Now it’s a discussion, again, about profession loot.
because there are forum users out there that still don’t get it
I don’t get why it’s terrible, evil, stupid, or whatever else word you want to attach to it. I further don’t get how it’s different from what I have now where I don’t get what I will be using, except to price out components versus the TP value.
. . . which is not set in stone, and presumably if they do see a sudden explosion in silk being available then it would drop the price of silk instead of keeping it steady.
Because leather, cloth and metal, no matter how they move up or down, will never be reliably at the same price. All varieties of rare weapons will never be reliably at the same price (well, only if forging precursors is completely removed). This is persistent inequality: it will exist no matter what the market, it doesn’t depend on the current conditions. I said all this, like, 2 posts ago.
Once you’re at level 80, you’re generally getting a lot more drops than you were when levelling, and you’re probably not equipping any of them. The vast majority are salvaged or sold. So loot drops equate directly to gold. When an ele, a warrior and an engi are in a party and kill a mob, they will each be rolling on different loot tables. At present prices, the engi will tend to get less valuable loot, than the warrior, who will tend to get less valuable loot than the ele. The more mobs they kill, the more pronounced the difference (that’s how RNG works).
The thing is, it doesn’t matter how players change and the markets shift. Cloth prices may drop or leather may rise. Rare pistols may suddenly be valuable, while rare greatswords are dirt cheap. Whatever. At any point in time, there will be some classes who have a loot table stacked in favour of more valuable loot, while other classes have loot tables stacked in favour of less valuable loot.
No matter what build they play, if they’re harcore famring or happily soloing map completion. They will get unequal loot just because of the class they’re playing. People won’t stop playing the classes they like, but they will be punished for it in terms of loot.
Well the article said that while leveling you’ll get more appropriate drops. That doesn’t necessarily translated to at 80 you’ll get more appropriate drops.
It applies at level 80. We don’t know the percentages for the precise details, but as an absolute fact, you will be rolling on different loot tables for different classes.
Once you’re at level 80, you’re generally getting a lot more drops than you were when levelling, and you’re probably not equipping any of them. The vast majority are salvaged or sold. So loot drops equate directly to gold. When an ele, a warrior and an engi are in a party and kill a mob, they will each be rolling on different loot tables. At present prices, the engi will tend to get less valuable loot, than the warrior, who will tend to get less valuable loot than the ele. The more mobs they kill, the more pronounced the difference (that’s how RNG works).
The thing is, it doesn’t matter how players change and the markets shift. Cloth prices may drop or leather may rise. Rare pistols may suddenly be valuable, while rare greatswords are dirt cheap. Whatever. At any point in time, there will be some classes who have a loot table stacked in favour of more valuable loot, while other classes have loot tables stacked in favour of less valuable loot.
No matter what build they play, if they’re harcore famring or happily soloing map completion. They will get unequal loot just because of the class they’re playing. People won’t stop playing the classes they like, but they will be punished for it in terms of loot.
There is absolutely nothing that indicates there will be any kind of dimishing effect while you level up. Actually we have a red reply saying it will be otherwise, it will affect 80’s as it will affect lvl 1.
Can you link me the post? I’m not up for trawling for it and the one I remember was specifically in response to someone asking if it would be an issue at level 80 and the response was “it would be barely noticeable”.
And the thread derailed into asking “why if it’s not notable would you make the change at all?” and other stuff so I stopped following it.
https://forum-en.gw2archive.eu/forum/game/gw2/Please-No-Profession-Loot/page/6#post4343796
. . . which said exactly what I said it had earlier, it says nothing about Level 1’s being the same as Level 80’s.
I’m still combing through the Dev Tracker, but I’m not finding the one post where they say “nope, it’s a flat unchanging rate through your entire level range”.
Unequal drops between classes are unequal drops between classes. At level 80, any percentage of difference is a bad thing.
13 exactly? I did hear of an old ritual where if you sacrifice 13 royal monarchs by the full moon, Abaddon will return…
It will probably be based on the amount of character models you can see – that is, only see the minis of the characters you can see.
