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Track profitable objects for crafting

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Posted by: anzenketh.3759

anzenketh.3759

This is the great thing about such a large community. I was thinking of developing a system like this. Just have not had time to do it. Wait a few days and there it is.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Not in patch notes, but thank you.

in Black Lion Trading Co

Posted by: anzenketh.3759

anzenketh.3759

This was not actually fixed as part of the patch(possibly a reason why it was not in the patch notes). If I remember things correctly. This was fixed before the patch but after the previous ones.

Oh the wonders of a web-based trading system.

On a side note here were also 4 other fixed deployed around the same time.

The price per unit automatically increases when you increase your quantity (vs having to check additional orders when increasing quantity.)

When buying default is now lowest seller(vs buy order)

https://forum-en.gw2archive.eu/forum/game/bltc/PROs-and-CONs-New-Trading-Post/page/3#post4436125

What was mentioned in this post. Default quantity when selling is now however many you have and not 1
https://forum-en.gw2archive.eu/forum/game/bltc/PROs-and-CONs-New-Trading-Post/page/3#post4436903

Transaction history now shows 1000 buy and 1000 sells. It used to be 200 it is now 2000

https://forum-en.gw2archive.eu/forum/game/bltc/TP-200-listing-display-has-me-stuck-Pls-Fix/first#post4436122

im pretty sure that the only thing holding you back in such a venture would be someone at anet, and not public opinion…

Or just developers being well….. developers.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Returning player, going for Twilight.

in Crafting

Posted by: anzenketh.3759

anzenketh.3759

I will echo what Gaile states. It is extremely important to remember there is no timer ticking. Take your time. Enjoy the game for what it is. Remember Just like life and other long term goals they contain many baby steps.

Get the precursor first
I would encourage anyone going for a legendary to buy the precursor first. Don’t bother with the other materials until you have the precursor.The precursor is largest moving target in the game currently. Often times I see players get frustrated with the game due to they get all the relevant materials for the legendary then hit the gridlock of the pre-cursor. Then due to the moving target and the length of time required to save up that much gold they get extremely frustrated.

When you get the pre-cursor first you can sell everything to speed up the process of obtaining the gold for it. Then slowly get the materials you need. You can then after getting the precursor see visible progress on your goal and it is easier to stay motivated.

I would love a legendary however I will not get one unless one of three things happen

  1. One just manages to drop for me. So I can sell the one I don’t want then buy the one I do.
  2. Pre-cursor crafting is implemented.
  3. I save up enough gold to buy one. But I will not sacrifice other wants to buy one so that is not likely.

Good luck.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Molten Mining Pick

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Posted by: anzenketh.3759

anzenketh.3759

You just missed it for sale in the last anniversary sale it likely won’t be back until then.

Some history on it’s availability.

http://wiki.guildwars2.com/wiki/Molten_Alliance_Mining_Pick

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

What Next?

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Posted by: anzenketh.3759

anzenketh.3759

Whatever you want. There is plenty to do.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Gw2 Expansion [Disscussion]

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Posted by: anzenketh.3759

anzenketh.3759

I personally want a expansion not because of what it can deliver. The Living World can deliver exactly what a expansion can. I want it so that it will bring back a lot of old players and attract new players.

That is really hard to do with the Living World. Over time I think we will get the large dose of content that we would have received in a expansion. However I don’t feel that the living world gets the mindshare that a expansion would have.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

The First Hour: a NPE Reflection

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Posted by: anzenketh.3759

anzenketh.3759

Don’t forget, you can not speed level with crafting and EotM anymore.

You’ve gotta stick to map completion in PvE to level up. When you finish your level 20 story, let us know what you got. I got a Tier 1 Cultural chest armor (Masterwork) for my Norn after finishing the level 20 PS.

Not true. That is unless the comment was more in evaluating the NPE should not be speed leveling with crafting or EotM

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

It's been done now leave thanks

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Posted by: anzenketh.3759

anzenketh.3759

A challenge to keep it under 100 words. I accept.

Continue improving the living story. The developing story is what keeps a lot of players logging in every two weeks. But also work on expansions.

Pre-cursor crafting needs to be implemented. Most players that I talk to that are discontent about the economy or the game have attempted to get a legendary and failed. It is a moving target. They need a more stable one. It should also be a journey.

The monster AI needs to be improved to prevent stacking and issue more of a challenge and hopefully use more support and control to overcome encounters.

Suggestion is 97 Words.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Permanent Hair Stylist Contract

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Posted by: anzenketh.3759

anzenketh.3759

To answer your questions yes it does include all additional styles added in the game. I would project that it will also include all future styles added to the game. However no-one but ArenaNet can confirm that.

