This changes nothing. Yours will still be sold next in line. It doesn’t matter what price the ones before you are, just how many items before you there are. In fact, if anything, you should thank them for lowering it more, because the closer it gets to the highest buying price, the closer it gets to not going any lower. Once it gets to the highest buying price it is guaranteed to not go any lower, and then the price will start to rise again.
You probably wouldn’t like being on The Price is Right, would you?
This is how an ecomony works. Just because you hate being undercut doesn’t mean it shouldn’t happen. That’s how prices drop.
OP just seems like a complete kittenhead, honestly. If you’re going to create a thread and then hound everyone in it, then you’ve already made up your mind and are just trying to start a fight.
I’ve been having an issue lately with my multi-monitor setup and playing videos while playing GW2.
I have one 1920×1080 monitor (GTX 560) in the center and two 1280×1024 monitors (old GeForce 8800) on either side. In the past, with most games, I have been able to play a game in the center and leave a video, namely Jon Stewart, on one of the side monitors while playing. It caused no FPS issues on my main monitor and everything ran perfectly fine.
However, as of late, with Guild Wars 2 it seems different. When I run a video on my side monitor my main monitor’s FPS is negatively affected. From approximately 40-50 FPS down to 20-30. It doesn’t make sense to me that it would do that, seeing as an entirely different graphics card is managing my second two monitors, but it does happen.
Again, I’ve only noticed it happening with GW2, but it could have been happening in the past because every other game tends to run at a much higher FPS than GW2 does (regardless of settings, I always get the same rate on GW2 of about 40-50). Every other game tends to run well above 60 so when I turn on vertical sync I wouldn’t even notice a framerate drop, but with this game it is definitely noticeable.
It shouldn’t be due to any other form of system difficiency, my CPU when this is occurring is barely taxed (i5-2500k @ ~4.0 GHz) and my RAM (8GB CS Vengeance) is never higher than 60% PM or VM usage.
Any idea why a framerate drop would be happening from something on a different GPU? Am I misinformed into thinking that the second GPU’s tasks should have no negative impact on the first (at least while the CPU is not bottlenecking, as mine is not)?
(edited by StevieMJH.9105)
The Twilight arbor heavy armor looks pretty good, in my opinion. Depends on the character and image you’re trying to get across, but to me it looks a lot like medium armor.
Yeah I was basing my information off of this:
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-1-October-2012/first#post357683
I love it when the devs are misinformed as to their own game and then pass on that misinformation without any sort of checking.
They respawn every day (server time). They basically reset at 0.00 am.
I don’t know about the locations.
Don’t want to be “that guy” but that’s not true.
They respawn based on character time approximately 24 hours after the last time that character harvested from them.
The locations change every time there is a server reset.
Your bank is an account-wide bank. Anything you place there can be accessed from all your characters.
Yeah, that’s the reason I didn’t get the chest from that set. One, it doesn’t even look good, two, you don’t get to see the shoulders (which, in my opinion, is the best part of the armor).
Shoutouts to Agress on JQ.
If they’re going to switch anything, I would say that the outmanned buff should be changed entirely. The orb bonus should stay as-is, but the outmanned buff is completely ridiculous as it currently is. It’s basically telling everyone on the losing team to stop trying and to go farm. It should be changed so that the losing team gets a bonus, not to health or stats but to siege equipment costs, keep upgrade costs, gate health, wall health, keep lord health, etc., so that they no longer lose keeps just as easily as the winning team.
Giving them the same bonus as the winning team is ridiculous because then they would have no incentive for winning. Of course it would be nice to have better keeps, but would you be willing to lose just so that the keeps that you do have are better? No.
Don’t make it so that the losers and the winners get the same bonuses. Or the winners get a worse bonus. That’s just stupid. This isn’t elementary school and not everyone is a winner.
Translation: “Whaaaaaaaaaaaaaa…”
If you lose, it doesn’t make the game inbalanced. There are obviously going to be some matchups where there isn’t as much competition as other matchups. There is an arbitrary grouping of three servers per fight, so if the fourth place was very close to the third place in score and it gets bumped down to fight a fifth place that is very far down, the fight will be a pushover.
