Showing Posts For Strill.2591:

Another Experiment into DR (Karma) Results Inside

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

:O

Unless you are talking WvW, which is not the object of this conversation, how is that one possible exactly? A lvl 80 quest without a booster gives you 370ish karma. To get 10-15k karma per hour, you would need to complete roughly 27+ events in an hour. Let’s say you have a booster that doubles the gain (I honestly don’t even know if they actually double said gain, never used one), that is still 14+ events in an hour. Please show me an area in lvl 70-80 zones when you can do that without either intentionally cheesing the content by pre calculated fails or hopping around the same area. WvW is a completely different matter, but again, thats not what I was addressing.

Go to Cursed Shore. Pop a Karma Booster. Do the following events.

Northwest Cursed Shore:

Defend Gavebeorn’s Waypoint
Kill Veteran Risen Spider
4x Chain: Escort Explorer Plix
Escort Packheart
2x Chain: Arena of Balthazar
Kill Champion Drake Broodmother
Kill Champion Abomination
Kill Veteran Risen Wizard
Defend R&D Camp from Tar Elementals

Total: 13 events

Eastern Cursed Shore:

Defend Penitent Camp
Defend Shelter’s Gate Camp
Defend Jofast Camp

Total: 3 events

All the ones in Northwest cursed shore are clustered into the same area. Heck, they’re so close you can do the Arena of Balthazar, Drake Broodmother, and escort explorer plix events all at the same time if you pull all three of those mobs together. All the ones in Eastern cursed shore are also clustered into their own area, but you get continuous updates on their stats from wherever you are, so you can just walk over to those without needing to waypoint at all. Furthermore, on top of all that there’s at LEAST six more events that should be playing in these areas that are perpetually bugged. It’s very easy to get that much karma if you know where all the events are.

(edited by Strill.2591)

Another Experiment into DR (Karma) Results Inside

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

I would not expect any official explanation of the mechanics of the DR system, due to its preventative nature. As I said, I expect it to be a double mechanic, of equal “worth” – motivating players to move around and cycle areas and try a variety of thing instead of trying one beaten path, the other, punting bots.

We’ve tried. We’ve tried doing events in different zones. We’ve not repeating any events. We’ve tried doing a wide variety of events. The only determining factor in whether you get hit by DR that anyone has been able to identify is SPEED. How many events you complete in a given amount of time. Nothing else appears to have any effect.

But yeah, I can easily get 5-10k karma within a few hours along with 2-3g without hitting DR. Mobility seems to be key here, barring any unintended triggers which I’ve yet to experience.

That is absolutely horrendous. You can get 10-15k karma per hour without the cap. The only reason you’re avoiding the cap is because you’re doing events incredibly slowly. Do them at a reasonable speed and you’ll quickly see the cap regardless of how mobile you are.

Dynamic Event DR? WAI?

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Lets spam all forum with topics like this, maybe then someone will anwser from anet wtf are they gonna do with this….

Agreed. I managed to get a lot of farming in before the patch, but I still need 330,000 karma and this is totally screwing me.

Another Experiment into DR (Karma) Results Inside

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

I’ve hit the cap many times. It’s almost always happened to me after completing at least 16 events in an hour, although I’ve sometimes hit it after 8 events in a half hour.

I’ve sat around farming the same five events over and over again for hours on end without ever reaching the cap, so I can say for absolute certainty that repeating events has no influence on the cap.

I’ve tried farming events in multiple zones and have hit the cap in spite of that, so I can say for certain that switching zones does not fix the cap.

I’ve hit the cap without repeating a single event so I can say for certain that repeating events does not influence the cap.

As it is, the most efficient way to farm karm is to pick about five events, repeat them over and over again, and ignore everything else. It’ll keep your event completion slow enough to avoid the cap, and hitting the cap is a far, far bigger penalty to karma income than pacing yourself is. Of course, it’s horribly boring and repetitive, but that seems to be how ANet wants us to play.

(edited by Strill.2591)

Let's Start the Karma DR Dialogue

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

Just got hit with this. got 302 for Gold on an event that normally gives 378. when did this stuff start?

As far as I can tell it’s always been there, but most people never realized how many events there were until recently, so they never did events fast enough to reach the cap.

From my experience, doing about16 or more events per hour is enough to trigger the cap, although others have reported the cap activating much sooner.

