Arenanet says they read the forums but it’s very hard to believe when they hardly have any communication with the playerbase on it.
I think that’s a personal issue that you’re having trusting ANet. The evidence is pretty strong that they read many more threads than they comment on.
Even if ANet agreed that it would be worth marking threads a ‘read’, there are further problems:
- The software is 3rd party, proprietary. They don’t have a budget to change to new software (and they don’t think it would be a good idea to divert from other budgets to make it happen).
- Most skeptics wouldn’t take it seriously. A subset would speculate that someone was given a dev tag just to go around marking posts and folks would say, “we can’t believe that the posts are being read, because ANet didn’t comment.”
- Guild Recruitment, on Reddit — includes raiding guilds and LFGuild.
- The Raides Inn, A Discord Community
- LFGuild on these very forums
I can see why people would post them here, so Anet would actually do something about them. Same for players hacking, if you report in game/support nothing happens, but if you report on the forums, action happens whether its the kind you want or not.
The only “action” that happened here was Gaile had to take time out of her day – and had to drag in ArenaNet engineers – in order to investigate a spurious claim.
People debunked the claim both here & on reddit. The OP (and a few others) currently choose to believe what they believe despite evidence to the contrary
For those wanting to be proactive in learning how to raid:
- Guild Recruitment, on Reddit — includes raiding guilds and LFGuild.
- The Raides Inn, A Discord Community
- LFGuild on these very forums
ANet’s done a lot with their server tech, but they haven’t figured out a way for accounts in different data centers to play together (due to the same latency issues that frustrate your gameplay).
Some instances of the HoT maps in NA appear to be running out of Amazon’s cloud. If you use /ip on these maps, you’ll see a private class internal IP starting with a 10, whereas normally you’d likely see a 64. If these instances are actually running on Amazon’s servers, it opens the potential for separate instances in various locations, wherever Amazon has their servers. However, they’d still need to justify the renting cost.
Amazon cloud or not, the account data will have a primary location for its storage. There is latency between the primary locations (currently limited to one in Germany for EU and one in Texas for NA) and ANet hasn’t figured out how to sync the data quickly enough to allow people from different regions to play with each other.
So if there were an Oceania/Australia or Asia ‘server’, the only people playing in those instances (Amazon cloud or otherwise) would be from the same region. Without enough people to generate 6+ worlds, there wouldn’t be any WvW. That’s also probably not enough for PvP and it might not be enough for Raiding. Given the number of maps in Tyria, it might also cause problems for meta events in PvE.
In short, it’s not as simple as people would like it to be.
I also said that I do not believe that the answer that was given, “it’s too hard to do” was correct. We already know that half of the reasosn were wrong when we were told that armor sets in comparison to outfits need to be made for every race/gender.
Right, I don’t believe the “too hard to do” answer either because it’s not too hard, it just might not be cost effective or even smart to do because of the amount of work involved. That doesn’t mean it’s too hard…
Which is why they’ve never said it was “too hard;” they’ve only said it wasn’t cost effective.
Every year I check back to see whether or not you have AU servers. 300 ping is not playable, this is literally the only reason my friends won’t buy the game and I won’t buy the expansion. They don’t even need to be in Australia just give me an option that’s sub 150 and I’d buy the expansion that day.
We just have to find a way to pay for ANet to add a new data center, and sell enough new copies of the game to have six distinct WvW worlds. ANet’s done a lot with their server tech, but they haven’t figured out a way for accounts in different data centers to play together (due to the same latency issues that frustrate your gameplay).
You forgot to mention that people hated feeling like they had to rush the content and the achievements because they could disappear in 2 or 4 weeks.
No, I didn’t. First, you already mentioned it and made it seem as if everyone hated that — I pointed out that lots of people loved the urgency that brought to doing events. (And then I pointed out that plenty of people hated feeling that they might miss out, which, of course, includes those who felt they had to rush.)
But honestly, when you’re talking about a system that gave fast paced, temporary content, and you say people hate that it was fast paced, and they hate that it was temporary, that’s the same as saying they hated the system.
You keep missing the point: not everyone hated it. Some people hated the temporary nature; not everyone did. Some people hated the fast pace; many prefer it.
And everyone liked getting content updates sometimes as often as 2x/month (as opposed to what we have now, which is closer to 1-4x/three months). That was also part of the ‘system’.
So again, it’s not as simple as you’re trying to make it out to be. Individuals have conflicting opinions and the community was, even then, divided about it.
