There is a good point lost in the text: people have been playing a long time. The game needs to evolve to maintain their interest and that probably includes new drops in older zones.
I totally agree with new drops in old zones. It would be nice if every map had an exotic set that was only found within that map and had a theme that matched the map. Queen’s Dale could have very peasant weapons: a Butcher’s Cleaver for an axe, a Pitchfork for a staff (yes I know of Peasants Solution, but an example). It would add some extra spice to all the zones.
I should mention that much as I think this would be important to the game and the community of veterans, I doubt very much if it’s likely. Our appetite for new skins is insatiable; there are just not enough artwork teams in the world to satisfy it (especially since our tastes vary so much).
I think the OP has missed one of the reasons why current loot seems unexciting: we’re used to it. Add anything to the drop table and, after playing long enough, that will also become less interesting. Low-rate drops fall into a couple of categories: those that everyone hates and don’t care about, those that everyone wants and end up being too expensive, and those that drop too frequently, so that folks no longer think they are special.
The Lightward’s Battlestaff and Battlehammer have similarly low rates. One is worth 400g on the TP; the other less than 35g (i.e. not even 10%). The first is coveted; the second isn’t. And that’s all that makes one “exciting” as a drop after all this time and the other not so much.
Regardless, even if ANet decided to add 300 skins to the drop tables, they wouldn’t be adding BL skins. First, those are one of the big draws for BL chests & lots & lots of people (who are not investors) would be rightfully annoyed at the change. And second, those are one of the big draws for the BL chests and making them available anywhere else cuts into gem shop sales.
There is a good point lost in the text: people have been playing a long time. The game needs to evolve to maintain their interest and that probably includes new drops in older zones.
Short story: yes.
As the most naive example, you can get rings, accessories, amulets, and backpacks from the new LS maps and you can choose any 3-stat or 4-stat combo that exists in the game. Similarly, with fractal/pvp crafting, you can choose a box that contains an item with a choice of core-stats and there’s another box with a choice of HoT-stats.
(There are lots & lots of other acquisition methods.)
Just do all t4 fractal dailies. I have a whole bank tab of ascended chests that I have no use for because fotm has already given me all the gear I need.
Recently? Fractals use to drop alot of ascended armor in the past, up to about a year ago, but since the last fractal patch i’m lucky to get one ascended drop in 3-4 weeks now.
The drop rate hasn’t changed.
So content you find too hard should be removed?
That’s the background behind a lot of the suggestions in this thread.
There is a difference between too hard and annoying or badly designed. “I clearly didn’t get hit by something but it killed me anyway” is bad design because the game is killing you despite you having played properly. “There is so much aoe and aggro that it is impossible to dodge because you only have 2-3” is bad design because you are dying due to sheer damage volume with no way to mitigate it other than luck. “You need to both continually fight while standing still (possibly something your class by design can’t do) while also simultaneously disabling your controls to communicate” is bad design. “You just run through 90% of the level because it is pointless” is bad design.
The only place where I think the bad design is directly a difficulty issue is Mai Trin. And that’s more about how long the difficulty is sustained than the difficulty itself. Even most Raid bosses are a shorter fight than most Mai Trin runs.
Of course there’s a difference between “too hard” and badly designed. I don’t think any of the specifics in the original post fall into the second category. They aren’t that hard and some of them make for an interesting encounter for many others.
Your example with Mai Trin is telling: any group of 10 that can take down VG in 10 minutes (with experience) isn’t going to have trouble having only 5 to take down Mai Trin more quickly. Groups that need more time are having trouble with the mechanics and they’d struggle just as much (if not more) with raid encounters.
So while I wouldn’t mind seeing updates to the older fractal instances, I don’t think it’s an urgent issue and I strongly disagree with the details about which the OP feels so strongly.
The OP contends that race should matter in combat. I disagree. Some flavor skills are fine; anything that is more interesting than what we already have could lead (and has led) to situations in which race matters in determining optimal builds. Players should never be in a situation in which they have to care about combat when creating a character and ANet should never be in a situation in which they have to balance (or rebalance) racial skills alongside the rest of our skills.
Is it boring? Sure, in the same way as it’s boring to be cancer-free; there are some things in the game for which gameplay trumps lore or other components of “excitement.”
- Start with googling “color picker” and you’ll get a tool that you can use to match cairn from a screenshot.
