This is an entertaining thread.
I personally dislike the word “toon” myself as it does not carry a logical implication and is therefore self-defeating. It has to be explained to newbies, so as it turns out you end up typing a lot more than if you had just said “character” to begin with. For that reason I do use “char” as shorthand because just about everyone with at least a double digit IQ can figure out what it stands for and never needs to be explained.
(Plus “char” is the keyword for character in the C language so part of it is habit too.)
I doubt any time soon. In the future, once the the game has matured a bit more and all the important stuff is dealt with. If this comes out before the important stuff, there would be resentment by some because this is a luxury feature.
Judging from their track record of fixing gameplay bugs vs adding gem store content, I’d have to assume that Anet considers gem sales to be the “important” stuff.
Weapon crafting is pretty terrible. I’m still trying to figure how to squeeze past 50 in Weaponsmith and Huntsman without converting my gold into vendor trash. If that’s how it is all the way to 400, I’ll just stop here until Anet fixes it.
The grind which was NOT optional was in Factions. “Befriending the Kurzicks/Luxon” required you to get 10,000 Faction for the one of your choice. Before you did that quest the cap you could earn was . . . 10,000. And it was a load of slogging through places with the blessings on. And for bonus points, you couldn’t proceed with Factions until you did that.
Likewise (although I didn’t have so much trouble with this) if you were not native to Elona, there was a requirement to achieve a certain rank of Sunspear title to proceed. I got it as I did cartography “first pass” through all of Istan and doing the missions, so . . . others probably had a tougher time of it.
Uh, no. The Factions requirement could easily be completed by doing the quests – as intended – for the respective faction. Between the reward points for the quests, the initial faction missions that got you there, and the killing that you did between quests, you would get to 10,000 more or less automatically (in fact, for Kurzick you could get all 10,000 just from questing), unless you did something stupid like spend the points while you were trying to build them up. It also bears noting that faction was account-wide; you could earn it very quickly by playing on a PvP character in JQ/FA and that would help fulfill the campaign requirement. If you did that, you could also increase your cap by 10,000 without even touching the campaign.
And for Nightfall, the Sunspear rank requirement for foreign characters was actually removed shortly after release (what this tells us is that you don’t play campaigns much), but even so, the introductory quests gave you a ton of Sunspear points and took you almost all the way to the required rank, and from there you only had to do local quests to get the rest.
None of the things you mention required grinding, or even in the worst case only a tiny bit of grinding to make up for suboptimal play. If you had to do a lot of grinding for these things, you messed up. If you hate doing quests, that’s a different issue, but these requirements did not force anyone to grind. As designed, these requirements were just token gates to prevent runners from rushing people through the whole campaign. A person who played to experience the content wouldn’t even notice these things come up.
@Hydrophidian: What parts of GW1 are you describing as a persistent world?
I can’t think of any that satisfy both criteria:
- continues to exist after users have departed; and
- users can affect some kind of lasting change on the state of the world.
I’m glad someone brought this up specifically.
Name one game that actually does either of the above in any meaningful way. Every game currently out there that’s being called an MMO including GW2 reverts to its default state when the players aren’t around, and everything players do is wholly temporary, not lasting. Did you rescue the Ascalon Settlement and wipe out the entire camp of centaurs? They’ll all be back 2 minutes later, reappearing from thin air, to repeat the same attack. Did you farm every resource node in the zone? Tomorrow they will be there again in the same spot. Did you leave a bunch of random bundle items laying around on the ground in a happy face pattern? They’ll all magically vanish after a few minutes.
When people say “persistent world” what they actually mean is an open world where you can randomly encounter other players. That’s it. There is nothing persistent about any of these MMO game worlds, everything is on a timer that resets to default. And besides, these games divide their community into separate servers. What is a server if not a giant instance? There are people, including RL friends, who you cannot play with despite playing the same game because your whole world is an instance. GW2 guesting system is supposed to fix that but guess which launch feature is still missing?
