Showing Posts For Xarog.3172:
At launch, GW1 at least had FoW armour though.
I would never have expected it to all look totally awesome, I was just hoping some of it would.
“This was not the case in GW1. There was a clear improvement on the aesthetic quality of the 15k armour vs. the 1k armour. Most of the FoW armour looked absolutely stunning (Ranger was the one exception due to being the only set that wasn’t symmetrical, though I realise that lack of symmetry bothers me more than most and obviously you can’t please everyone at the same time even IF studies show that humans are visually attracted to symmetry… but I digress).”
I’ll have to disagree there, in contrast to the 15k armour the Obsidian sets were pretty bland to me. Elementalists had some weird bodysuit, ditto with Necromancers but now with spikes! The only set I thought had some design merit was Ritualist.
The armours did symbolize a great deal of work, and weren’t as common as the other sets, so I could see the aspect of the work involved adding a layer of appeal.
Overall, I find a larger variety in the female character armour designs in GW2 than there was in GW1. However, I usually pan most of their male armour designs as being boring since they are more conservative than the females in many cases.
I guess the real question is, what is it in an armour set that makes it legendarily awesome looking to you? what are your choices as the best sets in guild wars 1 (outside of FoW armour)? what are the best from guild wars 2?
I can understand the people wanting new skins, but just saying you want “better” ones makes it hard for them to design it.
Let’s see…
I liked the Kurzick elite warrior armour. My favourite ranger armour was the kurzick elite armour as well, although the lace did look a little out of place on the male ranger armour. I liked the Asuran assassin armour, it was my first real assassin armour before my FoW armour.
I liked most of the monk sets, they really made the monk seem like some spiritual warrior or zen disciple.
Most of the other caster stuff was good too, as the armour pieces fit the idea behind each class. The mesmer stuff often seemed like something you could wear to a dress party, while all the necro stuff had some death/pain theme going for them.
Where’s the armour set that makes Guardians look like holy knights? Where’s the Warrior set that looks like it should be warn by the champion of an army?
Instead what you get is to look like a dredge miner or an ascalonian guard from 200 years ago. Or a Lionguard who’s job it is to defend Lion’s arch from invaders. None of the sets have that, “Out of the way, hero coming through!” feel to them.
That doesn’t prove anything. You strawman’ed and cherry chopped a scenario of choice. Comparing apples and oranges and declaring a winner, is not conclusive by any stretch of the imagination.
Actually, I proved that people are willing to pay more for exotic weapon skins than exotic armour skins. Therefore, the weapon skins are in higher demand. Considering all the dungeons and cultural sets also come with weapons, the only logical conclusion is that people like the weapons more than the armour. Which proves my assertion that there is a disparity between weapons and armour in terms of appearance.
My Warrior looks INSANELY better than he did in GW1. I find the art direction a large improvement in GW2 in many areas. Armors including. Barbaric Armor is leaps and bounds above the old Gladiator 15K and it’s just a meesly 1s 50c blue set on TP at lvl 80.
While I agree with you about the gladiator/barbaric improvement, that doesn’t say much because you’re just further proving my point that there’s nothing special about the exotic sets by putting a 1s 50c set on a pedastal and saying that THAT’S what people should aspire to look like.
There ARE lots of ways to customize your guy. You have 5 races now. That comes with its own set of issues as armor models have to work with all of them. Particularly headpieces with hairstyles can be cumbersome, or creating a single piece that looks right on both an Asura and a Charr. In GW1 you only had humans. It made it easier, even if their models were different. The dif was a lot less.
And yet somehow the cultural pieces don’t look particularly appealing either.
And if you really think about it, the variety in GW1 was not a lot. People always complained that there was lack of variety in armors. For example the Ranger all had the same sort of masks on almost every set. Elementalists too also had limited looks. Assassins too. You had a few like Monk and Ritualist who had some unique sets, but there was not a lot.
So because I have plenty of bland choices I should be happy?
So in GW2 you get 5 races, the most crazy dye system ever conceived, and as far as a launch product – a hell of a lot of skins: http://dulfy.net/category/gw2/fashion-gw2/
Cool. So if I make you a set of clothes out of horse manure, but I give you the option to dye it any colour you wish, you’d wear it? I’m not saying the armour is bad, just that an excellent dye interface doesn’t make up for bland armour.
dungeons already give out the best rewards in the game (unique items AND top level items), why waste your time focusing on increasing the rewards when the problem is that all the setups and bosses are terrible? Go take out all the stupid 1-shotting puzzles, make the enemies less brutal on the melee, remove the CC immunities and tone down the ludicrous amounts of health everything has.
