Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Sits down with a coca cola, and awaits being swarmed with hate
I hate Coca Cola.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Most recipes have been reintroduced at some point.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Anet didnt even book their own space, WTS Final is at the ESL Showroom and employees hang around at the twitch booth.
If you use the search function at the gamescon website and search for guild wars 2, Arena Net or World Tournament Series, you get 0 hits.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Anet recently put up a job opening for a lead graphics programmer. It says “Multi-platform experience with interface design against several different platform APIs is a must.”
We might see gw2 on different platforms in the future.Link: https://www.appone.com/maininforeq.asp?Ad=389217&R_ID=1077798&Refer=https://www.arena.net/&B_ID=44
To make SAB into a mobile app
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Too much clipping issues with mounts, they said.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I got a charr-crush on Evon Gnashblade.
He is the only NPC to write blog posts about whats going on in his part of the game.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Well I sure am sure I found a way to get celestial stats with different armor.
Not sure what you mean.
Well I found a way to get celestial stats without the armor itself, so I don’t need to farm for the crystals for the armor. I meant to say ‘I sure am happy ’ instead ’I sure am sure’
And how do you do that?
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Well I sure am sure I found a way to get celestial stats with different armor.
Not sure what you mean.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I use mine on crafting some of the account bound consumables, which are even more delicious since they removed some particular stats from trait lines.
Cele gear is a sink for quartz but you don’t craft it all the time, while for consumbles the demand is constant.
as i already said, the sheets of charged ambrite are available under crafting value, so i dont know why you would use your quartz to craft them yourself.
And if the consumables were the main sink, there wouldnt be more sheets of charged ambrite being traded than we need.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
38k quartz vanished in 10 minutes Tuesday around 6p EDT and another 25k vanished in 10 minutes some 9 hours later. It wasn’t long afterward that the price shot up to 9s each, at least until supply recovered that 25k some 9 hours later. By then there were bids high enough to hold the sell price above 5s.
Those 38k were actually listings taken off at 4s, the 25k were the buy out, about one third of those were mine.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I think its funny how items that are bought out in order to spark a price spike almost always end up with more supply on the tp shortly after. Its a good indication that there usually is more supply of any given item outside the tp.
I just checked my banks again, so see how much quartz i really have, its 80 stacks or 20k quartz, about 8k i sold during the buy out.
Might sound alot to some people but i actually have way more quartz stored in other forms.
40 stacks of sheets of ambrite, which need 5 quartz each, sums up to 50k quartz and 20 stacks of charged sheets of ambrite, which need 25 quartz each, sums up to 125k quartz.
As i said, 20k quartz will not have much of an effect on the quartz price evolution but 200k quartz overall means 2.5% of all the quartz that vanished from the tp in the last 6 months.
I suspect that many more people have some of those sheets stored away, which accounts for a decent chunk of all quartz supply.
And considering that both are still available way under crafting value is a good indication to me that those sheets are overproduced (presumably to earn crafting profession progression from 400-425) from the player base.
It doesnt really help that many players that want to craft sinister or nomad gear dont know that those are tradeable but i think if all people crafting that gear would start buying the sheets instead of buying quartz to make them themselves, it would take alot of demand from quartz.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Because you shall not farm.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I was gonna send you 1000g but i dont think its gonna solve your problem.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
because someone made a song about it
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Toxic spores have been doing this for awhile since the patch with conditions. Surprised they havent sky rocketed with the food buff and utility consumables too.
And they’re just under 15k
I talked about toxic spore samples a bit on my other thread about economic changes with the 6/23 patch.
They did spike in price during the weekend after the patch, about 40%, but since then settled back down again. Compared to quartz they simply dont have enoguh constant demand. Their only good sink are the toxic nourishments and sigil of torment and for each nourishment, you need only 2 spores, which isnt alot, The nourishments also spiked in price during the weekend after patch, some nearly 100% but once everybody bought their first batch of nourishments, consumption died down since then.
Quartz is also used in nourishments but 6 instead of 3 different ones and you need 25 quartz per batch of 5 instead of only 10 toxic spores.
Quartz is also needed for 2 upgrade components, just like spore samples are, even those propably arent very popular compared to the sigil of torment, which saw some demand with the last blaance patch.
