“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
RNG is the rule that is used, but it is not the only rule that could be used. It is a rule that is used a lot – so was mob tagging, the usual quest structure and the competition for harvesting nodes.
In short, they are working on adding different rules which might please a wider audience without taking away existing rules that people already like.
Quote: “If a guild leader is inactive for 60 days (2 months) from the last login, as shown in Guild window, they will automatically be demoted to officer, and the most senior officer who was active in the past 60 days will be instantly promoted to leader. If there is no active officer in the guild, the most senior member who was active in the past 60 days will be promoted instead”.
So it’s good to know that there is a system in place. However a couple of questions remain.
Where does it show the last login?
Why was an inactive member promoted in the first place? (might be a different system or the member indeed logged in at some point when no one else was on or no one saw him?)
When does the counter start when an automatic promotion takes place?
Perhaps they did double check it and perhaps this officer indeed logged in in the past 60 days.
Suggestion – have the system allow the leader to name a successor manually.
As others said, you could always “park” that character at any kind of farmspot. It’s also a great inventory space for lesser/rarely used items.
No, I would rather buy another character slot.
Only reason I could see would be if I really really wanted that name on a different character.
We are not truly discussing either demand nor scarcity, but the “rules” of the game if you so will, which make the game (or aspects of it) “fun” for some and “un-fun” for some others.
The scarcity is bound into these “rules” which in turn triggers other wheels and turns demand into pricing.
In short, there is no need to justify the rules with a set of mechanics if these mechanics don’t have the desired effect. They might work near perfectly – they might work perfectly 100% – but as they said it in the Matrix, the first world was perfect and the humans did not accept it, they lost the complete harvest.
On the positive side I’m confident that changes are coming in the near future that will allow people to approach the subject in their own way (again within the rules) and hopefully make this discussion including irony and sarcasm on both sides obsolete.
I’m sure we’ll find something else, but until then we can all shoot unicorns on rainbow rays followed by thunder and lightning.
Did anyone else here ever change the rules playing Monopoly at home? The boardgame.
5% listing fee comes straight out of your pocket. The transaction fee is 10% which is taken once you sell it and that (or what’s left) is shown as projected profit.
Sad news indeed.
As a programmer myself I find it insanely unbelievable that Anet do not have the Dev Tools / functions / code in place to arbitrarily change your status flags within your guild.
I hope they change their mind and decide to help you rectify your error.
My guess would have been human error, reading the text fast “ah, again the rank edit thing” overlooking the part that an inactive member has been made leader instead.
I am not surprised that they won’t contact any customer on another customers behalf.
It’s even understandable that they are not getting involved in internal guild issues – but this is not a guild issue. The issue is how the system decided the successor. If the system would have decided on the next highest rank being online – that would have been Harro (yes, I’m in the guild as well) and we would have had a laugh at it.
Anyways, not losing faith just yet 
Afaik anything done via this method is still account bound, so you have to join the whisperers with a second character, transmute, put in the bank and pick up with the vigil character.
Never tried it myself.
Just food for thought, the curve could go up exponentially at one point – so while the supply (or amount) of gems for trade is finite it could be not practical to reach that point because the last gems would turn out to be too expensive for anyone to afford.
If that makes sense.
(…)
2 hours ago they were all back upto 680g, 7 available.
10 minutes ago all 7 are 780g.
Is my math off? That would seem like umm, bad business – if the implication is someone bought them and re-listed. Unless he has a few more up his sleeve and thinks on selling them for that as well.
Like the thread title, reminds me of one of my favourite authors (Pratchett).
Just the other day, Colin Johanson, a development lead for GW2, said that the scavenger hunt was a priority. You can read the DragonSeason interview (it’s posted on reddit) for more of what he said, too.
I just read the whole interview at DragonSeason and found nothing regarding precursors, nor legendaries…. maybe i missed it?
