(edited by That Guy.5704)
first, great guide from just having skimmed over it. I am sure I will learn some new things as I am working on getting my ascended gear and putting together a good build for higher level fractals.
That said, one thing I looked for but did not see what runes and sigils. I know those arent engineer specific items, but would be really nice to have a gear section, even a brief one.
exact avian species was not the point
we have this http://wiki.guildwars2.com/wiki/Ambrosia, now we just need a big moa leg mace to go with it
(edited by That Guy.5704)
Easy. Run EoTM train. Done. You will get everything you need. Can do it naked, can do it unarmed, can do it for free and you still get rewards. You get items from rank up, you get items from event completion, you get items from boss.
EDIT: Oh and tons of badges which can be used to outfit in Exotic gear. So quite honestly, being naked, unarmed, and broke, you could conceivably have full exotic armor and weapons in ~2weeks if you do nothing but EoTM train all day.
/thread.
O not even that, as long as you are getting credit on kills and caps. I used eotm to get my first set of exotics and it took about a week of evenings (after work and after a visit to the gym) and finished it off on a saturday. In this case, the gold will be the limiting factor but, should he be in a helpful guild, at the very minimum they will watch his back at teq (2 gold for full participation per day)
This is what i play on. It is within your price range as I bought it, and some of the parts could even be down graded to include windows and peripherals and still be in that range. http://pcpartpicker.com/user/bastiat/saved/LsZFf7
If you are building, take your time buying parts. I spent 3 weeks buying parts as I saw things hit sales and various deals.
As reference, I dont play on highest settings though (at least to me) the framerate is acceptable in most open world areas everything maxed. I play mid settings and get good framerates in populated/intense areas and 90-100 solo open world content.
Yup, seems like ineffable is not an option. I am going to try another suggestion, which was to make a few of those backpacks – they seem to give quite a few levels of skill-increase for a low cost. I am going to see how I do with it.
any progress on this? im about 465 or so on huntsman and refining ascended stuff has really slowed down and I already have 30 of each refined item.
use a rare from this section http://wiki.guildwars2.com/wiki/Jeweler/Adept_recipes#Jewels. They say “equip” is 80, but when you click their individual page, they say 65 and its what I use in my back pieces too, so not sure what the “80” is about. for instance http://wiki.guildwars2.com/wiki/Embellished_Brilliant_Ruby_Jewel
Ok, I THINK that I have the insignia (prefix) for the armor completely selectable. What I dont know is, if one of you go to “File → Make a Copy” and add it to your own drive so that you have edit rights, if the script that changes the names and materials for the selected insignia will still work. Hopefully? Can someone verify?
Um… just one thing ANet…. when you look at the base ingredients for say, Zojja’s masque, it LOOKS like you need only 150 scraps of silk, because the picture of the silk scrap covers the EXTRA ZERO. You actually need 1500. This is true for all the the base materials for the light armor. In every one it looks like hundreds instead of thousands.
That really needs to be fixed. Really. I thought I already had all I needed and went to make some stuff and was confused as to why I couldn’t make as much as I needed. Turns out I need more than 9000 more scraps than I thought. Bad. Very bad.
If you are referring to that feature on the wiki, the wiki is player maintained, not ANet. Also, again if you are referring to the wiki, I dont see that problem on my browser so it might be a browser or device issue.
Hmmm… ok, so I had originally used Google Chrome to open up the window. I just tried Explorer and it does show up correctly. Argh! Sorry for my assumption that this was something that ANet should fix. Obviously I have to use Explorer for the wiki now :p Would be nice if all browsers worked the same.
Haha, well, I checked on chrome, so I dont know… Maybe it just didnt fully load and the css didnt get completely used. Go back to the page in chrome and try “ctrl-F5” and see if a hard refresh fixes it.
Um… just one thing ANet…. when you look at the base ingredients for say, Zojja’s masque, it LOOKS like you need only 150 scraps of silk, because the picture of the silk scrap covers the EXTRA ZERO. You actually need 1500. This is true for all the the base materials for the light armor. In every one it looks like hundreds instead of thousands.
