GW-GW2-linking issue: unable to link accounts
in Account & Technical Support
Posted by: Illconceived Was Na.9781
Will it be ever fixed?
ANet probably doesn’t consider it a “bug,” so they aren’t likely to think anything needs to be “fixed.”
I know it must be frustrating to have spent time and energy towards working on the HoM, only to be told the accounts cannot be linked. Sometimes RL is like that: no good options, only bad and worse ones.
In the “less bad” category: there appear to be a few sales of GW1 going on this week, so you might be able to pick up Trilogy (Prophecies/Factions/NF) for US$15 and an EotN bundle for another US$10. It will be annoying to have to go through all of it again, but then again, you won’t have to worry about someone “coming back” and claiming the account later.
Also: check with your friends/guildies in GW2: a lot of them have all sorts of “wealth” in GW1 that they aren’t using and can help you stock up your HoM. I just did that recently for a few of my friends, so the only time-consuming process will be completing enough of EotN to unlock the HoM (you can buy tapestries instead of completing quests).
Good luck.
the skin was basic and ugly in the first game, not really sure why they chose that skin set to bring back
That’s why it’s good that they add so many different sets to the game: something for everyone.
So I wanna start key farming but I don’t have the deluxe edition of gw2, my question is, the two week golem banker on the tp is that for every toon or just the one u buy it on.
I’m hoping it’s like deluxe edition one where it mails it to every new toon you make
Unless you are trying to beat someone’s record, you’ll only save a minute or two. Start doing some key farming and after a week or three, decide if it’s something you want to continue so much you’re willing to plunk down some gems to speed things up.
edit: grammar
(edited by Illconceived Was Na.9781)
ANet has, on various occasions and in various ways, said that they are happy with the way the Trading Post works. Therefore, it is incumbent on those wishing to change the system to point out why it would be worth ANet’s time to implement a system that competes with the TP. So far, I haven’t seen anyone make that case.
Yes, we are missing a component of trading that is extremely fun for a subset of the players. And yes, it can be inconvenient to send stuff through the mail. And yes, there’s no direct way to trade one item for another; you have to go through the TP and pay the fees.
Outside of that, the current system already covers everything else:
- Scamming is impossible.
- Market-savvy players cannot take advantage of others, because they have to compete with the rest of the market.
- Everyone can see market prices and will only ever pay market prices for an item.
- People trade with everyone in the NA and EU regions, rather than the small subset of people in the same map instance.
- No one has to stop playing in order to find a trade partner.
- The enormous size of the TP ensures that no one can dominate any single niche for long and that markets will come to equilibrium quickly after changes to the game.
- The TP fees create one of the few MMO gold sinks that scales with the economy: it sucks more coin from the economy when people have more coin to spend. This reduces the rate of inflation better than any type of traditional (but static) gold sinks.
- And yes, it almost completely eliminates trade spamming, something that a lot of players seem to be happy about.
One additional question that ANet would need to address: if they do decide to add P2P trading to the game (with all the bells & whistles and anti-scam systems), what other features will they have to postpone or never consider for the game?
It only became a “lottery” once they added and promoted weapon skin tickets and that’s because most players simply discount the other items that are dropped. I have a bank tab set aside for boosters, tonics and services that get dropped by chests. I have another for BLSKs. Maybe someday I’ll decide to use them. But I never doubted that a chest with no ticket didn’t have an average value equivalent to the price of a key.
It’s always been a lottery, but the “big prizes” weren’t very attractive and didn’t seem obtainable.
Regardless, I suspect we’re only quibbling about the word choice and agree on the main point: buy (or farm) for BL Keys if you really like opening the chests. If you instead want specific goods or services, buy those on the TP or from the gem shop.
The event “Help the Night warband reach the Incendio Templum” is now bugged.
The NPC’s almost reach the end and then stop, meaning progress cannot be made.
