Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
Item Suggestion: Lodestone Treasure Bag. (500gems)
Description: Upon opening, player receive 1-3 random lodestones.There you go, perfectly fits Anet’s RNG obsession while earning some extra cash for the company. Steady supply of Glacial Lodestones…I mean Charged Lodestones would make players happy too because no more dealing with broken economy or market manipulation as long as you’re willing to pay with real money.
Let’s hope they’re not smart enough to make this come true :p
I sent in a very similar sugestion – a pack you buy with gems. Only my suggested bag always delivered 3 random -cores-. You’d have to promote them to loadstones (pulling more of the loose coin out of the economy).
To me the problem is the amount of coin in the system is steadily rising, while the number of valuables is not. Its even worse since you can buy coin from outside the system (using real money) but doing so doesn’t add any desirable products to the market. They have got to give us a way to introduce some valuable goods via gem-sales to help bring the cycle into balance.
I’m not sure this idea will solve the problem though, and is still at the mercy of RNG and the player driven economy.
No one trying to get specific lodestones would spend gold for gems to get the packs. No one trying to make consistent money would invest into the ever-increasing gem market.
The reality is that the gem store should never be a way of acquiring base materials; it would be very, very bad.
I made a suggestion a while ago; lodestones are lodestones. Introduce an un-schooled lodestone (i.e. NOT Glacial, Molten, Charged, etc). Make them drop off all level 80 mobs. Low rate, but considerably higher number of mobs that can provide them.
In order to make them into Charged or Molten or.. etc, introduce a simple gameplay mechanic. i.e. Double-click a lodestone inside Mount Maelstrom while the Great Destroyer is present to make it a Destroyer Lodestone. Jormag for Glacial, Shatter for Charged, etc etc. When a lodestone becomes attuned to a school it becomes account bound.
In the short term this would balance the costs of specific lodestones, yet providing more chances for individuals to farm their own, and provide a mechanism for players to freely work on the lodestones they need. Anyone who needs specific schools of Lodestone can still buy them instantly from the TP. Anyone playing the longer game can still acquire (either via purchase or farming) non-schooled Lodestones and wait for an opportunity to get them attuned.
Well, this is the ‘legendary’ part of the weapons
Without the lodestones these weapons would be too easy to acquire.
Yes, buying things truly feels legendary.
It’s that unmistakable sense of accomplishment that comes with the trade of money for goods.
Seriously; there’s is nothing legendary about being gated by a player driven clusterkitten of an economy.
Repulsive, isn’t it?
Demand is stupidly high for mats that are exceptionally under-supplied. Mats that are over-used in patterns to craft the most desirable stuff in the game.
There is no way, at all, that anyone can realistically farm the lodestones they need for themselves.
Broken.
A trading system should be a convenience or method of quick acquisition, not the sole viable method of acquiring the things you need to progress in a game.
Why click the sell button when you have no gems to sell? doesnt make sense.
Because only fools invest into markets they haven’t verified.
The rates need to be different.
You’ve learned an important lesson today; always know what you’re investing in and the conditions of your expected returns.
Shame it’s going to take another week if not two to get SFR into t1. Will have to see about ensuring a higher turnout next week to trounce the frenchies properly and get them down a bit
Go Go BT. Despite not being comfortable with the whole Project Blacktide thing from a meta game PoV, anything that breaks Vizunah is fine by me
I seem to recall it was “numerous mindless zergs” that got deso into T1
Your memory is poor.
At launch tiers were irrelevant; the game was too young to field commanders and be organised. Everyone zerged. Everyone.
US Nighters cappers got Desolation back into T1 long before Desolation’s core were ready.
- or is this merely sour grapes pvp 101 (when losing blame the other side of mindless zerging).
Zerging is the strategy employed by the underdeveloped to counter the fact that they can’t win on tactics or skill. SFR this week have done nothing of note. No amazing fights, no incredible sieges. They’ve deployed big groups that mindlessly zerg to anything that changes colour. As I say, enjoy T1, you’re in for a surprise.
Simple version – without the huge numbers (and SFRs ‘zergs’ aka multuiple 20-30 man groups hitting different points on the map are nothing to the enormous blobs that deso used to run) deso are what they’ve always been – a mid tier nothing special server.
Awww, did I hit a nerve? You have mindless zergs. All servers do. Soak it up.
Mid tier? See you there buddy.
numerous mindless SFR zergs
Well our “mindless zergs” wiped the floor with your weak server
Seafarer’s Rest 244 185
Desolation 125 471
Baruch Bay 182 678
You’ve won a battle; not the war.
Desolation has a small, but very skilled and very focused core. A handful of committed guilds. We spend most of our time in WvW with the outmanned buff. We hold our own, and there’s a lot of honour in that.
When your zergs get bored and the simple maths of being bigger than your opponent fails you, we’ll see you again… and on even footing i’m confident we could beat you.
Seriously, you’re built for T1; enjoy it.
Assuming everyone is getting one then mine still hasn’t come.
I think it’s going out to everyone that simply never looted any chest during the event. Which on one hand feels very fair, and on the other feels like a huge slap in the face to people who worked very hard to be there and still got nothing but lag, frustration and two one hour sections of mindlessly grinding reinforcements.
Personally I DC’d during the event, spent an hour getting back on line, finally got online to see the chest on the map… ran all the way there to see it despawn while travelling. Was not happy. Was furious in fact. Then spent several minutes on an alt hoping to find an overflow that I could at least finish the event on; finally found one, looted and got very little. Can’t shake the ‘what if i’d have just got the chest I was supposed to get…’ feeling.
Related to this; feature suggestion: IF I can see a chest on the map, I should be able to click on the map to loot it. Just like I can interact with everything else. This would solve the problem in dungeons of people missing it and running back, and also remove the chance of this situation happening again.
Lack of PvP players. Smaller guilds and PvE focused players are bored of running into numerous mindless SFR zergs, and a few guilds have transferred.
Free transfers gut servers. You can see by how much the WvW landscape has changed; it’s an ever changing migration of players. Take Blacktide as an example; Shiverpeaks gutted so that BT can be top dawgs. GG Anet.
In fact, good luck in T1 Seafarer’s, you’re perfectly built for the Zerg Vs Zerg monotony of T1.