The persistent world is one of the big lies of MMOs, there’s just no way to do it because its natural conclusion is anarchy. The only way to create persistent content is to customize it to individual players, and for that you need… here it is… personal instances. Like in GW1 Factions when you set up your guild hall. Like in Nightfall when you set up your Command Post. Like in EotN when you cleared the Charr out of Grothmar Wardowns, or decked out your Hall of Monuments. Like any number of quests in GW1 that permanently altered what might show up where because you did something. That world is persistent at least to your character. Games like WoW and GW2 have zero persistence. Clear a zone at level 1 then go back at level 80 and it is exactly the same as when you went there earlier. Nothing you do matters, not even after you kill the ultimate bad guy. In fact, you’ll just kill him again, over and over, like the time before it never happened. The game is designed to make you do that. It’s designed to be an unchanging treadmill to nowhere. Maybe that’s what’s meant by persistent world? A world that persists in its state no matter what you do? At least while you’re in a GW1 zone, when you kill something it stays dead. Being dead is a fairly persistent condition, after all. Mobs don’t just rematerialize a minute later like they do (and have to) in an open world. Want to explore a cave? In GW1 you kill everything in the way and then explore to your heart’s content. In other MMOs you kill the mobs once going in and then you have to kill the same mobs again to get out. The definition of grind. Oh yeah and what happened to persistence?
Yeah, saying that these MMOs have persistent worlds and GW1 does not, is a travesty that can only be said with a straight face by people who will eat a kittenandwich and smile as long as they’re told it’s peanut butter. Just a little bit of critical thinking is all it takes to separate truth from fiction.
I noticed that the UI has an option to display server or local time. There’s no difference for me and I’m in PST (Anet home turf). So I’m curious as to whether there are east coast servers, or whether the server time thing is only for major world regions (America, Europe, etc.) and all the servers in one region have the same time.
Steps:
1. Launch GW2 client.
2. Alt-tab to the desktop.
3. Click the GW2 taskbar icon twice quickly.
This seems to put the GW2 client in a conflicted state where it does not return focus to the client but it also prevents the desktop from refreshing so the PC is no longer usable and has to be hard-reset.
Found on:
Windows XP
Radeon HD 4000 series
So let’s complain, complain, complain and complain some more to the point where these events just won’t happen anymore.
That’s pretty much the idea, yes.
He means scale up the loot to 80, since everyone was fighting 80+ mobs.
I missed the phase 2 special event and don’t know how to get to the camp to prepare for phase 3. I don’t feel like wandering around to find it since I’m a bit weak for this zone.
What was the straw argument? You made a false claim about this being an obscure item and misrepresented its value, and got called on it. There are tons of people who would be interested in this item and compete for it. As evidenced by the price movements.
You got 5 of a “similar” item? Pray tell us what item that was, lest we again be misled about its nature.
Why would new buy orders come in unless you raised the high bid? Why would bots be more willing to raise the price higher than 1c as opposed to players? If what you say is true and cannot be explained by something as simple as the rate of refresh/updating on the TP, then there were indeed strange occurrences here, so strange that even the botting theory does not hold.
After 3 attempts I managed to get credit for the dynamic event but still no mail. I’m not sure if I can progress or not. I do have map in inventory.
EDIT: Never mind, you have to talk to him one last time after you beat him up.
(edited by Leablo.2651)
How is it an obscure item? It’s a rare with desirable stats and a popular rune. It has an ask price of 25s and you are complaining that you’re being outbid at 10s. It’s currently at 16s. Nice try though, but I see no evidence of bot manipulation here.
You are assuming, though, that people who sell below vendor are doing so unwittingly. Perhaps some of them are. For others, it’s a matter of charity or convenience. You can sell on the TP from anywhere, vendoring requires a vendor. Anet could have simply posted a warning whenever someone was about to list below vendor, for the ignorant. It ultimately should be the player’s choice what price to sell at.
The crafting system is not a fault in GW2 as much as it is a fault in every MMO crafting system that includes progress bars (WoW and whatever it stole from preceded GW2). People look at it as another form of progression, they want to “max out” and do whatever it takes to get there. So yes, this completely messes up the economy because raw materials produce the crafting XP and the finished items flood the market. This has nothing to do with the TP (which is actually an improvement over an auction house) and more to do with blindly copying a bad idea from other games.