- Note either the css colors (top) or RGB triplet
- Visit the dye matcher at GW2 BLTC
- Enter your css/RGB number, as metal texture (assuming you are using heavy armor)
- The resulting list will allow you to choose economically.
https://forum-en.gw2archive.eu/forum/game/dungeons/Raid-Bug-Corrected/6632685
Short story: one piece of ascended armor plus xmute charges.
There are several considerations in choosing to Craft X to convert to Y.
- The conversion costs, of course: 5 ecto, 20 spirit shards, and the relevant exotic inscription — that inscription is also required for direct crafting, so you have to save at least 5e to make it worth while.
- Recipe costs, for the item and its ascended inscription|insignia. Some recipes cost premium amounts of local currencies.
- Fulgurite, which is worth roughly 7-15 gold per 25 (if you use it to sell Jeweled patches or inscriptions instead of crafting your own stuff).
So content you find too hard should be removed?
That’s the background behind a lot of the suggestions in this thread.
Are you offering to join a group? Or trying to start your own? My guess is that you’ll wait a while for the first and have a lot more luck with the second.
On days that Aquatic is the daily, nearly anyone who can is doing T4 (it’s not significantly hard than T3 or T2), since the rewards are much, much, much better. If you need a specific level for an achievement, try on an off-day or when it’s a Scaled daily (instead of Tiered one).
Unrelated: Alcappachino is a great name.
I actually think it’s funny and endearing.
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.
Regardless of what’s going on, start a support ticket. Run diagnostics (they’ll help you if you don’t already know how) and share the results. That’s the only way that ANet is going to be able to trace the origin of any issues that result in disconnections.
For what it’s worth, it’s unlikely that the patch caused the issues. Every day, there are people who DC (from the game, not from their internet); patch days are no different. There are all sorts of reasons outside of ANet’s direct or indirect control for that to happen and it’s best to eliminate them first, before assuming the patch is the cause.
What appears to be happening is that you’re consuming the potion and the game is trying to change your instance, so there isn’t time to apply the buff. I don’t know that there’s any way to prevent that from happening, without a lot of new code. So, even if ANet agrees with you that this is important, it’s going to be ages before something changes.
In the meantime, don’t click the ‘ready’ button until you’ve consumed your potion (or consume after you arrive).
If you watched the video…
Don’t assume that people are going to watch the video nor that those who do are going to understand the point you want to make.
I almost never watch linked videos because 9 times out of 10, the quality is bad, the video includes a substantial amount of blather (“hi guys, here’s my video”), and rarely makes clear the point it’s trying to get across (whether it’s a bug report or a training video or etc).
ANet’s no different. They are busy people.
So, please, for Balthazar’s Kormir’s sake, explain in text what you think the bug is and how the video is evidence of it.
ANet has that data, yes. And they use it to balance, which is why the best players among (as the worst) are always surprised at the choices ANet makes in balancing.
The train has left that station. The game had silly stuff in it since the first day.
On the contrary, it succeeded wonderfully. The game is still going strong with most of the core components of the original game (no traditional trinity, no competition for nodes, shared loot, no gear treadmill, play as you like to earn rewards, etc)
“Play as you like to earn rewards” = false.
Many things force you to play raid, or fractals or wvw if you want to earn them. Even if you don’t want to.
A lot of the older players were drawn into the game by the so called “manifesto”. And they failed on a lot of points on it.
GW2 is not a bad game, but it’s far from what many of the first players expected it would be.
I play as I like and earn rewards. There are plenty of exceptions of rewards that are tied to specific content, but that was true when the game launched (e.g. dungeon skins). I don’t have to play HoT to build ascended gear, which are the type of rewards that ANet was talking about. They didn’t ever mean that you could run whatever you liked wherever you liked and get whatever you wanted; they meant that you could get top gear without having to repeat the same things over and over again, like people do in other games.
And sure, this game isn’t the way it used to be. But honestly, it was never the way that some people expected or wanted. Like any good gaming company, ANet keeps evolving the game into something that lots of people like. It might no longer appeal to everyone who preordered it in 2012, but it appeals to tons of people 5 years later. Since every game loses its early adopters, bringing in new people is the better benchmark for success.
Originally, the idea was for the downed state to be a last chance for people to save you, so it’s always been designed to show the least amount of information. I’d like it if it changed, so it was more like being in combat and less like its own separate UI.