Crests are Redundant

in Bugs: Game, Forum, Website

Posted by: Strill.2591

Strill.2591

Right now you can put gems in armor, which makes many “Crest” upgrades pointless. For example, Crest of the Traveler and Opal Orb have the exact same stats, but Opal Orb is both more common, and can be used in both armor and jewelry while Crest of the Traveler only works in armor.

I don’t think Orbs were intended to be used in armor.

Pretty much the real issue of why DR is a problem for people

in Guild Wars 2 Discussion

Posted by: Strill.2591

Strill.2591

And this is what ArenaNet needs to work on. And it is what they will work on. But people need to be patient.

Patient!? It was ok last patch because there was a workaround! No they’ve made it even WORSE! Whta is patience going to do for us!?

Long Awaited [The Bifrost] since 23/9..

in Crafting

Posted by: Strill.2591

Strill.2591

Of course it’ll take you longer to get. You jerks at ANet made it nigh-impossible to obtain last patch with your caps.

Legendary Seekers Punished

in Dynamic Events

Posted by: Strill.2591

Strill.2591

The only thing we can conclude is that the code is intended to punish legitimate players, since they’re the only ones who could possibly trigger it. We know that the DR code depends on how fast you complete events, and not on which events, where they are, or which zone they’re in. This means that bots who just sit at the same spot and spam attacks cannot possibly trigger it because the events they complete are so sparse. Real players who do event chains are the only ones who can possibly do events fast enough to trigger this code.

Dynamic Event DR? WAI?

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Log out.

Log in.

DR is gone.

Mystic Forge: Superior Sigils

in Crafting

Posted by: Strill.2591

Strill.2591

Ignore the guy above me. You can only gamble certain Sigils in the Mystic Forge. From my experience, the “Damage to X Enemy” sigils cannot be put in the forge.

Legendary weapons: stats

in Crafting

Posted by: Strill.2591

Strill.2591

Legendaries have the same stats as exotics. You can see this if you link them in chat using the chat link trick.

Why No Mantra Builds?

in Mesmer

Posted by: Strill.2591

Strill.2591

Three uses of Mantra of Restoration combined with Rune of the Centaur (10s Swiftness, 10s cooldown) means permanent AoE swiftness. I still don’t like it though. IMO Mantra of Restoration needs a quality of life buff allowing you to queue multiple activations, or just remove the cooldown between activations entirely. It’s too cumbersome and distracting to press the button four times, one second apart every time you want to heal, especially when you’re in the middle of something else.

If I could just tap the button four times I’d be ok with it, but as is it’s too much of a bother to use, especially with such an incredibly long cast time making it even less appealing.

Can colors for servers rotate as well?

in WvW

Posted by: Strill.2591

Strill.2591

Colors are not random. Green has the most difficult to defend keep in EB, so it’s used as a handicap to the server that did the best.

Karma DR is too fast. I start getting 25% Karma gain before a Karma Booster wears off.

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Log off.

Log on.

Cap is gone.

Don't Stack Sigils With Cooldowns

in Players Helping Players

Posted by: Strill.2591

Strill.2591

Just a warning to you guys, if a sigil with a cooldown activates, that cooldown affects EVERY sigil, even ones on your other weapon set, or sigils that don’t have cooldowns. The only sigils that are unaffected are ones with passive stat bonuses. So be aware that using a sigil like Rage (45s cooldown) will totally deactivate any other sigils you may be using.

Legendary weapons, Mystic Clover and 2 million karma

in Crafting

Posted by: Strill.2591

Strill.2591

You say 50k Karma a day, grinding for 12 hours a day. For 40 days.
And then you let us know that Arenanet must’ve been crazy coming up with that.
Has it occured to you, that Arenanet didn’t envision anybody having this Legendary after 40 days, but expected it to show itself after 6-12 months?
The grind is a choice, and it’s your choice. So don’t complain to anybody else for your decision, which is a dumb decision. How serious can you take a silly game anyway.

50k karma for 12 hours!? What kind of terrible place are you farming? What, are you just sitting at the three town defense events in cursed shore and not doing any other events?

If you actually take the time to map out all the events you can get about 10-15k karma per HOUR. That means that the 1 million karma you need for a legendary will take 75-100 hours of farming. That can easily be completed in 15-20 days if you farm for 5 hours a day.

If you actually farmed for 12 hours a day you’d have the karma in a week.