In the context of this thread, the distinction is moot: ANet would have been foolish not to change direction based on the feedback. Regardless of how much I preferred the original system (even if I would have missed on a lots of updates), there were plenty who felt reluctant to commit to the game (for fear of missing out on those same updates). The OP doesn’t seem to understand that a healthy game needs to keep evolving and that means some things we like will disappear, while some things we hate will appear.
I’m not saying they hated the content of Season 1 (though there were a handful of complaints – mainly regarding the bugs, which resulted in not enough proper testing), just that folks hated the implementation – the delivery – of it. Which, quite honestly, they did, and you even say so yourself (while saying they didn’t…).
Again, you’re making it out to be a simple binary: hated or not hated; it’s more complicated than that.
I do like the purple skins shown in the OP. Be great to see them in the game no matter how they were acquired.
what most people in this subforum want.
Most of the people in this subforum aren’t anything close to most of the people who do fractals regularly. It’s not a sufficient reason for choosing one acquisition over another.
I’m all in favor of more skill-based acquisitions, even if that means there will be more skins I can’t (or won’t be able to) acquire. All the same, I recognize that might not be what’s best for the game.
(edited by Illconceived Was Na.9781)
See:
https://forum-en.gw2archive.eu/forum/community/api/Ghastly-Grinning-Shield-in-API/6630945
The vendor value of item 36332 is 0, which AFAIK makes the item implicitly untradeable. I believe the API is correct (and attempts to purchase it via the TP should fail, regardless of what the UI displays).
There are some additional player comments in the thread, but no further follow-up from the developer. It’s unclear from reading whether it’s the shield that’s bugged or the other ‘grinning weapons’ that are bugged. All we (as players) can really say is that it’s inconsistent.
In addition, the post being responded too was incorrect about both armor variety and choice as not only is there the original armors from launch but there are the gemstore armors, expansion map armors, WvW armors, PvP armors, Legendary armors as well as a number of individual armor pieces and backpacks; gemstore, map and crafted.
Did we even have visible back items at release? My memory wants to say that stuff like holiday event back items were the first step into the realm of backpiece skins but I could be just forgetting something important.
I don’t think so. The first visible backpieces I remember were the Mad Memoirs backpiece with the first Halloween and the Toymaker’s Bag with Wintersday.
We had hobo sacks from the beginning, with engineers having an accident choice of backs (in addition to various environmental weapons, that produced a back skin of some sort).
There weren’t all that many backpacks available in the first place, mostly the ones that dropped in a couple of the dungeons (and those all used the ‘spineguard’ skin model, which is invisible).
According to Blondie, expac #2 will be “Losing to Time (Lot)” and LS #4 will be “No Peace of Mind (PoM)”
Once we killed a dragon, but it was reborn
Soon turned out, had a Heart of Thorns
Seemed like a dead thing, only to find
Mucho mistrust, jungle’s gone behind
Once I knew a god and he was divine
Soon found out he was Losing to Time
It seemed like the real thing but I was so blind
Mucho mistrust, Balthazar’s gone behind
In between
What I find is pleasing and I’m feeling fine
Tyria is so confusing there’s No Peace of Mind
If I fear I’m losing because it’s just no good
You killing like you do
If I played GW2 for the loot, I would have quit during the first week. I play because I enjoy the combat, and the exploration, and the community. All the same, there are plenty of things that ANet has done poorly. And I mostly don’t care, because I still enjoy the stuff that they did well.
The OP seems to have those proportions reversed, which is a shame. So since the OP wants things to change, it would be great if they could explain what it is that is interfering with their ability to enjoy the good stuff.
It should indeed be possible for the 3D model of outfits to be cut into 6 different pieces for a set.
It’s always possible to cut designs. The question is: would anyone like how it looks? Is it actually as easy to do this as you describe, or are the individual armor pieces actually more involved items? (Just as backpieces aren’t able to be dyed, while nearly-identical glider skins can be, because the objects aren’t nearly identical.)
Do you really think that ANet has never considered this as an option? Do you think that they like the fact that they coded themselves into a corner where armor takes forever to release?
They have seen suggestions like this before. The fact that they have doubled-down on outfits and haven’t followed any such suggestion implies that it’s nothing like as simple as described or that they are just too stubborn to change or too unskilled to make it happen. Whichever of those it is, the situation isn’t going to change anytime soon.