Then, take into account the fact that 1st/2nd/3rd will not always fight. After that matchup they will fight different people, inevitably mixing in lower-tier servers with higher-tier servers. There is simply no way to fix the fact that some servers are going to get pounded sometimes. Don’t expect ANet to come from heaven above to fix it because they can’t.
In short, the way statistics works is that when you have a smaller sample size, you will get skewed results (not to mention servers like HoD where entire guilds switch servers so they can have an easier time). This happens in more than one way. There are a limited number of servers total and a limited number of servers per fight.
Take three servers, even servers at the top end, and one or two of them might not always be close enough to give a decent fight to the top one.
Except… this is the case in every matchup, and it happens every week.
The rest of your post is irrelevant, because you assume incorrectly that this lopsided situation is the exception, when in fact it is the rule.
Regardless of it being the exception or the rule, it is unavoidable. A 15% health bonus and a 150 stat bonus to the winners doesn’t turn the entire thing into one huge stompfest. And even if it did, everyone starts with an orb in the first place.
It’s like saying that Baseball is imbalanced because the Cubs haven’t won the World Series in one hundred years.
The only way to fix this problem (which isn’t even in ANet’s control) is to have a way larger Guild Wars playerbase. The more players you have, the more servers you have, the more servers you have, the more likely you are to get fair matchups.
If there were another 20 new servers filled with players, then there would be more servers at every skill level that would fight it out fairly every week. Other than that, there is no way to stop this sort of thing from happening.
I think you have a point in saying that the WvW player-base is spread out among too many servers to prevent eventual landslides in the current system.
I 100% disagree with your assertion that this is an unsolvable problem. There are a half dozen excellent possible solutions floating around here that wouldn’t “punish” anyone or remove the fact that Wv3 is inherently imbalanced.
As it stands, Wv3 is awesome for a night or two after reset… and then we all just kind of wait until the next reset. Sure, we will join a map and try to kick some kitten but it has a feeling of pointlessness about it. During the week, PvE and sPvP become far more popular than Wv3 simply because the game is over. The match can’t be won after the initial pull-ahead by the match-up titan, and what happens is both smaller servers start tearing each others eyes out while the titan continues to keep them both contained and on their heels.
This is a problem that players could solve, but it would require a consensus and sacrifice. Apparently there is a huge set of Wv3 players that are interested in neither thing.
I agree with that as well, actually. The match actually seems to be decided after the first day or two. I have never actually been in any matchup where the 2nd place team has actually caught up to win. It almost happened two matchups ago when Jade Quarry almost caught up to HoD, but the only reason that happened is because HoD literally stopped playing toward the end once they realized they had won regardless.
I heard a rumor somewhere that they were actually considering increasing the duration of matchups. That’s just a completely stupid idea. They should be a week in length tops.
However, I do have to reaffirm my stance that I don’t think there’s really any easy way to make it so that the matchups are any more balanced. If you give the losers bonuses for losing, wouldn’t they prefer losing to being in second place?
I just don’t see how a widespread problem like this can be fixed simply by giving bonuses for losing.
Translation: “Whaaaaaaaaaaaaaa…”
If you lose, it doesn’t make the game inbalanced. There are obviously going to be some matchups where there isn’t as much competition as other matchups. There is an arbitrary grouping of three servers per fight, so if the fourth place was very close to the third place in score and it gets bumped down to fight a fifth place that is very far down, the fight will be a pushover.
Then, take into account the fact that 1st/2nd/3rd will not always fight. After that matchup they will fight different people, inevitably mixing in lower-tier servers with higher-tier servers. There is simply no way to fix the fact that some servers are going to get pounded sometimes. Don’t expect ANet to come from heaven above to fix it because they can’t.
In short, the way statistics works is that when you have a smaller sample size, you will get skewed results (not to mention servers like HoD where entire guilds switch servers so they can have an easier time). This happens in more than one way. There are a limited number of servers total and a limited number of servers per fight.
Take three servers, even servers at the top end, and one or two of them might not always be close enough to give a decent fight to the top one.
Except… this is the case in every matchup, and it happens every week.