Source:
http://wiki.guildwars2.com/wiki/Permanent_Self-Style_Hair_Kit#Trivia

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Free Trial Changes

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Posted by: anzenketh.3759

anzenketh.3759

They still have say chat so that is good that way they can still make friends.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Solution to fix the population imbalance

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Posted by: anzenketh.3759

anzenketh.3759

Map Caps hurt the high population servers too much, because the target should not to not let people play.

I’m not advocating map caps, but that’s exactly the idea. Over stacked servers need to be dispersed so that we have a lot of viable servers to compete against each other instead of 1 or 2 that just destroy everything else based on population.

I hated to come to that conclusion however I agree that however bad a lower map cap would be it has a positive side of forcing overstocked servers to disperse. We need a way to encourage players to move to other servers and spread out their own population.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Solution to fix the population imbalance

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Posted by: anzenketh.3759

anzenketh.3759

I was waiting for the GvG CDI to talk about that.

Let’s embrace the Mega Server and get rid of servers for ever. Transforming WvW into a kind of GvG game mode.

How is this possible?

  • Don’t need to change any WvW gameplay mechanic.
  • Create a individual score for Guilds that will serve just to determine the Guild position on a Ladder.
  • The Top 30 Guilds in the Ladder will play on Tier 1, 10 Guilds on each color. (Devs can better determine the number of guilds)
  • Lower Tiers can have more guilds participating as lower as the tier.
  • Better rewards for Tier 1 1st place, and decreasing according to the position and Tier. Tier 1 3rd place receive a better reward than Tier 2 1st place. It will give a reason for Guilds to want to progress to a higher tier.

Issues

*The fact that a player can represent multiple guilds.

*The community of this game don’t react well to drastic changes, even if the change is for better.

You forgot the fact that there are a lot of players who are not on massive or even semi-massive WvW Guilds.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Solution to fix the population imbalance

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Posted by: anzenketh.3759

anzenketh.3759

Lower Population caps
You install lower population caps you have people upset about not being able to play WvW especially during the weekend. This also only solves the population problem. You could adjust the population dynamically depending on how many players of the apposing team is on the map however some maps(Borderlands) however you will run into a deadlock until the apposing team decides to join the map.

I’m curious what you mean by deadlocked? If you have roughly equal numbers you can take just about anything on the map if you are good enough. From my experience playing against lower pop servers (often during off hours), this is when you find the best fights. If you build a cata outside of ac range and in a spot where a bali can’t hit, they have to run out to fight you because they don’t have the numbers to spike build a counter treb.

This means the tower/keep goes to whoever wins the open field fight. During prime time, especially against certain servers who will go unnamed, there is nothing you can do to get them to fight outside of their sup ac range.

What I meant is even with a dynamically changing population cap the number of players that you have on any one given map is determined by how many of the other servers have on said map. No side can get in more players until both servers increase in said population.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Solution to fix the population imbalance

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Posted by: anzenketh.3759

anzenketh.3759

I had a discussion with one of my co-workers this is a really difficult problem to solve.

The problem is three fold.

  1. Everyone wants to be on the winning team so they will all pick the group that they expect to be on the winning team. You can’t force a winning team either. This is called the population problem.
  1. Everyone plays on different times this is called the coverage problem. Players will naturally try to find groups that play at about the same time as they do.
  1. You have 3 maps. I don’t think any server populates all three maps all the time. This spreads a small population to be even smaller.

    I will first discuss the ones proposed so far:

Lower Population caps
You install lower population caps you have people upset about not being able to play WvW especially during the weekend. This also only solves the population problem. You could adjust the population dynamically depending on how many players of the apposing team is on the map however some maps(Borderlands) however you will run into a deadlock until the apposing team decides to join the map.

Server Merges
You can do server merges. But also has it’s problems. One being it is not a future proof solution. You will continue to have to preform server merges as the game dies down until you have just 3 servers. You may also be forcing some servers together that might not play well together. It will also cause communities to crash. I may be wrong on this matter. This is one of the more viable options.

Battle groups
You need to look no farther then the data acquired in Guild Wars 1 to determine how well that worked. In short it didn’t. People still picked the winning side and the poor luxtons rarely caught a break. They did win sometimes but not frequently enough. This also destroys the current communities. And this also brings up a social problem the game so far has been built on servers. If you completely remove that you will basically be starting the game over and you may split some social groups.

These problems also ignore any technical issues with needing larger bigger maps. But they may be solvable.

My suggestion
Start by getting rid of the borderlands and shorten the time-frame of matches to solve the coverage issue. This is mostly because adjusting PPT to take coverage into account may not seem fair to the oceanic/sea groups. Create a new single map like Eternal Battlegrounds only with better and more interesting mechanics like Edge of the mists. Then install dynamic population caps that increase as more players join the maps. These servers must have excellent back end performance and it may require some more optimization to handle larger groups. But my solution has the same problem of lowering the population caps.