Why the hell would you spend time struggling through dungeons to get exotics when it is much less hassle to spend a few hours grinding away in Cursed Shore and then to buy them off the TP?
They missed the mark with many of the dungeon skins, imo. It’s obvious the skin is supposed to fit the dungeon, but do you honestly want to run around in gw2 looking like you just crawled out of a Dredge mine?
However, even assuming you were 100% correct and that the dungeon rewards themselves were “the best” (dungeon skin vs. precursor weapon… which would you choose? :P), the problem with the rewards is that they don’t form part of the economy.
Unless you have a personal interest in a dungeon, you have absolutely no reason to run it. The rewards from the dungeons aren’t terribly difficult to acquire. At 180 tokens a day, a full set of armour isn’t going to take very long to get. Why would anyone run dungeons for the rewards after a few days?
In GW1, the dungeons had rewards that were part of the economy. Even if you didn’t want FoW armour, you could go to UW and farm ectos and trade it for something you did want. The dungeons in GW2 need something along those lines to serve as an incentive to run them, and this is what people really want mean they ask for better rewards for doing dungeons.
ANet has expressed “concern” with regard to the cost of precursors. So while I’m not sure what solution they will think of, I’m pretty sure if things get out of hand that Anet will do something to make precursor weapons less costly.
Actually….
At time of writing, the most expensive piece of exotic armour on the trading post is Aiden’s mask, sitting at just under 16 gold.
On the other hand, foefire’s essence is on the trading post for 559 gold. There are several different non-precursor exotic weapons being sold for over 200 gold.
As far as I’m concerned this is conclusive proof that the armour skins are lacking in attractiveness and that something ought to be done to bring them up to the same quality as the weapons.
So by your argument, if all the legendary weapons looked like drek, the best solution would be to transmute them with rare/masterwork skins?
if legendarys looked like shiyt nobody would go thru pain of crafting them, since they are mostly skins.
Are you saying that legendarys do look like crap?
No, on the contrary, most of the weapons look pretty good; far better than the armour skins.
Which is my point. People actually want the weapon skins. I don’t see anyone going around talking about how they can’t wait to finally finish armour skin [x] and that points to the fact that the armour in general isn’t very appealing.
Your reply to this is to claim that we should be satisfied with the generic lower level looks, but that’s a poor solution in a game where pretty skins/armour is supposed to be what end-game is about.
Then LEAVE! But we all know you won’t. Just as all the trolls who’ve come here and complain about the game. You hate it, but you won’t leave? Why…because you’ve nothing else better to do than troll.
The general consensus among the people that I knew in gw1 that have played gw2, is that gw1 was a more engaging game.
There are aspects about gw2 that I really like, but at the same time there are aspects which utterly frustrate me and make the experience un-fun. Your suggestion is that I don’t bother to tell anyone that I don’t like, delete the game and never log in again.
If everyone did that the game would become pretty quiet pretty quickly.
By telling ANet which parts of the game we find problematic, we give them a chance to at least address our concerns and improve the general quality of the game. GW2 has a lot of potential, but at the same time it definitely has the feel of an unfishined product.
Personally, I share a lot of similar frustrations to the OP. I’d like to see those frustrations minimised so that my general experience of gw2 can be more positive. Because right now it feels like I’m playing a single-player grinding game and that’s not what MMOs are about.
I have one word for you – plastics…no wait, its transmutation! Transmute skin you like with exotic armor stats, its a win-win…
I’m guessing you don’t know what heritage armour is….
I dont see what heritage armor got to do with it? But yes you are right, my HoM is only at about 40 pts and my gw1 account is only 5 yrs old so i have no clue what heritage armor might be…
Because heritage armour is a skin and I said in the OP that my guardian was using it, so therefore I obviously know how to transmute items and your initial post wasn’t making a good point at all.
the necromancer themed light armors (there are 5 or 6 sets of them) are beautiful, detailed and just totally kitten
medium armor is mostly meh I think, I like dredge, pirate and that witch hunter one, but lots of medium armor is just leather clothes, which is weak
heavy armor is just insane, some of the best I’ve ever seen
LOL.