(edited by Strill.2591)

Mystic Clovers Ruining Legendary Weapon?

in Crafting

Posted by: Strill.2591

Strill.2591

I don’t agree that the legendary hunt should have so many RNG steps. Getting the pre-weapon already is a pretty large commitment wether you want to buy it or try and craft it.

However, people keep talking about getting “their” legendaries or otherwise mentioning legendaries in contexts where they think they are entitled to one.

The legendary hunt is not for everyone, only the extremely dedicated player.
These items are meant to be legendary and not easily obtained. I play a lot, and i mean a lot, and it still seems like a very very large challenge. And that’s the way it should be.

If i spend 500hrs on a legendary weapon i would get mad if it just got easy to obtain them due to economy inflation (Read: Ectos and other materials getting cheap as supply increases).

Little too RNG but, at least for the pre-weapon it’s fair enough!

I talk about “My” legendary because I have Dawn along with all the monetary costs and about 35% of the karma costs complete. I’ll have the whole thing done in around two weeks or so.

Wrong Number of Tokens

in Bugs: Game, Forum, Website

Posted by: Strill.2591

Strill.2591

The patch notes say I should get 60 tokens for my first completion of the day for a given path. Instead, when I completed Honor of the Waves Butcher path, I got 45 tokens.

Bug Screws Would-Be World-First Legendary Recipient

in Bugs: Game, Forum, Website

Posted by: Strill.2591

Strill.2591

Xalkyrie on Henge of Denravi has all the materials he needs to make The Bifrost, but cannot combine him because the Obsidian shards he purchased before this patch do not stack with the shards he purchased after this patch. Where is your QA team on this ANet? Could you at least swap out his shards for him?

Easing players into dungeons (AC story rant)

in Fractals, Dungeons & Raids

Posted by: Strill.2591

Strill.2591

Lastly, Story Mode is definitely not harder than Explorable mode; that’s just absurd. Not the Rangers, not the Lovers, not anything in it. Graveling Scavengers alone pretty much cinch that contest, but generally speaking, all of the large Graveling types are considerably tougher than any sort of Ascalonian ghost. And nothing is nearly as much of a devastating suckerpunch as Lieutenant Kohler’s Pull+Whirl (which almost definitely will wipe a party that isn’t prepared for it).

That is total nonsense. I’ve done AC explorable about 16 times so far and gravelings are far, far easier than ghosts. Gravelings are all melee and can be kited. Elementalists, rangers, and to a lesser extent Necromancers are ranged. That alone makes them much, much more powerful than any graveling. I’ve never wiped against any graveling group, but I have wiped almost every time I come up against a ghost group which contains three or four Elementalists/Rangers.

As far as Kohler is concerned, the only problems with him are that his attack can pull you through walls, his attack doesn’t have an audio cue, and that his projectiles are black, and thus very difficult to see. It’s easy to assume that his pull cannot be avoided if you never notice the projectiles. Once you realize he’s using a projectile to pull you, he’s a very easy boss. Much easier than the Lovers who can plant nigh-unavoidable AoEs that take off half your health before you notice they’re even there.

(edited by Strill.2591)

AC explore Burrows

in Fractals, Dungeons & Raids

Posted by: Strill.2591

Strill.2591

I find if you stand at just the right spot with my Mesmer Sword, I can sometimes get a hit on them, but most of the time not.

The correct solution is to bring a party of four elementalists and one warrior/guardian. Have the warrior/guardian on defense, and the elementalists on the burrows. Each elementalist can destroy a burrow with a single Meteor Storm. If you’re not an elementalist or a warrior you’re SOL.

Easing players into dungeons (AC story rant)

in Fractals, Dungeons & Raids

Posted by: Strill.2591

Strill.2591

I think AC is actually fairly well-designed in terms of difficulty curve, when you look at it from that angle…

You’re vastly underestimating these enemies. Yes, the coffins are fine. However, once you walk into the next room with the traps and elementalists, you get screwed. There’s very little room to dodge, and elementalists AoEs do extremely high amounts of damage. Furthermore, they can kill you in about two or three basic attacks since you’re going to be undergeared going into the dungeon. I presume this is supposed to teach you to avoid AoEs and take dodge/block skills but it never gets to that point because you almost certainly wipe right there. That’s bad design. This is the first dungeon. People will not think “what did I do wrong”? They’ll think “what’s wrong with this dungeon?” Hell, Nente and Kasha are easier than that single pull and they’re BOSSES. Do you not see the complete and utter lack of a difficulty progression? Hell, this dungeon has a freaking 3-ranger pull. I’ve wiped to 3-ranger pulls in AC explorable with a full exotic level 80 party in teamspeak. It’s absolutely moronic to have such a difficult encounter in the first dungeon, and frankly I think you’re totally blind to not see that.

