Showing Posts For knightblaster.8027:

Don't rush! Enjoy the game!

in Guild Wars 2 Discussion

Posted by: knightblaster.8027

knightblaster.8027

So playing the game the way it is supposed to be played without being casual = rushing? What am i supposed to do exactly? I have been waiting for this game for 3 years and i reached the max level in 3 days because i wanted to keep playing since i enjoyed the game. I didn’t get to 80 as soon as i could , i did every zone i went through 100% , i did sPvP and WvWvW in between , Crafting etc… What am i supposed to do exactly? I don’t video games to go on some sort of digital vacation trip , if i want to just walk around and look at environments i would go outside.

Content at max level is severely lacking and there is no casual spouting you can do to prove me otherwise.

We have exactly the same feel in this game. I feel like the endgame content is really lacking. I want to grind those dungeon gears, but I just don’t see the point of it because you can’t even examine other player’s gear. I lvled though WvW halfway through the game also, I did sPvp, and I’m pretty much almost done with the PvE map. I would love to probably do more WvW if there are an actual rankings of servers and rewards for being the “top server” in WvW, but no they don’t have that. I wish they enables duels, add GvGs, and open PK maps so that at least your hardwork of grinding your gear in PvE area actually pays off.

Which is the core mechanic that they are against, by and large — although I do expect we will see GvG at some stage, because that was in GW1. The idea of the PvE side of the game is open player cooperation, which is destroyed by a PK environment (how do you do open group DEs, which are the core of the gameplay, in a PK environment?). And the idea of the PvP side of the game is equal gear levels rather than a gear-based caste system. Wv3 is also like PvE in that the differential between the highest stat gear and the next lowest one is about 12% so nothing much. It’s designed this way on purpose to avoid a massive power caste system based on gear acquisition — that has always been the GW philosophy, also from the first game. It’s true that achievement/progression players will be off-put by this because one of the main motivations for their style of play is precisely what this game avoids — gear-based superiority over other players being rewarded.

Don't rush! Enjoy the game!

in Guild Wars 2 Discussion

Posted by: knightblaster.8027

knightblaster.8027

Different people have different playstyles. The comments from 80s about how bored they are are no more annoying than the comments from casuals about how stupid the 80s are for being 80 already. It’s just a case of different playstyles. Some players like to play the hell out of a game (any game, not just MMOs) when it is released — it’s what they like doing, it’s what they find enjoyable about gaming. Other gamers like to play a bit here and there and mix it in with other things gradually. Both styles are legitimate, and GW2 really does accommodate both styles (although the more time-intensive gamer is either going to sink or swim in terms of the PvP game because the PvE side will be over relatively quickly), it’s really just a question of how someone wants to play.

I’m kind of in the middle here, which is why I see both perspectives. On weekdays I only play 2-3 hours at a time because it’s all the time I can allot given sleep hours, meals, and so on, after a long day at work. On weekends I can and do invest more time, as I also do if I have time off, which I happened to do when GW2 was released (not planned for that purpose). So right now I am sitting at 106 hours total, and 64 on my main, which is a LOT for someone like me, generally, 18 days into a video game release, and more than it otherwise would have been without the week off during the release week. But since then I have also played only 2-3 hours a day, sometimes less, during the week, because that’s my normal style. My main would be 80 now if I didn’t have alts, so being 80 is quite possible without rushing if you have some spare time (as many people do), while it’s also quite possible to be quite low level if you have a regular person 2-3 hour a day play schedule. Different strokes for different folks and all that.

I won’t be complaining about content when I am 80, because I will level my alts and also work slowly on upgrading my main’s gear — and I’ve never been much into heavy progression endgame MMOs where “the game begins at level cap” type of deal because it generally doesn’t work with my typical play schedule.

Is the trading post cross server to sell and buy things in guild wars 2?

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Yes, it’s global.

Has anyone heard rumours about sales numbers?

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

This is the first time I’ve heard of a game stopping digital downloads because they were selling too many and couldn’t support the growing user base.
I wonder if it was actually a PR stunt to get people to think “wow, it must really be good if they can’t keep up with the sales”.

Blizzard stopped shipping WoW in late ’04 and early ’05 due to server issues. This is the digital equivalent of that.