You’re aware that you’re pasting an armour skin imported from GW1, right? Thx for proving my point. :P
Also, I bought that off the TP and tested it out and sadly the pieces don’t mix well with other sets from GW2. The lack of symmetry makes it look ugly to me, but as I said in the OP I understand that not everyone feels as strongly about symmetry as I do.
Although I really liked the GW1 prestige armour sets, I also love the armour of GW2 (except that there are WAY too many trenchcoats for medium armour). In fact I think that maybe they’ve made some of the more common armours look TOO good, which takes away from the sense of progression from bad armour to something prestigious. In GW1 the basic armour sets were really quite boring to look at, so the 15k armour stood out a lot.
I don’t know how they could really fix this problem. Considering we already have some quite extravagant armours and sets with flames coming out, I really wouldn’t want them to go over the top WoW style to make exotics stand out.
I’m not asking for extravagent armour per se. I’m actually looking for elegant armour, and elegance is often very subtle.
But if all you want is the old GW prestige armours in GW2, that would be sweet too.
Well, ideally I think there should be new artwork, but if they put the old GW1 armour into the game, my ranger would get Elite Kurzick armour so quickly it would make your head spin. :P
I have one word for you – plastics…no wait, its transmutation! Transmute skin you like with exotic armor stats, its a win-win…
I’m guessing you don’t know what heritage armour is….
Appearance matters. When I’m playing a MMO and my character is supposed to be a hero that is going to save the world from dragons or evil gods, that character should look the part.
So why is it when trying to find a combination of gear which looks the most epic on my character, I’m often comparing exotic/rare gear to lvl 30 crafted stuff, and having a hard time deciding which one looks better?
I went to the heart of the mists and after 30 minutes of checking the various sets of ranger armour I eventually decided that the best-looking of all the sets was the starter guild armour that all characters come with. My lvl 80 guardian ended up with a combination of banded mail and heritage armour.
This was not the case in GW1. There was a clear improvement on the aesthetic quality of the 15k armour vs. the 1k armour. Most of the FoW armour looked absolutely stunning (Ranger was the one exception due to being the only set that wasn’t symmetrical, though I realise that lack of symmetry bothers me more than most and obviously you can’t please everyone at the same time even IF studies show that humans are visually attracted to symmetry… but I digress).
All of my GW2 friends who played GW1 think that the old armour was better. Obviously there’s the potential for sampling bias but I’m still willing to bet that the same trend would persist through the general GW2 population.
So please give us epic looking exotic/legendary armour sets. And if those new sets take the form of prestige armour similar to the current legendary weapons with an associated time-sink involved, so much the better.
There are benefits besides accruing money, and developing your character. There is the pleasure of spending time with friends, and enjoying their company. The pleasure of assisting someone else get closer to their own goals. So to answer your question. Yes, he DOES gain something by going to those areas. it is simply that what he gains is not easilly counted in the profit and loss columns of finance, or the stat numbers associated with levelling or improving gear.
There are better ways to spend time with people than to play a game which effectively punishes players for playing sub-optimally in terms of wealth generation.
Playing a game which isn’t fun isn’t going to get played.
Yes, it is obvious that helping your friends comes at a cost, and that cost is, it slows down your own developement. I have to wonder though. I am getting the impression that you do not see this as a " shared" journey. But More of YOUR journey. and people either help you reach your goals…or hinder you from reaching your goals. Your so-called friends, by asking for your help are prople you see as holding you back, you " struggle" when they ask for your help. You " count the pennies." lost.
Actually, all the other MMOs I have played, helping a friend didn’t cost you anything except the time and effort you put into spending time with said friend. Unless you were buying them gear.
And with regards to how I treat my friends in this game, I don’t gripe about helping them if they need it with something. I help them but I also sit there wondering, “what else could we play that’s more fun for both of us?”.
Maybe an MMO is not for you? It feels from hat you are saying that your " friends" are mearly tools you use to get your own character improved, and you only devote time to assisting them, as long as it does not slow you down too Much, and as long as their friendship is ultimately profitable to you.
Maybe you shouldn’t read too much into what’s being said.
Not all is about “profit, and improvement.” There is the whole idea of socializing with friends, and the pleasure of helping others, sometimes not just with NO benefit to yourself, but at a cost. yes, it seems to me this idea is foreign to you.
