FYI jamais, in-game reports aren’t responded to.
I don’t expect a response, I expect a fix.
Since the very last patch I have the same issue, and it’s not the first time. It always happens due a kittenup from a new patch till it gets stealth fixed a couple days later.
This is some seriously lacking quality control.
Drivers are AMD, I sent the report via the client.
An additional possibility was that they didn’t expect to remain so long in combat mode.
On a more serious note, a way to make WvW seem tremendously more “living”, and I don’t see why this hasn’t made it into release, is to simply give the lords multiple skins and possibly skillsets, maybe even make them named NPCs.
Yeah the “remove hotjoin” suggestion is terrible, but the rest I agree with completely. The current tournament framework is dramatically lacking, confusing and obscure. There’s literally just that and casual hotjoin random matches with no middle ground. (I’m not talking player skill levels here, but the form of organization).
Even GvG in GW1 which was apparently scrapped due to the same reasons was easier to organize.
Why do they think we need as few gameplay (just one, conquest) and competition modes (two, with both sharing the exact same maps and objectives save for Capricorn) as possible? You don’t get it Anet. It’s crap like that that turns people off PvP and makes them never seriously try it in the first place.
I dearly miss the weekends where I did long HA runs or Alliance Battles with my else 100% PVE-er friends. I haven’t done a single PvP match with them in GW2.
The sPvP in this game is an afterthought.
Also try to remember that while GW1 was immensely fun and I loved it, it did not have the mass-market appeal that a game needs to be a truly top-tier PvP game.
I fail to see how GvG or HA are per se “mass-market unfriendly”, especially not any more than the tPvP in GW2. The average person probably would find a battle to kill an enemy Guild Lord in a castle or an elimination death match tourney with a three-sided KotH as final more appealing to watch or play than a domination style match, where a lot of kills simply are due to 2v1s or full health guy vs guy who hasn’t healed up yet.
(GW1 had huge barriers to entry for lesser players, and they just couldn’t have fun in GvG or HA),
This is patently untrue.
then that game is doomed to failure from a PvP perspective.
Please question your own logic here – if a game “only” appeals to skilled players, it has a high skill ceiling, making it more attractive to players actually willing and seeking to improve their skill, versus everyone soon hitting a hard cap. The latter makes it a more mass-appealing game but not the better PvP game, just as Checkers isn’t the better board game to people interested in a competition of wits than Go or Chess.
(edited by Jamais vu.5284)
+1
Give commanders a tool to deal with spies and griefers. Yes there’s the risk of abuse, but those spies/griefers already abuse that exact lack of checking mechanisms to them so you can’t really bring that argument.
Different builds
+1
If they’re not doing this they’re undermining the credibility of WvW as a serious game mode of GW2 rather than a mini-game. You simply cannot efficiently run with the same build in WvW as you do in PVE, or vice versa.
Their handling of WvW is really confusing indeed, and as someone above touched upon, a separation of PVE servers/WvW servers (or affiliations) might not be as outlandish as it sounds at this point.
WvW is mode that by design favors intense player tribalism and generally a hardcore PvP mentality (for one thing, the massive, hour long queues by themselves probably deter 95% of might-be casual players, or the discipline and voice comm required), with the guise of being a “casual” game mode with a huge PVE-er cross-section (those miniscule bonuses nobody cares about or remembers that they exist, the random PVE events, etc.). But as we all know after a year, that’s not the case. WvW is driven by it’s dedicated guilds and daily players. On my mid-ranked server, I always see the same faces and the same guild tags.
The connection to the PVE-side of the game is tenuous at this point.
This was only a short analysis that I might elaborate some time in a thread itself. The main topic of this thread was pop imbalance and I agree that this needs to be hands down the biggest factor in match-ups. You don’t let a football team of 11 play against one of 8 players, even if every player is on the same skill level.
And thanks to the missing connection to the PVE-side I addressed, WvW populations probably won’t boostrap themselves out of their current levels.
You really need to make WvW either more about the PVE-side of the server to get some new player flowing in, or much less (i.e. separate them).
Ring of Fire friends, I know you don’t get much WvW experience, but when someone salutes you twice after helping you and emotes a /no after you hit them and they clearly don’t fight back, don’t you think they’re trying to signal … something?
Just wanted to hop in and mention, again, that the AoE cap on player skills is a technical limitation. Were we to increase that, skill lag would get considerably worse.
