It simply does not work to have 1 mega-server in place, while still registering the same PvE players for these old servers.
To balance this out, 4 radical steps must be taken:
1. Gw2 players are no longer required to be part of a server. When they create a account and their first character, they can enter gw2 without choosing a home-server.
2. Players must choose a home-server before they can enter scored WvW for the first time. Entering edge of the myst is always possible, but until you have chosen a home-server, you have to choose between blue / red / green and are stuck with this side for the rest of the week. Players are not able to enter scored wvw-maps until they have the first lvl 80 character for their account. After reaching lvl 80, they get notified that they are now allowed to choose a home-server and will be able to bring upscaled toons later on as well to these maps.
3. Switching the server, in favor for a lower league server, will be free. Always. Switching the server, in favor for a higher league, will cost the same gems as already the case. Switching inbetween the same league costs as much as switching to a higher league. After choosing the home-server, the 1st transfer is free towards higher leagues as well. This allows for changing your mind in case you find out that friends play on another server above you.
4. The way servers are sorted into tiers must be changed as well. The population of a server must be a directly related display to the numbers of accounts that entered wvw during the last’ MU week. this ensures that all servers are sorted into tiers by active wvw-players, instead of just handing out how accounts were registered on a server in total. This naturally balances out how much the transfer costs, where guilds most likely move to and what server is over-stacked by the bandwagon.
What I try to achieve with these changes is to give new players a rather long time to decide what server they want to go for, in order to make it possible for wvw-guilds to recruit new players from the mega-server without hitting the paywall so often.
Furthermore the population will naturally transition towards lower populated servers, since these are free to transfer to, promise lower queues a.s.o. If they happen to be blobbed by the bandwagon, they move up in their population-tier and become less attractive / available for moving guilds.
Still a natural competition keeps getting maintained since a mindless mono-blobbing server will mostly be outplayed by ppt servers, therefore server-pride and identification keep being reasonable concepts and cooperation is still advised / possible / effective within the servers.Optionally, to level out the competitive side on the top-tier end, introduce server-caps so that servers can reach a population soft-cap that equals 3 times the total player-cap on all maps. Keep in mind, according to these changes, only active accounts that entered a map during a MU are being considered as population now.
There you go, a huge chunk of karma-train MU’s are impossible now.
Trolls will always be trolls. no option to find a solution for that, other than report. And spies? welp, frekking expensive now to spy in any league. and one account per server in your league, fitted with a lvl 80? takes money AND time now to become a spy.
So a new player who got enticed by the talk of WvW buys the game and can’t play WvW until he hits level 80 with a character in PvE when he much prefers PvP play?
That’s a bit harsh just to prevent spies and a bit long for players to figure out what home world they want.
(edited by Seera.5916)
Free transfers to a lower tier won’t do anything. Not by itself.
Everyone will assume that OTHERS will do the transferring.
No one will want to risk transferring down if they don’t think enough people are going to the servers in that tier. They don’t want to roll over the other servers week after week with no resistance.
ANet or the servers in the lower tier will have to offer a reward to those who transfer down. But then you would have the bandwagon effect. The lower tiers stand to become the stacked servers and move up to Tier 1 and just create a vicious cycle of transfers. Destroying what little is left of server loyalty that the megaservers already destroyed.
And then the players in the lower tiers (like the bottom tiers) will cry foul because they won’t get people transferring to their servers and if it’s up to the server to create the incentive, they won’t be able to afford enough incentives to get enough people to join their server to make them competitive.
The “reward” for transferring down is you get to play in a way that’s different/better from where you were transferring from. Because clearly you didn’t like something about where you were.
If lower tier servers become stacked (and they shouldn’t, if map caps are put in place) and rise up and there’s a cycle, vicious or otherwise, that’s better than what we have now with a stagnant set of servers stuck in place.
Apparently a lot of people prefer playing on the servers that have activity pretty much 24/7. Which only the stacked T1 servers have. Lower tier servers do not have this apparently.
I doubt enough people would risk going to a server that may not be active as much as they would like without some reward that is not related specifically to play style.
Plus, ANet’s already shown that people prefer the play style the T1 servers support. Those who prefer the slower play likely already jumped ship the last time they had free transfers, which was before one of the previous seasons I believe. In an attempt to unstack the servers. Which I think only stacked the servers more since they raised the server caps at the time.
Don’t forget that some players may be staying on a server for non-WvW reasons as well. Those reasons being less of an issue these days than they were before megaservers.
And WvW maps already have caps. And they can’t have them be too high for any server regardless of active WvW population because what happens if those who do not play WvW very much decide to get on as well? It could lag out WvW more than it already does get lag.
If it was at a 25-50% amount of xp, then I’d be fine with it. Maybe 25% if the character mentored is a different class. 50% if the character mentored is the same class.
It should not be a 1 to 1 ratio.
Let’s be honest with yourselves.
RagNoRawk got it right.You stack not because you enjoy it. Because it’s the fastest way to get your reward. Dungeons aren’t rewarding enough to not do speed clears.
So don’t pretend you’re stacking cause you like it. You do it because you want things handed to you on a silver platter, and you want that platter served to you ASAP.
I’m opposing a way that you can get fast rewards in easy mode, and you don’t like it.
The dungeons should be more rewarding, and the gameplay should be more rewarding too. Dungeons shouldn’t be a chore. If I wanted to stand still I would play an old outdated game. This game was designed to be very action oriented. Now due to poor dungeon design, players turned it into something else.
Not sure why you hate gaming and love farming/grinding. But we need to get out of that mentality. I don’t want to take away your rewards vs time spent. I want to inject some life back into dungies.
You take away one meta and they’ll implement a new meta.
You know what the meta will be? It will be stack, but we don’t have to stack right on top of each other or in the corner anymore.