You’re right, I’ve got better things to do than to play a game which kicks me in the teeth every time I wanna do something fun with my friends. ANet’s mechanics were what caused the whole profitability aspect in the first freaking place and the whole point of my complaint is that this is a kitten position to put a player in. How you get from that position to assuming that I dislike playing with anyone unless I somehow benefit financially from it is quite beyond me.
You should be honest with your friends. Tell them." No, I am not going to help you find that vista, it costs me money to get to you, it costs me time to carry you needlessly to where you are going. Time I could use more profitably levelling my own character, and meeting my own goals."
Um, I can’t be honest with them and repeat the words you’re putting in my mouth, sorry.
One has to wonder though…How long will you have friends? It is the honest thing to do. People should know you view them as tools. People should know that when they ask for your help, you count the pennies.
Several of my GW1 friends bugged me about playing GW2 – some of whom I hadn’t spoken to in years. I’m guessing I’ll be fine for gaming friends over the long run, somehow.
Also, I do believe that the high teleport costs serve a purpose. Firstly, it makes it so that you can’t just teleport around event spots farming them endlessly. Secondly, it encourages exploration, which puts people into the world, which makes things livelier. Thirdly, as I already mentioned, it encourages you to plan ahead.
Actually, the best event spots don’t require any teleporting at all. And actually the cost discourages exploration because it costs money to travel to unexplored places.
And if you think it’s fun to sit around mentally calculating the teleport costs and making sure your activities break even, well I guess we have a fundamentally different view on what makes an MMO fun.
And for all the nay-sayers and those people accusing me of being lazy, I have a challenge for you :
Do the daily achievement kill variety quest on a single lvl 80 character and spend less silver teleporting around than the lvl 80 daily reward currency payout (about 5s 50c if memory serves).
I have a level 76 character, and I still don’t feel any long-term financial hurt waypointing to lowbie areas. I don’t harvest stuff there with mithril or ori tools, for one thing, because that would be stupid. But if you carry around steel tools or lower it can still be worth it to mine/chop/gather, and mobs still occasionally drop higher-level stuff if you’re higher level in a low area.
So then it is reasonable to assume that you don’t actually gain anything by going to those areas, correct?
The fundamental point still remains, though, that helping out a friend at a financial loss doesn’t necessarily mean you actually lost anything of real value, since presumably it is valuable to you to help out your friends. So even if you do tend to lose money WPing to low areas to help folks, as long as you also occasionally do normal game-playing activities in high-level areas, you’ll still come out ahead by enough that you don’t have to worry about the “profitability” of every trip you take to play with your friends.
And if I didn’t still need, say, 10 gold for a set of exotic jewelry, another 10 gold or so for exotic weapons, 10 gold per top lvl bag (5 iirc) and so forth you might have a point.
I don’t have a problem with taking a break from being “productive” in a game in order game with some friends. The issue comes in that spending time with them is actually hurting my long-term goals and that I would end up further ahead if I hadn’t logged in at all.
Which brings us back to the claim made earlier, that perhaps your gameplay style needs to be reevaluated more than ANet’s goldsink policies.
No.
As I said I’m not losing gold. I’m playing “profitably”. It doesn’t mean that I enjoy it. And if I’m not enjoying it wtf is the point of playing the game? It’s not like Anet doesn’t have other gold sinks. For goodness sake, just look at the mystic forge or the gem/crystal trades or the Trading Post in general. Those are MASSIVE gold sinks, far bigger than the teleporting sink; note also that I’m not complaining about them. Fine-tuning the teleport cost which many people feel to be excessive at lvl 80 will in no way destabilise the economy but it will make the game more enjoyable without having to enter power-gaming mode just to fund your travels across Tyria.
Ces’t la vie. Not all games are for all players. I just do not understand this " Playing and ending up with less money than i started with." I TP from one side of a zone to another. I hear that some world boss is up, I tp to that… Running from the WP to the Boss, on average, i pass 8 to 10 mobs that attack me for walking close to them… 3 or 4 trees, 2 mining nodes, 3 plants to gather. That is all before I even get there. I tackle the boss, and maybe i get downed a couple of times…if i am unlucky. after the boss dies, I run to a town to repair… and .. amazing… even before i sell merch or TP post the drops off the boss, and after I repair the armor..I already have a profit.
