You are able to obtain runes/sigils via the upgrade extractor, yes, but you’d have to be incredibly bad at math to even consider that an option because buying all new runes/sigils is cheaper. Some people have more money than brains, and those people consider the upgrade extractor an item you’d use for getting runes/sigils back.
The unlimited use gathering tools are extremely inefficient, cost-wise, compared to simply buying normal ones. Are the unlimited use gathering tools not intended to be used for gathering? The fact that the upgrade extractor is expensive doesn’t change its purpose.
I’m absolutely correct about everything, sorry you don’t agree but the logic speaks for itself and your inability to comprehend it doesn’t change the fact that I’ve presented it correctly for your consumption.
Thank you for insulting me. Your presentation has been neither logical nor correct.
As for changes being justified, you signed a contract in which you agreed that all changes are justified at all times, so good luck arguing otherwise.
That is not stated in the contract. You should construe it more thoroughly. Nor is player feedback excluded.
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The upgrade extractor was put in to get your infusions back, hence the price point being so very high. It is unrelated to recovering runes/sigils as those are an added bonus of the item, not its purpose.
There is no flaw in the logic, it is intended that you are unable to salvage some types of gear, thus the rules/sigils on that gear were also intended to be unrecoverable. You had a workaround available to you, now you don’t.
It’s an upgrade extractor. It is intended to extract upgrades. Runes and sigils are upgrades. Ergo, the upgrade extractor is intended to extract runes and sigils. Logic. Very simple logic. They may not have been the main need the item was intended to fill, but they are nonetheless within its purpose.
As I said, there is still a workaround. It is more expensive than before. This is the complaint.
Even if you were absolutely correct about everything (you are not), a change cannot be justified purely on the basis that it was intentional.
And also wasn’t unintended.
I don’t know where you guys get your ideas.
Deductive Logic. If it is intended that the item cannot be salvaged, then it is also intended that the rune cannot be recovered.
Transmutation was a workaround to that. The fact that the workaround is no longer present further bolsters the argument that it was not intended for the rune to be recovered.
Incorrect logic. If the rune was not intended to be recovered, then the Extractor would not exist. A workaround still exists. The complaint is that it is 5 times more expensive than previously.
As for intended purpose of Transmutation Stones: they take 2 pieces of gear and merge them into 1. The player gets to choose from which of the original pieces of gear to get a) the appearance, b) the stats and c) the upgrade. Saying that they were not intended to be used for upgrades, when that was one third of the functionality, is a ridiculous assertion.
Unless you have a dev post saying that Transmutation Stones/Crystals were being used in an unintended way?
The silver cost for the extra WP is so marginal, I wish they’d remove all WPing costs within zones just so people stop complaining about it. Technically you could travel the whole map for free by WPing to an exit, running through the exit to the next map, WPing to the next exit, running through, etc… but that’d take forever.
Who cares about the costs? It’s the extra 2 minute loading screen each time that’s the problem.
They fixed an exploit used to move runes and sigils around. Good. Now you must pay the market price and/or buy the extractor if you want to change your runes/sigils just like everyone else.
Except it wasn’t an exploit.
And yes, your unintended use of transmutation items was closed off to you. Get over it.
And also wasn’t unintended.
I don’t know where you guys get your ideas.
I think so. And I think they’re supposed to be amphibious vehicles, though I could be wrong.
Dodging also works.
If you bothered to do so, you’d have known to salvage the gear before the update.
The gear in question isn’t salvagable.
“IG: How does the nitty-gritty of XP and loot sharing work?
EF: For just a monster.., each monster has a threshold of a percent of its health whereby if someone deals that threshold/percent of damage (it’s about five to ten percent), you get full credit for it.”From: http://www.incgamers.com/2011/06/interview-designing-guild-wars-2-part-2
As this is what the wiki is stating (http://wiki.guildwars2.com/wiki/Loot), I doubt there is a later source contradicting this. Also, I can find no evidence that being in a party increases loot, other than anecdotal forum posts. If there is any, please link — or stop claiming that to be the truth..