Because if he sets his bid correctly, then the bot doesn’t buy things cheaper. It has to pay more than what he’s willing to offer. The “problem” that people seem to see here is that the bot is opportunistically taking advantage of lazy sellers because there’s no competing offer. Rather than provide that competition to help set a fair market price, people want to be able to do what the bot is doing, i.e. flip stuff. Their primary complaint boils down to the fact that the bot can do a better job of flipping than they can. So my argument is:
A) Stop trying to play the market, or
B) Don’t complain when someone else beats you at it, or
C) Offer a fair price if you actually want the item
And it seems like the OP eventually found his way to C.
(edited by Leablo.2651)
What’s the problem here? The bot still has to pay whatever it’s offering. If you are willing to outbid it, then you get the item. If you are worried about bots always outbidding you by a small amount, then make an offer that accurately reflects your valuation of the item (i.e. your max bid). If you can’t get it that way, you wouldn’t get it anyway.
But you can’t compare GW1 to GW2. They are completely different entities. A lot of the developers that worked on GW1 never worked on GW2. There are far more new and stressful issues that arise or have arose in GW2 that was never seen in GW1.
We can’t compare a game with its sequel? Seriously, are you from the planet Fanboy IV in the Apologist system?
Mmmm no, as i said the TP could be a lot more interesting with people actually understanding how it works. Psychologically seeing people throwing away money just make me laugh.
How would it be more interesting? You’re talking about a difference no greater than the fee. Either way the items affected are all junk status, or the prices would already be higher.
It bother me because is impossible to sell most of the items cause most of them are sold at a final earning LOWER than the one you get from a basic merchant, and sell a green item to a basic merchant is sad.
So, psychological issues all around huh? What does it matter what color the item is? Crap is crap, and it’s not like greens are even rare. If there was anything special about them, then people wouldn’t be dumping them. Sell that garbage to the vendor and move on.
They are worth the price of the keys. If you look the mean price for a booster alone is around 100 gems (not including the ones exclusive to the chest).
Who says a booster is worth that many gems? Anet? That has no bearing on what the market considers fair. Most people would not pay anywhere near 100 gems for a booster or any other common BLC drop, hence the keys are not worth it either.
Anyway rant aside, a “gear treadmill” in an MMO is inevitable as its what these games are built around.
Inevitable you say? I’m pretty sure there’s an extremely relevant counterexample that disproves that.
How do you explain the orders below merchant value then? We can no longer do that and yet that still persists!
Previously, it was possible to put up buy orders below merchant price. Nobody was ever forced to sell at that price, and people have always been able to offer more if they had a genuine interest in getting the item.
Currently, it is not possible to do this, but there are some old orders left over. Still nobody has been forced to sell at that price, and still people can offer more.
In the future, once these old orders have been removed from TP, there will be NO outstanding orders for those items. Not because these people somehow manipulated the market, but because the items in question are either a) garbage and nobody actually wants them, or b) the sell price is already close enough to vendor that the buyers don’t care, or c) the item is time-sensitive, like low-level gear, and doesn’t make sense to post offers that have to be waited on.
Still not fixed. From what I could see, it’s not just the relative height of the mushrooms, but invisible collision that is pushing you out/away from the place you need to jump. I’m not sure if that’s just a poorly implemented hitbox or purposely done this way to screw you over, but it’s apparent that no player considers this a legitimate challenge.
Jumping to the stem sounds more like a serendipitous workaround, but if that was actually intended, they need to do a better job of telegraphing it. The bug or bug-like nature of this jump combined with the extreme punishment for dying here is simply unreasonable.
Great. Now please stop creating new threads that say the same thing in different ways. This isn’t your blog.
as opposed to wow for example, where i very much can play “my way” – i can level exclusively through dungeons, i can wander aimlessly wander aroudn exploring and doing w/e quests come my way in a manner that flows well. i can jump between zones if i wish, i can stick to one zone completing it fully before moving on, i can go from level x to level y that the zone indicates it’s level range without leaving that zone to go to other zones. i can complete 100% of the content for leveling, and i will be rewarded for doing so.
