Guys the totally unintended, bugged way to get to lion’s arch for free is too annoying. Please make your bugs easier to exploit.
1. Add footsteps to all legendaries
2. Make it opt out in graphical options
3. Everybody wins
Araziel is clearly the only person who get it. This game shouldn’t be about fun or about ease of use, it should be about making stuff he finds ugly as difficult as possible. As if his insight and splendor weren’t already at unreal levels, he also pointed out how stupid it was that people didn’t want mounts in this game. I never head such a groundbreaking idea! He’s totally right of course, this game would be heaps better if we had horses and dragons running all over the place. Of course he’s so brilliant that he sees that the inevitable drop in FPS that such an update would bring is totally not a concern.
Clearly the only person more intelligent than Araziel is the Oscar Wilde level satirical mastermind who he’s quoted in his signature. Dear lord! Its him! He’s quoted himself in his signature! Now I don’t have to choose to idolize more! Thanks again Araziel!
There’s no control, defiance is so OP its not even worth using it.
I think this patch just changes it to be what they always intended, doing the same dungeon over and over, whether its on different characters or not, results in diminishing returns. I don’t see why it shouldn’t.
I kind of assumed the salvageable MF consumables would be awarded in high quantities by default because otherwise it’d be a bad tradeoff… depending on the exact specifics and how exactly they work. Imagine salvaging 10 greens and getting 1 magic find consumable that potentially would give you a rare drop… which you’d sell for 20ish silver. OR you could sell those greens to a vendor and still get 20ish silver. So you’d have to get a consumable closer to 25-50% of the time, or it’d be a huge waste of time. And if you’re getting them that frequently, then its hardly worth anything to have a few 100% chances at getting them. If they’re going to be salvaged into MF consumables, it’d have to be an especially large amount of the normal ones, or ones that are especially effective. But nothing should be a permanent bonus, because that would leave out people who don’t currently have MF gear, and that’s not really fair.
That’s an idea I hadn’t considered, but if you’re going to do that, why not just make it no longer soulbound?
NO, Meteorlogicus dont need effects.
This is the only guy who’s thinking rationally. You’re all stupid for thinking Meteorlogicus needs to be held up to the same standards as all other legendary weapons, but this guy… he… he gets it.
Personally I’m hoping for boon duration, since the only prefix that gives that now is giver’s. That said, I say it can’t be done, but I still believe that none of this should be automatic, and that players should be able to choose. There really might be that one guy in a thousand who likes the new prefix enough to put it as part of his regular gear.
I agree wholeheartedly. Mind you, I don’t have much of an opinion on the actual ramifications of this change, I just know that my friend spent two months checking WvW religiously, to see if he could get a POI or a Vista that he didn’t already have. He just finished a few days ago. I would absolutely love to see how angry he would get if, shortly after he struggled through months of surveillance, it was no longer necessary.
It seems so obvious that I can’t believe they haven’t done it yet. And no, invisible bags are not the solution
2) I can almost guarantee you that gold refunds based on trading post data will never happen. Issuing millions of refunds based on a value that doesn’t take that number into consideration would not be market-accurate. Such a large influx of gold all at once would also have undesirable economical effects.
I really don’t think it would be that big of a deal, especially if the refund was something like 50% of the TP price. I did say based on, not equal to. Half the price of one piece of MF gear is 2-3 world bosses. Someone with a full MF set would be refunded the equivalent to no more than 30 world bosses, or a few days of farming. But I don’t feel strongly about the TP refunds, and salvaging them into an especially large amount of MF consumables would be totally fine while not having much of an effect on the economy.
3) Unless ANet keeps a transaction log for each player back to the beginning of the game (which I doubt,) refunds for ascended equipment would be difficult to do. Remember that ascended items currently come from multiple sources. ANet can’t very well refund 45 laurels for every ascended ring with magic find on it that hardcore fractal players got as drops over the months.
Presumably, because each method of purchasing them results in an equal item, Anet considers each method equally challenging. Therefore, I don’t see any particular harm in someone who bought it with PFF receiving some laurels instead, nor with someone who got it as a drop selling it for laurels. But if you still think its best to avoid all of that, then why not just allow them to swap their MF ascended gear for a different same-slot ascended trinket? Sure, you’d get people who got a MF ring and were going to throw it away as soon as they could afford a better one, but now they don’t have to. However I believe that’s a small price to pay for avoiding the invalidation of every bit of work that went into people who purchased their MF gear, and now have to throw it away.
All the points you make could be made about all achievements and all titles.
You get your title for map completing once. You get your star for map completing on that character.
Current method is fine, imo.
Ok, but why not? What would be the harm in making the star account-wide?
Titles are already account-wide, aren’t they? Why should this star be any different?
I am 100% in favor of removing magic find from gear. Its no small feat to remove something that is deeply integrated into the game, and I respect Anet for doing it. However, I’m worried about how the removal will be handled, and more to the point, I’d like to try to lay out what I feel is the best way it could be handled, so if its not too late, Anet can make the removal go as smoothly as possible, with the minimum amount of disruption.
First, you need to realise that if you remove magic find from gear, you will automatically make it worthless to almost every single player who has it. I have magic find gear for world event farming and when I got it, i didn’t really care about the other stats. I already had my dungeon and “serious business” gear. The magic find gear could have had no other stats for all I cared. And with that magic find stat gone, whatever remains, and whatever attribute takes its place, will, with 100% certainty, be worthless to me. I’ll salvage it just to clear it from my inventory/bank. Unless you give me other options. Sorry, but that’s just the way it is. I will respect you for trying, but it simply can’t be done.