On the other hand, if you have conditions, there’s not much you can do about it, so it’s not as if this issue is the top of my list of things I’d like ANet to prioritize.
According to the developer:
Clicking the button will update the quantities of all items in your bank and material storage that are used in this guide.
Regardless, I’d first report the bug to xanthics
https://github.com/xanthics/gw2craft/issues
Seems to me that the note is misleading. You can re-stat and re-skin safely.
——————————————-
The item you end up with will be a reskinned Bo, not a Bo with new stats. That matters to some people.
I don’t believe that there are any animations associated with the specialization weapons that fail to reappear after a reskin. None of the wiki articles for those skins mentions anything unique to the weapon that wouldn’t also apply to the skin.
However, there are other ascended weapons for which that might not be true. So the author of the note thought it would be helpful to warn people generally. I think it would be better to list the exceptions, since I don’t think there are more than a few.
They left dungeons for fractals as their 5-man content, thats why they nerfed the reward.
psst just so you know they buffed the rewards again.
The rewards are substantive, but they remain less than they were at peak. That’s a nerf (and one that some folks will never forgive, even though that wasn’t the main reason people are less enthusiastic about dungeons. It’s just the one that gets the most attention because it’s so simple to describe.)
(edited by Illconceived Was Na.9781)
DS fail'd -> bail(ers) ->dail(y's)
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
He’s talking about the real chrono runes, i.e. leadership.
- Superior Rune of the Chronomancer, named after the specialization
- Superior Rune of Leadership, the choice for the meta chronotank (used by some, but not all, chronomancers)
I hope folks can understand that many players (perhaps even most) would assume “chrono rune” would refer to the first.
Will we ever getting future dungeons or has ANet decided to stop creating this, as we have Fractal and Raids?
No, they’ve said that they aren’t developing dungeons any longer. The way they were designed made them hard to update (whether to fix bugs or to do a makeover), so they dropped plans for new dungeons.
Is dungeons truly dead?
Dungeons aren’t dead. There’s just so much to this game and so many veterans have burnt out on dungeons that the participation levels are different now. Despite that, it’s still not hard to get +4 for an LFG (plus, with current meta builds, many players can manage dungeons with less than five people).
Put in buy orders for the planks (you can check recent history on GW2 TP or similar sites; look at the last month’s pricing).
Then, keep doing your daily crafting and sell spiritwood planks each week.
Based on the last 30 days, you could have bought planks for 5g50 and sold for 7g70, which would have resulted in a net profit. Those numbers will vary greatly, so you might easily spend more and receive less, but if you’re careful, the worst case is that you end up spending 30-70 silver extra per plank to rush, depending on your level of patience.
The OP is remembering the old system of how world population was determined — it used to be based on who was playing at any given moment, so it could go up and down over the course of a day. Notably, it was worth waking up at weird hours to try to transfer. (It was also based on how many accounts, regardless of WvW participation.)
ANet changed that ages ago. Now ‘population’ is determined based entirely on WvW participation; PvE is ignored. It’s also weighted in two ways: how much people play and how recently. So it no longer updates hourly; it rarely even changes daily.
Fortunately, there’s an easy way to check on the wiki — the wiki uses the API to see each world’s status, so you can refresh that page to see if your target world is full.
The new WvW skirmish rewards have renewed interest in WvW, so participation has gone up (plus people are transferring right & left for various reasons). Therefore, unless ANet intervenes in some fashion, I expect 9+ worlds to remain full after the 30th, perhaps more.
I’d be surprised if JQ opened anytime soon — I think your best bet is to try around the time LS3.6 goes live — that’s when a lot of WvWers take a break to do stuff in PvE, which reduces WvW participation and thus population.
Also drops from the Guaranteed Wardrobe Unlock.
Arenanet tried to reinvent the wheel and failed catastrophically.
On the contrary, it succeeded wonderfully. The game is still going strong with most of the core components of the original game (no traditional trinity, no competition for nodes, shared loot, no gear treadmill, play as you like to earn rewards, etc), plus improvements. Even the Living World ‘succeeded’, but not enough in its original form to make it worth continuing. It turns out: (1) people don’t like their MMOs to change too quickly, (2) ANet wasn’t ready for their popularity of the game at launch, & (3) it’s a lot more draining on their staff than they expected.
