Yeah, it’s a property shared with some legendaries. That’s … kind of nice, for something that relatively expensive.
I’d put money on your imagination, because that is a trademark of a company known to deploy lawyers at the drop of a hat…
It goes to the “next” thing on the reward list, which has some ordering I can’t understand but is probably, like, some technical implementation quirk or other.
Sadly, this is a well known annoyance, and seems highly unlikely to change. Pay attention for when you finish a track and switch to the one you want as soon as possible.
I know the expansion is a long time away, however, it never hurts to make early suggestions.
The expansion has been in development for a long time, and you are probably six to twelve months past the latest date your suggestions could get rolled into it. Planning work and early tooling probably started before the HoT release.
“This map is closed to all not already in it.”
I believe this is the message you get, when you try to join a Dragon’s Stand map after the meta event chain is completed. A lot of areas and loot appear then and ANet wanted to make sure, that only people who played the meta have access to these.
Solution: Join the map before the meta finishes and pray you don’t disconnect.
If you have regular problems with being disconnected, you might want to follow the guide here to figure out where the issue is, and try and get it fixed.
Over the last year I have only once been disconnected by something other than “cable modem lost Internet entirely”, and that was closely followed by patch notes reading “fixed a server crash when <thing I was doing>”.
There is confirmation in the API forum that they missed one step in their certificate update checklist (which, since it happens at most once a year, and often only every 2-3 years, doesn’t get that much testing.)
Check the dev tracker if you care, but it should be fixed today, and it probably won’t happen again in future.
If you are uncertain, you can simply report the character for “botting” using the in-game reporting option. ANet will follow up on that appropriately. As long as they are not obviously active (eg: chatting in /y, or something), that’s fine.
Bad FPS on laptop: Will an external SSD help?
in Account & Technical Support
Posted by: SlippyCheeze.5483
An SSD is similar to a hard disk, but uses different technology to store data, so it’s generally somewhat faster. (It stands for “solid state disk”, by the way.)
You can use one in a laptop, but it usually replaces the internal hard disk, rather than anything else.
They are similar to a flash drive, but … faster, basically. Wikipedia can tell you the gory details
It will almost certainly not change the FPS you get in the slightest, since that is related to the performance of the GPU and CPU in the system, not to the hard disk or SSD.
It will generally decrease load times, though “how much” depends on how fast the current system it, and how busy the existing drive is. Generally, though, they seem “super fast” compared to the alternatives.
Replacing it when you are not sure what it is, probably challenge level “solo tequatl” or so. I’d strongly urge you to get someone to do it for you … if it was worth it at all, which it probably isn’t for you.
It’s an expired certificate. Add in HSTS and at least Chrome based things are refusing service right now, pretty non-negotiable.
(but good on y’all for using HSTS to protect this stuff, it’s definitely nice to see that trust enforcement system in place.)
Leather price is killing this small guild
in Guild Wars 2: Heart of Thorns
Posted by: SlippyCheeze.5483
Yep, the system is really unfriendly for all new guilds. Which is a problem.
Why is it a problem? Why should a new guild be easy to establish? Running a social network well is a lot of work; perhaps it’s better if the incentives are better for joining an established organization rather than re-inventing the wheel.
Nope. That eventually ends up killing any attempts to make new guilds in game. And a game where every community is an old one is a dying game.
I can’t disagree more that it “ends up killing any attempts to make new guilds.” It discourages people from starting guilds for the sake of starting a guild. It encourages people to be ready to commit to the enormous effort that is required to establish a long-lasting social structure.
No, it discourages guilds that grow. It creates a situation, where if you can’t create a big guild from the day one, you should give up. It has nothing to do with long-lasting social structures. In fact, of the guilds i have been in in my long MMO history, the most fragile ones were those with more members, as those tend to have less group cohesion.
I’d certainly say more that if you are not prepared to put effort into growing a guild without immediate rewards, then you should give up. Which, honestly, I think is the right choice, unless you want approximately one guild per person.
I have seen what you have about large guilds breaking down, though. It happened routinely over in WoW, where they were much more strongly effected by both raid performance, and server moves by groups of people.
Most of the time, though, the breakdown was precipitated by one of two things:
One, a change in leadership, rules, or something that put social pressure on the guild such as problems with member behaviour. This triggered the guild to fall apart along internal fractures, such as “is being homophobic a problem”, or “is being sleezy acceptable”, or similar sorts of issues.