What’s worse is that the difficulty is terribly arbitrary. The three-ranger pull before Nente is probably one of the hardest fights in all of AC, but Nente is completely trivial. Kashsa is also completely trivial, then you get to the Lovers who toss out AoEs that kill you in a little over one second, constantly spawn adds that WILL kill you if not immediately dealt with, AND get more powerful in close range with special effects (AoE knockback) that aren’t at all readily apparent from their visuals. It’s total nonsense. They introduce nothing at all difficult to Kasha and Nente and then give the Lovers four new mechanics at once, all of which must be immediately learned in order to defeat them. That’s terrible in terms of difficulty progression.

AC Story Mode comes with an inherent ‘rude awakening’ when you first run in and are forcefully introduced to the concept of Dungeon Elite enemies, but the initial slap in the face is about as gentle as it could be, and after that I think it’s actually fairly efficient at teaching you the ropes.

“Gentle”? “Efficient”? The thing dumps you into fights that are far more difficult than what you can find in explorable and you call that “Gentle”, and “Efficient”? Are you high?

There are problems with dungeons, when it comes to teaching and guiding players into them and how to play effectively. I don’t feel that the root of those problems lies with the dungeons themselves, though, but rather the systems that surround them, which (at least in some ways) either fail to signal to the player that solutions to their problems are available, or actually outright discourage the experimentation and committment of resources that is inherent to solving those problems.

No, it’s absolutely the dungeons themselves. If they want the dungeons to be easier, they should keep, or even increase the strength of enemy attacks, in order to show that they should not be taken lightly, but instead they should be giving the AoEs higher delays before they land, and giving attacks longer tells with flashier visuals and distinct audio cues. That way people still get the message that have to dodge AoE, but they don’t have a very difficult time avoiding it. As it is they just toss you into a dungeon that’s harder than explorable and tell you to sink or swim.

(edited by Strill.2591)

Easing players into dungeons (AC story rant)

in Fractals, Dungeons & Raids

Posted by: Strill.2591

Strill.2591

I’ve heard people say AC Story is the hardest story dungeon. I would like to hear from a dev his reasons for why that makes sense.

Yeah. I run AC explorable all the time and AC story is absolutely much much harder than AC explorable. For example, the last part of path #2 involves four to five randomly selected ghosts spawning. Two elementalists or rangers in those groups can and has easily wiped my groups consistently. AC story has an area where THREE rangers are guaranteed to spawn every single time. So yeah. An encounter that wipes level 80 groups in full exotics gets put as a guaranteed spawn in a freaking story mode dungeon where people are underleveled, undergeared, and don’t even have all their skills unlocked. It’s just mind boggling how they could possibly have thought AC story was ok in its current state.

Legendary weapons, Mystic Clover and 2 million karma

in Crafting

Posted by: Strill.2591

Strill.2591

I’m wondering, why the increase in damage (around 1% if what I’ve read is correct)? Weren’t legendary meant to be just something cosmetic?

I was hoping that I wouldn’t need to craft a legendary to get the best stuff I could. Isn’t that fact in the opposite direction of saying that no one’s gonna need to farm/grind a lot to have max stats?

That information was a lie propagated by gw2db.com. If you link the legendaries in-game using the chat link trick, you see that their stats are identical to exotic weapons.

Two of the same color?

in Black Lion Trading Co

Posted by: Strill.2591

Strill.2591

Do the ‘unidentified dyes’ on the trading post actually get sold?

Absolutely. I sell them all the time.

Legendary weapons, Mystic Clover and 2 million karma

in Crafting

Posted by: Strill.2591

Strill.2591

I simply need to laugh at the people who say getting karma, and running dungeons is fun.

Obviously they haven’t actually started the process, or they are delusional, or mentally ill…and I say that with as much honesty and as little disrespect as possible.

Getting 500 tokens, quite possibly the easiest requirement is just flat out mind-numblingly repetitive and disengaging task possible. Play the dungeon once, twice, 3-4 times…thats great. Play it upwards to 30 times, and its getting masochistic.

