Please, Arena Net devs. Tell us if you removed Error Attempting to Sell. This thing has been an annoyance for me and everyone for over 2 years. I’ve made several rage threads about this error which were deleted. Error Attempting to Sell does not stop botters on TP, they could set timers and probably continue to flip prices 24/7.
At the very least ANET should change the text of the error message to be more useful. You are selling items too fast. Wait a bit before trying again would be far more useful than the current message.
Why do you think it’s an anti-botting measure ?
Bots are patient. They won’t get frustrated at the error. They can wait.
It’s humans who get frustrated.And why do legit players have to be part of this? It’s like when someone do something wrong everybody gets affected. They need better botting countermeasures.
Did you even read the post you are quoting ?
If you did, answer my question. Why do you think it’s an anti-botting measure ?
Please, Arena Net devs. Tell us if you removed Error Attempting to Sell. This thing has been an annoyance for me and everyone for over 2 years. I’ve made several rage threads about this error which were deleted. Error Attempting to Sell does not stop botters on TP, they could set timers and probably continue to flip prices 24/7.
At the very least ANET should change the text of the error message to be more useful. You are selling items too fast. Wait a bit before trying again would be far more useful than the current message.
Why do you think it’s an anti-botting measure ?
Bots are patient. They won’t get frustrated at the error. They can wait.
It’s humans who get frustrated.
To be fair, usability testing probably went into this in some form. As much as I want that projected profit, UIs are not something you can just slap things onto at random and hope that people will “get it.”
If there was usability testing, I’m worried that ANET made the mistake of getting testers who know too much about how the TP should operate. Either because they played a lot of GW2 or ANET told them beforehand.
Because if you tell your testers to do steps x, y, z to do task a, then they won’t be able to test how good the UI is at letting players know that if they want to do a, they should do x, y z.
An honest, sincere question here, regarding the lack of a ‘show total profit’ feature.
In what circumstances would this information change your behavior?
I would use this information to know if I would get more gold listing on the TP or vendoring the item. If the TP gets a single copper more I list on the TP, otherwise I vendor it. So it’s a calculation I perform for every single sale I list there, unless the gap is large enough that I can tell at a glance.
Every so often I come across items in the trading post that are listed for a value where the seller would get less from the TP than if they just vendored the item. I suspect that these listings are from people who didn’t know that “profit” didn’t include the listing fee. Those people would change their behavior when they have all the information.
Now I know that some people say that those people had a full inventory and, in that case, the TP is better than trashing the item. However that is only a smart thing if their inventory is full and they have nothing that sells on the TP for a net profit above vendor value.
- sell immediate should absolutely not include a listing fee, there is absolutely no function reason for it.
I can think of three:
Backend functionality.
Imagine hitting sell instantly but, between your client loading the buy order and you hitting sell instantly, someone else fills the buy order. That will be a problem if the sell instantly button has code specific for it.
But it doesn’t need specific code. If it just makes a sell order at the buy order price, then relies on the code that checks for matching buy and sell orders to make the instant sale, players won’t notice the difference most of the time. But, should the buy order vanish, the system still lists the order.
Which is a better experience than having the order fail and the refresh show a buy order of the same price which did not exist when you hit sell instantly.
But with no special code for the sell instantly button, there is no code to implement the tax exception as the sell instantly button is just a clientside UI effect.
Human intuition
Reducing the price gives me more money for the same quantity is counter intuitive. Which can be frustrating.
Gold sink consistency
If selling to a buy order avoided some of the fees, then any time the buy and sell orders get closer together, sellers would sell to buy orders. So during that period, the gold sink of the listing fee would be less effective. Meaning more inflation during that period.
How hard, (in five days) would it be to add a very simple math function? Sure would put the icing on this sweet update.
The UI redesign would be the longer part. Even though that would just mean moving the sell and cancel buttons down a bit and sticking a net profit line between them and the total price.
So the next point of interest will be about the new TP, and yet John Smith is not listed as a speaker on this post?!
https://www.guildwars2.com/en/news/points-of-interest-episode-6/This needs fixing!
A lot of people put a lot of work into the new TP and they deserve to get some airtime to talk about their work. I’m no expert on UI by any means.