Two, the guild existed as a way to route profits from member activity to the small group at the top of what is, in essence, a pyramid scheme. The majority of members were recruited from map chat spam, cared nothing for the guild, and got nothing in return. Eventually recruiting wasn’t sufficient, the population died, and whatever illusion of guild life had existed to that point fell apart, then so did the guild.
Neither is avoidable, though: a guild that doesn’t provide any advantage to members is a guild that, at best, they pay no attention to. One that has some internal disagreement about social policy is one that is ripe to split if agreement isn’t reached.
Nothing makes GW2 any more resilient to those situations, and while it has less “implicit reward” for running a guild, it’s still full of guilds that exist so that the officers can “have the full guild experience”, or seek power over a guild without really understanding that it’s not just free “respect and obedience” from the rank and file.
I hadn’t seen the copter glider before….
that is,,,
GLORIOUS!
I love the look of it. I thought “dang, I’m gonna buy this…” until I heard it. /cry
It’s worth noting that ANet are, generally, not responsive to “may I buy” out of turn, and they definitely don’t do this to have players secretly pay extra in the background to have things show up.
You might want to subscribe to it in the tracker available at gw2timer.com so that you get an alert if it ever returns to the gemstore.
Thanks for the explanation of why. In my head I naively assumed there was something like a hidden achievement used to track “has killed today” that got reset at daily time. (Guess that WoW implementation detail was stuck in my head, and I didn’t realise it until now. Since those are account-wide but kills are per-character, that doesn’t make sense in GW2 universe.)
Note: I’m specifically thinking “have I killed this yet”, for an automated checklist sort of system, rather than “when is it up”, etc, sort of data. That is, I use gw2timer.com to track when they spawn and things, and I can manually check off a boss on kill. I’d like that “remember to click” bit to be automated by pulling from the API or whatever.
Yes, we need this feature. Also, Anet should make finishers mandatory for players and add them to champion mobs, for example, so there’s more reason to acquire them.
They are already “mandatory”, in the sense that there is one attached to your account by default, just like the default glider skin.
Really, though, “forcing” people to use something generally isn’t a winning strategy for the company behind it.
Client crashes during heavy graphic fights
in Account & Technical Support
Posted by: SlippyCheeze.5483
This is still happening… ANet, this is a 2 year problem still to be fixed… When I want to play I have to go to my Bootcamp partition.
And please fix the FPS problem on the Mac client, it’s a shame that on windows I can run almost everything on the highest settings and on the Mac client almost everything on the lowest…
The only option for a short term fix on macOS would be to use wine 2.0 and run the 64-bit client yourself. The memory issues that most people talk about here are equally bad using the 32-bit Windows client.
In the medium to long term anet are working actively on a new macOS client that should resolve the issues entirely, by being 64-bit.
The 64 bit client running on WINE does not solve the problem, in case anybody wanted to try.
Interesting: so, unlike Windows, the 64-bit client + wine still experiences out of memory failures due to heap exhaustion / fragmentation? Any theory as to why?
FWIW, ANet can’t just life the look of Tron skins and apply it in-game: that’d be a violation of various laws, and/or trade agreements, and open them up to unpleasantness with lawyers and courts.
This may or may not be a good thing, but it’s definitely a real thing. :?
Oh. Uh, my ears request this only happen after I can selectively mute sound effects in the game, please. Oh, gods of tyria, pleeeease.
My advice is to make both a necromancer and an elementalist and then each time you load the game log into whichever one you feel like playing. Over time you’ll probably find you enjoy playing one of them much more than the other and you’ll have your main.
I agree with this. I have leveled multiple classes and spent time playing them each for a while. In a game like GW2 part of the fun for me is getting to know each profession, then returning to the ones I enjoy…. my only problem…. enjoy doesn’t always = being good at them :/
Time is the best cure for not being good at playing a class. With practice comes mastery.
It’s highly unlikely, but as a rule ANet don’t bless individual third party modifications, and they are at least technically in a grey area, if not an actual ToS violation.
Assuming you don’t, eg, use depth buffer information to see through walls or something, it’s probably OK though.
After redoing every heart on the map, I learned the missing one was Saidra’s haven, apparently I just never came across doing it, and quickly realized why. It’s so boring.
I never really missed Hearts, I gotta say. Also map compleition rewards weren’t too hot either.
Map completion rewards on the new maps are the same as map completion rewards on any other level 80 map, FWIW.
Leather price is killing this small guild
in Guild Wars 2: Heart of Thorns
Posted by: SlippyCheeze.5483
Yep, the system is really unfriendly for all new guilds. Which is a problem.