Have you tried that in a sub-lvl 80 area? It won’t work out the same, especially not if you’re using orichalcum tools to harvest low lvl shrubs. :P
What I cannot understand is, How you can end up losing money. Unless you TP EVERYWHERE, ignore ALL Mobs, Ignore ALL Nodes… and then do ONE heart.
The only behaviour I did which actually resembles this was when I decided to collect all the karma cooking ingredients. The teleports alone ended up costing me nearly 1g. Just to get a couple of mats.
Otherwise you cannot avoid having gold accumulate.
Except quite a few people have posted saying they experience the gold sink differently.
The only other option that comes to My mind is, that when you do fight you spend so much time being downed that repair costs are eating up all your reserves.
If I die 3 times in a day of playing its a lot.
Not trying to be mean or nasty or rude, but… I am NOT an awesome player. I have played every class. And yet… I have never ended up with LESS gold than i started with, and I have been downed on occasion, so even after paying for repairs, and tp’s i still have a profit.
Go to an area that’s, say, lvl 35 as a lvl 80 char. Time how long it takes you to earn back the 3-4S the TP cost you.
Maybe you can explain why you always end up losing money? because I just cannot understand it.
I don’t lose money, I’ve already said so multiple times. But it also means that I change the way I usually play. And it irks me that if I, say, teleport to 3 difficult vistas to show a friend where the path is, that I’ve already cost myself so much that I need to find 6 random masterwork drops or a rare drop just to offset the cost. I know the game needs goldsinks but the cost of the teleporting one is so heavy that its affecting how I interact with friends while playing the game, and that’s just not cool.
Every cost takes time to recoup. I don’t need to address your examples individually or dispute their accuracy, because I can simply declare that in my personal opinion, having to kill a handful of mobs after you teleport is not an undue burden. Especially since walking around provides you with plenty of mobs trying to kill you, who you have to kill first.
I guess if you wanna play Teleport Economics then you have a fair point. But like I said above, I do not like catering my gaming style around gold sinks. If the sinks are so prohibitive that they change the way I play the game, something is wrong. And you can see some pretty definitive examples of that in the beginning of the thread. Comments like :
“I only port to places I can chop 3 trees to pay for my port.”
“I agree with the OP here, I was against mounts in this game but atm im running everywhere because the waypoint costs are so high. I usually dont port to the other side of the map either when someone calls out that theres a big event going on for that same reason :S. Something is wrong then imo.”
If it takes 15 minutes to recoup teleport costs, and people spend an average of 30 minutes playing per waypoint they use (which I think is likely much shorter than the actual amount of time), then the system is effectively slowing down earnings without stopping or reversing them. If it took an hour to recoup costs but people were on average spending only the same 30 minutes between uses, then I agree there would be a problem.
What about time spent moving to vistas to get map completion or teleporting to a low lvl area to help a friend? Your calculation only makes sense if people are teleporting to farm. But they aren’t, and frankly if you’re actively trying to grind then there’s very little porting involved in the first place (until you hit DR I guess).
So yes, you did pretty much merely say that the costs were too high, because you simply declared that this amount of time to earn back those costs was too much, without providing any real evidence for that. Sure, you translated money to time, but that’s not the same as an argument for why it’s “too much” in either currency.
The evidence is in the fact that people are avoiding aspects of the game such as events purely because of the prohibitiveness of a gold sink. You might try to ignore it, but that alone doesn’t make it go away. :p
Here is your problem. You want to number crunch and run the game through a spreadsheet Looking only for profit. Your friends asks for help, what Kind of friend are you? you are basically asking yourself " what’s in it for me to help my friend?"
I guess then that when your buddy asks you to buy him a car you say yes right away? Oh you don’t? What kind of friend are you? :/
I never ask myself " How much will it cost me to help my friend?" I never " count the pennies. I am glad my friends don’t ask thremselves." How much will it cost me .. what’s in it for me?" they just say " sure, will be fun to play with you!!!" then again, I answer with similar enthusiasm. I guess I am glad My friends are not like you.
Actually it’s more that, “Hey, lets go grind for half an hour so we can spend the day doing random stuff” doesn’t make for a great way to convince someone to log in and play GW2.
