Thank you very much for the luck essence calculator, very usefull !
Gold is basically infinite (it’s constantly created on killing mobs, completing dungeons, etc.) and Gems are basically infinite (you can always buy Gem cards) with fiat money.
I find it quite amusing how people complain about the blog posts where they tell you that you can exchange gems for gold, and at the same time people complain about the high gold->gem rate.
Gold is infinite : correct
Gems (bought with real moneys) are infinite : correct
Gems (bought with gold) are infinite : false assumption. They are finite. It’s a different “pool” of gems betweens the one bought with real money and the ones bought ingame with gold, and that one has as stated a finite number (very big at the beginning of the game, but still the same number since).
That’s why in the long run gems (bought with gold) will only raise in price.
Don’t forget the major point : the fact that gems will only keep raising in price is only dependent of Arena Net initial choice of putting a finite number of gems in the gem pools. That’s why it will (until the game collapses) ony raise. It could have been done differently.
Ok, i should have read the patch note, thanks for the pointer.
I’m lost, i just had one mail with the 100 additionnals tickets, but that’s all, no chest, no other tickets based on my rank, nothing ?
Is it the same for everyone ?
I can’t be positive, it seems that we are very few people having this problem (only a few pages in this topic), so i’m not confident at all for this issue to be resolved (like the numerous other issues still not corrected in this game for months).
I have the same problem BUT my account is really “clean” : no region transfers at any time !
I was on EU servers (Fort Ranik) before the beginning and have never changed region in the meanwhile (and thus i’m still on the same server).
edit : my rank indicator is NOT correct (stating 6th place instead of 9th place), achievement reward is locked.
(edited by SRG.3607)
Same here, EU server (FR), all achievements done on my side, guildies have (afaik) all received their chest, not me. Seems like a bug.
You should rename your topic (it’s a fact rather than a question), and it could be moved to the bug forum, maybe.
There was a long running thread (40 pages+) about account bound luck back in the winter of 2013, this was after the infamous Nov 2012 patch that heavily nerfed loot across the board. There was a lot of evidence that pointed to buggy RNG and account bound good/bad luck. I know I quit the game for nearly 7 months primarily because of bad drops. Even now, I don’t get great drops. No counting the automatic ones you get for temples, I MIGHT see a couple rares after an evening of farming Cursed Shore (30-40 porous bones from a single Plinx run though) and might see an exotic once every couple months.
There were a lot of theories going around from beng DPS based, to a bad RNG seed that favored certain accounts, to ANet giving luck preference to those who spend money in the gem store (Really, would you put it past them?). ANet closed the thread without any real explanation of why some people are so much more lucky than others. Again, far beyond that of what RNG should do. I’ve known people who stopped running dungeons and partying or just stopped playing because when party members ALWAYS got better loot it was just too disheartening. Even RNG, when properly implemented has a very predicable pattern and will create a bell curve when plotted. When you have someone who has 7 or 8 precursors with little or no effort compared to many others, the RNG is not working properly.
Exactly this about RNG and broken loots.
This is one of the very top problems to solve in GW2, but it seems that ANet doesn’t care at all.
Most ridiculous part is ANet claiming “don’t destroy those ressources (namely bloodstone dust), they’ll be really valuable in the near future”, and since, nothing (excepted a few useless recipes).
Solutions have been stated numerous times :
- make ratio for those resources / 10, that won’t change requirements for crafting but will lighten storage needed
- make mystic forge recipes to convert one resource to another one
- add new usefull recipes needing some of those resources (maybe for infusing rings or adding visuals effects)
Same. More people in the maps, but a real mess everywhere. Nothing can be organized. We just tryed Tequatl, a huge mess with a mal full (no one can join by grouping) but nearly nobody on the event (> lot of players just exploring the map). Mega(server (or “mega-overflow”, rather) is really poorly implemented.
I fully agree with OP.
The economy is driven by ANet loot’s table. That’s all. They can nerf gold income, i don’t care, but they have / had to adjust the poor drop loot tables to correct the massive inflation that is now in the game (and will continue, despite the gold nerf).