Good to hear Deso is keeping up the spirit high…1 of the things that you get on deso is a real brotherhood feeling fighting together…..300 style hehe
Too bad we from FG cant be there everyday with high numbers……but someday Deso will shine………..you see
We’re in the same boat. We don’t want to grow large just so that we can field constantly. We’re a core group at heart, we’ve always prided ourself on being close-knit.
We’ll be staying on Deso through thick and thin. Historically however we’ve been very quiet, rarely reaching out to others. We have commanders, we just don’t run with them turned on often (as it attracts Deso randoms to the specific things we’re doing). While we won’t be joining community TS servers all that much, we are going to reach out to other guilds and co-ordinate better.
The smaller guilds of Desolation are strong, focused and capable of great things.
So, i’m Amayasu in game; Leader of [Judge]. Osicat, Cosmic Massacre, Meatun and Emotek are all officers. Say hi some time, we’ll do the same. If you need backup, we’re available.
since ruin abandoned you, as its done to so many servers, how bout come to SBI? we would love to have a tremendous night force like you guys.
We’ve made our home on Desolation from headstart, and while we’re the “black sheep”, we’re comfortable where we are. Being someone’s night crew isn’t really our bag, we’re happiest being a small, highly mobile force that does stuff like that.
Good luck strengthening SBI, but [Judge] will be on Desolation for life… because if we moved now, our Deso4Lyfe tattoos would look pretty stupid.
Thanks anyway man, gl hf.
I wanted to linger on a couple of posts from people with legendaries.
So you blame Arenanet for your decision not playing enought? You could simply quit your job, school and play 12+ hours a day if you wanted to. ITS ONLY YOUR CHOICE.
I did sacrifice 3 months of real life in order to craft my legendary in 3 months(faster than it is supposed to take). You could do the same.
Its only your choice what you do with your time. Someone rather work many hours a day at the expense of free time/hobby and someone else rather play video games, etc at the expense of money.
I run 16 characters in two different accounts, 10 of them are level 80.
I’m quite big into nodes farming, I set up most efficient routes and specific nodes to farm.This is merely one tip I can give you, I normally don’t share but this is something that anyone can figure out, but most people won’t be arsed to do.
P.S
Another good tip, don’t bother with anything else ingame: dungeons, pvp (do Jumping puzzles in WvW instead), normal mobs farming will take too much of your time.
Only focus on making gold, I’d say you better figure out a way to make 6~10g an hour or the whole process will take very very long time for you.
I mean this in the nicest possible way, but there is no way, at all, that either of you are going to give this thread a fair chance. You’re so convinced that because you guys did this (three months of your life, poof! Sixteen characters, giving up on major aspects of the game, poof!) then you’re uniquely (and more) qualified to comment on and undermine the concerns of people that don’t align with your own personal life-style.
So, once more for the cheap seats; this isn’t about time. People are happy to spend time doing fun things to earn a legendary. People are not happy to spend their time grinding. That is a direct affront to the manifesto and a key point you are guys consistently and conveniently over looking.
The issue is about method of acquisition; the current implementation of the legendary system prices out the majority and encourages grind. Even over 12 months this system shuts down many other aspects of the game.
The irony of all of this is oft-banded mantra from the legendary touting crowd; “Just play the game and you’ll get one!” Quickly followed by “But they not for you, they’re for the hardcore!”, while advising to “focus on one aspect of the game entirely, ignore dungeons, etc, while doing so!”
Non of this is healthy, inspiring, epic or in fact even close to Anet’s goals when crafting GW2. Happy for both of you that you have what you wanted and gained them in a way that worked for you, just please don’t pretend that the market is the same, or that the concerns of people posting in this thread are non-existant.
(edited by Parthis.2091)
For all of those saying that they’re not being entitled, and not asking for something easy, suggest something that is not guaranteed and easier. Or at least be honest and say “Yes, I feel that everybody is entitled to a legendary, and that it should be far easier to get.” At least then it’s clear where you stand.
People who have legendaries like to band about the “yes but you get it by just playing the game”, so improvements to general game-play have an implicit impact on the grind of getting a legendary. That’s partly why I suggested them; they’re not “fixes to the legendary grind”, they’re alternatives to grind, and I think we’d all appreciate that. Grinding isn’t fun, and isn’t even possible for everyone.
I don’t want legendaries to be easier, I want legendaries to be more fun to acquire. That’s the key difference. I don’t think players are entitled to legendaries, I believe players are entitled to have fun, and that in turn should feed into the reward system of which a legendary weapon is a part of. Whether you’re spending your time grinding mobs or doing jumping puzzles you’re still spending your time… and time is the big, unknowable currency with RNG at the core of the system.
I’d like to see the RNG eased, and new systems introduced to provide players with a choice on how to acquire this stuff; take the longer, but more interesting and fun way, or grind now and power it if you want it quicker. Either way is guaranteed; that’s an important point. Neither way is easy, both require effort. Just different desires to get to the same result.
To address the quote you included in your other response from Lindsey (iirc); at no point did she mention that they wanted it to be exclusive to a small number of people, just that it should be a long term goal for players. Not hardcore players, not grinders, just players… hence the suggestion of introducing events that allow players to offset some of the RNG, and work at a pace that suits them. I know you didn’t specifically say that legendaries are for the few, but I wanted to make it clear to everyone that in the eyes of Anet every player can have this goal, and it’s not by design limited to a small number.
I also want to be clear on this, because text is a pain on forums; my responses to you are in no way intended to be angry, or bitter or belittle your opinion… we just don’t agree, and while i’m enjoying the debate, I don’t think we can.
At the core of my opinion is a desire for a system that truly allows players to take part in things they enjoy and not get sucked into a grindy shopping list. Being forced into a dungeon you hate or to farm the same mobs over and over simply isn’t fun. These things can be improved without making legendaries trivial to acquire. An alternative doesn’t immediately imply easy, just choice.
(edited by Parthis.2091)
No point of talking with you about this. You want the legendary so much, that you cant see how more nerfs would just hurt the game long term.
The way to talk about this is to drop the “it should be unreachable by the majority, it should be rare” mindset.
That is your opinion, and not one shared by most or backed up by Anet.
I’m not asking for nerfs; i’m asking for alternatives to mindless grind.
Now you are mad that you dont have a legendary and others have. Yet if a nerf would come in place and you could afford one, the people you call elitits would be able to afford 5 or 6.