There is No " non-profiteable behavior." there is just you feeling entitled to travel at minimal costs. 15 minutes of chopping trees or killing mobs, to pay for a Port is not something to be whining about.
If you spend time playing the game and finish your play time with less assets than what you started with, then by definition your venture was not profitable. The act of undertaking that venture can thus be defined as “non-profitable behaviour”. QED
Secondly, an MMO by its very nature is a time sink. Time is what you invest and you get progress in return. Sometimes this can be a grind, other times not. Whenever you get to a point where spending time in a game may or may not yield progress, the balance is off, end of story. The degree to which a lvl 80 player is charged for teleporting across the map makes this not merely possible, but likely.
It is certainly not in keeping with the following philosophy :
“Guild Wars 2 is a game about freedom. We want you to be able to explore the world and engage in a huge variety of activities, focusing on whatever best suits your tastes” – Jon Peters, ArenaNet Game Designer
Secondly… the way you pay for that teleport is by..ummm..playing the game. When you chop down a tree, you are playing the game. When you mine a node, you are playing the game. When you kill a Mob , you are playing the game.
Your issue is you want ALL that behavior to go straight to the Black on the Bottom line.
As I said..spoiled and entitled.
No, you pay for that teleport by playing in a certain way. I don’t particularly care that all activities should help the bottom line, but it bloody well should outweigh overhead costs of actually doing the activity in the first place. Otherwise I’m just wasting my time.
And I’m sorry if you feel it is unreasonable for me to actually enjoy the sense of achievement that I get from building my character up. I’m sorry if you think it’s unreasonable to have a goal such as getting a full set of exotic jewelry and then feeling frustrated when not playing in a gold attaining way actually sets me back on that goal because I stopped to smell the roses. If this all constitutes being “spoiled”, well, mea culpa. But it is what I look for in a game and if I’m not getting my money’s worth I’ll move onto another game where the RL cost matches what I consider to be “fun”.
PS: the way I socialize in Gw2 is by taking on content with friends. I Join them… and they join me, and we group. The cost of thre port is nothing because then ultimate result is time spent with friends, helping them progress, and them helping me progress. Compared to that… chopping down a few trees is a price well payed.
Good for you I guess. Until recently I was playing an MMO with a monthly fee and raiding with my friends 3 nights a week for 3 hours at a time. Downtime as such would be spent grouping up for dungeons or pvp or helping with quests or instant adventures or whatever. No game is without its shortcomings but that game certainly didn’t make you gamble as to whether your time spent would be to the benefit or detriment of your account. I decided to give gw2 a try and to meet up with some old gw1 friends. But frankly if the game is going to deplete my gold via attrition just because I’m not playing “profitably” (as defined above) I’d rather go back to paying a monthly fee to enjoy a game which does not have this aspect involved. And then I can go back to gaming with friends and stopping to help them or smell the roses without having this nagging thought in the back of my head that I’m actually compromising my own character development.
The better alternative would be to implement the game mechanics so that you aren’t forced to play around the gold-sinks in the game and that their presence does not interfere with the flow of the game itself.
Imo the worst idea was to make the dungeon rewards account bound. Sure, it sounds good in theory that people shouldn’t be able to pick up some dungeon gear just by trading for it, but in practice the only people running the dungeons are the people who don’t yet have the gear from there and still actually want the gear.
At least back in the day you could trade your drops from UW/FoW for things you actually did want; spending time in a dungeon that didn’t particularly drop what you wanted was still a productive way to spend your time, and A-Net needs to re-establish this principle if they want people to remain interested in end-game content.
This is easy peasy. Anyone complaining about this is spoiled and entitled. Part of the generation that wants everything handed to them on a silver platter with a Nice bow tied to it.
Hmm. Wanting to enjoy a game I paid to play. Imagine that. Guess I must be crazy.
I know this is harsh, but this is true. the game is 1000’s of times easier on us than many other MMO’s… and yet..people complain." I died… I had to pay for a Port…I had to pay for repairs..and Now…I need to kill a few things, or loot some mobs, or find a few trees to chop..or nodes to mine… wahhh wahhhh…"
Seriously. This game is going easy on us.
No one said it wasn’t possible to overcome the teleporting costs. But the fact that it discourages non-profitable behaviour like socialising with other players and doing things with them when there is no clear monetary gain to be had is downright stupid.