I can argue that MAYBE if you plan on being as inefficient as possible in regards to karma farming that you MIGHT be able to avoid the repetitive feel. Go through every zone and participate in different events continuously. However, good luck with that. Low level zones give 1/4th the karma reward compared to higher zones…so you’ll be farming karma for roughly 3x’s as long.

And thats not even counting the karma/skill points required for mystic clovers.

The only thing having a legendary is going to prove is that you are legitimately insane. That you are the embodiment of a wasted life.

With the current recipe scheme, I would be embarrassed to actually hold one of these prior to 1-2 years after this point in time.

1. Buy second monitor

2. Download lots of TV shows.

3. Watch TV while you mindlessly complete events.

Honor of the Waves - Unplayable - Exploits & Major Bugs

in Fractals, Dungeons & Raids

Posted by: Strill.2591

Strill.2591

Silver strength mobs that spawn in the middle of the fight? I’ve never seen any of those.

Why I find the Mesmer badly designed

in Mesmer

Posted by: Strill.2591

Strill.2591

So, first of all, have you any coding experience? Have you any game creating experience? Have you ever been on a design team? Have you ever dealt with balance issues in a game?
What right have you to criticize Anet’s design.

Have you any acting experience? Have you any directing experience? Have you ever been on a movie set? Have you ever dealt with acting issues in a movie?

What right have you to criticize any movie or TV show.

In other words, none of the things you mentioned are necessary in order to criticize game design.

Ignoring for a moment that that’s not entirely true, why is it a bad thing to be able to specialize?

Because the primary class mechanic (shattering) is intended to be universally useful. It’s the secondary mechanics which we should be specializing in.

Why The Economy is Borked

in Black Lion Trading Co

Posted by: Strill.2591

Strill.2591

Anyway if gold suffered inflation then I suggest we would see players moving to a barter economy, or defining a new currency. This has happened in many other games, from personal experience Diablo II used Stones of Jordan and then rare runes as a form of currency, and it sounds like extos became currency in GW1. All this does is increase transaction costs and encourage a “black market” (one not explicitly controlled by ArenaNet) to develop. Also it would encourage duping of whatever the currency becomes, although this isn’t much different than the problem of gold farming.

I’ve heard people repeat this over and over again and it’s complete nonsense. Diablo II did not move to an alternative currency because of inflation. It moved to an alternative currency because of price ceilings! The game limited the amount of money you could carry at one time, thus whenever anyone wanted to trade for something that was worth more than the money cap, they used stones of Jordan. It had absolutely nothing to do with inflation at all.

After 4 years in the Eve Online trenches I can say that OP is ‘misguided’. It’s clear based on the “Solution” that the problem is ‘competition’ and ‘free market’. The root problem is there isn’t enough demand to short a supply enough to drive prices back up.

Simple: Increase Demand.

How: Take a look at Eve Online. Large scale operations and ships require large scale supplies. Make items that take 400 Healing Long Bows from crafters.

Not only can you have the WvW front of the war but you can easily add what many call “Off Page” conflicts. Think of all those Koei sim games like Romance of the Three Kingdoms. Give guilds, players, and servers a reason to actually consume some of the product out there.

The free market works fine when there is enough demand to fuel supply. Need 30000 copper ore for that Copper Tower upgrade? That will drive up prices just like when you see 500 units at 33 cp and another 1000 at 34 cp (and so on).

The ‘problem’ is over-supply, not a free market.

They already have items that cost 400 Healing Long Bows. They’re called level 80 exotic weapons obtained through the mystic forge. The primary reason you don’t see people buy the healing long bows and turn them into exotics is because of the price floor – the vendor sell price makes converting most items too expensive.

(edited by Strill.2591)

Estimated value of legendary weapon

in Crafting

Posted by: Strill.2591

Strill.2591

But then it would loose its legendary status. Transmuted looks ugly :p

Transmutation stones allow you to copy the appearance of one item and the stats of another. How would it look any different?

Inquest are Korean and Quaggans are Racist

in Bugs: Game, Forum, Website

Posted by: Strill.2591

Strill.2591

http://imgur.com/NIEwT

Might wanna change the dialogue on that quaggan. I’d expain what’s wrong, but your chat filter won’t let me.

(edited by Strill.2591)

[Mesmer] List of bugged abilities and traits.

in Mesmer

Posted by: Strill.2591

Strill.2591

Phantasmal Defender’s 50% damage transfer is temporary.

Phantasmal Defender’s 50% damage transfer applies to the ENTIRE PARTY.

