Making them both Account Bound and Exotic would be much better than the current reward.
No it wouldn’t. Currently we can divide the players who complete the story into three groups:
– Those who don’t like the skins. They can sell them on the trading post.
– People who like the pact weapon skins, but only want one per character. They can use a transmutation stone to apply the skin to an exotic.
– People who like the pact weapon skins, but want multiple weapons per character. They can buy them from the trading post.
Make the pact weapons account bound and you screw over the first* and last groups of people, while dividing the second group into the lucky people who like the stats on the weapon and those who don’t and thus have to pay extra for both a transmutation stone and an exotic with the stats they want.
*Yes, they could still salvage them. But I doubt they would salvage into anything as valuable as the prices pact weapons currently sell for.
The only use of world completion is for the gifts of exploration. So, as long as you go through all the colors in less time than it takes to get all the other components of your Legendary weapon, you are getting through them fast enough. Faster won’t help. So randomizing them will be sufficient.
Randomizing the colors is a nice simple algorithm that will work in all cases. Rotating colors won’t work when matchups change, other algorithms proposed are too complex.
When you set a hard limit, and demand exceeds supply you get problems
Let’s make an example out of Charged Lodestones. The demand is high enough that they trade at 3g+, but let’s say you set a hard price of 1g, so they’re ‘more affordable.’
The community quickly burns through the supply, because of the artificially low price.
Then everyone starts putting in buy orders at the price cap. Buy orders are fulfilled First In / First Out.
Now you can no longer pay more to get the item you want faster, you can simply wait in line for your buy order to be fulfilled. We will stop having posts saying “Charged Lodestones are too expensive, they need to drop more so the price comes down!” and instead have posts saying “The wait to get my buy orders filled is too long, they need to drop more so I can actually get some.”
Limiting the price will not help an issue that is based on the limited supply.
That is one possibility. The other is that people will bypass the price cap. For example, GW1 limited the price of any item to 100,000 gold because you couldn’t carry any more, thus you couldn’t stick any more than that into the trade window. Players quickly decided to use other high value items as currency to bypass the gold limit.
GW2 has trading via mail. Since that already involves trusting the other player to send what they promised you, it’s not much of an extra step for the player paying for the item to send their payment across multiple mails. So the limit will still be bypassed.
For many items, trading by mail will be the only option. So ANET will have to deal with more scammers after forcing everyone to use it over the trading post.
There some terrain which seems to confuse the game for ground targetting. One location that I can remember is the entrance/arch on the ship in Arah story mode where you have to defend Zojja. It’s the spot next to the chest. If you are standing inside and try to case a ground targetted spell just outside then the game will keep insisting that you are going to put the AoE on the ceiling.
I also remember certain instances(but I didn’t remember to remember those locations) where attempting to put down an AoE causes the targetting circle to jump between where you are trying to put it and where you are standing.
I’ve seen the fist issue you speak of. I haven’t seen the second.
But both a different to my problem.
Sounds like you might accidentally be tapping your key twice. Hitting the attack skill for the second time on a ground-target ability will cause it to cast. So if you are trying to mash the skill out because it’s not letting you target yet, it will just cast where you were targeting when the key was hit for the second time.
Wouldn’t that cause the skill to be cast where the mouse is pointing ?
Not centered on an enemy that is no where near my cursor. Sometimes the enemy it centers on is behind me, meaning it isn’t even on my screen when the bug hits.
Blink which is a teleport skill
Which is on too long a cooldown to get you anywhere across the map.
Compounding Celerity which grants a speed increase for each active illusion
Pity you have to be in combat to use it. Even if you can keep 3 illusions up, I doubt it’s enough of a speed boost to even bring you up to non-combat movement speed.
Phase retreat which allows you to teleport 1200 units away
If you have a target that you want to teleport away from. It also summons a clone, which drops you down to the combat movement speed.