Haven’t got the party thing yet, it’s probably in some long lost post. I’ll see about looking for it. And even if there’s not one, it’s gone well beyond ‘anecdotal’ into ‘accepted wisdom.’
However, in the 26/02/2013 patch (Flame and Frost: The Gathering Storm), we got this, which is evidence for the next bit of what I’ve said (about how they lowered the thresholds for champs):
Reward Updates
Credit for killing creatures is now easier to receive in situations when many players are attacking a single target.
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Suggestion: Low-Population Megaserver shards.
These would be the same as normal megaserver shards, but with a map cap of about 30 people. They would be entirely opt-in: you would have to a) know they exist, and b) select the ‘low-pop’ option to be placed in one.
Reasons:
1) Gameplay: massive zergs are good for some things, and a lot of players seem to enjoy them. But having massive amounts of players around isn’t fun for everyone, all the time. Most exploration and event stop being challenging with more than 2 or 3 players. Moreover, exploration is terrible if all the events in the zone are done, and there are 10 or more players at all the remaining ones.
2) Performance: I, and a lot of other players, don’t have brilliant PCs or internet. Having every map full all the time has massively increased loading screen times, the likelihood of lag, and so on. Being able to zone into a play on a map with fewer people makes the game perform much better. It is, however, no longer possible on the megaserver.Cons for Arenanet:
None. As it is a megaserver system, the server resources would be directly in proportion to the amount of players who choose to opt-in. If not many players want to play on low-pop shards, then barely any system resources will be used. If lots of players want to use them, then Anet will know they are popular and that is was an good decision to implement. Moreover, it increases player choice, which will always make more players happy. In no way would it decrease enjoyment for players who like full maps.One of the main features of megaservers — for Anet — is fewer map instances and thus cheaper running costs. Low population instances goes against that.
That’s the beauty of it, Anet can’t lose. Since low-pop shards would only be generated as players opt in, the amount of low-pop shards they’d need to make would only increase with player interest. If not many players want a low-pop shard, then there’d maybe be one or two extra shards per map (if that). If lots of players want a low-pop shard, then yes, Anet has to make more shards… but it would be doing what lots of the players want. Doing what lots of your customers want is never a bad idea.
Even if everyone wanted a low-pop shard, there would still be fewer shards running than there were under the persistent server system.
It can’t really be a fixed damage number though.
Ah. Well, yes, it isn’t a fixed damage number. Not when we’re talking about event champions, anyway, because of scaling. When more players are in an event radius, the event scales up, and the champion’s health pool increases. So 2000 damage might get you over the threshold when there are 5 players around, but not when there are 50.
And this scaling happens dynamically, so: 5 players start an event. You do 2000 damage and then stop. 45 more players show up (considerably increasing the champs’ HP pool) and start DPS’ing. Right at the end, another player shows up and does 2000 damage. In this scenario, you will potentially get loot, while the player who showed up at the end will not. Because the damage threshold increased as more players showed up.
That’s some assumptions here. And I have personal experience that says otherwise. Got any sources to back any of that up?
For one, if it was indeed like that, how can it be that sometimes I stumble upon a champion that is almost dead, get a hit with my low level character that does what must be 0.05% damage compared to its health, and still get a Gold Contribution and the loot whereas other times I start attacking it, whack it with my level 80 char until it dies, and get Bronze Contribution and/or no loot at all.
Second, I’ve never seen it happen that you can have your party tag other mobs for you. Some people believe that loot tables are buggy / give better loot when you’re in a party, so they party up, but I can’t confirm or deny that.
On topic, I do believe there’s some threshold to how many players can tag something and still get credit. I don’t know how it’s calculated though, maybe it’s only the first/last X number of people, maybe it’s random. But it doesn’t seem to be how much damage you do.
Maybe it’s the timer messing up, as you must hit a mob about 1 second before it dies, I believe, to have the tag count.