Time Warp does not prioritize player characters over pets and illusions.

The Invisible Hand Is Broken

in Black Lion Trading Co

Posted by: Strill.2591

Strill.2591

Right now, buyers do not have an incentive to increase their prices in competition with one another. Instead, the system encourages an oligarchical style of price fixing. I can see two reasons for this.

1. Efficiencies are identical for all market participants

Normally, market participants have varying specialties. With the current crafting system, however, all participants are effectively identical in their specialty because they all rely on universally available crafting mechanics. That means that where in real life a market participant could force another out of the market through more efficient production or higher quality, market participants here have no way of improving their output, differentiating themselves from one another, or improving efficiency to afford higher offers. This means that raising one’s prices is not going to deter competitors because their profit margins are identical to yours, and anything you can afford, they can afford as well.

2. Buy Orders are Time Consuming
Placing tens or hundreds of buy orders is very time consuming. For high-volume traders, maintaining buy orders is the primary limiting factor. Simply refreshing one’s buy orders over and over again is the most reliable way to increase one’s rate of filled buy orders, and not increasing one’s offered price as it would be in a real-world economy.

These two factors combined means that informed market participants compete in terms of who can refresh their buy orders often enough, not who can buy at the highest price. Furthermore, because the efficiencies of each individual are identical, informed participants do not raise the price any more than is absolutely necessary. They know that they cannot force competitors out of the market, so any more than the minimum increase will do nothing to help them sell faster, and will lower their profits in the future. This leads to naturally low buy order prices which take a long time to reach market equilibrium, and whose prices often reset back down when the price goes too high to remain profitable, and the last participant resets their buy order.

I don’t know whether this problem will fix itself in the future, but I think it’s definitely worth investigation.

(edited by Strill.2591)

Estimated value of legendary weapon

in Crafting

Posted by: Strill.2591

Strill.2591

Ive been told that you have a 10% chance to get 10 clovers with that recipe. Which means you need 800 of each of the materials used for the recipe if you are statistically average.

That was probably just from someone who got unlucky with the 10x recipe. I’ve heard from people who got 4/10 successes with clovers. Personally I suspect the chances are somewhere around 30%, since that means around 250 attempts on average.

Why The Economy is Borked

in Black Lion Trading Co

Posted by: Strill.2591

Strill.2591

The economic model of a video game is nothing like the economy of the real world. There are unlimited resources, no consequences for failure (starvation, lack of housing, etc), and everything is equal in terms of time to acquire, quality and service.

There are not unlimited resources. All resources are limited by time.

Mystic Clovers Ruining Legendary Weapon?

in Crafting

Posted by: Strill.2591

Strill.2591

how is the 1x recipe better?

If the average success chances for each recipe are the same, the 1x recipe is more likely to give average results and the 10x recipe is more likely to give very lucky or very unlucky results.

Just think of it this way: If I flip a coin 7 times, what are the chances that it’ll come out heads every time? It’s around 0.8%. Not likely, but not beyond the realm of possibility. Now consider this: If I flip a coin 70 times, what are the chances that ti’ll come out heads every time? It’s 8.5 * 10^-22. That’s like the chances of being struck by lightning every single day of your entire life. In other words, it’s really REALLY unlikely that you’ll get absolutely no clovers when using the 1x recipe, while it’s a definite possibility when you’re using the 10x recipe.

So, if you want to gamble, use the 10x recipe. If you want to play it safe, use the 1x recipe.

(edited by Strill.2591)

Mystic Clovers Ruining Legendary Weapon?

in Crafting

Posted by: Strill.2591

Strill.2591

If you want to reduce the influence of RNG just use the 1x recipe instead of the 10x recipe. Why is that so hard?

You gambled on the 10x recipe, and you lost. Next time go the safe route if you can’t handle failing.

Very little Experience and Karma from events???

in Dynamic Events

Posted by: Strill.2591

Strill.2591

ArenaNet haven’t said anything about the loot and karma caps. All they’ve commented about is the dungeon cap.

Very little Experience and Karma from events???

in Dynamic Events

Posted by: Strill.2591

Strill.2591

You hit the dynamic event cap. It’s a popular topic. The gist is that if you do events too fast your rewards get ground into the dirt. All that matters is how fast you do the events, not where or which ones you do. Once it triggers it affects all events everywhere. To reset it you have to not do events for about an hour or so.