/sad panda again
Transcript is not complete yet, didn’t get a chance to listen to it, but since it’s mentioned pretty much at the bottom I would guess transcript 3 will cover that part.
According to their twitter they started three hours ago on that.
Edit: Thanks to Vol who created the thread on this forum and bringing it to our attention!
(edited by Rouven.7409)
I apologize and edited.
I appreciate the reply, makes sense. I’m certain I might be misunderstood often if I don’t repeat myself, the sentiment is bound to get lost.
(edited by Rouven.7409)
Found this site
http://argos-soft.net/GW2ArmorGallery/
mentioned here
http://www.reddit.com/r/Guildwars2/comments/18vzdh/out_of_curiosity_what_sites_beyond_here_official/
At least some colours available for preview so to speak, but no, you can’t pick and chose items – only look at complete sets.
(…)There is no presuming of what a legendary should or should not be in that logic, only what it is.
(…)
There is no presuming that logic can explain everything. Trying to tell others what they have to accept as a fact based on logic that does not include the context but only one aspect is flawed and hence irrelevant if not counterproductive due to the nature of human beings.
Logical argument – why is there no official statement – word by word – on what Legendaries are supposed to be from an official source (edit: in relation to the scarcity – not the “it’s an adventure” – that relates to further below). There can’t be, it would again be counterproductive. The overall goal is to make a successful game – marketing comes into play – human desires and psychology come into play.
Make a game with the bold statement that there is only one item at the top and only one guy can get it – that is a niche game.
Make a game where you say “everyone get’s to see the dragon, all levels are endgame” and you attract a wider variety of players (especially with the added feature of “hey, we have e-Sport too!”). Now tell everyone that bought your product plain and simple “yes, you get to see the dragon, but you don’t get a shiny to go along with it, only 5% may kill the dragon in style” – imagine the result.
You have to design it in such a way that at least everyone can “work” (not the perfect word) towards it in his own fashion, otherwise we can scrap this and go back to raids.
Granted it is more of a “soft” gate then a “hard” gate – but a gate it is. Make the gate more appealing – more happy customers.
(edited by Rouven.7409)
What is continually ignored is the fact that the “economy”, contrary to the real world economy – serves one main purpose – to create a fun environment that we want to be in.
This definitely includes the trading part, making money etc, but it is not limited to that.
All we can do is provide our individual feedback.
I try to look at where it stems from. Really it looks like a good solution on paper. Enable the players to roam freely and engage in the activities they prefer but not making any aspect overly rewarding vs the other. The game is very rewarding indeed, but the system in place wasn’t able to truly eliminate the “grind”, it was only able to shift it to another aspect.
What do I hear, MMO’s are all about grind? Essentially true, but if you try to improve the genre, make it more appealing to a wider range of gamers and your slogan is “we respect the player” – “play your way” – then you have to accept the feedback that it is not perfect at the moment. Perfect being in the eye of the individual.
Take the gold to gem conversion. It is very generous and rewarding for the player that has “making money” on his radar. At the same time that directly influences the players that don’t and as a result make it restrictive and unrewarding for them. Now we see the argument popping up “it’s the players that decide this” vs “Anet set the rules”. Both is true but again irrelevant. Time will tell if the majority of players like this structure or not and whether or not they draw consequences from that.
I like this game very much, that is the only reason why I take my time to provide feedback here in this manner, for Tyria, to make it a world where as many as possible want to be in.
Well, since the players finance the game and not the other way around, keep in mind THEY are hoping to keep US entertained enough to occassionaly give them money.
Mhhh, well I hope that they are working to keep US entertained 
Well, I’ve played everything but a sylvari. I don’t hate him, but he does have a tendency to “lament” which makes him sort of … unpleasant. I haven’t had the feeling of him stealing my show, but he wasn’t overall very inspiring either. I would have not willingly sacrificed my character for him as that would have been the case for others.
