On topic, the meta people just think that power build doing 1-2k at shaman or 4-5k at Ashym is better than the higher damage that a condi necro is able to pull off. So nothing wrong with necro.
Now we saw that the money generation from dungeons clearly didn’t go to either fractals or raids, what is keeping the game from going to massive deflation?
That amount of deflation is intended and was the point of the economic changes in HoT. This means gold is worth more, which means gold sources considered “bad” previously become better. That’s far easier than the alternative, buffing mob dropped gold, vendor prices for items, etc. to match and balance dungeon and fractal farming.
Gold was simply not valuable enough, which pushed people in to unintended play patterns to get it, like repeated dungeon path farming, when the entire point of dungeons in the first place was supposed to be the token vendors.
Raw gold in GW2 was always supposed to be a thing you got at a reasonable rate for playing whatever (and it’s still kind of broken in pvp and wvw) and the inentive, just like GW1, for doing harder content was for the unique rewards.
Raids follow this pattern, as do guild missions, dungeons, and fractals.
The rebalance was done to fix what anet saw as a flawed gold economy. This absolutely meant nerfing certain sources of income (instances, silverwastes) and buffing others (open world zones, crafting) by balancing both raw currency and material acquisition. It’s going to be three more months before we can really say if it worked, and my personal opinion is that they over-nerfed instances, but that their previous reward gain was too high. We may see anet return them more to the middle, or nerf the open world slightly over time to achieve the balance they’re after.
Yes, that is the meaning of deflation. You should also mention that everything I do now will be worth pennies since deflation will drop the prices on the market drastically. The only benefitters of this situation are the people who have amassed their mountain of gold pre HoT and new players are left wondering why charged lodestones cost 50 Silver and nothing he/she does is giving gold.
Now we saw that the money generation from dungeons clearly didn’t go to either fractals or raids, what is keeping the game from going to massive deflation?
People who are having fun are playing the game instead of whining on the forums.
@Shadelang And then there are those countless ignorant pugs who take these “metabuilds” to horrible situations and force others to do so aswell with the threat of a kick. Funny thing is that some of these kicked guys had a build far superior to that particular encounter than the meta scrubs.
Lava is looking for new people to join the fun!
The biggest problem i see with your suggestions of account bound items after tp purchase or raising its sales tax after being traded once:
It will have huge implementation costs. They would need to make a 2nd item ID for every item to note if its tradeable or not. That will also mean, that those items wont stack anymore, so people will complain about lack of storage space.
For many item groups, this chance will have little effect anyways. Anything that can be used in crafting, forging, be salvaged or can be altered in other ways (for example a lootbag that gets opened) can just be bought on the tp, altered and sold again.I make a great deal of profit just by opening lootbags, salvaging, crafting and forging and i guess, i would still be able to make significantly more profit than in other areas of the game, even without flipping and speculating. So your proposed change isnt really a great solution to your perceived problem, it would create unconvenience to a majority of players that have to deal with lack of storage space now and therefore in my eyes wouldnt warrant the implementation costs.
Wrong, depends how creative are you, but from my programming experience this could be done fairly easy. You just have to add one attribute to data base which doesnt even effect existing items. Once you have sold items on TP they would be flag “Been on Trading Post”, you simply stack them as usual, but once you try to sell them you can choose which to sell first, implementation can be made with one simple CHECK box, “Sell spoiled items”. As a buyer it doesn’t even matter? Why? Because once you buy it you know that item will become spoiled and will be worthless to sell again.
And this implementation would take no time to implement.
Update TP:
http://prntscr.com/8qu859
Update inventory:
http://prntscr.com/8qud5lYou make great deal of profit just by opening lootbags, u can still do that because items contained wouldn’t be marked as spoiled (been on trading post). This is in no mean flipping it’s playing a game, and if you enjoy playing crafting game, i’m fine with it, it’s part of the game, but flipping is not.
You have no authority to make that statement whatsoever. If it wasn’t intended Anet would’ve got rid of it by now. Who are you to tell what people should and should not enjoy in a game?
You are just mad, because people are starting to resist the biggest money flow of flippers? Are you mad because if something changes about this, you’ll have to start actually doing something in the game in order to get your favourite things, or maybe sometimes buy gems
? It’s so easy to see who’s made about changing the unintentional content.
