Having a daily there would be nice however not a good for a daily as not everyone can participate. I wonder where everyone is. Usually you have no problem with people being in the higher level areas.
Starving the best I feel needs to be looked at.
I am Level 77 Thief. When it comes to go fighting the mouth the NPC’s Just do not dodge out of AOE. If they would just dodge it might be manageable.
I am sure I should be able to do it as a group but that should not be needed.
It seams as if Captian Penzan is afraid to take a dive if no-one is there. There is no dialog to kick-start the event either.
Server: Stormbluff Isle.
Captain Penzan
Well I am glad it is just not me. No further troubleshooting needed.
I was just wondering if anyone else was getting a login server error message at this time.
EDIT: Yep just saw another thread after hitting submit.
(edited by anzenketh.3759)
I liked the system as it was in GW1 If it found that you were looking for a group by using the common terms LFG or LFM it put you into the LFG system.
Either allow add ons or give us some way to measure our dps
in Suggestions
Posted by: anzenketh.3759
They do have a combat lot. It would be nice to have the NPC master of damage like in Guild Wars 1. They don’t want you to play the UI however. Personally if it is only for testing builds I think the Master of damage will suit it’s purpose.
1) – Inspecting(person has a nice looking piece of gear, too bad I can’t figure out what it’s called).
Gear is not as important in this game. This can be abused and used for discrimination.
2) – Following (It’s just a standard)
This can be abused for botting.
3) – Dueling (No way to practice PvP or just casually have fun with friends).
This can be abused by spamming people if not done right.
4) – Friend login notification. (I have no way of knowing when a friend logs in unless I check my friends list regularly or they PM me when they log on).
They have this.
5) – Player trading in person. (Mailing them and then having them mail you stuff in return is just tedious, actually mailing in the first place is tedious).
https://forum-en.gw2archive.eu/forum/game/bltc/Player-to-Player-trading/first#post92423
I think you will find a lot of players don’t care if you put it nicely and will just tell you.
How to SOLVE WvWvW Queue - Death kicks you from WvW (5 minute rejoin penalty)
in Suggestions
Posted by: anzenketh.3759
I LOVE LOVE LOVE this idea.
Death means literally nothing in this game, both in PvE and PvP, this solution would at least makes it mean something in PvP.
It would mean WvW would be full of people who stay away from combat while the productive ones wait on the queue.
Wrong.
It would mean better players would stay in WvW
Weaker players who die more often will be will have 5 minute penalty and be back in the action before they know it
And what is wrong with the less experienced players being in WvW? Plus there is the non-fun factor. I still see more problems then it solves.
Such a feature would be subject to abuse.
The block feature is there for a reason.
I’d like to be able to make quick, temporary blocks, though.
That would be nice to have. Who knows maybe those gold spammers are actually hacked accounts. They could be someone that I want to talk too or party up with in the future. I way to set someone temporarily on the ignore list would be nice.
A lot of people liked hard mode in Guild Wars 1. A lot of people have requested a ability to have it in Guild Wars 2. Until now I thought that was not possible. Then I realized something there is a mechanism in the game that will make content harder with it still being a persistent world. That mechanism is the downscale mechanism.
I think it would be cool for the people that like to play 2-3 levels above there level to have the option of instead of being downscaled to at the level of the area/content be downscaled to bellow(or at the lowest level) of the area/content. It could be a “simple” switch in the UI that the downscaling system checks before.
The only question is how would this effect balance?
How to SOLVE WvWvW Queue - Death kicks you from WvW (5 minute rejoin penalty)
in Suggestions
Posted by: anzenketh.3759
They already kick idle players out of the game. (Both WvW and non WvW). Taking PvE out of WvW is not the answer either as it is part of WvW. Kicking out on death is just not fun. It also would not really solve the problem.
Explain to me how it would not solve the problem.
It would allow people to join WvW very easily.
It would only be a problem to someone who dies alot…. which who aren’t helping you anyways in WvW because they die a lot.