That used to happen occasionally before this patch. Have you tried guesting to another world and then reentering the zone? (Make sure no one is in your party before you do this, otherwise you’ll end up in the same instance). Works best if you guest to one of the high-population worlds in your region.
According to this guy the permanent hairstyling contracts haven’t been removed from the loot table yet. Whereas they should have been removed with the new patch.
(might “this gal,” since redditID is diane47)
Later in the post, the redditor confirms that they received the contract after the most recent patch. (There’s some evidence of this in their screenshot.)
OP try this:
- Unequip all weapon sets (not just change them out, but set it up so your character has no weapons).
- Ensure that the only “on swap” sigils you are using are the Superior Energies.
- Ensure that you have both equipped in the same hand, e.g. both main- or both off-hand. If using two-handed weapons, make sure the sigils are equipped in the same spot (first or second). For testing purposes, don’t mix/match 1-handed with 2-handed sets.
- Repeat your tests and post here.
If it works, great, you’ve solved the issue. If it doesn’t, you’ve provided controlled test results that ANet can use to troubleshoot.
(You can save money by experimenting with the major or minor sigils.)
Note to any ANet ppls reading: regardless of whether there’s a bug here, figuring out which sigils are going to trigger shouldn’t require an advanced degree in Computer Science or knowledge of decision trees. Please change things so it’s easier for the casual player to know what will happen if they combine 2, 3, or 4 sigils in any of a variety of ways.
OP: thanks for all the data! Well done on your amazing ride to 1,000 keys (and your patience in waiting to open them all).
For me, this provides sufficient evidence that ANet has always intended BL Keys to be a lottery and not as a primary tool for acquiring any of the goods or services they might drop.
- Even during double-scrap/ticket week, OP only earned about 35% of the coin value to buy 1,000 keys; even including gem value of non-sellable items, the OP’s net gain is less than 70-80% of the cost of the keys. (During normal weeks, the returns would be even worse.)
- As Behellagh.1468 says, when ANet writes “rare,” they mean “almost never drops.”
The true value of the keys is the excitement generated when you open a chest; most of us will never see a good rate of return. It’s the anticipation of good fortune that makes them worth acquiring.
!http://zippythepinhead.com/Merchant2/graphics/00000001/98/images/ZIT80507.gif!
In other words: if you really want an item (skin or contract), buy it from the TP.
To the OP’s points:
- Precursor prices are higher than ever, but that doesn’t mean they are “too high.”
- If you really want to acquire one, there are a number of ways to do so without “playing” the TP.
Of course it’s frustrating when your goal was to save up 600g but the weapon’s cost has skyrocketed to 1,200. On the other hand, that 100% increase is far less than what we’ve seen for other coveted weapons.
There are several reasons for the recent dramatic increase in prices:
- The wardrobe (and the ability to wield the legendary skin on every character) spiked demand.
- Inflation plays a role, too. With the game nearing its second anniversary, players have acquired more and more wealth (my friend logs on once every two weeks now and each time she comes back, she throws some of her hoarded inventory on the TP and returns to find 80-120g waiting for her). We’ve figured out ever more efficient farming techniques.
- There’s been a decrease in supply: people who were mass-producing precursors in the Mystic Forge have slowed or stopped their assembly lines (the profits have sharply decreased due to changes in which exotics Zommy offers as consolation prizes).
There’s no easy way for ANet to resolve this:
- If they increase the drop rate a tiny amount, the cost of building a legendary might actually increase: more people will start hoarding T6 mats and lodestones, driving prices of those items up (and there’s precedent that suggests that even precursor prices would rise, too).
- If they increase the drop rate by too much, then legendaries become devalued for the current owners.
The problem is as much sociological or psychological as economic: as humans, we covet things that are cool-looking and rare…until everyone has them and then we want the next new thing that no one else has. (Sure, a lot of us will want the item for its own sake, but it’s the others that will dominate the demand that affects market prices.)
I think those of us without legendaries are, unfortunately, going to have to tough it out until ANet announces Legendary Set II or Legendary Armor and splinters the demand.