But the main difference is the demand for quartz from crafters of new gear and there quartz is used in 3 different ones and none for spore samples.
Toxic spore samples also have a more elasting supply as their acquisition is not hard capped per day per account. They have been hovering around the 10s mark for months now and i think that would be about the value that quartz will end up at for a long time as many players and investors would be willing to sell their supply at that price, me included.
Even though sell listings reached 10s shortly this morning, i would say that it will take at least a couple of weeks or another month for the buy order prices of quartz to reach 8-9s.
But at ~13g for a celestial insignia and 18g for an inscription, i am not so sure anymore, if the timegate or the price of a celestial set will be considered worse by first time celestial crafters.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Only available from the trading post atm.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
How long do you guys suppose it will take before Anet introduces more sources of quartz? I forgot if this detail was covered in that huge analysis but it seems to me that the amount of quartz available in Dry Top is not nearly enough for the demand. I’m building Mawdrey and I can barely make the 25/day needed for the charged quartz. That includes paying my stingy friend 50s to use his home node. I missed out on getting that. And btw I’m paying that much because he has other nodes and a bandit chest too.
Well, I would usually say that we get at least 1 festival before HoT, there are some npcs training for the gauntlet in new LA and we have the 3rd birthday coming up in August.
But that might be a bit optimistic as some Anet employees keep stressing the fact that they are totally focussed on HoT atm.
So now I think its unlikely that we will see another festival soon but that doesnt mean that they might introduce new faucets via different means.
They could opt to add small ones, like adding it to the loot table of the gifts made from shards/dust/dragonite, add it to heavy loot bags, so you are able to get some from wvw or lift the once per account per day on the nodes in DT.
But if I were you, i would try to get whatever quartz you need on buy order now.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Some additional info about their plans and problems with implementing guild chat from outside of the game from Lawton Campbell in the API CDI thread)
i would be really excited about a possibility to have guild chat outside of the game too, maybe somewhat like twitch allows to connect to their irc: http://help.twitch.tv/customer/en/portal/articles/1302780-twitch-irc
Out-of-game guild chat is definitely something I want to have, but we haven’t really settled on a protocol for it yet. XMPP, IRC and “something custom with HTTP+SSE” have all been tossed around as potentials but it’s not immediately clear which is most advantageous to implement. As far as interoperability with existing clients, IRC’s probably the winner (though it’s a horrible mess of a protocol).
There are some further comments down in that thread about it.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I am curious to see if there are actually millions of quartz out there still. I know a lot of people have a few here and there but it feels like a lot of people made Mawdreys and other stuff to consume the quartz up.
I guess we’ll find out over the next week or so.
Meanwhile prices of quartz based items haven’t caught up with the price hike yet, such as charged ambrite.
I explained in one of my earlier posts that those sheets will take some time to adjust by regular demand (and not from speculators).
Many people who craft sinister or nomad gear for the first time, dont even know that you can buy them on the tp.
And just to play around a bit with some numbers:
If we assume that at least 100k people (which is a low estimate) at least filled up their material storage with quartz during the festival and through dry top and sold excess quartz on the tp, that would already mean 25 million quartz in peoples storage compared to the 8 million that were on the tp at that time.
The supply on the tp diminished by roughly 1 million per month but the playerbase used much more than that. Maybe we used up 10 million quartz per month, produced 6 million quartz per month and sold an additional 3 million every month that was lying around in peoples storage.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
(edited by Wanze.8410)
Someone just bought out all supply up to 10s.
About ten days ago, i bought like another 30 stacks at 3s and relisted around 5s, just to see, if my predictions were right about the time it will take to sell. I thought i would sell them next weekend but they sold a couple of days early.
Prices wont stay at 10s though and will go down a bit in the following days, i guess.
Usually, if buy outs are responsible for a price spike (just like now, from 5-10s and 40k down 15k supply) it motivates alot of investors to list their supply and undercut each other. And we end up with more supply on the tp than before the buy out.
So i wouldnt be surprised if we see 100 or even 200k quartz back on the tp before the weekend, when higher demand sets in again.
I doubt though that the price will fall back down below 5s.