Community opinion on the PvE endgame

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Lots of people require a carrot on a stick to continue playing, something to work for. Why should I go on playing this the get cool armor (Lets face it all the coolest looking armor is going to be from the shop.) when I can get meaningful and cool looking armor in WoW, SWTOR or a plethora of other MMOs?

If that’s what you need, that’s where you need to go.

Anet made it very, very clear during the development phase that this game was not designed around heavy stat-gear progression at endgame. It’s designed like GW1 was, with stat capped gear being relatively easily obtained, and cool looking gear being harder to obtain. This worked in GW1, and it will work in GW2, but it will not work with people who need the carrot to keep playing. That’s fine — game wasn’t designed for you.

Community opinion on the PvE endgame

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Here’s my guess at ANet’s business thinking:

GW2 (non-beta) is less than a month old. The vast majority of players are still leveling and enjoying the PvE story. A good percentage of players who level one toon will then swith to another race/profession to level a new toon. The game comes with 5 slots, but there a 5 races and 8 professions. ANet is probably hoping a good numebr of fans will buy new character slots to add races/professions. From ANet’s perspective, there is amore than enough content to keep the vast majority of its customers happy. At the same time, as ANet proved in GW1, it likes to keep its dedicated fanbase happy and engaged.

Remember that Prophecies did not have green items and Factions did not have runes/insignias. ANet turned GW1 into a legacy by constantly adding expansions/upgrades. If it worked in the past, it will work again. I would expect new dungeons, new armor, new weapons, and new skills as time goes on.

Also, I think that EotN showed that you can expand a game without increasing the level cap. That was an expansion where every player began at lvl 20 and every player ended at lvl 20, but there was a lot of engaging content, a good deal of PvE strategy, and while many played for prestige items or titles, alot just had fun enjoying the new storyline and environments.

The only question is whether they will ask us to plunk down another $59.99 for the next “game” (really, an expansion), or if they can somehow expand a (quasi-)FTP and stay in business.

I agree with the concept of capped expansion, but I fully expect that they will be paid expansions like we had in GW1.

I have a really big problem with getting my level dumbed down

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Why would you want to go to a level 1 area and tank 10 mobs when you’re level 50?
You don’t gain anything from it and you’re clearing out hunting grounds for the level appropriate people. I always hated in other games when higher levels would come to the low level areas and kill all the bosses just to make themselves feel good and those of us who need the quests have to wait for respawn.

He’d be going to farm. Downleveling is also one of the anti-farming mechanics of the game, and it works pretty well in that regard as well (there are other ones, like diminishing returns on loot drops from farming mobs or DEs in one area).

Has anyone heard rumours about sales numbers?

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

I read in a Forbes article GW2 had over 400,000 in head start.

It had 400k concurrent users, which means many more than that had bought the game. Good guesses are somewhere between 1.5 and 2m prior to turning off digital sales.

My massive money saving tip for high level players.

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

I have a good idea. Make something like “passports” available to players to buy. It’ll cost a certain amount of money, depending on how many trips are included in your pass. So like, 10s for a pass with 25 uses, or something. Fixed price for x passages.

Then they can have tiers. Like 3 different tiers, one for lower level areas (1-30), one for mid-leveled (30-60) then one for higher leveled areas (60-80) Each has different prices, and each tier can be used to transport to any city.

Saves cost for travelling for players who travel often (virtually everyone).

They could even introduce unlimited monthly passes. Pay an amount and get unlimited travelling in the month.

They need SOMETHING to make it more reasonable lol.

If something like that were introduced, it would likely be a cash shop item.

Trading Post underpricing

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Ok I just noticed it now doesn’t seem to limit you to selling your item above vendor price. I just tried selling Walnuts and they are 3c ea to a vendor. Lowest price was 3c and the UI let me put it at 2 or 1 if I wanted to without telling me it had to be above vendor price. So it seems they’ve removed that restriction from the TP?
Now people will be selling 20c items for 5c… lol

EDIT: it was actually only the walnuts, which is strange. Other items still had the restriction. I wonder if walnuts were one of the items that used to be karma vendor item so when they made it drop now they didn’t link up the vendor value correctly?

That would be a good guess, I think.