That’s assuming it works as written, instead of teleporting you in a random direction, teleporting you to the spot you’re standing in or getting you stuck inside something. All of which are problems I run into.
Temporal Curtain which grants 33% increase for 12 seconds.
This at least works. But only if you’re running a focus.
Well, unless all the other members of the WvW zerg make use of their permanent speed boost to run over your temporal curtain first, so it doesn’t work for you.
Or you hit that bug where a ground targeted effect centers itself on an enemy, instead of letting you target it.
ANET must be careful, or they will attract the attention of Games Workshop and their over protective IP protection lawyers.
Unfortunately the current lore disallows Dhuum. However the Mad King could be a possible Dhuum replacement. He could suddenly appear and strike the player dead. Or maybe he could follow the player from place to place, endlessly forcing him to play “Mad King Says” and if he misses one the account gets terminated.
Wasn’t Dhuum meant to be locked away in the Underworld during GW1 ?
Meaning the lore didn’t support him there either.
But now the active human gods have left. Surely Dhuum’s cage is a bit weaker now, allowing him back out.
Not that I care if the lore supports him or not.
Though I do understand that this would be a very low priority for ANET.
…I’ve found that if you repeatedly hit the sell button for a single item after getting the error, it will repeat no matter how many times you try.
Keep hitting it. The sale will eventually go through.
However, I imagine it wouldn’t be too difficult to figure out how to recognize the error response from the server and script the bot to close out, wait ten sec, reopen and try again.
Exactly. Which is why that, if this is an anti-bot measure, it’s a very stupid one. It doesn’t just fail to work. It actually encourages botting because telling the bot to get your sell order listed is much more convenient than having to keep hitting the sell button or close the window and wait.
Anyway, just a theory. If it is correct, I’m sad to say there is no workaround…we will simply have to deal with it forever. It’s not a technical problem, it’s a design algorithm problem. Whoever could come up with a solution would prob get lots of moneys
One problem with your theory: It only could happen when selling to an existing buy order. When someone makes a sell order expecting a buyer to show up later, the problem can not occur. Especially when this sell order undercuts existing sell orders.
There is also a very simple way to avoid your problem:
– When someone tries to sell anything, a sell order is made. Even if buy orders exist at that price.
– Every so often a process checks the price of the lowest sell order and highest buy order. If the sell order is higher, it does nothing.
– If the sell order is equal or less than the buy order, the process matches sell orders with buy order until the sell price is higher than the buy price.
If someone tries to sell to a buy order that no longer exists when they hit sell, all that happens is that they need to wait for a buyer to show up.
My theory is that the TP is simply overloaded, so ANET has to throttle users. Which gives two solutions:
– Throw better hardware at the problem.
– Optimise it better. For example we know there are people who place multiple orders for a single item because they want to buy/sell more than 250 at a time. Each order requires separate processing. Increase the maximum quantity and those power traders would make less orders for the same quantity, meaning they need less processing. The only downside is a possible increase in the amount of storage space for each order, but even that’s not guaranteed when you look at all the data attached to an order (instead of just looking at how much space the quantity takes up).
The way it works now is absurd.
Lets do some maths.
4 characters: 4 necks wanted.
1 neck = 30 laurels, 4 necks = 120 laurels.
Maximum obtained in a month 38-41. Thats 4 months before you can equip 4 characters.
Some other math suggests that it takes 0 months to get 4 necks, an ascended neck can be obtained through the following items:
1 Glob of Ectoplasm
1 Mystic Coin
1 Triforge Pendant
1 Fractal RelicDo that once per character and you can easily get 4 ascended necks. If this seems like too much work, maybe 4 characters is too many to be concerned with getting ascended necklaces.
Pity it’s a rather bad amulet. All the points it has in useless stats mean less points in useful stats.
Ctrl-right click on any skill will make it auto-cast on cooldown, so you can turn on auto attack on most of the weapon kits. You just have to remember to do it every time, which seems unaccecptable.