And that would just cause another wave of whining, that some can have only one legendary while others are walking around with a half dozen legendaries.
A casual player will never have as much ingame wealth as a hard core player, no matter how easy you make to obtain the stuff. The whining will continue forever.
I’m not mad, and I’m closer to having a legendary than you think. I have the benefit of actually working on one, getting very close, and reflecting on the experience.
It. Is. Dull.
I would sooner it take longer but be enjoyable, engaging and you guessed it; legendary.
That’s the point. It has nothing to do with wealth, or being hardcore; i’ve said it several times in this thread that i’m happy for people who have one, but it’s just not an overly fun system. It’s too grindy. They can improve this by making it FUN. They’re smarter than this.
So please, stop with the ‘you mad, hardcore get 6 if you easy mode and nerf it lolol’ attitude. I don’t want it to be easy; I want it to be accessible and fun for the people that don’t play games to grind. Taking a long time, requiring a lot of different components is all fine. It’s the method of acquisition that is the problem; grinding isn’t hard, you’re not l33t for doing it. Grinding is dull and a contradiction to Anet’s design mantra.
(edited by Parthis.2091)
No point of talking with you about this. You want the legendary so much, that you cant see how more nerfs would just hurt the game long term.
The way to talk about this is to drop the “it should be unreachable by the majority, it should be rare” mindset.
That is your opinion, and not one shared by most or backed up by Anet.
I’m not asking for nerfs; i’m asking for alternatives to mindless grind.
Just to point out, already now you can see a lot of these “unreachable legendaries” especially the mot expensive ones like twilight/sunrise in LA.
I actually doubt legendaries will be wielded by just 5% community. In one year I fear over 20% of active players will have them, and it will get annoying, seeing everyone swinging the same weapon.
They already made legendaries a lot easier, you can make much more money now(more money than was the increase in % on prices), and karma is now the easiest thing on whole legendary, while 2 months ago ppl had problems of getting so much karma.
Yet you still find new things to whine about.
Are you the kind of player who now let’s a single tear roll down your face when a Warglaive passes you by in Stormwind?
The “LEGENDARY IS NOT FOR YOU SCRUBS! 5%! 5%!” line is getting tired; it’s something banded about the by the elitist crowd, not a stated ambition of Anet to lock of the vast majority of their player base.
So for clarity, you’re looking for a guaranteed way to get the legendary. Follow set steps, and a legendary comes out by playing the game and not doing anything very special. How is that not entitlement? You don’t want it to be a lot of time, nor gold, nor RNG, nor grind, but I don’t really see where the difficulty factor comes in.
Do you honestly think throwing stuff into the forge is in any way special? Or grinding AC over and over? You already have a guaranteed way of getting a legendary; keep playing the RNG game and it will, in time, eventually, work.
Is it fun?
No, not really. At least not in the context most players would describe, not inline with the manifesto, and it fits perfectly with the dev’s very own description of grind.
So, ask yourself; do you want to grind for a legendary, or play the game and earn a legendary?
You don’t want it to be a lot of time.
Everything I suggested would take time.
nor gold
Gold is a constantly moving, difficult currency. Their attempted gold sink was Icy Lodestones; hah. Spending gold is fine; being forced into spending gold is not.
nor grind
Grind is good? Do you think grind is acceptable, in any way, in any facet of your life? Anet have said time and time again that they don’t want grind in their game. Now ask yourself; would you prefer to spend two hours of your time killing the same mobs over and over again for a lodestone or would you like get out into the world, complete an ever changing set of quests (i.e. weekly achievement) and get one in the end? Which is more fun? the result is the same, the experience is not.
but I don’t really see where the difficulty factor comes in.
There is no difficulty in the current system either; just frustration, RNG and an overwhelming sense of dullness (take that from some one who is close). The path to get a legendary is one of the most uninspired parts of this game; that’s sad.
A genuine, curious question. What, within the bounds of GW2, would be challenging and a lot of effort, and not require much time? Such that a very small percentage of players would end up with legendaries? Because legendaries really shouldn’t be common, they need to be special. Something that sets one apart from the masses. Otherwise it really wouldn’t be legendary.
No game developer in the world designs content or goals specifically for “the hardcore”. The very idea that you are entitled to something more than another person in a game based purely on the fact that you have a lot more free time and are willing to grind repetitive content is really quite sad. You’re not entitled; you’ll just get it quicker. That’s fine. The problem is the RNG and the heavy ties to the ballooning economy.
Legendary is a word, nothing more. It’s there to distinguish tiers of stuff, not imply entitlement. You aren’t entitled to a legendary because you bill yourself as “hardcore”… I find this attitude really rather disturbing; you are not more important than other people as a result of your personal situation, and it’s in Anet’s interest to make the goals of their game open and achievable by all while staying true to their manifesto.
Software is malleable; whether you have a legendary or not, or believe you’re entitled to one or not based on how you categorise yourself is irrelevant; the current implementation is impenetrable to new players, players with less time, and people who are feeling the pain of RNG.
The ironic sense of entitlement works both ways my friend.
A good compromise would be to make Precursors a lot easier to get, but then lower the drop rates on the Clover RNG. Then those who feel entitled to easy mode will probably enjoy getting their Zap quicker.
Once more for the cheap seats; no one is asking for it to be easy mode.
Many people want to see it moved away from the RNG nonsense and uncoupled with the frankly woeful economy.
This legendary system is being implemented by the company that stated grind is bad, no one person’s time is worth more than another and that RNG is bad in a loot system (that’s why there are tokens from dungeons, etc etc).
Pre-cursor RNG is a problem by design, particularly when you factor in Anet’s very own manifesto and the stateless nature of the MF.
Many people are asking for ideas on how to improve this, make it less grindy and RNG based. There are already suggestions in this thread. But here we go anyway;
RNG pre-cursor drops should still exist, are still rare, and still expensive… but, players can buy a Bind on Acquire one for a gift of exploration, a lot of karma and a large number of achievement points. That gives a guaranteed method of getting a pre-cursor by actually playing the game. Players can choose to do the achievements that appeal to them. Players can take part in any events they like for Karma (PvE or WvW)… etc etc etc. Set up conditions on play that *play*ers can actively do, as opposed to the MF Pre-cursor gamble. The scavenger hunt may work well here too; if it gets people into the world, playing the game and ultimately getting what they need, then great.
