www.twitch.tv/the_chach – Random sPVP/WvW
www.twitch.tv/the_chach – Random sPVP/WvW
I’m going to chime in where I’m not wanted for a moment.
It’s not just a problem with GW2. Intel has been beating AMD in CPU dependent gaming since the Core 2 came out. AMD almost catches up only to see Intel release the next iteration of CPU and pushing the lead out again.
Here is an example of what I’m getting at. When a game is GPU capped, it doesn’t really matter which brand are using. You can see this here showing Metro 2033 performance, a game that’s known to be GPU limited (even more so at 2560×1440). But when a game isn’t GPU bound as seen here showing Civ 5 performance, Intel is the clear favorite.
Just wanted to make it clear it’s not just a Guild Wars 2 thing.
More power to the right to post. While I request an A-Net Dev, obviously personal experience and knowledge plays a role. Customer reviews are nothing but opinion and people look at those in choices they make in the world of tech. That being said, you make very valid points on the tech. My hope of this thread is that A-Net can expand on the very topics you bring up from an internal knowledge that the casual gamer would not have. Is the performance something that they have the power to increase on a software capability level? Is it something that PC builders should take into account for the A-Net product? The topic is designed to help those who’s direct concern is performance for GW2 and what to plan on for those who currently have a recent build finished and those who are planning a build in the upcoming future.
www.twitch.tv/the_chach – Random sPVP/WvW
Hey there,
So recently I saw a video on MattVisual’s YouTube channel in regards to what he had to do increase FPS in area’s such as WvW and even LA. The video can be found here for those who want to watch it: http://youtu.be/a7BcHtILqQE
He details a processor upgrade as being the main thing that helped him. The processor he was originally using was an AMD FX 8120 3.16 GHZ; he changed to an Intel I7 4770 3.5 GHZ.
AMD and Intel fan boys can wave there independent flags all day, there is something to be said by the more than 100% increase in FPS in Lion’s Arch, going from 25-40 FPS up to 70-90 FPS.
The hardware change was not a 100%+ upgrade when you look at the specs, but you can not deny the vast improvement is quite astounding, but puzzling at the same time. Now one could argue how many cores are utilized by GW2, the tech behind the architecture of the processors, etc, etc.
My question to the A-Net Dev’s is whether or not one should immediately factor in Intel vs. AMD when building a rig. I have a rig that I custom built back in February, with GW2 being in mind when I built it. While the upgrade was a vast improvement with what I was working with initially, I definitely see performance issues that trouble me. I have a fairly current generation AMD processor and it makes me want to rage when I am in WvW and can’t get a skill to go off. I can press it via mouse, via keyboard, doesn’t matter; it still just acts like nothing was done after I see the skill button graphic recognize it was pressed.
Should people completely avoid AMD processors when it comes to building a rig for GW2? Is the game truly not optimized enough to leverage the AMD processor tech and bottle necking your users? If it is bottle necking, is there any plans in the near future to optimize?
People are spending $100’s to $1000+ on building rigs just for GW2 and I feel this is a topic that the Dev’s should discuss before people feel they are not getting their money’s worth.
www.twitch.tv/the_chach – Random sPVP/WvW
I play ranger for WvW/PVE/PVP pretty frequently. I actually really enjoy my PVP time with the ranger. I know the pets I like using and I have adapted to the function of how the pets work. I plan on F2 not being an instant cast and I think more Rangers should do the same and stop asking Anet to make it instant. Would it be useful, sure it would, but it is not reality at the moment. Think of it as a channeling time, in compared to other class skills. If a Ranger is playing and demands that be done or the skills are no good… then change the way you play.
I don’t run a BM build, I don’t run a full berserker style build, I’m not a tank, I use SB/LB (seems like a minority there) and there have been plenty of times I walk into a 2v1 situation and win. There have also been times that I lose, but that should go without saying. It sure as heck isn’t from expecting F2 skills to be instant, but at the same time the pet plays a HUGE part in the strategy, and again I am not a BM. Knowing when you need to prolong a situation long enough to get the skill off is important to the play style in its current state. If you have no time, then that is not the skills fault, that is on the attacker and you can’t blame him/her for pressuring you.
I personally have found a build that works for me with MY play style. I do damage, I take points, I move around, I attack in RANGE and prep for the close quarters that is coming. Too many band wagoner’s jump into classes and go straight to traitting the most known builds but don’t take time to learn why they work. They have little to no personal play style invested into the build, it is just expected to work. Then we see people QQ about how the class needs so much help. Builds have give and take and that should never change. You want to be Berserk, fine, but plan on how to defend the burst. Want to tank, go for it, but know how to prolong till you get help.
www.twitch.tv/the_chach – Random sPVP/WvW
Did you really think that swinging at the air to remove a debuff was intended. I don’t think A-Net sat around and said, “You know what would be cool, to instantly be able to remove a condition by flapping your arms in the air…”
You say it will mess mesmers up; I say it had already been messing with EVERY class that has Blind as a part of there arsenal. Good fix A-Net.