I’m also dubious about your claims that DPS or group size contribute to drop rates. Again, I would like to see a set of controlled trials (at least a few thousand to ensure statistical accuracy) that could support this. Before you suggest I go looking these threads up myself, I’ll point out that the burden of proof is on you; you’re making the claims, so you need to provide the evidence.
This simple point in your message show that you’re really unaware of how loot works in the game.
To be clear : yes, DPS has a real impact of loot.
I’m doing several times each weeks zerg world boss, for example Melandru (100+ players). On champions, if you’re not grouped, with a zerk warrior, hitting the champion as much as you can with your best skills, you have 0 loot (no chests, nothing at all).
If you are in a group, you always get your loot (champion’s chest).
Every time we run the bus there are complaints in the channel “why no loot for me ?”, from people not in a group (and we have to explain to them that they have to be in a group to get their loot). So yes it is totally obvious based on this situation repeted over and over that DPS (and being grouped or not) impact loot. It’s the same with a low level character on a level 80 champion : you won’t loot anything ‘cause you’re not doing enough damage.
That’s why so many of players are saying that loot doesn’t work as expected, as clearly shown by tyrius a few messages above, there are way more parameters affecting loot than just a “roll a dice on the loot table” : magic find, DPS, number of players around, maybe even network considerations, diminushing returns, and so on. On ANet side, the algorithm is nothing like a simple if statement with a random value, it’s a more complicated algorithm which allows a lot of pitfalls.
Having played a lot this game for a long time, i’m pretty certain that something is weird in this game about loot : some players are always looting a lot of stuff (golds, exos, precursors, aso), whereas some other never loot anything, even when doing the same events over and over with the lucky players.
In the long term, this can’t be just RNG.
(edited by SRG.3607)
You have to understand that, despite what devs are saying, the RNG loot system is buggued in GW2 : there are lucky accounts and unlucky accounts. Magic Find is just added to this base fact, lucky accounts will be even more lucky, unlucky accounts won’t see any differences.
It is already too late.
I agree with first part of the OP’s message : less and less gold for the majority of players, but will unaffect the 1% that are already beyond the boundaries.
Common things will indeed drop in price (rares and regular exotics, runes).
But every “valuable” and rare things (like skins, minis, precursors, highly wanted exotics) will be more and more expensive, as the price is now only driven by the wealthest and by speculators. I don’t expect those items to drop in price for a very very long time, regular players will just buy less items and use nearly all their (hardly gained) money to buy only one or two very expensives items on the trading post.
I tend to think that, for a long time, the price of unid dye will only be driven by speculators. There are plenty enough identied dyes and unidentified dyes for Bifrost for everyone for a very, very long time, but a lot of players/speculators have now hundrers or thousands of unidentified dyes in their bank, expecting to make huge profits.
Agreed. There are already many posts on this subject.
I am not only/really concerned by the costs, but more by the loading times it takes, we already spending HOURS in the game doing nothing but waiting – for a boss to pop, a temple to be taken back thus allowing to unlock a new trait, a queue for wvw – that i really don t feel the need to have to, in addition, just wait even more just in order to be able to go somewhere on the map.
Only 10 daily achievements is complicated at the moment.
Today for example, “daily reviver” takes a lot of time : there are not enough NPC or players downed to revive, because there are so many players everywhere that downed NPC are becoming a “critial ressource”.
Just go in Thaumanova Reactor, where there are usually a lot of dead NPC : now, there are nearly always up and there is plenty of plenty running around, rezzing them continuously.
So the problem with so few achievements, is that they are shared by every players. As there are not a lot of achievements to do and everyone is willing to do 5 pve dailyes, it’s becoming problematic.
The solution is simple and easy.
Have a pool of a lot of dailies, just like before (10-12 PvE + 3 WvW + PvP ones).
Every players chose the 10 ones he wants in this pool : only the 10 first grants achievements points.
That way : on ANet side, the goal is the same, reduce AP points granted each day. And
players will have the choice of what they want to do each day, and there won’t be any difficulties to do some achivements that are now quite boring due to the fact that too many players are trying to do them at the same time.