Does this help you?
http://dulfy.net/2013/01/28/gw2-new-orr-temple-exotics/
All I can say to this is that I have noticed a certain different behaviour with the “Phase Retreat” staff skill (open world PvE) – it often teleports you up onto something that is behind you, which can be disorienting sometimes. Not complaining there because at least unlike some guardian/thief teleport skill you are not stuck inside something.
Perhaps the same thing can be duplicated in WvW.
@ Nike – don’t forget, possible new “Legendaries” incoming. Personally I’m very curious about potential dyes – for the most part, while the legendaries are nice, they don’t typically fit the characters I have that utilize that kind of weapon (or not often).
I’d even wondered if it would be possible to take the effects off the skin and transfer them to another weapon… but that would be more a suggestion and seemingly obsolete now with the “potential” new stuff coming.
Otherwise I’m similar, still have other things to do, so I don’t actively pursue materials, but it would not be my style to buy the items off the TP – maybe a couple, fillers, I’m not a purist or “against” the TP. Think I bought the signet for the hammer a couple of months back just because.
Funky cold McJibble.
Oh sorry, hot, funky hot McJibble.
Bam!
Must be a powerful enemy indeed. Worth a round of boasting or two if defeated.
@Rouven
Anet’s general intention is pretty clear when they made Legendaries that hard to get. Putting it together with Mike O’Brien’s “thousand hour grind” quote, it’s pretty safe to assume that their intention was to make this item very hard to get.
Whether its perfectly tuned or not? I don’t dare claim to know what Anet’s intentions are. But regardless, the general intention remains the same. Of course everyone can achieve it. It just takes people an asslong time to get it. And that is by design.
Anet may want 1% of population to have it, instead of 0.5%. Which is okay, but it doesn’t change the fact that it’s still pretty kitten hard to get.
When prices of precursors go up faster then what the average player can make, that really isnt true..
Lures actually has a very good point. Precursor prices (the most desired ones obviously, because that’s what everyone talks about.) are going up at around 100G/month. Look at the threads in this forum detailing how you can get 3G/hour. that’s just one hour of play in a day, 30 hours in a month. So if you play any more than that, you’ll easily outpace the rate at which precursor prices are increasing.
This is also working under the assumption that precursor prices will increase forever, which is a HUGE assumption.
BTW, just because because a casual player doesn’t play enough to get it, doesn’t mean he CANNOT get it. He can, but he just chooses not to play this game much due to various reasons (life, work can be anything).
You are seeing “one” result of the design decision which does not equal the intent.
Sure, in an absolute static population at one point everyone will have a legendary weapon. Since the population is not static – people coming people going, not everyone plays neither at the same pace nor the same content (or has the same goal at any given time) as a result not everyone has a legendary weapon at the same time.
A carrot, yes, a timesink, yes, hard … well that’s very subjective and we’ll all view that very differently I could imagine. Do you know what the average time frame is that players stick to one game? I don’t, but I would factor that into my design.
If you can trust all reports here on the forum for example, you can see various results from “I got more then one” to “I can’t get this one last puzzle piece”. Surely it wasn’t designed to truly frustrate players (although again we could not agree here on the threshold).
Anyways, to your last point – I find it absolutely ok that legendary weapons or parts of it are available to players via the TP, if that is your way of playing, amassing gold – nothing wrong with it. It is from my point of view however not ok to continually tell others, who do not play that way, that they should just do exactly that and not provide their feedback on how the other ways and means might have to be balanced.
Prices on the TP are irrelevant to me. I accept the fact that I will not be able in a a shorter time to amass a certain amount of gold needed to pay NPC’s via “vendor trash”. To speed this process up significantly I will have to sell no longer needed “commodities” on the TP.
(…)What, isn’t the fact that Anet made Legendary requirements so steep (~800G just without the precursors) and made precursors incredibly rare not indicative of their design choice?