The exception is skills with ground targeting. They simply can’t be set to auto cast. Which means the grenade kit is still a problem.
Why would you need to get a second great sword? Every legendary has the same stats
Power
Vitality
Toughness
Because you transmuted the Legendary so that you have a weapon with the Legendary appearance and the stats that work best for your build.
When you change builds, you often need to get different stats on your gear. Which means buying new weapons. Transmute the Legendary appearance onto the new stats and you destroy the old stats. So if you ever want to switch back, you need to get the stats of the first weapon again.
Jrunyon suggested an alternative: just have multiple sets of gear.
But if you have multiple greatswords with different stats, you have to chose between only having the Legendary appearance on one of them, or getting the same Legendary multiple times.
But Legendary weapons aren’t the worst in that regard. Getting a second Legendary is possible. Getting another Mad Memories skin is simply impossible.
Also the respec cost is not even a high amount.
The cost of refunding your trait points is the smallest cost of changing builds. The major cost is the cost of changing your gear. Did you even read my opening post ?
I really doubt that they will be doing alot of balancing in the near future seeming that the PvE side of the game is allready pretty balanced. ATM there is no defined line between Burst power vs condition damage. It all depends on what weapon setup youre using.
You claim PvE is balanced. I’d like to see what data you used to come to this conclusion. And I do mean data. Not personal anecdotes.
You dont LOOSE your old gear when you change to a newer build/set.
Yes you do. You lose runes, sigils, etc when you replace them. You lose one set of stats on a weapon when you transmute the skin onto a different weapon.
It’s YOUR choice to go with the most effective build every time they release a patch. Gear is down to 3-4gold gear for exotics.
If a significant number of people chose not to get Ascended gear for their new build, that only makes ANET’s balance data even worse because a build that’s OP in Ascended gear may not be OP in exotics. So now ANET has two choices:
– Balance to the exotics. Leaving the OP Ascended builds OP
– Balance to the Ascended gear. Which means that the exotic gear is underpowered in comparison.
[quote=1352297;Kaimick.5109:][quote][quote=1359429;Pzycko.4302:][quote=1359472;aXeonz.3967:][quote][quote]
There are times when I go to activate a ground targeted ability and, instead of getting the ability to chose where to place it, the ability instantly casts itself centered on a random enemy nearby. For example I’m running through an area and go to cast symbol of swiftness so I can get through faster. Instead of the ground targeting symbol appearing, the symbol just instantly appears under an enemy. Usually aggroing the enemy, putting my down to combat run speed, while denying me my swiftness.
What’s going on ?
This doesn’t happen every time so I doubt it’s a setting issue. But it’s always annoying when it happens.
Have a look at this skills:
Signet of Undeath
Signet of Mercy
Battle Standard
Search and Rescue
Illusion of Life
Glyph of Renewal
Then refine your suggestion.
This is correct, you cannot measure inflation by luxury goods, or by a single good, or by the several other assumptions you’re making (sell orders represent sales?).
Is there enough data that the players get to see to even estimate inflation ?
Because, from what little I know, the volume of sales seems like it would be important data. But we don’t get to see the volume, only you do.
Most of the time they don’t “break” builds, they balance them, so I really see no reason why it’s a big deal to change. I think it’s good that people are dissuaded from jumping from 1 FOTM build to the next
When experimentation is discouraged by the high cost of experimenting, why do you expect players to do anything other than use FOTM ?
Not running FOTM just means you risk finding out that the build you made yourself sucks and you now have to spend a lot of time acquiring gear for your new build.
Also, just have multiple sets of gear.
I already covered that:
But what about storing the items you’re not using right now ?
For items without skins you could do this so you just have to pull it out of storage. Problem is it will take ages to build up a stockpile, it will take a lot of storage space, and soulbind on equip means that once on character has used it your alts can’t.For items with skins, a lot of people will transmute it to replace the skin. When they change stats, they will transmute to take the skin from the old item and stick it on the new. Which destroys the old item.