The rest of your post is irrelevant, because you assume incorrectly that this lopsided situation is the exception, when in fact it is the rule.
Regardless of it being the exception or the rule, it is unavoidable. A 15% health bonus and a 150 stat bonus to the winners doesn’t turn the entire thing into one huge stompfest. And even if it did, everyone starts with an orb in the first place.
It’s like saying that Baseball is imbalanced because the Cubs haven’t won the World Series in one hundred years.
The only way to fix this problem (which isn’t even in ANet’s control) is to have a way larger Guild Wars playerbase. The more players you have, the more servers you have, the more servers you have, the more likely you are to get fair matchups.
If there were another 20 new servers filled with players, then there would be more servers at every skill level that would fight it out fairly every week. Other than that, there is no way to stop this sort of thing from happening.
Translation: “Whaaaaaaaaaaaaaa…”
If you lose, it doesn’t make the game inbalanced. There are obviously going to be some matchups where there isn’t as much competition as other matchups. There is an arbitrary grouping of three servers per fight, so if the fourth place was very close to the third place in score and it gets bumped down to fight a fifth place that is very far down, the fight will be a pushover.
Then, take into account the fact that 1st/2nd/3rd will not always fight. After that matchup they will fight different people, inevitably mixing in lower-tier servers with higher-tier servers. There is simply no way to fix the fact that some servers are going to get pounded sometimes. Don’t expect ANet to come from heaven above to fix it because they can’t.
In short, the way statistics works is that when you have a smaller sample size, you will get skewed results (not to mention servers like HoD where entire guilds switch servers so they can have an easier time). This happens in more than one way. There are a limited number of servers total and a limited number of servers per fight.
Take three servers, even servers at the top end, and one or two of them might not always be close enough to give a decent fight to the top one.
(edited by StevieMJH.9105)
I am a very active player with two level 80 full exotic characters. My main focus is WvW, but I already have a guild that I run WvW with, so I’m not looking for any guilds that would require representation while I WvW because I likely won’t do that.
What I am looking for is a dungeon guild or event guild that I can run with; both for getting gear on any alts I may plan on levelling and money on my current characters.
Thank you!
[Spoilers] ArenaNet "confirms" the fan theories about Elder Dragons?
in Lore
Posted by: StevieMJH.9105
… You guys are insane.
Let’s look at this from a gameplay perspective. ANet creates this awesome game. ANet creates this huuuuuuuge theme about cooperation and working together.
“Oh by the way one race are the badguys.”
… Really? That’s just… kind of… dumb.
This doesn’t make them bad guys. They’d be good at heart, they’d just be getting tricked. Not like they would all just turn against the rest and then kill everyone.
[Spoilers] ArenaNet "confirms" the fan theories about Elder Dragons?
in Lore
Posted by: StevieMJH.9105
Tree != Dragon
/thread
I stopped reading as soon as I saw the OP use the word “unlogical.”
This boss fight should have been nothing short of amazing with all the hype that had been building for oh… I don’t know… the entire game? Regardless of whether or not his attacks were/are broken the fight itself is just pathetic.
In short, I am not playing this dungeon so that I can repeatedly run through it’s entire length just to have the game crash for all party members due to some terrain bug. Please fix this kitten boss.
I think I’m just going to keep a running tally of how much this keeps happening:
Crash Count: 3
(edited by StevieMJH.9105)
So you don’t notice the MASSIVE leap that he does before his main attack lands? Dodge is your friend.
The forward-forward path has 3 knights and a boss in a single encounter. Our guild party regularly steamroll it just by keeping our heads screwed on and using lots of CC.
I’m saying the leap has no warning. I wouldn’t call the leap itself a warning because the transit time at the maximum leap range is near instant. Dodging as soon as you see him leave the ground doesn’t even give you enough time. You need to just press dodge at random times and get lucky, it seems.
It’s not our job to worry about the game dying. A dungeon finder would vastly improve this game because Anet already insists on making it so that you get a bonus every day for running each path.
It’s stupid NOT to offer a dungeon finder because what you’re doing is making it so that the people that want to run one dungeon might not even be able to run it with the others that want to run the SAME one.