I really disagree, as I see that one of the biggest shortfalls in most MMO designs is that “guilds” are one of two things:
If they bring rewards, those can usually be redirected to a small group of people, so “found a new guild, spam for members, profit” becomes a meaningful model. Most guilds are just there to channel profits to the folks who started them. (see WoW, where some gold deposits into the guild bank for every member playing the game.)
If they don’t, or the rewards can’t be channelled, then it attracts the people who really want the (perceived) power that comes from leading a guild, or who want to use it for something way outside the intended purpose (eg: guild hall as personal housing), and we get complaints about how hard it is to get a new guild working.
Neither of these really does very much, compared to guilds that actually have some purpose for existing such as a shared social attribute, or a specific intent and structure to work with an aspect of the game (eg: WvW guilds, or raid guilds.)
I agree with SlippyCheese.
Fights tend to be fast, and the zerk meta favored high bursts that could melt almost anyone very quckly, while condition damage was more over time, hence needed more toughness and vitality to reach its full potential. Now that conditions stack intensity, we can also see condition bombs that melt really quick too, and I don’t think that should exist. Issue here is the overall power creep, and the trend to end fights quickly.
Yet, most players don’t want too bunky builds, because fights eventually tend to be boring.
FWIW, I think there is a middle ground that is the “sweet spot” between dying in seconds, and dying after a week (eg: can build enough healing and damage reduction that it’s close to impossible to actually kill someone.)
I’d guess that somewhere in the twenty to sixty seconds range was about the right number to aim for, to balance between the two. eg: full glass vs full glass burst builds at the twenty seconds to kill, full defensive vs full defensive builds at the sixty seconds, and most engagements at the middle of the bell curve with balanced gearing, and ~ 30-50 second fights.
All classes are viable at the moment. Nothing has been “nerfed into the ground” to the point it can’t complete any of the available content. The only limitation, in fact, is based on players who are unable to do the math, and significantly overvalue small mechanical differences while ignoring the vastly larger effect that player skill has.
So… play what you enjoy. You will do much better taking, say, a Necromancer that you know how to play well into a raid, than an Ele that you play poorly. Sensible groups understand that, and base inclusion on actual performance.
It is also worth knowing that we can’t predict the future, and so, can’t know if, say, the next version of the reduction in the overload effect for eles would be seen as “nerfed into the ground”, or just “hurts, but they still top DPS”. (PS: not that black and white in the real world)
Anet did you visit Bitter Frost lately ?
They will have, yes, and had similar experiences to the rest of us. We also know that they do review, and act on, reports of AFK farming as “botting”, as well as other reports via support tickets, etc.
We also know that a non-trivial number of the people being accused of this are not, in fact, actually AFK, they are simply sitting there not doing that much, but actively hitting buttons, responding to GMs, etc.
We understand that it seem obvious to you that there is a “problem” here, but this sort of rhetorical question isn’t going to produce the desired result. You should, instead, focus on bringing something useful to the table: for example, proof that someone is actually AFK, and were reported, and continued to do the same thing.
That slim greenish projectile, by the way, is the dagger. Well, a spectral copy of it, anyhow.
yes coz asking nicely last year worked out so well for us eh ?
“ANet did not do the thing when we asked nicely” does not make “so I started being rude to them” more effective. You may find http://www.wikihow.com/Ask-for-a-Favor improves your ability to get the results you want in life, as time moves forward.
I agree, the old LA was the better city. I don’t see a logical way to bring it back, except perhaps through Chronomancy.
Maybe there could be a fractal in old LA, defeat the Marionette or some such thing.
In fact, why does a fractal have to be a dungeon? It could just as well be a way to revisit pre-searing Ascalon or old LA. Maybe they could even sell a gem store pass…
As someone who missed LS1, I’m all for seeing more of it come back in fractals. That would be nice, city or not.
Outside of that, no, I very much doubt it will ever re-exist. Unless we go to Draenor in the past have our own version of a time travel expansion.
If you get rid of those sounds get rid of the predator too. Nothing like a loud bang. Seriously though just don’t play with those people if you don’t like it. They spent a lot of time crafting the legendary weapons.
The problem isn’t that they are making the choice to play with them, it’s that the people using those weapons show up at the same location for whatever reason. (eg: questing in the same general area, world bosses, etc.)
I’m not arguing that there isn’t a problem, just that “don’t play together” isn’t really a viable solution here.
