Showing Posts For Promega.7628:

There need to be more ways to get precursor weapons

in Crafting

Posted by: Promega.7628

Promega.7628

I acquired a Dusk a while back when I realized that prices were going to go sky high. It cost me around 120g. At that point I had around 200 hours played, nearly 100% explored and I took my time. My time at 80 was very limited because I enjoyed every vista, spent quite a bit of time in PvP, and explored jumping puzzles and many DEs.

If you want to get a legendary prerequisite exotic I suggest saving as hard and as fast as you can. Get a full magic find set (should be 160%+ when you are done with food). Farm cursed shore. You should be making 1-4 gold per hour the first hour you farm and slightly less after that. Sell your skill points – transmuting things like silver (7-8c) into gold (40-44c) at an average rate of 250>90 will net you in the area of 50-60 silver per skill point. I sold about 100 skill points this way while farming and saving for a legendary prereq and I am sure there are other good ways to make money off your skill points too.

Once you make some bank you can also buy/sell other legendary prereqs. The price of all of them (except the underwater ones) is climbing and the supply is very low relative to the demand. So place a buy order, then sell them for proffit. This is a great way to get that final push on your way to the more expensive legendary prereqs.

Hope this helps guys.

Gold Buyers - Lets deal with the cause in addition to the effect.

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

Remove the ability to transfer gold/items between players. Problem solved.

Create systems where players can still contribute to guild upgrades and commander etc.

Do you have ANY idea the rage that’ll explode over the forums if you did that? They’d break out the pitch, forks, and torch and march to the offices of ANet in person, cover whoever came up with that idea in the pitch, then smash them over the head with the torch/flashlight! Then stab them with the forks!

Here is how I would sell it.

“Today we announce a significant change to GW2! Due to the resources we saved in other areas we are going to be able to release 2 more expansions this year for free for all of our players to enjoy! However to do this we had to remove the ability to send gold/items through the mail and had to alter the way guild banks work. But hey enjoy all the free content!”

Awesome.

Gold Buyers - Lets deal with the cause in addition to the effect.

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

100% of the players of the game are “punished” by lack of potential game content that could be created is ANet could invest resources into development rather than combating bots/goldsellers/gold buyers/account hackers.

So the cost of players being able to send an unidentified dye, or crap staff upgrade to a friend for free, is a massive lack of content, hacked accounts, gold selling spam, and overcrowding of bots.

Gold Buyers - Lets deal with the cause in addition to the effect.

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

Remove the ability to transfer gold/items between players. Problem solved.

Create systems where players can still contribute to guild upgrades and commander etc.

Is Legendary crafting GW2 endgame?

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

end game is mini-pet collection.

Account Security: Permanently Disable Player-Player Transactions

in Suggestions

Posted by: Promega.7628

Promega.7628

I will cite runescapes system as an example:

Selling price may only be +/- 15% of the current rolling average market value of the item.

Problem solved.

You know you play too much Guild Wars 2.....

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

When you hit DR.

Ascalonian Catacombs - Explore 2nd Option Bugged

in Fractals, Dungeons & Raids

Posted by: Promega.7628

Promega.7628

Ive had this happen a couple times on and off since launch. Whats really crappy is when you leave this path to start another and DR from the first path you chose nerfs your rewards on the 2nd…

LFG all dungeon paths - Borlis Pass server

in Fractals, Dungeons & Raids

Posted by: Promega.7628

Promega.7628

Had the same issue on Borlis. Try transfering to another server when you have a lot of time to play like the weekend and get some done then go back to Borlis.

Best Class For Tagging in Orr For Loots?

in Dynamic Events

Posted by: Promega.7628

Promega.7628

ranger – traps placed on spawns insta pop on spawn

Orichalcum ore

in Crafting

Posted by: Promega.7628

Promega.7628

perhaps the spawn shifted.

Orichalcum Ore Where ore Where?

in Crafting

Posted by: Promega.7628

Promega.7628

Pretty sure the spawn time is 5 hours. But the spawns shift quite regularly. At that rate you can pull at least (5+5+2+2)x3 = 42 orichalcum ores every 5 hours and even more if your server has the wvw buffs or you run across a rich node.