I run a d/d thief with sigil of fire and sigil of air. I’ve noticed recently there is a random bug where i’ll enter stealth as a mob is channeling an attack and the hit will land on me while in stealth. That will lead to either sigil of air or sigil of fire to proc and reveal me. These are only suppose to proc on crit so not sure what’s going on here.
Some traits (and retaliation) trigger an effect or cause damage when hit; those effects can proc, too. Double-check you don’t have anything like that in your minor/major traits.
This doesn’t sound like a bug to me; ANet might decide otherwise.
“Range” in a description can refer to many things. In the case of Phase Retreat, it refers to the maximum distance between character & target in which the skill will generate the clone. The description says nothing about how far the caster will travel.
There are actually four scenarios and, in theory, the caster might be moved a different distance for each. (In practice, I suspect there’s at most two: foe targeted and foe untargeted.)
- No target selected (or auto-selected): No clone. However, character is moved opposite to the direction they are facing.
- Target selected, but it is farther than 1200 units from character: No clone. Character moved away from target.
- Target selected that is within 1200 units of the character, but obstructed (or is able to block/evade/miss the attack): No clone. Character moved away from target.
- Target selected within 1200 units of the character: Clone created and character moved away from target.
Presumably, the distance traveled is the same in (2) & (3) (and probably (4) as well); it’s possibly different for (1). I haven’t seen any published results of controlled tests to measure it.
Language note:
“Range,” as typically used in English, refers to a maximum distance; it almost never means the distance actually traveled.
- Example of Range: The Enfield Rifle has an Effective Firing Range of 550 yards.
- Example of Distance: I’d be lucky to hit a barn door at 50 yards.
- Example of Both: Under proper conditions (wind, height, etc.), an expert can hit a target as far as 3,000 yards away. (It’s the theoretical Maximum Range, i.e. the distance a tiny number of people can reach using this weapon.)
You can have two active crafts at a time. Deactivate one of your existing disciplines (2nd or 3rd option) and you can learn the third.
If you want that character to return to the previous disciplines, you can pay a fee (40s maximum for Chef & Jeweler; 50s maximum for the others).
You can’t sell the outfit, but you can request a refund by creating a support ticket. Explain the situation —- sometimes support is able to help (sometimes not). It only costs you a few minutes of your time to find out.
If you’re an average Joe that just started playing, of course it would be difficult to come up with the listing fee for one of the most expensive items in the game. But if you’re an average Jane that’s been playing a while, you can liquidate some of the stuff that’s been sitting in your bank (if you play alone) or get temporary help from your guildies or friends.
The first two people I knew who got a precursor weren’t interested in Legendaries, but they couldn’t afford the listing fee (this was back when Zap was selling for 200-300g and most people didn’t have 10g+). In both cases, other guildies were able to loan the money and each was paid back after the sale went through.
So, no: no one needs to sell it via mail and take a risk.
tl;dr I’d like to have that problem of getting one of the most expensive items in the game and having to scramble for the listing fees to become one of the 1%ers.
Keysus of Nazareth posted data on reddit for 250 chests
- 115 scraps
- 5 tickets
That’s 16.5 skins from 250 chances or 6.6 skins/100, not quite double the wiki’s 3.6 skins/100 (pre-August data of 1248 chests) and more than double the 2.7 skins/100 I recorded from Reddit (pre-August data from 825 chests).
Again, I don’t think the data I’ve presented is enough to establish a specific drop rate for either period, but it does suggest there’s a notably better chance at the moment to find tickets+scraps compared to last month. I’d be interested in any additional data that we could collate and compare.
If I worked at ANet, I’d be asking to see data for at least 10,000 if not 50,000 chests before authorizing someone to spend a lot of time investigating this.
Ironically, it would be relatively easy for ANet to produce such data via a script, but difficult (not to mention costly) for the player base who have to collect the data manually.