Tell me why someone with a Legendary weapon should have to go and acquire it a second time because he wants to change builds. Because that is what you are saying by telling him to have multiple sets of gear.
Actually, better yet, tell me how someone with a halloween backpack could have it on multiple backpacks.
I think that they should have absolutely been focused on making the math and behaviors between pve and pvp work differently from the very launch of the game and that would have made sure much of what pve has suffered from in the persuit of balancing pvp invisible.
Look at what I’ve said about how this cost negatively affects game balance. My arguments only apply to PvE and WvW. For sPvP, players can switch stats quickly, so ANET is getting accurate data as soon as the new FOTM builds become public. Given the low quality of PvE and WvW balance data, I don’t see how separating its balance from sPvP could help.
Garbage in, garbage out. It doesn’t matter how good ANET’s balance process is if it isn’t being fed accurate data.
All I hear is “whaaa they nerfed my op build”.
Did you even read my posts ?
I’m not complaining about my build being nerfed. If the developers aren’t nerfing builds, then they aren’t even pretending to be serious about game balance. Besides, the theorycrafting behind making new builds can be fun.
I’m complaining that it takes so much time to switch to a different build. And how this time investment can cause balance issues because the data ANET uses to make balance decisions is questionable at best.
Garbage in, garbage out.
We do plan on adding more stat combo to existing ascended item types as well as adding more stat combos to new types.
~Izzy @-’—-
Some people have asked when. That is a good question.
I have another question: How much time will it cost people who already have Ascended (or even infused Ascended items with an infusion) to get these new stats ?
Seems new Ascended stats are on the way
We do plan on adding more stat combo to existing ascended item types as well as adding more stat combos to new types.
~Izzy @-’—-
Which is another thing that could make you want to change builds. Potentially for multiple characters. Meaning that you hit the cost of changing builds.
It could be a balance issue. As in ANET has decided that giving Healing Power the same number of points as other stats gets is overpowered. But if that is true, ANET’s silence on the issue is unacceptable.
Would I be right in thinking that ANET is punishing people for using transmutation stones ?
Which seems like a very poor business decision.
I feel that people should continue to jump through hoops to get the gear quality. I just think that those of us who only want a purely cosmetic aspect of it, an aspect that is and should be extremely mundane considering the actual appearance of the item, shouldn’t have to.
The philosophy ANET used for GW1, and the philosophy that ANET promised for GW2 was the opposite of that. Stats would come quickly, appearance would take effort.
Stats being easy means everyone is on a level playing field, even if they only get to play a few hours a week. Appearances being hard to get gives something for players to work towards, something they can show off, without disadvantaging players who don’t have time to acquire that appearance.
This was really the only way to do this. Every other form of currency has been farmed for the last 5 months, any introduction of Ascended gear into an already existing currency system would defeat the purpose of Ascended gear (i.e harder to get then exotics).
Ascended gear is not harder to get than exotics. It just takes longer.
As for that being the purpose of Ascended gear, what exactly is the problem in people being able to acquire new stats the instant they become available ?
The alternative is nerfing people who don’t play GW2 every single day.
No. Currently there’s a single Ascended Amulet available for gold. The name is “Triforge Amulet”.
How many useful builds exist where it is the best choice of amulet ?
+Vitality makes it a bad choice for higher fractals, as it means you’ll take more damage from agony.
+MF means that some combat stats were reduced to compensate.
Guild Wars 2 is not perfectly balanced. So ANET will keep rebalancing things. This rebalancing will kill builds, so you will want to change them. As things stand, the cost of changing builds is simply too high.
This is not about the cost of acquiring best in slot gear for the first time. This is about the cost of acquiring it for the second time after your first build gets nerfed.
This is not about the cost of getting your trait points refunded. That cost is very cheap compared to incomes. Instead this is about replacing gear, which is a major part of any build.
