Showing Posts For Peacenote.1698:
This…..drives me crazy!!
I think it’s a neat idea to mix and match armor…especially considering this is supposed to be a game about looks. Very annoying when you can’t get your carefully-put-together outfit to match!
I would appreciate a fix for this.
Hi there!
My friend and I are looking for a laid back guild to clear dungeons, do karma runs, and do WvW. We are both experienced MMO players.
We are in the US East Coast (so EST) and would like to stay on Sea of Sorrows. We are, as you would assume from the type of guild we’d like, also laid back.
Thanks! That was helpful.
I really WANT them to be more of a constant DPS boost, and I get a kick out of running with two of them sometimes, but I guess it’s just not meant to be. I’ve found if you rotate between the elite and non-elite you can have one with you almost all the time.
It does make them fairly useless for me as a big part of the fun I have is to carefully pull difficult mobs and see if I can survive. Not helpful if my pet runs around and aggros three more that I definitely can’t take…
I’m Charr so not sure where their elite skills rate.
Hi everyone,
I’m looking for some help and/or observations regarding our nice elemental friends.
Lately I’ve felt that they are more trouble than they are worth because they seem to go and attack whoever they want! I’ve seen them do it. I’ll be running using the mouse with my hands not even ON the keyboard (grabbing a quick drink, snack, etc.) and one of them will drift over and start beating on some monster that was not attacking anyone.
At first I thought it was my imagination, or that it was me mis-targeting, so I started paying closer attention. It seems like sometimes they choose to attack on their own, sometimes they get stuck in attack mode after starting to attack, sometimes they have pathing issues that aggro things you are trying to avoid, and sometimes it just seems that mobs attack THEM because they wander too far away from you.
It can be a domino-effect problem because you can’t make them switch to your target.
Has anyone else noticed this? I don’t remember having this issue when using them in earlier levels but now at 80 I find them almost useless. I die more often to mobs that they aggro than anything else. I only feel safe pulling the elementals out if I am fighting a boss in a contained area where there is nothing to accidentally aggro.
Any ideas? I miss my elemental friends…but my real friends want me to use different skills and stop the elementals from pulling all the mobs!
Anet took away Tybalt and gave us Trahearne in his place. The resentment should be understandable.
Hehe this.
I don’t even hate Trahearne or anything, and hadn’t really put too much thought into it before I saw this thread, but my main is Charr, and therefore the first story I played. I thought Tybalt was awesome, and was actually sad when he was killed, even though yes this is just a video game. I thought he was part of my story line because we were Charr. Trahearne just doesn’t compare in the story to the Tybalt character, who was so very likeable.
Now, playing through with my Norn thief, it is becoming evident that Tybalt is going to die AGAIN…awful, just awful! I honestly didn’t think the different profession and race story lines would be that close. Kinda figured you would get partnered with different characters. But either way, Trahearne pops up out of nowhere which makes him seem more…meh.
I can’t say I take issue with the credit part, though. I feel like our characters progress rather fast from nothing to something, and I rather felt the opposite; that playing second in command to him was a reach for MY character, rather than his leading being undeserved. I assumed all along that someone like Trahearne has been around a lot longer and has some established experience built up. Maybe I will play the Sylvari story and find that not to be true.
I think the fiery greatsword should replace the fire skills when you are attuned to fire for a limited time, but still allow you to switch to other attunements while using it. It’s powerful, but not powerful enough to make up for all of the utility and spells I lose by only having one attunement while using it.
I chose elementalist for a reason – I like support. It’s awful that I should have to throw away my greatsword to toss down a heal. (And I don’t really think ANY of the elite skills are overly conducive to support so before someone even says it…what’s wrong with using that as a way to increase DPS if my party needs that little extra oomph?) I also use it purposefully to share with my team members, but I stopped using it because I got tired of throwing it away when I needed to lay down a water skill.
This should also fix the issue of the sword disappearing if you enter water or (as I tend to do) accidentally pick up something while looting because it is the same command to pick up, loot, and talk to people! Drives me crazy. Implementing the programming necessary to switch back to your sword when you attune to and from fire would (you’d think) also alleviate the issue of the sword disappearing in the above circumstances. The skills would simply appear back when you attuned back to fire (until it was used up).
This concept could potentially work the same for the conjured frost bow (water), lightning hammer (air), etc.