These problems also ignore any technical issues with needing larger bigger maps. But they may be solvable.

My suggestion also has many problems that many of the other ones do.

TL;DR

In short I don’t see a really viable solution.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Please, wallet...

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Posted by: anzenketh.3759

anzenketh.3759

I would rather them make it where our collection tab can stack higher than 250.

Request granted for the low low price of 800 gems.

http://wiki.guildwars2.com/wiki/Collection_Expander

NOTE: Not so much sarcasm as making fun of commercials. I do think that $10 is a bit expensive however.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

It's been done now leave thanks

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Posted by: anzenketh.3759

anzenketh.3759

No I don’t think people should be babied. I believe there should be challenge in the game but that challenge does not always have to be difficult.

Also the prohibiting factor I am talking about in #1 is not necessarily a skill but a community one. If the majority of people requesting harder content with unique rewards were more accepting of newer players and played easier content with not for the reward but to help newer players learn I would be more willing to budge on #1. But alas I doubt that to be the case. Nor do I think it is anyone responsibility to do so.

The game should be difficult enough that it is challenging for the majority of the playerbase. Right now I do not think that is the case.

I have said my piece if you disagree that is fine. I think my opinion should be well understood now and I doubt any further discussion on this matter from me would be fruitful. I will answer clarifications on my opinion however I will not debate/discuss it any longer.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

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Posted by: anzenketh.3759

anzenketh.3759

@HHR LostProphet then we will not agree. Nor do I see ArenaNet implementing anything that will over time make it so that it is extremely difficult for any player to play the “Casual Mode” even as a byproduct.

I do agree that dungeons could use some more work especially in terms of stacking and actual challenge and restricting the ability to skip content. I disagree in unique rewards with the exception of titles and achievement points.

Nothing will change my mind on these two points.

  1. Content should always be accessible to new players. The participation in said content should be populated by both new players and veterans alike as veterans are players who teach new players. The stability of said population should stay stable relative to the population of the game itself. Any hard mode that eats away at said population should not be implemented.
  2. Skill based rewards are fine. As long as they are limited to titles and achievements. Any player should be able to say I want this item reward and be able to obtain it. Some players just will not get to the point to where they can do harder content. If rewards are restricted to a mode of play. Players should be rewarded for failure. Success should only speed the progress of the reward (see PvP reward tracks).
In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

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Posted by: anzenketh.3759

anzenketh.3759

I have absolutely no problem with rewarding people with more content that is more difficult. I do have a problem with creating a situation where newer players would not be able to play large sections of the game long term. Creating a hardmode for dungeons will do this. It has happened in the past with Guild Wars 1.

If you think that there is a problem with rewards and fractals I would say that is a valid argument and a discussion that should happen on how it should be improved.

I also personally think that the current state of dungeons is meh. There is no failure mechanic for them. I am formulating a idea to introduce a optional failure mechanic that might be a good replacement for hardmode.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

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Posted by: anzenketh.3759

anzenketh.3759

As for the reward:
https://forum-en.gw2archive.eu/forum/game/gw2/How-to-make-the-world-more-interesting/first
This deals with the reward in normal PvE maps.

Dungeons should get a hardmode, where the story got cut out and the bosses get new and better mechanics which can react to skills or tactics being used. The reward for completing those dungeons should be more tokens, new skins and more fluff.
Furthermore, raids should be implemented. This is a topic on its own and I haven’t made up my mind how this could be implemented properly. But this is the direction I would go with this game.

There are problems with hardmode and dungeons specifically involving splitting the playerbase.

How would you encourage players to participate in non-hardmode dungeons so they are more accessible for newer players. If you can find a good way to not split the playerbase to exclude newer players I would love to hear your suggestion in “the dungeon subforum” :https://forum-en.gw2archive.eu/forum/game/dungeons~

The reason for the exclusion of hardmode is deliberate. In the later years normal mode parties for Guild Wars 1 was hard to come by. It was hard to find a party (even when starting your own) to play in normal mode.

Perhaps something that they can add is a hard-mode to a re-playable version of the personal story with the exclusion of the dungeons tied to the personal story. This will not necessarily split the playerbase as they are repeating content that is already there. In addition to that the content was designed to be done solo so you are not removing members from a party that a newer or less skilled player would otherwise encounter. I think this is what they were trying to do with the Living World Achievements.

The normal mode should be easier with less reward. It should be that easy, that normal players have no problem completing it.

I think you are over-estimating the population of “Normal players” in dungeons. You will still split the playerbase to the point where eventually you will have no normal players to play with newer players. Also rewarding hard mode more would make it so that “Normal Players” that would normally help newer players would not want to do so as it is less rewarding.