This is not about the gold cost of buying gear you can buy with gold. While I am worried about the prices of some of it, I am not in a position to objectively judge them. Instead this is about Ascended gear that can not be traded. Starting with the amulets.
An amulet costs 30 Laurels. Since you can get 1 Laurel for each daily and 10 from the monthly, this will cost you 20 days of playing assuming you play every single day. Since ANET releases balance changes with the monthly update, this means you only have 10 days on your new build before ANET potentially rebalances, sometimes less as the patches don’t come down on the same day each month. Also, if you’re saving up for something else that costs Laurels, you lose 3 quarters of your monthly Laurel income to keeping your build current.
This is bad for game balance as ANET doesn’t get to see the full impact of a balance change until people have changed builds. Until people have changed builds, any data ANET is gathering is inaccurate. They also have an internal review process for any balance changes which takes time, making any data collected near patching hour also unuseable.
Compare that to sPvP where people can change builds quickly, meaning ANET starts getting useful data as soon as someone thinks of a new build.
Under some conditions it can get worse:
– You don’t have enough time in a month to change builds on two characters. So if you run alts, you’re out of luck.
– If you don’t like playing fractals, there is not enough time in the month to replace the rings and amulet on a single character. Also you can’t get new vials, so you can’t get new backpieces
– Even if you like fractals, getting vials requires the RNG dropping them for you. Which means you can be unlucky enough to find that they are not dropping for you.
But what about storing the items you’re not using right now ?
For items without skins you could do this so you just have to pull it out of storage. Problem is it will take ages to build up a stockpile, it will take a lot of storage space, and soulbind on equip means that once on character has used it your alts can’t.
For items with skins, a lot of people will transmute it to replace the skin. When they change stats, they will transmute to take the skin from the old item and stick it on the new. Which destroys the old item.
I’m not sure how to fix this without also dropping the cost of acquiring Ascended gear in the first place, something ANET looks unlikely to do. So I’d like to hear suggestions.
Quivers can be made in the mystic forge. http://wiki.guildwars2.com/wiki/Endless_Quiver
You still have to run FOTM to get the vial.
Now I don’t mind ANET telling people that if they want a specific skin, they have to play a specific part of GW2. Especially when the skin is something people really want, like quivers which people keep asking for.
I just don’t think anything above trash mobs would be suitable for “knockoff to death”. It takes away the intended challenge of fighting that enemy, and makes content that much easier. Think of how easy it would be if everyone could just lead a hard boss towards a ledge and just shoot them off. No challenge, no acheivment, no loot, just an open door. That takes away, and leads to nothing fun or inviting. As many ways people can point out shooting a boss off a cliff would be fun, it would never happen. Trash mobs maybe, since they serve no purpose but to be killed in seconds anyways.
True. But there is one very obvious solution to that: Don’t put bosses near cliffs.
Legendary weapons do have stat choices. They just cost more than the Legendary on its own.
Only a Necromancer would summon Undead Pacifists.
Only a Necromancer would be told that said pacifists are too aggressive:
Necromancer
Fixed a bug that caused some minions to be overly aggressive.
What about the cost of respecing ?
ANET are going to be constantly tweaking balance. At this point I’m expecting monthly balance changes. Changes that will break builds, so you have to respec. Which includes replacing your gear.
Lets take a 30 day month as an example. Lets assume you grab the monthly early in the month*. You’re still going to take 20 days to get yourself the amulet your new build works best with. Now you only have 10 days before the next balance change, which could break your new build.
- Which wasn’t possible in October, November or December.
This is also bad for balancing GW2, as the first 2/3 of a month won’t be providing ANET with accurate data for balancing until people have had a chance to buy the amulets their build uses. But ANET can’t think up solutions and get them through their approval process instantly, so the few days before the update aren’t likely to help either.
In short, if ANET are lucky they might have a full week of accurate balance data. If they want that week to coincide with a full WvW match, then the patch will have to come out in the middle of a WvW match.