Even if you run the cycle to collect them once a day thats only 11-12 days to gather 500.

Unauthorized Login Attempt from Kwanghuidong???

in Account & Technical Support

Posted by: Promega.7628

Promega.7628

Check and check. Passwords changed. But can I change the email address linked to my account? I think that would be an even better way to prevent future unauthorized login attempts.

Account Security: Permanently Disable Player-Player Transactions

in Suggestions

Posted by: Promega.7628

Promega.7628

I am particularly concerned about this as there have now been two unauthorized login attempts on my account from Asian cities in the past 24 hours.

Why is the game designed to accomodate RTM and gold sellers? There is a secure trading post. Why do we need to let items and gold be sent through the mail? We have account wide banks.

As the system stands it simply enables RTM (real-money trading/gold selling), botting, and account hacking.

If items could only be traded/sold through the TP there would be no incentive for gold sellers to hack accounts, or bot to sell gold.

So why DO you allow player-player item/gold transferring? And is it really worth all the hassle that the system brings such as gold selling, botting, and account hacking.

Would no player-player item/gold transactions inconvenience the guy trying to send an unidentified dye to his buddy? Sure. But should the cost be gold sellers, bots, and account hackers? Don’t think so.

(edited by Promega.7628)

Unauthorized Login Attempt from Kwanghuidong???

in Account & Technical Support

Posted by: Promega.7628

Promega.7628

SO I just got an email that someone tried to login to my account from Kwanghuidong???

I immediately changed my password and did NOT verify the login attempt.

Is my account secure?

Do I need to do anything else to ensure my account security?

Solution: Endgame/Karma/farming/zerg/bots/scaling

in Suggestions

Posted by: Promega.7628

Promega.7628

I guess it comes down to whrther you want to repeat the same content every day, or every week.

Solution: Endgame/Karma/farming/zerg/bots/scaling

in Suggestions

Posted by: Promega.7628

Promega.7628

We need more support for a broader end game experience.

No player-player item/gold transactions = no gold sellers

in Suggestions

Posted by: Promega.7628

Promega.7628

This solution would also be a major improvement for account security. Why would anyone hack into peoples accounts if you can’t pillage their riches?

No player-player item/gold transactions = no gold sellers

in Suggestions

Posted by: Promega.7628

Promega.7628

Someone suggested in another thread to limit the in game mail system to just people you have on your friends list and guildies. That would work much better than not allowing gold/ items sent altogether. Plus you can always update your friends list to include new people as needed.

I can see it now: gold seller emails gold buyer, “ad character xxxx to your friends list” transactions proceed as normal.

No player-player item/gold transactions = no gold sellers

in Suggestions

Posted by: Promega.7628

Promega.7628

I think it’s a bad idea.

For instance, when I’m WvWing with pickup groups and there are no major guilds around doing upgrades, I’ll basically ask for a “collection” to get a WP or wall upgrade up. Ask in team chat for anyone who wants the upgrade to go up to send me, say 10s, and at least partially subsidize my cost of putting it up… since 1.5g for a keep upgrade hurts as a solo player.

Its not a 100% complete solution bit a model from which to get started. So start a wvw collection mechanic so people can chip in for upgrades. Id rather that then a broken game due to 3rd party gold selling.

No player-player item/gold transactions = no gold sellers

in Suggestions

Posted by: Promega.7628

Promega.7628

@maeglin

You must buy gold.

No player-player item/gold transactions = no gold sellers

in Suggestions

Posted by: Promega.7628

Promega.7628

Remove the ability to mail items/gold.

Require XX,XXX amount of influence be earned by a member of a guild before they can use the guild bank.

Result: no way for gold sellers to get gold to customers = no more spam and way less bots.

We have a trading post for item transfers. We dont “NEED” to mail items and gold.

Problem solved with way less effort than monitoring/coding/reporting etc etc etc

Gold seller solution mayhaps ?

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

Stop player-player item/gold transactions. Problem solved. You have a tp no need for mail.