Hardmode dungeons should be the endgame, the most challenging place. I don’t expect many casuals to do those dungeons, but If they do, they should’ve already done all the other content. The hardmode should be like fractal50 challenge-wise.

I just don’t see a way hardmode for dungeons can be implemented that would not split the player-base. If you have a idea on this matter I am more then willing to listen. Until that problem is resolved I do not think that hardmode is a good idea and agree with ArenaNet’s current stance on this matter.

We currently have fractals for endgame and the most challenging place. I have also seen effects to where it has split the playerbase. What is wrong with them? Why do you want to add dungeons to the mix.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

It's been done now leave thanks

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Posted by: anzenketh.3759

anzenketh.3759

As for the reward:
https://forum-en.gw2archive.eu/forum/game/gw2/How-to-make-the-world-more-interesting/first
This deals with the reward in normal PvE maps.

Dungeons should get a hardmode, where the story got cut out and the bosses get new and better mechanics which can react to skills or tactics being used. The reward for completing those dungeons should be more tokens, new skins and more fluff.
Furthermore, raids should be implemented. This is a topic on its own and I haven’t made up my mind how this could be implemented properly. But this is the direction I would go with this game.

There are problems with hardmode and dungeons specifically involving splitting the playerbase.

How would you encourage players to participate in non-hardmode dungeons so they are more accessible for newer players. If you can find a good way to not split the playerbase to exclude newer players I would love to hear your suggestion in “the dungeon subforum” :https://forum-en.gw2archive.eu/forum/game/dungeons~

The reason for the exclusion of hardmode is deliberate. In the later years normal mode parties for Guild Wars 1 was hard to come by. It was hard to find a party (even when starting your own) to play in normal mode.

Perhaps something that they can add is a hard-mode to a re-playable version of the personal story with the exclusion of the dungeons tied to the personal story. This will not necessarily split the playerbase as they are repeating content that is already there. In addition to that the content was designed to be done solo so you are not removing members from a party that a newer or less skilled player would otherwise encounter. I think this is what they were trying to do with the Living World Achievements.

The normal mode should be easier with less reward. It should be that easy, that normal players have no problem completing it.

I think you are over-estimating the population of “Normal players” in dungeons. You will still split the playerbase to the point where eventually you will have no normal players to play with newer players. Also rewarding hard mode more would make it so that “Normal Players” that would normally help newer players would not want to do so as it is less rewarding.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

It's been done now leave thanks

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Posted by: anzenketh.3759

anzenketh.3759

As for the reward:
https://forum-en.gw2archive.eu/forum/game/gw2/How-to-make-the-world-more-interesting/first
This deals with the reward in normal PvE maps.

Dungeons should get a hardmode, where the story got cut out and the bosses get new and better mechanics which can react to skills or tactics being used. The reward for completing those dungeons should be more tokens, new skins and more fluff.
Furthermore, raids should be implemented. This is a topic on its own and I haven’t made up my mind how this could be implemented properly. But this is the direction I would go with this game.

There are problems with hardmode and dungeons specifically involving splitting the playerbase.

How would you encourage players to participate in non-hardmode dungeons so they are more accessible for newer players. Also this hard-mode should only aware achievements not new skins or other rewards. This is to not lock rewards to be un-obtainable for some players. If you can find a good way to not split the playerbase to exclude newer players I would love to hear your suggestion in the dungeon sub-forum!

The reason for the exclusion of hardmode is deliberate. In the later years normal mode parties for Guild Wars 1 was hard to come by. It was hard to find a party (even when starting your own) to play in normal mode.

Perhaps something that they can add is a hard-mode to a re-playable version of the personal story with the exclusion of the dungeons tied to the personal story. This will not necessarily split the playerbase as they are repeating content that is already there. In addition to that the content was designed to be done solo so you are not removing members from a party that a newer or less skilled player would otherwise encounter. I think this is what they were trying to do with the Living World Achievements.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

The world event reward system is broken.

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

The problem is bigger then the World Events. However you have identified a few actionable items.

1.) Destruction of a grub hole should increase the participation counter.

The problem is support actions in almost all events are not rewarded. It is a hard things to calculate participation outside of damage computationally. ArenaNet is aware of this issue they just at the moment can not think of a good way to solve the problem.

However without a understanding of how the system is currently designed it is hard for me to provide any useful feedback on this matter besides yes it need to be improved.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

A sign that the new TP just doesnt cut it?

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Posted by: anzenketh.3759

anzenketh.3759

I honestly don’t see this decline of demand that you speak of.

When you look at a health of a market you don’t look at the short term you look at the long term.