I am excited about the new buying and selling UI the most. It’s designed to reduce information asymmetry (it’s designed to give all users easy access to more information) and I think it will be really helpful for new players or players that are less studied on prices.
Except that it goes backwards in the net profit area. Before it was {projected profit} – {listing fee}
After it will be {listing price}-{listing fee}-{exchange fee}
On that note: How many players listing at a price where the net profit they receive is less than the vendor value are doing so through ignorance ?
How many are doing so for a good reason ?
The only good reason I’ve seen for doing so is that they have a full inventory and every item in their inventory would get a net profit on the TP that is less than vendor price. Meaning a TP listing is better than trashing the item.
But that sounds like a very rare scenario.
What possible reason is there for making this aspect worse by making us have to do more math in our heads ?
Goldsink from the kind of people that sells 1 copper above what merchant would buy.
ANET should be using goldsinks that work on all players. Not goldsinks that only work on players who can’t do the math, don’t know that that they need to do the math and/or screwed up a calculation this time.
I’m pretty disappointed at all the negative comments here and really makes me sorry I came here. But I wanted to give my two cents:
Thank you, Anet!! This is a fantastic feature and I really look forward to checking it out!
On that note I’ll say that I like everything about these TP changes except the one issue I’m complaining about.
I don’t really understand the comments like ‘Now I need a calculator…?’ You didn’t need a calculator before? Or did you think the ‘projected profit’ shown before was what you would be getting?
For some people, the difference between x-y and x-y-z is enough to pull out a calculator.
Especially when the UI likes to hide digits. For example, hiding the tens digit in 1s1c
It seems to me, we haven’t lost any functions. You had to calculate the profit before, because the UI did not show the true profit because one of the ‘taxes’ was missing.
Now, you must calculate the profit…still.
It may not be a step forward, but it is not a step back, either. /shrug
Before: Projected profit – listing fee
After: Price – listing fee – exchange fee
That’s an extra step of math moved from the computer to the human. A step of math moved from the machine that is good at math to the human who is worse.
How is that not a step backwards ?
We felt it was important when selling something to know exactly what price your buyer was going to see. The change also is the least cluttered way to address feedback we received previously about profit including / not including fees and wanting to be as clear as possible on the order of operations.
We’re balancing a lot of UX design against desire for more information with the new UI.. We’ll be watching to see what sort of confusion comes out of this and may or may not re-introduce a net profit display later.
For me, the net profit is the most important value. What possible benefit is there for leaving it out ?
The order of operations doesn’t matter if the final result is displayed.
What possible reason is there for making this aspect worse by making us have to do more math in our heads ?
How does Plains of Ashford compare with an Edge of the Mists Karma train ?
That is a system that isn’t noticeable, yet still makes you notice that you roll some useful gear more often.
So it isn’t noticeable, except when it is ?
Also, you need to consider how low the standard for how noticeable it is. Even if it takes a month for people carefully tracking how much gold they earn to be able to prove a difference in income (instead of just random variation), that’s still noticeable the moment they release their results.
Does this mean that it will affect level 80s?
Yes it will but the change will not be easily noticeable.
There can only be four scenarios for profession based loot:
– It works differently at level 80. Which you are ruling out.
– It’s not producing useful loot on levelling characters. Useful loot meaning loot of an appropriate level, type* prefix and if it binds on equip**. In which case, why make the change ?
– It causes a noticeable difference in income between classes. Which is bad.
– Both of the previous possibilities put together. Enough of a change so that classes have differences in how much gold per hour they can earn doing the same activity, but not enough for leveling characters to reliably get gear they want to use.
*If I’m running a two handed weapon, an offhand drop is useless without a main hand weapon to go with it.
**I try to avoid using any bind on equip weapons while levelling. Because I can get almost the full value of a blue/white item back after I’m done with it, but I can’t with greens or higher because they can’t be resold.
(edited by Snoring Sleepwalker.9073)
What advantage do you see in the current gold<>gem exchange over trading gems like any other in-game item ?