I’ve hit the cap every day for the past 5 days while trying to farm the 1 million karma I need for my legendary. With all the threads that have been posted, I’m sure ANet is aware of it. I think they’re probably avoiding commenting on it because them bringing attention to its existence will probably inflame lots of people. I hope that if people are persistent enough in complaining about it they’ll eventually relent and give us an answer.

(edited by Strill.2591)

legendary recipes -Account bound.

in Crafting

Posted by: Strill.2591

Strill.2591

Agreed. They should be account bound. I also noticed this and felt the same way. I don’t know WHEN we can get a fix in for this, but I’ll try to get it into the queue.

How about Obsidian Shards? Will they be account bound too? Right now you have to farm all 1 million karma on a single character which hurts players who play with alts.

Of course.. the dynamic event cap cripples karma farming far more than obsidian shards do.

(edited by Strill.2591)

Who is this commander

in Players Helping Players

Posted by: Strill.2591

Strill.2591

Commander is a system intended for World vs World that wasn’t thought through properly, and so ends up being active in PVE as well. A guild can get together to purchase a commander book for 100 gold. This book allows a player to become a commander. Being a commander gets that icon on the minimap and allows them to have a super-large party. This allows dedicated players and guilds to organize and direct other players in WvW.

But, like I said, they didn’t think it through, and so you can use it anywhere and not just in WvW. Hopefully they’ll fix that.

Explain the Details of Diminishing Rewards like I'm 5...

in Players Helping Players

Posted by: Strill.2591

Strill.2591

So I’m looking at some of the threads of people complaining about how Diminishing Return (DR) will cripple crafting professions more then it will deter botters. I usually have 1 place in each area I like to gather mats for crafting. Now I hear that if I stay in one place and kill, say centaurs, too long that eventually my drops become nill. My questions on this are:

1) Is DR based on how long you are in an area or how many creatures within that area you slay? Does the DR start immediatly or is there a delay before it kicks in?

2) How big is the “area” that a particular DR effects?

3) How do I reset a DR in an area? If I go to an adjacent area and kill 1 monster does it reset for that previous area? Is there a cooldown period?

4) More a suggestion then an actual question but: Would it be possible to put indicator for how high your diminishing return is in a particular area, dungeon, or dynamic event, whether it be a percentage or a number from 1-10?

I apologize for any typos or misconceptions. From what I read it sounds like DR will turn me from a self-sufficient crafter, to one that is dependent on the TP to get necessary mats due to nerfed farming.

edit: wording

The first reply in this thread is only relevant to diminishing returns for loot. There is a separate diminishing returns system for Dynamic Events.

1. Dynamic Event DR is based on how FAST you clear dynamic events, not which events or where you complete them. Clearing a chain of events very quickly is likely to trigger DR, while sitting at a single event all day and doing it every time it comes up will likely never trigger DR. In my experience, clearing about 8-10 dynamic events in a half-hour period, or 16-20 in an hour will trigger DR. Others have reported it triggering far earlier than this, some from their first event of the day.

Before it activates, there is no reduction in rewards at all, and no indication that one is nearing the limit. Once the dynamic event DR activates, the next event completed will reward significantly less karma, money, and exp. Each event completed after that will reward progressively less, until rewards reach less than 1% of their normal amounts.

2. Once triggered, moving zones has no effect on the Dynamic Event DR. ALL events EVERYWHERE are affected.

3. In order to reset the DR, one must stop doing events for about an hour.

(edited by Strill.2591)

Karma Scaling

in Dynamic Events

Posted by: Strill.2591

Strill.2591

A little bit of patience is required: Arenanet have to bolt the stable door before the horse gets out; later they may be able ease up some of the restrictions. And there’s plenty to do in Guild Wars 2 right now without frenetically farming for legendaries. And in the end this playstyle is self defeating and a psychological trap that results in people turning fun into grind. You need to enjoy the journey, because the final destination is a game over screen, as it always has been.

The DE penalty doesn’t even affect bots. It’s doing nothing good and hurting legitimate players.

Magic find obsession needs to be addressed

in Suggestions

Posted by: Strill.2591

Strill.2591

Magic find should be banned from anything but consumables.

Why?

Because in groups it’s a fundamentally selfish stat. You increase your own drops at the expense of your own stats, but your lower stats hurt the entire team’s success, not just your own. The optimal way to run a dungeon is to have four party members who are using strong gear, with you leeching off them in your magic find gear.