If you have four people that want to run Path 1, three that want Path 2, and another four that want Path 3, you still don’t have a full group. In an environment like that it’s ridiculous not to be able to at least have a feature where it can auto-place you into a group.
Just got 1v3’d by a Knight. Can someone please explain to me how it makes sense to have a mob that can knock you down, then 1 hit you, then flurry your downed body to finish you off? No where in that combination is it possible to get out of the loop and the mob does not have a single warning sign that it is about to start it. If it jumps on you, you are as good as dead unless you have a guardian tele-breakstun (and sometimes even then).
The entire process takes 3 seconds from full health to dead. And the mobs come in groups of more than one.
Am I missing something here?
It’s all practice, me and friends started running this 2 weeks ago. Each path took us 2+ hours. We now farm Up and Forward, Up. They take us approxiumately 35 minutes each with very few, if any, deaths.
Because you have a group of people that you can run with. The only groups I can ever find to run with are pugs. Guildies either already have their kitten or have better dungeons to run.
Running this with pugs is like asking a three year old to paint a Monet.
http://screencast.com/t/eJM9EHQprfVq
It simply is not feasible to get TA gear based on the fact that one run is basically unable to be completed without setting aside 2 hours.
There are poision traps that kill you immediately if they happen to spawn on you, enemies that can 1v2 party members (in groups of 4 or more) and then zergs of wolf pups that can surround and destroy you before you are able to res after going down. This dungeon would be no less difficult than any other dungeon without the blossoms, for example, what necessitated their addition to this dungeon?
Not to mention the fact that there is only one waypoint. One which you get at the beginning. And if you have to wipe (which you inevitably will have to) you have to run the entire length of the dungeon to get back to where you were.
Overall, regardless of whether or not the nerf acts as listed, the idea to nerf a class because it’s animations don’t work correctly is completely asinine.
You don’t nerf a class’ combat ability because it’s animations weren’t working. You fix the kitten animations. It’s lazy coding to take the easy way out and change a single number in the code instead of fixing the bug in the first place. I, for one, wasn’t getting any annoyance from my SB animations anyway.
All of the dungeons in this game seem to run on the idea of false difficulty. That is, all of the dungeons in this game do not have difficult or interesting bosses to fight with unique ways to defeat or defend against each one. This is true with mobs as well. Each mob has a knockdown that can be chained with every single other mob in the area. There is no system where if you are currently knocked down you can’t have another immediately stacked on top of it. I spend 90% of my time in Twilight Arbor on the ground looking at my skill bar counting down until I can get up and keep playing.
True difficulty involves strategy and some sort of tactics. This difficulty that ANet has constructed is false difficulty. Feigning difficulty by taking regular mobs and bumping their damage and health through the roof and watching you flail about through multiple attempts. I wouldn’t mind a difficult dungeon or fighting difficult groups of mobs if it became less difficult once I could nail down a strategy.
Case in point:
Flowers in Twilight arbor that immediately kill you if you step into it’s AOE range with damage that ticks every .2 seconds. If you kill them, they don’t have the decency to stay down, they respawn. In as little as ten seconds, even. So if you are fighting enemies in the area with them and you go down on an area where one is about to spawn, you have no chance to be revived, instead you immediately are finished off because a flower spawned near you.
This is an extremely lazy and unfair way to make a game difficult. There are just some places where there simply isn’t any strategy to win.
Can someone explain to me how it’s possible to defend a stationary NPC against waves of mobs that never stop spawning? I’ve been in 10 groups now and NONE of them have been able to get past this part. Not a single one. The closest I’ve gotten so far is down to 3/6 of the burrows destroyed before the NPC just gets overrun.
There are items that cost 1 token. i.e. potions, etc.
Although the solution at that point would be to simply sell stacks of them instead of one individually. I agree with this. Just one more stupid inconvenience that they weren’t bright enough to see coming.
Well right now I am debating between a build that gives me:
900 something healing power, 700 Vit, 650 toughness, and around 350 power.
Or
600 something healing power, 650 Vit, 700 toughness, and around 650 power.