Can you post a screenshot of the sword he got? If he doesn’t have it anymore, maybe he is misremembering. Or did he maybe has it in GW2, via the HoM rewards after linking his accounts.
This game focuses too much on loot and not enough as an actual combat/rpg game.
On the contrary, I don’t have to think at all about loot if I don’t want to; we get stuff for nearly anything except sneezing and chatting on the forums.
The amount of times I’ll get kicked from PUGs for not playing meta builds, not because I can’t play or don’t deal damage,
How would folks know if you can play or can deal damage if you join with a non-meta build? There’s a small minority who don’t want to wait to see if you can or can’t. Near as I can tell, that takes place in every MMO, at some level.
In this game, it’s largely limited to Raids, less frequently in fractals, and hardly at all these days for dungeons.
but because I’m not optimized, therefor I ‘waste their time’… their time to… GAIN LOOT.
People are busy. Do you like to have your time wasted? It might not have anything to do with loot.
Your game needs a combat revamp or just move on to GW3.
How would revamping combat change that? If it becomes harder, then people are more likely to kick. If it becomes easier, then a lot of folks will stop playing — loot alone isn’t enough to keep a strong player base.
GW2 casino is starting to unveil itself from the folds and clearly (from reading countless of other threads),
The what?
I’m not the only one.
No matter the opinion, there are always people who share it. That doesn’t mean it’s a majority opinion or that it’s something that the company ought to worry about it.
More importantly, you haven’t actually offered any concrete critiques (let alone suggestions) for what you would like to see changed. I’m sorry you got kicked, but how would changing combat affect that?
Cheers, Anet. Best of luck.
Hope you find what you’re looking for in your next game.
While it’s logical that a teleport shouldn’t count as crossing the trap’s threshold, there might be gameplay reasons for it. According to the wiki, the crossing damage is unblockable and it might also be considered logical to apply it regardless of how the enemy escapes. Of course, just to make things more confusing, you can evade the damage via dodging.
Accordingly, I don’t have a strong opinion about whether this should change or not. On my guardian, I like it; on my memser, I don’t.
Use for HoT ascended crafting materials.
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
For the OP: the best use of all those materials is create Fulgurite and use that to craft Jeweled patches or dowels. There’s a substantial premium for bejeweling ascended refined mats that works out to one of the easiest, quickest, and efficient karma-to-gold converters. (It’s less work and more gold than combining karmic-gloves and salvaging results.)
Every game currency should be convertible to any other game currency — just like RL currency exchanges are a thing.
Actually, they aren’t anything like RL currencies in that regard. There are gameplaying reasons ANet has created multiple currencies. If ANet wanted them convertible, they’d simply provide a vendor allowing us to use alternative currencies to buy the same sorts of things.
Instead, GW2 currencies (as well as those in other games) are here for a couple of reasons:
(1) To create an additional inventive for veterans to return to older maps.
I never have to return to Arah/dungeon or Orr/maps, because I have everything I need from them. I do need to return to each HoT map if I want Gen2 legendaries (and a variety of other items).
(2) To create an additional sense of progress that is undermined by easily-convertible currencies.
At launch, most things could be bought off the TP. This was great for people like me who want to do whatever we like then sell the loot we don’t need to buy the items we do (or those we simply want). It was terrible for people who wanted a sense that what we did mattered in terms of what we could acquire — not everyone thinks it’s ok for folks to just come in and buy stuff; some feel it devalues everyone’s efforts unless acquisition requires skill or commitment or a combination.
In short, the very existence of local currency in the game is the result of ANet already considering whether something should be easily traded or not. That’s why the ley-energy matter converter only allows us a single 25:10 conversion per currency per day.
I’m not a big fan of reason #2, because I feel it makes the game feel grindier (even though as a practical matter, it isn’t); I’d prefer more options to convert currencies (and various mats) to gold. However, I also recognize that isn’t better for game’s long-term health.
The idea comes up every so often. It’s just a lot more involved than most of us think.
I try not to typecast my characters based on their voice. Sure, I’d prefer that there be more than two Norn voices (especially the female — I don’t play norn females because her acting is the worst I’ve heard in any game, although the actor herself has done plenty of good stuff).
First, keep in mind that each snippet of dialogue gets recorded multiple times, there might be notes between takes, and it then has to be edited down to fit. That has to be done 50 times per line — five races times two genders times five supported languages. Those actors have to be retained on an ongoing basis, so that they can participate in the next expansion and future Living World Stories.
