At this point it needs removed from the rotation until it is fixed. This game breaking bug being here for over a month is NOT acceptable.
It should be fixed with high priority, absolutely.
But I don’t want Cliffside removed from the rotation in the meantime. For one, that takes time (and testing resources). For two, if you’re careful, this particular bug can be avoided. And, to be fair to ANet, this isn’t one particular bug, there’s a couple of ways that the hammer can go missing — what they probably should do is find a way to replace the hammer (e.g. interactable anvil: do you want to destroy existing hammers to get a new one? Yes|No?)
And of course, despite the complexity of the issue, they should fix it ASAP.
To be fair to the OP, it would be better if there was some consistency in names used:
- Personal Armorsmith: offers gear appropriate to your level.
- Town Armorsmith: offers gear appropriate to the area.
Be also good if you could tell if such armor was or was not salvageable, especially if it can be sold on the TP.
These changes are great and welcome. Exactly what the TP needed.
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PS I agree with people who say the UI could stand one last tweak regarding fees and profits. To be fair, though, and as some have mentioned above, there are a lot of numbers that people “need” to know:
- Sale Price: gotta make sure that’s clear.
- Listing Fee: has to be clear so people know how much they need to pony up to even sell the item to highest bid. It’s a “fee” since you pay it regardless of whether your item(s) sell.
- Sales Tax: I’d call it a “tax” because it is applied only when you sell.
- Gross Profit: this is how much people are going to see in their in-box. If you don’t post it, people will wonder where their money has gone.
- Net Profit: this assumes you only list once (TP can’t be expected to keep track), which is Gross Profit less Listing Fee or alternatively, Sale Price – Listing Fee – Sales Tax.
Unfortunately, it turns out that a incredibly huge fraction of humanity tends to end up losing focus when seeing more than a few numbers relating to the same transaction. Coming up with a display that informs without being distracting turns out to be a lot more difficult than it sounds (heck, look at how hard it is for people to agree about what these things should even be called).
That said, I think ANet should err on the side of presenting too much data and worry about how to make it simpler to read later. Much better for a truly free market (and people’s wallets).
Gz Pdavis !
and thanks to the kind soul who donated; that was very nice.
lots of ugly backs (LOTS,) helms and shoulders amid a few that look decent…how many full armor sets have been added since release that were not from the gem store? OH that’s right, 3… the ascended sets that imo look horrible and cost 400+g to make. How many armor sets ( and a bunch of great looking one’s at that) have been added to the gem store? I’ve lost count. Your right, even though MANY weapon sets have been locked behind boxes, a few great looking weapons were added with the champ loot boxes – on the weapon front I can’t complain…armor is a whole other story.
IF they added a whole new armor set in game every two weeks, you would be complaining about the cost of transmutation charges.
If they handed out free, new legendaries, in a month, some would be complaining that they haven’t delivered two sets of free legendaries.
gw2spidy et al shouldn’t be directly affected — they are changing the UI, but they didn’t say a word about the APIs involved. The item and skin APIs still deliver accurate details about item names, vendor sellback value, cats/subcats, etc. The “spider” that spidy uses to crawl the TP should also still work to bring back prices.
I didn’t see how anything is changing for the mechanics of pickup. It’s just a different way of seeing what you have to pick up, without having to leave the buy/sell screen you’re on. I did like the system in place during BWEs, where you could choose to take the coin (but not items) and (way back) even choose which items you wanted (default: take all). They scrapped that due to performance issues, but maybe they figured out how to handle a few million transactions a day.
With luck, TP 2.0 will make it easier for people to know what they are missing by selling to highest buy order.
https://www.guildwars2.com/en/news/introducing-the-new-trading-post/
How did we get from discussing the increase in the price of minis to Mawbrey II and Bloodstone Dust? (rhetorical question — I saw how it happened).
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The purpose of the post was to demonstrate the magnitude of the price jump. As some predicted, prices for set 1 are already dropping, but (different from those predictions) set 2 & 3 are still trending higher.