That really needs to be fixed. Really. I thought I already had all I needed and went to make some stuff and was confused as to why I couldn’t make as much as I needed. Turns out I need more than 9000 more scraps than I thought. Bad. Very bad.
If you are referring to that feature on the wiki, the wiki is player maintained, not ANet. Also, again if you are referring to the wiki, I dont see that problem on my browser so it might be a browser or device issue.
I made one of these public for Mawdrey crafting an it seemed to get some hits. So here is a public version of my personal mat tracker (tabs at bottom). I dont know what set you are looking for, If it is not Medium, I can pretty quickly add another set because the format is already set up, so let me know.
I’ll do a bit more proper formatting on the armor section first and figure out a way to have the fine mats be selectable. Anyway, If you see an error on the sheet, let me know.
EDIT: forgot link https://docs.google.com/spreadsheets/d/17hLfEqFw7YZ8c0hWlbZPQLa46NfvKE5zVJKwU24UX9w/edit?usp=sharing
If requested I can go back through and a cumulative totals, I could see that being useful for some of the items that need hundreds, but since most of those are time gated you cant make them all at once anyway.
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thats because whatever the hyperlink links to is not the text for some reason. Cut and paste instead of clicking and it works.
CDI – Collaborative Discussion Initiative
I, too, worry about small family/friend guilds being shut out of the opportunity to obtain their own Guild Hall. We could all, no matter our size, obtain one in GW1, and over time fill it with NPCs offering all manner of upgrades. I hope to see the same in GW2. It was based on Gold in GW1, it can be based on Influence in GW2, or Gold. But not merits, I hope, because some of the small guilds just can’t raise merits.
It doesn’t matter how fast the large guilds will get their Guild Halls, then, as the whole purpose is to have the Guild Hall and its functions…at least, I would hope so. Otherwise, it will be just like the other Guild-centric content released. Only for those that are of a certain active membership size.
Thank you in advance for considering the small guilds, as well.
But why use a currency at all? Would it not make more sense and more important be much more fun to unlock it with doing thinks with the guild. Like i gave an example before, do a gungeon with only guild-members ir unlock it with doing guild-missions and that sort of things.
Currency is just a little boring. You do some general things and that number then go’s up slowely and then eventually you can buy it.
But if there are ways to directly work for it that makes much more clear things to do and goals to work for with the guild. What should be one of things guild-halls should provide imho.
GW2 is enough currency based. Maybe this can be done different. And that would likely also help smaller guilds out.
And if your guild is not big enough to do what you suggest? Are such guilds just left out, as with guild missions now?
Maybe there could be a compromise there. Say… the upgrades could be bought primarily with Guild Commendations (that is, the major currency you already get for doing things like Devata suggests). However, you can also use large amounts of other currencies (Fractal Relics, Ascalonian Tears, etc.) to buy the upgrades as well.
Of course, the lesser currencies are going to require a LOT more for the same upgrade, being that they’re so much easier to get. However, this wouldn’t lock smaller guilds out of being able to buy upgrades, they just wouldn’t get them quite as easily.
I am in a small guild, so this is not coming from someone in a guild with 300 active people. I dont mind a small gate…..SMALL. Otherwise, large guild would be able to completely upgrade everything and unlock all the decorations/skins/etc the first couple days.
That said, what if there were different sized halls? Something where you have all of the same stuff, just maybe in a smaller area/at a lesser quantity. Lets say, for sake of example, 5 sizes of guild halls. The guild can purchase this size, accumulate skins for interiors/floor, decorations, various rooms, pet (kind of like larger minis that roam your guild hall area). ALL the same items that any size hall. In a T1 hall you would only be able to have 3 items of furniture in a given room and 1 pet roaming where a T5 would have spots for, say 8 pieces and 4 pets roaming or something like that.