This is where you have to decide how you will handle the fact that with no more magic find, all magic find gear will become worthless to players. In my mind, the best possible way to handle this is to offer refunds wherever you can. In the case of ascended gear and dungeon equipment, you know exactly what was paid for it, and exactly what was done to earn the payment. You could, if you wanted, offer a full refund. I’d even be happy with a partial refund. It would be enough just to know that you recognized that this gear was now worthless to me, and allowing me to recover the cost.
For tradeable equipment, I think it would be really nice if you offered a refund based on the highest buy order on the day of the change, or a nice average of the price history over the past few months, to invalidate any pre-update price fluctuations. Another good method is to give the option to turn the magic find gear into an especially large amount of whatever magic find consumables will be replacing the magic find attribute. This would of course only be offered once, and only with magic find gear you currently own.
I really hope you consider these options for removing magic find, since it would be a real shame if the effort I put into getting magic find gear were to be, overnight, invalidated. Especially my Yakkington’s Ring and Golden Lotus. Oh, also I’m worried about other people too. Honest I am.
I think the rewards are fine the way they are. Unless you want a legendary, there’s really nothing that you have to farm for.
Because of the new achievement chests, I’ve found myself with a lot of badges of honor that, since I don’t do much WvW, I don’t have much use for. I noticed that you can buy ascended gear for a lower laurel price by subbing some badges of honor, however I also noticed that the WvW laurel merchant sells WvW specific infusions. This leads me to wonder, is the ascended gear purchased from laurel vendors in any way restricted to WvW? And if I buy the gear from the WvW vendor and apply a regular infusion from the Lion’s Arch vendor, will it function exactly the same as if I had bought both pieces from the Lion’s Arch vendor?
Some pre-events actually take longer with more players, IE Shatterer’s siege PE. If someone says in Map chat, “doing pre-event don’t worry” I usually send them 15s or so, costs of a free rare.
That would be an example of one to change, then. Maybe instead of people flocking to a handful of ghost spawns, they could escort the weapon collector and defend him from multiple waves of ghosts.
Pre-events don’t support the whole world boss, zerg, so no.
Also, by putting strict requirements on such things, you’d be incentivising psychic powers (and third party tools) even more than the game already does, basically killing the ability for someone to actually wander in by chance, have fun, and get a proper reward. Instead. you’d be saying, “no, if you want a reward, you have to run an event tracker and be here early.”
So yeah, bad idea. There’s a reason you can get credit from a fight by arriving in the last five seconds and getting a few hits in—don’t try to change that.
It’s not like I want going to the boss event without doing the pre to be a complete waste of time, its just that I feel that people who take the time to do it deserve a bit more than people who show up at the last minute intentionally.
(edited by Psycho Robot.7835)
That may be so, but world bosses are really the only events where players camp out to do the final part of it in huge numbers. I don’t think many players are lining up to defend the newly installed firefly butt lanterns in caledon forest, despite sheepishly avoiding the firefly butt collecting pre-event.
I do a few world bosses a day and every day I see the same thing: a small amount of players do the pre events while loads of players idle where the boss fight occurs. Once the boss spawns, loads more players come. Its especially bad when the pre events are lengthy, such as with Fire Elemental, or when the pre events take place far away from the actual boss fight, such as with the Shatterer.
The problem is people aren’t incentivized to do anything beyond coming when the boss spawns and getting their hits in. Therefore I suggest that any player contributing to pre events gets better drops from the boss chest, and a better chance at an exotic from the bonus chest. I don’t particularly care if this is accomplished by making the default rewards a little worse and bringing them back up to the current level for contributing to pre events, or if they keep default rewards as they are, and making them a little higher for contributing to pres, just so long as there is some demonstrable benefit to doing the pre events.
If this were to be done, then some of the events would have to be changed, so that it is not difficult to contribute. An example is the Maw pre event where you have to escort the Scholar to the dragon totem. I’m not sure what the deal is with this event, but I never seem to be able to get anything better than bronze level contribution. I think its because not enough enemies spawn. Oh also, I think the actual fight with Jormag should be split into two events, if its not already coded that way, so showing up at the end of his second stage is the least rewarding option.
The end.
Who’d have thought that 10 months later, this bug still wouldn’t be fixed?
You are correct. It is more than adequate.
Well, consider the pros and cons of the current system. The only pro of having minipets deposited along with other collectibles is that it allows you to quickly store the minipets that you collect along your adventures. How often do you get a new minipet by the way? Compare this to the cons:
1. it is unusual behavior that confuses new users who have grown to associate the term “collectibles” with crafting materials. There’s really no indication that minipets are also considered collectibles. Couple that with the fact that it makes no sense for the command to pack away a minipet that you’re currently using, its understandable that users would not expect this behavior
2. It is an inconvenience. If you, for any reason, fail to have your minipet in an invisible box, you have to make a trip to the bank to retrieve it. This could be overlooked if there were a reason for this inconvenience, but there really isn’t. You really do not get a minipet all that often, so the ability to quickly deposit it is unimportant. So this just imposes an unwarranted hassle on players. Guild Wars is a game that brilliantly eliminates almost every useless inconvenience from gameplay, so I don’t see why this should be any different.
I agree – minipets should not be deposited with “deposit all collectibles”. Suggesting using an invisible bag to get around this flaw isn’t really adequate resolution.