On Botting and What We’re Doing About It

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

Can we just stop player-player item/gold transfers all together? There is a trading post. No trade window is a step in the right direction now remove mailing of gold and items and close the loophole of guild banks and you effectively remove gold sellers means of getting gold to customers. An example to prevent gold sellrs using guild systems to sell gold, require x amount of influence be earned for the guild before you can use the guild banking system.

If you're grinding Karma, why bother with Orr at all?

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

Check out my post here if you want to contribute to discussion about an endgame with broader content:

https://forum-en.gw2archive.eu/forum/game/suggestions/Solution-Endgame-Karma-farming-zerg-bots-scaling/first#post276331

Help me understand the longbow

in Warrior

Posted by: Promega.7628

Promega.7628

IMO if you are going to use the longbow as your ranged weap then you really should have an axe as your offhand for your alternate set for the whirl combo. The aoe damage will rival the GS but in a much larger area. For mainhand i suggest sword for the mobility and leap combo. Spec is variable but you need to generate adrenaline quickly and reduced weapon swap time can be important. IMO the bow alone is weak but pairing with an axe OH makes you an AoE beast.

Solution: Endgame/Karma/farming/zerg/bots/scaling

in Suggestions

Posted by: Promega.7628

Promega.7628

I like most of the ideas, but suggest dropping DR completely and replace it with a more dynamic event system that scales instead.

For example: If players succeed at event Y several times in a row, then the next time event Y begins, it throws tougher mobs at the players. If players continue to win the system continually ramps up difficulty till we get several Group Champion boss mobs to evict the players.

Players are asking for more dynamic events; mainly because what we get to see is almost always in a critical win state on the players side.

The result of this would be legit players getting a run for their money; while bots on auto run get squashed a bit and their chosen “farm” spot is now over taken till players gather up and recover the area.

This can also be applied to normal mobs. If certain mobs are constantly wiped out; let “mommy” come out to handle the ruffians. Players will be able to handle them, bots on auto pilot will likely get smashed…
Could even make it so players see a big nasty critter coming for them, give them time to vacate the spot and wait it out while bots get insta-killed.

Actually I really like your idea, combining progressively difficult DEs with a rotation buffed zone would really keep the game fresh. Awesome idea.

Solution: Endgame/Karma/farming/zerg/bots/scaling

in Suggestions

Posted by: Promega.7628

Promega.7628

I like most of the ideas, but suggest dropping DR completely and replace it with a more dynamic event system that scales instead.

For example: If players succeed at event Y several times in a row, then the next time event Y begins, it throws tougher mobs at the players. If players continue to win the system continually ramps up difficulty till we get several Group Champion boss mobs to evict the players.

Players are asking for more dynamic events; mainly because what we get to see is almost always in a critical win state on the players side.

The result of this would be legit players getting a run for their money; while bots on auto run get squashed a bit and their chosen “farm” spot is now over taken till players gather up and recover the area.

This can also be applied to normal mobs. If certain mobs are constantly wiped out; let “mommy” come out to handle the ruffians. Players will be able to handle them, bots on auto pilot will likely get smashed…
Could even make it so players see a big nasty critter coming for them, give them time to vacate the spot and wait it out while bots get insta-killed.

I agree dropping DR and going with a progressive DE system would be an improvement to what we have now but in the end we would all still sit in cursed shore doing the same event chains over and over with the odd “retake the camp” event every so often. With that type of system dont you think players will be just as bored doing the same events over and over even if they are a bit more challenging?

Solution: Endgame/Karma/farming/zerg/bots/scaling

in Suggestions

Posted by: Promega.7628

Promega.7628

Seems like you should just ask for easy mode… which is what GW2 already is.

I made it for point 3 or 4 before I stopped reading, so i apologize if I missed something later on.

I don’t want all gear up to my level. What if I’m 80 and farming jute scraps. I won’t be able to get any. Yes I could roll a new character, but he wont be as well equipped as my main.

Events shouldn’t be the same karma level in all regions. It’s much much easier (even though you’re downgraded) in lower levels because you have the armor/gear stats. Events in Orr need more people to be successful where I’ve done events in low levels with 1 or 2 other people.

Yes your points are fair but the point is to expand the range of content avaipable for max level players. Your concerns could essily be folded into this model with propper scaling and adjustments.