FWIW, ANet can’t just life the look of Tron skins and apply it in-game: that’d be a violation of various laws, and/or trade agreements, and open them up to unpleasantness with lawyers and courts.
This may or may not be a good thing, but it’s definitely a real thing. :?
congratulations
I wish I could share in the joy, though, but I’m still waiting for a full party of 10 people who know how Matthias work…. It’s the last one I need, and I’m well over 50 parties of trying now….
It does take a while, but once you know the mechanics and know what to do, you can hope in on a group looking for experienced people.
Alternately, join (or start) a regular group of the same people, who can actually learn from past mistakes and improve together, rather than hoping that you randomly get a set of people who already know the mechanics well enough to do the entire fight.
“Coordinated” groups of players do much better in raids, and that’s not just “voice chat during the only couple of attempts you make together.”
Wouldn’t it be nice if we could get 2 new upgrades for our Guild Halls.
1st Being an upgrade for a Trading Post
2nd Being an upgrade for crafting stationsWhat’s your thoughts?
It’s not going to happen, for the same reason that ANet have not already done it: it would remove cities as public hubs, which is considered bad for the game.
(IMO, correctly, because suddenly it’s much more like a lobby game, as there is no non-combat area to encounter other players, but I recognise this is absolutely debateable.)
It would be nice if we could get a way to limit which finishers came up with the random option checked. I seem to be on a streak of Whump the giant or the Halloween finishers even though I have most unlocked.
FWIW, that suggests that it’s actually random, rather than what people think of as random. eg: each time you use a finisher, it selects randomly from the entire pool. (which usually has much, much longer streaks than people intuitively expect.)
In many cases random actually means “shuffle the list, then run through it end to end”, so you get random selection without duplicates until all have been shown, then repeat, so streaks have a cap of two…
If a business keeps an item in its inventory instead of removing it to make room for something else then to me that’s a pretty good indication that it’s being bought in enough numbers to be worth it. If they don’t ever drop the price then that’s another
Yeah. In a “virtual” shop where there are much lower costs associated with the inventory, it’s not such a strong hint, but … I can only assume people do buy these, instead of simply repurchasing the sigils, which is almost exclusively less expensive. shrug
The moment you tell Arenanet you have cash to spend they’ll shower you with confetti.
Buh-bow…. nope. “I’ll spend money on X, if you bring it back to the gemstore” results in silence, not confetti.
OP, gw2timer.com (and probably other API apps) can watch for items showing up now; you might want to use one of those to subscribe. (I’d suggest, if you are doing gold => gems for it, also have the gems sitting waiting for the moment when buying is cheap, just to avoid the pain if a spike in prices happens at the same time.)
I’ve never been able to decide how I feel about transmutation charges.
On the one hand the basic system does sound undesirable – you obtain skins to use, but then have to pay extra (either gold or real money) to be able to use them. That would definitely put me off changing skins and therefore obtaining skins.
On the other hand I’ve been playing this game for 4.5 years, I’ve got 9 permanent characters and had literally dozens of temporary ones (who do sometimes get reskinned equipment) and I’ve never bought transmutation charges, or transmutation stones. I’ve always had more than enough simply from the ones we get free, even with my main character totally changing her look every few months. I don’t play PvP and only play WvW occasionally so I think most of those came from login rewards and map completion (mainly cities but you can get them from other maps as well) – because I make a lot of alts I do a lot of map completion so I end up with a lot of charges.
I suppose the logical conclusion of those two points is that transmutation charges are ineffective (in my case) as a way of generating income for Anet, but still create the impression of a pay gate, so the game would be better off if they were removed.
But in practice the outcome is that I don’t care. I don’t worry about spending them because I know I always have enough, so they don’t feel like a barrier to me. I almost forget that changing skins costs anything, I just pick the skins I want and apply them.
I’d honestly prefer a WoW style “pay gold to change appearance” model. A proxy currency adds no particular value, I think, since it’s already possible to do gems => gold if people want to buy more transmog.
OTOH, in-game gold is generally a less “valuable” resource, and this adds another sync to eat the constantly generated income out of the game, so … that’s a win.
One suggestion I have seen is that the cutscene is pre-scripted enough that network traffic drops off, and a firewall or NAT timeout happens so you end up disconnected because the connection is broken. eg: it would happen any time that a cutscene ran “long enough”.
Another is that some packet in the connection hits some filtering something or other in a firewall or malware tool, and causes the connection to be broken — randomly, it happens to match something nasty, for whatever reason.