From where I sit it’s less transparent as we don’t know how it decides the price and it’s less user friendly because, instead of telling it we want x gems and it giving us a price, we tell it how much we want to spend and it spits out an amount. It would have taken extra work to write the code for it instead of reusing existing code. Though those issues would be outside your area of expertise.
I know that at least some of ANET know about the PLEX system in Eve Online, where they are traded like any other item.
So what made ANET go with their secret algorithm to set the gold<>gem price instead of copying Eve’s method ?
What advantage does the secret algorithm have ?
I’ve seen players suggest is to prevent price manipulation by someone with enough gold to buy up all the gems. But, as you say. that’s not an issue in GW2:
Monopolistic or cartel control isn’t really an issue in guild wars 2. Most of the markets won’t bare it for long enough for us to even get around to fixing it, and 99% of the time people trying lose huge quantities of money. I wouldn’t say that we’ve never had to do anything about it, but the details I’m not currently allowed to speak on.
I’ve seen players suggest that it’s to allow ANET to manipulate the price of gems. But ANET will always be able to manipulate the price of gems because they control the supply.
Several times I’ve posted an entry in the LFG tool. Then someone joins my party and quickly leaves it. After which, my LFG entry is gone, but I don’t know that until I check the LFG tool again.
Are people doing this intentionally ?
This is what happens when slow, long range projectiles are auto cast without ground target. I’m all for eliminating the need to constantly press “1” but notto take away the ground target. the inability to anticipate out opponents position would kill grenades due to it’s slow cast, great range and arching trajectory.
That wouldn’t really be so bad for PvE.
Another possible option would be to give grenade #1 a cooldown, while buffing its other stats, to make it into something like the #2-#4 skills on every single weapon in the game. Something you wouldn’t want to set on auto-cast.
Yes, the calculations are wrong. Somehow ANET thinks that the listing fee doesn’t need to be included in ‘projected profit’. Which makes me wonder what definition of the word profit ANET operates under.
This is how it’s always been
Actually, that’s not how it’s always been. It used to be worse. Back during early beta it just displayed the total listing price. No mention of the 10% sales tax at all, you just received less coin than you were expecting.
I see a lot of items for sale at a price where the projected profit would show a value only just above the vendor price. But when you subtract the listing fee from projected profit, you get a value below vendor price. I wonder how many of those people do this because they haven’t been paying close attention to what they are selling and thus haven’t noticed how the TP interface is lying to them.
Yes, someone will be quick to point out that selling that low can be a good idea if your bags are full as it’s better than trashing the item. But how often does that really happen ?
ANET is the only one with the data. If someone is selling an item at a price where projected profit is above vendor price, but projected profit minus listing fee is below it, it should be easy to tell why:
– If they only list a few items and their bags are full, it’s to empty bag space.
– If they list in that price range at any other time, it’s because they aren’t aware of the listing fee.
So, ANET, could you tell us what percentage of listings in that price range are obvious bag clearing, and what percentage are those fooled by the TP lying to them ?
Can you even bring anyone with you into that instance? I’ve never noticed a party invitation screen come up when accessing the Hall of Monuments.
If we can’t now, it should be changed so that we can. Even if that means the pets vanish when you’re not alone like GW1 does with the Rainbow Phoenix.
Maybe even let us set our HOM public so that people can view it without us being present.
Access to bank from anywhere for free!…no can do.
Instead people should head over to their WvW borderlands to access the bank via the crafting stations.
Though I like the idea of restoring it to have a similar purpose to the GW1 Hall of Monuments. A place that shows off our in-game accomplishments.
If you have earned a title in GW2, something in the Eye of the North changes to represent it. Something that anyone coming into your EOTN instance will see, unless we turn that thing off. Maybe something hanging on the wall. Maybe the achievement point title track that fixes up the structure.
Don’t limit us to just x statues in each section. Make room for everything to be displayed. At most, in the cases of titles where having title x also means we have title y, make us choose between them.
Zerging around in EOTM. Someone joked that next time we saw the zerg that we had no chance of fighting, we should just jump off a cliff. We all agreed.
Next time we saw them, we all jumped off the cliff. Several of them followed.