DS fail'd -> bail(ers) ->dail(y's)
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
Ironically, the time most likely for a DS map to fail is when DS is the daily. It brings out all sorts of people new to the meta plus commanders that don’t much like to lead. Folks fail to explain key mechanics, things go pear shaped, the mood sours, and the map has trouble recovering from setbacks, both real & imagined.
You can easily get the daily without worrying about the meta or worry about meta and hop maps using LFG to find a good group.
As mentioned above, Magic Find works primarily when killing enemies in Core Tyria maps.
If you want to see it in action, buff it all the way and run events that spawn tons of mobs in Cursed Shore.
So it only effects farming and trains? If so then why is worldboss loot so horrible? They chose to give us trash over and over?
Horrible? It’s a guaranteed rare or two, plus more than the usual event loot, plus map event progress, plus T7 mats. However, it’s not affected by MF.
Several fractals need a makeover fast.
Fast? No. Not sure I agree with you that any of these are the first thing I’d change in fractals, if it were up to me.
1) Urban Battleground – that mess fighting Dulfy at the gate needs to be changed. It’s too much AOE, too many enemies, and should not be most peoples’ first experience with fractals. It literally drives people away rather than drawing them in.
Slow & steady succeeds for tier 1.
2) Underground Facility – The initial mess with the switches needs to be changed. It’s unfun, takes too long, is too dependent on what classes you bring (not every class can stay alive while standing still on a switch), and too dependant on communication which gets people killed typing (while standing on switches).
The initial mess with the switches is… not a mess. For experienced groups, it’s a matter of watching the mini map to see if the blue dots are where they need to be. You don’t have to stay long on the buttons.
I think it’s good that some mechanics are easy with coordination and hard without it.
3) Aquatic Ruins – The dolphin path is needlessly long, without clear gameplay. Getting through is more about luck and your team drawing aggro than anything else.
It’s not about luck; it’s about paying attention to foes. Run a conga line and you can rez anyone going down.
4) Aetherblade – The final boss is horrible. It was fun the first few times, but it is not to do over and over. The spinning wall room is also more annoying than fun.
It should be easier now with condi builds.
5) Solid Ocean – 90% of this fractal is worthless, as you just run through it. Even Molten Boss has more going on.
This one deserves a makeover, to be sure. But it stymies some people now, so I don’t see it as any different from any of the other issues you’ve described.
6) Mai Trin – The main fight is too long without any recovery points. Nothing is more frustrating than going down toward the end and knowing you have to do 15min+ all over again.
Why are you going down towards the end? Why is it taking you 15 minutes to get her to 5%? I could live with the barrage phases all being the same length, but only because it’s boring to me after the first 10 seconds. Again, I don’t see this as a problem.
7) Molten Boss – Would be nice if there was a bit more to this, but at least make it so we don’t have to watch the boss entry cinematic over and over.
There’s a mechanical reason for the cinematic (other assets are loading). I sort of like that we have 1-2 fractals that aren’t that involved.
8) Uncategorized – The stair trap would be fine IF the visual and the radius of the instant down matched. However, whether due to lag or just an overlarge hitbox, there is always lots of dying despite appearing to properly avoid the beams, particularly when moving to the side rather than outright dodging. The Old Tom fight could also use improvements since getting past it at high levels usually involves knowing to cheese the activation by not touching the floor rather than playing it as intended. The Mad Asura fight could also use less “did you bring a class with reflects or projectile destruction? if not, prepare to die.”
There are all sorts of profession-specific ways get up the stairs. I’m not sure why you think those aren’t intended. If ANet didn’t want us to teleport, they could have just added a gap anywhere on the stairs. (Besides that, various projectile blocks can be used to get others up the stairs, the usual way.)
tl;dr I’m not against seeing a makeover. I just don’t agree that any of these things are important issues.
those that are against having xp locked behind raids
Who exactly is in favor of having XP gain locked behind raids? Not everyone agrees that it’s a problem and even many that do agree feel it’s not urgent or perhaps not even important enough for ANet to divert resources to address.
That said, I otherwise agree that encouraging people to spend 50-100g for a raid run is counter to the idea that “anyone can do escort”.
I don’t give a kitten what they promised or not, I’ll play the game as long as I enjoy it, and when I don’t, I move on.
Well said.
I don’t think there’s any reason to buy HoT right away. Just play the core game for a while, then you can decide whether you want to go on.
