I expect significant market changes every time a new release is announced and then again right before and right after the update. (The first two were mentioned by Wanze, just above.)
- Quick cash: causes medium-patient speculators to unload.
- Space for new stuff: requires medium-hoarders to make room.
- Returning players: the updates attract so-called boomerangers who haven’t played in a while. They have all sorts of stuff in inventory that they don’t care much about.
- Hackers/gold sellers: they too are moths-to-the-flame for new updates and they unload everything.
However, in the case of unID dyes, I don’t think we’ll see that much of a dip. People expect a certain level of value from their original investments and often are irrationally unwilling to accept less and a lot of people spent a lot of money buying up dupe colors.
Plus, unID dyes stack compactly for their value: it’s easy to hold on to a few 1,000 vials without using up that much space.
That won’t stop new buyers from opening a lot of dyes, so I expect to see the price of specific colors drop again.
In regards to the original post: dye prices did crash, right after the update. I was able to acquire a lot of fine dyes at below 10 copper, masters below 2s, and even rares for a fraction of their December 2013 values. As explained by others, there was a floor for the UnIDs, so those didn’t go down as quickly as some expected. But people did panic-sell most of the specific colors.
Prices are back up to 2013 values (give or take), so there’s room for them to drop again…and then return to pre-feature patch-announcement rates again.
I’ll have to reference this post the next time some suggests that there aren’t enough of item X on the TP. (I thought my friends were masters of hoarding, but … they ain’t got nothing on you, OP.)
Gz on reaching your goal.
You can only have one of each ascended trinket equipped at a time. Adding an infusion to the infusion slot won’t change the internal ID of the item. However, if you want to upgrade the item to its infused version, it will become a new item. e.g. you can have Durmond’s Pen + Durmond’s Pen (infused), but not two of each.
As the ever-helpful (and 99.9999% correct) inculpatus cedo suggested, create a support a ticket and support will help you out.
Good luck.
And make sure that every character speaks to the BL Armor Specialist, near the TP/Central Bank in each of the racial cities. (If I recall correctly there isn’t one in Vigil’s Keep.)
The fact that the shop even has these RNG gambles is highly unethical.
That’s a common misunderstanding of how lotteries and other types of gambling work. The reward is the excitement from rolling the dice — the ’’House’’ always wins in the long run.
Commonly, in state-sponsored lotteries, the expected value of a ticket is 50 cents on the dollar, i.e. if you play every day for a few thousand years, you’ll get half what you gambled. Odds are even worse after realizing that the 50 cents includes the jackpot, averaged across everyone playing.
That doesn’t make offering the lotto unethical, even though the poor odds don’t discourage people from playing.
In GW2, the various lotteries are generally more financially rewarding: flushing the right items with Zomorros is usually profitable (if you are willing to click 1,000s of times) and things like dye kits tend to have better than a 50% rate of return (if you don’t sell instantly).
But the point is: you are paying for the excitement of rolling the dice, in the hopes that you’ll be the lucky one. If you just want the item directly, it’s always going to be cheaper to convert gems to gold and buy on the TP.
Why didn’t you just convert it to gold? 4200 gems gets you about 300 gold these days.
Indeed: take advantage of the high gold:gem ratio. For 300g, you can put in a buy offer for the most expensive Fused weapon skin or outright buy around six lovestruck weapon skins.
For 100g, you can outright buy most tormented weapon skins (and all lovestrucks). Or put in buy orders for over 40 skins that are otherwise available for 3, 5, or 7 BL Tickets.
According to the wiki:
Bug: The achievement no longer triggers regardless of how many times the Megalaser fires, since the September 17, 2013 update in which the Tequatl fight was overhauled.
Its out of whack and that’s why we are seeing goldsellers springing up again in large amounts.
- How is “out of whack”? It’s great for new players; it only is bad for people like me who only buy gems with coin.
- There are always goldsellers. Some days more, some days less. This month, we probably have a lot of accounts stolen due to using the same password/address as a compromised non-GW2 account. (There are a lot of reasons why that might be more common this month.)