Because of boons. Because of resurrecting people. Because you are aware of the change that means that anyone who dies can’t waypoint back to life if people are still in combat, right? Dead people don’t do DPS. And if a person is way over on the other side of the map, it may be hard to get over there quick enough without getting yourself downed to help the other person get back up.
Stacking isn’t the meta for speed runs because people want to be lazy and stay in one spot and press 1 over and over again. Stacking is the meta for speed runs because of game mechanics and knowledge of the encounter.
And speed runs aren’t exactly walks in the park. Otherwise they wouldn’t need people in certain gear sets with certain trait sets.
Why can’t the players who like to stack stack and the players that don’t like to stack, not stack? And why can’t they naturally just group themselves accordingly without issue?
Why does one method of dungeon running have to be destroyed?
Free transfers to a lower tier won’t do anything. Not by itself.
Everyone will assume that OTHERS will do the transferring.
No one will want to risk transferring down if they don’t think enough people are going to the servers in that tier. They don’t want to roll over the other servers week after week with no resistance.
ANet or the servers in the lower tier will have to offer a reward to those who transfer down. But then you would have the bandwagon effect. The lower tiers stand to become the stacked servers and move up to Tier 1 and just create a vicious cycle of transfers. Destroying what little is left of server loyalty that the megaservers already destroyed.
And then the players in the lower tiers (like the bottom tiers) will cry foul because they won’t get people transferring to their servers and if it’s up to the server to create the incentive, they won’t be able to afford enough incentives to get enough people to join their server to make them competitive.
that’s exactly my point,why i can’t farm a zone for 10 hours straight honestly?i would love if someone of anetsupport comes here and discuss this matter ^^"
Because that’s what bots do. Normal players do not.
That makes your activity highly suspicious.
ive done dungeons solo repeatedly for 10hrs+.
Ive farmed a zone for 10hrs+ Halloween was one of the latest ones.
Ive practiced repeatedly the engineer dps rotation on multiple mobs for 2hrs+ till it became muscle memory.Its not what bots do its what above average players do.
pfft. like saying people who play the market are bots because most players dont spend all their time in the tp.
also whisper me to check if I was a bot. Ive had that happen maybe 5 times. Never replied. Didnt realise that arenanet employed players who had the authority to enforce checks on my play style for legitimacy.
also if youre whispering me asking.. probably dont have the slightest clue what a bot looks like. either go b-deep and simply report me. or leave me alone.
Most bots don’t do dungeons. Probably too complex and requires too much being perfect to do solo. And getting five perfect would be even harder I would imagine.
Holiday stuff it would likely not be abnormal to see a player doing the activities at time a and then several hours later still seeing them there.
Multiple mobs sounds like multiple areas and you said it was to get a rotation.down, meaning at least to start you weren’t doing the same things in the same order or at the exact same pacing if someone was watching to see if you were a bit.
OP said they were fighting underwater on one map for ten plus hours. I can’t think of an average player who would do the same map and the same mobs for ten plus hours. And if they weren’t doing different attacks, then I can see how they would be confused with a bot.
They do that to thwart people who have email lists and a list of common passwords.
Rather than let them know that Email Address 1 is not a valid one (and therefore they don’t need to waste time on it), they make them think it’s valid. So they waste time on it instead of moving on to Email Address 2 which could be a valid one (most likely for someone else).
If you create an account just make sure you use a diffent email and password then what you use for GW.
Yea, actually that is a really good thing for any 3rd party forum, or “self help” like gold wars or curse.
It’s a good idea to have a unique username where possible and a unique password for any site with information you do not want in someone else’s hands (bank sites, etc) or you don’t want to lose the account (games, etc). And definitely unique username and password for your email accounts.
You have to change your name because it broke the TOS according to support and the person (or people) who reported you. And yes, you do have to be reported to be forced to change your name.
There is no statute of limitations as it pertains to name violations. You don’t get a free pass on a name that breaks the rules because you’ve used it for over 2 years.
As for filling out a support ticket, have you tried a different browser?
never forget the starving cows of queensdale, no food for them…just a dance
They got fat from all the feeding. They get to graze. We are now teaching them to dance now so that they’ll lose weight.
How to fix ascended system ?
Remove agony.The credo of Guild Wars 2 was “No vertical progression at level max”.
Result with AR : 14 strata (from 5 to 70) and 5 “hard cap” (10-25-40-55-70)I don’t have problem with stats incrementation but agony resistance take me away from fractal.
Mecanics in fractal lv30+ seems fun but I don’t have access to them because I don’t reach the AR cap.
They only said there would be no gear treadmill. One new tier doesn’t equal a treadmill.
They put in Ascended armor because they grossly underestimated how quickly players would be fully geared in exotic gear. They wanted something for hardcore players to work toward that wasn’t as time and money consuming as the legendary.
So they gave it a slight stat boost and put in a mechanism (agony resistance) that would only be useful in one part of the game (fractals, of which there are non agony levels).
The only place it may have a part in is WvW. But WvW was also not designed to be balanced and player skill also comes into play. A horrible player in great gear could still end up being beat by a great player in horrible gear.
And someone has to report them for the usage.
Someone thought you were using a macro and reported you. ANet looked into it and agreed. They then banned you. And rightfully so as usage of ANY third part programs is grounds for a ban as per the TOS which you agreed to.
Just because others use it and they aren’t banned doesn’t mean that they haven’t been banned before and have just purchased a new account, are in the process of having their account looked at for macro usage, or haven’t been reported yet.
The only way you are going to get a response is if you send in a ticket. But be prepared for just the basic explanation without any details. They don’t like to give people a means to better avoid getting caught. I’m sure you can understand why.