So if you just want a ferocious warrior and a shy mesmer, you’d double the amount of work they already do (assuming that the current voices fit one of the above).
If you’re not convinced it’s a lot of work, go to the wiki and follow the story line, beginning with Defending Shaemoor and just say aloud the text for the dialogue spoken by <character name>. Now imagine doing that 4-5 times per story just for one voice and do it again using your favorite accent or impersonation.
So while it’s certainly possible, it’s not cost effective nor practical.
This is not the first (nor the last) “no outfit” or “more armor sets” thread. ANet (and your fellow players) have seen all the arguments already. If it was profitable to make more sets, they would; if it were as easy to make armor as outfits, they would. They keep releasing new outfits & re-releasing old ones, while limiting armor sets to major game updates — that should tell us everything we need to know about the realities of the economics, design, & testing of skins.
In the end, it boils down to these extremes:
- You believe ANet knows what they are doing, in which case, there are good reasons why it takes them so long to produce new armor sets (e.g. each piece must be tested against every other piece in the game, for each race/gender) versus outfits (e.g. each piece stands on its own).
- You believe that they don’t understand how it could be simpler, in which case, posting in this thread will fall on deaf ears (erm, maybe blind eyes, if pedantry is in the way of the metaphor). And even if they were receptive, they wouldn’t understand.
It’s not possible for one to be rising and one falling on the same side of the sky.
Go to EB, face west, watch and see.
Yes, I’m agreeing with you that this is contrary to our rules of astronomy; I was explaining to someone else why that was so: daily rises & sets are due to local planetary rotation.
It seems a common response when asking about dungeons is that they are dead as there haven’t been any new ones since the base game.
It’s hyperbole by dungeon fans who misunderstand the current reward system (it’s slightly worse on a per-path basis, slightly better for those who complete eight distinct paths). Dungeons are old content; they aren’t any deader than boss trains (which used to generate lots of instances and now mostly just generate a few).
Why have they stopped adding new dungeons?
They never once added a dungeon, so they couldn’t have “stopped.”
How are you forced to play WvW or PvP to do dailies? And how are you forced to do either for bonuses? Power of the Mists applied its bonuses regardless of participation & its removal simply means we don’t have bonuses that used to confuse people who didn’t know why they sometimes had more health, sometimes less.
The reason the sun and the moon rise and set is due to the planet’s rotation. It’s not possible for one to be rising and one falling on the same side of the sky. A moon’s revolution around its primary affects the time of day it rises and sets; it’s not the main reason it does so.
ArenaNet tried the whole “living world” thing to the best of their ability. That was Season 1. People hated it, so they went a different route, but they kept the name. Simple as that.
People didn’t hate it; it wasn’t as simple as that.
Nearly everyone loved the immediacy and everyone loved the sheer amount of updates. Some people hated missing an update and more than a few hated the idea that they (or someone else) might miss an update. People loved new stuff, but some hated missing out on old stuff.
Heck, some people never accept any changes to the game, which is why we have constant calls for a return to the old Lion’s Arch, to bring back dungeons (which never left), and some people insist on a Holy Trinity.
Regardless of our own preferences, ANet had a rough time of it during Season 1. It was difficult to implement, it kept developers working at their peak nearly all the time (which is non-sustainable), and the infrastructure wasn’t really ready to handle it.
And I think everyone can agree that no game can be successful enough to discard content at nearly the same rate that it adds content.
So, no, it’s not a simple story: some loved it, some hated it, some would want to see something like Season 1 again. It was a great idea, a rough implementation, a tough sell for many people, and a lot more work for ANet that what we have now. ANet changed direction because, for less effort, they could keep delivering enough content to keep most of us happy enough most of the time.
Thanks for posting this guide of guides.
Mai trin aside, I don’t think any of the things in the original necessarily post fall into bad design either, but that doesn’t mean some of them aren’t annoying. And if something is annoying, that’s enough cause to request it be changed.
Except the OP isn’t simply saying that these are annoying and would prefer a change, they are claiming that it’s an urgent issue. And part of that claim is based on misunderstanding the mechanics (as is discussed above).
Several fractals need a makeover fast.
They don’t “need” a makeover; the OP wants one. And most people here disagree that a make over should happen “fast”.
If the OP wants to make a new post that says, “here are the things that annoy me about fractals”, I might quibble with the choices (they aren’t the things that annoy me the most), but I doubt I’d respond — only the OP can say what annoys them. I can, however, dispute the OP’s claim about urgency and about what changes are “needed”.