- Set 1: 280g -> 944g, → 657g ?234% (vs 330% in the first 3 hrs)
- Set 2: 92g -> 318g, → 359g ?390% (vs 345%)
- Set 3: 336g -> 1,192g, → 1,216 ?361% (vs 354%)
Someone asked why I happened to have tracked prices just before the announcement. I actually track them daily, using one of the popular 3rd party APIs, so it was just a matter of copying the data from day before and saving it in a separate column and then comparing it to today. I just got lucky that one of the things of interest to me happened to have been affected by the announcement (and was easy to report about).
I am a seller soloing arah p2 and today a buyer came in and in a few seconds , less than a minute, he was next to me and going after Brie to finish her… It was a warrior. I have been doing arah for a while now, and from the waypoint it is possible to get there this fast, but I was in combat at the time so he couldnt take the waypoint, which leave me with no clue on how he scammed me.. any idea ? a way to prevent this would be great .
@OP: I never think it’s worth a player’s time to complete an investigation into potential exploiting or game abuse. If you think someone exploited, report them by creating a support ticket, offering as much evidence as you have. ANet has tools that we don’t to figure out what’s going on. You’ll only be wasting ANet’s time if you report people without good reason; in this case, it seems like you have cause to be suspicious.
Other posters are correct, however, that a single report might not lead to any action you can see. That’s why it’s important to file the report: yours might be the first or the 5th and either way, that will affect how ANet approaches their investigation and decides how to respond.
Please tell me what’s wrong with soloing a path, I’m listening.
As I see it, if you can solo something designed for 5 players, then it needs to be rebalanced so that it needs 5 people.
- “Designed for 5 players” — which five players? Expert players? “Average” players (assuming we even know what that means)? Novice players? Or the lowest common denominator of those able to use skills?
- “Needs 5 people” — why do dungeons have to require 5 people? Isn’t the game more interesting when people are allowed to invent challenges the developers never dreamed of?
- Soloing content is an honored tradition in RPGs and even MMOs. Is there any reason to prohibit it?
——————————
Anyhow, we’re completely off topic. The OP wanted to know if there was a way for someone to get from the start of Arah to the end boss so quickly.
The node farm article has been on the wiki since headstart. It should be linked from various other articles.
It’s unfortunate that this hasn’t been addressed yet. If traits require specific events to unlock, then those events should get priority when addressing bugs. It’s also one of the more interesting event chains out there and I’d like to see more people do it for its own sake.
Magic find isn’t always the answer. It’d be awesome if it was.
I’ve seen people with 87% magic find get a lot more high quality drops than someone that has 125%. Which is really a bummer.
The affects of magic find are only noticeable after 100s of drops. The difference between 87 and 125 is only going to be consistently significant after 1,000s of drops. It doesn’t guarantee you better, it instead accumulates better results over time. Since I get maybe 30-40 total drops in an FotM run, I’m not sure how noticeable it would be even after only a few runs.
Two of us have been running FotM about 4x a week; we each have about 200% MF. We don’t see Mist Essences every run (of 4 fractals); we do see 1-2 per week between us. Your mileage will vary.
Yeah. Point of the post was to express that things are kind of dodgy now, but would have been noticeably worse without the gem store options.
So we don’t stray too far from the topic, I’m of a similar opinion as the OP, but what strikes me the most in these discussions are recurring claims of entitlement among ‘dissenting’ players, and a belief that the core content is all one needs to enjoy the game. I think this is false. We cannot project our own experiences onto those of others, especially when discussing a leisure activity. There’s a certain threshold of reasonable expectation, of course, and I think this post and many others like it are well within those bounds.
I have never used or implied a sense of “entitlement” as a reason to dismiss concerns. I agree that everyone has a different sense of important and fun.