It’s okay to hold an opinion that it’s too hard or too expensive. But that’s how the system is built and the system is working as intended. You can not like the system, but Anet deliberately designed the system this way. So you can infer pretty easily what Anet’s intentions are. (…)
You are limiting your point of view by not accepting the larger picture, instead justifying your opinion with the existing situation and presenting that as a fact.
While you can infer intentions based on the system today, you cannot estimate if the results of that system come close to the desired effect.
The desired effect will not be limited to purely economic aspects, based on the presumption that this is a game and to be played for fun. This intention (for it to be fun) seems to be clear and has been confirmed even when just purely looking at the economic aspect.
How to balance everything is a different matter.
If the system was perfect, with no room for improvement, there would be no need to
- “watch it”
- talk about an intended “scavenger hunt”
Even the drop rate (of precursors) was according to Anet raised back in Nov if I recall correctly. Consider as well comments in the past on how Anet was surprised on how certain aspects played out. Consider as well continued alternate means of acquiring materials (laurels, jewel box).
The single intention (from my point of view) is to provide a long term goal that is achievable by everyone.
This is work in progress and we provide feedback on how we perceive it, no one is helped by stating “facts” on a topic this complex. “No mounts” is a pretty clear answer and I understand people pointing towards that. “Legendaries only for 1% and superhard to work for” is for the most part an opinion based on interpretation.
This post was not intended to sound harsh, but to provide a better ground for discussion, food for thought if you so will. Fact is, the glass is half empty/full. Both answers are logical.
Personally I don’t even look at the TP prices anymore. This will not be my way of acquiring such a weapon. But I could look at it as a “measuring stick” – since it is a pretty obvious number that I can check. I wouldn’t know if 100 rare items thrown into the big bucket will yield a result and as such I could not really tell if I made progress.
What could help would be to make those other aspects more visible – that way looking at the TP might translate better into “it’s an alternative way, not the only one”.
They need a totally new way to obtain the Precursors, plain and simple.
Why? Everyone can get a legendary eventually.
If everyone had one the name legendary would not be fitting.
Quote:
dev q&a november 16th quote: With Isaiah Cartwright:
The gap we’ve talked about is more the game in time we everyone to have achievable goals that players can look forward to. Legendary are very long term goals and we want to make sure they are layered in with other interesting goals a player can accomplished while on their way to finishing a legendary.
I specially highlighted the quote.
Source :
http://www.guildwarsinsider.com/qa-with-isaiah-cartwright/
Wow, this goes totally against what I continually read here stated as fact – that only a minute percentage of the population is supposed to have one! They were the designed for only a selected few!
Great news, looking forward to it.
(…) rising number of Quaggan (…)
I see. People don’t say you haven’t been warned. Called me crazy when I moved to the mountain top, hah. They will rise I said, hah, no one believed me.
I’m still of the opinion that it would be best for the health of the game to make the gold sink progressive.
(…)
In a sense I agree with you. Not that I’m sure on how the implementation would look like, but I can’t help comparing this to similar scenario’s seen in other games – being done with the final raid etc in – for argument sake – a third of the time then anyone else.
Now – imagine a system like our last dungeon – FotM. Specifically designed for people who like an ongoing challenge, something they can sink their teeth into.
Translate this to the topic at hand – add a system, create a “gold earning challenge”, in a positive way.
I very much enjoyed reading it, thank you for putting it together and sharing!
Two thumbs up (and some tentacles and other things that might resemble thumbs if the creature had something like a hand).
:)
Minor points but still wanted to mention them.
Went to visit the Vigil HQ yesterday and noticed a few things
- vendors were not marked with symbols
- could not interact with forgal’s letter (not sure if I am supposed to)
- there was no exit available, neither visible nor as the little pop-up (exit/stay?)
A search for vigil did not bring anything up here on the forums, hope it helps.