If you are a good player and don’t die alot you essentially won’t ever have to wait to play WvW
It would not solve the problem because it would not be fun especially towards those only Luke warm for PvP (What WvW was more designed for). Also pepole will immediately re-queue. So instead of queuing to get in and play till you are done. You queue to get back in. What will solve the problem is time or doing a server move to a lower pop server.(I believe they are still free)
(edited by anzenketh.3759)
How to SOLVE WvWvW Queue - Death kicks you from WvW (5 minute rejoin penalty)
in Suggestions
Posted by: anzenketh.3759
They already kick idle players out of the game. (Both WvW and non WvW). Taking PvE out of WvW is not the answer either as it is part of WvW. Kicking out on death is just not fun. It also would not really solve the problem.
3. Implement GM tools so we can get items changed upon request.
I would like to not see this item. I think that the only access the GM’s should have to the server is to restore accounts. I think that Item generation can just lead to problems. The other two would work well. Especially the first one.
I did the Shatterer last night also. Also no reward. I thought I was hitting things. My combat log states otherwise? Could this be a range bug issue. Could it be some areas are just not quite registering. Or could it be something that has to due with the large amount of people and the reward tracking having a hard time keeping track who hit and who did not?
I can see the undercut lowest seller actually creating more market issues. The highest buyer and lowest seller orders actually give you some valuable data. You can typically tell where the floor(not the hard set floor) is and where the ceiling is for a particular item. So you can guess what the most you will get and what the lest you will be able to buy a particular item.
Nope I did find that NPC it does not start off the chain of events. Any other tips to see if the event is running without waypointing all the way down there and being disappointed. The broadcasting area for this event is also rather small.
They do drop occasionally. However I don’t think they drop enough for the investment in the highest level salvage kit. I think that they should recover fine materials. Not just rare also. After all that is why some of us are trying the higher salvage kits thinking they will drop fine materials. But I don’t think they do.
Actually I don’t think the comodities are being manipulated by pepole with a lot of gold. I think they are being manipulated by those that took the time to gather/find the data on on the buy/sell order history.
There is still some wild speculation.The players who are watching the economy are taking advantage of that when they see items rise that were stagnent before. There is a huge risk cost when it comes to speculation. If the guess right more power too them as they did their research. That is part of how a economy works.
A solution to this problem is provide market data. A sparkline chart that show the buy/sell orders(thus supply and demand) as well as a chart to show volume.I hope this is one of the things that are going to be comming to the trading post. There is already room for it.(I think it was even there in the 1st beta but was taken out for preformance reasons). That way it is easier to jump on the speculation wagon. The charts tend to be intiutive enough to see that there is a floor and a celing on some items. Some of those commotiies that you think are being manipulatied may actually be following normal market patterns.
The butter case is a special one. That is due to the governeing body of the economy took corrective action. This happens all the time in the real world market. Things like that normally do not happen usually the speculation is much harder. If you look closely enough at the requirments you will see that demand actually is part of the increase in price. Ecto’s are required to take advantage of the butter mystic forge recipe making it extreamly hard to take advantage of. The fact pepole are still saying too much butter is a indication that taking butter out of the market was needed.
Yes it is true that there is less money generated across the entire economy. However it creates a 1% problem. Whenever there is a 1% it can at times create instability in a market. Due to this problem is created there needs to be a floor. The floor was not originally there. It was put in place in beta.
There are two reasons why the floor exists. These were the two reasons put forth in the thread post in beta about the topic of implementing a floor.
1.) Players don’t know what price to sell things for. They will guess on a price and they will often guess too low. Due to happens (and it did in beta and is still happening see the 1c over problem.) players would loose out on some income potential from there items. The floor was put in place to help uneducated buyers. (Why would you want to sell below the vendor price anyways. You would get more money from the vendor).