- In fact, the more the gold:gem price goes up, the harder it is for gold sellers: they also have to offer more per dollar/euro/pound, otherwise people won’t risk their account for a few extra silver compared to what they can get through legitimate channels.
They announced that they would cut the history from infinite to 60 days as part of the pre-2014 Feature Patch news. They did that, but it didn’t resolve the performance issues for those subtabs. When the TP was closed for emergency maintenance about a week ago, they must have decided to lop off another 7.5 of those 8.5 weeks.
Since then, my performance has been a lot better in terms of reviewing the now-limited history. It’s been about the same in terms of bringing up the menu and looking at the buy/sell tabs: sometimes it’s as fast as I expect, sometimes it’s clunky.
The exchange rates for Halloween and Wintersday items weren’t exactly the same in 2013 as they were in 2012 (although December values were closer than October’s). So I expect the rates will change again.
Still, anyone who bought leather at vendor +1c isn’t going to lose more than 2s50 per stack, making it a near-zero risk speculative move. I’m only surprised that people are willing to sell their mats on the TP at that price in the first place.
People do all sorts of hard-to-explain things on the TP:
- People still sell items in massive quantities at less than 10% above vendor value, even though the projected profit is clearly posted on the screen (yes, they really shouldn’t sell for less than 15+% above vendor, but that second amount isn’t as obvious).
- People buy items with a unique name for crazy amounts. Compare Sam to Opal Orichalcum Earring of Opal — the generic has the same function and offers the same outward appearance, yet trades at 70-90% less.
- People pay a premium for items with unique names, but common skins.
So, sure, if you offer people the opportunity to pay more than the lowest sale offer or sell for less than the highest buy offer, some people will do that.
However
- I still don’t see that anyone has established why undercutting is a problem for game’s overall economy or
- (for those who believe this as an article of faith) how this particular solution would help resolve the stated concern.
Currently, the game already offers me the ability to adjust my offer: if I think the sell offers are too high (and I usually do), I put in a custom buy order that makes sense for me. Similarly, as I generally think people are offering too little for items I want to sell, I am able to ask for more.
In the NA/EU BETA, there were lots of interesting market reactions, mostly due to the fact that everyone knew that everything was going to be reset on launch.
If that’s the same for the Chinese launch, then I’d want to see a comparison between China’s beta market and the NA/EU beta market.
It drops as accountbound so you can’t sell it on the TP.
It drops as accountbound because it used to have magic find stats and when those stats were removed from the game, all items with those stats became accountbound.
It’s more nuanced that the above suggests.
- MF-stat items that already existed in the game became account-bound.
- Replacement items were created with the same name, different stats, and a new id number. These were not account bound.
So the Delusion I owned before the patch became Account Bound, as expected. Unfortunately, ANet apparently didn’t replace that item (with the original ID) with another (using a new ID), which means even a recently dropped Delusion can’t be sold.
Is the gold to gems rate fair in guild wars 2?
Define “fair” and we can have a decent discussion about it.
A high gold:gem conversion rate is great for new players, especially those who spent less than US$25 on the game — the $25 they saved from retail yields 2,000 gems, which converts to around 130 gold, more than enough to max a couple of crafts, buy exotics, and some nice skins. Anyone willing to spend $10/month can turn that into ~50 gold.
On the other hand, it’s lousy for players, such as myself, whose entertainment budget doesn’t allow for buying gems. It’s also worse for gold sellers, who have to offer more illicit gold per dollar.
Therefore, from my point of view, the game as a whole is better off if the gold:gem conversion rate continues to increase over time. I might be worse off, but the economy will be healthier.
I thought the gems to gold and gold to gems exchange rate was set by John Smith? Wasn’t he hired in to determine what the rates are???
No.
- ANet seeded the gem market with an initial supply of gems. Since then, any new gems in the market were added by players spending cash: dollars, euros, pound sterling.
- Smith was hired to manage the entire in-game economy — intervening in a single market to affect a single issue of concern to a subset of players would be bad for the economy as a whole.