That’s just on one character from a player who plays every day. If you have a single alt (say, because you don’t like doing the same thing constantly), you will not be able to keep up with balance changes. Miss 2 days a week and you will find that you can’t keep up on a single character in some months. Miss 3 days a week and forget about keeping up. Some people only get to play on weekends, meaning they miss 5 days a week.
I’m also assuming that the balance update comes on the same day each month. Something which has never been true.
Oh, and sometimes you change builds that are still viable because you are simply bored with them.
Also, as has been stated laurels will become available through other means, as such it’s perfectly reasonable.
The only means they have stated is through other achievements. Which each can only be acquired once, so two big downsides:
– Your alts take longer to equip than your first character.
– Once your stockpile runs out, you’ll have the respecing problems I described.
I suggest this: Make Laurels account bound
They already are. All my characters show the single Laurel I earned yesterday.
I don’t think we’re talking about the same thing. OP isn’t talking about Lodestone prices. I feel as he’s talking about the inflation of gold in general.
The game just introduced a new gold tap into the game, without any significant gold sinks that I can think of. Naturally, gold will inflate. This isn’t in relation to just Lodestones, but in relation to the overall economy since you’re adding gold to the game (via selling junk to NPC vendors).
Of course it may very well be that this new tap is minor and won’t impact the economy in any significant way as well.
Ensign.2189 does have a point. The trading post fees are a gold sink. Lodestones will be traded, so there is an accompanying goldsink.
Thing is, it’s a gold sink that will reduce in effectiveness as Lodestone prices drop because ANET just increased their supply.
So I just bought a couple of these boxes and turns out those evil inflation causing “Unidentifiable Objects” only sell for 1s each….
Multiply that by the number you get, then reevaluate your conclusion.
All my guildmates who dumped their karma into jewlery boxes earned at least 2 gold from the unidentifible objects.
Seriously dude? Don’t you have anything better to complain about? From what I see, the new 30% coin booster and extra 20% coin infusion would cause way more inflation than that simple vendor junk.
I didn’t know about those. They sound like they could be worse.
I also note that ANET only really added 10 amulets. They just added each amulet 3 times, once with each infusion slot.
Usually you can’t put items bought with karma on the TP. As for the contents, there has already been a lot of requests to create better chances of getting lodestones than currently exist.
You may notice that I didn’t complain about lodestones. That’s because tradable stuff is not a problem. Mail trading just shifts gold around, it doesn’t create any. Using the trading post sinks gold through the fees, so it reduces inflation.
Selling stuff to a vendor creates gold. The creation of gold is the biggest source of inflation. Which is why I only complained about the Unidentifiable Object. The junk item. The item that can’t be used for anything but selling it to the vendor. The item that only exists to create gold.
So this was added. Purchased with karma. It spits out items, including ones that give karma. Less than you spent on the boxes, but still a significant amount.
It also spits out a junk item. An item that has exactly one use: Vendor it, creating gold.
Lots of people have karma stashes with nothing to spend them on. That, and this is a way to spend karma on Obsidian shards without needing the temple of balthazar to be open. So people will be dumping their karma into these boxes. Creating quite a lot of gold, which will get fed into the economy causing inflation.
If ANET even trying to fight inflation ?
From the patch notes:
In PvE, if a player is awarded loot by killing a creature and the loot is of uncommon rarity or higher, a chest will appear that contains the loot that would previously have been on the corpse. If the rarity of the loot on the creature is lower than uncommon, the loot will remain on the creature’s corpse.
What is uncommon rarity ?
It’s not any of the rarities listed on the wiki.
The thing I hate the most about ascended gear is how its introduction effectively nerfed everyone who wasn’t willing to run fractals. The only explanation I ever accept for a nerf is that it’s to stop something overpowered, so when I see a nerf that takes two groups that were equal and only hits one of them, I can’t see how it can be justified.
Laurels remove the fractal only aspect for rings and amulets. So lets just see how many days it takes to acquire them before we complain about the grind.