2.) It creates a unfair advantage for people who know the sell price of the item(easily found by a mouse-over of a tooltip. They will then go out and buy all the items and flip them to a vendor. Making easy loop of coin income for that player. This is preventable and to keep coin income distributed across the playerbase the floor was put in place.
The real world market has stuff like this happen all the time. I think the solution they came up with is a rather brilliant one. It does not hurt anyone really as the price of the item did not raise too much. It is still less then some Tier 1 Basic Materials. As a matter of fact if anything is helps the people playing the lower levels.
allow players to post items 1 copper below vender price, it will help the servers and the players
in Suggestions
Posted by: anzenketh.3759
The floor restriction is there for a reason. The reason is that someone (vendor) will always buy your item for their price. If you sell you item for below the vendor price someone will flip your item to the vendor. This can and did happen in the BWE. It is there because the buyer can gain unearned money not the seller. It was put in place to assist the seller from underselling themselfs.
I think you are talking about the requirement of a ectos. Mystic Coins you just get daily. The reason behind this has more to do with the value of the ectos then the higher levels. It is only skewed to higher level players due to they make more money. If you know how to speculate you could have made that same amount that a average level 80 makes at a low level.
Players selling 1c above the vendor price(in effect them earning bellow the vendor) is the fault of the player.
The system is put in place to have a minimum price because people will and did place buy orders and sell to the buy orders for below the vendor price before this system was in place(in the beta). People then bought items of the trading post and sold them to the vendors flipping them for a profit.
This does hurt the economy. The reason why the restriction was in place for sell orders was to prevent people from accidently causing someone to loose money on selling a item by not selling it to a vendor. The reason for preventing someone from buying is they can then buy the item. Turn right around and sell it to a vendor making profit.
The fact that they were able to place a buy order for below the vendor price is a bug.
The price crashing because the market is flooded with that item just means the economy is behaving rationally: Massive supply compared to demand means low prices.
So I wouldn’t implement a time limit for that reason. However a time limit is still a good idea for performance reasons. The more orders exist, the more that need to be searched through. There will always be people who keep placing orders that will never be filled, so the trading post will clog up with those orders over time. Unless something is put in place to remove old orders, like an expiry timer.I’m actually a bit mystified about why ANET didn’t copy that part of the Eve Online market.
I remember it actually in the beta. I have not given it time to go though completely there may be one in there but it may be a week, two weeks, or a month.
I see the point in having it timed. I was just hoping it would be a bit more predictable I would like to participate in the event for once. Was fighting in the area for about a hour once just because I wanted to esperance it.
Pretty sure he’s talking about direct and easily exploitable loops. IE, use something sold by a merchant for 10 copper to make an item which sells back to a merchant for 100 copper.
That’s different from working on items which have variable pricing depending on the mood of the market. Crafting low and selling high is pretty standard stuff, after all.
That is what I was thinking. However I have not really played a crafting MMO before. Guild Wars 1 did not really have crafting and that is about the closest thing to a MMO that I played for long enough time to get to know the game.
True.
But look at it this way: A guild that requires activity will do so regardless of a system showing last logins etc. being implemented or not. They’ll just have a harder time keeping track of it. Essentially, that could lead to guild leaders kicking people for supposed inactivity even though these people might actually have been online and active at some point, only with nobody/the wrong people noticing.
A system like the old GW1 one would prevent that.And in the end … I think guilds demanding a certain amount of activity from their members is a good thing, because guilds carrying around a lot of inactive “dead weight” are something nobody wants. It might get ridiculous with some guilds, yes, but that’s not the fault of the system but the fault of some guild leaders being power-crazed megalomaniacs, if you get my meaning ^_-
I think that is completely dependent on the type of guild they are running. My viewpoint is I don’t want to have to remember to login just so I can stay active in the guild. At this moment I do not have this problem as the guild I have chosen only has activity requirements in Guild Wars 1 just to keep the roster clean. That and the requirements are not that harsh.