Introduce lodestones that are not part of one elemental school by default. Make them drop off all high level mobs, so players can actually play the content they want as opposed to grinding the same stuff over and over. It introduces choice. Then, in order to make them bound to an elemental school introduce a small event for each school; need molten lodestones? cast them into the fires of mount maelstrom Frodo! etc. Make the non-schooled lodestones freely tradeable, make them soulbound once attuned to a school. Again; choice on where and what to do, and something more interesting than standing in LA in order to make them useful.
Icy Lodestones; they’re 1g each. What’s funny about this is that I get the feeling they put that in so that there was a price associated with crafting a legendary. It’s the “So we want crafting a legendary to be expensive!” guarantee… which tells you the cost of a legendary is massively higher than their original considerations. Just offer an in-game way of getting lodestones that isn’t cost; Anet have many players than are willing to play their game’s content, but not their questionable economy or willing to buy gems. This still leaves choice; anyone who wants it NOW can buy them, anyone who wants to take their time can get them from game-play.
The dungeon tokens; grinding the same dungeon isn’t fun, particularly if the legendary you want takes you to a dungeon you absolutely hate doing. So introduce a few weekly achievements in each dungeon’s host zone that awards a set number of tokens. Anyone who wants to grind can, anyone will to invest effort over a long period of time could complete these weekly achievements.
Change WvW to award badges from actually playing the WvW game as opposed to joining a zerg and grinding defenders outside Redbriar over and over again. It’ll actually have a positive impact on WvW and remove the RNG/Grind for these players (urrgh I need another 429 and it’s only a chance from killing! RNG RNG!).
Finally, a random, weekly “Legendary Hunter” achievement that gets people into the world, away from the grind spots and the TP and gives them things to do. It could offer a choice of rewards to let the player offset where they’re feeling their RNG pain. Everything it awards it’s BoA, can’t be traded. It could be a choice from;
A number of clovers (like, say, 2)
An icy lodestone
A small stack of T6 mats.
Liquid Karma.
There are people in this thread that believe this is an entitlement issue; it’s not. The people who have legendaries now, grats, well done… but there are always people who have their legendaries (or who are very close, such as myself) that in no way found it engaging or fun, and would like to see improvements made so that players who want to invest effort can do so by playing the game in a varied, fun and engaging way… not grinding the same old mobs for hours every day. That is at the core of their manifesto; player choice, anti-grind and that everyone could have a legendary as it’s a personal end-game… as it stands the legendary implementation is Buy or Grind.
(edited by Parthis.2091)
I know what you are saying. But thing is I DO enjoy farming and repeating content.
That is kinda major part of every MMORPG. Repeating content, farming in order to gain something valuable. That is even major part of real life.
That is why I play MMORPG. In fact I am curious what MMORPG doesnt have repeating content? If I remeber correctly everyone mmorpg had one and I have played these: WoW, Aion, Swtor, Lotro, Rift, Vanguard, AoC, Warhammer online, GW 1, Lineage, Everquest, Tera, The Secret world maybe few more.
Everything in mmorpg involve repeating content
If they give you the most valuable items in-game without repeating the content it would be like giving it for free. Because there is no effort involved, everyone would achieve one after some time.
Legendary weapons were created to take a long time. So only those who are dedicated to farm/collect all the materials should craft them. Arenanet already said that they are ment to be the most unique and rarest weapons in the game so only 5% of player base would achieve them.
So the best way how to ensure only 5% of player base would achieve them is to set up really high required effort to craft one ( A LOT of material and gold required).
And to by honest, create some special interesting and long content (aka story, jumping puzzles, dungeons) only for Legendary weapons would be waste of money, because they would create it only for 5% player base.
I’m glad you enjoyed the stuff chap, genuinely I am.
In fact I am curious what MMORPG doesnt have repeating content?
The one that stated early on that it didn’t want to be just another MMO, just another grind game… this one. That’s the point.
At the end of the day they’re satisfying one group of players; the ones who are comfortable with constant grind and repeating content over and over again…. but that’s a group of players that will be happy if the route to a legendary involved more varied stuff anyway.
The point is, that with some thought, they could change it to satisfy other groups too.
But anyways, I respect your views, I don’t agree with them all that much, but it’s clear our gaming desires our quite different.
Ultimately, Anet are very quiet on this stuff, so I guess we’ll see what turns up in patches down the road
Ectos, acquired via doing dungeons and/or salvaging rares/exotics.
*T6 mats, acquired during “normal” play, legendary creation, or mystic forging. *You seem quite happy to ignore these points….
Not ignoring them at all chap.
RNG is RNG. T6 mats from the MF Shard gamble is, again, a grind. It doesn’t matter all that much.
Drops from “normal” play depends on the mobs you’re killing, where you are in the world and what you’re doing. WvW focused players, for example, rarely get those drops.
There are many ways Anet can address the this stuff in a way that wouldn’t flood the economy.
So did everyone just ignore that OP dislikes how ridiculous it is when you compare how much it costs to get a legendary now vs earlier, and instead chose to attack him on not wanting to farm?
Thank you
That sounds more like jealousy to me … sadly.
You had same opportunity to do the same, its not Areanets fault you didnt.
… snip …
Simple. Nothing to complain here if you know how economy works.
To quote yourself;
I had to play 1200 hours in 3 month to craft mine.
So no, not everyone had that opportunity. You spent almost 50% of the hours since launch doing what you’ve done. That’s not feasible for the vast majority of the player base.
This is a burgeoning economy, and is malleable… just like software. Anet can improve this situation. You have a legendary, you’ve grinded your way there, I understand your resentment against potential change or the opinion that it is, simply, broken.
The OP has a valid point; you having a legendary doesn’t change that.
(edited by Parthis.2091)
Time != Effort, Grind != Fun.
Whilst I agree with you on this point, it is VERY difficult for game designers to create solutions which do not require time and grind in accomplishing “end game goals”. In fact if one introduces that oft lamented missing element skill, it is then only a matter of time before your audience becomes divided into 2 factions – those that find things too easy and those who find things too hard (look at the clock tower as an example of the later).