I just completed all of the new maps & new stories on a PU mesmer, without significant help from people I know. The build is only uber in WvW/PvP if played by a skilled condi mesmer (which I am not); it’s is decidedly underpowered in PvE.
In other words, if you don’t want to socialize, you don’t have to.
Come on people. Stop assuming everyone is an idiot. When I say “Vahid spawns infinite trees” give me the benefit of realizing that I mean INFINITE TREES, as in he keeps spawning them until the entire screen is nothing but trees everywhere. Please apply Logic and Reason instead of immediately assuming everything is “wah it’s hard make it easy for me” rather than a legit bug, especially when what I have listed here IS EVEN LISTED AS KNOWN BUGS ON THE kitten WIKI.
After applying Logic & Reason, I cannot confirm that Arah is too buggy to play.
- Vahid’s Flora — no mention of bug.
- Vahid — no mention of a bug
- Path 4 — no mention
- Wiki bug notes for path 4 — no mention of infinite trees
Wiki tips:
To activate Melandru’s statue, use the buckets of poison on the stumps in the nearby rooms. The second deity fight involves trees that root nearby players in a room with ‘oozes’ (flashing balls) that randomly move around. Getting struck by one knocks you down with some damage and a poison. Note that there are some spots where oozes never go. Find them and stand here while you kill the boss. The fight can be easier if one person with reasonable DPS kills the trees and another person kites the gorillas (they respawn every 30 seconds) in an area away from the other members. The 3 remaining members can safely focus on killing the boss.
From the wiki’s bug notes:
- After reviving at a waypoint players sometimes lose all their skills if they have been hit by tar while they died. This can be fixed if you relog your character.
- The seer path may bug sometimes at lupicus, lupicus will just sit at his starting position and wont become hostile. The cause is unknown but in order to fix it you will have to restart the dungeon.
- The seer path may also bug at the fight with Simi, the priestess of Dwayna. When this happens, she will hide every time her health reaches 50%, regardless of time spent gathering the sparks or fighting her.
- After the cave in Mursaat path has been traversed once, the turret at the end of the cave will deal lethal damage to any players who attempt to cross it again. If the party wipes and returns to the dungeon entrance before defeating the Berserker Abomination, this is a progress-blocking bug and the dungeon must be restarted. Or just use the hole on the left right before the turret.
- The bombs may not explode at the start of the Seer path blocking progress.
please add node packs for the more advanced crafting materials to the gem shop
Which mats do you mean? The game is designed to get folks to participate in different types of content to acquire Tier 7 mats (Bloodstone Dust, Empyreal Fragments, and Dragonite Ore) and there are lots and lots and lots of ways to obtain those.
The other basic mats are obtainable via salvaging loot and via the TP. And if that’s not enough, you can buy bags of crafting materials of each tier at the laurel vendor (and the game gives you laurels just for logging on each day).
Fine & rare mats drop from containers, in various amounts, plus are available as mob or resource node drops.
So why do these need to have a gem shop source?
i dont do fractals, i lothe most raids dungeons, pve etc. and everything i look at says i need Vial of Condensed Mists Essence, or Glob of Coagulated Mists Essence.
Isnt there anything else?
can someone provide me a list or a recipe for one i can make with just mats? thanks
The recipes that include Condensed Mist Essence are for infusing the ascended back so it has a second infusion slot. If you’re not doing fractals, you do not need to do this.
https://wiki.guildwars.com/wiki/Guild_Wars
That’s the official Guild Wars Wiki.
For better or worse, the “official” part is just that ANet pays for hosting the wiki. The text is written by fans, edited by fans, and moderated by fans. Despite the frequent contributors & mods being diligent about sourcing details, mistakes have been made. In other words, just because it’s written on the official GW1 or GW2 wiki doesn’t make it a fact; it’s always worth confirming that it’s been fact checked first.
That said, regardless of what I wrote or what ANet called the game, the OP and others continue to use the word “promise,” when ANet never promised in the sense of “we will never do this” — heck they’ve even hedged their bets on whether there will be a higher tier of gear than Ascended. They know, as we all should, that things change. Fans change, tech changes. What makes sense today might not make sense tomorrow.
