If orbs don’t have combat value, they just won’t be worth going after until you’ve already won. therefore, to make orbs a interesting objective, they must have enough of an effect on the battles to make them desirable. that’s why the orbs the way they are.
That’s the point, you make the ceiling very high for progression, so that by the time people reach it, you’re already months down the road and they can raise the ceiling again. eg; daoc went to rr (realm rank)10, which took people years to achieve, and after it got to be more of a commonplace, they expanded to rr12, I believe, and currently (although I haven’t played in years) the cap is now rr13. Hence, the carrot on a stick.
http://camelotvault.ign.com/wiki/index.php/Realm_Ranks_and_Titles
but if the progression curve is infinite, then eventually power creep will make it mandatory. and mandatory grind is something areanet was specifically against.
for those asking for more progression:
if you are not willing to stick around now because there is no progression, then why would you stick around after you complete the progression? after all, when you complete it, there will be no more progression again
they both spiked at the same time because people with gold were converting gold with gems and people were buying gems with real money.
i think that when a lot of people are converting gold to gems, gems value go up. and i also when people buy more gems from bltc, the gems value go up. bltc keys need gems and this event, people with gold bought gems and people without gold used money to get gems to get keys.
so you saw an almost identical spike in the graph.
I’m not just talking about a one-time spike at halloween. once might be coicedence. I’m talking about every shift in the pricing. here’s just two examples you can look at right now. from wed 8pm to Thursday 9AM, prices on gold to gems spiked to just above 1 gold before falling to around 75s and then climbs back. you can see an identical looking spike, fall, and recovery in the gems->gold graph. at sun 3AM, both graphs take an identical dip.
(edited by kitanas.3596)
as for how the price is effected, it’s not only the price effected by people buying gold with gems, it’s also effected by people paying gold for gems. more people selling gems for gold drives the price down, people buying gems with gold drive the price up. for evidence, consider that the price jumped by around 5-10 silver when halloween started. if only people who buy gems with their credit card are responsible, then what explains this?
gem to gold ratio is different from gold to gem ratio. so i guess that there are different unique factors that affect them individually
im just concerned about gem->gold ratio since in this direction, real money is used.
the difference in the numbers is due to areanet putting a “transaction fee” there to discourage “playing the market”. if you look at the graphs for the price in both modes, you will see that the two prices go up and down at the same time. when the gem->gold price goes up, so to does the gold->gem, and vice-versa. if they were controlled by separate systems, the price changes wouldn’t correlate exactly the way they do.
(edited by kitanas.3596)
I think we are not understanding each other. what do you mean by “setting the baseline” and “real money patrons” you keep saying those terms, and I obviously don’t understand what you mean by them ,so I can effectively respond to them?
setting the baseline, i was referring to the initial conversion rate that A.NET set arbitrarily. they set the initial value of the conversion rate.
real money patrons, i was referring to the people who buy gems using their credit cards/paypal.
the number of gold convertible to gem has to be higher than the number of gems convertible to gold because gold is essentially free/has no monetary value considering only the BLTC. the BLTC sells gems so it is the Gems that has monetary equivalent. and to not insult the value of real money, it has to be made that gems should be able to get more gold compared to what we have now. and in my opinion the real money-> gold valuation of gold sellers are reasonable.
im not asking you to buy gold from gold sellers. im asking a.net to raise the conversion rate (by this less gems -> more gold unidirectional) , (and if its comparable to the gold sellers valuation, then i will be more happy to spend more money buying gems in bltc.)
OK. thank you for defining those terms. yes A-net set the initial price of gems. but because any system has to start somewhere. and considering 1) that they originally set it at the begging of the game, and 2) that its been months since that time, the initial price of gems (20s per 100 gems unless I miss my geuss) is both reasonable and no longer has any bearing on the current price.
as for how the price is effected, it’s not only the price effected by people buying gold with gems, it’s also effected by people paying gold for gems. more people selling gems for gold drives the price down, people buying gems with gold drive the price up. for evidence, consider that the price jumped by around 5-10 silver when halloween started. if only people who buy gems with their credit card are responsible, then what explains this?
try again.