It’s the exact same thing that happened with precursor crafting. Something that wasn’t sufficiently developed was oversold as a sure thing that was just around the corner… and then people got mad. The backlash wouldn’t have been anywhere near as severe if the post had been more honest/realistic.
Those of us who have been playing for 2 years are pretty much blind to the problems in the leveling up process at this point.
But all of us who have been playing for two years had the same system starting out and managed it just fine.
The changes aren’t aimed at the people who managed ok, they’re aimed at the people who did have problems and therefore left.
Don’t misinterpret the OP’s suggestion. They’re suggesting separating the physical unlimited gathering tools, from the animations. You would buy each separately. The animations would presumably be just like finishers, and would work even over normal gathering tools if you had it unlocked. It would make money for Anet, since people tend to like having a variety of shinies.
Check the achievement leaderboards if you don’t believe them. However you play in the early levels, you should get a few hundred AP pretty quickly. My alt account, on which I levelled (through map completion) an ele to level 16 and have done absolutely nothing else, has 216 AP. It’s ranked in AP at 20% (which actually means 20-30%)… meaning 1 in 5 accounts never even did that much.
Looking at my old guild (with lots of old disused accounts) 30% rankers are 380-420 AP, 40% rankers are 453-538 AP, 50% rankers are 695-859 AP. This could well mean that only about half of all accounts ever reached max level.
It’s a pretty clear way of showing how many people leave the game without playing too much. Anet, ofc, has much better data. I don’t know if the reason is because the game is too confusing; certainly it wasn’t for me. But it’s something they want to fix/improve, and they think this is a good way to do it. They’ve done actual research and stuff, so they might be right.
Just rebutting you. This one will be a pointless back and forth. You’ll say, well who cares. I’ll say “Im just making a point that people on the outside looking in do not look on this game favorably, and these are people who played the game”.
That’s the most banal argument ever. “People who quit the game don’t like it.” No really?
The best way to fix a communication issue(which is totally what we have here) is to tell the truth. In one post you say that you need to change how the downed state works to make the game easier to understand for players and in this thread you contradict yourselves. Try honesty: “We are changing the way stuff drops in game because we need to adjust the market.”
The way it has been explained in this thread is insulting to our intelligence. Your actions(Item drop changes) don’t match up with your words(Change is coming! Get excited!/You won’t notice a change).
This change might very well be subtle. We don’t know how widely it will impact us as yet. We’ll have to wait and see.
“But why bother telling us if its so subtle as to not be widely noticed?’
Two words – “Stealth nerf!”
Someone will notice. Someone always does, and if nothing is said we’ll have people screaming “stealth nerf” all over again.
If it’s so subtle it could be noticed only as a stealth nerf, there’s no call for an entire blog post on this “feature”. It could just be listed in the patch notes. Nothing stealthy about that.
And I don’t necessarily disagree.
Obviously they felt otherwise, for whatever reason.
I kind of think people should overreact just a tad less until after they can experience the change first hand. If it is in fact subtle as Anet claims, then they’ll have stressed over nothing.
More than 99.99% of players don’t systematically catalogue their loot. I don’t think that even those who do have necessarily bothered to list blues and greens on the basis of armour type. So even if it was a big change, I doubt anyone would have noticed.
The thing is, it doesn’t matter whether or not we notice it. They’ve clearly stated that you will be getting more profession drops, which means that (at present prices) light armour classes will be making more than heavy classes, who will be making more than medium classes. If you are playing an engineer, the only absolute thing you know is that you are making less money. Just because you are playing an engi.
There’s absolutely no need to have this in effect at level 80, and it creates inherent inequality between classes.
It sure indicated the game has a lot of enemies, just like WoW does. Which doesn’t mean everyone who posts their gets what the devs are trying to do. This is what I keep saying.
There are many people who don’t like this game because it’s missing dueling or open world PvP, but those were never really on the table. They certainly weren’t central to what Anet was talking about.