And maybe the commander knew that there was a group of people doing the pre and such did not feel that he was needed there. Because that could have caused a lot more people to show up for the pre, scaling up the event and it would end up taking longer than had he not gone to the pre.
That maybe he had his tag up at the event to lure people in to where the main event was because he knew the pre was getting taken care of.
Honestly at this point I don’t care. But from previous post from Anet they said they had no intention of adding one. If they will change their mind or not is anyone’s guess.
Intentions can change.
I’m sure they didn’t intend to add in an armor tier between exotic and legendary when the game first came out.
But after a majority of players got fully geared quicker than ANet had predicted, they decided to come out with a tier of gear that would take longer than exotic, but quicker than legendary as an intermediate goal.
They do have some things to work out as it pertains to the personal story.
There’ll be people who want to do the race change and want to experience at least the racial part of the story. But there will be others who went through the story but do not want to do the personal story over again and do not want it to pop up on their screen at all.
And you’ll have to contact support to do so. We on the forums can’t help you.
I would disagree on turning EVERYTHING account bound, but having gear account bound doesn’t sound like a bad idea, but then again it takes away from people who worked hard to get ascended so they could share it among characters.
Why would making soul bound gear account bound take anything away from people who worked hard to get ascended gear?
Ascended gear was already turned from soul bound to account bound after tons of people complained about the cost to outfit their alts. That it unfairly punished those who rotated between a series of characters and forced them to choose a main to outfit. Especially those who wanted to do fractals. And it was honestly the right step to take.
ANet has shown a dislike of farms.
There used to be a zerg train in Queensdale. Went around and killed champions. Now not very many are champions anymore.
People used to farm dungeons. Then ANet limited the profitable rewards to once per day.
People used to farm world bosses a lot more. Then they made the highly profitable part of the rewards (the guaranteed rare, the chest the boss spawns), to once per day.
People don’t farm for the sake of farming for the most part. Most primarily farm for one of four reasons in GW2:
*Money (either directly through gold, or indirectly through drops)
*Chance for a rare drop
*Karma
*Experience
An event is only chosen as a farm spot for money if it’s ratio of gold to time is better than anything else (or in the top 2 to 3 to account for DR). But too profitable to time spent and it wrecks the economy. And it becomes necessary to farm to get gear. Which is what ANet wants to avoid: necessary grind.
Rare items only work until the player gets the item. But if you make the chance of dropping too low, people will give up on getting the item.
Karma is like money. But instead of wrecking the karma economy, it would just trivialize it.
Experience will only work in areas where you are upleveled and then they’d be competing against the level 80’s for credit. Or you risk it being too easy for the maxed level, fully geared players. Or too hard for the low level characters in their level appropriate gear.
WvW and EotM work because those mixed PvE/PvP areas are not supposed to be balanced in terms of how it easy for a level 80 vs a level 2.
I really doubt given ANet’s past history with farm locations that they’ll add in an area that was designed for farming.
Oh wow what a shame…It was such a tiny area and brought an interesting twist to the map. Well, one thing is for sure, it can be easily done so they don’t really have any excuses for not introducing duels now.
They have a perfectly good reason. They don’t want dueling in the game, and neither do a lot of the players.
There have been posts by ANet employees saying that dueling is on the list of things they want to add to the game.
They will likely take the responses to this thread and what reports they got during the time the bug was up as evidence for or against adding dueling in the near future.
I don’t care as long as they put in place means for players to avoid getting duel requests if they don’t want them without having to go invisible.
Is it even possible, given the changes that came about in the world?
Not exactly as it was given the open world focus that LS1 had.
Which is why it’s likely not on top priority. Reworking old content for the story journal is likely not on anyone’s top priority list. Especially with players screaming that they want new content.
While I would love to play LS1 as I missed out on it due to a hiatus I took, I would much rather ANet focus on adding new, permanent content to the game. Especially things geared for level 80 characters.
But how much are goods in Europe? If they cost more, then the Europeans aren’t really benefiting more are they? If Europeans get 2 times more money from the contest, but a loaf of bread is 2 times as much as it is here, they aren’t getting anymore money in reality.
without monthly, i don’t recall ever having the opportunity to get 3 laurels in a given day
and how exactly is a token merchant bartering for a currency obtained through quests {which depending on how arena net handles this could be any available content in the game really} “exclusivity”? not any more exclusive than some of the pvp reward skins or the geode merchant in dry top that is for sure
Because you can only get the token through doing the daily quests.
Geode acquisition isn’t restricted to X per day. The problem isn’t a new currency in and of itself. It would be a new currency and you could only earn X per day. And the rewards would take several days of playing to earn.
Just make the tokens laurels and add some new stuff to the laurel merchant. Or make it karma and have some stuff that people actually want to spend karma on added to a karma merchant in LA and/or the racial cities.
And have the daily quest be activated via the story journal.
i thought it would clarify a few things to post a walk through based on how i would implement a daily content exposure delivery system
Oracle of the Mists
each day, players can enter the Hall of Monuments.. there they will meet a specter.. this unnamed entity will commission Tyrian heroes to complete 3 optional tasks.. these tasks will consist of any quest/event/encounter already existing in game.. each mission is presented with significant lore bits.. here is a quick example: Prevent the Tamini from retaking Holdland Camp.. holdland is a makeshift facility on a battlefront near tunwatch redoubt waypoint.. it is usually contested between the seraph and the tamini.. arena net can go as far as to make a dialogue out of this.. who are the seraph, they are the largest military organization in the human kingdom of kryta.. who are the tamini, they are the smallest portion of a three tribe centaur alliance against kryta.. why is there conflict, “i am too tired to explain it today”..
now, upon completion of the initial task, players will receive a reward paired with tokens.. possible rewards could be champ loot containers of various type.. 3 for the first task, 2 for the second, and 1 for the last.. although you are progressively rewarded less, you will gain a token per task.. this eliminates gating.. it will be on arenanet’s shoulders to organize a system that affords players fresh missions with varied difficulties.. possible token usage could be 50 tokens for a warbeast mini, 100 tokens for a ‘timeless mercenary’ title, 150 tokens for ?etc..