Following this argument, ANet could make up whatever story and then just ask the playerbase to prove that they didn’t get what they paid for. Sweet deal for ANet, I guess.
ANet doesn’t have to make up a story to explain anything, because there’s nothing yet to explain. Their existing “sanity checks” don’t show any anomalies and the actual change was probably changing a few numbers in a table (thus difficult to get wrong).
I get that the OP is convinced there’s a major issue, in which case, they should present the individual and aggregate numbers so we can all see the same thing.
I’m confused by the July 29th date. The Double Odds only started on August 6th, so….
Right. I’ll fix that. My apologies.
I’ve found that Windows (whether Vista, 7, XP, etc) often adjusts the relative and absolute strengths of the sound from different programs, depending on some sort of optimization that the folks in Redmond, WA thinks will make my life better.
You can disable this if you search (In Windows 7/8) for ‘manage audio devices’ and click on the Communications tab. Set it to ‘Do nothing’.
Been there, done that.
I haven’t identified any triggers – I’ll just be playing normally when the sound just disappears. When I check the Options menu it says the sound is still on even though I can’t hear anything.
I’ve found that Windows (whether Vista, 7, XP, etc) often adjusts the relative and absolute strengths of the sound from different programs, depending on some sort of optimization that the folks in Redmond, WA thinks will make my life better.
It happens more often when using VoIP or Chat software (e.g. TeamSpeak, Mumble, Skype, etc) or certain CD-related software (e.g. iTunes, MP3 players, etc).
I’ve not found a permanent solution and have resigned myself to right-clicking the speaker icon on the task bar and manually readjusting the “Volume Mixer” whenever I have trouble hearing the game. It seems to happen more often if I put the computer to sleep with Mumble running in the background, but it’s not consistent enough for me to be sure that is the root cause.
The original post was that someone felt they didn’t get what they expected. I hope the OP created a support ticket and requested a refund. I don’t know if they will get one, but it only takes a few minutes to submit one.
I do agree that people should do research before spending a lot of gems on an item. I further agree that it would have been more useful if the portal stone took you to a home instance that had bank access, a standard merchant, and, ideally, a crafting station.
But reality is that customers often read what they want to have (and not what they will actually get) and vendors (Evon & his Gem Store in this case) sometimes offer goods or services that aren’t worth their costs to most people.
tl;dr I’m sorry that OP spent 900 gems for something that turned out not to be worth the cost. I hope they can get a refund.
almost all trading scams are incredibly obvious and count on the ‘victim’ not having a shred of common sense.
That’s not accurate in my experience: not every “scam” is obvious. Regardless, player-to-player trading allows those with greater market savvy to take advantage of the ignorance of others.
But even if you were absolutely correct (that the “victim” is always at fault), games that have a built-in player-to-player trading UI mean 1,000s of tickets for Support. GW2’s system means that there’s no room for misunderstanding and therefore no possibility of scamming.
This might not be a big deal for subscription-fee games — they can afford more staff. But it means that GW2’s support team can focus on helping people with the game, and not with trying to untangle he-said/she-said trading disagreements or have to evaluate whether someone was or wasn’t scammed.
Plus, it’s extremely hard to overemphasize the importance of the gold sink from the 15% that Evon takes from every transaction. That does more to sink gold from the economy than any static system (e.g. trait unlock fees, commander tags, cultural armor skins, and waypoints) — wealthier players pay more, power traders pay more, and more gold is removed as the economy grows.
I admit that I miss the social interaction that trading requires: nearly all my closest friends in GW1 were people I met through trading (or people I met via my trade partners). But there are lots of other ways to socialize in GW2 without trading.
see also: https://forum-en.gw2archive.eu/forum/support/bugs/Cliffside-Fractal-Hammer-Bug-1/first#post4256269
edit: I noticed after replying that you already added a post to that thread.
It would be helpful if you could link the Reddit posts in question.