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Alright, some food for thought than. Thanks for the info.
www.twitch.tv/the_chach – Random sPVP/WvW
Been trying to do forum searches and checking posts, but I surprisingly can’t find an answer to the incoming question:
Why, when I currently check my leader board position, does my current rank show as a percentage number?
I initially assumed that this just meant that maybe I had not played enough higher ranked players to establish a leader board placement; but now I am more than 80+ tournament matches in and still no leader board placement.
Since the leader board came out, I have checked it several times to see my placement, and every time it is just a different percentage number. Sometimes the number is lower; sometimes the number is higher. I have seen leader board placements in the top 1000 that have WAY less matches under their belt. Why are they established on the leader board?
Thanks ahead of time for any responses I could get on the topic; much appreciated.
www.twitch.tv/the_chach – Random sPVP/WvW
Hey there,
Noticed today that when you go to the main GW2 front page, that Leaderboard appears in the drop down under the “Community” section at the top right of the screen.
When looking at the forum page / sub pages, the Leaderboard link does not appear in the “Community” drop down list.
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well they can make overflow servers the same timer, by having a universal timer like.
12pm is claw
1pm is shaterer
2pm is teqand so on, all on the same timer, across all servers. Alot of why people are guesting is, if your main server has 2 hours until next dragon, go to a server where you can get all 3 dragons in next hour.
Though it may not seem like it is true, from my understanding the overflow’s have there own boss timers. I have not personally seen this, but it stands to make since if the servers are running in the same fashion as home servers. But here in lies why it would be incredibly difficult to monitor it. There are multiple overflow servers, so the community accepted way of 3rd party timer sites would be virtually impossible to implement without a naming of the overflow server you go into.
At the end of that, I would not look to make concessions in overflow; the problem lies on the home servers. I can not guarantee my guildies and friends will be in the same overflow for the content I want to explore with them.
Also, this is not an issue just affecting higher level zones, lower zones are being hit with this also. I attempted to go to a lower level event and was tossed into overflow. This can be incredibly confusing and frustrating to a new player of the GW universe who got a friend to convince them to check out the game. Now the new player may be getting the impression that “I can not go join my buddy in the map cause of overflow, what’s that???” And you can’t make the statement “Just wait and eventually you will be moved” because that wait is by far not a short wait during the event times. People are getting in the zone and staying till event done, which means a possibility of 30 + minutes of wait in an overflow.
I urge again to the developers to seriously look at this. This issue is not about a single player getting a drop from a chest; this issue affects players as early as first time logins to seasoned players, from casual to extreme, all style of player is being affected in different ways.
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I gotta say, I never really saw huge issue with the dragon/chest events prior to update. A little bump in drop rates would have been more than a welcome change. But I gotta say, this is getting a bit ridiculous.
For 3 separate PVE Chest events that were to occur over the last 1.5 – 2 hours, I have been thrown into an Overflow map every time. I have not been released from overflow till each event was done. As I type this very message, I am sitting in an overflow, instead of hanging out in my home server, YB
If lag is something in question, then this is the best thing I can say about how it is affecting me (and I assume other players) is that we can play through the lag and still get some reward for our time… The way it currently stands, I get absolutely no reward from sitting in an Overflow. I would rather play through the lag…
This is an issue that is severely affecting the enjoyment I had playing the game, prior to the recent update. I use to not have a worry about enjoying my time as I was given the chances fro m the server; now it really bothers me that I am going to have to worry about whether or not I can even take part in the content I want to explore.
This is is an issue that should warrant heavy attention from the developers.
www.twitch.tv/the_chach – Random sPVP/WvW
Agree with the undisputed fact that dungeon tokens are a form of currency. I find it pretty annoying that for storage I have to place them in an available bank slot. I enjoy doing dungeons, and for the most part stick to the same few for whatever reason I need those for, but I do enjoy helping some guildies out in other dungeons. I may not need the tokens for anything but at the same time I don’t want to discard them in case I do need them one day. The more varieties of dungeons I do, the more space is taken up. Obviously A-Net wants a player to explore the content, but the fact that the tokens take up space in an area of the game that directly utilizes Gems for more resources slides into a slippery slope.
Now I am not saying that A-Net is intentionally creating content with the intent to use up resources that require Gem purchases to increase, but many players of GW2 probably come from a previous MMO where the hosting company did have a community mentality of creating content with the intent of taking up resources that require some form of secondary purchasing via IRL money, with little regard of how the player will perceive the content.