Community opinion on the PvE endgame

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

To those that don’t like the gear treadmill endgame….okay….then why do them? MMOs are such a perfect microcosm of how real society works. Every action we take we take for a reason. If you don’t provide some incentive for doing something, why do it? And don’t tell me ‘so I can say I did it’. There aren’t enough people who will be satisfied with just that to warrant its inclusion in a game. There has to be some type of reward for partaking in these difficult end game trials. The problem I think GW2 may fall into is there adherence to the notion that they don’t want to allow anyone to be any better than anyone else gear wise. That leaves them with only the option of ‘good looking’ gear for end game. The problem with that is that is pretty subjective and not everyone is going to agree on that.

Now I am no where near 80, so I don’t need to concern myself with it yet, but right now it’s sound as though it could be a bit lacking in terms of rewards. It sounds like a lot of grinding for rewards that aren’t very functional in game. Again leaving the developers to ask themselves what reason does a player have to partake in this event if they feel the reward for doing so has no value?

The core concept of this game is fun for its own sake. If you need the carrot to have fun, then you won’t like the game. I love that design, and I also love that the Skinner folks don’t like it, because every other MMO is Skinner, and you have have your Skinner needs catered to elsewhere.

Community opinion on the PvE endgame

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Different is not always good. “The end game starts at level 1”, see how they are linked? Even beyond that, at hitting 80 you replace all of your gear with a few shallow tiers of gear (For example in crafting there is the yellow 80 only version of the gear you buy patterns for with karma and then the 80 exotic which does have better stats.) Do you see the trend that just falls off suddenly?

The stats differential is very minor between yellows and exotics. It isn’t anything to get excited about, in my opinion, or akin to gear progression in other MMOs — which is fine, because that is the design of this game.

Hearts

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

It’s an ironic post, actually.

Hearts were added based on feedback from alpha testers that the game was too directionless (the initial design didn’t have them) in terms of not being able to find even the general vicinity of a dynamic event without stumbling across it. So hearts were added which are almost all in the immediate vicinity of a dynamic event (or part of one) to direct you to that vicinity and give you something to do while you are waiting for the DE to begin. Then scouts were added to show you where the local hearts are.

The game is still exploration based. But if there were really no directions, LOTS of people would complain loudly about that — more than the few people who complain about hearts mucking up the “purity” of the exploration game.

I can't afford the challenge...

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

I’m at school at the moment, so I cannot show you all the exact proof of profit but, if you are doing the dungeon properly, you should be making 50+ silver per run. Depending on how your group is set up, you can complete each run ~40 minutes with no deaths.

Screenshot of my inventory

I would have more, but I keep giving my money out to guildies so they can craft/buy trait books. Just the end boss and chest alone provide 30 silver alone, not including the extra money you can make from NPCing the rest of the junk equipment/items.

Jw what’s up with the 1k health in that pic? That an alt or something? 7 gold on a toon with 1k health!

Downleveled.

How the Trading Post "Should" Work

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Its not a free market by any stretch. There is a virtually infinite supply with limited demand, no depreciation, and NPCs who have unlimited funds with no work. There is an artificial bottom price to goods. The rare and exotic market is the only place where prices more match free market principles because demand outstrips supply.

The solution would be to stop dropping so many items, put resources in more difficult locations and focus on quality not quantity. And remove vendors. Such that everything requires work, and thus adds value to get.

Doing that makes the market economy the focus of gameplay, which is not enjoyable for many players. The design here appears to be for the crafting system to serve as an alternative way to acquire gear (especially endgame gear) and the market to serve as an exchange rather than a place to get rich with in game currency terms. If you make it all market-centric by reducing drops and nodes, you pump up the “economy” by making everyone a slave to it in their gameplay, which I think would be very unpopular with most players who don’t particularly want to play the market in a video game, or care if a game has a feasible economy or not.

Trading Post underpricing

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

I think the reason for that is that not very many people have purchased gold with gems via RMT … at least not yet … so it isn’t having a pricing inflationary impact at this time. That could change over time.

The exchange rate on Gems to Gold going down implies that there have been a large number of people purchasing gold with real money through ArenaNET, though.

Each time the the trading post came back to life, the rate would slide down at an alarming rate. Then, when the BLTC crashed, it would slowly climb back up or stay flat.

Now that trading has been functioning regularly (for the most part), the rate has slide. There isn’t a huge demand to scoop up inventory anymore as people are seeing the prices of items get pulled down by the sell side risk.