I said gem->gold, NOT gold->gem. although we do control both.
i answered your question. real money patrons have control of that but i think the baseline is too low.
what question? you made the statment that areanet controls the gem to gold rate is controled by areanet.
source:
i’m not pro botter. im just saying that a.net valuation of gold based on GEM-> GOLD ratio is low. Gold sellers know the right price because they know HOW GOLD ARE ACQUIRED IN GAME.
I stated the fact that this was not the case, that in fact the players controlled the gem->gold ratio. that is all
they set the baseline and that baseline is now manipulated by real money patrons. but that set baseline is too low. the valuation of gold based on its purchasing power in game directly insults the value of real money.
I think we are not understanding each other. what do you mean by “setting the baseline” and “real money patrons” you keep saying those terms, and I obviously don’t understand what you mean by them ,so I can effectively respond to them?
try again.
I said gem->gold, NOT gold->gem. although we do control both.
i answered your question. real money patrons have control of that but i think the baseline is too low.
what question? you made the statment that areanet controls the gem to gold rate is controled by areanet.
source:
i’m not pro botter. im just saying that a.net valuation of gold based on GEM-> GOLD ratio is low. Gold sellers know the right price because they know HOW GOLD ARE ACQUIRED IN GAME.
I stated the fact that this was not the case, that in fact the players controlled the gem->gold ratio. that is all
in response to your point, if you are talking about people who by money from 3rd party sites, they have very little, if any, effect on the gem→gold rate at all. and the only effect they WOULD have is to drive the gem→gold rate up, as they are not buying gems to drive the price down.
(edited by kitanas.3596)
try again.
I said gem→gold, NOT gold→gem. although we do control both.
engineer back items show
the ones you get from the story don’t.
alcopaul
you do realize that players set the gem→gold ratio right?
these suggestions are a lot better then most I see about WVW. however, how do you measure how good someone in WVW is? kills? that’s what WVW about. in fact, what makes someone good in WVW is to complex to compress into some stat. and if it does correlate with what A team needs to do to win, then you will have conflict between those that are trying to win and those that are trying to get RR. that’s just the concern I have with those types of carrots.
it’s about as mountainous as WOW, so, no. MMO’s just use mountain ranges to constrain players to areas.
well, considering how sylvari in the shiverpeaks(NPC’s, not just players) seem to operate just fine, I would assume they are warm-blooded.
Tai, are all humans evil? are all Germans evil? are all Muslims evil?
no. You approach each individual group on its own merits. that is how it is with the various races of GW2 if someone has a problem with a specific group of skritt, they are going to send you after them, not all skritt. if some skritt are friendly, you wouldn’t slaughter them just because, would you?
as for animals, it’s no different from Indians hunting say tigers for their skins. there’s no malice towards the animals, they are just hunted for their resources. which isn’t a bad thing if done in moderation.
vendetta, what WOW were you playing? when I played WOW, the only crafted goods that made a profit was high level alchemy/jewelcrafting. EVERYTHING else sold for less then the cost of the mats needed to make it. thats because, in an theme-park MMO, the process of crafting is more valuable then the finished products.
I have heard reports that 40% of the pop use a bot. (some say higher). Even if you think it is lower 1/3 is a bot having an unfair advantage in gaining mats,money,kills ect.
It has gone the point of no return unfortunately. This started with Anets poor security and they allowed all those hacked accounts to run. It took them 1 month to get set out and add a slightly more robust security log in then of course they blame us Lol.They have shot themselves in the foot and since they put all their time into Spvp and esports stuff and didnt bother about the hacks I wonder what is left. You cant have a viable esport when your game is hacked by mass minority.