It doesn’t matter how many people hate a game, if the people who like the game as it is sold is enough to ensure the future of the game.
Too many people want to turn this into a cookie cutter MMO, and that’s what some people are trying to protect. Many already think it’s gone too far in that direction.
The people who want specific things, are likely to be disappointed if they don’t get those things.
But you know, because anyone can log onto those sites, anyone at all, even a WoW fanboy who hates this game can post an negative review. People can even post reviews who’ve never played the game before.
At the end of the day, we have a reasonable idea of how the game is doing from quarterly reports. It’s doing fine. That’s how it’s doing.
Changing the game to try to capture many of those dissatisfied people could very well lead to the people already here being dissatisfied.
I get what you’re saying. It’s like Justin Bieber. It doesn’t matter how many people make fun of him or profess to hate him, what counts is the gajillions of hits his videos get on youtube.
So, looking at it from that perspective, GW2 is the Justin Bieber of MMOs. Or is trying to be. Or something.
Yeah!
No, WoW is definitely the Justin Bieber of MMOs. GW2 is more like… the Lady Gaga of MMOs.
One need not be 100% happy to enjoy playing. One certainly need not be happy with new features and the like to enjoy playing.
I doubt there are many people who are 100% happy with everything about GW2.
They seem to be abandoning underwater content. They recently removed the SPvP map that had underwater combat. It’s sad, because GW2 has some of the best underwater combat and exploration in the genre.
well i dont think underwater combat is balanced very well for pvp, certain professions would currently have major advantages which would force pvpers to restrict themselves to those specific professions when the situation came up
Presently it’s not well-balanced, but it’s not too bad. All it needs is that you can set up different traits to apply when you’re underwater, so that people aren’t built for land combat with a build that probably isn’t suited to their UW skills. Then just balance as usual; wouldn’t be too hard.
- A handful of players who regularly chain grenth, melandru, and arah will see some differences, and then realize that it’s still better to run Guardians, because auto-attack loot stick generates far more loot than anything a mesmer can do.
I wonder about people who keep forgetting this fact. Cleave damage matters. The simple problem is that 2/3 light armor class have terrible cleave and aoe abitilies
Whereas the medium armour classes are the absolute best farmers, to make up for all that leather?
I dont think that will happen on silk scraps. It is one of the most traded items. In 1 hour farming with my ranger, i gain around 150-200 silk scraps. So even if they bought all the silk scraps in tp, the farmers will just sell it back up again.
The main problem on this system is like what the previous poster stated.
Regardless of value.
Cloth > heavy >medium
Cloth will always cost more than the other 2 because the other 2 needs cloth as well. While light armor classes dont need the other 2 mats as much.
Given that, light armors will have more earning potential compared to heavy and med armor users will be a fact.
No matter how small the difference in value, it will always remain that light armor users have better potential in farming.
For your argument to be true, all classes would have to be equally proficient at farming. Very few dedicated farmers would agree with you. There would also be as many farming guides for light armor and med armor classes as there are for Guardians.
Your ‘analysis’ ignores every other farming proficiency differential between classes and assumes that a drop selection bias will be the overwhelming factor.
This is so true…farming on my mesmer is horrible, and the necro is a bit better, but not nearly as good as my guardian, or even my ranger.
Have you tried farming on a mace/shield + hammer guard? Cause the guy who really loves to play like that (and not farm in the most efficient manner) is going to get hit by this just as much as a pro farmer. Every class has some weapons and specs that make them an at least ok farmer, as well as others that make them absolutely terrible at farming. But this affects drops across the whole game, and it’s hardly fair to base droprates on each class’s ideal farming build.
You don’t even need to guest anymore. Just hang out on the all-inclusive megaserver!
You just won’t be able to wvw together.
I don’t see this destabilizing the ecto market (I’m not sure where that Chicken Little notion is coming from).
However, it might confuse newbies. Ectos are used for high-level items, so it makes sense that they come from high level rares. If they start dropping from low-level items, newbies will end up with an item that they don’t understand and can’t use.