There are undoubtly still millions of quartz supply left in peoples mat storage and banks but at this point, i dont think too many people, especially those with only a handful of stacks, are willing to put much on the market and rather keep it for personal use.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Supply on the tp is down to 50k now and prices passed 4s, the weekend gonna be interesting.
I guess this contributed a bit too. It was on the frontpage for many hours.
Whoever copied it to reddit forgot to copy the 2nd part of my OP.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Supply on the tp is down to 50k now and prices passed 4s, the weekend gonna be interesting.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Anet might be out to get necro, but I’m pretty sure you’re just being screwed over by RNG.
There is a hidden “luck” stat. Some characters are luckier than others.
Your source?
Because JS said something different about DR and account modifiers.
https://forum-en.gw2archive.eu/forum/game/gw2/RNG-as-a-concept-Discuss/page/5#post4491110Where does he say something different? It’s not on that link.
There isn’t such thing is some accounts getting stuck lucky. Yes there’s an RNG, yes it’s random and there are streaks and outliers and an even aggregate distribution.
You didnt link your source yet.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
(edited by Wanze.8410)
Last Gem Store update was 3 weeks ago and we didnt get anything in the gem store last 2 tuesdays.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Anet might be out to get necro, but I’m pretty sure you’re just being screwed over by RNG.
There is a hidden “luck” stat. Some characters are luckier than others.
Your source?
Because JS said something different about DR and account modifiers.
https://forum-en.gw2archive.eu/forum/game/gw2/RNG-as-a-concept-Discuss/page/5#post4491110
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
(edited by Wanze.8410)
That only thing that drives me up the wall is not knowing if we need the current Gift of Exploration or not. Right now I’m forcing myself through map completion (for the 6th time mind you) despite hating it just in case we need the gifts for the new legendaries. I’m not having fun, and logging in already feels tedious because of it. But I’m going to need the gifts if they are required for the new legendaries.
I find the entire Gift of Exploration thing flawed anyway. It’s preposterous if I want to make a 3rd or higher legendary for my main character I’m forced to play a different character for hours and hours despite not wanting to play that character, and through content I’ve already experienced. I know legendaries aren’t required but you need to have goals to pursue. But that’s something for a different topic.
My guess would be that you will have to do map completion for the maguuma jungle, in order to craft one of the new legendaries.
I also think most of the other Gifts will be altered, the old t6 mats will be switched out with new mats that only drop in the jungle, so nobody can stock up beforehand. The same will probably go for most of the account bound currencies. Originally, you had to complete some content in every aspect of the game (dungeons, pve, wvw, crafting etc.) in order to craft your legendary and it will probably be the same for the new Leggies.
But since launch, alot new permanent content was added, fractals, southsun cove, SW, DT, Guild Missions, ascended crafting and LS season 2.
All of that content has unique materials (Karka shells, passion flowers, prickly pears, quartz), currencies ( Commandations, geodes, crests, relics), timegates (charged quartz, ascended refining, laurels), rewards and reward structures (Luminous Armor, Collections, LS).We will also see alot new unique materials, currencies, timegates, rewards and reward structures with HoT, so I think its quite plausible to believe that at least the new Legendaries will probably require alot of those in the forging process.
Some additional info for OP:
I think I read or heard somewhere (either in the blogpost or on a stream) that only 3 new legendary weapons will be released with HoT launch, the others will follow later on.I dunno, as of the last beta you had to complete content in the old tyria maps in order to unlock the new legendary weapons. That doesn’t necessarily mean that they won’t take new materials, but you will need to unlock a lot of old world mastery points in order to even work on them.
I personally will be staying in the current zones to level up the mastery I need to get the legendaries unlocked so that I don’t have to go back and repeat HoT content later, plus i’ll know what I need.
Yeah, I guess you will need to unlock alot of masteries before being able to even forge your own pre. However, i dont think Anet will put too much materials and currencies into the recipes that are already available and people can stock up on.
I wouldnt be surprised, if they even changed the recipes for the old legendaries, so you have to complete content that was released after launch or with HoT in order to forge them.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
For what reason?
Because obviously, the player base demands it and should get whatever they want.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
1/10
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Might not be necromancer that’s the problem but certain characters have a different luck when it comes to RNG, there has always been rumours saying an account/character as set luck for precursors some accounts/characters are fixed to never get one and other a fixed to get one easily. Meaning that character might just been own of the RNG list.