My solution is to legalize it and remove the market or turn the gem pricing over to the players so we can price the goldsellers out.It has gotten to the point now that I will just move on to another games and make sure I never buy another Anet or NC Soft product. There was such praise for GW1.
the price of gems is already in control of the players. did you not notice the spike as haloween started? that was caused by people buying gems for keys.
@tasaunders:
It’s called sensationalism/nerd baiting. By making the problem sound worse then it is, they encouraged people to talk about, direct others to the artical, whitch means more ad revenue for them.
The black lion chests in my inventory wont show up in the mystic forge. Thats the issue I really have.
you don’t put the chests themselves.
the recipie is:
1 candy corn
6 mystery tonics
1 booster(say crafting)
1 different booster(say armor)
if you add ways to flank, either a: they move to another chokepoint, or :b deploy siege to defend the flanking route.
No they won’t, they seem to be of the belief that rare will bring them more money than making it reasonable to receive.
where’s your evidence to back up that statement? her’s my chain of logic to the assumption that they will have other methods to acquire Halloween skins. there is a mad Kings realm (as evidenced by the achievement to explore it) as Halloween theme, the mad kings realm is likely to have Halloween themed monsters, like the stuff that comes out of the trick-or-treat doors. the monsters that come out of the trick-or-treat doors have a higher probability to contain Halloween themed loot. therefore, Halloween loot is more likely to drop in the mad kings realm. therefore, as the weapon skins are Halloween themed loot, they are more likely to drop in the mad kings realm.
maybe they are going to open up more ways to get the skins in later acts? that the chests were not the “expected” way to get them?
Why isn’t this in game already!!!
because they can’t for technical reasons. that was the answer we got in beta.
bump for anet to see. This is brilliant idea! population =/= skill. A half empty server with good loyal population and good strategy and discipline should always beat a full server with noob bandwagon jumpers and mindless zergs. That is what wvw should be about, not the other way around.
If this is implemented it should hopefully spread out the oceanic population as well.
posts like this always confuse me. the skill of individual players matters very little, considering how small the individual person commits to the war effort. therefore, it is the “skill of the server” that matters in who wins and who loses. the most important skill of any large body of fighters is organization. one of the most important parts of organization is getting people to show up when they are needed. therefore, a server with more people on at night is more organized, and hence, more “skilled” at a server level.
um, forgive me if I am wrong, but is this not act 1 of 4? and if so, is it possible that there are other, non RNG ways of getting the skins? maybe we are counting chickens before they hatch?
They are set up to be a playable race. just be patient
I think they should just gut the down state completely and add a class that has the ability to spec for reliable, continued healing or mitigation. No, i don’t mean the marginal heals of the Guardian class, i mean like a real healer class. Down state adds nothing to the game in any way, shape or form. It’s cool the first time, but it does not serve a purpose. Nobody cares about downed health or damage, especially in PvP. It’s not an angle with which you can improve combat or team play, it’s just stupid fluff. You should die immediately after losing all your health since everyone has a heal skill. They should stop care-bearing and hand holding with the design. It adds absolutely nothing to gameplay depth, it’s just a gimmick and a stupid one at that. Adding a healer class and designing encounters around team integrity would do wonders to aid the disjoint content delivery in this game. It would give players more reason to group outside dungeons, it would make combat a lot deeper and strategic if it wasn’t just healthbar whack a mole and then downstate so i can throw rocks and get rezzed. It’s a completely asinine mechanic. Take it out and actually improve the game.
soooo, in other words, you want a return to the trinity mechanics that areanet specifically said they were moving away from. not gonna happen.
they said it was something they were looking in to. however, as a relativly minor thing it might not happen for awhile.
the reason that less keys drop then chests because if that were not the the case, then there would be no reason to buy keys whatsoever.
Is not gear progression effectively the same as character progression? they can both just increase stats/give skills(weapons).
As for long term power progression, areanet specifically said that they would not do so.
I wasn’t talking about the PVP title track. Look at the WVW achieves.