So the original game allowed us to convert nearly everything to gold & to buy nearly everything with gold, making it easy to obtain necessities and luxuries. Fans thought that devalued their efforts, so in HoT, there’s a lot more stuff that requires local currency — that means it’s more involved to acquire, which some people interpret as grindier (I know I do). That doesn’t mean that ANet reneged on a promise not to have grind; it means they adapted to what a lot of players wanted. Worked out better for many; worse for some.
Maybe the game isn’t to the OP’s liking today; that doesn’t mean that ANet broke promises. It doesn’t even mean that ANet made bad design choices. It only means that the OP isn’t as happy with the current state of the game.
The OP’s preferences are their own; they do not have to be justified by appealing to some sort of higher moral standard. Better to stick with posting what they like, what they don’t, rather than trying to convince anyone that ANet is somehow mean-spirited by changing the game.
Collect at least 100 Dragon Chests and open them all in a row, you are almost guaranteed to get Tequatl’s Hoard.
Is the random generator working differently if you open 100 chests in a row compared to opening one each day for 100 days?
Even then, it’s possible that the hoard is already in the first chest and you slay Tequatl another 99 times on 99 days to open it.
No it doesn’t, it’s just a ritual that people who don’t understand the whims of RNG perform.
On the contrary, opening 100 at a time is more than a ritual. If you open a chest every day and you get nothing, you might experience frustration 100 days in a row. If you open all 100 together, then at worst, you’d experience that frustration once.
I save up my chests (of all sorts) because (a) it’s more efficient in managing inventory and (b) I almost always get something fun. The odds might be the same, but my enjoyment of the experience is vastly different.
Sounds like a ritual to me!
By your definition, opening containers instantly is also a “ritual”, since it also makes no mathematical difference. Why is it so important to you to label what other people do instead of simply evaluating on the merits?
I don’t expect different drops from saving containers to open them all at once. I expect better time management & a better ratio of excitement to disappointment. Does your way work better for your enjoyment of the game? Then great, stick with it.
I think mine is bugged. I cannot even get past the elementals to get to the end fight. The blood stone crystals are supposed to damage their break bar, but it is not doing anything. I am using the counter magic- nothing- nada- zilch effect
The breakbar isn’t the key; it’s using your special skill and moving yourself so that the opponent is inside the beam between you & the bloodstone. You’ll need to use that for the fights after the earth elementals, so this is a good time to practice.
Gold sellers hurt the economy because of the source of their gold: it’s from stealing from other people’s accounts and/or from people using bots (or other types of cheating) to farm. I hope it’s clear without further explanation why both those those are bad for the game.
(Yes, there are people who would sell their own legit gold — there’s not nearly enough of that to fund the black market.)
ANet selling gems directly for RL cash and allowing those gems to be traded (indirectly) for the gold of other players is a brilliant way to reduce the impact of gold selling.
Primarily, by creating a legit method for players to acquire, it makes it harder for the black marketers to succeed — they have to offer a lot more than 166 gold for US$10, otherwise people will just go with doing it via legit methods.
The OP is correct that allowing people to buy gold lessens the value of gold as an indicator of dedication to the game (and that’s why the new legendaries — as well as ascended and many other items — cannot be traded). On the other hand, there is absolutely no way to eliminate the possibility that someone is going to buy gold off the black market.
All game developers can do is to make it as difficult as possible for buyers to buy, as dangerous to their account as possible, and make it difficult for golder sellers to trade.
I once knew a guy on WoW who had gold capped several accounts. I didn’t believe him, so he showed me. He attempted to send one copper to a character and received an internal server error. He had single handidly destroyed the gem market on his server. The gem prices on his server were TEN TIMES the average rate on other servers. His tactic was to buyout all gems at a lower price than his own.
The question is: Is this single server an example of a local market dominated by one player (I suppose you would argue yes), or is it an end state for any singular, global market (I would argue yes)? My argument, which is the equivalent of anti-globalization, is that a series of local markets would be more resilient to the take over attempt of one or several allied players.
You would be incorrect. If there are 40 local markets, then each potential monopolist needs to be countered 40 times. In a global market, they only need to be countered once — and with more people, it’s far more likely to find at least one person looking at the same niche.
Global markets in MMOs favor the non-mathematical, not-interest-in-power-trading players (i.e. most of the community). Local markets favor the trading-savvy players.
It has nothing to do with “underpopulated” at the time of closure. The current mechanic is:
- Game identifies that there are multiple instances of the same map, with a total population well below the maximum if 2 or more were combined.
