, you’d show 100% until that character returns to that map, at which point it would update.
Even though it’s a pain, I strongly recommend you take your character through each and every zone to see which might need a few more landmarks.
There are a couple of things that all combine to make it seem super buggy, although each seems like an intended design decision. (Mind you: they don’t seem like good decisions — they each make things look uglier or make transactions more frustrating, even if it weren’t glitchy.)
I have a reliable work-around:
- Move the cursor to the gold field — it also activates this correctly.
- Use [tab] to move the ‘focus’ to silver and again to copper; use [shift+tab] to move backwards to quantity.
- Alternatively, after activating ‘gold’, you can usually move your cursor to the other fields, without it glitching out.
Less reliably, I find if I move the cursor up from below (instead of above or from the sides), I can usually get the focus to be in the desired field.
Regardless, whoever is in charge of user interfaces ought to talk with some of the users of the TP to find out the features we don’t like and the ones we feel are missing from TP 2.1 (imo, 2.0 was the best iteration — tons better than 1.0 and simply better than the way it works today).
I’ve completed the event after an update. (Not to say it works all the time — ANet should go through all the items that depend on an event and make sure the event chains don’t have any significant bugs.)
Many regulars here know that an accidental nerf in ecto rate has happened before.
When that happened, everyone noticed. Not just a few people. That’s what caught the attention of people who did some personal testing and aggregated results from various posters.
However, it’s not worth posting in the forums unless you are getting fewer than 75 ecto for every 100 rares (L68+) using a mystic salvage kit. (100 isn’t enough to prove anything; it is enough to get attention from other.)
It’s certainly not worth posting if you are going by memory without recording each salvage — human memory about random behavior is provably unreliable. We remember bad luck far better than we remember equivalent good luck and we have no memory for “just average” results.
Since the patch, I’ve gotten closer to 10e for each set of 10 armor I’ve salvaged and maybe 5e on the weapons. That anecdote also has no value to any but me, because I haven’t recorded my totals — I’m just going by memory.
The one single time the ecto drop rate was changed (by accident), it was very noticeable and didn’t take long for people to compile enough evidence to convince ANet there was something to investigate.
Accordingly, people on these forums should assume that there isn’t a change to the drop rate. If you really think there’s an issue, then start tracking. It shouldn’t take all that long to collect data on 100 salvages and those that do will see frequent examples of 5e/10 salvage streaks, even if the drop rate goes up a bit.
Contact support by following the links above and create a ticket. The Trading Post works for nearly every nearly all of the time, so whatever is going on is specific to your machine. There are some troubleshooting steps you can take on your own in the meantime:
- Clear out the cache (which means deleting a specific folder — instructions in the Account & Technical Support forum in a sticky).
- Recreate the local.dat file (instructions are also linked from that forum’s stickies).
Good luck.
I have a different problem with the TP. Basically anytime I try to list an item to sell it takes like 10+ seconds for me to be able to edit the price for it. It bugs out every time when the little prompt comes up.
Same steps are worth trying for above. The TP is supposed to cache (meaning temporarily store) a lot of the data that appears in the screen. Apparently, it’s doing a poor job of that and/or refreshing that cache, which nearly always means the cache itself is borked in some way. That’s why it helps to clear it out.
And again, if those steps don’t help (or if for any reason, you don’t feel comfortable following them), contact Support — they’ll walk you through troubleshooting steps and be able to give you the individualized help you need to solve what amounts to an individualized issue.
It has been worth it for me, because I had tons of stacks of items. Roughly, I figure it’s worth it to me to upgrade if I have 15+ stacks of a mat beyond than the current storage max Your mileage will vary. Here’s how I decided on “15” as the magic number:
There are two things you get for your 800 gems:
- Extra storage for any stack that routinely runs about 250 (or really, above ~225).
- The convenience and reduced aggravation of not having to manage that bit of extra. I happen to value this a lot; I like to play the game, so I want to minimize the time I spend managing my inventory.
One way you can evaluate the actual cost is to compare how much it costs you to store extra stacks right now:
- The bank tab expansion gets you 30 slots for 600 gems => if you have over a stack each of 40 different mats, the storage expander is break-even on cost (and a big winner on convenience).
- ~800 gems could also add 30 slots on a mule for close to the same costs (each extra bag slot costs 400 gems and 15-slot bags cost less than 2g, which barely rates in gems). => Break even on costs if you have a stack plus of 30 or more mats.
- 800 gems costs ~122g at recent exchange rates, for which you could get twenty 20-slot Halloween pails. That could add a lot of slots or just a few, depending on what you already have.
All three of those alternatives mean you will save money (if you have fewer stacks of “excess” mats). However, you’ll pay more in terms of time and aggravation, since you’ll have to keep moving mats around.