Sources? Not off the top of my head. http://wiki.guildwars2.com/wiki/Loot#Participation That tells you about the damage threshold. I recall one patch or dev post where they told us they were reducing the threshold needed for champions, so that more players could tag them. That’s why it’s easier to tag champs than Elites or Vets.
Your party can’t tag other mobs for you, but they can bring you up to the damage threshold. Eg. you need to do arbitrary number 2000 damage to a mob: if each person in your party does 600 damage to it, you all get loot. If all the other 4 but you do 600 damage to it, you personally do not get loot.
I can’t account for anecdotal evidence, of course. Any number of factors could be influencing why you got Gold one time and Bronze another.
yeah this is one of the best options for solving the “comfortable” population issue. I would soft limit it at like hmm maybe 40 though, with people able to join in up to regular cap though.
They would only be generated on need or something.i think a medium may be good as well, but maybe that would fracture it too much. Also bosses probably need to be redesigned/schedule. I mean your probably going to always have a large pop focused on the boss.
Yes, generated on need. So they would only take up server resources depending on their popularity.
But I think 30 is a reasonable cap, and a hard cap at that. Otherwise they’d be used by guilds wanting to do Missions and World Bosses: not bad things of themselves, but they would defeat the purpose of having a low-pop shard. Any more than 30 people on a map and you start to get zergs, which is part of what the idea is aiming to avoid.
As for world bosses, I think most of them would be fine. Maybe the 3 “Hard” ones (Teq, KQ, and Triple Wurm) wouldn’t spawn on low-pop servers. But otherwise, just leave them as is. This would also mean less work for Anet to achieve them, since all they’d need to do is make the option, and lower the map cap.
I don’t believe so. More likely, the players aren’t meeting the damage threshold for loot. Let’s imagine you need to do 2% (made up number) of the champ’s health to get credit: then, only 50 players could possibly get credit. If there were 100 players who each did 1% damage, none would get credit. Basically, the more players, the harder it is for each individual to reach the damage threshold.
While that would function as a sort of limit, you can easily get around it by having a party, because you only need the total damage from all party members to be above the threshold. Eg. 5 players in a party; 4 just tap the champ once and leave it; the 5th does 5% of the damage = all 5 players get loot.
Suggestion: Low-Population Megaserver shards.
These would be the same as normal megaserver shards, but with a map cap of about 30 people. They would be entirely opt-in: you would have to a) know they exist, and b) select the ‘low-pop’ option to be placed in one.
Reasons:
1) Gameplay: massive zergs are good for some things, and a lot of players seem to enjoy them. But having massive amounts of players around isn’t fun for everyone, all the time. Most exploration and event stop being challenging with more than 2 or 3 players. Moreover, exploration is terrible if all the events in the zone are done, and there are 10 or more players at all the remaining ones.
2) Performance: I, and a lot of other players, don’t have brilliant PCs or internet. Having every map full all the time has massively increased loading screen times, the likelihood of lag, and so on. Being able to zone into a play on a map with fewer people makes the game perform much better. It is, however, no longer possible on the megaserver.
Cons for Arenanet:
None. As it is a megaserver system, the server resources would be directly in proportion to the amount of players who choose to opt-in. If not many players want to play on low-pop shards, then barely any system resources will be used. If lots of players want to use them, then Anet will know they are popular and that is was an good decision to implement. Moreover, it increases player choice, which will always make more players happy. In no way would it decrease enjoyment for players who like full maps.
I think you guys have to look at this as the foundation. They will do things on top of it. They are in a no win situation though. People wanted harder content so they gave us Teq./Wurm/Marionette. People on smaller servers complained that they couldn’t do it. They introduce megaserver tech to combat it and now people want less people. They literally can not win.
The problem with that analysis is that it’s ‘one size fits all.’ Sometimes I like big zergs. Sometimes I like trying to solo challenging content (rarely possible in open world anymore). Provide a variety of content and a variety of environments (eg. more vs less players) and then let people choose.