I guess I’m wondering about what you get for participating in the Halloween events, period. I didn’t realize there were two different types of bags so that tells you how closely I’ve been paying attention!
But either way I received no drops/loot from the Lunatic or Rumble events after the first time I played one and it crashed at the end. Not sure if that’s normal or not.
How often are you supposed to get the personalized Trick or Treat bags when you play the Halloween events (Lunatic & the Rumble)?
I was playing one game of the Lunatic Inquisition and saw at the end of the match that I won 5 personalized trick or treat bags. Unfortunately before I got placed in another match I received a network connection error message and got kicked to the character select screen. (There wasn’t ACTUALLY an issue with my network; everything else on my computer stayed connected.)
When I logged back in, no 5 bags in my inventory. I was bummed (but not surprised) and figured I would keep playing the games because they were fun. I played the Lunatic one at least three more times, and then played the Rumble a few times after that, but no treat bags.
Do I have to do something special to win any, or am I just unlucky?
Yesterday I just played the game as normal (leveled my character out in the world) and received WAY more treat bags than I did when I actually played the Halloween events, which seems a little off.
Thanks!
Can "Armor" please be separated into Light, Medium and Heavy Armor categories?
Posted by: Peacenote.1698
I asked for this in the suggestions forum, but as I didn’t use the TP much during the Beta Weekends and I can’t remember how it was implemented, I have one thing to add to this:
Please don’t take away the ability to search simply by armor piece type when adding this. I’d much prefer it to be an additional filter level that could be set.
Sometimes, I want to see just light armor. Or just light armor coats. But sometimes, I want to see all coats because I am on my main looking to snap up great deals for my alts.
It would be equally frustrating if we lose a feature to gain a feature.
Thanks!
Hello! I’d like a way to filter by armor type (light, medium, heavy) when looking at gear in the Trading Post.
I’d say no. More waypoints are good for meeting up with friends. I use them for that. If I’m soloing stuff then I don’t use them as much.
I always watch them. I really loved it when they were introduced. Once I get to the point where my alts are leveling where my main was, I can see me skipping them, but so far I haven’t gotten bored with them yet. I find that the graphics of this game are so beautiful that actually I don’t notice a lot of things, because everything looks nice and in some ways that makes nothing stand out to me. So the vistas are a nice way to step back and take a look. And also, like Zionka said, discover hidden paths.
The dye time-line…
That is sad. And I’m sure it’s true.
I was hoping at first that dyes would be a good way to make money as a Chef. But you need SO many ingredients to make just one dye. And then you don’t know for sure which one it will be. Many of the dyes sell for just coppers on the Trading Post. Seems like the only way to make money off of dyes in this game (as with a lot of things) is if you come by it for free as a drop.
So at first I thought it would be good for Chefs if dyes were character-specific instead of account-bound, but now I just think it’s a huge bummer. Especially since dyes can be purchased with Gems.
The “characters will look more unique” explanation doesn’t make any sense to me. All characters start out with base colors. Until people start acquiring dyes, people will have MORE of a tendency to look the same than if they acquire dyes quicker because they are available on all of their characters. More choices = more variety, no?
And for me, when I realized that I couldn’t use the dyes from my main on one of my alts, my reaction wasn’t to go and find more dyes. It was: “Oh, I guess I just have to use the base colors…..meh.”
Too bad.
Heh. I can sympathize with this. Even though I know deep down drops are random, sometimes it really feels like it isn’t. My main is an elementalist. To date, 90% of the yellow drops I have received are swords, greatswords, or chain armor pieces that I share with my guardian friend, while the last 10% might be leather pieces or a torch or something. Whether I am looting mobs or the map completion chest, I never EVER get anything I can use. I have yet to even equip a yellow staff, because I am currently saving money and only equipping what I get via drops. It has become a running joke that this game hates me.
So while I know it’s random, I do sometimes wish that, even for a half hour per day, my drops were pulled from a loot table that was limited to items I could actually USE. (And no, I don’t seem particularly blessed with other types of drops such as dyes.)
I have a suggestion that I hope will catch some attention: Remove the +XP portion of the food bonus on lvl 400 chef goods and replace it with a + Magic or + Gold find. This doesn’t have to be at the level of an Omnomberry item. +10% gold or +10% MF in addition to the other bonus of a food item will get people thinking about them… “Do I want the full up MF? Or do I want to give up a little MF for some extra life steal / toughness / something else that may be helpful?”