More and more it sounds like you really bet on the wrong horse by utilizing the old GW engine. Maybe divert some resources into properly fixing and future-proofing it? Make that one of your milestones for the first two post-release years please.
They’re griefing? Report them. I’m pretty sure griefing is a bannable offense.
They’re beating your carebear rear? That’s called PvP! Bring your friends, guild or ask for support in the WvW map channel(s). You don’t even have to defeat them, maybe you can just sneak past them.
One new map could conceivable fix this by virtue of a wider pop spread, alas at the current pace we’ll get one in the next 2-3 years at the earliest.
[posted in wrong thread]
(edited by Jamais vu.5284)
/clap at Gandara for steamrolling EB with a 30+ man zerg at 4 in the morning on a week day. I assure you when people are actually awake we’ll take everything back (yes, this includes SM).
It’s pretty much guaranteed that there will be endless rivers of whine whenever you have a class in a game that is designed to excel in 1v1 or 2v2 situations, and players pick classes that are designed to excel in group combat or with a more defensive/supportive playstyle, then expect being able to do “leet duelz” with them on the same baseline as the premier duelist class.
What do you expect your class to be, a Mary Sue? It can’t do everything at max capability, just as thief can’t do every role equally well. Your fave class will never be the better duelist than thief, not with all the reasonable nerfs they get in the world. Better start dealing with it.
OP did the thought occur to you
ever
that you should get better at the game mayhaps? Before appealing to the game developers? That’s like asking for the queen in Chess to get nerfed. (Actually thieves are more like knights.)
There are also anti-stealth traps you know.
I think your main problem is you have no idea how thief works, and you need to learn how it works if you want to fight them. I came to this conclusion by you saying that sword/pistol thieves were permastealthed. S/P Thief doesnt have perma stealth, it doesnt even come reasonably close. L2P applies here.
This. Their problem was more likely well-placed blinds by skilled players in addition to some stealths, and that he/they didn’t recognize that speaks volumes, no offense.
This is what happens when you have people that don’t know PVP in charge of deciding what trait lines make it in to world experience. I can just see some poor underling that works for the WvW team making a futile attempt to convince a marketing guy that Defense Against Guards is a horrible idea.
I would love to see the statistical distribution of world xp skills.
If you think this isn’t an insanely strong perk you don’t WvW much.
Absolutely agree! It’s not fun, unfair, and they are not more just punchbags (lootbags), I feel it’s far from epic fights even against zergs…
Come EB from 10pm-2am and watch our zergs regularly wiping yours.
-1
Encouraging mindless farming, like Dolyak humping at release, without any strategic thought behind it, that even leads to severe siege imbalances, is rightfully discouraged. If the commander(s) determine that a huge, passive siege defence is needed that should be reward enough.
Not to mention that is actively damaging if there was a griefer who threw a thousand flame rams or generally unwanted siege in the proximity.
So well done, this is definitely something that ANet needs to bring up in a meeting, all look at together, and try to figure out what they can fix.
If you think a survey like this is a good venue for that you’ll be disappointed. Rather they should (as they already do) read the forum threads that contain actual opinions and sometimes suggestions rather than thougtless clicks.
It’s also a self-evident truth that with such surveys, the classes with the highest wide appeal:ease to master discrepancy always fare the worst. Ranger isn’t one of them, they truly don’t have a role in PVE, but thieves (rogues) and elementalists (classic mages) fit that as seen here. Though with ele it has thankfully ebbed a bit since release.
The archetype thieves comes from is basically the “ganker” – the dual wielding low armor high damage profession meant to use stealth to gank unsuspecting people and run away quickly if the gank doesn’t work. It’s a concept suited for open world PvP, but it does look odd everywhere else.
Well you don’t have to play that way as thief.
And if they are saying they are working on x they will be “attacked” every single update where x is not implemented.
And in this case, that’s a good thing. They need some pressure, they need to get their priorities right.
New WvW maps is not a thing like Guild Halls or Cantha. You can’t say they shouldn’t let themselves be bound to such statements, because upcoming substantial WvW content should be taken for granted.
WvW is the third big pillar of GW2. But judging by the progress we made, you don’t feel that at all. New actual WvW content (rather than the minor adjustment they sell us as “content”) is desperately needed, but we’ve seen none of it in the past year, but concurrently still have to fight with excessive lags that should have been nipped out within the very first weeks of the game’s release.