Keep in mind that a high gold:gem ratio is only bad for some people: people like me who don’t spend cash ever. It’s very good for those who buy gems regularly, especially new players who spent US$25 on the game instead of the US$80 I spent originally. If they use their US$55 today, they’ll be able to start off with a nice pot of gold, even compared to the seemingly low prices we saw when the TP mechanics stabilized (about 10 days after headstart).
I agree with thaooo: this sounds like your client thinks you are in one place, but the server is convinced you are elsewhere. Contact support and see if you can troubleshoot the issue with them.
It’s not clear that this is a bug: it appears to be the game working as designed — even groups have to deal enough damage so that members of the group get credit for a bag drop and the members have to deal enough damage to tag the foe for loot. However, the new common schedule for bosses means that zergs are bigger and (for a variety of reasons) do more damage, so the requirements of “enough damage” have increased.
Is this a good design? Probably not, but changing the current mechanism for per-foe and per-event loot tagging won’t be simple. Instead of addressing this single issue, I hope that ANet takes a comprehensive look at rewards during events. For example, there is no way to get rewarded for stripping boons, rezzing, or keeping NPCs & players alive.
Let’s take the facts claimed by the OP as given: the guild has had the name forever and they have an email from someone at ANet that said, in their view, the name was acceptable. Why would their name be changed at this time?
- Someone reported the guild name as offensive OR (more likely) someone reported one or more of its members for verbal abuse or the like.
- In investigating the report, a support person saw the guild name and, following the various decision trees given them, rated the name as potentially inappropriate.
- Per policy, they consulted with colleagues who agreed.
- None of the people in the chain were aware that there was an email from another colleague about the guild name — user accounts might be flagged to include such information, but guild names are probably not (if they are associated with an account, it’s probably only with the founder’s).
How might this be fixed? There is only one way: create a support ticket. I recommend it be done by the owner of the account who received the email.
It’s still possible the name change will stand. Perhaps the first employee was wrong to say the name was ok. Perhaps application of the policy quoted above has changed.
Personally, I think “Pwnography” is a clever wordplay for a competitive WvW or PvP guild. I would permit it, but then again, I don’t work for ANet.
I recommend that you create a support ticket — that’s the only way to get direct help from ANet. There are a couple of troubleshooting tips in the technical support forum that you might be able to use: clearing out your internet/game cache, making sure your anti-malware software isn’t blocking awesomium.exe, making sure you are running the game with the proper credentials (windows), etc.
Good luck.
The system is working as designed.
Should it work that way? I’d probably support a suggestion requesting that this mechanic be changed.
By the way: even if offline players couldn’t whisper you, they can still /block you and create the same effect.
Last i look there was 6 Dusk up on the TP for 1150g and up. so ya they need to fix the drop rate on some of the Precursor’s.
The number of precursors listed for sale don’t tell us much about the drop rates. About half the people I know will either sell an un-used precursor for the highest buy offer or for the midpoint between that and lowest sell offer — we’ll never see either of those listed on the TP. A low supply on the TP just means that a lot of buyers aren’t offering enough to meet the expectation of some sellers.
You should have received an auto-reply message instantly (or near enough). If you haven’t seen that, then check your email spam filters. If you still can’t find the auto-reply, check the stickied thread:
Otherwise, Yams’ advice is sound: wait at least 72 hours and then post in the relevant thread askingfor a review.
I posted a similar inflation topic weeks ago after a steady 30% increase in precursor prices. …
My current hypothesis is fewer people playing so less supply. You don’t need much of a demand as the volumes are so low… just a guess.
There’s no evidence to support fewer people playing. The rise in prices of precursors is easily explained by increased demand: the patch allows you to acquire one legendary and use it on every character, including dual wielding on the same character. This makes legendaries much more attractive and people are rushing to acquire them.
The significant exception is Eternity, which allows people to unlock two legendaries and recoup some of their investment. The supply of Eternity went up just as the supply of The Legend (and other precursors) went down. Eternity is selling for an extremely low price compared to the last few months, while precursors are selling at record high prices.
As it always has done, the market will calm down after the rush is over and prices will stabilize closer to their previous equilibrium.
