you’re missing some sources of cloth and leather: namely, that some mobs drop it, humanoid mobs also drop bags of X material which can contain cloth
Yeah, bags may contain cloth. Or they may contain butter, cinnamon, or a host of other non-cloth materials. That is, of course, assuming the humanoid drops a bag in the first place. Ore nodes, meanwhile, are guaranteed to drop metal.
I haven’t had a dye drop from an herb patch in a while, now. I’m still getting plenty of amber/cinnamon/stashes from trees and gemstones from ore, but it’s been a very long time since I’ve seen any dye from harvesting plants. Did these get nerfed/removed during a patch and I just not notice? Or am I just coming up just coming up short on the RNG stick an abnormal number of times?
Crafting Armor
Heavy Armor
Requires:
– Metal
– Cloth
Medium Armor
Requires:
– Leather
– Cloth
Light Armor
Requires:
– Leather
– Cloth
Tally: 1 armor crafting discipline requiring metal, 2 requiring leather, and 3 requiring cloth.
Metal
Obtained from:
– Mining Ore nodes
– Salvaging Metal Scraps
– Salvaging Heavy Armor
– Salvaging many Melee Weapons
Leather
– Salvaging Leather Scraps
– Salvaging Hides
– Salvaging Medium Armor
Cloth
– Salvaging Cloth Scraps
– Salvaging Light Armor
Tally: 4 sources of Metal, 3 sources of Leather, and 2 sources of Cloth.
Final Tally
– Metal: 1 requiring, 4 sources
– Leather: 2 requiring, 3 sources
– Cloth: 3 requiring, 2 sources
Conclusion: So the material most required by armor crafters is the least available while the material least required is the most available. If you think that makes sense, or is in any way a level playing field, then you need to have your head examined.
FFXI had a system where they tracked player activity in different zones. At the end of the week they would tally influence, and whichever city within a given zone would gain control of the zone. All this meant for that game is you could tag the outpost (one per zone) so that you could then warp from your starting city to that zone’s outpost.
Something like this could be implemented in GW2. Allowing whichever race/faction has the most influence in a given zone to warp to that zone’s Waypoints for half cost could be a start, but I’m sure there are other bonuses that could be added (increased Karma gain, better chance at rare drops, discounted merchant items, etc).
The trick is to make these bonuses enticing enough to get players to spend time in lower level zones without making them so good that any one race/faction has an advantage over players of the other races/factions.
Thoughts?
Hey guys,
Just to help provide some clarity on this, we’ll be releasing within the next couple of weeks a high level summary of our big plans for the first half of 2013 to help provide more transparency into our plans with the game going forward. This will include providing more details about our goals for the game, information about the stories and features that you’ll see in the Jan/Feb/March releases.
To set expectations accordingly, the January release will be a relatively small release that sets the table for the stories and features we plan to roll out with the Feb/March releases and beyond. Also, there will be no new race, profession, or new region with these larger Feb/March releases. One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided. In saying this will be an expansions worth of stuff in these releases, we’re talking about the number of new features that will be rolled out across PvE, WvW, and PvP in early 2013, which usually you’d only find in an expansion for a traditional MMORPG.
More details and specifics to come in the next couple of weeks, but I hope that helps provide some more insight into what to expect at a very high level.
Fishing? Please let it be Fishing.
Hello all. I’m running a balanced build for PvE (usually solo) with a mix of offense and defense. For a bit of extra dps, I’m going to include a Spirit Weapon. Sword of Justice has more uptime, but Hammer of Wisdom has more utility. SoJ trumps HoW in terms of damage, as I understand it. But HoW brings a bit of cc to the table. With all SW traits (excluding A Fire Within), do you guys prefer one over the other in PvE? If so, why? Thanks.
As someone who has zero interest in running FotM (at least until I get my characters to 80), I too would like to see this task removed from the Monthly Achievement. Once I can live with. In back-to-back months? Annoying. If you do it a third straight month? Imma be mad.
I use the longbow mainly as my ranger but was curious on any ideas on utilities. I’d like to have some that I can use in any setting. I don’t mind switching out one but switching out 5-9 is annoying. I’m not the best obviously but was curious what you all thought.
As a (nearly) exclusive PvE player I run the following utilities with my lonbow/X:
7. Sharpening Stone – used for an extra bit of offense against veterans/champions/etc.
8. Muddy Terrain – used for defense/crowd control when I begin to get overwhelmed.
9. Signet of the Wild – used to help keep my feline pet alive and doing more damage.
10. Entangle – reserved for when things begin to go very badly.
My top three choices would be…
1. Dwarves. They’d be perfect to introduce in an expansion taking us underground to fight Primordus. They could give us insight to what the destroyers have been doing underground since the asuran exodus. There could be a monthly event before the expansion launched that had us (the players of other races) doing some epic quest with a big final fight that reversed (or allowed the dwarves to voluntarily do so themselves) the effects of being turned to stone.
2. Dwarves. Imagine how much fun the artists and conceptual designers could have with an underground capital city and starting area. Imagine how cool their cultural weapons and armor would look…their architecture; they’re an iconic fantasy race with roots already well established in the Guild Wars lore.