I know Anet’s recently been on a “this game is so terribly confusing for the poor little newbies” spree, but I don’t see how a crafting mat is particularly difficult to understand. They get plenty of other crafting mats, most of which they personally (on their 1 toon with maybe 2 crafting professions unlocked, if that, and probably not at a high enough level to make for their own gear level) can’t use.
More significant, as Astral says, is that you could craft lower level rares just to salvage for ectos. That would definitely affect the market, probably by pushing ecto prices down and lower level crafting mats up. I dont care about the ecto price, but levelling crafting is expensive enough as it is.
“An MMO must deliver content at three distinct stages: the early game, which is the first twenty hours, the mid game, which is the first few hundred hours, and the late game, which is at a thousand hours and beyond. Each of these stages represents a chance for your game to continue to grow, or to decline and ultimately fail”
Anet, 2007
Whether or not Anet actually said that (unsourced quote), it’s pretty relevant to what we’re talking about. Endgame, in the context of GW2, doesn’t have to mean any particular type of content. It means the content that keeps people playing after 1k hours, and after 2k and 3k and 5k and even 10k. I think GW2 has done very well up to 1k hours, and even lasts up to 2k (though ymmv). But lots of players are well beyond that, and the existing content is getting stale.
The fact that lots of us are into the thousands of hours demonstrates how much people like the game. But to keep its longevity, there does need to be new content. Luckily, the model on which GW2 operates means that the same new content can be enjoyed by someone with 100 hours as well as someone with 3k. The extended ‘endgame’ need not be exclusively endgame, but it does need to be at least applicable to endgame. The problem is that the easier and more accessible the content to newer players, the faster older players blaze through it. Worse, Anet have the unfortunate habit of replacing old content (eg. the TA path they deleted for aetherpath), so that the amount we do have doesn’t grow.
Gold ingots are being sold for ~2 silver coins each, while some hairdresser contract is worth more in gold than I weight… I mean, wtf?!
Let’s think about this logically. In the real world, I get haircuts for about $20 (or $30 if it’s more important and I go to the better place). The Permanent Hairstylist Contract gives you an unlimited amount of haircuts. To be generous, let’s assume these are the cheaper $20 haircuts. $20 x infinity = infinity.
What have we learnt? Anyone setting a price on the Permanent Hairstylist Contract is drastically undervaluing it.
For me, making a full set of Ascended Light Armor easily costed more than double what it costed to make Ascended Medium Armor. Shouldn’t Light class players have easier access to the mats they need to make the gear they need for the characters they spend time on?
If mats were soulbound, sure.
People play multiple classes, for different reasons. Should someone be punished for wanting to farm on their guardian, in order to make gear for their WvW ele? Or punished for just wanting to play different classes every day as they feel like it, without worrying about how they all make different amounts of gold? The looting system should not inherently favour any particular classes over any others.
[In the interests of full disclosure: I main ele, with 2499/3482 hours of playtime on that toon. This change would probably make me more gold, at least in the short term. I don’t like it because it’s bad for the game, at least if applied to lvl 80s.]
I remember when silk was worthless. How do we know some change won’t come to make mithril extremely desirable, or leather, or whatever?
Some people probably know the answers to those questions, but it’s not the playerbase. Lol.
Read my post above. Whichever is most valuable at any point in time, certain classes will have a loot advantage, while other classes will have a disadvantage.
And if they are all relatively equal? What shall we comment on on the forums then? ; )
If they are all relatively equal, then that would be fine. But I don’t think a change can be justified by hoping for an ideal (and rather unlikely) situation to come about and stay stable in a player-driven economy, do you?
I don’t know….people didn’t think silk would be worth anything some time ago, either, so…. /shrug
That’s the point…. if this had come in when silk was cheap, we’d have been talking about how heavy classes would be getting better loot. Anet could bring in a change so that thick leather skyrockets to 5 silver each, and then medium classes would have the advantage.
It doesn’t matter which particular class has the advantage at any point in time, because any class having an inherent loot advantage is bad.