Magic find gear has comparable stats to other DPS gear. The power and precision are equal. The only difference is that you don’t have condition damage, or crit damage.

It’s a minuscule difference.

No the power and precision are not equal. Magic Find is the primary stat on magic find gear, so one of the other stats is reduced. Furthermore, crit damage is a huge contribution to overall dps.

Magic find obsession needs to be addressed

in Suggestions

Posted by: Strill.2591

Strill.2591

Magic find should be banned from anything but consumables.

Why?

Because in groups it’s a fundamentally selfish stat. You increase your own drops at the expense of your own stats, but your lower stats hurt the entire team’s success, not just your own. The optimal way to run a dungeon is to have four party members who are using strong gear, with you leeching off them in your magic find gear.

Dynamic Event Diminishing Returns

in Bugs: Game, Forum, Website

Posted by: Strill.2591

Strill.2591

Diminishing returns on dynamic events cripples my ability to do events. I’ve hit the dynamic event cap every day for the past four days.

Here is a screenshot example of these diminishing returns:
http://imgur.com/0JYbd

I normally recieve 378 karma, which puts the rewards in that screenshot at 0.5% of what they should be.

I can currently hit the cap reliably using one of two methods:

EVENT PATH #1.

3x Chain: Maggot Chain (located in the south)
Defend Penitent Camp
Defend Shelter’s Gate Camp
Defend Jofast Camp

These event chains repeat about once per 15 – 30 mins, so that’s maybe 15 events per hour because I am sometimes only able to complete one or two of the camp defense events while waiting between the maggot chain.

EVENT PATH #2.

Northwest Cursed Shore:

Escort Rattan
4x Chain: Escort Explorer Plix
Escort Packheart
2x Chain: Arena of Balthazar
Killl Champion Drake Broodmother
Kill Champion Abomination
Defend R&D Camp from Tar Elementals

Total: 11 events

Eastern Cursed Shore:

Defend Penitent Camp
Defend Shelter’s Gate Camp
Defend Jofast Camp
2x Defend Explorer So & So from Gorillas

Total: 5 events

When I first attempted to farm dynamic events a week ago, I used path #1. I repeated it for several hours per day for four days a week ago and NEVER ONCE hit the event cap. A few days ago I started doing the second path and began hitting the cap. Currently I cannot do either path without hitting the cap.

The first time I hit the cap was 45 minutes into a karma booster, and I had not been doing any events before popping the booster. After trying again the next morning, I hit the cap within 25 minutes.

In my experience, the primary factor for hitting the cap is the speed at which dynamic events are completed, and not which events or where they are. When I hit the cap I’ve usually completed around 8-10 events per half hour. The second path, with its high density of events, gives a very high chance of hitting the cap.

When I hit the cap, I’ve attempted to go to other zones, such as Malchor’s Leap and Straits of Devastation, however, my rewards were reduced there just as in cursed shore. I’ve found that I must wait about an hour for my rewards to be returned to normal.

Since the latest patch, I’ve attempted to return to path #1, but I’ve still been hitting the event cap anyway, and have mostly given up on karma farming until this is changed.

(edited by Strill.2591)

Can a *Dev* please comment on Diminishing Returns and Dynamic Events?

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Yes but the thread that the dev posted the link in is about DE’s and loot.

And your point is? He says nothing whatsoever about 2/3 types of diminishing returns, so I’m not going to assume he knows anything about them. You’re reading too much into implications even though there is nothing explicitly mentioned about any loot or DE diminishing returns.

I’ve reported that post to the moderators and asked that they unlock it since it’s about something completely different than anything a dev has addressed.

Diminishing returns while leveling (Karma)

in Dynamic Events

Posted by: Strill.2591

Strill.2591

The thread has people talking about the DE DR and loot. So yes it is relevant.

People yes. But no dev in that thread says anything about DE and loot DR, nor do they say anything about them being the same system. All they mention is “diminishing returns system” which you’re assuming to be the same thing when there is no evidence to suggest it is.

All I see is a dev not reading a thread, assuming people are talking about something completely different, and making an erroneous post.

Karma Scaling

in Dynamic Events

Posted by: Strill.2591

Strill.2591

Dev has commented on the issue here: https://forum-en.gw2archive.eu/forum/game/gw2/Can-someone-explain-these-cap-limits-with-farming-mobs-dungeons/194976

Its using the same tech that dungeons use and isnt working properly.

Show me where anyone says it’s the same tech that dungeons use.