3. Dwarves. They’d be perfect for veterans of the game who enjoyed Ogden and the other dwarves, and they’re a familiar enough within the genre to be recognizable to newcomers. We’ve already got the other staple fantasy races, so reintroducing the dwarves would complete the roster.
So there you have it. Any of those three choices would be great for a new race.
The main reason supply is so great is that everyone can (almost) freely level all eight crafting disciplines. If they’d have limited us to two disciplines per character, then perhaps people might be forced to turn to the Trading Post for their consumables.
While we’re on the subject, I think there’s simply too many pointless foods. Why would anyone buy a “X% chance to gain Might for 30 seconds after a kill” food when they could simply buy “+X Power for 30 minutes” food.
I’d love to see a bigger variety of underwater pets. Dolphins, manta rays, sea turtles, seals and otters; anything a little more personality than the sharks, armored fish, and jellyfish from which we’re currently forced to choose.
As for land pets, I’d love to see raccoons, ferrets, mice, badgers, and other small critters that auto-loot for us (or steal/find hidden stuff). They’re combat abilities, if any, would be extremely limited. I’d also like to see a stag of some kind, and more cats. You can never have too many cats. Even if they’re purely cosmetic differences, I’d like to see lions/lionesses, tigers, pumas, etc.
And for birds, there’s a whole host of tropical birds I’d like to see added, as well as owls and seagulls.
As someone who wants to discover all the cooking recipes on my own, I keep at least one of everything I find or make. It eats up a TON of bank space, but I’m cool with that. But for some reason, Loafs of Bread are soulbound instead of account bound. This means I’m using five bank slots to keep at least one loaf for each of my characters. What this an oversight? Or did they make them soulbound intentionally (for whatever reason)?
A lot of you seem to be getting caught up in the semantics of gambling vs not. Whether or not it’s gambling shouldn’t be the question. The question should be: “Is it customer-friendly?”. And before you answer, note that being customer-friendly and being profitable are not mutually exclusive.
A company can be both. ArenaNet has done much to be customer-friendly, but with regards to this one thing they seem to be stubbornly digging in their heels. It’s almost as if they’ve forgotten that selling vanity items “as is” in Guild Wars didn’t make them a lot of money. It’s almost as if someone else is now calling the shots in regards to these sorts of decisions. And it’s almost as if they fail to realize that for every person who buys multiple event-exclusive chests hoping the RNG rolls in their favor, another who would have happily purchased event weapons/armor/mini-pets forgoes the event-exclusive cash shop offerings altogether.
Not a single response from Anet about why they keep doing Lottery when they know pretty much everyone hates it. Not a peep whatsoever about this constant Lottery stuff, when there are tons of complaints about it all the time.
Is a response really necessary? It’s pretty obvious the only response they can offer is appearant to everyone…“because lottery stuff is making us tons of money.”
Now how much you want to bet that when the next event comes around, we are going to get yet another Lottery Chests of some kind?
I don’t think there’s any doubt they’re going to have a monthly event solely for the purpose of selling exclusive items through lottery chests.
My feelings are simple. It’s disrespectful for ANet to offer desirable and exclusive items through RNG chests. It’s doubly so to introduce monthly events just to promote these RNG chests. There’s no shortage of people who would buy these exclusive items if they were sold in the traditional method (i.e. paying Gems for exactly the item you want) instead of what is essentially gambling with unpublished odds of winning. I’m all for ANet offering items people want and I’m all for them making money, but the way they’re going about it seems too much like Maple Story and too little like Guild Wars.
Is that a “we don’t know” or a “we don’t care”?
Does achieving “top player” give any kind of award?
I don’t have a ton of time to play this during this time of year, and I doubt I’m alone. I’m wondering if all of the events, achievements, and collectibles will be available next Wintersday in case I can’t do everything this time around? If not, which are the “this year only” things to look out for? Thanks.
Between 4 and 5s were where unidentified dyes were for quite awhile before they started going down. It’s just back to where it was before.
actually they were at idk what per but 1g~ got you 30. now 30 costs quite a bit more than 1g.
You either didn’t do the math or have a strict definition of “quite a bit more”.
As someone whose computer died just before release, I wasn’t able to play until after they removed chili peppers in bulk (along with vanilla beans and the rest of the ingredients) from karma vendors. I die a little inside every time I get black peppercorn instead of a chili pepper from an herb seedling.
Instead of a large, blank panel next to the “open/close tab arrow”, it would be nice to have the ability to add a name/note for the slot. It doesn’t add anything beyond the ability to denoting a tab for consumables, upgrades, collectibles, food ingredients, etc, but it’s still something I’d like to see added.
For all I know, two-handed weapons are already balanced around the fact that they can only hold one sigil while dual wielded weapons give access to two. If not, should two-handed weapons not have two upgrade slots?
How about this solution?
Food that cannot be otherwise sold can be given to beggars (stationed in all cities) in exchange for karma. More karma is given for higher tier food. This doesn’t allow one to recoup the gold sink that cooking can become, but it’s a far better solution than just destroying entire stacks of food.