However, I strongly disagree with the idea that there is anything in the gem shop that is required to play the game. Sure, some people might want stuff in the shop to fully enjoy the game, but that’s entirely different from mastering the game’s mechanics.
The statement “the gem store has contaminated the game” implies that this is something that affects the vast majority of the community and is making the game unplayable. I think that’s an unfair characterization of what amounts to a strong personal opinion that game isn’t delivering what the writer hoped for. It’s also hard to have a reasoned discussion about it, because it offers such a stark view of the way in which the game has been designed. It doesn’t leave enough room for dissenting opinions or for working out what can be done differently.
I think the more accurate statement would have been, “the game could be more fun, if it offered more ‘rewards’ outside the gem shop” — that suggests something we can discuss and that ANet can address in variety of ways. And I hope it remains true to the OP’s point of view.
I think the OP gives too much credit to ANet in this case: there are almost no “comforts” in any home instance. There’s no bank and you can already get to any city for free, via the mists. And the boomerang effect is cancelled if you exit the home instance to anywhere except your originating location.
So the only convenience is being able to gather from your home’s nodes; that’s not “all the comforts,” that’s a “reduce the loading screens” effect.
ANet is terrible about hyping their own products. They give too much credit to little things (“all the comforts of home” or “changes galore”) and too little credit to things that would get a lot of positive attention (has anyone noticed how rarely people get ruined mats now? they fixed a bug that really irked people and never mentioned it in the patch notes).
I hated how the food bug allowed everyone to pretty much get Liadri for free. It ruined an exclusive, skill-based mini that you could showcase.
Food bug? Everyone I know got Liadri legit (and I know some people still working on it.) I think one of the reasons you see more this year is:
- They made the achievement easier by improving the UI, including marionette-fight-like tells.
- There were significantly better guides out this time.
- Wait times weren’t as bad, except during peak hours.
So, I’m sure some of the minis out there were “un-earned,” but I doubt very much if the number is as large as suggested.
edit: kitten filter doesn’t like “big” in the context
(edited by Illconceived Was Na.9781)
@Illconceived Was Na
Response for my ticket was clear, there is nothing what they can do with it, it was my decision to buy another compendium and it was my mistake I didn’t read that account bound note even if item seems be tradable (because it is on tp
). They also can’t transfer this compendium for my friend (they didn’t say why).
I don’t even want create another ticket because in my opinion one answer was enough and any other tickets with this problem will be pointless.
I’m sorry to hear that. In your shoes, I might follow-up on the ticket by reopening it. Sometimes, the first level of support that addresses your ticket follows a kind of script for dealing with common situations. That person is almost never able to consider special circumstances or voluntarily escalate to someone with more authority.
If you ask politely, I feel certain that you can get a supervisor to review the situation. They might still conclude that it was your fault & there’s nothing to be done. But, they might also be able to figure something.
I think it’s reasonable to expect that stuff on the TP that was sold once could be traded again to someone else. I’ve made similar mistakes before, but all were under a gold or two. This one is 100g and seems too big not to get a second look.
Good luck whatever you decide.
We seem to have gotten far afield from the original post, which stated that the issue isn’t that precursors are expensive, it’s that there’s a high demand for only a few specific ones. I haven’t seen anyone disagree with that.
I also haven’t see anyone disagree with the statement that the drop rate supply of the coveted precursors is probably the same as for the undesirable ones. (The Mystic Forge supply might not be, since people tend to try for specific ones.)
So the question is: should ANet be responsible for artificially increasing the supply of high-demand items? Or is it reasonable to let the Free Market set the price? Any economist will tell you that markets are always more efficient about allocating resources than any government or business consortium. But “efficient” isn’t necessarily the same as “fair” or “fun.”
For some reason, acquiring a legendary has become important enough to some people that it’s interfering with their ability to enjoy the game as whole. I happen to think that’s a shame, regardless of whether that’s from some sense of Entitlement™ or because it feels so random when someone gets a pre or for some other reason.