Clearly, Anet dramatically overestimated the effectiveness of the automatic system. We need a manual control secondary system in place ASAP.
Main problem is that ANet seems to be, as usual, fully unaware of this, and are (probably, based on their very rare communication until now) thinking that everything is perfect and “working as expected” (that’s why they are activating the mega servers on a lot of maps, instead of, as they were supposed to do, studying and tuning the megaserver mechanisms to expand its usage only when it would have been really operationnal).
Temple events are practically impossible for casual players now. You have to teleport around the Orr maps for hours and hope one spawns while you’re there, which is now unlikely because megaserver populations tend to defend the temples. And on top of that, you need temple events for some traits. Just an awful system through and through.
This. Exactly. Temples are now impossible, and why did ANet decided that temples were needed to unlock the new traits ? It’s totally aberrant
I got about 200 rare dyes on buy order for 5s yesterday. Throw them in the forge, got abyss on second forge, celestial on 8th. Stopped and listed all remaining dyes for 30-50s each.
I had a very lucky day as well. I received about 190 unidentified dyes from duplicates. I opened them all and got 2 abyss dyes. Then I threw the remaining duplicates into the forge and got a third abyss dye! Could not believe my luck! Before yesterday, the best dye I had ever found since launch was gold dye, which sold for about 3g at the time.
I opened 400 duplicates dyes, and forged everything i could thereafter.
I got nothing in the end.
Nothing at all. No abyss, not a single dye worth more than 1 gold.
Can’t believe how unlucky i am.
Buy your legendary / precursors now, they will be even more expensive in the near future !
(otherwise, as stated before, don’t believe Zardul’s sayings, those are just false assumptions)
Any news about this ? Maybe with the 15th of april patch ? I tend to have 4 or 5 different types of soulbound runes on each of my alt (monk, sanctuary, baelfire, forge, …), and it starts to take a lot of places. Account bound would be fine. Or allow 4 superior runes in the mystic forge to get another superior one.
- removed repair cost =
- doubled waypointing cost =
Ô_ó
You forgot to mention about 1) and about to reduce gold obtained from loot. Double penalty for players.
I too believe it’s first in, first out.
Same for me, 10 fights = 0 cores (since yesterday).
It’s not like you’ll be able to use them without farming a huge amount of account-bound Blade Shards… I don’t get it
Only reason IMHO for the price rise : speculators. Some players are buying cores, expecting them to be very rare in the near future and still wanted by a lot of players. I think on my side they are wrong and that this market will crash soon after the next patch.
3 platforms for final fight=huge frustration
in Battle for Lion’s Arch - Aftermath
Posted by: SRG.3607
So for the final fight, there are three distinct platforms.
Each player is sent on a different one, no matter where you enter (blue / green or red area).
The players repartition is just awfull. I think that the first one is filled, then the others. Or whatever, anyway, most of the time i’m on a platform with 20-25 players only.
The event does not scale at all, so it can’t be done with so few players (most of the time, reading channel map, only one platform manages to easily kill the boss).
For the unlucky players, it’s just a waste of time, fighting 30 minutes for nothing.
Why this final fight is so badly designed ?
Why 3 platforms ?
Why such a poor players repartition ?
Why the event is not able to scale ?
I get the 5 knigh’s chests only 1 times for 5 trys.
That means the vast majority of the kills i get no loot.
Seems quite unfair.
**Spoilers** Fantastic End to the Living Story.
in Battle for Lion’s Arch - Aftermath
Posted by: SRG.3607
The pre-event is bugged as hell and doesn’t allow a lot of servers to enter the end instance, so for the now it is pretty disappointing.
Same on overflown server !
What yet again a waste of time, this starts to be ridiculous.
It has always been like this with nearly every living story.
You have to get all achievements as quickly as possible otherwise after a few days, as no one runs the hard / boring / not loot oriented events anymore, you’ll be left out of the road.