I remember when silk was worthless. How do we know some change won’t come to make mithril extremely desirable, or leather, or whatever?
Some people probably know the answers to those questions, but it’s not the playerbase. Lol.
Read my post above. Whichever is most valuable at any point in time, certain classes will have a loot advantage, while other classes will have a disadvantage.
And if they are all relatively equal? What shall we comment on on the forums then? ; )
If they are all relatively equal, then that would be fine. But I don’t think a change can be justified by hoping for an ideal (and rather unlikely) situation to come about and stay stable in a player-driven economy, do you?
I remember when silk was worthless. How do we know some change won’t come to make mithril extremely desirable, or leather, or whatever?
Some people probably know the answers to those questions, but it’s not the playerbase. Lol.
Read my post above. Whichever is most valuable at any point in time, certain classes will have a loot advantage, while other classes will have a disadvantage.
As a sort of compromise: why not make it so, once you’ve unlocked all 6 pieces of an armour set, that set is then available as an outfit for your other armour classes.
What direct effect this has on the economy is pretty much irrelevant. The fact is that medium armour classes will be getting more leather drops than anything else, heavies will be getting more metal, and light will be getting more cloth.
At any given time, there is going to be a difference between the prices of metal, leather and cloth. Probably a fairly significant one. That means that certain classes will inherently be getting better drops than other classes. Not because of how they play, or how effective they are… simply for playing one class, you will get worse loot. I would prefer equality.
To make an incredibly blunt analogy: imagine if Anet said “hey, we love rangers! From now on, all rangers have an inherent +10% chance to get rares and exotics.” That’s essentially what this change is doing.
I think there’s far more problems I’d rather Anet work on then making it so that people can use skins for a different armor class. It would also wreck havoc in WvW and pvp, cause then you couldn’t tell at a glance what armor class they were. You see a norn in light armor, and boom, hammer stun because they’re a warrior.
First, you can’t tell what class someone is from their armour. You can only narrow it down to 3 (or 2, in the case of heavies). Second, once they use any skills, it becomes obvious anyway. Third, you only need to target them to see what class they are from the handy little icon that tells you what class they are.
This game isn’t designed for people who want the “old style” end game content. I thought that was clear way before launch. This game is designed for people who don’t.
So the people who don’t like this game leave, but not all of them do. Many in my guild are playing 2 years and still enjoying the game.
And they’re not looking for more end game content, at least not the kind you seem to be talking about.
Keeping people in the game that want this game is what Anet is doing. Losing people from this game who want a completely different game is inevitable.
Yeah, this game definitely isn’t for people who want raids and a gear treadmill. I think a more accurate statement would be: people want more new content, of whatever sort of content they like. Be that dungeons, fractals, world bosses, open-world exploration and map completion, PvP maps and gamemodes, WvW maps, (dare I mention) GvG, SAB, whatever.
Long term: Enough players likely at least enjoy light armor classes to a degree enough to make sure that supply will rise to a point where it could quite possibly fall in prices compared to today. Because eventually those players won’t need cloth and will sell it. And current medium and heavy armor classes will also not have a need for cloth. ANet may also have a note to review ascended recipes in 3 months to see what the long term effect is. If prices are too high still they may adjust the recipe. Or add in other ways to get cloth. Or both. Raise supply and/or lower demand.
Yes, cloth may eventually get enough supply to fall in price compared to today. Equally, it may not. But if it does: metal is still going to be cheaper because you can farm it from nodes, and leather is still going to be cheaper because the demand for it is so much smaller. Barring another significant change from Anet, we will still have a situation where cloth price > metal price > leather price.
Since medium classes will be getting more leather than anything else, and heavy classes will be getting more metal than anything else, and light classes will be getting more cloth than anything else… there will be an earning imbalance between classes. Even if the price of silk goes down.
You say Anet may change something… sure. Maybe. We can cross that bridge when we come to it. Meantime, there will be an imbalance. In fact, there will always be an imbalance as long as the prices of leather, cloth and metal (and, of course, rare weapons) are not all exactly the same. If leather skyrockets in price after some change, then medium classes will have the advantage.