-Dude, I don’t want to be explicit about it and make it like I’m talking to a clueless person, but you already proved my point. I’m talking about world events. Who are you killing during world events? The boss right? So, you only have one chest. Are you still following? Good. People are insinuating that being in a party will give you better Magic Find %/odds to get rares or exotics as a hidden factor. It’s not kittening RNG, it’s a kittening myth they are perpetuating.
Plenty of world bosses have lootable adds. All of them do in their pre- (and post-) events as well. Perhaps you misunderstood these players, or perhaps they are misunderstanding how it works.
-I’m not a kittening idiot. I know the game mechanics. I’m talking about rumors. So when people talk about better variance and critical hit ratios, it’s the unaccountables that we’re concerned about, not the kittening stats you can see easily. Once again, it’s what others said, not what I believe, so stop talking in the tone that suggests I’m ignorant. The words that suggest your tone are those like “so yes” and “you don’t”, “you”.
I’m sorry if you think that. Though I’m not sure how using any of those words you quote, especially ‘you,’ implies anything about your intelligence.
In any case, you said that people are saying you get better crit chance from ascended gear, and you do get better crit chance from ascended gear. Your crit chance isn’t unaccountable, it’s listed right there in your Hero panel.
It only affects chests from PvP reward tracks.
-Better “odds” at getting rares and exotics when you’re in a party
-Higher chances of getting a critical (10% v.s. 15%) for example, Damage rolls on a smaller variance ( d5 v.s. d3) for example.
These “beliefs” are not mine, but from strangers in map chat. They appear very often.
You don’t get better Magic Find (ie. chance of getting better loot) from being in a party, but you get more chance to get loot from more mobs. More mobs = more chances = more likely to get better loot. It’s how RNG works.
The stat Precision governs critical chance. Ascended gear has better stats than exotic gear, which includes stats like Precision, if they’re in the gear set. So yes, better crit chance from ascended gear.
Game Mechanics – The lack of transparency in game mechanics is easily captured in the fact the in-game hints for me is stuck at 91%. I have played 4 characters already and for 600 days. What other hints did I need to discover?
Look at the ‘Hints’ icon at the top of your screen, which has a list. It includes a specific hint for each profession mechanic. Since you’ve only played 4 toons, it’s probably the hints for the other 4 classes.
Community – I have never seen more rumors and toxic comments circulate in any other MMO. Some players claim to discover “hidden” features like “partying gives you better chances for loot in a world event” for example and insist they are correct – in map chat over and over again. This problem carries over into equipment, when players say that ascended equipment have better critical ratios, average damage rolls etc. as a matter of fact. There is a climate of hidden game mechanics and scheming “know it alls” that mislead the relatively newer players that is enabled by the lack of education that the game itself provides.
Not entirely sure what your issue is here. Being in a party does get you a better chance at loot. (This is because you need to pass a certain damage threshold on a mob to get a chance to loot it. If you are in a party, it uses your entire party’s damage compared to the threshold, rather than your individual damage.) And ascended gear has better stats than exotics. That should be obvious, you just need to look at the stats. Not ‘hidden’ at all.
You knew the risk of putting sigils and runes into gear you cannot salvage.
Except that no one did. Cause, you know, there was that big feature patch that changed how it all worked.
So I’m not sure why people say GW2 is F2P. My internet isn’t free, the electric I use isn’t free, my computer wasn’t free… I figure it costs me about $80.00 a month to play GW2.
So… when you stop playing GW2, you’re going completely cut off your internet and electricity, and sell your computer?
I have leveled a Mesmer prior to this patch, ankitten ow leveling up an Ele in this patch. It is just horrible. I feel 20-30% weaker.
Elementalists are known to be harder to level up than other professions, unless you build the character effectively, then it’s as easy as any other.
I think the problem is that, since you get traits and trait points a lot later (assuming you have even unlocked the correct ones), it’s rather more difficult to make an effective build.
There’s no alliance between BG and SoS this week. It’s just BG focusing JQ, in part for revenge for last week, but mostly they’re the larger threat. I’ve personally fought more SoS than JQ this week since JQ seems to have ran into EoTM.
This. SoS is hitting BG more than JQ is.