I don’t have a hall of monuments. What do you do for the players who didn’t come from GW1? Because in my opinion players who don’t play GW1 to earn the hall of monuments shouldn’t have access to the hall of monuments.
As long as it is not the actual daily for the day people would probably enjoy it. They complained when the number of.options got reduced so they were no longer getting the dailies by just playing how they wanted to play that day. There are players out there that expect the daily to be something that will always tailor to their gameplay. And I think there should be a daily out there that caters to the people who don’t like quests.
(edited by Seera.5916)
They raised the population caps on the servers again. They do this periodically.
Although, that would explain Full servers dropping to Very High, it does not explain Medium servers moving up to Very High.
Could be people moving from one server to another or people joining the game.
They raised the population caps on the servers again. They do this periodically.
- Anet does not notify about name changes other than the log in notification (when you have to change it). This is their policy, if you want to discuss it with Support (and get a canned response), do so.
- Anet only blocks specific words when you make a character. Other name bans are likely due to some other player reporting your name as offensive. Anet has never provided any details of how the reporting / name change process works beyond that point (and likely never will).
- The term “midget”, can be considered offensive to “little people”. I’m guessing the term “killer” is offensive to non-violent types. The argument that both of these “offenses” are beyond the pale in terms of PC-ness is valid, but not up for discussion here (again, take it up with Support).
If you’re going to find words like “killer” offensive, what are you doing playing a game which involves killing thousands upon thousands of innocent creatures? The point of this thread is that I’ve received no justification for the name changes. They were just changed for no apparent reason.
And the only way you will get the exact reason is to put in a ticket. We on the forums can only give possible reasons. We also aren’t saying that we find it offensive, just that we think that might be something others find offensive.
The car buying analogy is not correct. It is not your car, the car belongs to ArenaNet. The more accurate analogy would be this:
ArenaNet gives you permission to drive their car with some limits outlined in the terms of use that you agree to before you can drive the car. You then take ArenaNet’s car to a paint shop and have it decorated with something that could be considered offensive by some people. So now you are driving ArenaNet’s car, with their logo and name prominently displayed on it, with these potentially offensive words written on it as well.If you were ArenaNet, what would you do? So instead of taking the car away from you for violating the terms of use (aka the Ban Hammer or guild dissolution), they fix the paint job so that it is acceptable to them and give you what is basically a second warning.
Now for the OP and members of the guild that had its name changed, if you do not agree with ArenaNet’s decision, you should submit one ticket to Support and discuss it with ArenaNet there. Plead your case to them directly. Who knows, if you approach this correctly and discuss it reasonably with them, ArenaNet might reconsider and change the name back. But that discussion really needs to be with Support directly.
And to add on to this, get with your guild first and come up with a list of acceptable alternatives on case they deem the name in violation and won’t change it.
Well at least your guild just had a name change so it could have been worse. Other guilds have been disbanded for name violation.
But as others have said the only way to get a chance at having the name change reverted is through making a support ticket.
Two words: gold sink
It’s kind of horrifying. I mean, yes, I could play light classes all the time to get the best loot, but I don’t really want to.
Well, yeah that is pretty bad but what’s worse is that some righteous kitten is going to come along and tell us that you didn’t collect enough data for your post to be valid.
Not by itself. But as more people post their data, the sample size gets larger. And the conclusions that can be drawn become closer to the actual percentage that ANet put in. It does seem to be skewed to a noticeable amount. Most people are getting a noticeable amount more armor and weapons that they can use. And with weapons that is including factoring in what % they should realistically get (if all weapons drop equally with no profession loot, warriors will get a higher % than engineers of useful weapons). If there wasn’t a noticeable drop, someone would have gotten below the threshold theoretically.
And the more of us that post, the closer that we’ll be able to determine what the increase % of profession loot is and if there is a difference between weapons and armor. Or between classes (as it does seem to be class specific given the fact that necros are getting the wrong increase – medium armors instead of light).
For those who think that 25 to 30 drops per character is not enough data, you are more than welcome to disprove the theory from the OP. So far he’s done a great job of presenting a reasonable method to collect data, and share it.
I never said his theory was wrong. It could very well be right. Just that his sample size was too low to draw any solid conclusion from. And his method is solid. Using characters whose levels won’t change in the middle of the trial and in areas designed for that level. The more people present their findings the more solid of a conclusion we can draw.
It does appear that armor wise, they may have goofed up. Skate’s two trials combined had a 95% drop of armor that was appropriate for the class. He had 23 armor drops between the two trials.
My partial trial (I’ve been doing the trial sporadically as farming the same area is boring for me) has had 16 armor drops. I’ve had an 81% drop of armor that was appropriate. 81 vs 95 is a big difference. Combined it is 89%. Which is different from both trials separated. That’s why a large sample size is best. It brings us closer to the true drop rate.
Weapons have to be looked at in a different way given every class can use a different number of weapons.
Engineers if no profession loot is applied should get ~21.05% profession specific loot. Skate’s trial had him at ~42.8%. So about a 20% increase.
Warriors if no profession loot should get 57.89%. Skate’s trial had 68.75%. An 11% increase.
Elementalists with no profession loot should get 26.31%. I got 60%. A 34% increase But I only got 5 weapon drops in my trial so far, not a very reliable sample size at all. Skate’s increases are likely closer to the actual increase for weapon drops than mine.
one thing this highlights, is the fact that gear drops in the game are probably way too common, by that i mean, their main reason for existing is to be salvaged, and sold. Which would suggest they should probably have put in less gear in to the drop tables, and more discarded garment, salvageable scrap, etc.