I actually believe that apart from the precursor and lodestones, anet have come up with a reasonably balanced solution and most of the complaints are from people who want an easy route. Lets just look at T6 mats:
1) @10-20% of T6 mats will be made during the crafting of the gift of fortune.
2) @10%-20% of mats will be acquired during “normal” play as drops from mobs or within the various bags that drop.
3) T6 mats can be made cheaply via upconverting T5 mats in the mystic forge. Doing it this way means that they are available for roughly 1/2 their cost of that on the trading post.That’s a reasonably wide selection of ways of acquiring them, none of which require the trading post or grinding (I had 2 stacks of most T5 mats by 80 which yielded about 70 of each T6 mat – I was over half way through my T6 mats JUST by normal play).
Anyone complaining about the price of T6 mats is basically saying “I want my legendary NOW rather than later and I am annoyed because the trading post no longer offers me this shortcut”.
I appreciate it’s difficult, but again they’re smart. Very smart. They’ve built an engaging questing system in a sea of stale MMOs. They’ve made an interesting combat system while the likes of TOR continued with the awkward WoW/EQ model, etc etc.
So then along comes legendaries; the ultimate in personal end-game… and it’s a shopping list. That’s disappointing, and completely at the mercy of the economy.
If time was the goal in this personal end-game, tying it to materials and out pricing the majority early was a mistake; the net result of a seemingly impenetrable progression system for all but the earliest of grinders.
It could have just been so much more engaging and interesting, and actually be epic.
Did you ever think that people are actually enjoying it?
I did enjoy all those 1200 hours collecting all what I needed and I know atleast 5 more friends who are almost done with their legendaries too and I know they are having fun.
By saying you dont enjoy the actual way of obtainig Legendary you are acutally saying you DONT enjoy playing Guild Wars 2 at all.
Because the way Legendary weapons are crafted is by simply playing the gameDoing dungeons, wvw, events, story, leveling alts … Everything you do in Guild wars 2 takes you closer to finish your legendary. EVERYTHING
Maybe but maybe .. You are not supposed to have Legendary when you dont enjoy the way of obtaining it. Because there are tons of players that enjoy it.
I dont enjoy many things in many games but I am not tryeing to change them because I know there are players that actuly enjoy it as it is.
If I wanted and demanded those changes only because me I would feel selfish and those players would have right to demand refund and rage.
It’s not doing dungeons; it’s doing one dungeon repeatedly. That is, by definition, grind.
It’s not playing the game to get lodestones; it’s killing the same mobs over and over and over. That is also grind.
It’s not playing WvW; it’s joining a zerg to kill players to RNG badges from loot bags.
It’s not playing to acquire a pre-cursor; it’s throwing countless items of the same type into the mystic forge over and over again. Grind.
The game even has a gearing stat specifically for grind.
It’s not playing the game. It’s repeating specific aspects of the game numerous times in order to progress; that is a direct contradiction to the manifesto.
Now contrast that with changes that could actually make it fun or more accessible; how about all mobs have a chance of dropping Lodestones, and in order to make it Molten/Charged/Icy, etc, you needed to take them to a volcano, or to face a dragon, and be hit with an ability to change them. I have a lodestone, I need it to be Icy, i’m going to seek out Jormag and fight him. That, right there, is instantly more fun and engaging for the majority than mindlessly grinding mobs or buying them from the TP, and it has a known result.
How about stripping back the need to do one instance many times. A weekly random challenge in the dungeon’s host region could offset some of that grind. etc etc… weekly implies time; so there’s a known, consistent time route if users don’t want to mindless grind dungeons.
How about not tying legendaries so tightly to materials that are also heavily sought after for other aspects of the game; it’s a vicious circle. Mats go up because legendaries need them, which in turn pushes up prices for the people trying to actually craft normal goods.
How about using achievement points to offset some of the requirements, so players can go out into the world and do jumping puzzles, throw on goggles and jump off waterfalls, and actually pick achievements that sound fun to them etc etc. That’s playing the game; when something as fun to the individual as a jumping puzzle contributes to their long term goals.
How about making WvW award badges for actively defending a camp, or sieging a keep, or escorting a doly; you know, actually playing the game.
So again, grats on your legendary and i’m thrilled you personally enjoyed working your way through the shopping list of mats, but let’s not kid ourself that Anet have produced a fun, inspiring and engaging goal.
They’re smarter than this. They could have made this amazing, instead it’s really very dull.
And for the record, as the tone of your post suggests i’m complaining for no reason or without knowledge of what’s actually involved; I have a pre-cursor, I have some of the lodestones, i’ve some of the instances, etc. It’s just not overly compelling, and it’s very disappointing from a company so focused on producing an accessible, enjoyable and repetition free game.
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Anet’s never gonna take us seriously if we complain about every little thing like this…
Amen.
Complaining about a texture while the economy spirals, the game gets more grind, WvW becomes more zergy, culling becomes more of a problem and sPvP/tPvP becomes even more stale seems like a monumental waste of pixels…
… and yes, complaining about complaining even more so.
Crafted my Juggernaut yesterday
Legendary weapons are LONG TERM goal and for avarage player it should take one year to craft one.
Thats 365 days .. If you do only 2-3 golds per day, you can still have it without problems
I had to play 1200 hours in 3 month to craft mine. Its not NEARLY unreachable. Legendary weapons are for those who are willing to put required effort in.
IF you dont want to put the required effort then just give up and dont go for Legendary, its not for you.
And no one can complain that someone who went for his Legendary at release had it easyer because of lower prices. He had the same chance, he had the same opportunity. If he didnt play before, its only his fault and his problem. He cant be just jealous and complain about it.
Its like asking your country to give you same opprotunities to become rich like all those people after revolution who had it 10x easyer than now, etc. Not going to happen.Arenanet already said that people are reaching their Legendaries way faster than expected so its obvious that they wanted prices of mats to rise.
Current Prices are where they should be, the previous prices were low because of bots and Arenanet already stated that it was their intention to increase them.And as you can see I did craft my Legendary even with current prices.
You’re wrapped up in your own efforts that you completely miss the point; grats on your legendary, but making up time-frames for people with less time than you is remarkably short sighted. The moment you use the word Work you weaken your argument; this is a game, work is something I do to pay my Mortgage.
Like the OP, I and many others are willing to put in effort to get a legendary.