Titles are ok, not really a major issue either way, I’m aware you get different titles depending on how many people you kill in WvW, but if you decide not to show it? Your opponents have no idea your entire group has been destroying people in WvW since release.
Again, not a major issue and I don’t really care too much either way.
On gear, yes it can replace character progression quite easily, only problem is it would nullify doing any PvE content in this game assuming it shifts towards PvP as endgame focus.
Basically, character progression instead of gear progression allows for PvE to still be useful outside of farming money that’s the only real benefit of it aside from a feeling of permanence as your character gains power.
This game has neither though.
They don’t want to give us long term power progression? Pretty silly but ok, at least give players something to fight for outside of personal progression then.
I guess my point is that gear progression is character progression, or at least a facet of it, and that grinding for better gear is the same as grinding for RR.
And as for why no power grind, Areanet asked themselves “is it fun to grind to stay competitive?” and came up with the answer “no”. if you have a finite progression system(one that caps out), what happens when players reach the end of it? as we see, they complain about the fact that there is no more progression to be had.
Is not gear progression effectively the same as character progression? they can both just increase stats/give skills(weapons).
As for long term power progression, areanet specifically said that they would not do so.
I wasn’t talking about the PVP title track. Look at the WVW achieves.
I’ve seen orbs as a tactical resource, like supply. It exists to give you an edge in the current battle. under that mindset, the fact that they are temporary makes perfect sense.
about persistence(which seems to be your true issue) I think it may be the difference in the communities. For example, DOAC had only 250K subscribers, max. GW2 has sold 1,2million copies? that means that GW2 is much bigger then DOAC ever was. that means that there is more likely to be a bigger gap between the best and the worst. Also, I suspect that the MMO crowd has gotten more “casual” over the years. How many times did people in DOAC say “I’m losing, therefore I’m not going to play, plz fix mythic”.
What is the difference between getting better stats from gear and getting better stats though passives? because you say that “gear is for PVE” yet want a “realm point system”. don’t they function in same manner? (give your character better stats).
I’m not just after persistence, i’m after character progression and community building.
Realm points weren’t stats for the most part, once you get to rank5 you would essentially be 1 higher level but thats it for stats. Realm point abilities were things like Determination(rank): decreases duration of CC effects by x seconds. That’s an example of a passive.
Example of an active would be something like Thornweed field, which drops an AoE field that snares and does light damage to those in the area.Not saying these abilities would be applicable to this game, just an example on how it was implemented in DAoC.
But the best reward of realm points on DAoC was titles, if you saw a full group of rank 10’s coming, you knew you were in for a hell of a fight because these guys were experienced and likely coordinated.
Besides, gear in this game rewarded through PvP is no different than the ones gained through PvE.
determination is still a stat boost. the only difference is that you are adding a completely new stat. for example, If there was a sigil that Reduced CC effects, what difference would that be to a passive the reduced CC effects.
and as for titles, at the end of every WVW achievement track, you get a title. I don’t have anything in particular against displaying those titles
Taemek, your suggestions would make a lot more sense if WVW was isolated from the rest of the game. It isn’t.
for #1, so you would say to those people who have friends on multiple servers that they can’t play with some of them because of WVW, even if they have never touched it themselves?
for #3, what about servers with high PVE and low WVW activity? should people be crowded out because they don’t put a good enough show in WVW?
I’ve seen orbs as a tactical resource, like supply. It exists to give you an edge in the current battle. under that mindset, the fact that they are temporary makes perfect sense.
about persistence(which seems to be your true issue) I think it may be the difference in the communities. For example, DOAC had only 250K subscribers, max. GW2 has sold 1,2million copies? that means that GW2 is much bigger then DOAC ever was. that means that there is more likely to be a bigger gap between the best and the worst. Also, I suspect that the MMO crowd has gotten more “casual” over the years. How many times did people in DOAC say “I’m losing, therefore I’m not going to play, plz fix mythic”.