The fact that when a friend asks me to help them with a vista or a mission and I instantly sit back and ask myself reflexively, “how much is this going to cost me?” is the real issue here. I want to have fun in a game with my friends without constantly counting the pennies or worrying about how much I’m hurting my gold reserves every time I do something which isn’t actively generating wealth.
I just want to add that I also suffer from protanopia and in the set of pictures with a green environment, I cannot pick up any red circles that would indicate the presence of AOE mechanics.
In fact I largely avoid dungeons at the moment because its no fun dying over and over again to things you just cannot see until after it kills you, and I hope it will change for the better soon.
I’m assuming you’d still use this argument if the teleport costs were 1g each, right? Cuz if not its a bad argument. I’m not saying that there’s no place for a time vs. money trade-off, I’m merely saying that in this case the balance is off. “Don’t use it if you don’t like it” does nothing to repudiate my case.
Nor does the fact that you think current prices are too high do anything to support the claim that they are in fact too high, because whatever they cost, some people with think they’re too high.
I didn’t merely say they were too high. I gave examples of situations and comparisons and explained that the above facts resulted in a situation where the game became un-fun.
I’ll give you another, more practical, example though. If you spend the day playing and teleport 10 times to far-away maps, you pretty much have to spend a solid half-hour grinding gold to make up for the cost. I dunno about you, but I really loathe the idea of having to do something boring and repetitive for half an hour every day that I get to play just to break even. It kills my motivation to log in at all. I want to roam around and adventure and spend time with friends and kill stuff without constantly trying to play mental arithmatic as to whether I’m spending my time effeciently or whether I’m going to end up being sorry about the day I “wasted” later.
On the other hand, you’re effectively saying “nuh-uh” without providing any substanciating evidence for your views.
If ANet discovers that WP costs are having an adverse effect on the economy or player base as a whole, they’ll do something about it I’m sure. But the mere presence of some people complaining does not imply such an effect exists.
Except that in this case the complaint itself was backed up with concrete examples and comparisons, none of which you’ve actually gone so far as to dispute the accuracy of. And all I’m saying is that if you really think the complaints are that unfounded, surely it would be easy to address those examples and point out why they’re bad/wrong?
I pay 1.6s to repair a single piece. 10s might be the cost for repairing a full set of armour. That’s the same as about 10 teleports which would cost 10-40s. And frankly if you die as often as you teleport I would think you need to address your play style.
Secondly how is teleporting to the mists a “pro” tip? You just added 3 loading screens to my travel time and I’d still pay at LEAST 1s to go somewhere.
The nature of gw2 is very different to gw1. Being able to re-spec on the fly would create a lot of problems, imo.
What I would like to see as a compromise is being able to build 3-4 different builds and to be able to switch to any of those builds when out of combat. Much like we can change our gear.
What works well in a dungeon does not neccessarily work well when soloing, and vice versa. One should be able to be effective in a dungeon without having to zone somewhere else and spend silver to respec your traits only to have to go back and spend silver and respec again just so you can farm effectively by yourself.
In my limited experience, most of the people in the game run around as DPS glass cannons because its the best choice when playing solo, and that means that in PvE the vast potential combinations and co-operation between players instantly goes down the drain.
Actually I think A-net should give us the option to set the interface colour as we see fit.
I for one really struggle to pick up the distinction between red and green at short notice because I suffer from colourblindness.
In my case a white/blue colourscheme to distinguish friend from foe would work a LOT better for me. Other games have done this and there’s no reason why it couldn’t be done in GW2 as well.
So walk.
The WP costs offend me, too. So I walk a lot of places.
Do you walk from Cursed Shore to Frostgorge Sound often?
How about AC to CM? Do you walk between different dungeons too?
Yeah, WP costs are just another of many coin vs. time tradeoffs in the game. You buy from or sell to an existing listing when you’re impatient with the TP, and in so doing you get a worse price than you could by setting your own listing and waiting. You use a waypoint when you’re impatient with walking, and in so doing you spend money instead of making it (which is what would happen if you kill mobs or collect resources while walking). Some people list items directly to the TP from anywhere, even if the price will result in a net loss, because they don’t want to waste time finding a vendor to free up inventory space.
If you think the tradeoff isn’t worth it in this case, don’t use it in this case.