This would solve the problem. I don’t think anyone would have a huge problem with profession loot if more things dropped as pure salvage items like the discarded garment, salvageable scrap, etc.
use your own flacking credit card.
LoL
Not everyone has one. Especially minors. And I’d imagine there are a fair number of players of this game that are minors.
So…
You all want to be able to get the best loot while playing the Zerker Meta?
I’m enjoying finally getting more than just leather drops for ALL my characters. I play my scholars when I need various cloth scraps and I play my warrior or guardian when I need more metals.
It encourages players to play more classes. But then again I don’t play the Zerker Meta nor do I play the Trade Post.
So far it seems to be working as intended.
Zerker meta doesn’t really come into play with this. The DPS race of zerker applies to all classes.
What this does is, “encourage,” players to play specific classes for maximum reward. If you happen to like playing a non cloth wearer, ranger in my case, then you have your long term goals which require in game currency delayed compared to those who either enjoy cloth wearing classes or who are willing to switch for increased rewards.
If there is even truly a noticeable increase. OP did not give any numbers as to how many times he got loot drops, but I can’t imagine the number is high enough to draw any statistical evidence from at any reliable error allowance.
30 minutes isn’t a large enough sample size to tell if it is noticeable or not. You could have just been stuck on a bad streak of hitting the % needed to get profession loot.
It’s like flipping a coin 10 times. You’re supposed to get heads 5 times and tails 5 times, right? But you could get heads 10 times or tails 10 times. 10 coin flips is not enough to dispel the coin flipping has a 50% chance statistic.
Did you record how many times you killed things? How many times you got a loot drop? What area were you farming? You don’t even give us players enough data to even begin adding to your data. Because if I farm area A and you farmed area B, then we can’t combine data sets. Because the area may be a factor.
You may be right and it may be more noticeable than ANet intended, but your sample size just isn’t large enough. It’s the law of large numbers. The more trials run, the more likely the average profession loot drop will be equal to what % the code has. And in this case a trial is equal to something dropping loot.
Please don’t be upset, but I created another ticket #930592. It was really bugging me and I just had to see if that is what the problem is.
Good news is that is what the problem was, and I finally received the automated response, so I am now receiving emails from you. Now that I think about it I never received any of the automated responses to any of my previous tickets, which should’ve been a big clue right there. But anyways all seems to be working now, so if you could please resend your response to my original ticket #916540 that would be great. Thank you
Update that new ticket to say that it’s a duplicate and to respond to the older ticket.
Duplicate, unclosed tickets, slow down response time. While support can close them, it’s a lot easier if you tell Support which ticket is the best one to close.
Events are meant to be eon and completed. If someone trying to complete an event is being considered a ‘troll’ or ‘griefer’ nowadays, then this is becoming sad.
Well I’m pretty sure there are people who do it to troll the farmers, so things get rather muddled. Abusive behavior is never justified of course, but I don’t think it’s quite as simple as it looks.
You can see it as trolling, but again, events are made to be completed. As long as it is done legitly, the event should be won. If anything, the farmers would be considered ‘trolls’ for denying the core function of the game. I know most people don’t want to hear that, and I know people want to farm, but when you are going against game design, you are wrong.
It’s a question of intent. Is the player completing the event doing it to. complete the event or doing it to anger the players farming the event? Unfortunately, there is no way to tell the two apart. And enough farmers are quick to assume that the player is doing it to anger them.
From what I’ve remember of reading forums and other sites (will try to find sources but I’m at work so can’t dwell too long on it), they’re already working on fixing the living story problems created by the last patch, plugging the holes, and when they announced the journal feature, they specifically said that they intended to add season 1 to the journal so we could replay it, but it isn’t easy because when it was made, it wasn’t made with the journal in mind so they don’t have an ETA of when will it happen.
And living story 1 was all open world, not mostly instances. So they have to take bosses designed for zergs and rework them for solo to five man group play.
Wtf who will ban u for something like that. Id quit the game if i hear gm’s ban ppl for such things.
Its not like u made a “real” macro clicking on skills, using some “special” commands or using picture/icons in the game to auto start and kitten.
Better hope no ANet employee decides to monitor your account for how fast you go from Karma amount A to B for a little while and decides to ban you because it’s too consistent. A single human isn’t going to click at the same pace for very long.
And ANet takes a very black and white approach to macros. If you get caught using a macro, you’re banned. Regardless of the reason. They don’t allow macros for some things and not others.
Buy a mouse with a scroll wheel, bind a button to the wheel (left click, or whatever), then in game bind the consume/buy function to whatever you could get to bind to the scroll wheel if you had to change it from left click. They can’t ban you for doing that. You aren’t modifying the game, just your mouse.
If you wanna play on words, go ahead, I just suggested something to the OP so he doesn’t destroy his hand.
And “dont use macros” that you are quoting is like a failsafe answer where its easier to say to not do something when you are unsure if the person is allowed to or not. There have been many of those misinterpretations of what anet says that get taken out of context.
2- there was a long discussion about this in some thread and im not gonna waste my time digging it out for you and I honestly don’t care what you think.
The Don’t use macros was EXACTLY what the Dev posted! And it was the only thing he put in the thread. So it is not out of context.
And are what sun beads make worth getting a macro to make buying them easier when there are dev posts in similar threads that go Do not use macros in very clear language? When macro usage is a bannable offense?
Now, if heard someone in chat say they were using one to buy sun beads or mass consume karma, I would likely not report them. It is something that saves the hand and the mouse, I personally don’t have an issue with a macro being used for that purpose. It’s not like there is a special prize for getting the item that it is used to make or buy first. But there are those people out there who would report it because it is a macro and those are against TOS. And who knows what automated things they have in game to catch macro usage.