The problem with unique BLs is that one side will inevitably be advantaged somehow. Having 3 of the same means that any advantage is shared equally, since your server starts in each position on one map.
Changed the orange swords combat marker to show only if more than 25 people are in combat in the area.
25 per side or 25 in total? (so does 12 vs 13 pop swords?)
Do NPCs (e.g. the door guards and wall ranger/mages) in fight count towards the 25 as well?
Total. So, yes, 12v13 would pop swords, as would 8v8v9. NPCs don’t count.
I think the OP might be mixing up Orange Swords (which can appear anywhere) with regular white swords (that only appear over an objective when it is contested).
There is a belief that an objective won’t appear as contested (white swords, not orange), at least for a brief period, if you just attack the gate with rams. This is why you will see a commander leading a small group of 10 or 12 people scream “RAMS ONLY! DONT ATTACK GATE!”
I’d like clarification on this too.
White swords appear 30 seconds after the objective is first attacked, not matter what hits it. That’s why a thief (or anyone) can ‘tap’ your garri and contest the waypoint. So if, in your example, a player hits the gate before rams are built, the swords appear sooner and you lose out on undetected ramming time.
Orange swords are purely based on whether or not 25 players are in combat within a certain area.
25 pieces of siege would be an impressive sight.
You’d be capped long before then.
It’s indicates time spent playing the game. No one has 10k+ AP without having spent a lot of time in GW2. As a rule of thumb, someone who has spent more time playing tends to be better than someone who has spent less time playing. It doesn’t exactly have an overwhelming degree of accuracy, but it’s the best indicator available in game.
Only go with the karma infusion if you think you’ll need a lot of karma (eg. the 1m+ for a legendary). MF will help you for anything, as long as you’re killing stuff. And gold is generally more useful than karma.
There will also be some changes coming sooner than that that will go some length to addressing the imbalance in terms of total achievement points in WvW compared to PvE.
Like the not inconsiderable amount of AP in the EotM category and, of course, from Seasons.
Yeah, they haven’t manged to re-do the main WvW achievement category, but it’s not like nothing has happened.
Who knows? It may be that keeping it aloft with hot air is cheaper/easier than using magic, or at least, lowers the operating costs. Maybe as a failsafe, in case the magic ‘engine’ breaks down. Maybe the particular variety of magic engine used by the aetherblades needs a balloon for some reason… anything from the obvious, to needing a large amount of surface area for the magic to work on. Maybe it’s a purely aesthetic design convention, held over from sailing ships. There could be any number of plausible reasons.
Also, magic doesn’t just completely bypass physics. A mini Death Star with armour and cannons is going to weigh a lot more than a primarily wood/fabric construction; and potentially generate more friction too (the latter is debatable, with the balloon/sails and all. But if it does partly use wind for propulsion, sails will help more than a big metal ball).
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As far as portals are concerned, that’s another thing. During the Lost Shores Living Story, we saw how quickly people could get waypoints up and running on a new island. (Apparently Waypoints are discrete magical devices that can simply be brought to a location and then activated.) Wouldn’t it be easier to just transport goods and supplies by players running through Gates and Waypoints rather than building huge, expensive airships?
Case in point. You have to get to the location first, before you can place the waypoint. Is a huge expensive airship going to help with that? Yes. Also, we know that the Pact developed airships for aerial combat against dragons, which is something that obviously can’t be done with gates. There are other obvious advantages to having a military air force: aerial bombardment, reconnaissance, landing troops in places where there are no WPs or the WPs are contested, etc.
As for the Aetherblades: they’re a criminal organisation. From what we know of Waypoints and gates, they’re available and visible to everyone. Is a group of pirates really going to drop a massive “Here we are! Also, you can magically appear in our midst” Waypoint in the middle of their base? They need to be off the map, so to speak, so they fly around in airships.
Essentially, even when certain types of magic exist, they don’t necessarily fill every need that may arise. Novel applications of magic and/or technology are required to fill those needs.