However the reality is this; crafting a legendary weapon in this game is in no-way enjoyable. That is a problem. People like you who’ve spent the last three months mindlessly acquiring everything needed to craft a legendary have done so at a price point that is now unavailable to people going forward. That is a problem. The heavy dependency on the trading framework and it’s rampant scaling is a problem. New players have no chance of getting one the way it stands… in fact new players have a hard enough time getting optimally geared.
Time is fine. If Anet had a goal that 12 months was optimal for a legendary they’d have implemented it in a way that gated the creation and put more personal goals in place in order to craft it. Instead we have a situation whereby the player has to mindlessly farm, grind and pray to the RNG gods.
Time != Effort, Grind != Fun.
The sad thing is that in the eyes of many, Legendaries were pitched as the ultimate personal end-game, something all players could go for… instead the current legendary grind-fest is the biggest affront to the manifesto so far.
But not to worry, i’m sure the pre-cursor scavenger hunt we keep hearing about will solve all of these problems.
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due to the downed state.
I am so over killing people just to have them instant ressed back up. This is not fun not does it reward skillfull gameplay.
It needs serious changes or remove the whole concept from any type of pvp.
You’re a D/D Ele, if you can’t get past this then it’s better off you don’t log on anymore.
Indeed… an Elementalist complaining about downed states. Unreal.
If they’re being res’d, nuke/stun/knock back the resser.
If they’re killing a mob to rally; prepare for it. Burst them down, stomp them, or be ready to re-kill.
If you’re watching the guy get back up, you’re doing it wrong.
The maps are too small for mobile spawns to be balanced effectively.
Personally I’d like the ability to spawn on a commander (any commander), which applies a debuff to prevent it for 30 minutes. It could be used tactically, but not abused.
Without being a kitten, please don’t come to the EU. It just doesn’t work. You’ll be laughed at, victimised and trolled as a PvDoor guild.
The closest you’ll get to competition is facing off against the remains of the frankly woeful [RUIN].
choke points would mean continuous AoE would give defenders the ultimate advantage. WvW would become catapult vs catapult.
Which is wholly preferable to Zerg Vs Zerg.
Atleast siege takes time, resources and strategy to both deploy and destroy.
This single change (limiting AoE to 5 people) has removed any chance that a smaller group can deal with Zergs. It actively encourages the lowest form of gameplay, and let’s be frank, Anet is full of smart people that could have solved these problems in intelligent, interesting ways instead of this blanket bullkitten.
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I’m going for Bolt. Haven’t seen any mesmer with it yet but the effect on all clones must be pretty awesome.
Also working on Bolt. It’s a good choice IMO. Twilight and Sunrise are sexy, but leaving sparks of electricity as you move it pretty win too
What’s everyone’s thoughts on the shatter recharge signet?
Wrack already has such a low CD, combined with the 50% HP refresh trait you’ll rarely feel like you can’t shatter. Remember there is a non zero time to setup a shatter anyway.
But, if there’s one thing the Mesmer class is good for it’s finding a style that works for you.
Run with it for a week, see how you feel. For me damage comes from my traits and gear. My utility is my survival (Decoy, Blink, Portal/Null Field as appropriate).
Running with Torch for the current week, so far, so different.
Are your criticisms mostly being leveled at the personal story and cinematic conversations, or also with the ambient scenes and events?
The Voice acting in the personal story events is pretty uncomfortable, but when combined with the relatively generic backdrops that take you away from the scene, that’s when it’s at its worst; there is nothing to focus on other than the delivery. It’s not terrible, but it’s pretty jarring, particularly when the NPCs are talking about the slow death of their race, the world, and everything you, as the player, are supposed to hold dear; they’re delivering lines like they’re reading a shopping list.
The voice acting would’ve felt a little more natural if it was taking place in the world, with NPCs milling around, or the serious stuff in a war room, or while the Vigil fort is being sieged; the setup dialog could be taking place overlooking the oncoming armies, dodging catapult fire and shouting to be heard over the noise. Everything that makes for great conversations in popular drama, classic war films and great fantasy was missing from the personal story.
I also can’t escape the feeling that the VO was recorded separately, at different times, like each actor was handed a sheet of paper that was “say this in a sad voice:”, so the emotional context was lost. It felt like the nature of the conversation was different to all of the NPCs taking part. It just didn’t gel well.
Finally my real problem with the personal story is two fold; I wasn’t the hero, I was a lap-dog… and secondly at no point did any of the story moments make me feel like this did back in the day; http://www.youtube.com/watch?v=KQc7o2rm7po (SPOILER: the closest was the death of “apples”, but it was nowhere near the emotional impact of Aeris).
GW2, for me is a fantastic MMO and an average RPG. TOR was a very good RPG and a woeful MMO. I’d just like to get a little more “world” into the RPG part, and a little more emotion into the journey.
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What Ppl in this thread need to deccide is what rhis thread purpose is. Atm its 50% ppl who just whine and basicly call for a nerf to this and that. This post is irrelevant and dont bring anything to the community in form of help etc. Then there is a group of players who say they can and foubd ways to deal with thiefs, but the first group is not interested in this as they rather see nerfs than learn ways to handle named situation. And ofc there in this kind of threads is a fuhre pure trolls ofc but as long they subtile and good at trolling I dont mind.
What I would like to see is for those who .accualy after learn ways to handle thiefs get som solid questions and take advice of the ppl who post films, tricks and guides etc how to handle them thiefes. Also practice is NEVER wrong, Nero told he practice often vs a high ranked tournie thief, not 1 single player who then in the comming 20 posts accualy wanted to hear this, they rayher whine for nerfs.
anyway, gl on the mesmering, nice that you filmed some thiefs battles flips, I regulary try do same, its tricky thu ad if they do a misstake they die so fast its kinda non interesting film and if they are good its become like in the last videoguide I posted a loooong fight.
Can reccomend anyone who struggle thiefes to see that part again, latest video guide last fight.
/ osicat
Oh Osi, I thought you were smarter than this. I’ll be sure to tell you on Teamspeak tonight.
Learning to deal with huge, often unseen burst doesn’t mean it’s balanced. It means you have learnt to deal with it. Every single poster in this thread will have screenshots of their combat log showing Full HP to dead in less than a second. The best part is that it doesn’t require effort or skill on the part of the thief. You could be the best Mesmer in the world, but if you don’t get that one ability off in that tiny amount of time, you’re done for. Reverse that and bad Mesmers are bad, and have no chance of beating a good thief. That is unbalanced.