I really can’t give out any hints or information, especially since anything I say is going to be intensely analyzed. So I’m going to play it safe and not comment on the size of the boss, the chest, or the rarity of the boss. I will confirm that I looked in the game data and traced the item to its loot table to the chest that uses the loot table to the event that spawns the chest to make sure everything is set up. I can also confirm that it has a very low drop rate, so running the event 5 times or 10 times proves nothing.
Is it possible to say if the boss is killed on a “regular” basis?
I daresay that John is reading this thread. The evidence is overwhelming.
Asura Ranger is great – just zoom in if you feel like admiring yourself, which is absolutely understandable – just do it.
For the following to work I would advise on the longbow, but maybe others can share tacticts with inferior weapons.
If you are solo don’t worry, just start the fight at a distance, send your pet in – now have a good look at yourself while you press available buttons, perhaps 1-3, use 4 if your front view really becomes obstructed by some large mob.
If you are in a group that’s even better, use 5 directly around yourself, you are the most important person to protect in any case. Press 1-4 if you feel like it. Most important, let the others know via say how inferior they are and that they should really kill those mobs faster.
Now the real problem is the character select screen. It is absolutely unacceptable that I’m not even able to see my knees. Perhaps I should delete all other characters, but really Anet has to move the character up – to the center. Center is the keyword. Other races can stay firmly on the bottom (charr should be made smaller because through their sheer size they seem centralized, which is misleading).
Last but not least don’t forget it is our superior intellect that is truly beautiful.
Optionally we could discuss an extra camera that shows us separately instead of the map. Replace the map with an image of me, yes, I like the sound of that. Separately zoomable and movable of course. Plus a pet cam for rangers, I want to see my pet looking up to me. Or directly into my eyes depending on the pet.
Excelsior!
The australians will take over and dominate the market during that time. Need more demographics for a better projection of the average behaviour.
as far as i know, its a lifetime crafter achievement. if you know what i mean.
I wasn’t even thinking about that when it popped up while leveling my chef. A bit anticlimatic unfortunately.
(…) Anyway, enough about government, this is about economy… Actually, it seems this is about precursors, once more, not economy, since economy takes into account everything.
What is everything? I ask because often I don’t really believe it is the technical economic aspect that people think of – while they tend to get exactly only those answers until finally buried in a back and forth of definitions and “facts”.
For me recent changes which allow people to acquire items via different methods would indicate that the scavenger hunt will come. As far as the mats go I will be able to decide if I spend 75-100 laurels on one mini or on up to 300 T6 mats. If those are the ones you are talking about.
How many asura do you need to change a lightbulb?
Ten. One to build and program the golem to do it, and nine to tell him how inferior his design is.
Victoriffic!
Well let’s say you’re killing Claw of Jormag and he drops a precursor, but not the one you want. You want to sell it, right? Where would you choose to put it up for sale? This consortium AH, where you have no control over how much it would sell for (I’m assuming the point of this is to take control out of the sellers hands (because they’re evil tycoons), and thus the seller would not be able to set a starting bid)?
Or would you put it up on the TP where you control how much money you will make?
Such an AH might be great for low – mid ticket items, but the things people complain about (lodestones and precursors) would remain on the TP – where the seller has the control.
I would have imagined the seller being able to set a starting bid. 5% charge upon placing and 10% charge of the winning bid.
Suppose, hypothetically, the Consortium would open up an auction house. Only bids, no buy-out, every item auctioned there becomes bound to the account. Of course the BLTP still exists as well in it’s current state.
What does everyone think would happen?
Could it be more of a perception issue – similar to “the smaller races run faster”?
It seems to me you did not list the ~9G for order armour.
(edit: oh, I guess that’s the one rare set you mentioned, forget it)
Selling your items on the outpost does not constitute ‘playing the TP’. Playing the TP means investing in items to speculate, or power trading items short-term.
I really don’t get the reluctance to use the outpost as if it were some black market
If you increase the value of gold that the vendor buys, then that just increases inflation.