The idea of dungeon tokens having a permanent place of storage on an account seems like an easy implementation in regards to the many other items that already have a permanent place for account storage. So why not A-Net? You know that there is slim chance that even a single player would disagree with such an implementation. What will it take to make this type of change a reality?
www.twitch.tv/the_chach – Random sPVP/WvW
We were told there were 33% chance of getting one clover (every 3 tries, we could get at least one), so I started by making 3 tries that ended up in none clover.
Not that it helps your problem any, but the 33% does not work that way. The chance is not cumulitive, it is single instance. So 100 tries will not get you 33 successes. What 100 tries will get you is a 33% chance each individual try.
Its like having a 3 cups upside down with a ball under one. Every time they are shuffled,whether it is once or a 100 times, you will have a 1 in 3 chance in picking the cup with a ball under it.
On your Clover thing, that sucks man. Some pretty bad luck there.
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In addition, every time when a new build launches, the very first ice shield in the event is always good, and then the rest ice shields are bugged as usual.
I can vouch for that. The first patch that removed the Wintersday items; the first ice wall on Yak’s Bend did appear. I was thinking “that’s cool, Wintersday something must have messed it up” but after the first drop I never saw the proper spawn on any other spawn. Can’t talk on if it is after every patch or not though… kinda stopped desiring the annoyance of the event. Drove me to this thread though so shrug
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We’ve had an extremely difficult time trying to reproduce this locally, but I added some safety measures to the ice shield to make sure it goes into its visible/attackable state if it’s alive. It’ll be in the end-of-month content update.
I understand the aspect of a maintenance schedule, but shouldn’t an event like this have enough priority to allow for a sooner time period to implement the possible safety measures?
I don’t want to come off nagging but there are already posts about PVE becoming stale. I myself have been playing for around 2 months or so. I am new to the GW franchise and have had fun, but even I as a new player have felt the whole Jormag event has lost any interest. This is an event that could drop a possible legendary pre-cursor (which I would love to get) and the event is such an annoyance that I sometimes find myself just not caring and skipping it…
As some players have mentioned, the mobs spawned at the event aren’t even any fun to kill because it seems ANY drop happening is rare. My guild does not even care to attempt to do the dragon anymore because it seems like such a chore. I would be willing to bet the event time for completion has easily tripled what it was prior to the Wintersday implementation (when the bugged started) To hear that Anet has a possible fix and is holding it back is borderline lunacy. I would rather have heard that you have no idea and no way to help. It’s like going to a restaurant, having a host tell you they have an empty table, seeing the empty table from the lobby, but you have to wait fifteen minutes.
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The profit is the skill achieved by crafting. Therefore the drop of seller price already had taken place – that’s why crafted things can be sold so cheap. Crafters take the ingredients price as apprentice’s due, and the return of selling things as a small compensation.
True, but what about when you are Master at the skill? I am not disputing that crafters can make a profit; they most certainly can. I am saying that buyers could have a lot more say in the amount of profit if they set their own prices to be more competitive with the cost of making an item. NPC item costs are the only constant and no player can change that on the fly, the market / players decides how much your gather items are worth; but atleast propose a price that covers NPC cost
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If players want more desirable crafted pieces in the game, then give crafters an incentive to even make the items.
Why? No need to buy them from anyone else for a lot of money, if you can buy things of the same quality in the TP cheaper.
If you’re looking for economy – there it is: drops are as well in terms of qualitiy and drop “for free”, however with less probability. But the probability is balanced by player number.
Do you know why there are so few charcoalers nowadays? And so few wagoners? Or litter-carriers? Crafters in GW2 have the same problem: economy doesn’t need them.
The OP is referenced to things that don’t drop in game. If the item does not drop from a mob, then there would be none in the TP unless crafted. An example would be 20 slotted bags; if I wanted to make these and try to fire sale them then the most optimal method for this would be a buy now price that atleast covers the cost of crafting the item. Sure, I could sell them at the posted price, but again that is not the point of this thread. This thread focuses on the buy now pricing. The way things currently look, people marking the buy now price below the crafting cost means two different things:
1. You, as a buyer, will likely not get the item at that cost, forcing you to pay the Seller’s proposed price (this is assuming the buyer is not in the position to craft the item in a timely manner.)
2. The sellers have all the power to dictate how much you are going to pay as a buyer, so no bargain deals for the buyer.
If the buyer proses price was at least covering the costs of the crafting then perhaps seller prices would even drop because now the buyer has created competition between the crafters. A crafter will still make a profit, but those wanting to burn through items fast will make the moeny forcing those trying to be “greedy” with seller prices to possibly lower their price. Whether you buy from the high price or lower price, someone still turns a profit and someone is happy they got an item.