It could also be that the various skins cost more as the tier gets higher. Afterall, wall paper for a 5000 sqft house costs more than wallpaper for a 1200 sqft house. The problem here would be that it, if it scaled when you decided to upgrade your hall, it would make more sense to get all the unlocks at T1 and then just upgrade the hall rather than buyng any upgrades at a higher tier. On the other hand, it might be frustrating to have to pay the difference for EVERY one of the various decoration/upgrade you own in order to use it in the higher tier hall. So that is something that would need to be thought out. But, as a starting place for discussion about smaller vs larger guilds, I think smaller vs larger halls might work
Associated Risks Those who see no point to a guild hall beyond an ultra convenient crafting center will complain about wasted resources. And, yes, it will take a hunk of development resources to give us a truly robust finely customizable place to call home. (On the other hand the same tools can then be used for personal housing — long ago someone suggested a portable door you can slap on any surface in the world you want that then opens an instance of your personal home, letting you have a DR apartment or a Grove pod or a CM manor, accessed from a logical point, without cluttering the world).
I think alot of people who are making a point to request convenient crafting and things like that would also LOVE to see a high degree of customization, they just want to have something with some amenities/functionality along side a customizable environment.
Many have suggested:
- WvW Portals, so the guild can gather there before going to WvW.
- Portals to the major cities and fractals of the mist.
- Mini Games rooms.
- Guild Mates information.
- Direct exit to the open world (being able to use any wp from inside it, so the guild can go directly to guild events).
- Sparring area invluding GvG. Also maybe hop in to the guild’s PvP arena.
- Customization and titles that could be shown to others (achivement statues, prizes).
- Wave-like events and sparring bosses.
Remember that Guild Halls is a place for the guilds to gather, not to allinate theirselves from the world.
alienating themselves will be a part of the issue to a certain degree with nearly any implementation that provides anything other than a pretty place.
Wave-like events is something I gave an extended suggestion about about a month ago. https://forum-en.gw2archive.eu/forum/game/gw2/Game-Mode-cPvE
The most we could expect to get is a purchased, temporal module with all crafting stations and some NPCs for 300 gems for 48 hours.
So, what you expect is a place with no permanent amenities? just a pretty place to chat/twiddle your thumbs? If there are no permanent useable npcs, crafting stations, guild group content, what is the purpose of a guild hall and why should I pay for something over and over when I can just jump up to EOTM or borderlands to craft or visit the merchant/trading post? Why wouldnt they jump impliment GvG and forget all the guild hall stuff if all it is is looks?
Q3: not really a question…CUSTOMIZATION
Customization is built to be a big thing in GW2 and guild halls should be no different. Halls could be customizable based on any number of different things: open world areas/maps, dungeons, species (hylek, risen, quaggan, aetherblade), special events like wintersday or mad king using items gained during these events, etc. Again, acquisition from these things could be using existing items like the ability to donate dungeon tokens to the guild or from a new form of tokens that you receive when you have a full party of 5 guild members that runs the dungeon path together. For open work things, it could be similar and ideas for that can be gleaned from this thread https://forum-en.gw2archive.eu/forum/game/gw2/Revitalize-the-Game-World-Resetting-Hearts.
This should allow various themes or skins to be applied to different parts of the hall. If the marketplace/storefront approach is taken, you can customize the entryway/wall/windows of the facade based on a given theme or set of themes. The main inside entryway/lobby can have customizable parts as well from the textures of the walls and floors to various pieces of furniture and other items placed inside it. Even guild hall pets. I dont know how these might be gained, but a candycorn golem or human sized tequatl wandering the hall could be fun.
These customizations should be allowed to be changed (redecorating) be someone given that privilege within the guild, but should also be allowed to be done at any time from the list of unlocked items (a wardrobe type functionality) without a cost (similar to transmutation charge) so that halls can be redecorated easily based on time of the year and current events.
Main points though, is that basic functional stuff should be acquirable by small guilds but that most items in the guild hall (especially customizations) shouldnt be based on karma/gold but rather by some new type of token/recognition gained by completing things in a given area as a guild.