Since then I’ve seen several incidents of one person jumping off a cliff and an enemy following. I’m guessing badly timed leap skills.
I’m currently boosting up my magic find with a cycle of buying ecto, salvaging it, selling the dust, buying more ecto. This is easy enough to do while alt-tabbing to do something else.
There are a few annoying parts of the process that I think could be improved with some simple changes:
Single click to salvage stack
All that clicking to salvage a stack of ecto gets annoying. So I suggest that if you say, ctrl-click a stack with a salvage kit active then it salvages as much of the stack as you can with the charges left in your salvage kit.
Faster crafting time
After I finish with the other task I’m doing, it’s time to refine all that luck into larger pieces of luck, so I can consume it with less clicks. I get a lot of blue luck, so the craft all function still takes an annoying amount of time. If it went faster, that would be good.
But this isn’t a big issue.
Refine luck into bigger pieces
The refining ecto step gets annoying. The consuming luck step, even after refining it into exotic essences, can actually get painful with how much clicking happens in one burst. So I suggest that ANET creates recipes to let us refine the essences into essences with even more luck in them. So I’d suggest adding the following recipes:
– 5x exotic essence (200) into 2x legendary essence (500).
– 10x legendary essence into a 5,000 luck essence.
– 6x 5,000 luck essence into a 30,000 luck essence.
At which point you’re looking at one essence per level at higher levels. Or only 144 of these to go from 0 MF to over 300.
And then of course there is the dark matter, which you can only get by salvaging exotics, if you are only going to make one dagger just for the skin then you only need ten dark matter.
You could just buy the inscription off the trading post, outsourcing the salvaging step to someone else. It costs a bit more, but avoids RNG hassle.
I’d recommend, considering your budget, to do a little research leveling your craft. gw2crafts is an amazing website, how-ever it doesn’t consider the costs you can make back.
Yes it does. Go look at the page for levelling any discipline. Note the calculation at the top. Specifically the expected recovery line. It is taking the sale price of everything you craft into account.
It just doesn’t show it on the totals page.
Sure, the stuff will probably take a while to sell at that price. But if you’re talking about crafting ascended weapons, you’re in this for the long haul. You’re in no hurry for them to sell.
While I don’t have any data on how much the salvage from greens is worth, Ectos seem the best choice. I was doing blues before them, and ectos do get me more luck per once I factor in selling the dust and using it to buy more ecto.
They also are much less hassle to salvage than pages upon pages* of blues that fill buy orders overnight.
*There was one day I earned Agent of Entropy 18 times from the salvaging. So about 3,600 blues just for that day.
So I’ll be sticking with ectos.
Ok thx a lot guys, but what is the #1 faster way to get to 500? (Which materialen should i buy to craft?
The longest part of getting a crafting discipline up is gathering the gold so you can buy the materials you need. The site Dodgycookies linked calculates the cheapest way to level crafting disciplines based on current prices. So you should use it.
I did some Googling and found a reddit thread:
10.5 per Fine gear salvage.
30.8 luck points per Masterwork item salvaged
109.1 luck points per Ectoplasm salvaged
I haven’t found data about the expected value of the other salvaged material. Which might be very time consuming to calculate, so I’m not too surprised about not finding it. But it’s the one thing that will change my current plan.
Currently I’ve got a method for earning gold. All the gold I earn I spend on items which I then salvage for luck.
Which items would get me the most luck per gold spent on buying them ?
After factoring in the proceeds I get from selling anything other than luck that comes out of the salvaging. Or is that not valuable enough to matter ?
Due to how much salvaging is involved, I will be using a Coin-Operated Salvage kit for my own convenience. Even though I doubt it is the cheapest salvage kit to use.
I am also aware that the cheapest option will vary as the market shifts, so I’d prefer the information needed to calculate it myself.
- where can I get all the deldrimore stuff?
- where can I get the globs of ectoplasm?
- cheaper way to get thermocatiltyc reactor?
- easiest way to get vision crystal?
- where can I get globs of dark matter?
- where can I get recipes for deldrimore steel dagger blade/hilt?
- where can I get berzerker orichalcum imbued inscription?
- easiest (cheapest) way to get deldrimore steel played dowel?