My own tracking reveals
Pre-Double Odds Data
- The wiki has data for “1248 chests through 5 Aug”: http://wiki.guildwars2.com/index.php?title=Black_Lion_Chest/Drop_rate&oldid=854394, with 14 tickets and 308 scraps found, i.e. 44.8 skins or 3.6 skins for every 100 chests.
- Data from 825 chests showed three other redditors collecting 22.8 tickets, or about 2.7 skins per 100 chests. (250 chests, 500 chests, 75 chests) (I apologize that I am missing the link for the 75).
Double Odds Fortnight Data
- two redditors who posted data for 61 and 50 chests respectively found 3.9 tickets each (61 found 1 ticket + 29 scraps, 50 found 2 tickets + 19 scraps), roughly 7 skins for every 100 chests.
- The wiki has data for fewer than two dozen chests after the sixth.
You can see that with such a tiny sample size, the data varies wildly. (The wiki data probably suffers from reporting bias: fewer than 20 people are reporting data, which is a tiny fraction of players.) The few people I’ve seen posting on Reddit are seeing 7 skins/100 chests compared to 2.7-3.6 skins/100 seen before; that looks like double, but then again, I only have data for 110 chests post-update.
Given the sparsity of data, I don’t think we can draw any conclusions from what we’ve seen.
If you really want ANet to take a look, post the actual numbers you are collecting (ideally with links to screenshots and/or reddit posts). If I worked at ANet, I’d be asking to see data for at least 10,000 if not 50,000 chests before authorizing someone to spend a lot of time investigating this.
edit:
I’m confused by the July 29th date. The Double Odds only started on August 6th, so….
Thanks for pointing out that I used the wrong before/after date. This is now fixed:
- There is data on 1248 chests collected through 5 Aug. Posted above.
- Data for 125 chests was added on the wiki’s date of 6 Aug, which might be before or after the update. I’ve left them off the comparison.
- Data for 15 chests was added after 6 Aug; not enough to use to draw any conclusions.
Regardless of my mangling the dates, the main points are:
- This isn’t a lot of data.
- What little there is suggests a noticeable increase in the drop rate.
(edited by Illconceived Was Na.9781)
oh this was only a day ago ? well it happened to me again at fotm 36…cliffside 2nd frac…and it absolutely 100% blocked progress and we couldn’t continue
I apologize for being unclear: I’m not sure how long it’s been going on. I merely pointed to the other ticket because it covers additional details. And because, all things equal, the devs often seem to respond better to a single ticket with multiple, detailed reports than multiple tickets with few details.
I used to average pretty close to 20% until they changed the chests to the current method. Currently i’m 0 for 10 on scraps since the chests changed.
That’s why I was curious to start this thread. When people say “RNG is RNG” it ignores the fact that RNG is based on coding which may not exclusively be RNG.
People make a big deal over the “fact” that computers only simulate true randomness. But it turns out that players will never be able to measure any difference between RPG/MMO-simulated randomness and true randomness — it would take hundreds of thousands of measurements under near-perfectly controlled circumstances.
Many of us are dedicated to collecting solid data to determine drop rates for things like BL chests, but I’ve yet to see anything that comes within several orders of magnitudes of the amount of data that would be required.
tl;dr for our practical purposes, GW2 RNG is entirely random.
I suspect there’s a buffer that it checks…and it’s not a very large buffer. So, you could hit it after 100 listings, but maybe it counts individual potential transactions, e.g. maybe 12,500 items, which could be 100 listings or fewer, depending on how many items per offer.
Regardless, all we can do is post as many symptoms as we can find — it’s ultimately up to ANet’s QA/Dev teams to uncover the root cause.
Check out this thread by Kruhljak
https://forum-en.gw2archive.eu/forum/support/bugs/BLTC-Bug-re-Add-to-my-lowest-listing/first#post4264750
They are reporting that the TP only recognizes the first 100 listings (regardless of when they were entered). Could you be experiencing a different symptom of the same root cause?
http://tinyurl.com/gw2-sp-into-gold aka
http://gw2sp2g.herokuapp.com/
Profit is calculated for one promotion, not a chain. As you can see, it’s mostly unprofitable, except for a few niches, typically T1→T2 fines or Cores→Lodes. (Sometimes a few other things show up in the top 5.)