What is the difference between getting better stats from gear and getting better stats though passives? because you say that “gear is for PVE” yet want a “realm point system”. don’t they function in same manner? (give your character better stats).
if you are talking about spying/sabotaging, how is that cheating? as in, what rule are they breaking?
dry toast pvp, harcore pvpers from daoc/warhammer bored. couple of ideas
in WvW
Posted by: kitanas.3596
It is amazing how wrong GW2 does WvW compared to a 12 year old game (DAoC).
I have to ask: is it wrong, or is it different?
How important were the castles/keeps in DOAC? I haven’t played the game, so this is an honest question. However, everything I’ve heard about the game suggests that they were a sideshow. My guess (and it’s only a guess) is that areanet decided that they wanted WVW to be more focused on the objectives, and not on kills.
this isn’t DOAC 2.0, this is GW2. the communities wil be different because the games are different.
there is no fishing… at launch.
please note the lack of fishing-relatied cooking mats.
coincidence? i think not!
they have to pay a repair bill… unless they take their armor off first.
thus, it can be exploited
therefore it should not occur
How to have raids in GW2 without upsetting the PVP/PVE balance
in Suggestions
Posted by: kitanas.3596
I don’t think that they wil put in raids, simply because the orginazation to put them together falls under “preparing to have fun” in areanet’s eye’s.
@kitanas
They marketed Gw2 as having no ‘traditional endgame’. “You will be doing the same thing you were doing as you were leveling” one dev even said. On the Orr areas he is correct but grinding a dungeon for gear seems very traditional. Diference is that it’s just visual and has no real purpose and you don’t need it for further progress.
I like what’s there to offer besides dungeons don’t get me wrong, but I’m finding it more difficult loging in everyday because at 80 the game seems to lack further progress and everything is ‘just for fun’ or ‘visual’. I can only enjoy jumping puzzles for that long..
“Then this game is not for you”. Maybe but there is a lot of room for content progress after 80 witouth forcing the player to do it or touching the experience.
I don’t have a problem with more “hardcore” content. I don’t have a problem with content that is difficult to do. what I have a problem with is character power progression past level 80. The reason for that is that 1) areanet said there wouldn’t be any, And I am glad that this is so. and 2) if it implemented, it will be mandatory. that is bacase, as the game continues, the difference in power between those that progress along the power path and those that don’t will become greater and greater, to the point where content balanced for those that didn’t progress will find laughably easy, and content balanced for those that did progress is impossible for those that did not. since you have stated that you want hard content, that means that you want content that is inaccessible to those that do not progress.
@Equanox.2081
you are aware that GW2 was marketed as “having no endgame” right?
if you are unwilling to run a deongon for looks 30 times, why are you willing to do it when their is better stats on the line. what is the difference? honest question here
Actually, they didn’t want the endgame to be something you could only experience after a hundred hours of gameplay or after you reached some arbitrary number. They wanted it to be something that players got to experience every step along the way, spread out across the entire world of Tyria, so they introduced game elements that you’d normally associate with ‘endgame’ at every level and every possible opportunity.
Look I know that’s all hyped marketing, but you brought it up.
yeah, I know that. that’s why they have said that there is no endgame/the endgame begins at level 1
@Equanox.2081
you are aware that GW2 was marketed as “having no endgame” right?
if you are unwilling to run a deongon for looks 30 times, why are you willing to do it when their is better stats on the line. what is the difference? honest question here
getting angry here are we?
If they had said that it would be 12-hour matches from the beginning, of course I would have accepted it. after all, that would have been what the devs said. that is not what they said. they said it would be a 2-week, persistant world vs world combat. that is what I expected, and that is what I got.
They also never said that WVW would be balanced. in fact, they stated the opposite. so your points about balance don’t really matter. this even applies to population balance. they put the matchmaking system in place solely to prevent complete washouts.
what makes a sever strong is it’s ability to organize. the most basic organizational skill for a server is getting people to show up where and when they are needed. this matters not only in a tactical sense, but a strategic sense also.