Thats only rumors and Anet already stated that nothing like account rng modifiers exist.
like they would tell us, its a conspiracy i tells ya, a conspiracy XD
I am excited to learn what Anet is trying to achieve with this, according to your theory.
Well from a business stand point RNG is foolish, controlling the entire games drops would be if you ask me easier and better.
Also if one guy comes along and say i got a pre in one try then thousands proceed to try and thus creating a monopolised game economy.
I think from a business stand point it would be foolish to put you in charge of a game economy, if you truly believe what you just wrote.
First of all, it would take dozens, if not hundreds of people if you were trying to micro manage the game economy. And they would probably have a harder time to micro manage it than a single guy in charge of balancing it. That many employees mean alot of pay roll, employee turnover and possibilities to muck up or leak insider info.
They already have total power over gold and material faucets, so no need to aim for a “monopolised game economy”, whatever that may be.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Might not be necromancer that’s the problem but certain characters have a different luck when it comes to RNG, there has always been rumours saying an account/character as set luck for precursors some accounts/characters are fixed to never get one and other a fixed to get one easily. Meaning that character might just been own of the RNG list.
Thats only rumors and Anet already stated that nothing like account rng modifiers exist.
like they would tell us, its a conspiracy i tells ya, a conspiracy XD
I am excited to learn what Anet is trying to achieve with this, according to your theory.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Might not be necromancer that’s the problem but certain characters have a different luck when it comes to RNG, there has always been rumours saying an account/character as set luck for precursors some accounts/characters are fixed to never get one and other a fixed to get one easily. Meaning that character might just been own of the RNG list.
Thats only rumors and Anet already stated that nothing like account rng modifiers exist.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Maybe it’s just me, but when using the Mystic Forge, I have noticed that if I use my necro, I rarely get anything of value. Been farming SW for awhile, and getting tons of rares to toss in. Most times I get another rare, and very very rarely will I get an exotic.
So I decided to hand over all my rares my warrior to my warrior, and lo and behold, I started getting exotics. In 12 rares that I tossed in I got 2 exotics. I tossed in nearly 3 times that number on my necro with no exotics.
Maybe it’s confirmation biased and RNG. But it seems that with necro I don’t get near as good returns from the MF.
Has anyone else noticed this? Or am I trippin’?
During my last spree of forging precursors and tossing in rare weapons, my worst streak was 23 forges without getting an exotic, my best streak was 7/9 forges giving exotics.
Both with the same character at the same day.
Its rng.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I think they just tried out different reward systems on them.
Originally there were only 7 craftable stat selects (zerker, clerics, knights, valkyrie, carrion, rampager and assassin/traveler). The recipes of the first new stat, apothecary, were simply added to the crafting menu, no recipe sheets involved. The 2nd new one, givers, needed recipes for the inscriptions and isignias, which were random loot from wintersday gifts, the recipes for the individual gear pieces was discovery.
Then Sentinel gear was made craftable, with the insignias, inscriptions and orbs random reward drops from the molten facility mini dungeon, no recipes required but also limited, so their went up to 100g, after the event was over.
When the first bazaar came around, celestial gear was introduced and with it recipe sheets for insignias/inscriptions as well as each gear piece. This was a first, just the the account bound nature of the crafted gear, and also the added timegate in crafting (charged quartz), was also a test run in my opinion for ascended crafting, which was introduced later in 2013. The celestial recipes were also limited drops from the bazaar and after some time, some became quite rare and you had to cough up more than a hundred gold (which was quite a bit more then compared to now) to get the recipes for the light cele armor.
The next sets of stats was made available with the ascended crafting update.
Dire, soldier, magi, shaman, cavalier, rabid and sentinel inscriptions and insignias were made salvageable from ecotic gear with those stats, so they didnt have any materials associated with their crafting. Sentinel was also made available from the guild commendation vendor (as exotic sentinel gear didnt drop anymore form random loot) and the settler´s recipes were added to the karka queen loot table, crafted with passion flowers.