I also think it’s probably not something that ANet can resolve to everyone’s satisfaction. Having total control over drop rates and the economy doesn’t mean they are omniscient enough to deliver to each according to their needs and demand from each according to their abilities. It doesn’t mean they know how to set the perfect drop rates so that everyone who Deserves™ a legendary is able to earn one, without spending too much (or too little) effort and without upsetting the rest of the economy.
I don’t really have a tl;dr except to say this sort of problem is so complicated to untangle (economics, sociology, psychology, ecology, & a few other logies) that I can’t think of any community (government, business, game environment) that’s gotten it right. It would be great if people recognize it’s not just one or two things and there aren’t any simple fixes.
@THEmeltor: Find someone to loan you the money. There should be some well-known people on your server (commanders, trivia contest organizers, etc). I can think of 15-20 people who post helpful comments regularly on the forums (and that I’ve never met in game); any of them might be willing to do it for you, too.
Every farm is repetitive; that’s what makes it a farm. Every farm takes you “out of the game” — none of the people who ran the Queensdale farm were “playing” (well, they were, but not in the way suggested in the OP).
So those parts aren’t broken.
As for the price of BL Keys: we know they are an okay price already, because otherwise ANet would have discounted them permanently ages ago. People like playing the lotto for the chance of the big win. They like it enough that they are willing to overpay for the privilege and that turns out to be good for the rest of us, since it leads to more income for the game.
Great ideas here.
GW1 allowed you to sort by age or alphabetically. And you could use keyboard shortcuts to navigate: → and <- to move right/left and the equivalent of [f11]+© would take you to the character select screen.
There are so many rewards in this game. It just turns out if they are easy to get, the community tends not to value them very much. Pact Weapons have unique skins and a few decent effects, but everyone gets them from completing the story, so pfft. We get zephyrite skins for “free” with enough achievements and… well, much as people seemed to like them originally, I don’t see them much anymore.
ANet has provided a huge number of ways to get shinies, the primary one of which is the TP. ANet has given us foes that nearly always drop something and the stuff we don’t want turns out to have value to someone else, thus we can sell wanted “junk” and buy the stuff we do want.
The game is definitely missing a place to store your money, so you can more easily budget for the stuff you want (but which costs more than you have). I tend to “hide” that sort of coin by putting in lowball buy offers. Sometimes, the market shifts for an hour and I get the item cheap, other times I have to up my offer so it’s more competitive.
More so than seeing the repeating dialogue, I dislike this concept of being forced to repeat the exact same instance several times to even try to get the achievements. The earlier living stories made it challenging to get 3/3 first time through. This instance, it’s designed to be impossible.
I would have preferred that you could get one of the three (great detective, lousy detective, or efficient) and two other unique achievements (e.g. spot the person who arrived without an invite or whatever).
It will be great if the achievement instance allows one to skip stuff, but it would be better if more of the achievements weren’t mutually exclusive in the first place.
Great list. There’s also delusion, which still drops, but can’t be sold because it’s account bound still. (They forget to re-tag it after the wardrobe chain.) The same skin, however, can be unlocked by two karma items.
Item ID is: 47095
Skin ID is: 4728
The other items are 30758 and 30760.
I’ve abandoned the LS a couple of times; worked fine. In one case, I manually switched to play the personal story; also worked fine.
Aenaos: what did support say in response to your ticket?
I don’t accept the premise of the original post. There’s nothing in the gem store that anyone needs to play the game. Black Lion Chests have always been lotto tickets and anyone who thinks otherwise hasn’t been paying attention.
Besides, anything dropped by those chests can be purchased from the Gem Shop directly or from the Trading Post. If you have 600 gems to get Belinda’s greatsword, you can afford to buy over 30 BL skins from the TP. Chaos skins are all available for under 100g, i.e. about 1,100 gems if buying with cash.
I have yet to spend cash on gems and I know I’m supporting the game and also able to afford some (but not all) of the skins and other luxuries.