It’s typical after a patch for prices to go crazy, e.g. look at what happened to T2-6 leather prices when legendary armor was introduced…and look at the prices today: higher than before for some tiers, but vendor price for others.
Well, the repair didn’t work. To Anet ticket support we go! XD
Truthfully, this thing obviously isn’t a game breaking detail, or making my experience unenjoyable in any way, just thought they might want to know that this is happening for like… .00016th of the population, lol.Thanks for your suggestions.
Actually, I believe that, by definition, exploits are “game breaking.” It might be a minor part of the game affecting a small part of the community, which might delay a fix or short term band-aid. But I’m as sure as possible that ANet would want the opportunity to address it.
Now, perhaps this isn’t actually an exploit, but that would be up to them to decide.
Thanks again for taking the time.
i dunno if this is true but i heard some one say that some guildwars 2 accounts are actully rigged to get more rare finds than others to balance the market system out ive known players in my old guild getting 2 or 3 precursers i know this much. maybe somthing to do with the cd key you get when you purchase the game just somthing i heard in the past
There’s no truth to this at all: everyone (with the same magic find) has the same odds. And, as in real life, some people will be luckier than others.
Increasing your magic find, via luck, consumables, and other boosters will make it more likely that you see more rares, but it won’t guarantee anything.
After a patch, there are always a small number of vocal people who start experiencing problems that they don’t remember seeing pre-patch. That doesn’t mean the patch affected them.
The only way to find out what’s going on is to work with support (or troubleshoot on your own).
At the moment, you could sell Twilight at ~3,100g and Sunrise at ~3,000g, netting over 5,000g after fees/taxes.
You can buy eternity for ~3,500.
I think just about every limited-offer item has been available more than once. Some will get offered more than others, some not. I’m sure Rox’s Quiver will be back.
(inb4: some items haven’t returned to the gem shop, because they have been removed from the game or otherwise can’t be offered again)
Since launch (which was indeed horrible for the TP), the Trading Post has been rarely down except for scheduled maintenance. I can’t actually remember the last time I was inconvenienced by an outage…and I buy/sell 100s of items every day.
Accordingly, I think the best way for ANet to deal with TP outages is to make sure they happen as rarely as possible, not to invest in something to fill the gap during downtime.
I can’t support either idea:
- Prices rise when the supply doesn’t meet the demand. Taking sell offers off the TP will reduce the supply.
- Increasing the tax for high-value items will hurt people who get lucky drops. For the 1%ers, it will give them an incentive to raise prices or to hold off selling items, either of which would also increase prices.
I doubt anyone gets 2-3 precursors per month from drops. I belong to a 400+ person WvW guild and I don’t think the entire guild sees even 2 precursors drop each month.
The odds are really, really low so that unless you are killing thousands of foes each week, you’re unlikely to see any drop.
The other possibility is that you are hearing about people who combine rare weapons in the mystic forge. A tiny number of players do this and they will see several precursors drop, but this requires tens of thousands of attempts, which in turn requires buying or crafting huge numbers of rares — it’s both tedious and time consuming.
Your best bet if you want a precursor is to save up for it; most of us spend most of the coin we earn. One trick for reserving the coin is: take as much gold as you can afford and put in a ridiculously-low buy order for the one you want, e.g. 5 gold for The Legend. Next time you have another 5g, take down the buy order and put up a new order for 10g and just keep doing that until you have enough to make a reasonable offer. Even if you don’t play much, you’ll still have enough gold before the end of the year.
Genavelle: next time you see it happen, take a screenshot and send an email to exploits@arena.net (or create a support ticket and classify it as an exploit). Include the date/time as best you can recall.
- Your description sounds like an exploit — people taking advantage of an unintended consequence of using PvE gear in PvP (and Survival counts as PvP for this).
- While the forums are good at getting bugs identify/logged, they aren’t good for getting someone to take an immediate, closer look.
I haven’t seen it myself, but since the new patch, I only play Survivor if I happen to pass by the NPC on the way to something else. So far, I haven’t noticed this.