I do give Devon more credit than the original poster because he atleast said new maps are “in the plans” and not just that they’re “thinking about” or “wanting” it, so I’m confident they’re actually at it, even if it takes a long time still. Though meep is right, the WvW team is understaffed.
ANet needs to fully realize WvW is basically permanent, low-maintenance hardcore endgame. It helps to keep the game vitalized, it lures in newcomers with massive-scale PVP battles, and thus keeps the sales coming, it keeps people in-game, just by existing, no bi-weekly updates needed. That is, if it’s treated better.
(edited by Jamais vu.5284)
I actually like random server matchups. More exciting, more unpredictable and I think we’re learning more as a server this way.
http://mos.millenium.org/matchups
Yes, the winner of every single match-up except for one already being decided after the first day is exciting.
A random rotation between opponents one bracket up or down is more than enough. Each month you should get atleast one new opponent per week.
Really cute, ANets vision that servers being matched with those 2 or 3 brackets above them will acclimate and improve technically, that it’d even the playing field. Fits right into their yet-to-be-materialized fantasy that the two underdog servers would band together against first place instead of cannibalizing each other for second place.
Here’s the deal: WvW isn’t about skill, WvW is all about population. Naturally there are servers, commanders and players that are more skilled in the actual field, but you can’t expect from them to have much of a chance versus servers with near-topped out maps all day round if the only significant presence they have is during the evening. Skill only becomes determining once we actually have a vaguely level playing field.
Population will never change, not significantly. Certainly not with measures like this. And ANets insanely long free transfer period last year cemented this.
If anything, this will scare new players off and make the constantly losing servers even less populated in WvW.
It’s fun to lose against a tactically superior zerg or a strategically brilliant commander. Battles between night vigils are fun.
It’s not fun to be constantly swarmed by sheer superiority of numbers, including the off-hours, or to never encounter an enemy zerg because the opponents simply don’t support the population for that and they have long given up that match-up.
Make population the factor. Not points. Not randomness.
(edited by Jamais vu.5284)
Changing a race completely makes the whole “RP” element moot. Rather why not put more love and work into a new character? So what if you’ve spent a lot of time and effort on one? Stuff like soulbound items are a different can of worms though..
I don’t know what you mean with “RP”.
If you mean the character building, that is exactly the argument for race changes, so as to not make all those hundreds of hours and the passion you put into your character go to waste and robbing it of a future, simply because of an aesthetic flaw. The character transcends race.
If you’re talking RP, not everyone’s big on that.
If you’re talking lore, I beg you, they’re selling Quaggan backpacks and Aviator sunglasses right now in the store and you can already change your bulky dark-skinned male into an petite pale girl and back again if you so desire.
Would be pointless. You can use berseker for everything because no boss has any relevant attack that cannot be dodged. If no boss has any relevant attack that cannot be dodged, there’s nothing worth interrupting. If there’s nothing worth interrupting, between wasting time with crowd control or just doing more damage, it’s always better to do more damage.
This. The omission of an energy system really hurt GW2 in that regard. Bosses/mobs can’t threaten you except through your health. Which makes it all boil down to dodging the hugely telegraphed attacks, no strategy involved.
Since this game is a complete DPS race, It’d be so easy to make CC matter atleast against bosses to keep up the DPS. Say a boss heals/protects themselves regularly and you need a well-placed interrupt to prevent that. Or a boss steals massive life with the next attack that hits and you have to blind/weaken/etc it. Or it runs to a safe area and you have to snare it.
But that would require a overhaul of the atrocious Defiant mechanic.
Will it ever come?
Due to tooltips being nonexistent in this game and it being nowhere said that you can’t equip two Ascended pieces of the same name, there only being a cryptic “unique” descriptor that could stand for anything, I made the mistake of flushing 5 gold and 12 commendations down the toilet. I am terribly lucky it wasn’t laurels.
So now I’m here with an useless trinket that I should be able to salvage at least but that does not work either.
You know what would be even better than being able to salvage them? Actually being able to return them to the NPC within a time window. Can you imagine how much frustration that would alleviate?
Here’s something to chew on for those crying for a stealth nerf: It makes the thief momentarily much more survivable, but in those seconds you’re also completely safe from them. So use the time, lay an effect field or two, buff yourself, switch weapons, use the terrain, escape into the water. If the thief was at high health count the seconds down and after 3-4 dodge.