I recorded the approximate sale value of each official set of miniatures last night (before the blog post) and again today less than three hours later. Here are the results:
- Set 1: 280g -> 944g, ?330%
- Set 2: 92g -> 318g, ?345%
- Set 3: 336g -> 1,192g, ?354%
(I’m sure those numbers will have changed by the time anyone is reading this.)
Of course, I had just last month finished selling off the last of my Set 1 exotics (at a loss) and all of my Set 3 minis (at no loss), so… whelp, wish I had held on to them instead of being “efficient.”
(For the record, I think this the new feature is a fantastic quality of life change and I’m okay with its drastic impact on the market, even if it means I lost the opportunity to clear over 1,000-2,000g.)
I find several major problems with the trait system as currently implemented:
- All unlocks are identical for all characters, forever. There is no variation for veteran players, by profession, or after the Living Story changes events in the area.
- It discourages experimentation. Under the old system, you could swap between e.g. Mantra-traits to Glamour traits to learn about those skill types. Now, you’re locked in.
- It goes against the “play as you like” leveling up that is offered in every other part of the game. Skills are unlocked by tiers that are unlocked by spending enough skill points and those SPs are earned by…playing the game. Crafting is leveled up by …crafting, whether it’s refinement, discovery, or whatever.
- It forces people to play EotM, WvW, and PvE. In contrast, you can earn skills by playing any one of those modes. Exposing people to all play types is good; forcing them is not.
- It gates traits arbitrarily, instead of meaningfully: power trait unlocks have nothing to do with power.
Previously, I was interested in leveling up new toons for the pleasure of learning the game all over again. Now, I avoid it like the plague, because it feels completely restricted and tedious.
My recommendation: make the system more like skill unlocks:
- Use skill points to unlock traits. Spend enough to unlock a tier.
- Have only one event-related gate per trait line and offer 5-10 different events.
- Unlocking the toughness tier should require durability, rather than DPS. Unlocking Necro traits should require Death Shroud; unlocking mesmer traits should require shattering, etc.
- The end result should be open-ended gating, similar to how skills and crafting works.
It is generally not worth it, since you could spend the same amount of time doing other things you might like better and using the gold you get from that to just buy the skins from the TP. It’s definitely cheaper than buying keys from the gem shop, so if you really like playing MMO lotto, this is the most economically efficient way to do it.
I’ve stored other people’s data for about 2,300 keys and the average seems to be about three to four full tickets every hundred chests, i.e. about 25-35 runs to get a complete ticket.
However the “variance” seems to be high, meaning don’t be surprised if it takes you 15 or 50 runs.
Its funny how people still think heavy and medium is still as good as light armor after the patch hits.
Stop lying to yourselves / playing blind. Anet already announced the new mechanics. No matter how hard you try to counter it, the fact that it was stated that light armor users will get more light armors than the other 2 is already enough of a statement that says kitten medium and heavy classes.
Light armor have the cleaves. Elems have auto attack fire staff, dagger, aa water dagger, fire staff number 2 etcetc lots of aoe potential. Necros have marks. Never played mesmer. But currently the most classes i see running around in zerg tagging mobs are
Necros, guardians, elems, rangers and engineers. Sadly after patch, it will be down to elems and necros
Fact is: we don’t know what it will be like. What we have to date is speculation based on absolutely no information. Heck, no one has yet presented the “before the patch” data that we could compare, so I doubt we’ll even know after the patch what exactly has changed.
In no particular order:
- Gems. Think of these as bonds. You won’t make a ton of money (since you pay taxes to convert gold to gems and you’ll pay again on the other side). On the other hand, it’s almost certain to keep going up.
- BL chest weapon skins: these also always go up. Some, go up a lot (tormented, zodiac) and some not so much (jade, lovestrucks). But they always go up.
- Contracts (TP, bank, hair): high risk, low reward imo. These will go up, but anybody’s guess if anet introduces other ways to get them. Also: they are priced pretty high now.