I would prefer that, for level 80’s at least, all classes be equal.
Hmmm let me try to explain this as simple as possible so you can understand.
No thanks, but here is what will really happen:
Prices in market will adjust due to supply and demand. If your premise is that players will shift to light profs to farm to take advantage of high demand for cloths, they will do the same when other mats are in demand after price drops from satisfied demands. Market achieves an equilibrium; crisis averted. Nothing to see here.
More likely, most people will not hear about this and will keep playing as they usually do. However, the moment they start playing on a medium or heavy armour class, they are already inherently losing out on loot.
Many people will know about this, but will keep playing as they do anyway because they like their class. They will also lose out on loot, but they’ll know about it and it will sour their game experience.
Some people will switch to playing light armour classes more often, in order to make more money. Some of them may be quite happy to do so, but others would really rather be playing the class they like. The game experience is also soured for those people.
But overall, there’s probably not going to be enough of a shift to people playing on light armour classes to bring the price of cloth down sufficiently to make everything even. And certainly, the price of leather isn’t going to go up, so anyone playing a medium armour class will be losing out on loot.
A bank guild with 50 slots costs 5g. If a guild is large enough to be worrying about this, then that should be pocket change.
I keep wondering why people are so surprised with these changes, seeing as they OUTRIGHT STATED back around China release that these things would be added to the EU/NA version of the game at some time in the future.
Anet have good ways of getting their message out to players, notably the news feed blogs that show up on the launcher when you log into the game. I don’t believe any of these changes made it into those at the time. Yes, it was no doubt outright stated somewhere, but if people have to be paying really close attention in exactly the right place to find it, then it’s not unreasonable for them to miss it and then later be surprised.
I wholeheartedly agree that any MMO needs to keep attracting new players. I just don’t think they need to have the mental capabilities of a chicken, that’s all.
I asked the question before, last QoL-update, if people were really struggling so much with traits. Apparently even back then new players couldn’t count to five anymore.
And now people are so confused about the downed state that they even removed it for the first five levels.
I’m sorry, what? How does this in any way make it more simple to understand?
What level of quality end game players are we raising with this, I wonder.
The weird thing with that approach is how inconsistent they are about it. At the same time as “we have to slowly ease you into the downed state mechanic”, they remove the thing where you have to unlock weapon skills one by one. Which I always thought was to let new players understand/get used to the individual skills of each weapon through use, rather than throwing them 5 new skills all at once.
I’m not saying that the weapon skill unlock system wasn’t also annoyingly slow, just that that change is completely against their prevailing approach to new players.
You can farm it in any home instance on any character, but only once per account per day.
Does this mean that it will affect level 80s?
Yes it will but the change will not be easily noticeable.
I’m sorry, but what you’re saying doesn’t add up. The change is supposed to make things easier for leveling characters, which means that they should be able to notice some difference. Level 80s tend to get several times more loot than leveling toons, especially when farming for it. The way RNG works… any change that can be noticed in a small sample size should be much more obvious in a large sample size.
Having the CDIs in their own sub-forums was suggested in previous CDIs. I don’t believe it was thought to be a good idea. I can’t remember why. I’m sure you can read about it is the pertinent CDI, though. =)
Chris feared that it would reduce visibility which I don’t think is true (and a lot of people spoke up and disagreed) But maybe he’d reconsider?
Yes the more threads and forums there are the greater the degrees of separation in regard to awareness and keeping up with all the conversation. This doesn’t mean that I am against the idea of having a CDI forum though if for example we consolidated the vast number of our other forums.
Replying to this rather late, but having a separate subforum for CDI’s would surely increase visibility rather than reduce it. To find a CDI topic at the moment, you ahve to go into every subforum and find the particular thread – whereas a subforum would be visible on the front page of the forums.