Transmute, unsatisfied with the look, can't reverse progress.
in Suggestions
Posted by: anzenketh.3759
You can preview a item before you transmute it.
https://www.guildwars2.com/en/news/john-smith-on-the-state-of-the-guild-wars-2-economy/
States
The Guild Wars 2 economy (and virtually every other economy in the same vein) is not designed to have any loop that involves creating value for no cost.
For example, a player discovers a recipe that allows them to craft items from vendor goods for only 50 copper and then sell back the crafted item for 100 copper. The player now has an infinite loop of value gain. If this were working as intended the game’s currency would hyper-inflate very, very quickly as all players swarmed to this recipe to generate gold.
The statement confuses me. Depending on how you define cost. In order to make money in crafting you have to have a “loop that involves creating value for no cost.” What is cost? Does it matter if it is a infinite loop or not? Depending on how you define cost and if it is a infinite loop or not could make all the difference in the world. I don’t think however it matters who is creating the value however.
I believe this is talking recipes that consist of materials solely from merchants (Coin and otherwise) and is mostly talking about the Mystic Forge. However it could it involve items regarding drops? Or a recipe that using 1 item from the merchant and X of 1 type of item from that is only comes from drops? Such as wool or leather scraps.
I think that the quote is talking about recipes that use only used items purchased from merchants. Here is my reasoning why. There is a cost involved. The cost is the materials from drops. The materials cost coin or time. Time taken from farming the mats or time taken getting the coin to buy the mats. But then I am not 100% sure. Am I on the right track? Is my interpretation of the wording on the right track?
(edited by anzenketh.3759)
The Secrets of the swamp meta event is one of the meta events I would like to experience. I was not able to in the beta. Problem is every time I want to play it the swamp is dormant.
The wiki says it is on a 3 hour timer but nothing about when the event starts. Or when the timer starts. I was wondering if anyone would provide insight on this.
Oh, Thank goodness.
The last few days have been quite annoying with trying to sell things to the buyers to only find out that everything your trying to sell and they want to buy is lower than vendor price and cannot be sold, and everyday as those prices stay up the new buyers come giving an even lower offer to try to get first bid on the items. So now we have items going for 1-3c when vendor price is 30c+.
On a sort of related note it really is to bad that the block that should be preventing buyers from making bid offers below vendor didn’t automatically add what the seller would pay as a listing fee for selling as an adjustment to the vendor price so that if they try to offer (for example) 18c on a 20c vendor item it ups it to at least 21c as there lowest allowed bid. Basically so that the seller can end up with at least the vendor price after the listing fee is taking from the item.
I (and I am sure many from what it sounds like on the forum posts here) don’t mind selling something for vendor price to a real player, and under normal circumstances don’t mind the listing fee applied as a cost (such as selling a 3c item for 1s and paying Xc fee). At least until we start getting hit with the listing fees that reduce what you make after a sale to under the vendor price.
In which case you might as well just let players list/buy items for less than vendor.
The reason why this restriction is in place is so that the buyer can’t flip them them to a vendor. The vendor price is the vendor sell price. The vendor does not necessarily sell the item.
A lot of it has to do with drop rate of some items. A lot of it has to do with you can put any item you want up anywhere. A lot of it is that people don’t know how to calculate what the sale price should be to include the listing and sell fee.
I do not think removing the ability to sell items in the trading post is the answer. That will cause more problems then it solves. I honestly think introducing an expiration date on a buy/sell order will solve the problem. It is basically telling players who sell things of no value. I am sorry no-one wants this right now. While also adjusting for bugs high concurrent users in areas and over-dropping on loot. The question is what time period should things expire. That is why I opened up a discussion about it in the suggestions forum.
https://forum-en.gw2archive.eu/forum/game/suggestions/Expire-Buy-Sell-orders/first#post105830
(edited by anzenketh.3759)
Ghertu, I think you underestimate the long-term value (and by that I mean the value of these things over the lifespan of the game) of things like mystic stones, fine transmutation stones, and convenience items (like the bank & trading post access items).