I’m trying to choose based upon whether or not I will need the extra power just to be able to take someone down. I don’t want to be so tanky that I don’t die, but I also am unable to kill anyone. If the extra power is required, I can do that, but if it’s not, the extra healing will be great for my ultimate goal of being a brick wall you have to beat down with your fists.
(edited by StevieMJH.9105)
Well, I know it’s impossible to get a literally unkillable build, I’m just looking for as much survivability as possible. I’m not too concerned with damage unless it is the means to an end of survivability. It would be nice, but my main concern is taking damage, whether through healing everything coming at me or just taking hits.
Basically all I’m looking for is any sort of immortal/unkillable build. Mainly playing in WvW with me and one other person and we intend to play a Guardian/Warrior combo. Basically, I set em up, he knocks em down.
I’ve only intensely played Ranger in the past and got the full Power/Prec/Crit set with it so I have no experience with tanky builds or Guardians. If anyone has any information and can help me out, I would appreciate it very much.
Right now I’m debating between the following:
Soldier’s Set: Power/Toughness/Vitality
Cleric’s Set: Healing Power/Power/Toughness
Magi’s Set: Healing Power/Precision/Vitality
or perhaps even
Shaman’s Set: Vitality/Condition Damage/Healing Power
The only reason I consider the last of the four is for the fact that it is the only set with Vitality as the primary attribute, but that might not even be that great.
The other bonus is that of the Cleric’s set, due to the fact that it is the only set in this grouping that can be crafted and easily purchased. I have a friend that is willing to craft it for me for only the price of mats and that would save me a lot of dungeon runs.
Otherwise I wouldn’t know, this is coming from someone that hasn’t tried out a tank build on any character yet.
tl;dr I don’t want to die. Looking for the best armor set/rune set/jewel set/traits.
All opinions are welcome, thanks for the help!
(edited by StevieMJH.9105)
Ori nodes not showing up as minable - Friend showed me spawns I see a ruined base like I mined it but I haven't, can mine 2 out of 5
Posted by: StevieMJH.9105
Nerf the only way to make money left in the game > don’t tell anyone > refuse to repond to an inordinately large thread.
7 hours and no response in game or on the forums…….
where is the customer service?
You dont get a response from the in game filing system. It says that right in the report form. I doubt theyre even read most of the time.
As far as getting a response from anet on the forums? Ha.
Maybe I’m wrong but I feel like last night JQ was definitely the one getting teamed on. xD
Not trying to be biased, but we had to defend one bay siege every 10 minutes for two hours. Often from both sides by both teams. xD
Your fault for not finding the mesmer. First thing we do after we repel a siege is look for mesmers. 50% of the time we find one hiding out somewhere. If you can’t manage to find one and kill him before he manages to get out, you deserve to lose the keep.
Solution: get more people and keep trying.
I was a part of a 4-person defense in that room the other day. We had one arrow cart which was AOE’d down shortly, then we continued knocking people off the jumps and attempting to kill them from the top.
I can tell you from personal experience that it was a stressful and difficult defense. All it takes is one good Guardian pull or Necro fear and you’re done. Just try harder instead of waiting for them to fix something that is “ruining the game experience” for you.
Losing is part of the game experience.
Coming from someone in JQ, we are most definitely fighting with HoD. Moreso, even. Depending on which BDL you are in you will have more fighting with the owner of the BDL than with the other invader world.
If they make the lower level zones just as hard to complete as the higher level ones, then there is literally no benefit from levelling to max as far as ease of fighting with PvE.
If you earn level 80, you have also earned the right to dominate low level mobs.
That’s what the Ballista is for in the first place, though. There’s no reason to add a siege weapon that one person can build to full that dominates people at range.
Whether due to more people playing or skill, it doesn’t make sense to punish a team for winning. Why win, then?
There’s no way to balance it because if you give the losing team more incentives or rewards for playing, the no team will want to win.
If a team gets spanked, I think the only way to deal with it is to suck it up, unfortunately.
I play on JQ, and yes, we do roflstomp on a near-constant basis when we drop to 4th place, but it doesn’t mean that we need to be punished that week. If we hold 90% of the map like we were last week, we’re inevitably going to be pushed back up to third or better were we might/might not get owned.