During Season 1, another stat set, keeper/zealot, was introduced, crafted with a new material (sprockets) and their recipes, exotic and ascended, were all limited time, random loot from events. They havent been reintroduced since and are in short supply, which basically locked the mayority of the new player base out of ever crafting an ascended set of those due to the absurd tp prices for the recipes. This has been remedied a bit with the last patch, as you only need to craft an exotic insignia or inscription now to get keeper stats forged onto another piece of ascended gear but you still have to spend more than 50g for both exotic recipes. Those exotic inscr/insi are the most expensive ones to craft anyways, as they need 500 sprockets each.
During season 1 and 2, there was alot of feedback about rewards and two common calls were for less limited time rewards and events (like celestial, sentinel or keeper gear, recipes and mats) and more account bound rewards that are earned through completing content that cant be traded and therefore bought with a credit card.
I think Anet answered both calls in season 2, at least to some degree.
Both new stat combos that got released (sinister and nomad) had tradeable recipes from random loot but anything crafted was account bound and you needed to complete some of the new content, in order to purchase the insi/inscr recipes and craft the gear yourself.
Personally, i think both have been integrated the best way, reasonable prices for the tradeable recipes so they still offer some kind of gold value for the farmers with intend to sell, a decent amount of playing the new content required to craft them at reasonable prices and no limited drops but permanent content.
The sinister recipes even came in books, so players can choose, which one they want, which makes it way harder to manipulate their prices on the tp.
Overall, i think Anets is just trying out different ways of reward and progression systems to see which work good and which not.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Programmer here.
The current API only has return values, meaning it can get info sent to it by the game. In order to allow for first or third parties to push data into the game (chat/TP/crafting) requires EXTENSIVE pipeline to exist, much less be secure. It’s doable, but it’d require a ton of man power and testing before it could go live, and would nearly double the traffic on their servers. There are ways to offload it, like secondary mobile-only servers, but that incurs higher cost of development. The most likely feature would be something along the lines of a chat system, but that depends entirely on how the original was implemented- and again increases data usage.It’s a nice feature, but there’s a lot of work and cost for little monetary gain.
Maybe this is where the GW2 players can show their talents. I know there are many programmers out there that could come up with some form of app/addon that could possibly be shown to the Anet Dev’s, maybe open a thread in here solely for third-party apps that could possibly be applied to the game in some form. The Dev’s could then test each app and make a decision whether to try it or not.
Most of the chat about it goes on at the API subforum or other discussion boards.
A list of API apps is on the wiki:
http://wiki.guildwars2.com/wiki/API:List_of_applications
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
It may be for economic reasons.
It may have been for economic reasons once. Today? Bot really.
So, basically, similar case as upping soft wood to 4 per plank – made sense once, but was forgotten and remains long after it stopped being useful.
But I also wouldnt make much sense, to revert the soft wood recipe now.
At least I cant think of a good reason that would justify to cut its demand by 25%.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I dot play Ele, I hope they change the name of the specialisation to Storm Blower.
Or Horn Blower.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Since there is a way to authenticate in the api now I can think of all good (and time-saving) features you could do on a phone, assuming the required calls are permitted. For example …
Scan my wardrobe for what skins I need. Look them up in the TP. Tell me which skins exist and how much they will cost me to add. Extra points for UI design (selecting sort parameters and the like) and thumbnails of what they look like. I would use that even if I was at my computer as I could see it being a huge timesaver for collecting skins.
For some of this, stuff is in the works through the new API endpoints and keys. You can already check and calculate your bags, bank and material storage via apps and soon you will be able to use it to create links to your build, along with skins used etc. The new account and character api should also give info about account unlocks. The guild api will get a big overhaul with HoT and i think one programmer said that guild chat outside of the game is something he would really like to make happen but it wont be ready with HoT as there are some technical difficulties.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Anet already stated that they dont have any plans regarding this.
Not because its not high enough on the priority list but because its not on it.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I know it works on any thing, but removing infusions means it was designed for leg/asc gear…
There is exotic gear with infusion slots, though.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Depends on what you want to switch to. Zerker is easily the most expensive followed by assassin, sinister and rampager. I’m not sure where Celestial fits in since it got toned back a bit.