- ecto: as a necessary component of any high end gear, these will always have value. Their gold value goes up steadily, but when you come back, you’ll need these for something.
- UnID dyes: there are no cheap sources of these any longer. If people are still playing, these are bound to go up. Although with current prices, not sure there will be much profit.
- Limited edition dyes: these dyes get returned to the gem shop periodically, so they’ll never be mega profitable. However, they tend hold their value well, especially if you purchase them when they are at historical lows.
- Popular other dyes: abyss and celestial, similarly, seem to be increasing slowly in value. And you’ll always be able to sell them.
- Any mats besides ecto are very risky. They could spike in price, like silk and linen, or they could tumble. OTOH, some (like leather at the moment) are so cheap that, at worst, you’d be risking 1c/unit price. Buy now at vendor +1 and you might get lucky.
Good luck at school.
I see that people that have bought more than 3 Commander tags will be getting a refund. This does not sit right with me. Those of us that have 2-3 Commander tags invested a lot of time, effort and resources to procure them, yet we are being blown off as insignificant. 100-200 gold and 250-500 badges of honor is not just spare change to most players! We deserve to be re-imbursed right along with the Big spenders!
You aren’t being “blown off as insignificant.” ANet explained the rationale, other people explained it above. No one is getting all the money reimbursed and unless you bought the second tag just before the announcement, you got full use of two characters with tags.
Here’s the other way ANet could have handled it:
- All commander tags are removed from all characters.
- Each account gets a 100g refund per tag. Perhaps also a badge refund.
- Anyone who wants an account-wide command tag with an option of four colors gets to pay 300g + 1,500 badges.
I hope you’ll agree while that would be “fair,” it would also create unnecessary work for ANet, their support team, and every player involved. Doesn’t it seem more reasonable to give a discount to people who spent more than 300g, but not to those who spent less?
In three months, most people who bought tags on a lark are going to stop displaying them. Most people who use them to command/lead/guide will continue to use them to good effect.
Rather than make it easy to hide the tags, I’d prefer that ANet introduce a system that requires commanders to earn their Doritos. That way, only people who actually lead will appear on the map.
When they released stuff every two weeks, people were upset that the changes came too rapidly. They said, “game feels like a treadmill” and “I’d like some time to absorb some of these changes.” Now that they’ve slowed down the pace (a few updates, a break, a few more updates, …), others are complaining that it’s too slow.
There’s no way to please everyone; ANet is going to try to balance those who want to go fast with those who want to go slower.
It’s not possible to put in four greens and get a blue. It’s also not possible to get less than the average level of the inputs, except when the output is an exotic that should be L80.
There are several other existing ways to access the forge:
- Mystic Forge Conduit, allows you access from anywhere. Unfortunately, only available on the TP for ~500 gold.
- WvW Home Borderland, in your side’s garrison. Unless you are in a Tier 1 or 2 server, this should be reasonably accessible, except perhaps on Fridays after reset.
- Royal Terrace and the Captains Heir Airship, both of which are behind a gem shop wall.
I’d love the chance to something with unneeded gathering tools besides delete, but for a variety of reasons, I doubt we’ll see any recipes that can use them.
Most people don’t post on the forums or reddit. Hardcore gamers do and many are upset that GW2 isn’t delivering the sort of content they expect two years after release.
People who are passionate about certain aspects of the game will keep posting over and over (and over and over) indicating the direction they’d like things to go and people will bandwagon support atop such threads. (That’s why we see posts about SAB, new races, mounts, and fishing.)
That means, it’s really hard to tell what most people are feeling about the game. Anyone who says they know is making it up.
My guild lost a ton of people who joined when the game launched, which makes it sound like people don’t like the game. Then again, the guild is now larger than it has ever been, which makes it sound that maybe most people love the game. But really all it means is people come and people go, which we know without asking.
tl;dr We have no idea if people in general are happy or not. ANet has data, but they aren’t sharing it (since that’s industry standard procedure, we can’t even draw conclusions from that).