Well, one would also argue that you’re not playing the game when you’re just standing around buying materials, but… y’know, grey areas.
Using an auto clicker is 1 click = multiple actions.
They don’t mean action as in action type when they say 1 click to 1 action. Consuming 2 karma jugs is 2 actions in the mind of ANet.
See this thread: https://forum-en.gw2archive.eu/forum/support/account/Is-using-macro-to-use-up-karma-items-allowed
And specifically this post in it: https://forum-en.gw2archive.eu/forum/support/account/Is-using-macro-to-use-up-karma-items-allowed/first#post4423505
Auto clicker does not use 1 click to magically click all your items, it generates 1 click per action you take, and the action for each click stay’s the same, thus acceptable.
Also, this thread is very clear that using an auto clicker to buy something from the vendor is acceptable : https://forum-en.gw2archive.eu/forum/game/gw2/SUGGESTION-Hand-health-features/first
That thread doesn’t have an ANet employee post in it. Mine does. Mine says don’t use macros. And the post was specifically asking if an auto-clicker to consume tons of jugs of karma was allowed. Auto-clickers are macros. If you can find a post with an ANet employee says it’s fine, then I’ll believe that they allow a macro for it. But right now, the evidence I’ve found is that it is not allowed.
And you didn’t read. Auto-clicking is more than one action by the definition that ANet uses based on the responses to threads that ANet employees have posted in. They define action as buying 1 item in the minimum amount possible (1 sun bead, 10 icy runestones). Consuming one karma jug or consuming 1 essence of luck.
They don’t define it as consuming all 250 jugs of karma or 250 essences of luck. Or buying 250 sun beads.
So using a macro that would allow 1 click to buy or consume more than one at a time is against TOS.
But a legendary should mean that the player has experience with all parts of the game that you can take a legendary to.
So…
What part of the Legendary requires sPvP?
What part of the Legendary requires the Personal Story?
What part of the Legendary requires Southsun Cove or Dry Top?
What part of the Legendary requires doing open world events?Answer to all: None.
If you’re crafting a legendary rather than buying, you can easily get it by map completion (no events at all), running a single dungeon, and daily farming.
And that’s part of the best part of the legendaries. You can get the materials for them in multiple manners for a good deal of said materials. Only the dungeon tokens and the gifts of exploration are you really forced into a single method. You can get skill points for Bloodstone Shard in numerous ways. You can get T6 mats in numerous ways. You can even get Obsidian Shards and Badges of Honor in numerous ways.
Why should you be forced to WvW for a legendary, if you’re not forced to PvP, do PS, or simply “experience all parts of the game”?
And you know what? Fun fact: you don’t have to WvW to map the WvW maps. I seldom do. I’ve mapped them on almost all of my characters, and for the most part I just look to see what my server has conquered and cap that – then once I’ve capped my borderland and 1/3rd of EB, I wait until the color changes (usually the following Friday; SoR bounces colors a lot now) and rinse repeat. Takes me 3 days over 3 weeks, but I don’t have to join a single WvW battle (intentionally).
So it is entirely possible already to get the legendaries without actual WvW’ing.
So you want the legendary to be something that’s easy to obtain? I’m all for making the legendary truly legendary to have. That truly requires all aspects of the game that you’re allowed to take an actual legendary. And if that happens, I likely will not be able to get one. Because I’m the casual who decides they don’t want to spend the time memorizing rotations and keeping up with the meta. I button mash my skills and use the ones that seem to work the best for me and my button mashing rotation. And my main is a squishy elementalist so I don’t have room for a whole lot of errors.
And hey, guess what, I’ve got my Gifts of Exploration and the Gift of Battle and I’m fully aware you don’t have to play WvW at all to get the WvW components. I’m laughably bad at WvW. My badges of honor, which I had been dreading getting, got handed to me in a couple of AP chests. I got them before they changed the requirement to needing to be rank 14 to get the Gift of Battle. But I likely would have bought the liquid WXP and bought my way up to rank 14.
But the map completion part of WvW is currently the only part of WvW you can’t avoid by buying things or getting enough AP.
Well, one would also argue that you’re not playing the game when you’re just standing around buying materials, but… y’know, grey areas.
Using an auto clicker is 1 click = multiple actions.
They don’t mean action as in action type when they say 1 click to 1 action. Consuming 2 karma jugs is 2 actions in the mind of ANet.
See this thread: https://forum-en.gw2archive.eu/forum/support/account/Is-using-macro-to-use-up-karma-items-allowed
And specifically this post in it: https://forum-en.gw2archive.eu/forum/support/account/Is-using-macro-to-use-up-karma-items-allowed/first#post4423505
I wish they would make Legendaries untradeable again after a lengthy warning period so that people don’t get stuck with Legendaries they don’t want.
After that, they should change the current process so that it requires actual effort. Make the WvW gift requirement much, much more brutal. Bump up the required WvW level and tie it to the WvW seasons somehow. After that, add an element that requires lengthy amounts of time in sPvP.
Basically, make a Legendary what it should be: A sign of someone who has done all that the game has to offer.
It should only require participation in the modes you can the legendary to. You can’t with sPvP. So the requirements shouldn’t have it. PvP should get some really nice looking skins to work for as their legendary weapons.
Did any of those players who needed the event the succeed mention they needed it for the Living Story in chat before it was failed?
I’m sure most of the farmers there most of the time will be happy to let it succeed if someone needs it to succeed if the person asks nicely.
The players farming it have just as much of a right to play how they want as you do. When things conflict, most times if asked nicely the group that is blocking progress is more willing to play how you want for one round.
Yeah right of course.. what game are you playing ??