Thanks for taking the time to call it to ANet’s attention.
Jill: I recommend creating a support ticket, if you want to get this addressed sooner rather than later. It’s probably a one-time issue affecting a tiny fraction of players, so the fix might be making a minor adjustment on your account rather than changing a fundamental mechanic.
Good luck.
I’ve done it several times in the past year, prior to mega server, mostly when a guild event was taking place nearby and we were passing by.
So, while I agree it bugs out a lot, it works sometimes. Or at least, it did before megaserver rolled out.
The one exception is the Karka Queen, which currently only offers one bonus and one ground chest per day per account (due to pre-patch abuses — they haven’t gotten around to making that event behave the same way as the others).
Flip common dyes. Look for the ones with a big spread between the lowest sale and highest buy orders. Right now, there are a slew of colors that you can buy for 35c or less and sell for 80c or more.
You won’t make 100s of gold in the dye market (too few dyes sold per hour and too many competitors), but it’s a great niche for learning to flip without too much risk.
Once you feel comfortable flipping fine dyes, you can switch to masterworks (same idea, requires less volume to make the same coin). And once you can do that with impunity, you are ready to move on and look for other markets, following the advice that others offered above:
- Diversity your investments; change your selected items.
- Do your research: price histories, compare the WTS/WTB prices, the supply/demand (and how volatile it might be), etc.
Good luck.
If you have to ask if “it’s worth it,” my guess is that it won’t be. According to all reports, there isn’t much special about eternity aside from its appearance changing with time of day, something that only the wielder would really notice.
Financially, though, selling Eternity is bad idea. You can make more selling Twilight and Sunrise separately.
Crafting eternity unlocks four skins (Dawn, Dusk, Sunrise, Twilight) and still allows you to sell the weapon. Accordingly, a lot of people decided to sell …relative to previous months. Last I checked, there have been over 20 sellers compared to typically 4-5 before the announcement of the Wardrobe. This has driven down the price a lot.
So if you want a quick turn around on your investments, I’d recommend selling the the components (Dusk, Dawn, and the mats) or if you prefer, selling the component legendaries, Sunrise and Twilight.
If you just want the light/dark effects, you can keep both legendaries with the same character, perhaps giving them different sigils, e.g. using Twilight in “nighttime” dungeons (e.g. CoF, with Sigil of Night) and Sunrise in others.
But if you want the satisfaction of crafting the legendary that requires the most legendary of efforts, go for Eternity.
This sometimes stopped working before the megaserver update. I think it might be possible to get to function correctly again by letting it fail — but since mega server, a lot of people pass through on the way to other things, so that’s easier said than done.
Griffon: in your shoes, I’d file a support ticket and work directly with anet on this. It sounds as if you’ll need to troubleshoot the root cause and determine if it’s unique to your system or something more widespread.
Good luck and please let us know if you find out anything interesting.
You’re welcome.
By the way: although ANet never admitted to this being broken (and always wanted to “splinter” guilds exactly like this), they plan to “fix” it. Unfortunately, reunification won’t be sooner than the end of the year. (See the other post for details.)
You’re welcome for the answer.
I agree with you that the design is poor, since it leads to a lot of issues, including the two that you experienced. I further can’t see any benefit whatsoever: it doesn’t improve guild loyalty, it doesn’t encourage server loyalty, and it doesn’t particularly create a since for the relevant currency (influence).
However, despite our preferences, that doesn’t make this a bug or mean that it needs fixing.
That said, I did forget to let you know that a month or two ago, ANet suggested that they were intended to do away with the “separate chapters” concept, i.e. in effect, set things up the way you and I (among many others) would have designed the system: one guild pool of influence, one set of improvements, etc. Unfortunately, there’s no timeline for this.
https://www.guildwars2.com/en/news/the-megaserver-system-guilds-and-the-future/
The changes covered in this blog will not be included in the April 15 release and will likely come online by December 2014. This information is purely to help you understand where we’re going once the system is fully online.