Sometimes just having the passion and vision for something to work doesn’t make it work. They WANTED server population balance. Why else would give us free server transfers?
so you could find the sever that suits PVE and WVW need? so that if you wanted to f a big WVW allience, but your PVE guild settled elsewhere, you wouldn’t have to choose between the two?
They have guesting, a feature advertised and probably forgotten by now, since free transfers are still around.
you got that backwards. free transfers were promised until they get guesting up. that’s why the free transfers are still around.
(edited by kitanas.3596)
getting angry here are we?
If they had said that it would be 12-hour matches from the beginning, of course I would have accepted it. after all, that would have been what the devs said. that is not what they said. they said it would be a 2-week, persistant world vs world combat. that is what I expected, and that is what I got.
They also never said that WVW would be balanced. in fact, they stated the opposite. so your points about balance don’t really matter. this even applies to population balance. they put the matchmaking system in place solely to prevent complete washouts.
what makes a sever strong is it’s ability to organize. the most basic organizational skill for a server is getting people to show up where and when they are needed. this matters not only in a tactical sense, but a strategic sense also.
Sometimes just having the passion and vision for something to work doesn’t make it work. They WANTED server population balance. Why else would give us free server transfers?
so you could find the sever that suits PVE and WVW need? so that if you wanted to f a big WVW allience, but your PVE guild settled elsewhere, you wouldn’t have to choose between the two?
getting angry here are we?
If they had said that it would be 12-hour matches from the beginning, of course I would have accepted it. after all, that would have been what the devs said. that is not what they said. they said it would be a 2-week, persistant world vs world combat. that is what I expected, and that is what I got.
They also never said that WVW would be balanced. in fact, they stated the opposite. so your points about balance don’t really matter. this even applies to population balance. they put the matchmaking system in place solely to prevent complete washouts.
what makes a sever strong is it’s ability to organize. the most basic organizational skill for a server is getting people to show up where and when they are needed. this matters not only in a tactical sense, but a strategic sense also.
kKagari.6804, why should I be prevented from a part of the game I like simply because of my schedule?
and is this supposed to provide more balanced and fun matches? because if it is then you might want to consider this. in a matchmaking system, you go up and down in the rankings until you find servers you are balanced against. the only exceptions are the top and bottom ranked matchups, as they have nowhere left to go. with the current setup, their are two “brackets” US and EU. if your idea is implemented, that number would be quadrupled to 8, 4 for US and 4 for EU. how does this provide a more fun and balanced matchups?
EDIT:
And anyway real power of server can be seen when all 4 maps of 3W are full by players of each of 3 server, not when one or 2 servers are taking advantage just because they have more “nightwalkers” then the other server.
no, the power of a server is the ability to maintain a 24/7 force. that is what defines a strong server, as the rankings show
Actually, its not anything to do with fairness or not, there’s too many things to factor into that already. But if Arenanet adopted this strategy for the first few weeks, and turned off server transfers, they can slowly add increments of half an hr to each time slot, slowly expanding it to 24hrs.
Once people have settled into their servers, a full guild transfer is less likely due to server costs.
I have to ask, what is the point of this thread? not being sarcastic or anything, but why are you even talking about this? this is something that, in your opinion, they should have done on launch. they didn’t. so, again, what is the point of this thread?
also, you say 12am-12pm, and 12pm-12am. but by whose watch? their is more then one timezone in the world you know. and that also doesn’t cover people who have an erratic play schedual. I am a college student. I’ve played at 10AM. I’ve played at 3PM. I’ve even stayed up playing as late as 1-2AM. so whitch timezone would work best for me?
the free transfers are continuing because they said that they would continue until they got guesting in. they have not got guesting in. therefore, free transfers will continue.
they can’t for technical reasons. that’s the answer we got the the BETA. It will probably get fixed eventually, but right now there’s nothing we can do.
Is it Anet’s fault that only 1 server can muster late night numbers?