In some way if you support flipping you should be ashamed that you let dungeon nerf happen, and support flipping, why creating such beautiful world and instances, if you sit in LA flipping the coin:)?You can buy material, craft things, and put them back, i support you at this, but i know what you do, stock yourself, you are self centric and even close to help community to grow in marketing.
I’ve already got 4 mails telling or threatening me how I intentionally ruin flipping, and how i shouldn’t tell people about it because it will only get worse. But what if i want that you guys finally break TP, to see how things go then:)? What will you flip when no1 wont even try to go out there and farm the material?
“you have no authority” but who did give you authority to exploit API?
ArenaNet gave you tools to see the market, so you can easily check things that you want or need in order to craft your desired item, but what you guys did?
You did turn API for trading post into bot, that calculates maximum profit out of TP and will put other people around you in even deeper mud, they will have to play even more in order to get desired goal, while you just abuse API, while working, you come home take 10 minutes, bam 200gold in your pocket in next few days by just waiting.
and who gave YOU the authority to get your virtual wealth on small people that actually play the content?
All I can see from this post are irrational assumptions. The facts are as follows
-flippers make the market work more fluently
-flippers also make buy/sell orders towards the equilibrium
-when the prices are in an equilibrium you get more money when you sell an item
-also buying items become cheaper
-we also shouldn’t forget the tax which makes money go away from the game reducing inflation and making YOUR money more valuable
example:
static market – buy order for 1 copper and sell order for 10 copper -> farmer sells for 1 copper the mats he has gathered and crafter buys mats for 10 copper.
dynamic market – buy order for 5 copper and sell offer for 5 copper -> farmer sells mats for 5 copper and crafter buys items for 5 copper.
Now you can talk all you want about being the voice of the farmers but you can’t argue for 1 copper being more than 5 copper. Your ideas would end up in the static market state.
Flipping is a service and services cost money even in real life. In gw2 that service cost is the margin they get for flipping those items.
But who really wins in the end? Does it have to be that other must lose for the other to win? For me it seems like the farmers get more money for their farmed materials and the flippers get their margins for their services. Also crafters seem to get cheaper materials for their crafting.
Now who here wins the most is irrelevant question. If everyone wins then it’s just a question of jealousy if the flipper gets 2 candies while you only get 1. The alternative would be that everyone gets no candy.
(edited by NotOverlyCheesy.9427)
The biggest problem i see with your suggestions of account bound items after tp purchase or raising its sales tax after being traded once:
It will have huge implementation costs. They would need to make a 2nd item ID for every item to note if its tradeable or not. That will also mean, that those items wont stack anymore, so people will complain about lack of storage space.
For many item groups, this chance will have little effect anyways. Anything that can be used in crafting, forging, be salvaged or can be altered in other ways (for example a lootbag that gets opened) can just be bought on the tp, altered and sold again.I make a great deal of profit just by opening lootbags, salvaging, crafting and forging and i guess, i would still be able to make significantly more profit than in other areas of the game, even without flipping and speculating. So your proposed change isnt really a great solution to your perceived problem, it would create unconvenience to a majority of players that have to deal with lack of storage space now and therefore in my eyes wouldnt warrant the implementation costs.
Wrong, depends how creative are you, but from my programming experience this could be done fairly easy. You just have to add one attribute to data base which doesnt even effect existing items. Once you have sold items on TP they would be flag “Been on Trading Post”, you simply stack them as usual, but once you try to sell them you can choose which to sell first, implementation can be made with one simple CHECK box, “Sell spoiled items”. As a buyer it doesn’t even matter? Why? Because once you buy it you know that item will become spoiled and will be worthless to sell again.
And this implementation would take no time to implement.
Update TP:
http://prntscr.com/8qu859
Update inventory:
http://prntscr.com/8qud5lYou make great deal of profit just by opening lootbags, u can still do that because items contained wouldn’t be marked as spoiled (been on trading post). This is in no mean flipping it’s playing a game, and if you enjoy playing crafting game, i’m fine with it, it’s part of the game, but flipping is not.
You have no authority to make that statement whatsoever. If it wasn’t intended Anet would’ve got rid of it by now. Who are you to tell what people should and should not enjoy in a game?