- The map with the lowest population is scheduled to close within an hour.
- People are able to volunteer to move from that instance (for a minor bonus).
- New players entering the map are not warned, which makes it possible for a timed meta to start up and be partly completed.
I’m not against cancelling the closure of a map. I’m saying instead that regardless of any other mechanics, the map should never close while the meta is in progress.
Ah sorry, I miss-wrote that. I’ve fixed it now.
The initial post still claims that global supply is a problem.
I would say Ayrilana did address one of your points. Please read your own post. You were the one that claimed GW1 was an MMO.
lol
https://en.wikipedia.org/wiki/Guild_Wars
“Guild Wars is a massively multiplayer online role-playing game (MMORPG)”The wiki also got recently changed on April 27th to show MMORPG where it has been shown as competitive/cooperative online rpg.
lol
Because there’s no such thing as a “CORPG”.
That’s a term coined by anet to make GW1 stand out.
By that definition, there’s no such thing as stainless steel (a termed coined by a company attempting to pass off “silverware” not made of silver). Every modern term, including MMO, started as someone’s idea of how to label something that they thought important.
MMO has become a catch all for any game that allows an arbitrary number of people to play at any given time. That’s the part that GW1 includes — there’s no limit for sign ups.
But in practice, people play MMOs to share maps with massive amounts of players. GW1 can’t do this. Most maps only allow 8 people (with exceptions of 4, 6, and two with 12).
That’s why ANet called it a Cooperative game rather than an MMO — not to “stand out,” but to temper people’s expectations of the gameplay.
(edited by Illconceived Was Na.9781)
I’m unable to support the OP’s suggestion, which depends in large part upon a misunderstanding of this game’s economy.
Just lile with any Auction House implementation, it destroys a crucial part of the concept of supply and demand, in that global supply becomes the only kind of supply. In reality, this is obviously not the case,
I keep parsing this sentence trying to understand how someone would think that a healthy economy would distinguish between local & global supply. One of the worst things about economies in other MMOs is that the supply & demand on each world differs — this allows fewer people to control more markets.
In contrast, in GW2, we all share the same TP. This gives me a larger selection of potential customers for my unneeded loot and a larger selection of potential sellers for the things I want to buy. This is good for nearly everyone in the game, except people attempting to manipulate prices.
Why not just block the person (and report them, if relevant)? I don’t feel the need to reply to someone insulting me. Why does the OP?
There’s still a bug/design-flaw in megaserver in which people can join a map scheduled to be closed, without realizing it. That seems the most likely scenario.
I keep hoping ANet will be able to change this, so that
- Maps *never close within the period of 30 minutes before a meta begins to the last minute in which the meta might end.
- Players are warned when entering a map scheduled to close.
- There’s a map-wide announcement reminding folks of the closing, perhaps every 10 minutes and then every minutes for the last 5-10.
There’s a huge number of sound effects in the game. For any particular sound (or set of sounds), there’s a fraction of the player base that can’t stand them and wants them muted. I don’t see how ANet can get the balance right, so I’d rather that they either do nothing or create new categories of sounds to selectively mute/quiet.
In other words, I don’t see anything about siege deserving of special treatment, at least not when compared to all sorts of other sounds.
Is it possible that they are in an invisible bag? That can happen unexpectedly when you are farming and run out of room.
You could also try contacting support. They are sometimes able to help people who have made mistakes, especially if the request is graciously worded.
So not outfits anymore instead more like mix and match outfits/armor skins?
Rather see more outfits converted into armor skins then mate.
That’s almost certain never going to happen even once (maybe a part of a skin). The very reason for outfits is that they don’t need to be mixed & matched.
The OP’s idea is much more likely, which is why a lot of folks have suggested it, in various different ways.
- Pay gems to buy a custom outfit slot. You choose the pieces and get unlimited use as an outfit.
- Saved skins — not an outfit, but rather the game just remember which set of skins you chose. Usually suggested as an update to the wardrobe; probably more likely as a gem store option.
- Combinations of the two.
Custom outfits will require a lot of work, from the UI to the code behind the scenes. Saved skins would be easier, because it’s just saving a list, rather than a new mechanic. I’d be happy to see either in the game.
Is it a bug if it takes you to 140700 instead of Lion’s Arch?
(confirmed: I’m seeing the same text bug)
Thank you!
quite welcome
(padding to 15 characters)
You can use spaces to pad to 15. (Just hold the [spacebar] for a bit.)