Think of it this way: if you want bonuses when you’re losing to the 4th place team, you just might win once you get them. Then you’ll get pushed up to 3rd or better. Do you really want to get spanked even HARDER by Henge of Denravi and Stormbluff while we stay in 4th and spank whoever gets put there? No.
Sure you might get some bad weeks where you get pwnt by higher-ranked worlds but thats how the balancing system works. Don’t ask to get help in order to win if your server doesn’t earn the victory.
This has been requested many times…
Yet it still doesn’t exist.
That’s no reason to stop requesting it.
The skill points are pretty annoying, I agree. My opinion is people are just generally in too big of rush to finish content. The issue is you finish the content, then complain / whine about wanting more content. Just be patient, go WvW, PvP, complete another area, do some jumping puzzles, do some dungeons, etc…
I don’t think it’s complaining to expect that when you buy a game that they actually fix problems that have already been going on for weeks. Instead they seem to be tunnel-visioning on balance issues instead of progress-blocking issues.
I would like this, but only in areas where there isn’t anything important to be done. For example, I don’t want to be randomly owned by a wandering band of 50 enemies while trying to do something in a quest area. However they’d have to make a completely new area to do thi- OWAIT. Add it in the expansion. Whenever that will be coming.
I just don’t want people in the current areas to get owned for no reason while trying to finish levelling or while trying to collect ore or something. The mobs are already annoying enough.
Rock is too strong, but paper deserves a buff.
-Scissors.
Everyone deserves a buff.
-Ranger
P.S. Except Warrior.
This suggestion is simple, yet it would radically change the game experience.
Basically, it’s standard of all games (even GW2) that all mobs of the same type have the same skills and behaviors.
For instance, this is an example of mob:
Name: Wolf
Behavior: Aggressive
Skills: Howl, Flurry
This is an obsolete mechanic tho, like fetch quests and other things you’ve done away with.My idea is to give all mobs a random chance to have different skills and behaviors.
Example:
Name: Wolf
Behavior: 60% chance Aggressive, 20% chance Kiter, 20% chance Dodger.
Skills: Howl, Flurry
Extra skills: 20% chance bleeding, 20% chance daze, 20% chance camoflage, 20% chance berserk, 20% chance regeneration.Coding-wise it’s very simple, as for animations you can use the ones the mob already has (wolf can use howl to regen/zerk, normal attack for daze/bleed).
This way every time we fight a mob, even the same mob, it’s a different battle.
GW2 is so revolutionary in many aspects, why not being revolutionary even in normal mob fights?
I support this for one reason:
I’m sick of being pulled 20 meters toward a mob that I have no interest in fighting when I’m just trying to get to an ore node, only to stand up and get pulled again.
Running through southern Cursed Shore = LOL BIND, LOL PULL, LOL BIND, LOL KNOCKDOWN, LOL PULL, LOL BIND
MFW: -.-’
Yeah. I played WvW when I was level 1-40 then decided to stop completely until I got to level 80 and had my full exotic set. The difference was enormous.
I just don’t see how a damage reduction for everyone would change anything but the length of the battles. They’re long enough already as long as you’re not horridly outnumbered.
This is by far the most annoying part of the game for me right now. I would have completed the map a week ago if it weren’t for the southern Malchor’s Leap skill point being nonexistent and the southern Metrica Province skillpoint being a rotting corpse that I have to fight.
I have a full 80 exotic Armor/Trinket Power/Prec/Crit set with Divinity runes. I die decently fast but only if I made a genuine mistake. I don’t find myself getting dominated in fights where I played smart.
It’s true, though. I can tell the difference easily as far as enemy builds. With a couple hits I can usually tell what kind of build someone is doing, especially with Rangers, seeing as I play one.
If I hit someone with my longbow and their arms get blown off, I can tell they’re going damage. Otherwise, I can tell they’re going defense.
It’s extremely fun to find people that are going damage, though, as I usually can outrange them with my Longbow range trait. I made a warrior buddy of mine jealous the other day when I hit an ele on the top of a tower wall and his health went down by 1/3.