There was honestly a transition of the way gw2spidy pulled the data around the 10th. It is possible that this is a data error not a actual problem.

Set it on monthly view and it’ll be more visible what I’m talking about. Also my first observations were in-game not from spidy. Buy orders dont get filled, price gaps widen, etc. You can experience these without ever navigating to spidy.

I still don’t see it. There is a slight decrease but that is bound to happen during slow times.

This might be interesting for you to read.

https://forum-en.gw2archive.eu/forum/game/gw2/Trading-Post-4/first#post4418777

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

How do *you* get Dark Matter?

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Posted by: anzenketh.3759

anzenketh.3759

Black lion salvage kits of Dungon armor. I have fond that crafted exotics have less return on dark matter.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

A sign that the new TP just doesnt cut it?

in Black Lion Trading Co

Posted by: anzenketh.3759

anzenketh.3759

I honestly don’t see this decline of demand that you speak of.

When you look at a health of a market you don’t look at the short term you look at the long term.

There was honestly a transition of the way gw2spidy pulled the data around the 10th. It is possible that this is a data error not a actual problem.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Arabic Language (chat text) in Guild Wars 2

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Posted by: anzenketh.3759

anzenketh.3759

I think what we really want is bork bork bork.

At first I was like hu? Then I looked up what supported languages there was is Guild Wars 1 and there it was.

http://wiki.guildwars.com/wiki/Running_the_game#Languages

My guess is they did market research on the most widely spoken languages in areas they officially released the game (North America and Europe) and included them. Or it’s an arbitrary choice.

My guess they did do Market Research. The research was what was the most used languages in Guild Wars 1. Those languages were as follows:

English, Korean, French, German, Italian, Spanish, Traditional Chinese, Japanese, Polish, Russian and Bork! Bork! Bork!. Audio language is available in English, Korean, French, German, Italian and Spanish and can be freely mixed together (e.g. Korean text and German voices).

http://wiki.guildwars.com/wiki/Running_the_game#Languages

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Is it worth selling my Twilight ?

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Posted by: anzenketh.3759

anzenketh.3759

Now combining it with sunrise and selling Eternity I could see that as something that is valid.

Thats what I was thinking about. That is why I said I’d have 1000 gold profit (the difference in prince of an Eternity and a Sunrise :P).

Tbh I didn’t even considered this to be a possible exploit. Its just how the Mystic Forge works … everything it pops out loses the soul-bound/account-bound status. It the basic principal of many gold making techniques (such as karma to gold converting)

If that is what you are doing I can see that as valid. In addition to the reason you specified. You are putting more work into something (By additionally getting Twilight plus the Crystaline Dust and philosophers stone) to get something else.

I did not understand your post correctly. I thought you unlocked the skin for twilight or sunrise and were planning on selling Sunrise or Twilight. Reading comprehension failure on my part. It is late.

To answer your actual question. It depends on what you are looking for. Do you like the ability to change statistics on the fly? Do you like the look of Eternity? Do you like the skin of Twilight? If yes to any of the three yes.

This is not really a question of keeping selling Twilight and keeping the skin because if you have unlocked the skin for Twilight then you should not be able to sell it.

To answer your other question I do not foresee them ever adding a additional level of gear in the game. They could. However I do not foresee that happening. Personally if I were in your shoes I would if I did not like the Eternity skin. I also agree with Olvendred on his comment.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

No drops from mobs in PS

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Posted by: anzenketh.3759

anzenketh.3759

I can’t remember been a while since I helped someone with a personal story step. Do you at least get experience from helping someone do a personal story step.

I know that drops from mobs were removed and all rewards were moved to the completion. I can even understand them removing them to prevent excessive farming.

It would be nice however if the player helping the individual complete the personal story gets the same reward that the individual who does the personal story themselves. With possibly the exception of the personal story rewards that are Gem Store Items.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Is it worth selling my Twilight ?

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Posted by: anzenketh.3759

anzenketh.3759

Correct me if I am wrong but….. Unlocking Twilight in the wardrobe should have account bound the item. At least that is my understanding for as it is documented on the wiki.

http://wiki.guildwars2.com/wiki/Wardrobe

WTB better patch notes on mechanics so we don’t have to guess if something is a working as designed or not. Or in cases like these if it is a possible exploit or not.

Now combining it with sunrise and selling Eternity I could see that as something that is valid.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

best australian pop server?

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Posted by: anzenketh.3759

anzenketh.3759

You don’t need to be on a server with a high australian population. The game uses a megaserver system where you can play with anyone on any server.

http://wiki.guildwars2.com/wiki/Introducing_the_Megaserver_System

That is unless he wants to find someone to play WvW with. I can’t remember what server the Asuies choose as their unofficial server. It also may have changed recently. It is a high possibility that it may be one of the servers that are currently full.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Why doesn't the search work on these forums?