It might be worth investigating those and see if either helps?
There are three probably unrelated issues described here. Ayrilana, I have no idea what might trigger your issue, but that sounds like something to maybe open a support ticket about. That way you can work directly with a support person to identify the issue.
shkeva, DemonSeed, you could be describing either network issues, or the known problem that in WvW the server can sometimes lag behind.
There are two things you can do to identify exactly what is going on here:
One, check for network issues. https://www.pingplotter.com/fix-your-network is a great guide for how to do that, and how to get them resolved afterwards. If it is in the ANet / NCSoft chunk of the network, then a support ticket is the bet.
Two, the most recent version of arcdps, a memory-reading DPS meter, includes a “server tick” tracker that shows how quickly the server is processing events. I’m not entirely clear on the technical details of how it tracks this, but I assume it’s based around the normal update period of 1/25th of a second for various background status things.
Between those two sources of information you should be able to identify if it is network related, or server related, or something else. I’d encourage a new thread for your issues, since they don’t seem to be related to crafting at all.
Client crashes during heavy graphic fights
in Account & Technical Support
Posted by: SlippyCheeze.5483
This is still happening… ANet, this is a 2 year problem still to be fixed… When I want to play I have to go to my Bootcamp partition.
And please fix the FPS problem on the Mac client, it’s a shame that on windows I can run almost everything on the highest settings and on the Mac client almost everything on the lowest…
The only option for a short term fix on macOS would be to use wine 2.0 and run the 64-bit client yourself. The memory issues that most people talk about here are equally bad using the 32-bit Windows client.
In the medium to long term anet are working actively on a new macOS client that should resolve the issues entirely, by being 64-bit.
If you have any DPS meter, graphical enhancement (like reshade or gemfx), etc installed, then please ensure they are updated and/or removed before retrying the operation.
https://www.pingplotter.com/fix-your-network is a good guide to tracking down where the problem lies, and how to talk to the folks that can resolve it.
If the problem is on the anet side, you can contact support via a ticket, but otherwise, it might be possible to resolve with your ISP, fastweb.
Sorry that my Italian is too poor to communicate that way.
Leather price is killing this small guild
in Guild Wars 2: Heart of Thorns
Posted by: SlippyCheeze.5483
LOL… didn’t mean it literally, just the cost of it is horrible and we’d like to get the upgrades going again. It’s just frustrating to have to grind for it.
You’re a small guild; you’re still going to have to grind.
This is why, every time someone shows up asking how to start a guild, my advice is “just don’t”.
It sounds like it’s going to be fun, but after you experience the “claim a guild hall” part … it just stops being good, unless you manage to grow, and almost all of the folks asking that don’t really have any purpose for the guild that is different from the bulk of existing, already large and upgraded guilds, so … what do they offer a player?
I think if they think about bringing back Cantha, they should think about making the Tengu a playable race.
No need for Canthat for that. And it wouldn’t even fit anymore. The Tengu city is just outside LA now. They just need to open the doors for us.
This. All they need (or at least would be preferable) is a Tengu tie in somehow with the story. Maybe the tengus city will get attacked by one of the dragons and they come to us for help or w/e.
That was intended to be part of the game, but cut before the day one release. It’s fairly unlikely that it is going to happen now, especially with the backlog of gear work required to make all the existing stuff fit on the Tengu…
So, I don’t have much opinion about those specific weapons, but… I used to play WoW. They had one emote, /train, that would play the most awful “choo choo” voiced thing along with it — and they had a “toy” that had everyone in a “large aoe” area be forced to play it.
The very first “addon” I ever, ever found for WoW was actually a set of empty sound files that you could place in the appropriate path on disk, and which would “play” instead of the system supplied ones.
Perhaps, instead of tuning the sound, the same process could be applied here? Have GW2 first check if a file exists on disk, and if not, then fetch it from gw2.dat — allowing players to mute whatever annoys them.
(…and, I’m sure, also bring the awful “real world” gunshot sounds to guns, and other things that I loath, but I guess some folks really love?)
I’d like the fish replaced by a drowning villager from super adventure box. Occasionally (every second) it would play that horrid “miaaaaaaaoow!” sound followed by a sort of distressed 8 bit gurgling.
I give my vote to this suggestion!
I love my Mini Professor Mew so much. I’m voting for this twice!