Keeper would be most expensive, then sentinel, then celestial, then maybe zerker…
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
That only thing that drives me up the wall is not knowing if we need the current Gift of Exploration or not. Right now I’m forcing myself through map completion (for the 6th time mind you) despite hating it just in case we need the gifts for the new legendaries. I’m not having fun, and logging in already feels tedious because of it. But I’m going to need the gifts if they are required for the new legendaries.
I find the entire Gift of Exploration thing flawed anyway. It’s preposterous if I want to make a 3rd or higher legendary for my main character I’m forced to play a different character for hours and hours despite not wanting to play that character, and through content I’ve already experienced. I know legendaries aren’t required but you need to have goals to pursue. But that’s something for a different topic.
My guess would be that you will have to do map completion for the maguuma jungle, in order to craft one of the new legendaries.
I also think most of the other Gifts will be altered, the old t6 mats will be switched out with new mats that only drop in the jungle, so nobody can stock up beforehand. The same will probably go for most of the account bound currencies. Originally, you had to complete some content in every aspect of the game (dungeons, pve, wvw, crafting etc.) in order to craft your legendary and it will probably be the same for the new Leggies.
But since launch, alot new permanent content was added, fractals, southsun cove, SW, DT, Guild Missions, ascended crafting and LS season 2.
All of that content has unique materials (Karka shells, passion flowers, prickly pears, quartz), currencies ( Commandations, geodes, crests, relics), timegates (charged quartz, ascended refining, laurels), rewards and reward structures (Luminous Armor, Collections, LS).
We will also see alot new unique materials, currencies, timegates, rewards and reward structures with HoT, so I think its quite plausible to believe that at least the new Legendaries will probably require alot of those in the forging process.
Some additional info for OP:
I think I read or heard somewhere (either in the blogpost or on a stream) that only 3 new legendary weapons will be released with HoT launch, the others will follow later on.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Every time you use a macro, Tequatl corrupts a Quaggan.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
So all I have to do is buy 100k influence with 200g, find 10 people that want to transfer to a server and only want to pay 100g instead of 1800 gems, transfer with them and I earned 800g?
Sounds legit.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
The bottom line is that it will remove the one and only sink (apart from ascended gear) of the UCs. Lets face it, if you could remove a runeset of strength from any gear until you apply them to end game gear (Ascended), 1 set is all you will buy, maybe 12 or 18, depending how much armor classes you play, as ascended gear stays account bound after use.
I don’t think there is a reliable sink for UCs now. The only people who will use their expensive UCs on karma or badge gear are those who don’t know they can’t salvage it and then come on the forums to complain.
I remember when players were collecting their karma to get their temple armor, now temple armor isn’t used as much. I don’t think players are buying more than 1 set of runes / sigils, unless they play multiple characters. Just wait until you get the “proper” gear and leave badges and karma to collect dust.
Right now every day 1000 runes of strength are generated per day, 500 on random exotic armor drops and 500 from the forge, and there is demand for 1000, 500 from new players who obtain their first set of runes or players who wish to put a rune set on a secondary armor set and 500 from players who need a 2nd set because they put their first set on unsalvageable gear.
As more and more players are reading forums or are asking their guild for gearing advice that number of 500 players who need a second set because they put their first set on unsalvageable gear will soon be 100 or even 10. Do you honestly believe so many players would buy karma/badge gear if they knew it was unsalvagable?
Ascended gear is different because it’s account bound. That’s a different issue
In many ways, i agree with you but i dont see where your problem is, if you claim that the amount of people putting expensive runes/sigils on unsalvageable gear is diminishing from 500 to 100 or even 10. That can be remedied by simply putting a warning on that gear, which is a simple change (they did it for ascended gear that was transmuted, when you try to put it into the forge) with the last balance patch, a fix that i wouldnt have a problem with and would be more or less a viable solution to OPs problem.
However, the reason why the UC market is borked is not the price of expenisve UCs but mostly the fact that most of the undesirable UCs are available at vendor value or far below crafting value. Its something not many players realize because they dont bother with inexpensive UCs, complaints about loot in general focus on rare drops rather than undesirable drops.
But if making a rare drop more accessible means putting more items into vendor value range, i would argue that it isnt a good change for the mayority of the player base or the game in general.