No one should have to ask permission to complete any event in GW2.. they are there to be succeeded not purposely failed.
If any player was to ask the first thing to be said from the failtrain would be .. go somewhere else for it were farming lalala and so it would begin.Failtrain wont be happy until every event is nerfed in GW2 and every legitimate champ train rotation or openworld mob spawn gets hit with heavy DR or no loot drops at all from champs..
Why ANET fail to act on this kind of in game behaviour is beyond me and I don’t mean by patching the event again.. just one announcement to warn the community it is watching and will start acting on this exploitation of the event mechanics if it continues might start to see a shift in attitude but then again probably not.
But it isn’t exploitive to fail an event multiple times in a row. It is a valid way to play. Just because you don’t like it or that there are a few jerks in the group, doesn’t make it an exploit. ANet has mentioned this, but it isn’t something that they balance around. Just like key farming.
And a poster above mentioned that they asked and the farmers were willing to let the event succeed when the above poster appeared to be the only one who wanted it.
You keep trying to convince yourself of that.. then when you finally look further than the end of ya nose ask yourself why did ANET decide to patch Blix and Coil if it wasn’t seen as an exploit to the event mechanics that had/has the potential to harm the game .
Just because ANET are unwilling to actually come out and admit their game event designs are flawed and open to exploit, doesn’t mean its not an exploit.. hence there decision to patch.But like I said it won’t take long for ANET to adjust loot drops, rewards, salvage rates, RNG to rebalance the ridiculously overfarmed loot that has come out of the above mentioned events.. and then at some point champs will get nerfed to not drop any loot during events and rotations once again altered.. so everyone looses out… but you keep telling yourself its not exploiting the event mechanic for your personal gain.
They don’t like farms. They said it wasn’t an exploit. ANet bans exploiters even if it isn’t widely known that it’s an exploit, I don’t recall a rash of posts crying foul over being banned. They did say it wasn’t what they intended and so they changed the timers to better fit their intent and to nerf the farm.
Just because something isn’t working like they thought it should, doesn’t mean that it is always an exploit. Sometimes it is, but not always.
And I haven’t actually participated in the fail event farms. I don’t like the monotony of farming.
But a legendary should mean that the player has experience with all parts of the game that you can take a legendary to.
You know, this is one of those concepts that unfortunately looks so great on paper, but can look so terrible in reality. I mean, prime example: I can complete the WvW part by religiously watching the map every day/week. I don’t actually have to participate in the mechanics of the game mode.
Or like you said, I can just buy the legendary off the TP.
After seeing how this game has done things, I think the reality is that trying to make legendary crafting an “all game modes” process actually worsens the experience. Instead of being the rewarding “legendary” quest that it looks like on paper, it’s more just a grind fest with some moments where you have to do game modes that you may not have any interest in.
The problem, I think (forgive any incoherent moments from my tired brain) is that most players enjoy one game mode more than any other. And sometimes they love it to the exclusion of all other game modes. Which means that their way of having fun is sticking mostly to one game mode.
Now you might think this should mean, “Oh, well they don’t get a legendary then. Legendaries are for people who experience the breadth of what the game has to offer.” Except that the concept of a legendary quest meaning breadth of experience may be a bit confused. If you look at a game like Ocarina of Time, where you do the quest to get the Biggoron Sword, you have to go to a lot of different areas in the game to complete the quest… and yet, most of the quest chain is, “Get this item from X spot and take it to Y spot. Sometimes with a time limit.”
Point being that although the areas you need to travel to are varied, the gameplay type, or “mode” is actually very consistent across the quest chain. You feel like you’re doing an epic scavenger hunt of sorts, but you’re never asked to do something that’s particularly startling or new.
I feel like the expectation for the on-paper concept is that it’s similar to the Biggoron Sword quest chain in Ocarina of Time; you go into a lot of different areas to complete the quest. Problem is, different “areas” in an MMO can be like going into a different game within the same game. WvW is GW2 the same as Dungeons or Fractals or Open World, but they all have distinctive gameplay mechanics that make them unique to one another.
So on paper, you have, “Explore various areas of the game to get each component you need for your legendary item.” In practice, in the Ocarina of Time example, this looks like, “Explore various areas of the game, all with the same mechanics, to gather and combine each component.”
In GW2, it’s more like, “Explore various areas of the game, each with distinctive mechanics/gameplay, to gather and combine each component.”
Now granted, perhaps my idea of a legendary hunt is different from others. But that’s how it looks to me – like an awkward meeting of two concepts (numerous areas on the one hand and MMO breadth of gameplay on the other hand) that doesn’t quite operate how you expect it to.
I see the same thing with some of the Collections they added.
Like I said, if they changed the requirements for the Gift of Battle back to where you actually had to play WvW to get it, then I would be fine with removing WvW from map completion.
Yes, I’m fully aware that map completion in WvW does not require participating in WvW as it was designed. I map completed without really doing WvW. And I coincidentally got my Gift of Battle with badges of honor from the achievement chests before they announced they were going to have a rank requirement for it.
And while you can buy it off of the trading post, I did mention that I HATE that players can do that. It completely cheapens them. They aren’t truly legendary. Nothing legendary about opening a wallet to buy gems to convert to gold to buy a legendary off of the TP.
(My thoughts when i realised i need 21 days to craft mawdrey)
Suggestion: Instead of spending time on a 2nd account, leveling characters, training crafters, gathering materials to craft the time-gated materials simultaneously on both accounts, why don’t you spend that time on doing different activities (e.g. dungeons you don’t run otherwise, visit maps/world events you haven’t visited and so on), exchanging the resulting loot into coin to buy the extra timegated materials on the trading post?