If the thief was low and stealths in 9 cases out of 10 he’s fleeing. Yes sadly you probably wont get your loot bag, but if he was most other classes you wouldn’t have gotten that bag just as easily as with that thief if he hadn’t stealthed to begin with, don’t forget that.
The orbs were important because they gave organized groups/zergs a secondary target aside from keeps.
Someone suggested that a unhackable NPC carry the orb, but that they should follow players to make the paths unpredictable. That’s a great idea. To simplify things maybe they should only be able to follow a player commander.
If Anet added a second, lower or more specific, tier to Commander, as I’m suggesting since the beginning, those could make the Orb NPC follow them as well.
The suggestion of some that the orb should receive the Outmanned or other economic buffs isn’t terribly good, because then it would become an absolute low-priority target the higher in the Server leaderboard you go. An organized server simply can’t spare 10+ people chasing after some karma/gold during prime time, even if it benefits everyone. It’s like wasting them on the champion grub.
I think the orb should give a buff that is inversely proportional to map domination. That could be accomplished by buffs that simply and elegantly decrease in effectiveness/duration the more keeps you own and the higher they’re upgraded. i.e. to visualize this, the orb’s power would get “used up” much less fast if you only have wood keeps and mid-sized zergs.
So even if you’re so outmatched that you’re only able to secure the orb once out of 5 times, you’d still get about as much out of it as the map hegemon.
The orb would still have value to a team that owns the whole map, not least to prevent the other team from acquiring it.
(edited by Jamais vu.5284)
+1
Half the TS complains when it happens, it’s definitely not an issue on the player’s end.
The end of culling is cute and all, but if this is what we switched it for I’d take the culling every day of the week.
There are indeed!
We’ve had a lot of feedback from folks asking for more difficult places in the game that can be more rewarding to play in. Our intent with Orr (and Southsun) is to create areas that are more fun/difficult for groups to play through event chains, with events that scale better when larger groups of players show up than the rest of the game, rather than the old versions that fell apart when more than a group or so of players showed up.
Well one of the subcurrents within people asking for more difficult content is indeed the notion that group-play start to matter in the open world, at least for some of most high-end of zones. But realistically, I doubt it’d be easy PR to include something like that, not with the current mindset the audience has (and is being encouraged by some game design choices). The complaints about not being able to solo would be endless.
Next to improving Orr, Southsun and future areas it might be a worthy idea to look into your past for inspiration. I. e. an instanced “elite” area for groups (be it 5-man or more) like Fissure of Woe or UW. That could provide a much more custom-tailored experience for groups.
I agree that our burst needs to be reduced. The stealth and especially movement however I deem completely fine in their current incarnation. If you take both and juxtapose them, a class that has stealth/movement but not excessive burst damage seems much healthier than one that has excessive burst damage but not the current survival mechanisms of thief (i.e. a pure glass cannon).
And if you remove both … well, you won’t have thief anymore.
In PvE, they’re that damage class with less dps and support then warrior.
If we take your unverified claim at face value for argument’s sake, that still makes it the second best DPS class, and in a meta where DPS rules supreme that’s not half bad.
Support =! spamming boons. Show me where a warrior can absorb projectiles, give party-wide venoms, constantly blind, remove boons, or reliably revive people without firing an elite.
In Spvp, they’re that dueling class that can’t hold a point.
They can hold a point excellently. You don’t have to be a bunker to prevent your enemy from capping a point.
All in all the words of a player who has not much experience with thief.
Please keep up the good work. I watched my and an opponent server recently do GvG on an empty Borderlands. There was a large crowd of spectators too.
If Anet for some reason will not even listen to the players when it comes to GvG, we players need to take every initiative in our power to bring GvG back by ourselves.
Me ? Where did I say anyone was a fanboy? I merely said that the particular person perhaps wants us to spread a word of warning about this oh, quite vocal fanboy population. It was your own idea to think I try to suggest you are one of them. Perhaps for a reason, hmm ? (:
Claiming that you only rephrased another person’s point (that I do not see related to your post at all to begin with) and had no intent behind that is a really disingenuous tactic and it won’t work on me.
See, there you define people who feel they were ripped off by Anet as irresponsible maniacs and whatnot. Now that I call you a fanboy it’s a logical flaw.
If someone spends a quite large sum (enough to buy the groceries of 2-3 days) on virtual gambling in the expectation to receive a rare drop I do think they are irresponsible with their money. Though I want to emphasize I did not intend to address OP or anyone specifically.