In a way, the market is dominated by a single facet of the player demand. Players really want the Magic Find / Gold bonus, and any food item that doesn’t offer it… players don’t see the value in. But, I think at lvl 80 / 400, players don’t much value the +XP bonus that comes with food items… so stripping it off lvl 400 food items for something they do value… might be a good idea. (And yes, I know that the +XP is still useful for gaining skill points, needed for legendaries, etc… but I think it’s under valued as opposed to more + Magic Find / Gold bonus.)
This is a really good idea and if you haven’t made this a separate suggestion in the suggestion thread, I hope that you do. I would LOVE to see this happen. I think it would add dimension to the craft, but it would also be nice for those of us that don’t want the additional XP…like me.
I have a leveling partner, and despite the fact that the content does scale, it’s not fun when one of the two of you gets too far ahead, due to the discrepancy with drops and the fact that higher content doesn’t scale a lower player up, which means the person that is ahead is always having to re-do content.
Additionally (not to go too off-topic) I find that personally, I’d rather level slower in this game because the down-scaled content isn’t quite as fun or challenging. This is a personal opinion, and despite the fact that I love the feature overall, I would love the option to get higher level buffs without the additional XP. I can’t be the only one.
I also think some way to have some of these food items last an hour (or more!) instead of a half hour would generate income for Chefs and also be nice for players. This could be done with additional recipes, enhancement items, or procs (ala Aion style). {In a way, I like the rare proc idea best, because the market wouldn’t be flooded with 1 hr foods, keeping its value up.} If I wasn’t a Chef myself I’d pay for the hour. It’s annoying to refresh every half hour. Especially if you are trying to stay within the same level as someone else and you both need to make sure you are vigilant about refreshing the food every 30 minutes!
Personally, it also bugged me when dyes were introduced (or maybe they were always there and just highlighted recently) as purchasable with gems. Seems to me that is something that will directly impact Chefs and the economy as dyes are a potential profit item for them. Especially if the dyes can be re-sold and aren’t account-bound. (I wouldn’t know; I haven’t bought any.) There does not seem to be too many other items in the Gem store that directly impact other crafting professions, and seems another reason that, per the OP’s title, Anet hates chefs.
I also liked the idea raised in this topic about a special vendor for chefs if you get 100% map completion. And/or it would be fun if the vendor could slowly offer mats as you complete the map. I don’t think the issue is laziness and not wanting to leave Orr for Chefs; sometimes I think it is the waypoint costs. For items with very little margin already that travel cost seems to add insult to injury.
I second the fact that this is a great thread with good ideas. I’ve enjoyed this discussion so far.
Ah, so you’ve noticed it, too, then. You explained it much more succinctly than me however!
My post is in this thread: https://forum-en.gw2archive.eu/forum/game/bltc/Is-the-TP-now-strictly-FIFO/first#post329797
[disclaimer] I am by NO means an economic expert. Not at all. But the TP seems to be acting very differently to me; I’m not sure if it is FIFO vs LIFO or something else completely.
I enjoy buying low and selling high on the TP. Maybe I’m doing it wrong (not my point here) but rather to give my observations so anyone more in tune than I can figure out what the TP is doing.
Now it seems if I try to buy an item, the price can change dramatically between the time I pull up a list, and click on an item to buy it. And I am talking about almost no delay in between clicks, and I am seeing this for prices going up and down.
So say I’m looking at available greatswords. I see a sword listed for 10 silver. I click on it immediately and boom! I can only buy it for 19 silver. Or 26 silver.
OK, fine. Somebody scooped it up faster than me. Others are also trying to quickly buy obvious good deals. My reflexes are slow or something.
Next I click on a sword listed for, say 36 silver. Between the time I clicked it and the listing is shown, suddenly there is now anywhere between 2 – 7 different price listings for the item, and the prices are something like 9 silver, 10 silver, 10.5 silver, 11 silver.
Right. So what does THAT mean? How did that happen so quickly?!? People are buying up items and selling them for a huge loss? People have been saving items over days or weeks and posting them all right now? :P
I’ve been browsing for over an hour and seen this consistently.