That’s your definition. I hardly ever looked at the TP in other games, here it is sort of always there – which is also of course a good thing. Still, utilizing the TP is always playing the TP – either direct by checking prices before selling/buying, or indirect by accepting sells/buys from others.
I really don’t get why everything has to be painted either black or white, without perhaps talking about differences people experience, be it a real issue or only perceived.
I seem to remember another thread that stated we don’t have an inflation – or better that we cannot truly determine that because we don’t have all the numbers. In that regard I would argue that it would definitely raise the bar to a new price level – absolutely, but the NPC prices remain stable and therefore “easier” or “faster” to obtain, which would make some people feel “richer”.
That or some people might just feel richer because the amount of gold they have is higher, even if that is just an illusion looking at the overall picture.
Let’s try not to start the usual “you just want easymode”, “Anet only want x% to have this”, “you are supposed to work” discussion – but instead:
How to balance valid potential play styles to make them all feel equally rewarding and fun?
Perhaps only trying to give feedback instead of stating own perceived “facts”.
The OP is not silly, he is simply noticing one of the key differences – in his example between the wow “economy” and the one here. Mind you that I don’t use “economy” as a technical term – you may replace it with “gold making mechanic”.
Other games reward you (in terms of gold) just by playing – with vendor trash drops (as well as daily quests). The amount you get from that usually pays for some of the NPC sold more expensive items. Here, in order to be rewarded with gold – you have to utilize the TP.
One question I always ask when I see comments like “I make 4-5G in a 30 min dungeon run” is if that includes sales of the dropped items on the TP. I never get an answer to that.
At the end of the day, the only value that gold has (for me) is NPC prices. I don’t expect that ratio to change and made my own peace with it for now.
Why – because from my point of view this all has to do in a way with the “just play” goal. I am not expected to “grind” or “farm”. This is not easy to convey or to balance.
But for myself the consequence is that I for the most part decide not to use the TP for certain things – I’d rather go grind them. This is my own decision based on my playstyle though which is not applicable in general. I can certainly see it working very fine for others and with recent changes going into the future – e.g. Tx mats for laurels.
In a nutshell – vendor trash won’t bring you very close to “higher” goals OP – sell items on the TP, check the prices first and don’t use the sell option out of the sell window right away. Sell most items that you don’t need anymore unless you think the price may go up in a time frame that you are comfortable with.
He is talking about “this”, which was changed when the combat brawl was introduced.
On the bright side, now you can actually use the boxing gloves, so to speak.
The only logical conclusion is that we will be able to play as dolyaks. Grandmasterskill in the toughness line will be “caravan” – allowing us to carry up to either 10 asura, 5 sylvari or humans, 2 female norn or one male norn. Charrs will not be able to be transported as their claws hurt.
Nice find, thanks for sharing.
I particularly like these two parts:
Often, market fluctuation is a standard part of a variety of cycles affecting any market, but if a market is hyper-volatile, over time players will start to lose confidence in that market and slowly stop participating.
Inflation controls could create a more sound economy in the long run, but they would also go against the primary purpose of a video game — fun. To limit the amount of money obtainable in Guild Wars 2, strict inflation controls would have to diminish the volume of rewards players can seek out. Just imagine an MMORPG in which enemies rarely drop valuable items and don’t drop money or “vendor trash” — useless items that can be sold to non-playable characters (NPCs). Players would — very reasonably — get fed up and quit as the experience fails to be quantifiably worthwhile.
Let’s say I’m optimistic that they will reach a balance that either pleases or that most people can live with.
April is not too far off … hope I didn’t spoil anything *lol
Ah ok, makes sense. So there is likely only a pointer on how to get there at the camp (assuming both of that was the same dialogue).
Nice.
Technically the tinfoil hat would view your character as a mount, so it’d be an easy way for us to get mounts in game.
We might even have concept art for it….
<-Troll.
Please implement the possibility of taking your mini’s for a piggyback ride. Eir Stegalkin really doesn’t have a good view from down there.
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