I can’t promise to get you to 1,000g: that takes more dedication than most of us have. I can show you a couple niches that are good for learning and a few tricks. The rest is up to you. (First lesson: don’t send me any money — I’m happy to help for free.)
He said, “teach me to be a Power Trader, while I stand on one foot,”
… [his mentor said], “buy low, and sell high — that is the whole of Power Trading; everything else is just commentary.”
You won’t see “average” results if you’re only opening a few dozen chests. The BL keys are lotto tickets: some people win big, some people win small, but most people end up with recycling materials
At least with BL Keys, if you open enough™, you’ll eventually end up with 10 scraps, i.e. enough for the skin-of-the-month.
None of the account-wide buffs are currently working properly. See
https://forum-en.gw2archive.eu/forum/support/bugs/Magic-Find-in-Hero-dialog/first#post4257672
A guild mate noticed his magic find has been nerfed by 14 points, and for me about 12, please fix this bullkitten asap, not making people happy in my guild at all.
We earned it and deserve a fix for it.
Until you fix no one in my guild will buy a thing from your expensive piece of kitten gem store.
Since you can take the time to “fix” and update crap black lion chests, surely this wouldn’t be that hard at all to do within 1 day.
Surely they would have fixed it already if it was easy as suggested — if for no other reason, than to reduce the number of grumpy posts on the forum.
There’s a known bug with this occurring on WPs with the vine infestations. It seems only to happen when porting from one zone to another, not within zone.
You can work-around this (and avoid WP costs) by going to the character select screen (F12 by default) and re-selecting the same character.
There’s an older thread covering this in more detail:
https://forum-en.gw2archive.eu/forum/support/bugs/Cliffside-Fractal-Hammer-Bug-1
This is a known bug affecting all account-wide bonuses.
https://forum-en.gw2archive.eu/forum/support/bugs/Magic-Find-in-Hero-dialog/first#post4257672
Mmm, so the key to this bug occurring seems to be that the hammer bearer is in combat when they die? (Just trying to narrow down scenarios for the QA staff who review this.) A couple of weeks ago we got Cliffside, and the hammer bearer fell and died. A wipe reset the hammer normally, but we weren’t in combat at the time. (He fell right before reaching the arm seals.)
Not just in combat. If someone falls off the interior platforms (near the seals), they are teleported back to that platform, but without the hammer. That is: the hammer wasn’t dropped, it disappeared. Near as I can tell, being in/out of combat is irrelevant.
Separately, people can fall off the scaffolding on the exterior and the hammer falls from their hands when they are downed. In that case, the hammer can be seen, but (sometimes) becomes inaccessible. This can definitely happen outside of combat as well as during.
Hmmn, that’s true. I’m sending the current site’s dev a note about it.
I’ve been on several different maps since it was fixed; no one reported any issues.
Hey there. Doing solo pve going for map completion. I doing know which to decide maybe help?
I find both profs to be relatively slow, so I like using Runes of Speed for map completion. Minion Master necro allows you to roll through most anywhere without thinking about it too much. Prismatic Understanding mesmer allows you to sneak into vistas/SPs, but it requires paying attention to cool downs. The portals and blinks are also handy.
I’ve seen some of these orders disappear, i.e. there used to be a lot more “less than vendor price” buy offers.
The game only “remembers” 90 days of history. Is your 101st item more than 90 days old?
Yes. It’s weird how Dry Top doesn’t count towards Maguuma Killer despite being in the Maguuma region.
Being in proximity to the Maguuma Jungle does not make it part of the same region. The boundaries are somewhat arbitrary.
Dry Top is in the Maguuma Wastes region, currently the only such zone.