So you want to punish flippers because they are making money better then other players? why?
But they are not actually MAKING money. They are redistributing it, screwing (by selling at higher price) those who actually need materials for crafting. They don’t do anything useful, just stand between real seller (who gathered the materials or items) and real buyer (who will use the them).
I support making everything (or at least materials) buyable/sellable only once.
You’re forgetting that flippers are also the ones who are buying materials. Now that you have flippers buying and selling you have a market. Having items account bound will make the market that much more static and the prices will never reach an equilibrium (results in low buy orders and high sell orders).
Secondly when the flipper are between the real buyer and real seller the market pays the tax 2 times -> more money goes away -> less inflation
Thirdly this redistributing “problem” you brought up sounds like straight up jealousy. Why would you not let people enjoy certain aspects of the game? Some ways just generate more gold than others. For example the RPers out there genuinely enjoy that type of gameplay but they don’t exactly get rewarded for it and I’ve never heard anyone complaining about it. If you say your way of playing the game should provide the most amount of gold then you sir are very very self centric.
I like how people are in this medieval mindset of trading being devil’s work. “Those guys over there are doing better than me with the same amount of work. I’m actually jealous but I’ll just say in the church that they are evil and all trading must be banned!” Seriously guys… Don’t blame the things you don’t completely comprehend.
The traits you talked about that work only for melee rangers are used in PvE. I understand you are looking at this from PvP perspective but do add that to the start of the thread. Some of these changes were pretty confusing to read when you hadn’t given the context.
I’d say NO to build locking. If you die horribly during a raid, you have to ask yourself what you’re doing wrong. Then you revise your build, tweak it and try to beat the boss again. Why should there be a clunky mechanic to make one go out of raid every time to change the build? This could lead up to leaving and re-entering the raid for dozens of times for no good reason. Not to mention if there are multiple hard bosses during one raid. If you want to change your build for the second boss you need to do the first one all over again.
You could also join a guild. Some pugs can be quite rude to their fellow party members but in guilds you usually get reasonable and friendly people to do dungeons with!
Challenging content = more fails
More Fails = more time needed to success
More time needed to success = anti casual gameplay
Thats why.
True. Again, “casual” is a bit of a complex word, ask a dozen players what they mean by “casual” and you’ll get a dozen different answers, but wanting to avoid “wasted effort” is a big one for me at least. I HATE wasted effort. I want every step I take to be advancing towards my goal, and any time I get pushed back, that annoys me. The further I get pushed back, the more annoyed I get. Some people like Rogelikes, I can’t even imagine playing one.
This is something that comes up in discussions of Jumping Puzzles, I love JPs, in theory, but whether I love an individual one has a lot to do with it’s design. My favorites are the ones where they require lots of clever and complicated jumps and movements, but that when you fail a jump, they are designed so that you don’t end up too far behind where you were, and can return to where you started that last sequence of jumps. Maybe this is through literal waypoints, like the Skritt one or Spekk’s Lab, maybe it’s through clever architecture that puts the “ground” beneath a difficult jump in a place where you can hop back to where you started the jump, but I like those a lot better than a JP where if you miss a jump it sets you back dozens of previous jumps or more, even if each jump in that sequence is relatively simple.
Your definition of wasted effort is quite twisted to say the least.
Let us take an example of a warrior that tries to solo arah for the first time. Our warrior can’t get past lupi after bashing it for five hours and goes to sleep thinking only about how he wants to murder that dog. Would you at this point say that was wasted effort?
The next day our warrior comes back thinking about the things he made wrong yesterday and aces than son of a kitten.
Lesson of the story, there is this thing called learning curve, trial and error. When you realize you’re able to do something you weren’t able to do before the reward is much MUCH higher from that content than from a content that holds your hand through every singe step.
I don’t see how a casual player can’t like challenging content
Challenging content = more fails
More Fails = more time needed to success
More time needed to success = anti METAZERK gameplay
Thats why.
Fixed that for you.
Some casuals actually don’t mind their dungeon taking a bit longer. For example I love aetherpath and think it is the most enjoyable dungeon path at the moment. Also I don’t shy away from challenge even though I view myself as a casual.