And half of the expensive UCs are related to their crafting mats anyways, so any change towards their demand would affect thise markets.
Right now, it would be ill advice anyways to tell anybody to purchase light or medium armor via badges, as you still pay 5.5g for a full set to the vendor, plus 950 badges. Crafted light or medium armor is available for roughly 6g on buy order on the tp. IT looks a bit different for heavy armor due to the high price of ori compared to hard leather and gossamer but i am sure there are better ways to turn your badges into gold than trying to save on the acquisition costs of an exotic set.
The same goes for all the weapons, excewpt maybe, gs, sw, dagger and staves.
Not so sure about temple armor, as I dont use my karma to make gold, but i would be surprised if turning your karma into linen wouldnt give you more profit than buying a set of exotic gear for ~180k karma would save you 6-10g on purchase costs.
The only upside, in my opinion, was the ability to purchase exotic temple gear with melandru runes, which you could transmute but that was disabled since the wardrobe change.
At this time, i wouldnt recommend to anybody to use their karma or badges to purchase a set of exotic gear, as i think the gold value of a set of exotic gear is far less than the amount of badges or karma you will need to purchase one and the your badges and karma will make you more profit in a different way.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Just to give some economic input:
Those town clothes that were transformed into tonics with the wardrobe change are in limited supply.
There are only as much tonics on the market as people bought town clothes prior to that change and transformed them into tonics via the npc.
Those tonics, as far as i know, are not bound towards your account or character, once you use them, meaning you could buy them, use them as long as you wanted and then sell them, once you are done with it.
But it also means, that there is a limited supply of it and at this point, the number of accounts that bothered to buy town clothes before the wardrobe change that didnt change their town clothes into tonics is greatly outnumbered by accounts that would like to have them.
I have been flipping those tonics since the start of the year and even though its a slow moving market, the profit margins are often more than 50% and due to their already high price between 10-75 gold, i made hundreds, if not thousands of gold with it.
The relative high price for those tonics wasnt really a problem until now, as anybody who bought one for personal use could be more or less sure to sell them with a profit, once he got tired of it as they didnt get bound stayed tradeable.
If you would change those tonics into outfits, it would mean that people, who would want to use those tonics as outfits, would have to destroy those tonics by account binding them, diminishing supply in the process, while no new supply is coming in.
That means they would have to introduce new means of acquiring those tonics, otherwise this would be a change that would only affect a small amount of the player base (due to its limited supply).
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Continued:
I want to further explain why i think making karma armor or wvw salvageable is a bad choice in an economic sense:
The bottom line is that it will remove the one and only sink (apart from ascended gear) of the UCs. Lets face it, if you could remove a runeset of strength from any gear until you apply them to end game gear (Ascended), 1 set is all you will buy, maybe 12 or 18, depending how much armor classes you play, as ascended gear stays account bound after use.
If that was the case, runes of strength would slowly become oversupplied as well, diminishing in value, just like all other meta UCs (mostly related to dps). That would mean that mayor runes and sigils wouldnt be worth putting into the forge anymore, removing their main sink and they would go to vendor value, just like minor UCs.
We can stop forging superior UCs, but we cant really avoid getting drops of those expensive UCs via gear drops, so supply will keep coming in.
I will try to put some fictional numbers behind my theory with runes of strength for an example:
Right now every day 1000 runes of strength are generated per day, 500 on random exotic armor drops and 500 from the forge, and there is demand for 1000, 500 from new players who obtain their first set of runes or players who wish to put a rune set on a secondary armor set and 500 from players who need a 2nd set because they put their first set on unsalvageable gear.
By removing the inability to salvage UCs form karma armor or wvw gear, which many people ask for, you also terminate at least 50% of the general demand, which is a big chunk of the supply/demand equation.
Thats why, in an economic sense, its easier to adjust faucets, not sinks. Cutting the demand for expensive UCs by 50% will have a huge impact, not only towards the prices of the UCs itself but it would also impact many crafting and forging mats.
If demand for an item is higher than its supply, its more reasonable to adjust supply slightly (by either buffing droprate by a couple % or introducing temporary faucets via festivals or temporary content) rather than nerfing demand by a huge amount, like 50%.
