Showing Posts For Subdue.5479:

The "Gold = Everything" Problem.

in Guild Wars 2 Discussion

Posted by: Subdue.5479

Subdue.5479

I don’t understand what the issue is. Is it that you want items of varying value? Or is it that you want more RNG? If it’s that you want more RNG, then no, that is a terrible terrible idea. In fact, one of the best features of GW2 is that players are not left at the mercy of RNG. That’s not to say that there is no RNG, but rather, that even with terrible luck with the RNG, players can still get whatever they want. If it’s that you want items of varying value, well, that already exists. Take daggers for example. A quick look at the TP, sorted by price, daggers are available at the following price points:

Spark: 600g
Jormag’s Needle: 55g
Tear of Grenth: 48g
Stinger: 38g
Destroyer Dagger: 28g
Corrupted Shard: 23g
Orrian Dagger: 19g
etc…

The price points are fairly well distributed, and players can choose how rare the items they work towards are.

Also, your math is terrible. a 10% drop rate does not mean it takes at most 10 tries to get something. Take a coin flip for example. That’s a 50% chance. Does that mean if you flip two coins you’re guaranteed to get heads at least once? No. 25% of the time you’ll get tails twice. How does that apply to your 10% drop rate? Well, 10% drop rate means 90% of the time it won’t drop. That means the probability of the item not dropping after 10 rounds is .9^10. That’s 34% of the time. The probability of the item not dropping after 20 rounds is 12%. After 30, 4%. After 50, .5%. Let’s be conservative and say that there are 100,000 people trying to get that item (with over 3.5 million copies sold, this is a very small percentage of the population), 500 of them can be expected to not have gotten the item even after doing the content 50 times.

(edited by Subdue.5479)

[Merged] Cultural Human T3 Not Exclusive

in Guild Wars 2 Discussion

Posted by: Subdue.5479

Subdue.5479

It’s not at all a fair solution.

[Merged] Cultural Human T3 Not Exclusive

in Guild Wars 2 Discussion

Posted by: Subdue.5479

Subdue.5479

Yea… for obvious reasons, that’s not going to happen.

If GW2 would be pay-to-win

in Black Lion Trading Co

Posted by: Subdue.5479

Subdue.5479

There are so many people here who don’t understand what “pay to win” means. Pay to win means that spending more money on the game amounts to a statistical advantage as compared to players who do not spend money. In PVP, all items are equal. In PVE, there’s only a very tiny difference in stat values between exotic and ascended (5%?). A player who’s determined to can make enough gold for full exotic gear (armor/weapons/trinkets) in about 20 hours of gameplay. If you want to see Pay to Win, go play Maple Story.

This game is about as far from “Pay to win” as a game can get while having a cash shop.

Will Gold to Gem costs ever be regulated?

in Black Lion Trading Co

Posted by: Subdue.5479

Subdue.5479

Regardless if the topic is about entitlement. It does take “much longer” to acquire gemstore item now compare to before.

And there you have it. Your argument boils down to “I can’t get gemstore items fast enough.” Here’s the thing. The gemstore items are:

1. Entirely cosmetic – You don’t NEED them to play the game
2. Meant to create revenue for A.Net

If there was no gem-gold exchange at all (Which is how things are in the majority of games with cash shops), that would still be fair. Here, A.Net has given you a way to get gemstore items even if you’re not spending real dollars, and you’re complaining that you’re not getting enough of it fast enough.

To illustrate your situation, I shall direct you to a story: http://www.youtube.com/watch?v=C6Dc1ZBJB3U

What if mobs fought to the death?

in Fractals, Dungeons & Raids

Posted by: Subdue.5479

Subdue.5479

If enemies in dungeons remain aggroed to players until they or the players have been slain, do you think dungeons would be more fun, assuming rewards were adjusted to reflect the more difficult and time-consuming gameplay? Why or why not?

Will Gold to Gem costs ever be regulated?

in Black Lion Trading Co

Posted by: Subdue.5479

Subdue.5479

let me make this really simple, if the exchange was never made to be casual friendly then the game should never be advertised as such.
also, if the exchange was never meant to be the primary way of getting gems then they should never have added it in the first place.

so the choice is really simple, ether cap the gold->gem price to 1G=100GEM or remove the whole system.
the game is advertised as casual friendly, make it as such.
if Anet doesn’t want to lose money, don’t add an exchange system, it’s your own kitten fault.

What is a casual? A casual is a player who plays the game for short segments of time, not a player who is grinding hours on end. GW2 has to be the most casual friendly MMO I’ve ever played.