Uh, yeah. Blizzard deliberately started giving out more XP at low levels after they started releasing expansions, because they would raise the level cap and the amount of grind required to max out. The original vanilla WoW was a lot worse about making you travel to different places to take on (non-grind) quests at your level — as low as level 5 or so you would have to start going to other starting areas unless you were grouped or really intent on soloing areas designed for groups. And getting to other zones meant waiting for a zeppelin to take you between capital cities and then waiting for the wyvern ride from the city to the outpost you wanted to reach.
None of the things you describe were possible in WoW prior to the first expansion.
lol so THAT’s where ERROR: Invalid authorization comes from!
Sorry, you’re linking the wrong wiki for the wrong game.
http://wiki.guildwars2.com/index.php?title=The_Guild_Wars&action=edit&redlink=1
Why doesn’t that page exist? Well as an editor states: I’m left wondering why this is here and further support for deletion. The fact that this is an exact copy of the gww article only helps shows that there’s little to no relevance to GW2.
GvG isn’t the reason for the original’s name.
Guild Wars was an event prior to the first game.
Implying that the lore was not created to fit a marketable title.
How have MMOs lacking gear treadmills, such as Guild Wars 1, kept an active player base through the years? Discuss.
Keeping an active player base only requires compelling gameplay, which GW1 has and GW2 does not. Gear treadmills are basically an admission that the game itself is not interesting enough to keep people playing, so the developers are going to just keep throwing goalposts in front of you instead. Without going into too much detail:
GW1 = fully customizable skill bars, endlessly shifting metagame, people changing up their skills and weapon/armor mods all the time to adapt and counter each other despite nothing really new being added to the game since 2007.
GW2 = skill bars mostly fixed to a weapon, utility skills have too long of a recharge or too subtle an effect to significantly change gameplay, general feeling of sameness in every encounter, people have no reason to change out of their optimized build and gear set.
Solution? Create more powerful gear so that you have a reason to go after new items. Abuse your new power until everyone else catches up, then get bored until more new powerful gear comes out, and so on… the definition of gear treadmill. Treadmills are about patching the holes in an inherently dumbed-down, uninteresting gameplay system to make you feel like you’re getting something in return for all the mindless grinding that you’re about to do to get it. Because what you’re not getting is fun, which echoes exactly what a lot of other complaints are saying about this game.
At the very least everyone should be able to agree on this:
Fun games do not need any other incentive to keep players interested. Period.
The question, therefore, is not “how do we expand” but “how do we make things that are already there enjoyable?” At the end of the day, games are about gameplay. You either have it or you don’t. And that more than anything is the wall that separates GW1 and GW2. If you have good gameplay, you don’t need updates. If you need updates, but they don’t improve gameplay, then you’re going to need updates endlessly.
So the money earned from TP is delivered in an invisible queue? Wow, that is really good to know.
I.e. your money is past page 1 of your TP retrieval, but definitely not gone.
Isn’t all money pooled at the top of the Pickup screen? I’ve never seen a cash payment being provided as its own item.
It’s 98% PvE. The PvP portion is a massive kittenblock. That’s the issue being discussed. But you knew that.
In other words, you made the decision yourself.
It’s not that ANet have given us a PvE achievement, it’s that they’ve given us an achievement which you feel should only apply to your playstyle.
Did you quote the wrong post? You don’t seem to be replying to mine at all. If you were, can you translate to English?
Where is the cancel button on the “Items I’ve sold” page? Where is the “Return” button on the vendors?
Don’t be daft.
this is not a random, untrustworthy player, its a member from our GW1 guild
the fact we have 3 actual leaders was always like that.
Well, now you have 4. Since he is a player you know well and is trustworthy, I don’t see the problem with that.
and yes we have many ranks. one is even Co-Leader for other highly active members that contribute to the guild. and the idea was that he would get that status. meaning we can still control him in case of what ever.
So he’s not trustworthy after all. You might want to consider putting your other “leaders” under a bit of control as well if they’re going to be clicking the wrong buttons and such. Meritocracy and all that.