But the main issue here is that it’s hypocritical to participate multiple times in said gambling and complain only afterwards, instead of boycotting it, i.e. voting with your wallet, or open a critical thread in general protest. It seems most people complaining about this are, after unlucky drops, asking for better chances at the RNG instead of a wholly new system.
So, you have chosen some uneasy allies Master of Timespace.
In contrast, disagreeing with a critique of one certain facet of the game does not make one a fanboy at all. No “irony” here.
I cant even believe someone is complaining about this…
This just seems like a silly thing to even be talking about………….
Well I can’t believe that you clicked on this thread and cared enough to write a reply. See the irony, no?
This also isn’t specific to Dragon Ball. We had quite some PVP mini-games already and we’ll likely see many more in the future (in all of which this applied), so I think it’s more than a fair point to raise by now.
Quote from OP in an other thread
So surely it doesn’t matter that you wear pvp armor? I mean, skins don’t affect your stats! Right?
I do not know why you feel the need to stalk me or attempt to form a contrived argument directed at my person (instead of the topic at hand) out of two entirely different points of contention.
This is also called “trolling”.
Should put you in town clothes so they serve more of a purpose.
Choice of that would be nice yes. Would also emphasize the “casual” character of the mini-games (or some of them).
(edited by Jamais vu.5284)
No. I think he wants to spread a word of warning about the relatively small, yet extremely zelaus fanboy population we have here.
“He disagrees with me, therefore he is a fanboy”
Also know as
“Us vs them”
There are at least four different logical leaps in that thought process alone. Please try again.
By the way the topic title was changed to make it seem less quote controversial quote. I myself would never use a direct first person reference in a title.
Maybe you should actually try spvp one day. Takes 1 day to get a nice suit.
I could convert my glory right now if I wanted, but Dolyak-rank rewards aren’t exactly the same as Dungeon or T3 armor + weps.
Additionally, spread the word about what is going on here. A company is nothing without its reputation.
What do you want to spread, that they make a buck from extremely irresponsible (and perhaps borderline maniac) customers who desire stat-less vanity skins?
I do not understand why we are forced to wear PVP armors in casual event PVP formats that don’t even earn glory like Dragon Ball or the ones we had on Halloween. Probably more than 95% of players are lower than rank 20 and look all the same anyway.
Please give us back our PVE armors in those formats.
The concept of tiers has little meaning at this point and you should try to stop thinking of matchups in those terms. Servers are matched up by proximity of rating, not proximity of “tier”. If the tiers have ratings that are within the range of the random adjustment, they can end up fighting each other. This is going to result in blowouts, no doubt about it. However, we are not going to make changes to this after just 2 weeks of the system. There are things we can do. We will almost certainly end up adjusting the total added to each server rating to group the matchups a little more closely. First however, we need to let the ratings adjust by having more varied matchups like these. If you look at EU, which is using the exact same system, you can see matchups with numerous surprising results. The same will likely be true by the end of the NA matchup.
TL;DR: We are going to wait at least a couple more weeks before changing any of the math behind the new system, but it is very likely we’ll decrease the size of the variation at some point.
Devon, your team should really consider making population size (both averaged out and on an per-hour basis; only for WvW participation) a factor for determining match-ups.
For example, we on Drakkar Lake recently absolutely trashed Riverside, a much higher ranked server, on their homelands at primetime (atleast those evenings when I was playing) strategically and tactically, thanks to some dedicated guilds and organized zergs, but we are still losing overall. Of course that’s not to show that we “deserve” these points, it’s more that Riverside has almost topped out maps at all times (even at 5AM) whereas Drakkar could never dream of muster such a feat.
Currently, in the mid tiers, it’s not about which server is better at WvW, but which one has more mass.
To be honest nagging/gossip threads are boring.
[…]
In closing, perhaps taking a casual approach to Guild Wars 2 is the best way to go about playing this game, but being an elitist and mastering the PvE content the game offers eradicated any sort of drive to continue playing a game that doesn’t seem to be targeted towards someone like me
Yeah no, on principle I appreciate your realism and the acknowledgement of the limits of personal desires, but your defeatist, almost cynical attitude doesn’t help the players or Anet themselves either.
We need to continue pressuring them on it. It’s not to far fetched a demand that Anet slightly shift their focus to include more “hardcore” content. They don’t need to abandon their favouring of the casual playerbase (and despite devs assuring that they’re treating both sides equally, they are not). On the contrary, some of the most popular online games follow this model, including of course WoW.