Fast, easy leveling? Check.
Easy access to end game stats? Check.
Availability of end game content to solo players? Check.

To a casual who wants fancy looking gear, the gem system is great. It’s people who are NOT casual and are actually trying to GRIND gems that do not benefit as much from the gem system.

Will Gold to Gem costs ever be regulated?

in Black Lion Trading Co

Posted by: Subdue.5479

Subdue.5479

I’ve got to admit, even as someone who personally prefers to spend gold for gems rather than buy them with real world dollars, this whole “hurting the casual” argument is hilarious. I mean just listen to yourselves. What are you actually saying? Should COSMETIC items meant to differentiate those who support A.Net and GW2 by either buying gems or playing the game for hours on end be easily accessible to those who show up once a day for 20 minutes?

Why shouldn’t there be a differentiation between what is accessible for those who either put in the money or the effort versus those who don’t?

When the average player trading gold for gems is willing to pay the current price for the gems (That’s the only way the gold price of gems actually goes up), why shouldn’t that be the gold price of gems?

Grow up you self entitled shmucks.

Empyreal Fragments

in Crafting

Posted by: Subdue.5479

Subdue.5479

2 temples and 2 dungeon = 4 hours for you?

2 dungeon runs is what? 30 minutes total? and the same for the temples at the most

With temples, i agree (though you have to wait for the event to start), but you are aware that for 90% of this game’s players a dungeon run (and i mean an easy one, like TA up) can take close to an hour? CoF p1 speed farmers are a tiny, tiny minority here.

Uh… I’ll take “making stuff up for 2000!” CoF P1 is the most run path in the game. Anyone who’s ever used gw2lfg.com will tell you that CoF P1 is always fast to fill up relative to any other dungeon run. Fast CoF P1 take about 6 minutes. Average ones take 15 minutes. Fast AC runs take about 10 minutes, average ones take 20. HOTW P1 can be done very quickly too, to the tune of 15-20 minutes. The only dungeon that routinely takes longer than 30 minutes is Arah. Groups that know what they are doing can complete dungeons with relative ease and quickness. The benchmark for how long it takes to acquire high end items should be based on skilled and effective play, not people kitten ing around.

(edited by Subdue.5479)

Agent of Entropy Infinite?

in Guild Wars 2 Discussion

Posted by: Subdue.5479

Subdue.5479

It still caps at 250. No change.

Daily/monthly is time limited, completely different discussion.

The fact is that they repeat every day/month meaning they are potentially infinite as is; the only limitation is that each set must be completed with in a day or month.

The design allows some of us who did not wish to do every achievement to be able to continue earning some for playing the game. I guess there would be a point where all the “interesting” achievements would be completed.

Given the rewards associated with achievement points, leaving this option allows everyone to have a chance.

I am not suggesting that these achievement’s should be removed. I am opening a discussion as to whether a cap something like a 1000 point ceiling would be in the best interest of everyone. If someone wishes to earn x number of points then their are plenty of ways to do so. Limiting this is a benefit in my view. Would you enjoy it if others could simply salvage there way to x number of points?

I assume resistance to this is occurring because individuals are too concerned with farming their achievement points as to the quality and dedication others put into it earning them.

Similar to what I said before you can potentially earn over 100 points killing nothing but bunnies every few days. “Indiscriminate Slayer” can earn you a maximum of 16 achievement points; I find the current state of daily and monthly system disrespectful to those who care about achievement points. You cannot argue that 30 ambient creature kills multiplied by 16 which is 480 is greater than the 1000 kills needed for “Indiscriminate Slayer”.

Sure it is. You only have 24 hours to complete the ambient slayer in the daily category, you have as much time as you need to complete the regular ambient killer. Thus you are awarded extra points for completing objectives within a certain time limit.

Also daily’s are not infinite no matter how many times you say they are. At any moment in time there is a set limit to the maximum available points, and you can not gain those points retroactively. Once they are gone they are no longer available. Every year this is a yearly cap of ~3600 points from dailies. No one can ever go over that cap, thus it is not infinite.

Just because something isn’t retroactive does not mean it isn’t infinite. You can earn
over 300 points a month 1 point a month is infinite unless their is a cap. Just because there is a time limit on each set does not mean you cannot earn a theoretical infinite amount of points at your discretion. Your logic is flawed.

Gotta admit I had a good chuckle at this. Please go tell that hobo at the street corner asking for change that since he can do that every day and make $2 every day he should go buy a house with his “infinite” money.