My theories (all of which are probably wrong!):
- an unprecedented amount of people are using the Trading Post this evening
- an unprecedented amount of people are playing and getting drops/gathering/salvaging this evening
- drop rates are suddenly significantly increased (unlikely since I see this happening in gatherables too, just not quite as extreme as armor and weapons)
- magic find effectiveness has suddenly been significantly increased (again unlikely for the same reason as above)
- performance on the Trading Post has been VASTLY improved (in other words, that amount of rapid trade was always happening in the weeks I’ve been watching the Trading Post, but the interface was too sluggish to reflect it)
- some type of protective code that was in place that honored the price you saw for a few moments after a search has been removed
- some type of new bot/TP crawler program has been released (still not sure how that would cause prices to drop that rapidly on weapons and armor)
- something is broken
- there is some complicated economic phenomenon happening that I don’t understand
- I’m going crazy
- other?
So – has anyone else noticed this? Before today, while once in a while I would get the “the item is no longer available at this price error message” it was rare that I couldn’t see a price, click on it, and buy at the displayed price. Not sure why things seem so different this evening. A pure FIFO structure would still sell the cheapest items first…wouldn’t it?
(edited by Peacenote.1698)
I agree. I would love to be able to pick and choose what to take. If there needs to be a timeout or some other such nonsense to avoid abuse then so be it.
Unless I can dynamically borrow from my alts’ bag space and use their slots when I pick up their items, I wouldn’t agree that this is a space issue. I have the space. It’s just on a different character. It’s a “do you really expect me to swap characters and/or find a bank or crafting station because I didn’t pick up items on my alt yet” issue. This feature would improve convenience and provide a more continuous experience while playing the game.
No, it is playing combos with yourself that makes it interesting for me, see how many stacks of a buff you can build then switch to blasting and seeing how much you can hit for ;P
with chain pulling i’ve had a stack of might up to 22-ish
I honestly believe that the combos are the key to this. I also like having an additional number of skills at my disposal, but the amount of combos you can start or trigger with other players, not to mention the ones you can execute all on your own, is fun, adds complexity, and somewhat addicting.
After I discovered combos, going back to my ranger was such a disappointment. I read all my skill tool tips and couldn’t believe how few combos I could accomplish with them. Strategic, cooperative play is so much more rewarding as an elementalist due to the combos (in my opinion).
I would honestly even be happy with the option to set one city besides Lion’s Arch as home that you could travel to for free with a cool down. I feel that right now, for convenience you tend to end up in Lion’s Arch as opposed to spending time in a different city that you might like better.
i think that, more importantly, they need an equipable minipet slot. that way the mini will stay out every time you move to another area (no need to keep remembering to use it), and as a bonus, it frees up inventory space.
This is a fantastic idea. Please, please do this! Where do I vote?
Just think, everyone could get one slot automatically and have the option to buy more with gems. You could choose which slot is active to carry multiple pets at a time.
Personally I don’t like the safe bag solution because there is usually only one or two items I want to be “safe.” I haven’t used one yet, so I don’t know if, when your bags get full, the safe bag fills up last and you have to move auto-looted collectibles out of them, or if the safe bag won’t auto-fill but rather leaves blank slots, but either way seems annoying. A minipet slot would be awesome.
I would also like to see dueling. Last night my friend and I stayed up WAY too late trying to get in an empty sPvP match that would start with just the two of us so we could duel. I’ve often used dueling as a more interactive way to test things out. You know, a “let me see if this build can beat you now” type of thing. Plus, it’s fun.
I am all for preferences where you can choose to 1) automatically refuse all duel requests or 2) automatically refuse all duel requests if not friend-ed or grouped with requester. I have experienced the pushy strangers that spam dueling requests and probably would enable option “2” myself if it existed.
I can also see how it might break immersion in cities. I would fully support an option of dueling only in the Mists, outside of city limits, and designated areas in cities like fighting pits, if that is the concern. The Bane seems like a good area in the Black Citadel.
On the contrary, I don’t think it’s a petty thing to mention at all. I think it’s a good sign that folks are suggesting little touches to the game that would be enjoyable. As the saying goes, sometimes it’s the little things that count, and if clients are suggesting small enhancements it (usually) means the core base is good!
At any rate, I agree. I’d like to be able to trigger the skill points again for either no reward, or a normal mob reward (nothing crazy). I enjoy challenging myself and down the road when more people are dispersed across the world and you can actually get a skill point to yourself, it would be fun to try.