Again, I am fairly new in GW2 and could be totally wrong on the drop availability of this item and maybe it does drop and I have not seen this yet, but was trying to use it as an example of a non in-game drop item. If I am wrong on the drop availability of this particular item, then apply the same logic to something you know is craft only. If it is not crafted, then it won’t be in TP. If I do craft, then be prepared to pay a premium if the best counter offer you can give as a buyer is lower then it cost me to craft the item.
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All buyers want a bargain.
All sellers want a profit.Clash of 2 worlds.
It’s a noble cause Sudden, but I don’t expect anyone to heed what you say simply because buyers will always want to save some gold. Don’t forget also, the market is an anonymous brokerage with no empathy between the buyer and seller. There is no hope of communicating, nor any way to reach a negotiated deal, other than take the price or leave it.
True True. I definitely don’t expect a single forum post to change the 100% outlook on something, but its always an attempt at a little change.
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99.9% of the people who need to know what you write in the OP is most likely not reading anything on the forums at all. either they dont know, dont care or feel like there is no need to be on the forums.
Also a valid point that is not blind to myself either. That being said, there are some who obviously do read the forums, as the amount of threads does prove that. If a group of people who do read the forum are educated on why no one is selling them them with there proposed prices, then they realize a fault and adjust price. If they change the price they offer to a higher point, then those players who don’t read the forum but browse BLTC will notice and have to adjust there low ball price. Hopefully realization of enough people can create a new dictation on what a minimum buy price should reflect, and again the NPC items are the only real constant with that dictation.
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You also have to take into account that prices of the materials fluctuate.
Agreed, but that’s also why I put a focus on the minimum costs of NPC items. These material prices never fluctuate.
The market dictates gather / farmable items. The market has no control of NPC only items though.
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NO! Lower your sell price!!
This is something I find myself doing sometimes also. But the point of this thread is not the Sell price, as I feel many craft things are fairly priced (that I have run across at least). The point is that if players want to dictate a lower price for an item and even make a crafter consider the lower price, at least dictate a price that is a break even point for the cost of the crafting. Suggesting a price that is lower then it takes to craft something (and impossible to change due to cost of a NPC item) is fruitless for both sides.
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This is a valid point. Perhaps if the items NPC value was more in line with the actual value of, at the very least, the NPC items needed to craft. Example, if one has to have at least 5 Gold in NPC / non farm-able items to craft something, then the item being crafted should reflect a NPC value similar to 5 Gold instead of, for example, 2 silver. If someone sees something that the NPC value is only 2 silver, and they are unaware of the true cost to even make the piece, then it is not 100% surprising that a sub par price for Buy Now is offered.
This would obviously be a change that a developer would have to put into place, but I think it would be a warranted change. It would be a change that would silently educate that a new player on what to prepare for when it comes to the economy of GW2. As it stands right now, the NPC value of some items is very misleading to the actual value it takes to create.
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So, been playing GW2 for about a month now. Never played the previous GW but had dabbled in quite a few MMO’s during these previous years. In some MMO’s I have played, crafting was a way someone could actually make some coin if they put in the time to get the level high enough.
I have started looking into that for GW2 and noticed a fairly common trend across the board. If you look at the proposed price for the “pre-ordered” items in the BLTC, one will find that the majority of items (willing to say more then 96% of them) are being requested a price points LOWER then it takes to even craft them. I am not talking about a few copper, but sometimes quite a noticeable difference based on what it costs to craft the items. People’s Sell prices I feel are fair on many things, but you do have to wait for that and who knows how long.
Now, I don’t want to come off as a whiner who is not getting his way about being rich from crafting. I do want to point out the choke hold that players may be putting on the economy when it comes to supply and demand. When I look at the crafting and I see 500+ ordered on an item I can make, I should find solace in that. There is a demand for something I can provide… but guess what you 500+ people, I’m not going to make something that costs me 54 silver to make when you are offering 49.
“But Sudden, people can gather items and make stuff, that costs you nothing!” In some cases this is true, but in many cases this statement holds no water. Let’s take a 20 slot bag of some type. From what I have seen this requires atleast 10 Superior Runes of Holding (NPC only item I believe) and those alone cost the crafter 10 Gold by themselves; this is not factoring in ANY other crafting material needed. Guess what? People only offering (at the highest point right now) 9 Gold 13 Silver to Buy now. Do I need to describe the lunacy in this any further? No one is going to craft that to make for a quick Sell… Ever! I could just post it for 12 Gold and make money, but that is not the point of this post.
At the end of this, lengthier than intended, rant it comes down to this. If players want more desirable crafted pieces in the game, then give crafters an incentive to even make the items. The least people can do is offer a buy now price that warrants a crafter to even consider the quick gold option versus the higher Sell price; because as it stands right now these low ball price tactics of players on items is pointless and practically throwing away a chance of ever getting items, that can only be crafted, at a deal price. Those players are hurting themselves and isolating crafting professions to being “Get my Legendary” driven instead of having fun and making a little coin with the craft.
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