- I maxed bank tabs, so that isn’t an option for me — if it was, they are more valuable to me, because they can store anything and all the vendors can “see” what’s there.
- I don’t want to put extra slots on mules because (a) that means more moving stuff around (not less) and (b) I want to feel free to re-roll such characters (and investing 400 gems per bag slot makes that cost inefficient).
- I already routinely max out existing bag slots, whenever I can afford it — more slots means less time visiting vendors and therefore more play time.
tl;dr the cost evaluation is straightforward, while the convenience (how much time you have to spend managing inventory) depends a lot on the player. For me, the cutoff is 15 slots. Among my friends, it ranges from 5 slots to 60 slots (as some people prefer to sell or delete rather than store).
edit: rephrasing convoluted sentence structure
(edited by Illconceived Was Na.9781)
Seriously, 99% of the time I get a “net::ERR_TIMED_OUT” error. This has been happening for over a year now. The gem store seems to work just fine though. -rolleyes-
Two troubleshooting steps seem to resolve TP issues for most people.
- Clear out your GW2 cache. Instructions in the Account & Tech issue forum, in a sticky. (Apparently, sometimes a single element gets borked and prevents the TP from loading.)
- Recreate your GW2 settings file (“local.dat” is located in your documents folder under GW or see the instructions in a sticky in Accounts & Tech forum). Resetting this will also clear out some saved options, e.g. if you have the launcher remember your userID, so not everyone likes to take this step.
If neither of these options works, you’ll need to create a support ticket (follow the link in the upper left of this page to Support). The TP works for nearly every nearly all the time, so ANet would need to work with you directly to track down whatever the underlying issue is.
Good luck.
I don’t see how it would be cost-effective for ANet. It’s really expensive setting up and maintaining a server farm to run a game like this. Do you think the game would end up getting so many more players from AUS/NZ to make up for the costs?
It’s not just a matter of finding an existing server farm — I’m sure that’s relatively easy these days. ANet would also need folks to be responsible 24/7 for ensuring that the game itself runs on the servers and has the same level of uptime we have in NA & EU.
On the player side, it’s not just WvW that would be affected. Remember that, due to technical limitations, NA players still can’t play in EU instances (or vice versa), so presumably any new data center wouldn’t allow people from NA or EU to be in the same instances. You’d be see even fewer players than you see now during EU-off-peak hours.
This still might be worthwhile for ANet, except that you basically killed your own idea by stating that you think the gem costs for transferring are too high. If that’s a typical opinion — that even proponents aren’t willing to pay to move — how can ANet afford to pay for the ongoing maintenance costs of having a third data center?
I’m sympathetic to the latency you must suffer, relative to the rest of us and I wish there was a simple and/or obvious solution.
one of the ArenaNet moderators moved one of my previous videos about jute scraps that …to this specific forum
so they did
my apologies then — it’s not clear to me then, where the mods want to see stuff like this — I’ve seen similar videos moved to community creations, too.
https://forum-en.gw2archive.eu/forum/game/players/Deleting-Characters-Things-to-do/5226644
that post has people’s suggestions for things to do before deleting your characters
It’s not at all misleading. The offer is:
- Spend considerable amounts of gold and ecto.
- Get a random amount of goods and possibly ecto in exchange.
There’s no mention of whether this is a profitable exchange or not, which means people should ask, read the wiki, or remember that every other lottery mechanic in the game is a net wealth sink, i.e. most people will lose a little, some will lose a lot, and only a few will receive more value than they spend.
Naturally, those who “win” big are going to post their “earnings” — that’s part of the excitement of gambling; some people will make out like skritt and end up with all sorts of shinies. That doesn’t mean that it’s likely.
It’s easy to understand why ANet put it in the game: they wanted to remove some gold and ecto from the economy and re-introduce some high-end items (like Mystic Forge conduit materials), without creating too much disruption. Most of the people who can afford this gamble are the wealthiest in the game, so it’s also a good way of “taxing” the rich via a luxury.
tl;dr anyone expecting something for nothing should re-evaluate that point of view the next time they see something like this in game, since this isn’t the first and won’t be the last.
It’s not reasonable to expect coordinated play from a bunch of randoms in large anyone-can-come events.
I’d prefer that ANet work on ways in which it would become reasonable to expect that the vast majority of players learn these mechanics. I still see people who have played for 3 years knocking foes out of melee range and/or aoe circles (and wasting 0 defiant stacks on bosses), not knowing they can rally off nearly-dead foes, and so on. I believe the game would be more fun for everyone if more people had access to these elements of GW2’s combat system.
Hey Anet, how comes that I can’t get any copper mining picks/sickles or axes in the beginner areas?