I believe you actually do get event participation and rewards if you help someone else after you have finished the skill point, so I would think you should be able to get something if you do it again yourself. Just nothing so ridiculous that the reward would be worth farming.
Safire.1965So the perfect MMORPG as it stands, it not really GW2, but some features of GW2 + some features of WoW + some features of EQ + some features of SWG + some features of many other games. There is still yet to be the best MMORPG of all time – take note developers.
So, so true. GW2 is fun and there are lots of things I like about it. Doesn’t mean that some things in Aion, or Rift, or EQ, or gasp WoW don’t work better or wouldn’t fit nicely into this game.
I’ve been talking about the enhancements needed for socialization/grouping/playing with friends since the Beta Weekends and agree that this still needs work, although some progress has been made. Not only can you play most of this game without making friends, but if you HAVE friends to play with, there are still some very frustrating things that make it difficult or annoying.
For example, one thing I think Rift got right is how they handled grouping for their version of dynamic events (rifts/invasions). If you got in vicinity of a group event, you could join the public group. If you were already grouped, the group leader could choose to merge the groups. This small difference added a more collaborative feeling to the ad hoc group. You could see how many people were participating, their names, and their health bars. I think you could also tell their classes but not 100% certain on this – it’s been a while since I’ve played. But the result was you got to know people on your server just because you’d see them in these groups. Sometimes you’d join a public group and stick with it the whole evening. But, if you just wanted to do that event and be done, your group leader could choose to un-merge and you’d be on your merry way.
This feature made me feel like I was working with a team in rifts and invasions, and sometimes caused me to meet and befriend people. I’d (personally) like to see something like this implemented in GW2, as DEs feel way more like “ships passing in the night.” But this doesn’t mean I shouldn’t play GW2 and should “go back to Rift.” It’s just something that I felt was done well in that game that would also work well here.
As far as the multiple guilds, I do also find it odd and wish it was one guild per character. Or, at most, TWO guilds per character but you can only represent one, and pay gold to switch, and always access the storage for both. This I suggest as I often have a guild for my alts, and the only scenario I can imagine where it would be useful to switch between guilds would be to access your “alt guild.”
The multi-guild idea seems, to me, to be an attempt to eradicate the idea of raiding guilds and hardcore guild requirements. But the implementation seems flawed and is completely at odds with the earning influence concept.
ALL of GW2 seems to be in the spirit of skill, not gear, and against building this end game, raiding mentality. Many guilds in other games have the minimum requirements, level requirements, trials, and a myriad of rules. I’d bet that allowing multi-guild membership was an attempt to discourage this type of thinking. As in, guilds are about playing with your friends, not being locked into a certain code of rules. However, this has caused us to lose more than just the rigid, raiding guild. You lose a sense of identity and loyalty. And, since there ARE guild rewards, and you can switch immediately between many, the system actually encourages the practice of reaping the benefits of others’ rewards without helping. It just doesn’t work. I think something needs to be done to fix this. Either get rid of the idea completely, and go back to the one character, one guild concept, or split the idea of communication/identity with rewards. Perhaps a primary guild choice, with a cooldown or gold paid, or both, to switch primary guilds. The primary guild is where your influence always goes, and guild leaders have a list of who has their guild as primary. Something like that. But right now the fact that being in a guild can give benefits without effort seems very out of whack with the rest of the Guild Wars 2 philosophy.
Anyway, long post to agree with the OP and raise a few related observations and theories of my own.
Same for Sea of Sorrows. As of about 10 minutes ago.
I played all three Beta Weekends and have been playing regularly since launch. I want to say thank you not only for a great game, but for listening to your customers! Just adding the little feature that shows if a group member has finished a heart or not has tripled my enjoyment of the game. I don’t know how many other folks asked for it but it was feedback I gave in Beta, and it was a small thing that made a big difference!
You have a beautiful game that’s fun to play and full of promise. Thanks for what you’ve done so far, and what’s to come.
(con’t. due to character restriction)
I have always enjoyed the challenge of making money in MMOs, although I’ve only been truly successful in Aion. I dabble with the market, try to predict what items will be desired, etc. I’m not an economics expert but it is part of the fun for me in a game like this. I am sorely disappointed by this issue with the Trading Post.