Q2: how should you build a guild hall and where should it be.
A guild hall could be in one of 2 places. Either its a completely separate instance accessible by either a portal in lions arch or by a button in the guild panel(of the 2 this would be my preference), OR, it could be in some sort of marketplace area with “storefronts” for all guilds as someone has mentioned before. if it is the storefront base it could be nice to see all the different guilds personalize their store front. However, quite a number of things could become issues. 1) large guilds might take up a ton of space. In this case, it would seem that all guilds should receive the same “storefront” space while the internals of the hall would be instanced. 2) new guilds would end up on the “outskirts” of the market as they open their hall and this market expands and be less seen then those older guilds near the center. 3) this could, unfortunately, become an area of guild “trash talking” particularly with the advent of GvG.
So how should you get a guild hall? First you should need some level of architecture leveled up for the basic area. Then, you can “build” build your initial storefront and instance for, say, 1000 T1 wood, copper, cloth and leather (or something like that) (or 500 of the refined versions since some people will have stacks of that to save space). 1000/500 should be relatively easy for a guild of even 5-6 people to simply farm if they wanted. And, perhaps, some small number of merits or influence, no amount that would be too difficult for a small/new guild to get.
This initial stage should come with access to the guild bank and commendation trader right off the bat. This is a GUILD hall after all. Crafting stations could be built in a similar way with materials either all at once, or allow each tier of crafting to be unlocked with that tier of materials. a full stack (250) of green wood logs and copper ore along with 50 of each of the fine crafting materials unlocks T1 (0-75) crafting at weaponsmith for example. Of course that cost would need to be balanced out.
Other things like the merchant or trading post could be purchased simply with merits while, still other things might be unlocks.
Enter Extra Suggestion:
Unlocks could come from some new content as well. Guild Achievements (like hero panel achievements but with the guild) These could be anything from killing something with X number or more guild members participating to have x number of guild members in synchronized dancing. Things that require a certain umber of guild members, however, should fall under the category of “fun” items so that smaller guilds are not too gated behind numbers.
You could also have guild story (would take some development) the story instances should allow up to some large number of players to access them at once. This content should scale based on that number of players so that anyone can go in and do the story when they want to see it. However, since this is a guild story, it should probably require 5 or so participants at least in order to receive guild rewards.
Or you could even gain an extra type of currency useable only for guild related things when you have some number (5?) of players participating in open world events.
Chris, glad to see you back, I hope all is well and that you were able to take care of everything before coming back.
There are alot of suggestions here already, and I havent read them all so some of this may be repeat.
Q1: What should a guild hall contain?
A hall should have access to crafting, guild and personal banking, a merchant, a guild commendation trader and a trading post. This is all simply what can be found in borderlands with a couple guild specific items. Since alot of people use borderlands for their banking and crafting anyway, I dont see any of these additions as being of any great extra benefit and, thus, should be a part of a typical hall that is, they should be either included in a “starter hall” or be relatively easy to get/build.
Beyond that, other useful or simply fun things could be built. Given a certain number of gift of sprockets/candycorn/quartz/whatever may come in the future, the guild hall could have these nodes available. A portal to Lion’s arch or other main cities could be built as well. Statues that increase things like crafting criticals/experience when done within the hall. Perhaps some upgrade that permanently decreases the cost of the items at the merchant within the guild hall (not by a huge amount to lessen the large small guild difference, but some amount possibly).
This could also be a place where, for some upfront cost but without the recurring cost, a permanent, though potentially smaller pvp arena could be built. This may not be a full 5v5 size arena, but perhaps something where you could do as many as 3v3 (or maybe even a larger room with an “every man for himself” mechanic large enough for a large guild to all participate. Interesting maps might include a bar brawl (no weapons just environment objects like bottles, tables, chairs), maybe something similar set in a farm. I am not big on pvp, but these things sound fun to me anyway. Of course, people should be able to invite non guild members into their hall and pvp area.
This is by no means all inclusive just some items.