I stopped buying the cheaper tools. I found myself spending way too much time trying to make sure I had the appropriate one equipped, juggling inventory, and sometimes forgetting and getting ruined items. At game launch 4c/use for Oric tools was too much for most mats-dropped-by-nodes, but now it’s enough of a bargain that I’d prefer to pay that than manage multiple types.
I realize that doesn’t address your stated question. I hope, however, it encourages folks to consider the possibility that it might be more efficient (in terms of reduced time and reduced aggravation) to pay a bit extra for the more expensive tools.
Do you mean the LA-> Rata portal? That one dumps you at the ‘wrong’ location.
(The Rata -> LA port takes you to the expected spot in LA.)
That’s what OP says.
Rata Sum – LA Asura Portal Malfunction
The title (above) looks to me as the referring “Rata Sum to LA” portal, which is why I asked.
- The price of 400 gems dropped below 70 g
- Noone is buying my weapon or armor skinsWhat happened? Greece?
Where have you been? The rate was 55-60g/400 gems for months earlier in the year. It only spiked up recently with the introduction of certain outfits, dyes, and the white wings. It peaks around 80g/400 gems and is now close to what it was in 2014.
tl;dr the exchange rate fluctuates a lot, from month to month, with a general upward trend.
PS If no one is buying your weapons and skins, they might have been overpriced for the market in the first place.
I can’t tell you how many times I’ve come to a champ even ‘slightly’ late, maybe it’s taken 5-10% damage, and I don’t get a bag. Conversely, I’ve hit a champion that I’ve been one of the first ‘n’ people to hit just a few times and sat back and watched the rest of the fight, and still gotten my blue bag.
“First to hit” seems to matter a lot, but I believe this is a form of client-server latency. In small or medium groups, it doesn’t matter much: there’s no difference that I’ve noticed between hitting first or last.
In zerg-sized groups, it does matter and I speculate this is due to our computers misrepresenting or misunderstanding the amount of damage the server thinks we have delivered. When we are late to a battle, our clients report to us every time we’ve met the conditions to cause damage. However, given the large number of players and various other latencies we see, I speculate that it does not accurately communicate that number to the servers.
To put it more simply, we think we just did 10k damage but the server didn’t notice. And as a result, we might not be assigned any loot.
Regardless, this doesn’t affect sigils of bloodlust significantly. The threshold for incrementing sigil stacks is really low. Against mobs of foes, you’ll build up max stacks quickly and against a major boss, you won’t.
This is a complicated topic that imo Ten-Ton Hammer & Wooden Potatoes have oversimplified.
- Should this game make it accessible for gamers new to the genre?
- How would that even be possible?
- Of those possibilities, which should they implement?
- Assuming the game is made more accessible for diverse player types, how should ANet attract and maintain more traditional gamers?
I don’t think there’s an obvious or easy answer to any of the above questions. I think (or at least, I hope) that everyone agrees that the game needs new players to join, in order to keep the game profitable. I think everyone agrees that some of those new players need to be relatively new to the genre (however that might be described). I hope that everyone also agrees that some provision should be made for frequent flyers — longtime fans, traditional gamers, and others who play a lot.
I’ve been very careful to avoid the use of words like “casual” and “hardcore” — I don’t think those words mean the same thing to everyone and people end up arguing about who is (or isn’t) hardcore (or casual) instead of the primary issue, which is still: how does ANet keep thriving? Their answer is clearly by attracting and keeping new players. The concern is from fans and genre veterans that, in doing so, ANet might have damaged (if not ruined) core aspects of the game that make it fun for traditional gamers.
I happen to like what ANet has done in terms of group events and I wish they would do more of this. Tequatl, Dry Top, and Vinewastes event chains are all examples of event chains that challenge the community to figure out how to accomplish something that many call impossible when first released. The community succeeds and then refines the method so that anyone (and everyone) can participate, without risking a ‘win." (Then, of course, the frequent flyers find it boring, because it is “too easy,” but that’s inevitable.)
I have friends that like the simplicity of the revamped mechanics for leveling up, for unlocking and learning skills, and learning how to deal with all the stuff in the game that is new to them.
That leaves a ton of content in between and I agree that ANet doesn’t seem to have given enough thought to that.
Some of the limited-edition dyes have been great investments. Some not so much. Some were big winners for a time and then after ANet re-released them, they were losers for a lot of people.
They aren’t so much investments as they are speculation — keep that in mind that you might win (like Allisa did — gz!) and you might lose big, depending on how much you pay “now” and how long you wait.
I really don’t understand why account-bound collectibles drop randomly.
- If it’s random, make it tradeable.
- If you don’t want us to trade the item, don’t offer it randomly.
If the drop rate is too high, like this raven, people feel it’s a wasted drop. If the rate is too low (like the mini ghost dog from Halloween), then people feel trolled that they can’t get it themselves.