I agree with this. If you like the core game a lot, then go for HoT.
You will use T2-T5 mats for refining ascended mats, for legendary collections, and for a variety of other things. (T1 can generally be promoted to T2, for less than the cost to purchase more.) Lots and lots of the mats.
That said, if you need the space now, that is probably more important than saving up mats for the rainy day.
There are a couple of ways you can deal with excess mats:
- Store them (e.g. on a “mule” toon or a personal guild)
- Sell them for immediate coin
- Sell them for more coin in the long run
- Price them to store rather than sell
The first two situations are obvious I hope. The third one… you price at somewhat higher than the current lowest sale offers (or for bonus coin, you can research the last 4-12 weeks of the price history and list accordingly).
The fourth one is sneaky. Price your mats far, far higher than you can reasonably expect them to sell within the next month or six. For example, for silk scrap, you could list at 1s each, since the price hasn’t broken past 50 copper in the last six months. If it were to sell at 1s, great — big profit. If not, you’ve instead paid 5 copper/unit to store the silk until you need it. Now, that seems like a lot (12.5 silver/stack) for storage. On the other hand, it’s a bargain price to pay for silk when everyone else is paying 40 or 50 copper.
tl;dr only worry about it if you need the space (or immediate coin). If you do need space, consider selling above the WTS prices, either just above or much much higher (for a stealth storage locker).
Last year, the two most recent dye sets didn’t make the cut. I imagine the same thing will happen this time. Still, it’s only two more months to wait.
What did they promise? What did they actually deliver.
All I can see from the original post is that the OP preferred the original premise of GW2 (as did I) over the current implementation. That doesn’t mean that ANet broke any promises; it just means that they have adapted to the community’s interests & needs.
I liked the old two week cadence and the immediacy of needing to be online often to learn about & participate in the current events, even though it meant that I’d miss out if RL intervened. I liked non-repeatable content. I liked having only 2-4 weeks to figure out how to complete major events and achievements & collections.
However, as we can see from forum (and reddit) history, that’s a minority view. Even today, people are very unhappy that they can’t see Living Story 1 (let alone play it). Lots of people prefer being able to gradually build up local currency. And many wanted to see hearts in high level zones. I like it better before; that doesn’t mean ANet promised things would remain the same.
Importantly (possibly more importantly), the old system was exhausting for ANet. It put them on a tight schedule, gave them little wiggle room for things going wrong or adjustments, and was probably unsustainable in the long run.
tl;dr I like the old system better, too. All the same, I recognize that the new one fits better the community better
I’m refreshing this topic as the problem seems to have got forgotten. When are we getting some kind of compensation for the loot we missed?
Read the developer reply. There might or might not be loot — the bug prevented the game for recording the victory (even the API didn’t know), so there’s no easy way for ANet to know who was present during a successful encounter.
They might decide to reward everyone who took part in an encounter that last more than 10 minutes and who didn’t record a win earlier, which would be easier (and more generous). However, even that would take a lot of time to track down.
In other words: assume there won’t be anything to make up for the bug (no more than there has been for most bugs). And (I hope) be pleasantly surprised when they end up pulling a rabbit out of their Top Hat (bought at the gem shop, of course).
So all things being equal, if ANet was going to translate into another language for the potential revenue, Japanese would be a far, far better first choice.
The translations are not/would be excluding, even there is the possibility of the two languages receive translation, the question is: Why not?
Because it’s enormously expensive and it slows down development. To change a simple item description, such as “this item is only used for collections” to “this item may be safely sold after unlocking the collection” currently requires translations into five more languages from the original English. Adding two more means hiring another set of people to translate and fixing text bugs or adding skills means waiting for them to finish their work queue.
If it were free to translate, of course they would do it. Since it costs time & resources, there has to be a good business reason. The evidence suggests that this is among many good ideas for which the costs outweigh the benefits.
I agree but… a translation would be “enormously expensive and it slows down development” but the subtitles would not have that absurd impact you describe. And it has very positive feedback from the community, after all, who does not like to have their community valued?
You are imagining that ANet would only translate the dialogue and nothing else? And that would be enough to draw in enough new players to pay for the extra translators?
Plus, we’d also have to imagine that ANet hasn’t already considered adding new languages and run the numbers
This “mechanic” was meant for new players to learn when they are doing something wrong.