The rebalancing needs to happen at the source of conditions where each class has 1 damaging condition and 2 covers max. If you’ve ever played condi Guardian, it’s probably the most balanced condi class when it comes to this. You have burning as your damage and if you spec into DH you can gain cripple and vulnerability as covers, unlike other condi classes that just look at you and you gain 5 conditions really. Though if the rumors are true, Guardian will be joining the other classes and probably kitten out conditions like no tomorrow come next expansion.
Then you run into an Ember/Fire Elemental/Destroyer and realized what a terrible mistake it was to rely only on burning. :P
The idea of cover condition is also subverted by the fact that some condi removal target specific conditions or specific types.
Coincidentally, modern destroyers and embers are not immune to burning. I wish that would get refitted back to the older ones too… though thankfully I’m not burning focused any more when I run about the maps.
I think there is more nuance possible than Conncept.7638 is bringing to the table here:
I agree that if condition damage is (far enough) lower than power damage, nobody is going to bother with running it, or contermeasures for it.
If it is approximately equal to power, or even stronger than it, but that damage is spread over time, then there is more nuance than “only condi” involved:
- bring condition cleansing, and use it to purge off conditions.
* bring healing, and use it to heal through condition damage.
* bring condition transfers, and use it to move conditions back to the attacker.
* bring a higher health pool, and tough it out.
…and also, time when you use the condition cleanse. Is it worth absorbing a few seconds of damage, and then cleaning off the last half, or should you instantly remove it, leading to less damage taken now, but also more risk.
Much of what you say applies to power damage identically, too: if it overweighs condition damage, everyone brings power, and you get simple counterplays: use an immunity, or a heal, and apply some damage reductions.
I could certainly see two big things being argued that change the picture though:
First, make protection reduce condition damage as well as power damage. That makes it more valuable, and provides another option for dealing with that source of pain. Perhaps do the same with aegis, absorbing a tick of damage?
Second, slow down the pace of GW2 PvP some. It’s … very, very fast right now. Many engagements are decided in the first six or eight moves, and that is somewhere between four and six seconds of time.
Slow that down and suddenly condition damage is less of a thing, because you have more than two seconds to do something in response to it … just like you do to power damage, which is just as spike-oriented right now.
What we really need is an upgraded list of report options to more accurately represent the problems Gw2 has today.. or at the very least a specific option for reporting these AFKfarmers.
We really don’t need that. Just report them as botters. ANet will investigate.
Keep in mind that every report always gets handled by a human, who works off a checklist. “Verbal abuse” includes a check for word choice as well as whether it’s directed towards the game (often okay) or spewed at an individual (nearly never ok, even if no inappropriate words were used). “Botting” includes checking for AFK Farming.
Better that the devs focus on bigger issues in my opinion.
I actually feel like it is a useful thing … maybe just a word change here “botting or afk farming”, but for some other things (eg: “bad guild name”, “bad pet name”), it would be good to have a clearer bucket to throw things into.
I’d also love “being an awful person” as a category, but that one is just me, I’m pretty sure.
At the end of the day, trying to report something by “closest match” feels bad to me. I don’t like saying “botting” when that’s not what I’m talking about, and while I can do the mental substitution, it’s not … nice. Feel bad, buddy.
I agree that it’s not a huge deal, but I’d kind of also hope that it wasn’t a huge deal on the UI changes side to reword it for clarity or whatever. #include <development cost unpredictable rant here> on that one, of course.
P.S if we could dye weapons what would they do each year for SAB when they cant just add a new colour weapon gawd they mights actualy have to make some new content :^P
If you really believe that is the attitude anet have to creating new stuff for the game, it’s way past time you accepted the inevitable and moved on to a game that does create whatever sort of content you want on a regular basis.
If not, I can assure you that this is not the most productive way to try and motivate the folks at anet to do something. It’s actually pretty counter-productive, in the sense that any actual value (eg: I would work to gather recolor skins, because … something) is lost when they read the insulting tone, sigh, and ignore your comment.
I’m pretty certain that “intentionally do a bad job” is something that would be extremely challenging to convince the artists, developers, modelers, etc, to do. It definitely wouldn’t be a good company to work at if they demanded that.
I think it’s much more likely that your aesthetic is just simpler than most people, in the sense that you like less decoration than many, so while most folks think “ooh, cute widgetty bit”, you think “ugh, why spoil the clean lines?”
I know /wiki already does it but it would be a HUUUUGGGEEE QoL improvement if we didn’t have to type so much stuff. Some items have very long names.
/wiki works fine with the item chat links you generate by shift-clicking. This may help you, or others who have the same issue.