Classes that can shadowstep stomp don’t have easy access to stability/invulnerability. If you want shadowstep stomps out, then remove stability stomps or invulnerability stomps. Which I think would be a stupid change if it were to come out.
They do, however, have easy access to stealth.
I was doing the typical GS rares everyone else seems to do and gets a dusk or dawn within 50-100 g
Keep in mind, if everyone were getting precursors within 100g, the price of the precursors on the TP would reflect that.
The Mystic Forge, for getting precursors at least, is just gambling. You have a chance of getting what you want a lot cheaper than buying it directly, but you also have a chance of spending much, much more than that for nothing.
Believe me, I was VERY close to not getting GW2 when the Engineer was revealed and that steampunk and magi-tech elements were in the game. :P I stuck with it and don’t regret my decision since GW2 is still an awesome game, but yes, I HATE technology in my fantasy. Even stuff like blasting powder used for mining is something I’d rather not see in fantasy games.
You hate technology in fantasy? Like that technology to build massive stone buildings, and that technology to make steel swords and armour, and so on? Technology doesn’t just start at guns or computers. It goes back to the Stone Age.
Also, poor OP. Starts a nice thread about off-the-map jumping, and gets an argument about lasers in fantasy.
I don’t understand. I thought when one instance gets filled, another one opens up. How are there multiple instances that are unbalanced? Only the last instance should be unbalanced.
Eg.
1st instance: 100% Green capacity, 50% red capacity, 35% Blue Capacity.
When the next Green players want to log in to EotM, there needs to be a new instance, even though the first is still unbalanced. And since the Green players in instance 2 need someone to play against, the game starts putting Red and Blue players in there, rather than equalising instance 1. More Green players flood in, opening up instances 3 and 4. Red and Blue remain outnumbered on all instances.
I’m reasonably sure that no mob in the game drops bags higher than 5 slots. And that the only mobs that drop those are the Queensdale champs. They are, incidentally, direct drops, not in the champ bag.
If direct damage is fine, why do I wear armour?
thats why i was confused when everyone was saying that vols guide will be dead after the 15th, so a few 1-15 metas cant be done big whoop
It’s been changed so that the update to megaservers will take effect on low population maps and the PvP lobby. It’s still unclear which maps they consider to be low population.
Cities and lvl 1-15 areas.
No, it was changed to low-population areas first. That excludes most cities and probably all the 1-15 areas (possibly Plains of Ashford is low-pop).
Simple solution I think would be to have an emote in chat that says who is dropping what.
For example:
Trollforfun drops a treb on a gate and in chat his character says " Dropping Trebuchet!"That way we know who is doing it. Then we name and shame then report them. Just have to have an automated emote linked to siege equipment.
First you’d need to remove the ability of the enemy server to see emotes in chat.
One possibility is a game option for ‘show all interactions.’ As in, you’re standing somewhere where you can talk to an NPC, build a flame ram, build a ballista, or pick up an FGS. The UI would show all those options listed down, instead of just one. And you’d be able to click (yes, with a mouse) the one you want. The default one would still be usable with ‘F’.
Staff ele. Works for WvW and PvE, at least.
How to make EotM competitive: have a persistent (ie. 24/7) EotM map that contributes to PPT in the real WvW matches, between only the 3 servers in that match.
That’s the only way it’s going to happen. Whether that’s desirable or not… idk. I think that, after seasons, Anet could try a week where they replace the Borderlands with 3 EotMs – with each server starting in each position on one of the EotMs. I’m actually interested to see how the map would work if people cared.
Its not difficult to gauge population anymore for tier 1 servers due to queue system.
BG has biggest queues in all time zones during leagues.
TC has second strongest queue for NA/EU/OCX.
JQ has second strongest queue for SEA.
Where are you getting this information, out of interest? Can you show us the data please?
Please just suppress it from the chat, but have the animation and sound play out.
You can turn emotes off in any chat tab. The problem is for those who want to see legitimate emotes, but not spam.
The game should simply not report emotes in the chat box more than, say, once per 2 secs per player.