And secondly every person here saying “I have no problem with thieves! l2p!” is missing the point. 1v1 everyone has a chance. Mess up and you’re dead. OK, fine, it’s a kittene combat system if that’s valid, but fine. But how many fights are toe to toe, 1v1 and fair? Very few.
Yes Mesmers can burst a player down in a couple of seconds, but in order to do so i’ll be running at you, clear as day, and there’s 4 of me. It’s visible, counterable, and trackable.
Being nuked by a enemy you can’t see, where the only advice is “press this button that may be on cooldown within .3 of a second or you’re dead and it’s your fault” is a poor community message for new Mesmers.
Pro-tip; we’re not the only class complaining about this. Unbalanced is unbalanced, whether you’ve personally got the reactions to deal with it or not.
And before the pro-mesmer-elistest crowd roll in; I also have videos shredding thieves. Here’s the deal; no one posting videos wants to show you 10 minutes of all the 1v1 thief fights they lost.
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Like if you have a mindless melee ball getting in the way of healing your ram operators, get them away from the gate. It’s not like they’re doing much there anyway, and they’d make better scouts.
So, the net result is consistent healing where it’s needed (siege operators) and a considerably smaller chance of being rushed.
“Other protection skills are now also limited to 5 men.”
Yes… indeed. I mean this in the nicest possible way; there isn’t another button to press, players need to get out of this mentality. Adjust your strategies, as ultimately, these changes were made as a result of the strategy you’re clinging to (i.e. spam healing a stack of players without thought).
Nope, it’s nothing to do with spam healing.
It’s just trying to heal the guy standing right next to me.
A game is broken if you can’t heal the guy standing right beside you.
Broken?
No. Targeted healing would break this game in lots of subtle, odd ways.
Did you even consider any of the reasons why this change was made, and what you could change to counter it?
You’re not a healer. You’re a support class that can spike out emergency healing if needed, but you’re going to have to work for it. Again the point remains; if you want to heal the ram guys, get your mindless door beaters away from them and heal the ram guys. Co-ordiante better. That’s the difference between a zerg and a great team.
But this is ludicrous.
To heal one specific person, you have to ask everyone else to move away from that person so they can be isolated. Only then can you reliably heal that one person.
Do you have any idea how dumb that is? That a game would make you do that is a sign it’s broken.
Targeted heal is not the best solution, but it’s definitely better than something that dumb.
I can see that no one here is going to convince you that targeted healing would be a mistake in this game.
You’re not a healer. Stop thinking “I’m going to heal that guy”. You’re a support guy. Like the Mesmer that brings condition stripping, or the Ele that brings AoE healing, or the Warrior that brings Banner res.
The guy dying has a responsibility to keep himself alive. If he’s dying while operating a ram, then there’s oil up, or defenders that need to be mitigated by co-ordinated play. If you can’t heal that guy because your big ole ball of warriors are rubbing their mighty weapons pointlessly against a gate, tell them to move. That’s not stupid, that’s not broken, that’s not dumb; this isn’t a trinity game, you aren’t playing the role of the healer.
So, once more, adding what you’re asking for would be a monumentally stupid idea. Not a single post in your own thread is in support of your idea, so please, stop picking fault with the things you should be doing and start doing them. If you’re zerging mindlessly then you’re not going to get what you want. Organise, mitigate or nullify the sources of damage before reaching for the healing buttons (bubbles, feedback, null fields, reflective walls, AoE healing from multiple sources, better positioning so heals land, scouting to avoid a portal hit or zerg rush, siege nuked to protect your own siege operators, etc etc etc).
Like if you have a mindless melee ball getting in the way of healing your ram operators, get them away from the gate. It’s not like they’re doing much there anyway, and they’d make better scouts.
So, the net result is consistent healing where it’s needed (siege operators) and a considerably smaller chance of being rushed.
“Other protection skills are now also limited to 5 men.”
Yes… indeed. I mean this in the nicest possible way; there isn’t another button to press, players need to get out of this mentality. Adjust your strategies, as ultimately, these changes were made as a result of the strategy you’re clinging to (i.e. spam healing a stack of players without thought).
Nope, it’s nothing to do with spam healing.
It’s just trying to heal the guy standing right next to me.
A game is broken if you can’t heal the guy standing right beside you.
Broken?
No. Targeted healing would break this game in lots of subtle, odd ways.
Did you even consider any of the reasons why this change was made, and what you could change to counter it?
You’re not a healer. You’re a support class that can spike out emergency healing if needed, but you’re going to have to work for it. Again the point remains; if you want to heal the ram guys, get your mindless door beaters away from them and heal the ram guys. Co-ordiante better. That’s the difference between a zerg and a great team.
Planetside always had like….4 uniforms. Total. Saves a lot of texture loading, I imagine.
Indeed, we’re not fighting for a faction with a uniform, which makes it tough. PS has that optimisation purely because the story and setup support it.
They removed the custom dyes because it does help when trying to optimise network code and bandwidth. It may not seem like much data to describe custom dyes… but when you think each item can have 3-4, and you have 6 items, and you multiply that by the number of people in a zerg, it quickly becomes a sizeable addition to the payload the server needs to send to every other player in range.
It’s not an exploit.
Regardless, add the limitation you suggest and we’ll just use multiple Mesmers. Doesn’t really solve the problem, does it?
Sure, but keep in mind not all classes have those options. A fair number of classes in this game have target-required attacks and little in the way of ground targeted AoE.
I literally do the majority of my stealth-hunting with sword auto attack.
So you play melee. Warrior, Guardian? Which means you’re in range of the thief when they stealth and have a reasonable idea of where they’re going.
Contrast that with a ranger, Greatsword Mesmer, etc. Again, it’s inconsistent and what works for you doesn’t work for others. So I stand by my point; maintaining an advantage should carry an overhead.
EDIT to cover the stuff you added to your post. Personally I don’t have a problem countering thieves in stealth (shatter Mesmer with a 1H sword), but the fact remains; what works for us won’t work for all. We can be in agreement though that people who do NOTHING have no base to complain
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Guess what: they don’t have low uptime, their OPPONENTS have low uptime on them
The opposite is true. A thief relying on stealthing heavily has at least 50 % downtime due to wanting to preserve stealth. His non-stealthed opponent can spam whatever they want 100 % of the time. The difference is whether the unstealthed person has the skill to correctly exploit having twice the time in which to use attacks.