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For the most part, there werent many backpacks as you level. I used the level [something really low] backbrace from a very early story reward all the way through 80 when I finally got another story reward one. These backpacks would have been great leveling up.
As for the upgrades, just dont put the best thing you can find in it if you dont want to lose much when you upgrade it. You should be getting gems and materials easily enough to make 1 upgrade for each one just from farming nodes.
At level 78 (the highest backpack and exotic) with a maxed rarity level 65 upgrade in it, these backpacks actually have higher stats than a level 80 exotic with a level 80 gem in it. They also have a single infusion slot. So they are a pretty cheap decently statted piece while you work on an ascended one.
thanks for looking into your collection
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Fire bomb burns for 2s x 4 pulses, with a cooldown of 10s. If that’s not enough you have the flamethrower and its tool belt skill to increase the burn uptime.
Ranger runes will also count minis as pets, so if you have a couple lying around that can be good.
And if thats not enough, you can trait for incendiary amo (6s burn on crit, 10s cooldown)
why not just 3 random unidentified fine level dyes or something (the ones craftable by chef). that should fix the duplicate issue without overdoing the reward. I dont think any of the fine rarity dyes are worth a ton are they?
I would love a legendary however I will not get one unless one of three things happen
- One just manages to drop for me. So I can sell the one I don’t want then buy the one I do.
- Pre-cursor crafting is implemented.
- I [accidently] save up enough gold to buy one. But I will not sacrifice other wants to buy one so that is not likely.
Good luck.
Im just going to echo this with one minor word addition
If you are buying everything, they claim to give you the cheapest route. I developed my own method. It may not be the “cheapest” for buying, but its the easiest to remember for farming everything.
1) Refine raw materials until about x+23 levels in. (x just being the level that tier stars at)
2) find the armor/weapon items that use the fewest materials (warhorns, shoulders, hammer/mace/spear, etc) make. You will need 3 types. make 13 of both components of 1 type and 7 of both of another. make 2 of each of the 3 lowest (x+0) level inscriptions/insignias. This should easily get you to level x+25.
3) discover the 2 types with each of the 3 insignias/inscriptions
4) make 2 of each of the 4 x+25 inscriptions and insignias.
5) discover the 2 items with each of these
6) you wont quite hit x+50, you will probably need 2 more inscriptions from the x+25 level inscriptions. Make them and discover 2 of the 3rd lowest material usage item.
7) make 6 (one of each) of the level x+50 inscriptions and discover with the item you made 13 of.
This got me through 1 full tier most every time. I think 1 time I needed to make the 7th x+50 inscription/item to level up, but that was once out of having almost all my disciplines to 400.
Total, for fine materials you need 14 of each plus 2 sets of 3 from 2 of the x+25 level fine materials (this is why I says its just the easiest to remember) . That, of course, assumes that you WILL need to make that last 7th item.
Again, I am sure this isnt the cheapest going by the trading post, I just found it to be the easiest when figuring out what to farm.
ok, basically what I had been doing, I just didnt know if there was a better way
Can anyone who has alot of dyes tell me what color is on the barrel of the mystic rifle http://wiki.guildwars2.com/wiki/Mystic_Rifle (or, in general, a good way to determine weapon skin colors without having alot of dyes unlocked)
The reason conditions were capped was supposed to be performance related (server side), I forget what thread that was in, and not actually balance related. As such, I like the idea of advanced conditions. 25 stacks and you gain an new condition, replacing the 25 stacks that does much more damage (20-25x?).
Would also say that it might be interesting for conditions to have a chance of a condition burst perhaps related to your critical chance. so, if your crit chance is 50%, then an applied condition has a 50% chance of dealing all of its damage in 1 shot. This would not be critical bonus damage, just maybe taken from the same stat. Of course, conditions were meant to be over time so there may be a balance issue there and, if so, the condition burst could have, say, a base damage of 50% of the total damage over time with that 50% multiplied by your critical damage. So, crit damage of 150% = condition burst of 75% damage. or something like that if the balance is an issue. But, as mentioned, this might should be only applicable in pve.