I’m assuming you’d still use this argument if the teleport costs were 1g each, right? Cuz if not its a bad argument. I’m not saying that there’s no place for a time vs. money trade-off, I’m merely saying that in this case the balance is off. “Don’t use it if you don’t like it” does nothing to repudiate my case.
Some of you seem to think that I’m making this post because I can’t make money. Which is dead wrong. I can, and I do. I have no trouble running around Cursed Shore or Frostgorge Sound and as a general rule I don’t stop to fight mobs that aggro me while I’m running to my destination because I don’t have to. I just keep running and eventually they leave me alone cuz they sure as hell can’t kill me. If I want to mine a node I only have to worry about my health during the process if there’s more than 3 mobs on me at the time. And that’s with my rare quality MF gear on.
This is not about whether or not I can make money, but about whether or not it’s stupid from a game-design point of view to put a mechanic in place which effectively punishes players from moving to new areas and in effect puts a premium in place any time a player wants to meet up with another player. And not just a token “you shouldn’t abuse this feature” kind of premium. A premium where you have to mine 1-4 mithril nodes or find loot of an equivalent nature just to break even when travelling somewhere.
OP is just whining. TP costs are fine. I never tp anywhere,a nd ONLY do one heart. So your contention that the tp cost is greater than 1 heart reward is silly.
So if I want to TP somewhere I better be prepared to do more than one heart to recoup my losses? So in other words the reward for clearing one location is no reward at all? Do you really think the cost of a TP should be more expensive than the reward you get for completing the equivalent of what a quest was in gw1?
Do what i do… TP in when you hear them call for an event… after you finish the event, look around for unfinished hearts. If all hearts are already done, look for mining nodes, gathering farms and nodea, trees. find 3 or 4. WALK to them… and ..kill all mobs between 1 node, and the next. Sell any drops. Tadaaaa you have enough for not just the trip there, but the trip back.
Yeah, that’s exactly the problem. Doing all that as a ritual every time I TP isn’t fun. Having to consider my route every time something comes up gets in the way of enjoying the game. It’s probably the main reason why I just can’t be bothered to do the dragons anymore, cuz it’s just a waste of time and money.
I do this all the time. I even get downed from time to time, and somehow…even with expensive ports in and out to the next announced event, paying for Repairs, paying for salvage kits… etc..I somehow still accumulate money.
The cost for repairing armour damaged from one death is still less onerous than the cost of one teleport. The cost for teleporting far away is more prohibitive than the cost of repairing 2 pieces of armour.
Am I wealthy? No… But, I don’t even notice the tp expenses. Sorry. If the ONLY thing you do when you tp somewhere is ONE heart, or ONE event… I don’t know what to say.
You’d be hard pressed not to when you’re trying to save up for your first set of exotic armour/weapons/jewelry.
And no, I don’t typically TP somewhere and just do a heart and then leave. But the point is that when it even becomes possible for the costs associated with travelling around the game becomes your primary concern for having a productive time in an MMO, you’re shooting yourself in the foot as a game company. It really shouldn’t be possible for me to actually suffer a setback with regards to my personal wealth just because I decide to travel somewhere to play with my friends. Especially if it’s a low-lvl area of the game where the materials are cheap on the TP and I’ve already done the renown hearts or PoIs or whatever is offered in the region.
I understand the neccessity for gold sinks, and I can even accept a modest cost for travelling around the world, even though gw1 had no such cost associated with travelling. But when the travel costs become an obstacle for people playing together in an MMO, you’ve gone too far.
The title says it all really.
At lvl 80, a single teleport to distant area of the world map costs more than you get as a reward for filling out a renown heart.
5 such teleports could buy you an ectoplasm. 1 teleport is the equivalent of a single piece of orichalcum ore.
It’s simply not fun to have to ask myself how much farming I’ll have to make up for later because I’m helping a friend with his personal story quest and there’s a few teleports involved. It’s not fun to have to figure out whether or not I’ll end up losing money if I port to an old area to fill out the renown heart or whether it only makes sense to run. It’s not fun to play teleport-gambling so that when your buddy tells you a dragon is up, you have to be lucky with the drops in order to offset the freaking cost of teleporting to the event.
I understand the game needs gold sinks. I’m not even against the idea of there being a (small) fee for teleporting around the map. But when you have a player wondering whether spending the next 15 minutes of his time in a game will end up hurting him financially just because he’s finished his most recent activity, you’ve gone too far.