I can levelup via crafting and send materials using mail or guild bank. I don’t need to duplicate all activities to buy mats, i can buy it now. I talk about “Plate of Piquant Plant Food” it costs ~1.5g if i will craft it myself. Or 2.5g if i will buy it from TP. What the point to spend extra gold here?
ANet would be thrilled if you bought multiple accounts. They would not care in the least whether you use this method to skip time gating. As a matter of fact, they already allow to you to bypass time gating – buy what you need on the TP.
Nope. They will not get more money from me than usual. I will buy acc, but i will not buy something useless in gem shop. Same money but new account has many profits.
They’re not forcing you into anything. You are the one who thinks you should be getting that stuff faster.
This.
OPs suggestion that it’s Anet’s fault he seeks an extreme alternative to bypass game mechanics he doesn’t like is absurd….. The use of the term “force” makes the rest of your statements questionable. Make reasonable arguments and you will be treated to reasonable responses…..
The idea that an Ascended (TOP tier) backpack item should be available at any time goes against ALL As ended crafting available in the game. I understand if you don’t like that situation but it’s not a new concept.
Not faster. Cheaper! For actual cost! They indeed force me to do some math “spend money on TP or spend money to buy new acc”.
1. There are apparently ACCOUNT bound ingredients. Meaning ones that you won’t be able to shuffle between accounts. Geodes are only found in Dry Top I believe, which is a level 80 zone. So now you have to get a character to level 80 to make your multiple accounts worth it. And you have to level up crafting on the other accounts, which may be hard if you don’t have a ton of materials in your bank. We can’t know that so we have to assume you’re the average player who doesn’t have enough in inventory to get to max crafting without buying things.
Suggestion given was to take the money you would put toward a new account to buy gems and then turn those gems to gold to buy the time gated material off of the TP.
2. You wouldn’t be buying anything useless from the gem store. And your statement leads me to believe that you don’t buy gems all that often, if at all. Which means they will be happy you buy more accounts. Because they may view that as the only way you’ll give them more money. If they design things to make you feel forced to make more accounts.
3. They aren’t forcing you to spend money either for TP or new account! You can wait out the 21 days on your current account and not spend anything extra to make it! It’s not going to disappear in less than 21 days.
Your “give it to me now, I must have what everyone else has yesterday” attitude is what is forcing you to either buy it off the TP or make a new account.
Submit a ticket to support.
We on the forums can’t help you figure out why you’ve been banned.
I just want to also interject that this is one reason the personal story should be PERSONAL and not need a ton of people to complete, and should not take place in the “regular world of Tyria”, but rather stay within instances. I think this is bad planning on ANet’s part. Do they even play their own game? I’m seriously doubting it.
Anyway, just to reiterate what I said above: when I went to specifically complete this event the commander ASKED if anyone needed to complete to PS and when I said yes, I did, everyone there was totally behind completing it. Not one person complained.
Or at least not tied to the dynamic events.
Or if it is, have it be just so that the event isn’t going, regardless of pass or fail conditions (meaning don’t put them in areas where the control goes back and forth between NPC’s and enemies).
Then the LS story event can serve as a nice way to pass the time until the event pops again.
What I would like to see happen to map completion is:
- Separate WvW from “World Completion” (the actual title, it isn’t ‘map completion’ but world completion – which doesn’t make sense seeing how WvW isn’t part of ‘the world’), giving it its own achievement and rewards, adding the PvP hub, Heart of the Mists, and Edge of the Mists into it (I don’t recall if PoI in EotM are automatically unlocked, but if they are then they shouldn’t be with this change – furthermore, adding vistas and skill challenges to Edge of the Mists to make it more worthwhile to complete).
- Add Dry Top and Southsun Cove to World Completion; add a series of skill challenges and vistas to Southsun Cove to make it more challenging (perhaps new Points of Interests too), with a reward being a reduced equivilant of standard map completion (as they’re smaller than normal zones) – given their level, perhaps 1 exotic, 20 Karka Shells/Geodes, and 1 Transmutation Charge (plus standard exp).
- Make Claw Island an open zone that becomes accessible after Retribution, the PoI and areas having to be discovered as they are elsewhere (old characters who’ve discovered them would be grandfathered in). Add in a couple vistas and skill challenges and a single waypoint to expand its completion. Reward for completing this would be city-level due to minimal danger in the zone.
- Make Labyrinthine Cliffs permanent, altered for a non-Zephyrite season, and add to World Completion – add a few PoI, vistas, and skill challenges to expand it a bit; it’d give city rewards due to immensely small size and lack of danger (better than Chantry with its one PoI for exp-only reward). Alternatively, creating some permanent events involving locals could merit a small raise in stakes, perhaps, to just crafting materials + transmutation charge + exp?
I feel that such a change would allow WvW’ers to have their own completable mapping achievement, while PvE’ers don’t become “forced” into WvW, regardless of how easy one can argue the WvW mapping is, but don’t have an easier time at World Completion than they would with simply cutting out WvW from mapping.
And hell, I’d probably add uncovering areas to map completion too, just so that people have to uncover the whole world.
The problem with that suggestion is the Gifts of Exploration.
They are currently the ONLY requirement of the Legendary that requires you to actually venture out of the safe haven of the spawn point in WvW.
If they changed the requirements for the Gift of Battle to require players to actually play WvW, then I would not have an issue with the WvW requirement being removed. But a legendary should mean that the player has experience with all parts of the game that you can take a legendary to. Yes, I hate that the legendaries are on the TP. It cheapens them incredibly. To the point of it has no wow factor in game. Because enough people are in the business of making legendaries and too many players whipped out their credit card and bought one with money. Farming to get gold is a middle ground. It takes a lot to buy one off of the TP so that means tons of hours playing and those who try to do it as quickly as possible do tend to hop from one activity to the next as ANet likes to nerf farms.