This would also deal with the fact that, for some conditions like burning, stacks are in duration. so many many times, especially in a large group, a new stack of burning is completely ignored. condition bursting would at least allow some of that damage to be put to use.
something came up in another thread about some sort of region based (ie Metrica, Blazeridge, Southsun, Drytop) reputation or prestige system where completion of events or repeating hearts (not as a requirement for said prestige but just a bonus outside of events) in that area gave prestige point/tokens where higher prestige gave access to items that could be bought with these tokens (kind of like dungeon merchants). And one of the rewards being armor skins (amongst other things).
Hi All,
I am still dealing with some family issues and will update when things are back to normal.
Chris
far more important than a bunch of pixels. Please take care of yourself and family before diving back in.
I tend to think this falls under quality of life for the smaller guilds that can’t participate in the Guild missions.
Goal
Close the gap between the rewards available to large guilds and smaller family guilds by opening up a slow but achievable alternative means of earning guild commendations through open-world play.Proposal Overview
Players now receive 1 guild commendation for every 800 influence they earn through events.Proposal
Each character gains a counter on the guild page that tracks how much influence they have earned by participating in events. Each time this counter reaches 800 or more, 800 is subtracted from the counter (so overflow caries over) and that character receives 1 guild commendation. This counter tracks this contribution regardless of which guild you were representing at the time, to avoid penalizing players who have obligations to more than one guild. 800 was chosen to be a substantial number without triggering the sense of ‘endless grind’ that a four-digit threshold might provoke.Reputation bought with coin from the Guild promoters does not advance this counter – you must adventure to earn. This also avoid creating a hard gold-to-commendations relationship and turning the guild vendors into just another playground for the super-wealthy.
Potential Risks
UI work and establishing a properly incrementing counter will require coding time. Rewards from guild vendors will no longer be the exclusive province of larger guilds (I see this as a plus, others… maybe not).
This suggestion addresses the same problem as mine did only from a different angle. I will +1 Nike as well.
1) Alliances. Primarily, in my preferential case, to allow smaller guilds to participate in and gain merits for the guild and commendations for the individual from guild missions that said smaller guilds may not have the man power to complete on their own. To me, this would be HUGE.
In either case, it would be great if there was some way for members of smaller guild to be less gated behind a simple number of guild members for some of the INDIVIDUAL rewards obtainable through guild participation.
teach Shatterer to turn right
1) Alliances. Primarily, in my preferential case, to allow smaller guilds to participate in and gain merits for the guild and commendations for the individual from guild missions that said smaller guilds may not have the man power to complete on their own. To me, this would be HUGE.
2) Chat rework to allow communication when not representing among the other things like custom chat channels
There are lots of things that can go in #3. I understand there may be some concern about cross server alliances/chat in wvw stuff. I get that. and, perhaps, people in any version of wvw should just have their chat restricted while they are in that zone. I dont know. But, as for PVE, this would be a great benefit. there are guilds that ask for 100% rep, not necessarily for the influence points, but rather so that there is activity in the guild. so that dungeon parties can be formed, chat is active, events/missions can be discussed etc etc. Allowing these kinds of alliances and chat improvements would greatly improve these concerns. I understand that, for larger guilds, these arent quite the same desires and, in their case, Guild Halls would be an awesome new feature.
few people are demanding that a precursor be cheaper or take less time (statistically a very very wide range due to very low drop chance though) than it currently does. What they want is a non RNG method of an instance of the item. Depending on whose suggestion you look at, people want to play the game, complete various tasks, do some farming, etc. in order to collect even a large amount of items that allows the crafting of a precursor. They dont want to mindlessly farm champs/dungeons and play trading post wars to hand a ton of gold to someone who just happened to get very very lucky.
If it were “just a skin” then, sure, random would be fine. But its now “just a skin” is has selectable stats and scales to the highest level weapon stats available.
farming gold to buy a legendary might be the “most efficient” use of time. But there are some people who like to vary they game play and actually go do stuff rather than just moving from farm to farm even if it does take a little longer. ie, they like to play the game.
You gave no real reason other than personal preferences why precursors should not be crafted.
Paragraph 1: Just a skin, wrong and opinion
P2: farming gold is more efficient anyway. your farming preference is an opinion.
P3: no real content
P4: will probably take longer than farming (basic reiteration of P2)
Yes, having them craftable is also a preference, but from a game design standpoint, an entire tier of weapons shouldnt be gated behind very very rare RNG.
Im kind of tired of people complaining about people asking for precursor crafting. I see a lot of people (you didnt say this directly) saying that people asking for craftable precursors just want it to be handed to them when, in reality, EVERY precursor ever created in the game has simply been handed to its original owner.
would you care to explain how, exactly, Anet’s updating the TP UI is responsible for an increase in prices of any item?
Consensus seems to be that this collection is flat-out broken at this point. If you have any current bags, just hold onto them and wait for a bug fix or further information.
Exactly what I was doing with relevant stuff
As of the latest patch, the items do not say “collectible” anymore.
But now this, and it still does not say collectable on the items that used to say it. This is now as of the patch on 9/17.
Plan on running a few dungeons tonight, will update if something changes.
its there on a handful of the fine materials (t1-6 bones, bloods, dusts, etc) out of the 42? items. it is now also missing, as mentioned by someone else, maybe you, on crafted chef items that are used in other recipes if they are themselves consumable.
PvE-er speaking here who only really ever went to eotm for the armor set.
Alot of pvers are collectors by nature. Put a goal in front of them (I am not speaking for everyone, but I know myself) with the promise of a particular reward, and they will go for it. wvw achievements arent any different. Put a series of goals in front of them promising a limited time reward (mistforged heros weapons for example) and you will see pvers in wvw.
Whether the achievements are enjoyable or not does depend on the grind level for one thing. (I exaggerate) complete 1000 events: thats a grind. Complete a number of varied mild to moderate, perhaps a few difficult achievements/meta achievement wouldnt be as grindy even if meant to take the same amount of time.
I, for one, am working on getting to master crafter title and am getting close. Thus, I went to wvw friday night, did my 5 events, ran around with the zerg til I died, then left and went about my business. I dont forsee going back in until next friday or saturday.
Honestly, I didnt even believe the requirement when I saw it and asked in my guild for people to verify those were the only requirements and that no one had found hidden requirements/rewards.
Why are the fine crafting materials not labeled with “Crafting material: weaponsmith (225)” for example, any more. A couple still are, but most are not. Seems like this would be valuable information especially for a new player who just has this random item. why was the time spent to delete this info? or is it a bug?
you cant craft a soldiers insignia at all. The actual insignia comes from salvaging exotics with soldiers stats. You can get the insignias themselves for a bit over 2g a piece, you can run dungeons and use tokens to get soldiers gear and salvage it. But salvaging is counter productive for yourpurpose because that is what you are looking for. The easiest way in my opinion to get a set would be to follow the zerg in eotm and buy soldiers armor with badges of honor and gold. Then you can move on to borderlands/eternal battlegrounds
Intersting…..just assumed the stats would be inferior to the current LVL 80s I have from the Temples….nice info…thanks!
Yea, they have better overall stats than 80 exotic even when th 80 has a lvl 80 gem and the 78 has a lvl 65 gem. The crafting ones also have a single infusion slot, so it even helps with that. These are great for non main characters because they are really quite cheap to make as long as you already have the discipline leveled up.
You cannot select stats according to the Wiki. The Wiki shows what stats they have.
http://wiki.guildwars2.com/wiki/List_of_ascended_trinkets
The accessory in question isnt listed on that page
depends on what level you are looking for. I farmed t3 quite easily by running the centaur events in the top right of hirathi hinterlands. And by T3 I mean cloth, leather and all 7 fine materials from the bags. This one really didnt take too long. granted it probably would have been faster to run through some dungeons and buy them, but a flamethrower and herd of centaurs is fun haha.
I did t2 before the patch, but I imagine the new updated nebo terrace events would have been just about the same.
Unfortunately, I dont think there are centaurs dropping t4, and I havent found a good spot for that tier.
Proposal Overview:
Simply the guild upgrade system by removing the build queue.Goal of Proposal:
The goal of this proposal is to remove all the frustrating micromanagement that goes into managing upgrades, by simplifying the system. I’m recommending that the build queue be removed entirely, and in its place all upgrades will fall into two modes: Instant Buy, and Cost Per Day.This improves upon the current system, which requires constant babysitting and fidgeting. If you want to keep a buff up 24/7 it requires a coordinated group effort. There is no reason why it should need to take this much effort.
Proposal Functionality:
- Remove the build queue.
- All “one time use” upgrades will become instant buy, with a fixed price and no build time.
- All “buff for x hours” upgrades will become toggles. You can turn the buff “on” for a constant influence drain that keeps running until you turn if “off” again. You could also add a “use for 1 day” button.
Associated Risks
- Perhaps some people find the build queue system to be fun.
- This will probably make guild upgrades more powerful.
- People could leave too many buffs on, and burn through all their influence.
Im commenting as I browse over the last pages, so I hope I dont reiterate something that has been said too many times.
in this particular comment, I like the constant influence drain buff idea. To extend the concept (and tweak for a secondary option), in some RTS games, you have income and things that can be alotted as a percentage to go toward various things. A given research or building will proceed as long as there is enough of the given resource to go around. When resources dwindle, progression slows, but a set percent of all incoming funds still go to that project.
Moving to GW2, first, again, I like the idea of a buff being a drain rather than a build. When turned on, it consumes a set amount of influence at the beginning of every hour and then remains on for that hour, rinse, repeat. Along with this, it would be really nice if you could set timers to turn them on or off like an oven. If influence is exhausted, th2 buff turns off.
second, say we allow 5 build slots for upgrades (if the insta-buy proposal is not implemented as per the quoted suggestion). When an officer chooses to build an upgrade, it begins building at its set rate (less time to completion than now) but consumes influence over time rather than in one lump. Along with each slot is a slider/spinner/whatever that allows the officer to select an amount (%) of incoming influence (after buff influence is take out) that is designated toward each build slot. Sometimes people just like to visualize progress. smaller guilds will see that progress bar go up as they earn influence and wont have to gather all the needed influence and then wait while its being built. Can general members view the build queue right now while just not being able to interact with it? if not, it would be nice for officers to have the option to display these progress bars so that members can see right where thier influence is going because both of those things are now happening at the same time. Larger guilds will see much faster progress.
Risk: members might not like what the officers have queued
(edited by That Guy.5704)
•stacking in the guild bank should be possible without first moving it to your own inventory.
Not possible for technical reasons – multiple people may be manipulating the guildbank contents at the same time. The current system prevents that from going horribly awry or being purposefully manipulated.
Workaround, though may come across a bit vague in the ui.
when an item is dropped onto a stack, it will be added into the next empty slot, but flagged for compacting, when all instances of the guild bank are closed it will be moved stacked in the slot on which it was dropped OR stacked on the first available stack of that item if the slot on which it was dropped is now either empty or contains a different item
see this thread for discussion we tried some things on our own https://forum-en.gw2archive.eu/forum/game/players/hero-of-the-people-collection
relevant bags as per the wiki page (http://wiki.guildwars2.com/wiki/Hero_of_the_People) with the “collectible” notation cannot be added to collection on right click on by opening them.
not working after this evening’s patch. Tried an elaborate ritualist bag from CoF with the “collectible” note on the description. Nothing.
Leaving an annoyance in the game for the purpose of consciously keeping prices higher than they otherwise would be steers players toward not playing the game, but farming gold or playing the TP. To me, that is terrible policy.
If they decide not to for some other reason, then so be it, but a conscious effort keep prices higher would be one of the worst reasons if it is the primary reason.
as I suspected, thanks.