I think it’s meant to punish people for dying, regardless of whether new or veteran.
In my opinion, the logical extension of the OP’s argument is that veterans should be punished more harshly for dying, because they haven’t learned their lessons yet.
Consequently, I think it’s fine that L-armor can break. On the other hand, I can see some logic in the idea that L-armor has special protections and shouldn’t be affected, so I also wouldn’t mind if ANet changed this. (Although, I don’t think it’s a good use of their limited resources.)
tl;dr mechanic is fine as it is.
Don’t forget to /report such instances (ideally, via a support ticket, so you can include an explanation). Even if ANet decided today that this was worth preventing via an updated mechanic, it would be months and months before it was in the game.
It would be nice to see some sort of protection for people who participated in most of the raid. I’m not sure if “no kicking while in combat” is the right choice or if there should be some sort of participation requirement to get loot… or something more creative.
Find a partner that likes to DPS. There are all sorts of high-level fractals that can be two-personed, particularly if one is a healer.
For a while, a friend (and later, myself) ran a similar burst heal druid. My version could heal through most forms of agony, poison, and what not, and keep anyone alive who was able to remain stacked. I stopped running it when people learned to keep themselves alive, so I could afford to swap to more DPS/utility. (Also some people have trouble with stacking when there’s social awkwardness.)
tl;dr static groups are best for useful, off-meta builds.
(or set up your own training runs; then you can choose to be the healer)
I see, so its reasonable to expect anet to be able to buff necro, its just a complete coincidence that in 5 years, it has never made necro meta.
You claim, Anet balances without any consideration for the meta. Well that sure is one heck of a coincidence that ele always gets buffed to the top, warrior as well, and necro down below. All without any thought or plan according to you.
Players determine what sets the meta. You think ANet anticipated that chronomancers would be the meta tank? Plus, condi necro remains meta for pugging fractals and essential to organized WvW raids.
ANet mostly doesn’t care about what the top or the bottom players are doing in PvE; they care what the majority are doing. “Meta” gets the most attention from players, because people theory craft optimum, no one cares about the “best average” build, and folks that don’t run meta complain about it.
I agree with you that when ANet wants to mix things up, it always seems as if they buff ele or warrior, nerf mesmer, and ignore necro. That doesn’t mean they are attempting to balance at the edges of player skill.
Also anecdotally, I find with higher magic find I get more loot ( possibly due to higher chance of getting any drop at all?)
With higher MF, you tend to get less ‘junk’, which most people don’t notice (due to one-click selling, the name, and using auto-sorting bags). You end up with more gear. Is it possible that’s what you’re noticing?
Making us able to dye the Magic Carpet glider would be pretty neat.
Just saying.
Yes please.
There are two reasons I am not willing to spend more than 50 gems on the magic carpet glider:
- You can’t die the base rug color.
- You must use your represented-guild logo. (Which often clashes with the rug and is remarkable difficult to match using the guild emblem colors.)
There’s been a crazy insane amount of inflation in this game for a long time now directly due to the outside influx of currency. It’s been written about on several gaming websites.
In fact, there’s been hardly any “inflation” of the sort that plagues many online games. When you control for changes in demand (or supply) due to game updates, the price for staples has been remarkably stable. Ecto, which is a primary factor in the price of rares & exotics, has stayed within the same monthly variance for years (exceptions: the rise & fall of AB multiloot). Leather got pricier, but that can be (and has been) attributed to the change in demand due to recipe changes. Tradeable legendary weapons are somewhat cheaper, as are some low drop rate shinies.
The gold:gem ratio has gone up, but much of that increase can be attributed to changes in the gem shop and to the numbers of players that can afford to convert gold to gems. It’s also been remarkably stable, outside of outside factors, such as linked worlds for WvW (which allow richer guilds to move en masse to allied worlds, when their target match world is full).
In other words, in this game, items with amazingly high prices are always those with tiny drop rates and some notable reason to covet them over others. It’s not due to inflation.
It doesn’t take as long as people think to accumulate 10k gold. What’s hard is saving it to spend on a single item.
Some people have 10k to spend because they got lucky. Some are savvy investors, speculators, or flippers. Some are incredibly efficient at farming. But what they all have in common: they spend less than they earn.
Why not choose to take it all? With salvage-all, it’s (nearly) always going to be faster to take everything, salvage it, and sell the dregs to vendors.