Either way, if you want to increase visibility for CDIs, I think the obvious solution would be to advertise it in a blog post (of the sort that shows up in the news feed when you launch the game), with a list of topics and links to each of them.
The reason Anet’s original policy of announcing what they were working on backfired… is that they announced about 2 things every six months… as if those things were close to completion. Hell, they even put “by the end of this year” as an estimate. And then said nothing more until very strongly pressed months into the next year.
If something is being worked on, but is in a sufficiently preliminary stage of development as to be iffy, then an announcement that says precisely that would generate significantly lesser levels of expectation. If something is announced as being worked on and then scrapped, a note to that effect in the next announcement (or reasonably soon, anyway) would stop people from wondering about it (which would have fixed most of the angst about precursor crafting, for instance).
Make announcements honestly and in a relatively low-key way, and players will respond well, even if the developments don’t come to fruition. Imo. I could be wrong.
I do get your meaning, but consider Straits of Devastation, which I think is still mostly run only when a meaningful attempt at the Temple of Balthazar is intended to be pushed. So many event chains and so many interlocking events and it’s not really worked with.
Straits is a reasonably difficult zone, and it’s one that very hard to get around in some areas, due to the circuitous paths and lack of open WPs. Try running around, say, the notoriously empty Snowden Drifts instead – even there, most of the (non-bugged) events do get done reasonably often. Maybe only by one or two players, but that’s ok, because you don’t need more and a lot of people aren’t (always) looking for a challenge.
The intent of the Renown Heart system was originally to help players find event content. They also provide a decent method for us to give the player some context and awareness of what’s going on in the area. There are probably a few issues in that design which we could discuss. We could also let it suffice to say that hearts do not make the best repeatable content the game has to offer.
On the topic of keeping players engaged with open world content, I think this goal may be for more approachable from a different angle. Consider Dry Top, which has no hearts. Players on that map are participating in events all the time, largely on the premise that each event contributes to both map-level and personal-level goals. This gives me the notion that with a little help at the system level, events can and should be the bulk of repeatable open world content in Tyria.
I’d be very interested in hearing your thoughts on that.
Dry Top is great if you like farming, and want the specific rewards from it. But for leisurely exploration, it’s underwhelming. Even with the Coin scavenger hunt: because that isn’t leisurely or easily accessible – if you do it without a guide, it’s pretty hardcore and frustrating to find the last one. Whereas hearts and map completion elements show up on the map.
One reason I like map completion in the traditional sense is that you are actually progressing towards something. You can do, say, a quarter of Kessex Hills, go away and do other stuff, do another third, go away and do some of Gendarren, whatever… and all that progress is shown on your map and counts towards something. Whereas events… you do it and… it’s done… and will be back again… and nothing really changes for you whatsoever. That’s good, in the sense that you can skip any event and not worry about it, but it doesn’t make me want to do events.
Having a specific currency per area is even worse, because it forces you to replay the exact same content ad nauseum (and beyond) if you want the specific rewards. If you want to farm karma, there’s several different places you can do that, and even if you’re not specifically farming at the time, you’ll still probably be getting some. If you want farm geodes, you are stuck doing the exact same sequence of events like clockwork every hour, again and again and again…
I don’t know that making Renown Hearts replayable is really going to solve anything, though (as long as it’s up to the player to decide, per map), I don’t have anything against the idea. I definitely don’t think that cluttering up the game with new, specific currencies does anything more than promote the most efficient farming method… which is really boring and doesn’t at all encourage people to play in varied ways.
I disagree, the plant to eat emp stars MUST be locked behind PvP ie must win 5 matches etc AND
The plant that eats dragonite ore MUST be locked behind a suitable amount of WvW.
The standard has been set, if you wish a useful item you must participate in a chosen area of the game.
( Please note, I actually think these items should be available by a variety of means)
I dont think i understand… are you saying bloodstone dust only drops in pve, empyreal only in pvp and dragonite only in wvw? if so then thats completely wrong because i never do pvp at all and i have as much empyreal fragments as i have bloodsone dust.