If it is a bug, it should be fixed.
If it’s intentional, ANET should stop lying to us and change the message to one that says it’s intentional.
If it’s meant to hinder bots, it’s stupid. Bots are more patient than humans, so it will not work.
If it’s meant to slow players down to prevent the trading post from overloading, then the error message should be changed to say that.
Which is faster than the current beserk meta dps builds, and thats JUST bleed damage in a 5 person group.
All that means is that conditions will need to be rebalanced to account for the OPs change.
because everything thats buyable is too easy to get, doesnt take enough time, and would cheapen the experience of using it. end of discussion
That doesn’t make any sense. Not when there is no reason to want dark matter except to craft inscriptions and insignia for ascended items. Which can be bought and sold on the trading post.
Given the cost involved, 15g doesn’t seem like that much. Not when it allows me to avoid the RNG aspect of salvaging.
Just like how I prefer to sell items on the trading post than do the calculations to see which are worth salvaging and with what kit. I know I’ll make less gold from each item this way, but that’s a fair cost for letting me avoid parts of GW2 I don’t enjoy.
My past experiences in MMOs tells me that there are a lot of people who look at profit per item, not how much coin they earn per hour*. Or maybe they enjoy the salvaging. So I can’t even be sure if I’ll be making more gold per hour salvaging the items myself.
The bit I’m trying to understand is what behavior ANET is trying to encourage by having dark matter be account bound, but the insignia and inscriptions being tradeable ?
*The most obvious example is one of the WTS spammers I saw in GW1. He was trying to sell a rune for about 1,000 gold (which was a fair price). He could have sold it to an NPC for about 750. I saw him once, went away for about an hour, then came back to see him still trying to sell that same rune. I was reliably making 3-4k from vendor trash in about an hour of play.
You can only get it indirectly with gold, assuming you are buying high level exotics.
You can still dump lots of gold to get hold of a lot of it.
Since it’s only used to craft ascended items it’s just like the other ascended oriented materials you’ve already mentioned. You have to be willing to salvage exotic gear to get it.
With all the things I mentioned, I want them for the sake of crafting something with them. Dark Matter stands out because you can buy the stuff you craft with it off the trading post. You can build yourself a full set of ascended gear without ever touching a piece of dark matter.
I’ve also heard that some players (frequent dungeon runners, I’m guessing) have stacks of Dark Matter and nothing to spend them on.
They could always craft and sell inscriptions/insignia. Right now, GW2spidy shows that using that dark matter to craft a Zojja’s Berserker Inscription nets a 6 gold profit per inscription crafted. Because while the dark matter is account bound, the inscription isn’t.
Accountbound dark matter – worth an exotic. opportunity cost, yada yada.
Or I just skip dark matter and by the inscription/insignia off the trading post. Let someone else worry about the opportunity cost.
Looking at the account bound items used in creating ascended gear:
– The Augur’s Stone costs skill points. Which says ANET wants people to only get them if they go around earning xp, not earning gold through gems or playing the TP.
– Bloodstone dust, Obsidian Shard, Dragonite Ore and Empyreal Fragments are all only obtainable in some ways, so it seems ANET doesn’t want people to get them unless they do those things.
– Thermocatalytic Reagent. Purchased from vendors for coin. Seems like a gold sink.
Those I understand. ANET doesn’t want people getting Ascended gear without playing GW2 in specific ways. But then we get to dark matter, which I don’t understand. You can get it via spending gold, so it doesn’t limit you to doing specific things to acquire it. You just need to acquire gold.
Yes the same is true of luck. But I understand luck being account bound because the sheer quantity of salvaging you must do if you want to harvest it encourages people to buy the copper-fed salvage-o-matic from the gem store because of the convenience it offers over having to keep buying new kits.
But you can completely avoid the salvaging for dark matter because what matters isn’t the dark matter itself, what you craft with it. All of which can be traded. So if you find the salvaging too annoying, you can just skip the dark matter step completely.
Can someone help me understand what ANET is hoping to accomplish by keeping dark matter account bound ?