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Posted by: anzenketh.3759

anzenketh.3759

Hey there,

I would advise posting this to the ‘Forum and Website bugs’ so this issue can get the proper attention.:)

https://forum-en.gw2archive.eu/forum/support/forum

Specifically this thread?

https://forum-en.gw2archive.eu/forum/support/forum/Search-feature-not-working/first

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It's been done now leave thanks

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Posted by: anzenketh.3759

anzenketh.3759

Im not saying they are crap Im just saying if they really believed that it was new dungeons they prolly would have updated the wiki to change this sentence

“There are currently nine dungeons.”

Oh btw

According to the wiki " Jumping puzzles are included in the definition of a mini-dungeon."

HOLY CRAP SO MANY DUNGEONS!

Umm…… The wiki is not maintained by ArenaNet it is maintained by players. I would love to highlight there are 42 dungeons paths on the wiki. I just can’t find a good way to phrase it.

And yes I do believe that there is the equivalent to 42 dungeons in Guild Wars 2. Now if you want to discuss the quality of the dungeons or the play in them that is a different matter entirely. There was recently a discussion of improvements that could be made in the dungeons forum. See the locked threads there.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Ping/Latency are setting me off the game.

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Posted by: anzenketh.3759

anzenketh.3759

May I direct you over to this lovely thread.

https://forum-en.gw2archive.eu/forum/support/tech/FPS-Issue-with-the-latest-patch-merged/page/2#post4427107

Posting over there with the requested information would greatly help.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

It's been done now leave thanks

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Posted by: anzenketh.3759

anzenketh.3759

Define Endgame.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Fastest way to grind Achievement Points

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

Don’t. You will burn yourself out doing so.

I recommend doing one or two achievements a day in addition to your daily and monthly.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

NPE, a Dont-Play-too-fast prevention?

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

The worst slow stretch was in the upper 20s, which was, I believe, due to a bug.

Yes that was a bug but it should have been fixed with the September 15th patch. Did you have that issue before or after that patch.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

antigaming path sellers

in Fractals, Dungeons & Raids

Posted by: anzenketh.3759

anzenketh.3759

if you see the lfg sometimes there is only path seller people need to PAY to get in a dungeon i tink this is not in the spirit of a people cooperation, becouse people get kikked by the path sellers from the istance (i don’t tink someone can do all the istance alone and after they sell :P), and from another perpective ipotize the new players don’t have money to buy path? at those players is forbidden the istance? yes you will again tell that they can make their own group, but how they do if the most time they get kikked or top player don’t want play whit them or there is (like always) only path sellers? do you realize this is not a good way to encourage people to play togheter? if you want to make gold there is other ways like crafting. And please, tell my own entering in a dungeon boss 1% paying is “gaming” or i just suppose you like to pay to win?

I can understand where you are coming from. Myself I find it hard to believe that people can run a dungeon solo.

But people do:

I can also understand your hesitation to create a LFG advertisement for you feel like you would have to lead the party. Or you are afraid that no-one will play with you. I feel the same way. I don’t know enough about the dungeon to lead. I am also afraid that due to that people will not want to play with me and kick me from the instance.

Sadly crafting is hard to make money off of so it is not a viable alternative. Why? Because almost everyone crafts.

With that said. Other people are right.

  1. You can advertise your own group.I have a few times I try to fill the party with guild members first though.If you need a good guild that runs dungeons and helps new and less experienced players I know a few good ones. Send me a mail in game.
  2. It has been a while since I last created a explorable run last one I created was a Story for Arah. That actually took longer then expected to fill. But last time I created a explorable run it was listed and filled within 5 minutes.
  3. Yes there are some bad apples in this game. There are people who will harass you for not being as l33t as they are. Or make fun of you because you can not do what they can. Or kick you because they think you are a noob and wasting their time. The best way to avoid this is to be honest with yourself and them. Tell them your experience level up front (Sad that we have to do this but we do). To the people who act or feel this way I say the same thing they are telling you. Create your advertisements with your own requirements in the LFG tool. Don’t assume everyone is good at dungeons. Don’t harass new players. If the dungeon is going to slow for you and you think you have a bad group leave and form your own group. You are honestly not as good as you think you are because if you were you would be selling dungeons yourself and the other players would not be weighing you down. If a player proves themselves to not be what they claim attempt to help and teach. If you don’t have time voice your opinion in chat communicate with the other players in that regard. If they do leave and form your own group. If they don’t give the player the opportunity to leave themselves. I think you will find a lot of players don’t want to be a burden to others.