A calculator that determines this minute’s most efficient way to turn SPs into gold:
(I use the easier-to-remember: http://tinyurl.com/gw2-sp-into-gold)
so with this said the question becomes, how fast can you earn gold? how fast can you earn karma and skill points? which do you have in excess?
The question is: what are the most efficient ways to turn skill points and karma into gold? The answer is never “forge for clover.”
- For SPs, it’s promote mats (usually tier 1 → tier 2) or forge specific items with a high profit and low SP cost.
- For karma, it’s craft specific items that cost little karma and generate decent profits.
Trying to build clover isn’t the worst method, but it’s among the most time consuming and least efficient out there.
edit: word choice to avoid kitten editor
(edited by Illconceived Was Na.9781)
It seems the gist is that the main money sink is the 15% TP tax and in order to remove currency from the economy, a greater number of transactions is preferred. This is where A-net perceives flippers as important to the economy.
So it has been explained why it would prove disastrous for GW2’s economy (this post included). However, IMO, explained is not the same as accepted. Basically what I mean is it is sad that A-net needed to ‘collude’ with flippers to maintain the economy. I wonder if no other way could have been chosen to do so at the start? But at this point I doubt anything can be done since it will invariably cause too great an upheaval and involve too much work.
Your post reads as if there’s something inherently evil about flipping, and so ANet should have tried to avoid it. In reality, flipping is a mechanism by which a free market regulates itself.
If items were bound on acquire from the TP, then farmers would be able to set prices as high as they like. Given the low drop rate of certain items, that would result in a few people controlling the entire market and prices would skyrocket.
Flippers create competitive pricing in those markets, so that the lowest seller prices tend to approach the highest purchase offers and reach equilibrium more quickly.
In other words, flipping does more than sink wealth from the economy; it also helps maintain a healthier market for everyone else.
I have asked before for a TP interface where I can see Buy and Sell price breakdowns in one screen (instead of the current clunky interface) so that folks will not fall for bait prices and sell at ‘sub-optimal’ prices; but this is probably also a reason why such a request will unlikely be entertained. If an item is sold too cheaply, it can be flipped more times and therefore more gold can be removed. If that is deliberate, its terrible on A-net’s part to help maintain such practices.
Again, the text of your post implies that there’s something wrong about flipping. And again, it’s a healthy response from a free market when sellers are asking too much (or buyers are offering too little) for the marketplace.
I think it’s clear from other issues that the UI wasn’t setup that well. I agree with you that it would be better to show buyers and sellers the same data: the top dozen or so WTB offers and the lowest dozen or so WTS listings plus a note about when you are buying (as well as selling) the same item.
You can easily see that there are plenty of other suggestions that also haven’t been implemented: filters by weight of armor, by whether the active character can use an item, to find items within a price range, and so on. So there’s nothing unusual about the buy and sell screens also needing an overhaul.
I’m guessing it works similar to how “dishonorable” worked in GW1: the more you repeat the same event or kill the same mobs, the faster your returns diminish and the longer it takes before the effect wears off.
I have one character I use to gather in Mount Maelstrom and use for some dungeons, so at times, it will see nothing but the same event for a week or two. It takes doing the event 5-6 times (without any map changes) before I see reduced xp/karma. Each time, if I finishing Inquest Golem or Mega Destroyer events (in the same zone, but different areas), the DR has reset immediately.
In contrast, I knew a guy who was farming sharks and such in southsun for weeks and started to wonder why he was getting mostly junk. It took him a couple of hours of playing that toon outside southsun before he started getting the usual T5-6 scales etc.
Only re-waypointing will fix it.
Or swapping to the character selection screen ([F12]) and back.
The wiki places Dry Top in Maguuma Wastes.
The Maguuma Wastes are an area north of the Tarnished Coast. They are formed from the portions of the Maguuma Jungle that have mysteriously dried out over the years. Although this is commonly attributed to the Elder Dragons, there may be other agents at work.