(edited by Snoring Sleepwalker.9073)
Just don’t go AFK in a combat zone, simple.
No, not simple anyone who thinks it’s simple hasn’t thought about it or is just plain stupid. In the real world things happen and you might need to go afk and you may not be able to find a safe area to do it.
As an example, I’ve been in combat and the doorbell has rung. I have walked away from the keyboard and allowed my character to die (hence the reason why I asked for something quick and easy to invoke) as I belived at the time it was unreasonable to make whomever was at the door wait while I finished the combat and moved myself to somewhere safe. I was at the door for a while, and took a bio break on the way back to the PC, only to find that my character was now partially naked from the multiple rezzes and deaths.
It would be nice to think that you could deal with real world issues in a reasonable manner without it having an unreasonable effect on you in-game.
Press alt-f4 as you stand up from your chair. Then nobody will be able to revive you.
Much as I wish it weren’t so, it pretty much is the case that knockbacks that can send enemies off cliffs/ledges/bridges would cause gameplay problems that are hard to work around.
This is, unfortunately, not Sparta.
Then stop putting enemies near cliffs. The problems don’t happen, and people won’t complain about the enemies being so unfair.
I’ve mentally gone through those first two posts before and think the current implementation is a good solution.
If you’re annoyed about being knocked off a cliff, then don’t back yourself up to one against enemies that have “Knocks back” in their description. And if you’re looking for that great feeling of pushing someone off a cliff, try bringing some knockback skills to WvW. Not only does it work on other players, but it’s even more satisfying than knocking an NPC off a cliff ever could be.
Have you ever fought dregde inside their tunnels. They have lots of knockback. Their tunnels often have places high up on thin catwalks that are swarming with dredge.
Sure, the KD is dodgable when you’re on the ground. But if you dodge it up on the catwalk, you just dodged yourself off the edge. And they are immune to blind.
Guardrails would be sufficient to fix my complaints with the dredge. Why does an underground race have massive underground caverns* with high catwalks and no guardrails ?
*Where did they take all the rock ?
What makes me have a “wtf” moment is the following fact : each day that goes by, we have more and more level 80 characters, that means they all have access to level 69-80 rare gear (=gear that can be salvages for ectos). Each day, there should be MORE ectos in the BLTP…. Yet there are less and less.
All those level 80 characters will want exotics. Which means they want stuff that requires exotics, pushing up the price of exotics.
There’s a ton of cliffs in this game.. and bridges.. and holes to fall through
That’s the other part of the problem. ANET just loves making cliffs, bridges and holes. Then putting enemies near them. All while knowing that they cause problems for the AI.
Replacing the majority of cliffside enemies with flying would solve a lot of our complaints, while not making anything actually easier. If we knock an enemy off, it will simply fly back up to us. Dropping the loot at our feet would deal with the loot issue.
Pity ANET hasn’t given us any enemies that can actually fly.
Ascended items make two things clear:
– ANET doesn’t like crafting disciplines because, as more Ascended gear comes in, there less best in slot gear crafters can produce.
– ANET doesn’t like players trading with each other because Backpieces require bind-on-pickup vials, rings are bind on pickup, and amulets will probably be bind on pickup.LOL Anet doesn’t like players trading, that’s why the TP is so hidden and 90% of the items in this game are not BoP.
Yes, it’s obvious they liked the idea of trading at some point. But then they started adding untradeable things:
– All mists essense items
– Ascended rings
– Fractal weapons
– Other exotics that drop in fractals.
So it looks like they changed their mind.
Only a Guardian can set things on fire by hitting it with a lump of ice.
Only a Guardian is forced to set his enemies on fire.
Only a Guardian will stop in the middle of a battle to read a book.
Much like this thread, we talk about the silly things that only a Guardian can do.
Only a Guardian can set things on fire by hitting it with a lump of ice.
Only a Guardian is forced to set his enemies on fire.
Only a Guardian will stop in the middle of a battle to read a book.