I hope ANet will first correct the severe bugs (like “guild mission can’t be started” or “Tequatl becomes invisible”) before this convenience feature (that i would like to have too, of course, but after all the numerous bugs).
Indeed, it’s a bit annoying (i tend to use my unlimited black lion contract instead of going to the back of the ship).
But the more annoying point about this – otherwise really great – air ship is the “not going back to the original location” option (when leaving or disconnecting). I expected that would be possible (like when you enter/left PvP).
I doubt those points will ever be addressed by ANet.
On our side, we have the feeling that the bug appears when there are too many DPS once Tequatl is stunned (after going back to the beach once the battery defense is ended).
It happened after the first battery defense yesterday (on fort ranik).
(edited by SRG.3607)
Exactly the same problem for me.
It happens quite often, there are no more foes, i don’t have any conditions, and i have to run far, far, far away to get out of combat.
“It is not a bug, it is a feature”.
Same on SFR. After update we can see numbers of citizens, but miasma level is full from beginning of the event. And no bonus chests for 100, 300, 600 etc. citizens.
This bug is still present and occurs nearly every run for me on Fort Ranik.
I have the feeling it only occurs when you participate in the miasma events. The very rare times i hadn’t the problem, i haven’t been in those events, can someone confirm ?
The symptoms are the same as described : miasma bar is full, and no bonus chests at each levels of saved citizens. Very annoying : i should have been rewarded a lot of bags at those levels and i haven’t got them.
Probably only a very few selected players have gotten the survey (and thus will get the gems).
Rather unfair (400 gems is really valuable those days), but so is life.
I even wonder if they have an economy specialist at ArenaNet.
Short answer : no.
Long answer : no.
Same for me. A lot of game client crashes since last update. Each time while fighting a boss or doing something like mario’ / wurm / tequatl. Very irritating, to the least.
It is not TP related as i had several crashes without even opening that window.
I don’t remember nerfs happening. Here are both update notes: September 17th and October 1st) The main changes done were to the loot.
The nerfs were not announced but all the regular Teq players noticed that the hp pool was reduced.
Urban legend.
Tequatl hasn’t been nerfed.
Some players thought it had been, but that just because the tactic to beat him started at that time to be well known and efficient, that’s all.
Same poor ratio for me, still 1 success / 10 try.
I think what explains the difference in ratio between players (some have spoken of 50% of success !) is the hour of play. As i’m working the whole day, i can only try it at 19:00 or 21:00, and there is probably more “casuals players not geared and not reading explanations on chat” on those hours. Very frustating indeed.
I’ve downed 100 times Tequatl with the old table loot (that means 4×100 bonus chest + 100x beach chest), i got absolutely nothing (one crappy exotic below 1 gold and 11 crappy Tequatl runes).
I’ve downed Tequatl tonight with the new table loot and i got … absolutely nothing (only greens).
All this RNG thing is a shame.
Ranks 122 + 100 + 45 (on 3 characters) = more than 250 in total
On all those chests, 1 got one exotic. That’s all.
ANet has said a while ago that “something was in the pipe” in order to do something with those useless ascended rings.
But, as usual, it’ll take ages to be available (and no one knows what it’ll look like : salvaging ? exchange ?).
Real problem is that it is “unfair” for people having bought previous items at the same price, not knowing a better version would be available weeks later.
Put the new unlimited gathering tool at 1200 gems and problem is gone. Or add this new cool feature to the old ones.
I’m too quite unhappy with this new version, having already bought several unlimited tools for my various characters.
Made me happy too.
Problem is that if a ranger character is badly played, there will be a huge annoyance for the other players.
That’s why there is so much “hate” about rangers.
“Badly playing a ranger” means using the pet on the wrong situations, or using the bump skill of the bow everytime. I can’t count the numerous times i’ve seen a ranger bumping a mob, whereas he is far away and whereas 3 warriors are in close contact and an elem is casting a large aoe on the mob. So the mob just bumps far away, and every skills for the other players are wasted.
If a player of another profession makes a mistake (that happens), there are usually less (bad) consequences for the other players in the team.