If you find someone violating the games Terms and acceptable use policy report them. I would love for dungeons to be a place where new players feel welcome and more players play them. With more players playing them. More work will go into them in the future. With more work going into them. We may get some new dungeons.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Suggestion: New type bag/box for sorting

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Posted by: anzenketh.3759

anzenketh.3759

Maybe have the ability to add things other then weapons. Wait a minute. This is starting to sound like the utility slot that was suggested earlier.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Communicating with you

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Posted by: anzenketh.3759

anzenketh.3759

Hey Chris,

Well, if you’re still working on that list of things the CDI’s have added to the game, I’ll say the new “Superior Runes of the Trapper” look awfully familiar .

My compliments to the team: I still like my 4/6 bonus better but can see why it might not have been technically possible. Their version of the 6/6 is better than what I came up with – love how it plays off of both classes’ other abilities. Elegant (a word I don’t use lightly).

If you’re in the goodie giving mood, I’d totally take a recipe to make them and maybe a dozen, so I can put them on my ranger and thief and try them out!

Just thought I would throw this in here. Not all of these are directly related to a CDI and it is not not a complete list as it is not updated for the most recent feature pack.

However your comment made me think of the following document.

https://docs.google.com/document/d/1FwI3ZJ2J6L7EnrSurfn03YcPBIeHpyKgaJJ3mkSVALA/pub

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Suggestion: New type bag/box for sorting

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

I don’t disagree with you. Perhaps they can add it but only allow it to swap out of combat.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

NPE, a Dont-Play-too-fast prevention?

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

@ Anzeneketh. I have tried it and The “Everything is locked untill lvl X” is annoying me. How it worked before was just fine for me.

“Everything is locked” is a Hyperbole. It is also not helpful. What specific thing that is behind a level gate annoys you. A lot less things are behind a level gate then you think.

I did do hearts, and events, and whatever else presented itself. As I said, I wrote it up:

https://forum-en.gw2archive.eu/forum/game/gw2/Feature-pack-9-9-feedback/page/3#post4384840

And anzenketh, your assessment of my feelings is not only wrong, but also rather presumptuous.

I apologize if my statement offended you it was not my intent. Yes my statement is bold. Reasoning behind the boldness is that is how I feel myself about the speed. I feel that it is slower. I also know I feel this way due to I want to move on to the Story.

I made that comment based upon the following. If I am wrong I will freely admit so. I am wrong. I am wrong because I mis-read your sentence.

Perhaps because I didn’t jump immediately into the personal story at level 10, or do anything but stuff in Queensdale, sans the skill challenges that were not available at the time.

I now change my comment to the Personal Story gives a massive amount of XP Almost the equivalent of 2 levels. So yes it would feel slower to you.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Suggestion: New type bag/box for sorting

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

Not drops, from weapon swapping and/or armor swapping. For instance, if you swap from 2 one handed weapons to a 2-handed weapon one weapon will replace the weapon you swap with and the other goes various places depending upon what bags are full. When you carry dual asc or leg like axe/axe or any other combo of one handed weapons things start scattering around. Once you are carrying dual Moot, dual Frostfang, Rodgort, Howler, etc.. etc.. and various asc weapons it tends to get messy. For my engi it is not as big of an issue, but for my war, guard, and ranger it is annoying.

Simply add 1 new item that can be purchased with FotM relics that is 20 slot for asc/leg, problem fixed. There are not enough things to spend relics on anyway for people who constantly run fractals so put the cost at like 400 relics or something.

So you want something similar to weapon slots in Guild Wars 1. That would be nice but that is also why we have weapon swapping. It is not there for balance reasons.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

NPE, a Dont-Play-too-fast prevention?

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

Everybody keeps saying 1-15 is faster, faster, faster. I played an ele from level 4 to level 11 on the evening NPE was deployed. I posted about my experiences on that evening. It did not feel faster to me. Perhaps because I didn’t jump immediately into the personal story at level 10, or do anything but stuff in Queensdale, sans the skill challenges that were not available at the time. And I still got one of those, due to someone else triggering it.

You already know why it feels slower. It feels slower for the same reason why when you watch time time feels slower. You are anxious to get to something else. For you that is starting the personal story.

Mathematically though it is faster.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Gw2 Constructive Decline

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Posted by: anzenketh.3759

anzenketh.3759

When they stopped working on Guild Wars 1 to build Guild Wars 2 they informed us and released Eye of the North. There reason for this is that they don’t want to leave their players hanging wondering what is going on.

If they are working on a expansion I wish they would at least inform us that then just give us the montage of “No ETA”. That way we are not left hanging wondering “What are the 200+ people doing over there”. The players would really appreciate it for the same reasons why they appreciated it when development on Guild Wars 1 stopped.