Solution: Endgame/Karma/farming/zerg/bots/scaling

in Suggestions

Posted by: Promega.7628

Promega.7628

Would like some feedback from devs and the community. Obviously all these changes cant happen over night but do people like the idea of the game heading in this direction?

Solution: Endgame/Karma/farming/zerg/bots/scaling

in Suggestions

Posted by: Promega.7628

Promega.7628

TLDR: more fun, longer lasting endgame, harder to bot.

Purpose: To increase the breadth of endgame for all legitimate players while making it much more difficult to “bot” and gain rewards.

1. Scale all loot to player level. Level 80s should receive level 80 item drops (equipment, not necessarily crafting materials) from what ever they are doing be it chests, Des, world bosses, mobs in any zone etc. This is the first step to encourage players into a variety of zones.
2. Scale all karma to player level. Level 80s should receive the same karma for doing a dynamic event in ANY PvE zone ( ie. 378 karma at the moment). Also encouraging players into a variety of zones.
3. Implement dynamic event diminishing returns ie. 50% reduction for doing the SAME event over again before the reset period. (karma, xp, coin, and LOOT from DE mobs) so after doing the same DE several times you essentially get nothing.
4. Overall buff the amount of karma dynamic events give. This is to compensate for the time players will have to spend exploring and finding Des compared to what they can currently do in Orr. Some testing obviously required but +25-35% for PVE DEs seems to be ballpark)
5. Overall buff loot drops. This is again to compensate for the amount of time/cost players must incur to travel around and find active DEs. Hard to say how much this should be buffed, some testing required.
6. Adjust the dynamic event diminishing returns reset timer. I suggest 1 week reset as it will encourage players to move to many different zones to keep getting rewards. Alternately a 1 day reset would result in most players just farming the Orr zones each day.
7. Rotate a ZONE WIDE DE buff that rotates to a new zone on the same timer as the DR reset. This will further encourage players to explore other zones. This buff should be say 100% bonus to karma/xp/coin for the first completion of DEs in that zone for that reset period. There could also be a loot bonus such as 1 guaranteed level appropriate exotic for completing all of the DEs in the bonus zone. Given that there are so many zones heck why not make it 2 zones every week.
8. Implement a zone by zone DE checklist so that players can see what DEs they have left to complete in each zone.

The most likely outcome? Players will determine what zones have the most efficient karma/loot and prioritize those zones first and do them in order after doing the weekly buffed zone(s). The zone wide DE buff cycle will encourage players to go back to every zone and play the DEs there for the bonus and keep the game engaging for a much longer period of time.

Promega – Borlis Pass

Dungeon charts?

in Fractals, Dungeons & Raids

Posted by: Promega.7628

Promega.7628

I’ll break it down for you.

Pre-nerf: 40 million CoF runs started and completed (path 2 explore), no other dungeons appear on chart because the scale doesn’t show them.

Post nerf: not enough data yet.

Legendary weapons, Mystic Clover and 2 million karma

in Crafting

Posted by: Promega.7628

Promega.7628

I’ll feel much more legendary standing over the corpse of some d-bag holding a “legendary weapon” with a flamboyant skin than I ever will holding one myself. So hurry up and craft your legendaries and get into WvW.

Magic Find Mechanics Details

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

Also you can get the MF boosts from black lion chests or the gem store.

Magic Find Mechanics Details

in Guild Wars 2 Discussion

Posted by: Promega.7628

Promega.7628

I think the soft cap is actually higher than 156%. That 156% values comes from a guy on reddit who explained a starter MF set.

If you want to theorycraft the max we can start with this:

Weapons: 2X3% = 6%
Sigil of Luck = 15%
Accessories 5X7% = 35%
Back = 3%
Armor 6X3 = 18%
Runes 5Xmf set (take your pick) +1 = 60%
Food = 30%

So right there you are looking at 167%. There may be accessory/back upgrades that have a higher value that I am unaware of. This also assumes you are dual wielding.

If you cheap out and go for the masterwork quality accessories you can substract 5%, and another 3% if you are using a 2 hander.