Ultimately it benefits the casual player as well, because the hardcore content of today will become the regular or even casual content of tomorrow once the players become better at it and get new powecreepy stats & web guides, as GW1 proves.
(edited by Jamais vu.5284)
I have no idea why ArenaNet not only hasn’t included this game mode, the very soul of GW1 PVP, but also doesn’t and didn’t even address it (or the demand for it). It’s as if they deem it never even existed. What’s this, Soviet Russia?
The idea behind it is simple. You wouldn’t even have to modify much from the basic GW1 principle. A medium sized map with a medium team size (8-10) with objectives more akin to WvW than sPvP (but instead of dozens of keeps and camps, only one keep containing the Guild Lord and camps as secondary objectives like flag stands on some maps). Seriously, just reuse some WvW skins if that means we will actually get it.
Make it hot-joinable for random teams or not, but the important thing is that the main teams have to be competing guilds – or guild alliances if you ever decide to add that feature.
There’s just no long-term goal for dedicated groups interested in competitive PVP. Yeah you can do three shorts matches of a paid tournament, yay I guess? What about battles that last half hours or longer? A ladder that actually matters?
Please let this be not wasted 5 minutes of my time and give us all some reply.
How we can win if two DE servers are cooperating all the time. 2 vs 1 is just unfair :-/
Is that why the only fights we on Drakkar had this entire past 8 hours was against Riverside?
Seriously……killing 2 people 3 times each and having them res each other before I can get a stomp off each time is moronic..
There is no reason a single person should be able res someone faster then another person stomping them…No reason..sure..if you want to play the stupid system of giving everyone a res I can somewhat understand multiple people ressing someone..but 1 person? really?
Why do you hate control so much? If you want to DPSDPSDPS maybe you should join a CoF1 speed run group instead of WvW.
The problem isn’t only losing your current target, it’s that you start attacking your “new” one. I can’t count how many times I started attacking a random doe or some destructible environmental object just because I adjusted my camera.
I would have thought the devs would be more aware of the importance of avoiding this, since timely targeting/pulling was one of the cornerstones of GW1 PVE.
I think realistically there are only two ways ANet can solve the Zerg dilemma.
Obviously they can’t forcibly split groups up, or make a dozen WvW copies so that only ever like 30 people are on map. So the methods are to reshape commanders to make them less overbearing via different, earned commander tiers, more commanders, or rather captains/majors, per map to split the zerg up, etc.
Currently everything but the most highly guild-organized Tier1 WvW boils down to a small blue icon on the map, which is bad, sad design.
Or more importantly, to fix the maps. The current ones seriously lack incentive for solo roamers, duo roamers or small organized groups, particularly such incentives that lead to PvP encounters.
Yes you can go flip camps with your 4-man party for two hours but that is not attractive gameplay for a world PVP format (or any really). Encounters with opponent groups of roughly the same magnitude are a rarity.
The objectives themselves feel very “one-dimensional” geographically, in that from every objective there are is always exactly one closest, next-best cap point up or down the road, the rest being either blocked physically or psychologically (e.g. for the latter, a giant, player-deserted lake). That could easily be addressed by simply having the maps less “choked” and more “airy”.
This idea sadly makes too much sense for ANet.
Undercutting by .01 is VERY prevalent in the real world. Go take a look at amazon. Many 3rd party sellers have software that is constantly checking their listings and lowering the price by .01 (until they hit the bottom limit they set within the software). They do this because it works.
Real life buyers aren’t mindless drones that cart the cheapest product every other factor disregarded. There are multiple other factors that influence their decision, like cost of shipping, rating of the seller, availability, warranty/terms of use, sheer indifference to the prospect of saving one penny and yes, lack of information (because in real life we don’t have a single button that lets you buy the cheapest identical copy of your requested product in the entirety of the world).
None of that exists in GW2. Equating them is a classic example of faulty logic. The GW2 AH needs a dev-instated regulating mechanism making the undercutting issue much less silly. A small percentage-based tax would be enough already.
Also the argument that this is because the AH is a buyer’s market is disingenuous. Buyers don’t benefit from saving one copper coin, it’s the most impatient sellers who come out on top here. It’s literally a last in first out system at work.
Buyers would profit if there were an undercutting tax.
(edited by Jamais vu.5284)
I think you misunderstand the meaning of two words: lazy and busy
You misunderstand the meaning of the words: “trivializing” and “game”.