/rant
OK back to my normal, helpful self. How would I suggest it be fixed? Well, if the large fees are necessary to impose on sellers to keep the economy healthy (like I said: I’m not expert enough to judge, although it seems high to me), I’d suggest the full 15% be taken from you and reflected up front. It should show listing fee and tax when posting the item. If you remove your listing, you get the 10% back, which can be picked up at the Trading Post along with the item, but not the 5% listing fee. I now know up front the total amount I will be paying the Trading Post (cough ArenaNet cough) to list my item, and my “Items I’ve Sold” will reflect the proper take home amount, while still being penalized only 5% for an unsuccessful listing instead of 15%.
Perhaps my anger has clouded by usual logical thinking, and this suggestion is not viable for some reason, but that would be my recommendation!
This x 1,000!!!!
I am not one for out and out complaining on forums. Really, I love MMO forums except for the fact that they tend to be on the negative side. Normally I try offset that with helpful suggestions that I hope are useful ideas to the devs to make the game more fun for the majority of players. If there is something I’d like changed about the game I try to support my suggestion with logical reasons, and if folks disagree I am always open to a good discussion!
But I was REALLY irritated when I discovered this. I understand it’s just a game, but even still. I honestly feel cheated. This tax was implemented horribly.
Calling the 10% tax “hidden” is quite accurate; it is not something that is immediately obvious unless you list one item, and do absolutely nothing but wait until it sells, and then pick it up and compare. But often you list multiple things at a time, as you are running around the world, some without too much thought if you acquired the item for free as a drop, and only pick up your profit in bulk when you are in the vicinity of a Trading Post.
This is what happened to me. I’d list a bunch of stuff, and pick it up later. I didn’t count pennies (er…coppers!), and I had no idea that the carefully calculated bag that I crafted and expected a particular profit on wasn’t accurate because when I made my way to a trading post mixed in was profit from random mats I decided I didn’t need and also sold.
Therefore I would argue that the implementation seems particularly sneaky/negative for crafters. You might not know about this yet, and spend a fair amount of time calculating the cost of mats and to decide whether you can make a profit on an item. You might even (speaking from personal experience!) take the time to price out other mats on the Trading Post, and buy them, all based on a flawed logic of what your profit will actually be. It is a nasty lesson if you add up all your mats, check your listing fee, and then find out later your profit is not what you calculated.
To make matters worse, as others have mentioned, when you go back and review the “Items I’ve Sold” list, it shows the amount you listed the item for, NOT what you actually took home when it sold. There should be two columns, depicting both amounts, and the fact that there is only one does make me question ArenaNet’s reason for implementing the tax this way.
Ok fine. Now I know, and to sell things I have to constantly ALT-Tab to my calculator and figure out the additional amount I will lose when listing items that is not conveyed to me up front. Lesson learned, right? No [more] harm done?
I think…wrong! Because while I now know this, many people out there still do not, and will list their items at a price where they think they are making a profit but actually they aren’t. How does that impact me? Well, if I carefully figure out what price my items should sell for, maybe even only making a profit of a copper or two, but people never wise up, my listing is now stuck out there, FOREVER, at the reasonable price I set, because my listings never expire. If I want to recoup at least some of the money tied up in that listing I have to remove it, losing my listing fee, and then re-list my item at a loss or vendor it. Again, this is particularly bad for crafters with some items (like food) that has no vendor value. If you are a crafter that doesn’t know about the 10% tax, you end up totally short-changing those that do know, because you are accidentally undercutting for no profit items made only to sell that can’t even be vendored. And you might be listing these items for a long time without realizing they are listing at a loss, if you post other items alongside, and do other activities such as, say, repair your armor.
This means I will always be paying for lessons that others have yet to learn.
I understand gold sinks. Fine, no worries. But for waypoints and gear and everything else, the price is upfront and clear for all of us to see and plan for. This hidden cost can’t be planned for until you are aware, and even then it’s a pain to figure out (not the “fun” that is supposed to be the goal of this game) and you can be negatively impacted due to others who are NOT aware. This needs to be fixed ASAP. Please, for the sake of my blood pressure. This, more than anything else I’ve seen, smells of “let’s lower the gold pool so people will buy gems” and it saddens me to no end. I’ve been really enjoying this game (and was waiting and waiting for the forums to open to give rave reviews about the changes from beta) until I found out about this tax…and found out that i had been getting fleeced by it for some time.