I see. Thank you for that information sir lakoko. Guess i need to open more the and hope i get lucky xD
Wiki is unreliable as ever.
The wiki is more reliable than you suggest. The problem is that ANet said that this item would only drop for a very short period. It wasn’t until later that people reported the hair contract was still dropping and it takes time for that information to trickle back to the wiki (even Dulfy, who runs her website as a full time job isn’t always able to update everything quickly).
Regardless, the drop rate is still so low that it’s difficult to get enough reliable data to estimate it.
I agree with Ayrilana’s advice, with the exception that I would start producing clovers as soon as you have enough ecto, obsidian (from karma), and skill points. It’s really tedious and not everyone enjoys trying 250+ times in the same session. (My average is ~256.)
where’s the money in fractals?? you only get drops or 1 or 2 t6 mats at the end
Karma, not gold. You need a ton of it for each legendary.
Either way, I felt that I should bring attention to it.
I agree. It’s up to ANet to decide if stuff is important to fix or not; all we can do is let them know.
@Khesi: what did Support say in response to your ticket? 100g is a lot of money and this wasn’t easily preventable: you didn’t get a warning message when you put the money up, the item description doesn’t say it can be resold. Somehow, it seems to me that there might be something they can do for you.
Great detective work by Stin Vec. I wonder if there’s a way we can prominently sticky the most effective tips here, so that when this comes up again (as it surely will), the next people to experience this issue can maybe troubleshoot the issue on their own.
Just tested it – the IP changed to 206.127.146.85 and it works now….
They should really add some kind of watchdog so at least the tutorial-instances should never be able to get stuck like this…
Good idea. Be great to see that for any dynamic quest that has gotten stuck often enough to generate multiple reports.
Just bought 300keys cause of sale and havent got one ;c
I wouldn’t expect one of the contracts to drop for fewer than 1,000 keys (and even then, wouldn’t surprise me if you didn’t get one even then). That’s any of the contracts, not any particular one.
my point was it’s not worth the price of a legendary for just hair..
I don’t understand this. It’s worth the price that people are willing to pay for it, regardless of the cost of a legendary.
It’s not worth it to Cheshirefox. It might be worth it to others. That’s how free markets work.
It is NOT worth it.
Magic find is a gold sink (for a few players : those willing to quickly upgrade it), nothing more.I’m running a base 232% + birthday booster + guild boost + banners + food = 402% magic find in EotM for hours (with really a lot of bags grabbed on the ground, filling frequently my whole inventory), i just don’t drop anything : lot of whites, a few blues, some greens, a few golds, that’s all.
It’s “magic find” not “miraculous find” — you are still going to get whites, blues, and greens. You are, however, getting more greens (and rares) than if you had 0% MF.
They follow mostly the same rules. It’s just more unusual for them to become too crowded, so they probably despawn less quickly than other instances.
Anyhow, glad that guesting fixed it for you and I agree, they should fix whatever it is that bugged it out in the instance you identified.
Look, you can disagree with the reasons, but that doesn’t mean they don’t exist.
Personally, I gating is usually an unimaginative response to whatever actual issue the devs are trying to address. The initial release of GW1 and GW2 gated by difficulty: a lowbie toon could enter max-level areas, but without a guarantee of survival. I prefer gating by scarcity/cost, rather than artificially by time.
So, I wish the game didn’t have time gating on crafting or acquisition of mats, but I understand the motivation.
It’s also useful to salvage mid-tier items because the comparative rates of T6:T5 drops are generally lower than e.g. T4:T3. I have data on the difference between using mystic or basic kits on salvage items: generally, the total amount of mats returned is about the same, but the proportion of tier n+1 is higher using the mystic kit.
If I have time, I’ll try to collate the data here with mine and find some way of presenting it, so others can draw their own conclusions.