“Oh no, I have to change my build and adapt it! What will I do?!”
So much this! Come on people, take that stick out of your bumhole and try to realize that there’s more to the game than just metazerkdps + reflects
Yes, now we can replace “metazerkdps + reflects” with " metazerkdps + projectile block". I CANT WAIT.
1 baby step at a time xD
“Oh no, I have to change my build and adapt it! What will I do?!”
So much this! Come on people, take that stick out of your bumhole and try to realize that there’s more to the game than just metazerkdps + reflects
What bothers me the most about the story is the supreme lack of tension. I find myself unable to care about most of the recent characters and their issues. This seems to stem from a few things.
First, there have been a lot of characters introduced out of literal nowhere that players were expected to sympathize with, and want to be around, for no other reason than “these are the good guys, love them”. Trahearne, Kasmeer (and all of Destiny’s Child, for that matter), and the Zephyr-whomevers could all be replaced by cardboard cutouts and it wouldn’t really matter. These characters don’t consistently do anything useful that couldn’t be done by a squad of random soldiers, because there are just too many people with names claiming that I’m their “friend” or “boss”. To choose two at random, if Braham and Marjorie both died in the next patch, the war effort would not suffer at all, and I wouldn’t really care. I don’t know these people. I’ve slaughtered thousands, I should listen to your mommy issues why? Your special power is that you’re huge and stupid, Braham. I can pick any soldier off the line for that.
Second, there is very little tension to the overarching story itself. The Pact is, at this point, a powerful war machine. The part of the story where it became that, I thought was pretty cool. The problem with that is that the audience now has an expectation that the full power of that machine will be brought out every time. The Avengers suffered from this. It was cool to watch all their origins, and how they all gathered together into an unstoppable force, but at that point, the conflict stopped being “will the good guys win?” and became “by what degree will the good guys win?”. A united force of heroes is great for the climax of a story, but its not sustainable. It gets boring VERY fast. I can point back to superhero movies again here, but I won’t.
So, TL:DR, I think the devs need to get their Game of Thrones on, hedge the superfluous character tree a bit, assassinate Trahearne, break up the Pact and get some civil war between the Orders or something, because the black and white hero-slays-dragon-the-end story got old a long time ago.
What is this unstoppable force you speak of? The Pact fleet got rekt big time when mordy just tickled some cabbage brains and sent a few vines up in the sky.
Bada badada ba ba babump
Lava welcomes people in with open arms! If you’re ready to embrace the madness you might want to give us a try!
Yo mama so fat, she sank Orr just by visiting the island.
Bump for glory! Join us, we’re hot.
I suggest joining a guild. Playing with people who share your interests make the gaming experience that much richer. It is an MMO after all.
Hanlon's Razor and Pre-Order Strongarming
in Guild Wars 2: Heart of Thorns
Posted by: NotOverlyCheesy.9427
Risk and reward
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: NotOverlyCheesy.9427
So many are mad ‘cos they can’t feel good about spending money. xD You know, not spending money to it might be a good way to handle it and I dunno where crying fits in that process.
I use full zerker gear myself so I guess that makes me a min-maxer but I try to stay away from the groups that stack every dungeon/fractal. For me farming content like this is extremely boring. I’m not playing this game to watch my gold count go up… Besides, after getting a full exotic set and runes the progression starts to become almost purely cosmetic anyway. My solution to the problem is that join a guild that enjoys doing the content in a similar fashion than yourself and put some time and effort in the LFG descriptions so you don’t get a mixed group of optimal farmers and fungeoneers.
I am very interested! This sounds exactly the kind of thing I love to do.
The things that make my sylvari ranger appealing are the brown bear that’s always on my side and longbow skills #2 and #4.
I can’t tell you what you can or can’t enjoy but the thing that keeps me in this game is not observing how my gold count gets bigger after every dungeon. I enjoy doing dungeons in my own terms and that includes a non-meta/farming oriented focus. I enjoy the game content as is and sometimes doing silly and pointless stuff is really fun. For example running a high level dungeon in first person or make it so you can only die once per character really spices things up for me. When I test myself like this it really makes the game feel like a game and not a farm. If you’re bored to tears running everything in the fastest possible way, you may want to try out some other method.