A lot of the problem with how veteran players feel has to do with Phycology and human nature. We all act like skritt and like shiny things but we only like shiny new things.

In reality the only difference between a expansion and the current methods of deviling content is the current methods are in piece meal portions. That is not necessarily a bad thing. It keeps a lot of people logged in for the patches. We get a constant cycle of content. There is none of this play though the content then wait 6 months for the next expansion.

But we get used to it and the newness of the Living Story fades. Then we are left wanting more. We are wanting the Beta Experience, We are wanting the new car smell. We also want something that we will go through and not leave us wanting more but feeling satisfied. We are wanting a new game.

This is something Guild Wars 1 did vary well. It gave us a new game frequently. But Guild Wars 2 is a different animal. It is more complex and have more working parts to worry about. If they did release a expansion it would really only be the combination of a large feature pack and a entire season of Living World. Players will play though it and we would be back to where we are now.

It is due to this understanding that currently I take the game for what it is. A good game with a good community. I started to play other games more. I lowered my expectations to be honest they were too high anyways. Hope for new campaign sometime in the future. Take breaks when I feel they are needed. Provide feedback on changes that I think are needed and play the living story content when it is released. For I realize the new car smell is gone and it is now just my car. Such is the cycle of things.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

NPE, a Dont-Play-too-fast prevention?

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Posted by: anzenketh.3759

anzenketh.3759

Whats u’r thoughts abot this?

Have you tried it yourself?

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

And now with no more low level champ farm, and the key farm nerf, the starter zones are basically abandoned except during the time of the world bosses (SB, Maw, Jungle).

Sure the NPE is attractive to new players at first, but when the new players hear about what happened and all the things that the veterans have unlocked effortlessly, they will get bored or jealous and quit.

Even for the veteran like me it’s pretty bad. Today I decided to give the NPE another chance and took out my level 35 charr engineer. It took me over an hour to get to lv 36 and I was doing thing pretty efficiently, hitting events as fast as I could. Sure an hour isn’t that bad yes? But it’s pretty bad if you are playing alone in empty zones. Why bother? I could just take out my 80s and play or if I want to play alone I could just fire up Skyrim.

It will be evident that the NPE is failing soon.

No changes were made to the leveling curve after level 15. The NPE mostly effects levels 1-15. So you did not try the NPE.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Work, work work... what's the fun in that?

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Posted by: anzenketh.3759

anzenketh.3759

I actually want crafting to be more difficult so less people do it and you can actually make some coin from doing it.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Finally tried the NPE last night.

in Guild Wars 2 Discussion

Posted by: anzenketh.3759

anzenketh.3759

grrr you people, I still have alts to level up but you people are going to make start yet another alt to try this out!

Don’t worry I can help you. I still think it’s mostly bad with a few good changes here and there.

Then again I dislike a lot the linear hand-holding gameplay standard for most AAA games these days.

If you could explain what you think is hand-holding they could improve it to make it less so.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Too Confusing, Please Fix

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Posted by: anzenketh.3759

anzenketh.3759

Actually, with the update to the NPE, I found a lot of the events that lost their bundles to be more… reactive and immersive. It’s a step in the right direction, but the removal of all bundles and similar things (RC Chess) was a bit too far.

An example, in Metrica Province, would be the Aerodynamics Lab Heart. Instead of killing Sparks to grab Charged Nodes and powering the Beacons, you now kill a Spark, gain a buff that lasts around 20s and gives you a noticeable character effect, then can transfer the power to the Beacon without picking up anything.

It’s more fluid, but it did have the nasty side effect of removing fun things (although I think the cows are a bit too fat now).

I have only played Metrica Province so my experience was based upon that. From what I have read they were hit hard the most. I do enjoy the change to Aerodynamics Lab Heart. My Feeling when I experienced this was oh this is new I was a little confused at first then I looked at my chat window and hovered over the buff and I got it.

The following Hearts though I think need to be adjusted.

Support Doola’s golemancing research

  • The RC Golem Controller(Golem Chess) should have been moved elsewhere. I understand why players were confused but it is was something diffrent and fun. Perhaps move it to Rata Sum.

Assist PR&T Esoterics with ooze research

  • Honestly I find the key card more confusing then the bundles. I also find it a bit annoying. I had to use a key to show nametags for the devices to understand them. Perhaps if they made the key card devices different colors I would be ok with this event. I just really would miss the gun.

Perhaps I am being a bit harsh due to I really enjoyed Golem Chess and I was not prepared for the amount of changes they made to Metrica Province.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Suggestion: New type bag/box for sorting

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Posted by: anzenketh.3759

anzenketh.3759

I don’t find Ascended drops frequently enough to warrant a bag. Legendary weapons do not drop at all.

What problem are you attempting to solve with this suggestion.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto