[Currently Inactive, Playing BF4]
Magic find works. http://sinasdf.imgur.com/
Big changes to badges of honor this week.
The skins are not new, they are just alternatives for people who do not play PvE at all and wish to get those skins just through WvW.
If I could I’d start a bank.
People are speculating legendary changes tomorrow, just like we expected them in February (and they didn’t show up)
One of the devs (99% sure it was Colin) stated that tomorrow’s patch will not effect PVE culling. Culling for PvE is a lot more different, namely because of the wider variety of mobs in the world. Of course, they plan to address it in the future. When? Don’t know.
The players who have high agent of entropy achievement points are using it to make money. The only thing that agent of entropy does now is show other how much money players have made with it. Easy to figure out that you can make money salvaging some how, with agent of entropy giving infinite points and being in trademans achievement window.
Uh not true. Entropy shows how much money you’ve spent, not how much you’ve gained. Do you have any idea how much it would cost do get that many achievement posts? I reckon that person has spent well over 1kg buying the cheapest salvagable material. And you need 200 of those to get ONE point.
1.) Anchorage/Arah are very difficult to take since the feb patch due to buffed Risen Nobles, so no one will bother helping you since you need a 20 man zerg to do it
2.) If I recall, SoR has a bugged perma penitent event. So everyone is most likely doing that event
I just put 110 Mystic Coins into that cursed Toilet and got 20 Clovers in return. What? Grind? GW2? Never…. But still I return. :P
Use the 10-clover recipe. The rate is much higher.
I’m on my fourth 77-clover set and I usually use about 150 mystic coins.
There is nothing technically illegal about gold sellers/botters.
Can they ban them from playing the game? Of course. But they can’t pursue any legal means to shut them down.
It’s a different story with private servers.
Lacking a lot of constructive criticism here.
“if it doesn’t change”
Well what do you want to change it to? You didn’t even specify.
And why should they? They already spend years designing the story, recording the VA, designing the map around it.
You want them to do that all over just to appease one person?
If you you don’t like the story then you don’t like the story. Unfortunately that may mean you will leave GW2.
I may not like Harry Potter and I want them to change the story but why would they care? They made their money, they invested their money in the story and the actors.
not worth making the cheap legendaries. They’re cheap for a reason.
If you want to flip, I suggest taking a look at t5/t6 mats as well as refined materials such as inscriptions
yes
the only limiting factor is the rarity type
A great suggestion here earlier regarding the FPS was to make it have trails. Not foot trails, but an aura trail of flying pages from the book. It would have that blue ghostly aura.
While I wouldn’t yell “conspiracy!”, it’s true that with such a low supply of this item, the price is in the hands of just a few people. I count sixteen on the market right now, which means that, at the time of writing, a maximum of sixteen people get full control over the selling prices. Thus, the price that we see in the GW2DB is going to fluctuate insanely due to even slight shifts in supply or demand. As I’m reading, it sounds like the supply yesterday was 25% of what it is now. Because there’s such a demand for an item like Storm, I can’t say I’m surprised that sellers saw this supply decreasing, and, thinking that they could make a very nice buck, decided to increase the cost by 150g. I’m sure that a great deal of them were also thinking things like “hey, with the new patch, the supply of Storm is going to increase, like, tenfold, so I’d better sell while prices are high!”. There’s not really anything we can do about it when the number of sellers of an item like Storm is so low.
On the bright side, the sellers are eventually going to have to realize that they’re selling too high for the demand for Storm, and they’re eventually going to have to lower the prices to compensate. By the looks of things, the price has already decreased ~80g from its peak last night, so I doubt that there’s too much worry about the selling price continuing to lower from here.
And that’s the whole thing about market manipulators. People can say that they’re bad but they’re doing good for the economy. If the price is too low before, then the demand/supply will dictate the better price. The fact that someone is willing to pay 200g now, when a few days ago a few wanted to only pay 150g shows that there was still room to find true equilibrium.
We have reached true equilibrium with weapons like Dawn/Dusk which have been in their prices ranges for a few months. Storm has been terribly underpriced for quite some time.
What about Bifrost and arah’s tokens, lol
lol I got my tokens just farming that Hunter path. I think it was 6 badges and 24s per 10 minutes
I for one am happy
I’ve been speculating Storm for 2 months now, bought a few for 140g awhile back.
After the February patch, a lot of people sold their inventory (speculating there would be a change to Meteor) but since that didn’t happen, it went all the way down. Foolishly I sold one piece but kept another.
But now that it has gone up over 100%, I’m a happy camper. I’m not sure if there are any other precursors worth speculating now.
Did people manipulate the supply? kitten right they did. And theres nothing wrong with it because it’ll help see where equilibrium will end up
Yesterday there was like 4 supply at 375g. Whoopy doo. Now it’s down to 292s and we see a buy order at 200g.
What we now know is that the equilibrium price will end up between that. The old price of mid 150g or so was too cheap.
Of course, this is why price shot up over 100% from a week ago ;D
So from what I’m understanding from you phys~
is to remove the gap between buy/sell so that the TP players can’t profit off of buying/selling. You do this by discouraging sellers from pricing stuff below what they think is worth.
In a perfect world that sounds nice, but again, there are people who are impatient and want their money now. Get enough people to farm these intentional onyx locations and you’ll have several players on the market. Maybe they’ll keep undercutting themselves by 1C, maybe a few here or there by a few S. Next thing you know, there is a large enough gap for tp players to profit off of.
In a perfect world you’d have all sellers agree to a fixed price and stack all their items on that price. But in a game where you need to survive with gold, and gold is the currency, more often than not you want to make a reasonable amount of gold rather than no gold at all.
You see this undercutting all the time. In real world, you have businesses undercutting others with deals like (we’ll beat the competitor’s price by 5%) because it’s better to make some $ rather than none.
“2) I’d expected dynamic events to have “lasting consequences”, in order to make players feel more personally invested in their success/failure, and make the world seem more real/alive. However, the reality is that taking a stronghold takes 5-10 minutes, and if you don’t stay there, it’s lost again in 30-60 minutes. This trivializes waypoint contests and makes it just seem completely futile to even bother taking them.
In my mind, “lasting consequences” means that when territory is taken, it is held for at least a couple days, maybe some minor skirmishes/probing attacks from the enemy in the interim that NPC’s/solo players could hold off, then a big zerg-style push from the enemy that causes a world-wide SOS signal and lasts half a day, requiring multiple tactical objectives to be met to successfully defend… e.g. hold the gates, destroy catapults, light distress signals for NPC reinforcements, defeat champions, build defenses, etc…"
This happens to a lesser extent in the end-game zones. Doesn’t last for a day, but a few hours.
The problem you have with this is that you need to have content that is available to all your players to a reasonable degree in all time zones.
It’s not fair that prime-time only players can only experience content that is available in primetime, while off-peak players can only experience content that is available during their time.
That being said, I do wish that we see more varied dynamic events that chain together. Longer chains with longer branches.
But such a task requires a lot of hours invested programming, not to mention a high enough complexity to introduce more bugs.
This is really all silly.
Vol, I appreciate your point of view in many threads, but I implore you to read my previous two posts and consider that as a viable way to make playing in PvE more valuable and more in-line with the TP in terms of value for time investment. The key problem right now, I feel, is that there is a severe lack of suppliers to the economy because items have such low drop rates and there’s no reliability. Remember GW1 how you were guaranteed ecto and shards from the end chests of UW/FoW, respectively? That sort of thing is what is needed in GW2, just with cores/lodestones/rares and dungeon/fractals chests.
Increasing the value of the supplier role will encourage a lot of people to branch out, make PvE feel more rewarding without breaking the economy, and enable people to feel like they can make progress towards a goal by playing the game rather than playing the RNG. That is why it’s so valuable to us.
Even if you increase drop rates (which would more than likely result in a drop in price too, lowering your gold rate), a person who plays the TP will still come out on top.
I liken it to farmers. No matter what you do in game, whether you nerf Cof1 or even shelt/pen, there will always be that one activity or event in game that a farmer will take advantage of. Because there is no way to make a game that is unique but also have equal rewards for equal activities.
Same with the economy and drops. No matter what you do with the drop rate, there will always be inefficiencies and gaps in the outpost. People make money on the outpost because they are feeding off of player’s
-lack of awareness
-lack of patience
You can’t get rid of that because it’s human nature.
So let’s say we have a 1-item economy of crystal lodestones, and you have get a drop boost for them to drop it from 3g to 1g. Completely ignoring the fact that you probably don’t even make as much gold as before, there will still be people who will be buying/selling the lodes. And fluctuations throughout the day can be ‘exploited’ to make profit.
Increase the # of items in this economy and you further increase the inefficiencies of player’s in the market.
tldr:
People make money off the TP due to differences in buy/sell orders and player’s impatience (sell now or later?). Altering drop rates will do nothing.
Every other mmo do. I guess it’s magic.
Again, completely ignore the dev post tracker we have on the forum.
Legendaries require Badges of Honor because you’re expected to put some time into helping your server to earn them.
As it stands, the WvW JPs encourage lazy PvEers to slowly grind their BoH over a month or two rather than invest in a few rounds of WvW and actually contribute as was intended.
People who camp the JP for the sole purpose of griefing PvEers are trolltastic heroes. WvW is large-scale PvP. The JPs are on WvW maps; the JPs are PvP. If you can’t manage fights along course of the puzzle, you’re not skilled enough for any kind of PvP. If you get killed by campers at the end and your response is to come on the forums and moan about it rather than going out and getting Badges of Honor by aiding your server and PvPing in a PvP zone, you’ve got a chronic case of childish entitlement.
I’d really love it if Anet removed Badges of Jumping or put some kind of required WvW contribution with a daily reset before you could access the puzzle.
A lot of the lazy PvE crowd don’t realize WvW JP’s are the most inefficient method of farming badges. Anyone who plays on Friday nights know that you can get well over 100 badges in 4 hours. Not even including the rest of the weekend.
Frankly I think 500 badges is too little, compared to the other components of a legendary.
I don’t get what you’re alluding to here.
I’m a market abuser if I choose to buy low and sell high and make a reasonable profit? With that rationale, why are you encouraging others to be market abusers?
And on a side note, the profit in the end is only about 2S. It’s not exactly a good investment since the buy/sell orders fluctuate a lot and you are losing out on opportunity costs.
This is really all silly.
There is no method for every single person in a MMO community to have the same gold/rate per hour based on what they’re doing unless you want to tear up the game and rebrand it as some other new genre.
You pretty much have to design a game that rewards people who spend their time in a game doing a certain activity.
Spend 3 hours in game doing nothing and afk? 10g for you in your mailbox!
Spend 3 hours in game pvping? 10g for you in your mailbox!
Spend 3 hours killing mobs for no apparent reason? 10g for you in your mailbox!
And then you’d spend that gold on things in game that have fixed prices.
But of course, we’d still have complainers who will say that they “don’t play as much and feel forced to play in order to progress”. Go look at laurels and dailies and how people are complaining that they’re missing out because they don’t play as much as a hardcore player.
Better yet, what’s the fun in that? You know you’ll be getting the same amount of gold as that botter, or that dragon farmer, or that guy who just afk’s in town all day. Why play? What’s the point? I think people would rather take the least stressful activity.
But all of the above is a moot point because it violates the constraint that we need a TP in the game.
This whole “PVE=TP in terms of rewards” notion is just a random suggestion that was not thought thoroughly, as with the majority of suggestions in MMO’s.
It’s pretty much unfeasable, if not impossible to design such a system
Price keeps Legendary…. Legendary. Skill at TP is just as valid as skill at adventuring.
Very true…but both should be equal in the amount of gold you can get for the time put in.
Idea: No more item drops. Everyone is paid Xg/hr for being logged in. Also, no more TP. Wouldn’t want anyone to make g. Everything obtainable from npc. Ya, I’d play that game.
Huh? This comparison is just as ridiculous as the burger flipper/Surgeon.
Sarcasm meters are for sale!
I spent ~400g into the mystic forge
Crafting rare greatswords and selling any exotics back.
It seems like ive had every named 5+ times. No idea how many pearl swords. But still no precursor. It just feels like all those days spent farming are erased and it sickens me everytime i see someone get a precursor in a few trys at the forge or from a lucky drop with minimal effort . The RNG is disgusting i should of just kept saving and bought one for 750+g but now i have little motivation to regrind the gold back.
Yeah well that’s entirely your fault for deciding to gamble.
When you gamble at the casino, do you blame the house when you lose out?
“Disillude yourself. The only one reading this forum are mod looking if your post must be deleted and your account infracted and banned. No dev read a crap here. Nor are aware of what the community wants or ask, as already proved from day 1 when this forum was online. Rare pearls happens, like Hrouda stuff not giving anything valuable to be read, except how he admire warriors soloing a boss”
Yes, completely ignore the numerous times John Smith posts here, or Hrouda posts on the ranger/dungeon forums, or Foreman on his jumping puzzles.
But yeah I’m sure you prefer it having devs waste time on the forums rather than work, right?
1 minute to give an update is so much wasted time, really.
You think you can
-contact your boss for clearance (who may be busy)
-post an unamibigious and non-controversial statement that won’t be misconstrued on all currently active projects
in 1 minute?
If they had an EB JP monthly, oh god, imagine the tears here?
It would also be the best place to farm badges.
I think I’m the not the only one who will hope for an eventual match-up with Maguuma. Will not happen today, but perhaps next week.
You do know they haven’t even released the patch notes right. The preview for Mar. 26 =/= all released content changes
The patch info for the next patch suggests that they are looking to address the Guild Challenge issue, with so called “Bounty Hunt Training”, which looks to be a small-guild version of Bounty Hunts.
So that’s a good start. Legendaries are going to have a non-money way to obtain the precursors, sometime in the next few months probably, a form of scavenger hunt, so that may help with money issues.
With dungeons I think they need to label the paths rather than just expecting people to magically know (I mean, GW1 was a lot clearer than this on difficulty), and ensure there are easier paths. Vol is wrong to think the dungeons are only hard for the “bottom 5%”, that is because he is in the top 5% and thinks he’s more in the middle. Non-FotM dungeons are fairly tough, even knowing how GW2 plays, on average. FotM on the other hand is surprisingly gentle on the lower settings, and I think shows the devs have learned how to design dungeons for a broader section of players.
Unfortunately the recent AC revamp suggests the opposite – given it’s level, it should be a “training” or “tutorial” dungeon. It sure is not though!
Actually I’m hardly the hardcore dungeon player.
For me:
Easy: pre/post AC,CoF, <lvl 20 fractal
Medium: CM, lvl 20-lvl 24 fractal
Hard: Arah, +lvl 24 fractal
People think dungeons are tough cause they do it once and don’t bother doing it again with enough trials. Learn the boss fights, trait and skill appropriately and you’ll know the true difficult of the dungeon after a few successful completions.
“Disillude yourself. The only one reading this forum are mod looking if your post must be deleted and your account infracted and banned. No dev read a crap here. Nor are aware of what the community wants or ask, as already proved from day 1 when this forum was online. Rare pearls happens, like Hrouda stuff not giving anything valuable to be read, except how he admire warriors soloing a boss”
Yes, completely ignore the numerous times John Smith posts here, or Hrouda posts on the ranger/dungeon forums, or Foreman on his jumping puzzles.
But yeah I’m sure you prefer it having devs waste time on the forums rather than work, right?
When you have a simple task, more is better (like constructing more widgets)
But when you have something complicated, more doesn’t necessarily mean better (like programming). Coordination can get pretty messy.
Killing players in WvW zones is griefing? I for one can’t wait to be banned!
“2. Money is too tight and the economy is too expensive. I’ve invested more than 1000 total hours in the game and have 5 level 80 characters. I’ve -never- had more than 20 gold in reserve at any one time. I have no hope whatsoever of ever attaining a legendary weapon for any one character. The costs are just way too far out of reach. Outfitting a single character in full exo gear is just stupid expensive and I’ve always resorted to grinding slowly for yellows, breaking them down with BL Salvage kits for ectos, and regularly scouring Orr and FG for ori and ancient wood. It’s slow and time consuming. Ultimately, it has made it -impossible- for me to experiment with different builds and gearing combinations. I’ve had to make a decision every time: will this character be focused on WvW or on dungeons? I couldn’t try the same class in both environments because I couldn’t acquire the two sets of gear necessary to do so.”
Either you don’t know how to make gold or you’re spending it on something exorborant. 20g is paltry. Not to mention you don’t have to pay gold for exotics. You can get them for karma and dungeon tokens.
Even if they gave you more gold, they’d have to give everyone more gold. That increases inflation and you’re no better off. The purchasing power of 5g now would be less than 5g tomorrow.
And yes, the dungeon content is largely easy. There are easy paths, and there are challenging paths. What is easy to the majority of players will be hard for the bottom 5%, which you and your friends may be part of. I don’t see why Arenanet should cater to the minority. In an MMO, you can’t please everyone. Best to please the majority.
Luckily fractals is a step forward in this. They have lower lvl fractals that are relatively easy. If you are looking for a challenge, you move up in levels. If you can’t handle a lvl 30 fractal then you can’t. You don’t deserve to be rewarded as someone who is good enough to play in those levels.
Instead of the traditional 3-4 path per dungeon we have in game, I do hope they introduced a tiered system where you have easy-medium-hard choices. But of course, rewards must scale. If you can’t handle the hard option, then you should not be rewarded hard-related rewards.
Threads like this reminds me why it’s so fun puzzle camping
I hope we get a lot more WvW monthlies.
I see.
I’m on Yaks Bend and ever since the last maintenance, pen bugged out. Now the entire zone lags pretty bad.
Is it just one zone or everywhere?
Relevant question: is penitent camp bugged on your server?
It’s bad because it’s not scaled properly. It’s like taking your lvl 80 and going to a lvl 10 zone. Half the time you get items appropriate for your level, half the time you don’t.
Wearing MF gear while in WvW really isn’t the way to go. If you want good drops that bad, go PvE. Unless of course you’re ikittenerg train.
I have to admit I’m somewhat biased against casual players. I know it’s bad, trying to fix that attitude.
It’s mainly cause I think some players aren’t playing smart and are wasting time (I’m looking at you folks who spend 1 minute beating on a veteran when there are 12 normal mobs behind you). And sometimes the reaction time of casual players is jsut waaay to slow.
But then again, I’m not paying for your game, so I have no right to tell people how to play. And for all I know, you may find it ‘fun’. Nothing wrong with that.
On a side note, does anyone else think its funny that a dev or someone tosses a piece of information and people flock to it like a carrot on a stick lol Thus spending 5 pages on analyzing what they were given. Find a toy that they love when they are being fussy, when they are bored with that one find another. I just thought it was funny :P I enjoy reading though, always interesting stuff.
Maybe because there is little real communication with the community on these forums. When you’re hungry you’ll eat what you’re given.
There is a Dev tracker here if you didn’t know.
But I guess you’d rather have devs spend their entire day chatting up with the forums instead of actually working on the game? That’s not how it works.
Price keeps Legendary…. Legendary. Skill at TP is just as valid as skill at adventuring.
Very true…but both should be equal in the amount of gold you can get for the time put in.
The guy flipping burgers for 12hrs a day 6days a week should not make as much as a surgeon who saves people’s lives working 8hrs a day 5 times a week or a stock broker who’s mastered the art of buy/selling shares.
Aside from the unrealistic analogy betwee real world occupations and games, you make it sound like making money off the TP is easy.
making gold and making it rain
Wholly objective? More like wholly subjective
“It all smells of a blatant moneygrab, and while I understand that you need money, trying to promote the item shop will not make the game BETTER”
You lost me there. So you’re telling me that you want a game to be 100% free of bugs before they start promoting items that generate revenue for them.
How exactly is that going to work?
Simple. They won’t have the money for proper development if they don’t try to go for increasing profit in the long run. A game that is smooth and where bugs are being stomped out shows they care about the little details as well, and that’s something people very much appriciate. Ignoring them and instead trying to cashcow the item shop will maybe make them some money in the SHORT term, but it won’t be long until people catch on and players start dropping out – Like they seem to be doing already.
Also, I think you should look up the word “objective” since I don’t think it means what you think it means. But I’ll say it, it means from my point of view.
PS: If they indeed are fixing bugs in the shadows while also promoting item shop then whoppety freaking do, it would just be noce if they accounced it as much as they accounce their “come buy this and that for 20% off for 3 days”.
You must be new to games and mmos because there is NO game out there with all bugs stomped out. MMOs are the most complicated gaming genre out there. There will always be bugs simply due to time and effficiency constraints.
Reasonable, veteran gamers understand this. As long as there are no gamebreaking bugs that prevent you from starting and playing the game, it’s fine.
You are also completing ignoring that there are different departments that handle different things. They have the QA team, the dev team, the team responsible for handling art, economy, customer service, gem shop.
And no, you are not objective, you just like to think what you are saying is true when instead it’s all subjective.
Wholly objective? More like wholly subjective
“It all smells of a blatant moneygrab, and while I understand that you need money, trying to promote the item shop will not make the game BETTER”
You lost me there. So you’re telling me that you want a game to be 100% free of bugs before they start promoting items that generate revenue for them.
How exactly is that going to work?
You can get the accessories (earring) with 12 guild commendations and 5g I believe.
Consider investing in some of the underpriced t6 mats, like venom sacs and totems.
Lodestones are not a good investment yet. There are two things that I think will happen with them
First, Arenanet will probably adjust the drop rate. They’ll probably include them in heavy moldy bags or make them a world-wide drop rather than from certain elementals. This will drop the price down.
Once that is fixed, they will eventually introduce more legendaries. This will increase the demand of lodestones. There are certain lodestones that are underpriced, so buy those ones.
I’m also thinking that Copper Doubloons are a good investment opportunity. Silver Doubloons are used for Juggernaut, so they could introduce a recipe that allows you to upconvert. It’s also a very safe investment. A stack of 250 copper doubloons costs about 3g.
If you make alts, you can use them as storage. You can even buy more bag slots.
Even without the bug, I don’t know what they’re for. They should at least provide a minor buff.
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