Where is that gold being spent? It can’t all be for waypoints and repairs, and not much of it seems to be pushing TP prices up, which would normally be the case if there were a lot of RMT happening currently. I suppose people could all be buying Gold to purchase Order gear or something like that.

How the Trading Post "Should" Work

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Once you get 1 or 2 gold it is pretty easy to find an item that is selling at tp cost and just buy all the items within 5-10c of tp cost and relist them. Easy way to make a few silver.

For the items where there are like 500 of that item listed at vendor cost I have no idea what to do to fix the prices on those items though.

Right. As you say, this is harder to do in a game which has a global market, because they are going to be that many more items posted, making “buying up the mispriced items and reselling them at a profit” a much more expensive thing to do for many items.

Trading Post underpricing

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

I think the reason for that is that not very many people have purchased gold with gems via RMT … at least not yet … so it isn’t having a pricing inflationary impact at this time. That could change over time.

I can't afford the challenge...

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Are you going in with a PUG or an organized group of headset wearing bros? If the former, I don’t really think you’re intended to be able to afford doing these.

This.

I would avoid PUGs in this game pretty much completely for dungeons.

Personal story difficulty

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

There are some issues with some missions in particular. Some of them (Rumours of Trouble is one of them) are in need of retuning at the moment and are basically impossible to complete by pretty much any class without a death or two (or more). I do think in general they are more challenging than the rest of the PvE content, which I am fine with — I think that’s a good role for them to play in the game. But I do think that some of them are in need of tuning and adjustment because for some classes they can be extremely difficult to complete as presented, whereas for others they are hard yet doable.

My massive money saving tip for high level players.

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

For people who are in WvWvW queue servers (like me), the more effective way to do this is by doing it through the sPvP heart of the mists, which always loads, unlike the WvWvW area.

It’s not an exploit — it’s very commonly done and has been since release, and is well known. It doesn’t save all of your cost (you still need to WP back to where you want to be once you are done in LA).

Can't find Chili Peppers/Vanilla since cooking change

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

I’ve gotten some chili peppers from a bag in Harathi. Vanilla seems rare-ish as well. I think the issue is that these were plopped into existing loot tables at various levels and now some of them are quite rare drops.

How the Trading Post "Should" Work

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

I can sell anything i want for whatever price i want to sell it for. Crafting costs me nothing except time. So what ever i sell it for is pure profit. Yes I am one of those that severly undercut people. Something is averaging 100 silver i will sell it for 50. That ensures people buy my stuff. It’s called a free market. If i am willing to sell something far far cheaper than my competitor then so be it.

I agree that there shouldn’t be arbitrary controls put in place (beyond what we already have). The main problem is that not everyone views opportunity cost the same way. Many players, like you, look at items they are selling as having been acquired “for free”, with everything being pure profit. I’d wager a sizeable chunk of the playerbase views it this way. Other players view everything as implying cost, including the time you took to get the items to drop — the problem is that there is no consensus view on the value of that time. For some players it is “zero”, and therefore any price is profit, while for other players it is “vendor plus a markup”, and therefore anything less than this markup is undercutting and selling things “at less than cost” when you take into account the transaction fees on the TP.

Trading Post underpricing

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

There ARE items that sell well above their trader value.

Iron and soft wood don’t. But Small Scale, Vial of Weak Blood, and similar blue items used at the same level as iron and soft-wood do sell at a price substantially higher than the vendor price-floor. The price on those things is going up because the drop rate’s gone down with the flood of butter and chocolate.

So… if you want to farm something and sell it for good $$, make it the expensive stuff.

Think of why the market works the way it does — we’ll always be adding loads of metal and wood because it’s easy to get and we get xp/achieves for gathering it, as part of the daily achievement. There’ll always be lots of surplus armor and weapons cuz of drops and cuz each crafter has to make way more items than they can use just to level up.

To make money, try trading the stuff that’s in demand.

This is very true as well.

I think the fact that it is global makes this a bit harder to execute here (more expensive) — even items that are in lower supply are costly to buy up and become, effectively, the price-setting “market maker” for, given the very large number that are posted on the market even in these cases. Still, there are some opportunities there. Just not as many as there would be in smaller, server-sized markets where a few high rollers can become dominant market makers more easily.

Trading Post underpricing

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

So, out of curiosity, what does everyone think the main factor is here?

I think its the same “greed” exhibited in the OP. There is a “money rush” and the time-value of money is too good to pass up.