He’s saying that Mawdrey II (or an alternate way of getting rid of bloodstone dust) should be available through PvP or WvW (since those fill up your bank with ascended mats just as much as PvE).
@Castrin.8972 I’ll say it a second time. Find me where they said it won’t affect level 80 players and I’ll personally ask a moderator to close this thread and issue an apology to everyone I have mislead. All you’ve proven is that it will affect leveling players, you have not proven it won’t affect level 80 players..
You nor I can “prove” anything, it’s all what we think they are saying.
You believe that a “new player” and/or “leveling player” includes those with characters at level 80.
I do not.
Time will tell which is the correct translation but either way I wish you luck.
Peace.
The post only talks about “newer players” and “leveling players” as the rationale for the change. It doesn’t say that the change is limited to them.
The simple answer is: unless it’s nearing completion, we cannot talk about it.
The problem with this approach is that you’re practically asking for massive waves of negative feedback, as demonstrated extremely well by the response to the last feature patch (especially megaservers). You go and design all these things, but you don’t get any feedback from the player base until it’s completed and ready to go. I’m sure the devs have the best intentions, but your track record of giving players what they want has been pretty terrible. Even when it’s an idea that’s almost universally desired (like the different-coloured commander tags), there’s usually some aspect of the implementation that attracts large amounts of outrage (like charging 300g per colour). Now in this case, that detail was mentioned soon enough, and the fix was simple enough, that the dev team was able to react to feedback before release. Most of the time, however, that doesn’t happen.
So the overall effect to players is this: massive, game-changing “features” are announced, our of nowhere, maybe two weeks before they’re implemented; and then we’re stuck with them, no matter how many people complain. If Anet returned to telling people what they’re thinking about and working on, there would be negative feedback, but probably no more than there is with this policy. And players would probably respect you more. And most importantly, player feedback could be taken into account at the design phase, rather than tacked on at the end (if at all). Which would make for a better game.
During the betas they actually had lore in the loading screens about the current map you are loading in to. Also a progress bar that shows how much has been loaded.
The progress bar at least would be great. Why would they take it out?
I’ve never tried it, but if you make a shortcut of Gw2.exe, right click and go to properties, and insert “-maploadinfo” you should get some sort of progress bar when you open the game via that shortcut.
http://wiki.guildwars2.com/wiki/Command_line_arguments#-maploadinfo
A couple of patches ago, the notes said this about Guild Challenges:
- Guild Challenge success and rewards functionality has been brought in-line with other mission types.
- Mission rewards are no longer limited to the triggering guild. All participants with the mission active will receive commendation rewards upon success.
- Upon success, participants from non-triggering guilds with the mission active will be prompted with the option of accepting mission success. This prompt is currently limited to guild members with “Mission Control” permissions.
I was just wondering if anyone had tested it. Most importantly, does any random player who helps out (and gets event success) get the commendation reward chest? Or is it limited to players in guilds which also have that mission active at the same time (like how it is for Rush)?
I play exclusively male toons, and I like all of their looks.
But I would pay to be able to choose some female animations.
Yes. Except perhaps the breather.
EDIT: I spose I should give a proper response. In the event a player is only going to buy enough for what they want to change right now, there’s no way to predict what that is. 1-6 weapons? 1-8 pieces of armour? On how many of 1-infinity toons? They needed to pick an arbitrary number, and we’re used to having arbitrary numbers come in fives.
(edited by Olvendred.3027)
Weapon set: 2 charges
Alternate weapon set: 2 charges
Armor set: 6 chargesFor most players, 10 charges will do for a full “outfit” change, maybe with 1 left over if you have a two-handed weapon (buy 5 more and change just your armor a second time).
But yeah, I understand your point. That’s why hot dogs come in six-packs and hot dog buns come eight in a bag.
Back item: 1 charge.
Underwater weapons: 2 charges.
Underwater breather thing: 1 Charge.
So really, they should be selling in multiples of 14.
When I played Aion, it had both wings and capes. At the same time, even.
Aion must be the best MMO evar.