Currently, a single guild with members from different home worlds has a unique chapter on each of those worlds. …these chapters unlock upgrades and earn influence and merits independently of one another, which can lead to a splintered guild community. …
…we’ll eventually make sure that …every guild member will be contributing to and [benefiting] from the same unified …chapter. Until [then], your home-world guild chapter will continue to be the chapter where any influence your character earns is sent and is the chapter visible to you in the guild panel.
(emphasis above is mine)
I actually wouldn’t mind if the success rate was less than 10%. The game has plenty of easy content, a decent amount of medium content, but hardly anything that requires the entire map to cooperate, notably only The Evolved Wurm and Tequatl fit that category.
I’m therefore in strong disagreement with the OP that there’s an issue. In fact, I’d like to see more bosses like this.
I agree with the idea behind the post: there should be multiple ways to acquire anything in the game. I have a friend that cannot stand crafting and therefore, under the current system, he’ll never have ascended gear.
The original game design always presented numerous options for maximizing gear and leveling up; the current game has more limited options. I hope that trend will reverse and ANet will start to offer more choices.
I think the official response is to buy an expensive extractor. I think it would be much better to allow all gear to be salvaged. Even if it didn’t give anything back except for the rune / sigil.
I don’t think that’s the official response, because, as far as I’ve been able to find, ANet hasn’t expressed an opinion on the topic since 15 April. Based on the price of the upgrade extractor, it seems more likely that that gem-store item’s purpose is for removing infusions from ascended gear — +10 agony infusions are worth over 10g, but few other upgrades will ever cost that much.
I speculate that ANet simply didn’t consider how many players would want to salvage upgrades from karma/wvw armor. My guess is that they are currently brainstorming about a number of different wardrobe related issues, trying to figure out a direction to proceed, and then they’ll let us know. I expect them to respond with some variation of “we’re aware of the issue and…” one of the following:
- We have no plans to adjust this — you’ll have to buy new upgrades.
- We plan to add runes/sigils to the wardrobe, but the implementation is complicated and we have no ETA.
- We plan to allow people to salvage and forge all gear in the future. Design for this is easy, but a bug-free implementation will take time.
I always keep my inventory configured to be 10-slots wide. Since the 15 April update, whenever I open the game, it’s setup as 9 wide. If I fix it on one character, that seems to fix it for all of them; if I don’t fix it for one, then it will also be 9 wide on the others until I do.
Every so often, the window is shrunk to its default (small) size.
I know there is an intermittent issue associated with the inventory panel adjusting to fit the interface, so I’m always careful to make sure that all four corners are well within the boundaries of my screen before swapping characters.
See https://forum-en.gw2archive.eu/forum/support/bugs/Guild-chest-interserver-problem/first#post3993407.
The system is working as intended, frustrating though that might be. Some guild missions will reward you, if you are guested to Fort Ranik, but for most influence-related improvements, you won’t gain any benefits. This includes some missions and all guild-wide bonuses (Magic Find, etc).
As noted in the other post, I have no idea why anyone thought this would be good for the game, but it’s been this way since launch. Sorry for your trouble.
For reasons incomprehensible to me, Guild improvements have always worked like this, as noted in the introduction to the wiki article on Influence :
- Influence is acquired separately for each home server.
- Improvements are built only for one server at a time.
This means your guild’s influence is mostly generated for the Fort Ranik “chapter” of the guild, leaving those of you on Mer de Jade without much.
Although not how I would design the system, it’s working as intended, i.e. not a bug.
Regardless of how we categorize it, the first tier person looking at the report is almost certainly going to reclassify it in any case — the main purpose of categorization is to assign it to the relevant QA team and those tend to evolve over time.
When I’m reasonably sure that the categories don’t apply, I add a note at the top and choose something generic from the pull downs.
It would be good if there was a “General: Other” or “General: None of Above” option, but I’m not sure how much time it would save anyone, including the players.
@Greenitrab: you’ll also want to create a support ticket. Creating a /bug note from in-game logs the problem. Posting a ticket here almost never results in a support person looking at your account.
If you want individual help, a support ticket is the only reliable method.
Good luck.