I’m confused. Where does it call explorer a PvE achievement. Is it labeled that way somewhere I’m overlooking?
It’s 98% PvE. The PvP portion is a massive kittenblock. That’s the issue being discussed. But you knew that.
Implying a new marketplace function? I doubt it. This just sounds like lore to me.
umm… it a listing FEE, not a deposit. I’m not seeing why there is any confusion here so long as you are fluent in English.
What rule of English makes fees non-refundable? Every fee I’ve ever paid has been refundable except those that say “non-refundable”. Also, deposits aren’t necessarily refundable either. If you’re fluent in English then you’d know that the only difference between a fee and a deposit is that the latter alludes to partial pre-payment for some future transaction. This has nothing to do with language except, as the OP states, that there is no “non-refundable” notice on the TP. It’s a valid complaint and easily fixed.
The database got confused, really? Does it need to be said? Someone in your house did it for you, or you got hacked. Change your password, etc. There is about 0% chance that this was caused by a bug.
Same on Blackgate.
Do you represent the organization? If so, let PR handle it. If not, the most you can do is offer the suggestion, which it appears you’ve done. I would not expect them to reply directly to you.
When you take the Universal Multitool Pack as starting equipment, it has an upgrade slot but nothing can be used in it. As it has no other stats, this makes the pack useless.
I’m sure that works; if you transmute, then the upgrade slot is coming from the other item so would not be having the same problem as the Multitool. It does sound like you are confirming this issue occurs, so I will report it as a bug.
It could exist as a gold sink, a means of pulling gold out of circulation to help fight inflation.
It could be there to prevent churning or wash trade.
It could exist to provide a disincentive of using the trading post as a bank.
It could exist to prevent market manipulation from people from posting items at intentionally high prices to try and drive up the market price. A type of ramping?
Everything except the first is a valid use for a listing fee. It only takes a very small amount to produce the desired effect. Listing fees should absolutely not be a gold sink (that’s what the transaction fee is for) and in any case should never be allowed to reach something as high as 2g. Everywhere except MMOs, a listing fee is generally a fixed fee or with stepped increments up to a relatively low maximum; it is rarely ever a percentage of the ask price. You want to discourage misuse of the service but it doesn’t take a whole lot to do that.
In GW2 a reasonable maximum would be about 10s. Anyone who tries to misuse the TP at 10s per item is going to be hurting. More than that is just gouging. I also cannot seem to find any way to modify your listings, only cancel them. So if you list too high you are screwed. At the least they should give you the option to lower your price or to sell to the highest bidder. There’s no reason why someone who realizes a mistake should have to pay a second fee to try again. Regardless of OP’s issue. This is a problem.
(edited by Leablo.2651)
Has an upgrade slot but nothing seems to work with it. Is this a bug?
You can always go to a different 1-15 area. I’ve had to do this for most characters to avoid grinding.
Intended. Land=helm, water=breather.
Because Anet maintains a monopoly on RMT, the only feasible way to do this is to have them arrange for a charity drive. That would also eliminate the trust issue, since all that stuff would be on the books.
(checks google)
So NCoin is a clever name for a cross-game currency used by NCSoft.
FYI Guild Wars/ArenaNet has always been kind of a separate entity within NCSoft. For example the account system isn’t based on the NC master accounts and stuff that their other games use. I would not expect them to integrate NCoins either, though anything is possible.
Are you talking about Anet selling gold from the shop or anyone being able to sell gold? There is a huge difference. If only Anet would be able to sell gold at a rate they determine, you’re right, that would not address the black market issue because obviously Anet would not want to compete with them. But if anyone can sell gold (which is the model in D3) then there is really no point to a black market, as players (who play for fun) can easily compete with the professional farmers (who require some base amount of pay for their work) on margins. As soon as the price of gold is driven down to less than what could be made at an equivalent minimum wage job, the pros go away. Anet could not sell gold that cheaply though, because unlike players, they would be introducing vast amounts of gold from nowhere, and that would ruin the in-game economy.