Are any of those things NEEDED to play the game? Of course not. But I suspect that the longer the game is played by more people, the more people are going to start to “depend” on those items to play the game in the way that they want.
Of course, only time will tell for sure.
Especially the fine transmutation stones. Getting the items you want with the look you want.
It’s already in game to be able to have a trading post vendor wherever you want, with the item you get from chests or buy from BLTC.
And they seam to be dropping the trading post BLTC item more frequently too. In all honesty they are not that far away. Get a nice speedboost to help cut down your travel time.
I am fine with the status quo. The Crafting from the bank was needed due to it is required for every crafting trip.
This is not needed so much as you can get your supplies before hand (do smarter trading with buy/sell orders) and then go on a crafting beige because they are all in the bank.
The reason why it could have been left out is due to it was in Guild Wars 1. ArenaNet saw what happened when it was in there. Guilds started requiring activity. A lot of players did not like this. It got a bit ridiculous in Guild Wars 1. I do not think it will be so much of a problem in Guild Wars 2 though due to the higher cap.
Personally I can see why it would be needed for some guilds. But I don’t really want it implemented if every guild is going to start requiring you to login once a week or something like that.
I do not think that the system currently expires buy/sell orders. It may after like a month or so. I seam to remember it doing so in one of the betas. I honestly think that it should expire. It would be a great gold/item sink.
It is really easy to put things up on the trading post. You can do it from everywhere. Due to this is the case. There are some items that may be too common at one time (that may not be so in the future crafted items are one example.) that people will actually buy causing the item to flood the market. Problem is that the Trading post gets flooded with them and the player-base continues to undercut each-other. Causing it so that if a item gets flooded (due to a miscalculation or a bug) that would otherwise sell would sell for lower even longer then it normally wood.
You can already disable tap-to-dodge. It is just not a keybind.
The problem is not the event system. The problem is there are too many players in a area. This will die down over time. The game already does reduce the event notification. I am usually running around trying to find a event.
It only lengthens it’s call if the event does not have attention and is about to fail. That is what the red ping is.
This is a temporary solution. I highly doubt that the suggestion system will not include some sort of voting/discussion feature. Because that would not be vary organised.
https://forum-en.gw2archive.eu/forum/game/suggestions/How-This-Sub-Forum-Works/first#post74613
There was a big discussion on this BWE2 and some in BWE1 even less in BWE3. I think that due to it is available in the trading post now most people do not mind that it is character unlocked. Thus why It has not changed. There are a few people that would still like it account bound.
Also if they do make them account bound they will have to pull them from the trading post to keep there value. Meaning that everyone will be forced to get all dyes to get the dye they want. Yes it is technically possible for them to be account unlocked and still in the trading post. But may not be the best for the economy.
Personally as they are available in the trading post I am having more fun with them that way.
PLease allow trading post to Filter gear and weapons by Profession
in Suggestions
Posted by: anzenketh.3759
The request is still valid. As there is no filter for Heavy,Medium and Light. Weapons filter is good enough though.
(edited by anzenketh.3759)
“I can outrun a centaur”
Speed boosts are your friend for exploration. When I have my theif signel that gives me a speed boost. I generally leash most mobs I come across. I see too many problems with a “ghost mode.”
It is likely that they are just fixing bugged events or improving performance. Generally if they change a skill they will tell us.
There are some personal story lines that have jumping puzzles. Same with skill points. Some of the skill point puzzles are harder then the vistas.
I remember somewhere in the beta that they were working on a FOV slider. I am curious the did increase zoom from BWE2 to BWE3. For those that played in the two betas and had a FOV issue did that resolve part of the problem for you? What about when they fixed the camera for the downed state?
Just wanted to give me thank you. Now I can play a high quality MMO with no monthly fee. Thank you for evolving the community it really helps brand loyalty.
I just started walking. I get XP,karma,coin,loot and see dynamic events I may have missed along the way.
In the words of Rikkiti.
Shiny…