Ascended items make two things clear:
– ANET doesn’t like crafting disciplines because, as more Ascended gear comes in, there less best in slot gear crafters can produce.
– ANET doesn’t like players trading with each other because Backpieces require bind-on-pickup vials, rings are bind on pickup, and amulets will probably be bind on pickup.
Storing your gold in items is a good idea if two assumptions are true:
1 – The item you store gold in will remain in demand.
2 – There will be long term inflation to keep that items price going up.
Both assumptions are questionable.
For assumption 1 there are two problems. Non-consumable items will lose value in the long run as demand falls as the people who want the item get it and stop wanting it (only mitigated if the rate of new character creation is equal or higher to the rate at which people stop playing characters that are farming the items/ingredients in question). Also, if people only want the item for its stats and ANET introduce an item with higher stats, demand for the older item will crash (only mitigated by the new item sharing ingredients with the old one).
As for the second assumption, the trading post fees prevent that. As the price level rises, so does the amount of gold the fees sink, slowing inflation. The end result is that, unless ANET increases the rate of gold creation, inflation will lead to the TP fees sinking gold faster than it’s being created. Which means temporary deflation and the price level cycling around an equilibrium point. The only question is if we have hit that point yet. I have yet to see anyone make a credible attempt at measuring inflation yet.
In fact, since any inflation measure would need to consider the volume of items being traded, and ANET doesn’t give us that data, I don’t think there is anyone but ANET who has enough data to measure inflation.
Well, party RNG is broken, it’s old news.
No, it’s not broken. The Random number generator is just randomly giving too many vials to some people, none to others. Which is the expected outcome of RNG based drops. If we only had some method of people to transfer their excess vials to people who didn’t get any, and for them to get something in return to encourage them to trade vials with people they don’t care about.
Oh wait, we do have a system to do that. It’s called the trading post. It’s just that ANET doesn’t want us trading vials through it. Why doesn’t ANET want vials to be tradeable ?
Lets put the tl/dr at the start:
All armor skin designs, except cultural armor, should exist for all race and gender combinations. The only differences should be due to anatomical differences between one race/gender combination and another.
For cultural armors, the only difference between the male and female versions should be due to anatomical differences between the genders (for example, the size difference between norn males and females).
Now for the detail
There are lots of armors in Guild Wars 2 where the male version is so different from the female version that the only way I can see ANET getting both designs is to have started them both from scratch. Which means that we are actually looking at two completely different armor skins that just share a name while discriminating on the basis of gender and race. Lets take acolyte armor as the example:
– Female version
– Male version
If I want to wear the male version on a female norn, human or sylvari I can’t.
If I want to wear the female version on any male character I can’t.
If I want to wear the female version on any charr or asura character, male or female, I can’t.
To fix this, I want ANET to split the Acolyte into two different armor sets with two different names. One of the sets will be the male acolyte skin, with the tweaks so that female norn, human and sylvari can wear it. The other set will be the female acolyte skin, with tweaks so it is available for all male characters as well as asura and charr females.
When this change happens, one of the armor skins will keep the acolyte name. Which means people wearing the other armor skin will log in to find their armor skin has changed. If they have an armor piece that has had its skin changed, they should be given something (like the HoM items) to let them change the skin to the old appearance with the new name.
I want ANET to do this for all existing armor skins. Except for stuff like Rubric armor where the male and female versions are already the same in all areas except anatomical differences with the character wearing it.
When ANET introduces a new armor skin, the only differences between the male and female versions are anatomical differences between the genders/races wearing it.
Only a necromancer has has his healing improve when he’s poisoned.
Only a mesmer is completely incapable of shooting in a straight line with a firearm.
Only a mesmer would think that playing music to the thing trying to kill you is a good idea.
Only a mesmer is so good and/or bad at music that they can cause physical injury with music too quiet to hear.
Only a Mesmer can teleport into objects and then become stuck
I’ve done that on my guardian.