Back during GW2’s development they talked about racial bonuses and why ANET had decided to go with the only racial differences being intentionally underpowered racial skills. ANET wanted people to go with the race they liked, not picking one race over another because it gave a slight stat difference. So I doubt ANET would be willing to go with racial classes.
That might seem a problem for Dervishes at first glance. But one line on the wiki stands out:
There is no established church or school for Dervishes in Elona. Instead, a master passes down their secrets and philosophies to a single pupil at a time. Even after that pupil has set out into the world to follow their own path,
That sounds like the traditions of a Dervish could change quickly. For example, a human master could take on one of the other races as his student. As for Sylvari, someone trained one of the Firstborn in the ways of the Dervish. Then those memories passed into the Pale Tree and onto new Sylvari.
Humans talk about how their gods have stopped answering their prayers. Maybe dervishes have the same problem, so they have been forced to start channeling power from elsewhere. The difficulty would be picking something the Charr would tolerate.
Maybe different races channel different things that have the same effect. Maybe humans channel their gods, norn channel their spirits, sylvari and asura channel a mix of both.
I live in New Zealand and I’m looking for a guild that operates close to when I’m on, instead of US based guilds operating in US timezones. I’m on Stormbluff Isle.
I’ve got a few level 80s and I’d like a guild that can offer me guild missions and WvW. Being able to run dungeons/fractals without PUGs would also be good.
Preferably a guild that uses voice communication.
Trahearne haters always confused me. Why not be Destiny’s Edge haters?
I think that comes down to the Destiny’s Edge members having personality. They have a history with each other. They have made mistakes. They get character development through the story mode dungeons.
Trahearne just felt bland to me. If he has any backstory before what happened in GW2, there was no mention of it. He pulls information and spells from somewhere, with no mention of where they came from. For example, first time you’re at Claw Island. You know why you’re worried about an Orrian attack. But why is Trahearne there ?
Trahearne: I’ve researched the situation extensively. The Orrians will strike here, on Claw Island.
That’s all the explanation we get. Trahearne says the Orrians are coming. Because he did unspecified research and Trahearne is not wrong.
Or think about when you’re trapped in the tunnels and he pulls out a large group of minions. The only time he does anything necromantic and it’s more than any player necromancer can do. Then he goes and gives some line about how his minions are immune to Zhatian’s control, like it’s something special. Not something that’s also true of my minions.
There is potential for an interesting story with him. He is a scholar, not a general. Previously his wild hunt provided him the motivation to lead the pact. But that’s completed. Does he want to keep leading the Pact ?
Or does he have a conflict between his idea of duty and his desire to go back to being a scholar ?
Is he even the best person to lead the Pact ?
One test I like to pull on groups I host in fractals is just rolling with whatever the first one is. Repeatedly rolling swamp is so boring.
Depends on the group. A bad one will roll for swamp after they have filled the party. Those are boring. And a bad sign about the groups competence if they have problems with anything that isn’t swamp.
A good group, or at least a good party leader, will roll for swamp while waiting for the party to fill up.
No.
I don’t want it to be any easier. You will know our pain.
I fail to see how reducing the time between the stones falling and rising again would make it any easier. If you miss a jump, you still have to run back to the start. If you’re on the stones when they fall you still have to run back to the start.
You fall, penalty is having to run back and wait for proper start time.
How does delaying people after they fail contribute to a fun moment to moment gameplay ?
Or make the puzzle more difficult ?
Though at least skipping stones non-threatening enemies with immobilize to stop you on the way back to the start. Enemies which you only interact with after failing (Branded Mine). Or enemies that put you into combat mid-jump, causing you to fail the puzzle or pull you off the tiny platform (Chaos Crystal Cavern). Which feels like a failure because RNG says fail, not a failure because I screwed up. Griffonhook is the only jumping puzzle I’ve seen where the enemies add to the difficulty (if you carry the bomb), instead of just being something to slow you down with an easy fight or provide an RNG based failure.
Or the rock fall in branded mine, where doing anything but waiting for it to pass is a bad idea. But if you finish your jump when the screen shakes and take your hands off the keyboard till it has passed, you’ll be fine. There is no difficulty there. Just RNG says you must wait.