Silk scraps are a good example of this practice. Ever since ascended armorcrafting got introduced in dec 13, people complained about the price of it and asked anet to reverse the change of using 3 scraps per bolt to 2, or nerf the requirements for a bolt of damask from 100 bolts of silk to 50. Both changes would either mean a demand drop of 33% or 50% or 66%, if both changes were implemented. Anet did nothing for half a year but with season 2, introduced alot of new silk faucets for silk, DT and SW as permanent content and Halloween/Wintersday as temporary content. That way they only buffed the faucets by maybe 10 or 20%, allowing the price of silk to slowly adjust, rather than slashing the demand side by 33, 50 or 66%, which were popular demands from the player base.
TL/DR: If demand exceeds supply by a margin, adjust supply, not demand.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
I just did some research and from 58 tradeable exotic runes, 8 can be considered expensive with a buy price over 2g.
4 of those expensive runes (perplexity, tormenting, exuberance and scholar) are expensive because they can only be crafted and need expensive mats (250 sprockets, charged lodes), the other 4 (strength, hoelbrak, traveler and pack) are expensive because they are meta runes and cant be crafted, so their supply isnt as elastic as crafted runes as they can only be salvaged from dropped exotic gear or forged via lucky drops from 4 rare runes.
Its the same picture for exotic sigils. Out of 65 tradeable sigils, 13 can be considered expensive with a price of over 2g.
2 of them (karka slaying and generosity) are expensive because they dont drop anymore. 6 (bursting, torment, renewal, malice, momentum, strength) are expensive because they are crafted and need expensive mats (sprockets, toxic spores, lodes, mist essence) and 5 are popular sigils that only drop from the forge or are salvaged from exotic weapon drops (energy, fire, air, force, bloodlust).
If we disregard sigils of karka slaying and generosity, which dont drop anymore, we have 19 UC´s that are expensive, 10 are crafted and 9 are obtained through rng, either via drops of exotic gear or through the forge.
From the 10 crafted ones, 6 account their value towards the price of watchwork sprockets, which you need 250 of, and a good crafters profit because the ability to craft them is limited to those that obtained the recipes during the queens jubilee nearly 2 years ago. A requirement of 250 sprockets was during the event because sprockets were abundant and only cost a couple of copper but after the event, supply dried up and sprockets are hovering around 3s for over a year now. So the price of 6/19 expensive UC´s can be fixed by simply introducing new sprocket faucets to bring the price down and reintroduce the recipes to bring the crafters profit down.
Another one (sigil of torment) has a high price due to the price of toxic spore samples, which you need 100 of per sigil, which comes down to 10g. While the recipe is tradeable, it goes for over 100g, so there is a good profit margin for crafters as well. But bringing down the price of toxic spore samples should suffice here.
The other 3 crafted ones are due to lodestone prices, as they either need 1 charged or 2 onyx lodes. Lodestones are a rare drop and i think their prices are fine. Those 3 crafted UCs are also in the 2-5g range, so still acceptable for me.
I think its also noteworthy that some of those crafted UCs arent considered meta or popular UCs, their price is just high because of their crafting cost.
This leaves us with 9 expensive UC´s that are only produced via rng (salvaged from exotic drops or through forging).
There are simple ways to buff their droprate, either introduce more exotic drops that carry those UCs or put some on the loot table of possible outcomes in the forge.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Dont click them? The forums isn’t going to be painted the way YOU want it.
But this thread is as it should only include discussion about ideas for other wvw events.
But as already mentioned, people who dont like golem week seem to feel the need to spam their opinion in every topic.
Its a good reminder why i barely visit the wvw forums anymore, because a good and fruitful discussion cant be held here.
People who claim they care about wvw jump on red posts and bash them no matter what they say without any constructive feedback.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
It may be for economic reasons.
If it was for economic reasons they wouldn’t allow us to recover upgrades easily with the old transmute system. The problem with badge/karma armor started with the wardrobe update, there was no problem before it so it can’t be for anything related to the economy.
What happens when people with excess badges and karma can salvage armor bought with them directly? How many more mats will enter the market? Inscription/insignia prices, such as for berserker, would fall dramatically.
Zerker inscriptions and insignias arent salvageable from any zerker gear.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.