Twice the time, three times the time, ten times to time… it doesn’t matter; you can’t target what you can’t see.
There should be an overhead to maintaining a combat advantage. It makes sense.
You don’t need to target people to attack them in GW2, that isn’t how the combat system works. I get the majority of my thief kills by downing them while they’re stealthed. Being unable to tab target is an obstacle, but not invulnerability. The “maintaining” of that combat advantage comes from having to refresh stealth every few seconds and being unable to prematurely break stealth without suffering the consequences, thereby reducing viable attack uptime.
Sure, but keep in mind not all classes have those options. A fair number of classes in this game have target-required attacks and little in the way of ground targeted AoE. It’s inconsistent.
So, i’m happy that thieves have an overhead in order to manage a combat advantage, which ultimately is what stealth is. You have less change of taking damage; your opponent has no choice but to guess your movement.
Like if you have a mindless melee ball getting in the way of healing your ram operators, get them away from the gate. It’s not like they’re doing much there anyway, and they’d make better scouts.
So, the net result is consistent healing where it’s needed (siege operators) and a considerably smaller chance of being rushed.
“Other protection skills are now also limited to 5 men.”
Yes… indeed. I mean this in the nicest possible way; there isn’t another button to press, players need to get out of this mentality. Adjust your strategies, as ultimately, these changes were made as a result of the strategy you’re clinging to (i.e. spam healing a stack of players without thought).
Guess what: they don’t have low uptime, their OPPONENTS have low uptime on them
The opposite is true. A thief relying on stealthing heavily has at least 50 % downtime due to wanting to preserve stealth. His non-stealthed opponent can spam whatever they want 100 % of the time. The difference is whether the unstealthed person has the skill to correctly exploit having twice the time in which to use attacks.
Twice the time, triple the time, 10x the time… it doesn’t matter; you can’t target what you can’t see, so it’s hardly much of an advantage.
There should be an overhead to maintaining a combat advantage. It makes sense.
Disagree personally.
There are many, many drawbacks to introducing targeted healing into this combat system. You could keep guild claiming NPCs up indefinitely, etc etc.
It’s a limitation; adapt to it. There are things a co-ordianted group can do to mitigate this stuff.
all them QQ’s about thiefs . its means that you dont have the skill to kill 1 thief !!!!!
thiefs are working just fine keep in mind he might be traided to this trick !!
A well balanced argument. Good job.
The “moaning” is fair in this case; no other class can do this. Stealth is a combat mechanic, not a strategy for territory control. There are guilds out there that literally post a perma-stealth thief to each camp on the map, and just zerg to defend it as needed. It’s a poor tactic supported by a broken mechanic.
Stop stealthed players from contributing to cap progress. That one change alone will kill this stupid strategy instantly.
As an aside; traited to be immortal is indicative of being a fundamentally broken design. You can hardly use “he might be traided to this trick!!!” (spelling mistakes included) as justification.
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They might regret doing a survey. I did not post favorable feedback.
Personally I provided reasonably positive feedback, I liked the event mostly. But negative feedback is good too; they ask because it shapes the events we get in future… i’m sure they’re prepared for negative stuff, and i’m sure they’ve been game designers long enough to know it comes with the territory.
Those of you who received the survey by email. Did you spend a lot on the gem shop? Approx how much ~?
Got email, spent nothing.
You can take off your tinfoil hat. It’s a random sampling or you’ll get one eventually.
Just make it so stealthed players don’t contribute to capping.
I still want to have one time events, because it’s fun and awesome and unique in this game. Just don’t make them like people are going to MISS A LOT if they don’t attend or feel like they really have to be there, or feel sorry for themselves because they weren’t able to attend it to get shiny loots. Yep, we have to admit it, people always want to have the shiny loots.
Exactly! Personally i’d happily see the shinny rewards removed completely from events. They could, instead, just introduce a token for these things.
Completing yesterday’s event could have just awarded a “World defense service” token (but with a less cringe-worthy name). Add a vendor that gives rewards based on tokens, and mix up the event start times a little so that, over a period of say, a year, everyone has the chance to experience some cool one time events. Impossible to farm, and inclusive.
There would be no complaints today if the event didn’t reward shinnies.
Sometimes a cool event can be reward enough.
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The latter is to keep the players in the game and restricting a good portion of your playerbase from the only decent rewards is a terrible plan
And that, right there is the difference; I’d have preferred to have experienced the halloween stuff I missed, but it’s OK to me that I missed it… you’re lamenting the fact that you aren’t being given shinnies.
“Rewards” are subjective.
I’m lamenting the fact that it would take me -weeks- to get a few flipping items that you were handed just for being at a specific place and time
Again! I’ve played the game since the kitten beta weekends and i can’t get cool things because cool things are for lucky people
IM pissed that i missed out on that because i had the audacity to, you know, SLEEP
Chill. The. Kitten. Out.
The harpoon that dropped for me wouldn’t have taken -weeks-. Hate to spoil your world view here, but we’re not all walking around with Twilight as a result of this one event. Hate to break this to you too; it wasn’t handed to people. People spent three or four hours of their time playing a game to get an item at the end. Like instances. Like sPvP. Like most things in most games.
The fact that it only happened once is your complaint. Leave the mechanics out of it, you’re confusing the issue.
Hope you had a good night of sleep though. Sleep is important to the rational and emotional well being of a person.
Heaven forbid you get too little sleep and start ranting and raging on the internet over a game.
Chill? Really? You’re the one who was doing the personal attacks up until now
And who, you know, -continues- to do the personal attacks
I had no idea me wanting video game items hurts your feelings so much.I’ll send you my harpoon later.
Is that what you need to feel better?
Send it to the rangers! They have just had 90% of their change log in the recent patch to ONLY contain underwater skills! Surely they would need an appropriate weapon to test their new prowess!
Hahaha, my first thought on looting it was “well at least my ranger alt is geared at 80”
That is still off-topic, you passive aggressive kittennozzle.
No, that was an attempt a little light hearted fun.
I can see we’re on different wave lengths here; I promise not to respond to any more of your posts.
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