Or the various puzzles with a death drop and a long run back. ANET felt like it was a good idea to provide some res option in some puzzles. But no consistency in which ones have the res. Why does Coddler’s Cove have an NPC res you, while Branded Mine does not ?
What is so good about jumping puzzle mechanics that only exist to slow players down without adding anything to the difficulty of completing the puzzle ?
I’m trying to complete the Skipping Stones geysers. I’m not complaining about them being too hard for me, as I’m sure I can eventually get there.
What’s annoying me is that after every time I fail I spend more time running back to the start and waiting for the geysers to start up again than I am trying to get through them and I can reliably get to the last of the geysers visible from the water level.
The wait is the frustrating part. Especially when I get back to the start just in time to see the rocks fall.
I can understand some waiting, since making the rocks stay up all the time would lessen the difficulty. But why do we have to wait so long ?
You want to know the worst part about how horrible the TP UI is ?
The trading post is a copy of Eve Online’s market that ANET made worse. Some of the changes make sense. For example, item location would be meaningless when we have waypoints. Without location mattering, the minimum transaction size for buy orders is also be pointless.
But removing some parts doesn’t make any sense. For example, the window showing every single buy and sell order in the region. Or the chart showing data on the prices the item sold for (green bars down the bottom are trade volume).
What I think happened is that ANET decided that spreadsheets and charts didn’t fit the ‘painterly’ ascetic they want for GW2. So they tried to remove them from the TP. Problem is that spreadsheets and charts are the best way to display the data.
“Why are female characters wearing feminine clothing?”
Gee I wonder…
Because ANET refuses to give them any other choice. Just like they don’t give Charr or Asura females the option to wear anything but the male clothing.
So how many WoW armor skins had stats high enough to matter ?
WoW has a transmutation system as well.
When was that added ?
Because nexxe.7081 was talking about vanilla WoW. I’ll settle for the count the day before they added transmutation.
The current armor skin count in WoW would also be useful to know.
Then apply that same standard to existing armor skins. When the female version has a skirt, then so does the male version. Yes, that will mean crossdressers. But if ANET isn’t comfortable seeing the same armor skin on a male human, female human, charr and asura, then they should never have put it into game in the first place.
So long as it gets edited/adjusted appropriately. Some of the light armor on lady norn just hangs awkwardly and we have belly button malfunctions! T_T
Yes, that should be done in the process.
People might hate WoW all they want, but their initial game (non-expansions) had literally hundreds of unique armor items. This isn’t the same with GW2 though. I think even GW1 has more unique armor.
How many of the WoW armors were max stat though ?
Or at least statted high enough that people will spend significant time in them. Because most players will pick stats over looks. So if the stats suck, I wouldn’t count it.
From memory all the GW1 armor skins counted because they were available at max stats. Prophesies had some annoyances where some skins were tied to specific stats, but that went away. GW2 launched with transmutation stones.
So how many WoW armor skins had stats high enough to matter ?
I think it would be a wonderful idea to add more choices and options to the game for everyone, so long as it doesn’t take away from other existing to future choices and options.
Personally, what I think ANET should do when they make an armor skin is make one skin for one race/gender combination. Then, when they alter it for all the other race/gender combinations, the only alterations are the ones that are necessary due to anatomical differences.
Then apply that same standard to existing armor skins. When the female version has a skirt, then so does the male version. Yes, that will mean crossdressers. But if ANET isn’t comfortable seeing the same armor skin on a male human, female human, charr and asura, then they should never have put it into game in the first place.
(edited by Snoring Sleepwalker.9073)
I wonder how many ‘experienced only’ groups are full of people assuming that the other 4 experienced people will carry them.
Where did you get your suggested numbers from ?
A better question: if ANET used those numbers, how many gems would it give you ?
(not retroactive for dailies/monthlies)
Why this bit ?
You should never sell anything to a merchant, unless it’s junk items (grey name) or when the price on the TP is the same as you’d get at a merchant.
The projected profit value in the TP does not include the listing fee. So if projected profit minus listing fee is less than the merchant value, don’t sell it to them.
If projected profit minus listing fee is the same amount as the merchant value, sell to the merchant as you get the coin faster.