Remember, under-cutters do so with the assumption that they’ll make the money NOW. Its like saying “Hey, you’re greedy, i’m greedy, i’ll at least grab my money ASAP so i know at least some of my greed will be satisfied rather than being left hanging like those selling higher”.

I’m actually monitoring the price movement of some items, trying to look for an opening to strike.

If they are “effectively” losing money compared to NPC selling, its a benefit to some other player and the seller paid a holding cost to use an overhead storage. A gold sink is a gold sink. Only thing i’d probably like to see is higher tax if the items have to travel across worlds thus giving priority buying to local goods, maybe something related to WvW.

It’s more convenience than greed.

The typical MMO player doesn’t particularly want to “play the market” — that is, spend time studying prices of items, looking for volume and price disparity patterns, calculating meticulously the differences between selling at a vendor vs paying transaction costs on the TP and so on. The typical player wants to kill stuff and sees the TP as a means to an end — that is, a means to cash out loot drops that the player doesn’t want to use themselves.

As to why people like this (i.e., most players) don’t just sell to vendors, I think the main reason is that it is more convenient for them to sell on the TP (especially by filling orders) than it is to find a vendor. In other games, vendors were always more convenient to use than the market, because you had to physically go to the market to buy and sell there. In this game, the market is everywhere for buying and selling, while vendors may not be very close to where you are, and you may not want to backtrack to find the vendors to sell your items. The TP just feels like a much more convenient way to do it, and, for most players, they don’t care if they are losing a few coppers here and there, because it’s like a “convenience fee” for them to be able to cash out their unwanted loot as quickly and easily as possible.

If Anet disabled the ability to access the market (especially the sell market, because that’s the main driver here), from anywhere, and required you to be physically present at a TP to sell items, supply of a lot of items would drop. It would be more similar to other MMOs, where people “saved” items in inventory to sell at the TP when they were next back in town where the TP is, and otherwise used vendors to empty their bags of unwanted loot for some cash. This reduced supply would push prices up somewhat, obviously. Given that the market is a huge, global market — which means supply is going to be huge — you would need some kind of measure like this to deliberately reduce supply.

I think the other main driver of lower prices in the TP is the lack of currency. While it’s true that some players will buy gold via gems in the future (and perhaps some are even doing so now), the reality is that the way gold sinks work in this game, relatively few players are high rollers cash-wise. In most MMOs, once a player gets past a certain level, cash becomes a non-issue because it is so easy to obtain and amounts tend to snowball. This drives TP/AH prices up, obviously, as there is more cash floating around, in an inflationary sense. That really isn’t happening to a substantial degree here, because Gold is harder to acquire in general and there are significant uses for it both big (e.g., Order gear) and small that add up (scaled WP costs, scaled repair costs), and if you factor in people using the TP to either level crafts and/or obtain items to use in crafting endgame exotic gear, the total endgame gold sink is currently substantial. That depresses pricing. Once more players have their endgame gear sorted in a month or two, that will ease the gold crunch a bit, but also there will be less demand overall as a result, and so I am not sure that this will result in a more robust pricing environment in the market.

In general, it seems to me that the market in GW2 isn’t really designed to function as a money-making exercise, in general. Opportunities exist if you scour the market and find disparities that can support a decent arbitrage profit, but in general this is a market designed to source items at a lowish value due to the overall strong anti-inflationary measures that keep average currency levels low, as well as the global nature of the market creating a constant oversupply environment.

Crafting : Really worth it anymore?

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

It needs further adjustment, clearly.

Trading Post underpricing

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

It’s really just a case of huge supply — it’s a global market, and it’s huge. Most items are oversupplied. Artificially propping up TP prices to subsidize the trader set in the game is not the way to go. The supply will drop as the leveling phase of the game drops, but to be honest, the money supply is so limited in the game, it’s doubtful that the TP will ever be the in-game currency El Dorado that it has been in other MMOs.

How the Trading Post "Should" Work

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Since the post is global, it will be really hard to sell anything right now. Another thing with the guide, it states that the longer you decide to sit crafting is less money you’re making when you could be out killing mobs or doing events. That is where money comes from. It’s being in the environment, not trying to play the market.

I agree with this.

Crafting appears to have been made as one means of acquiring gear upgrades, especially at endgame, rather than as a “money making job in the game”. The trading post is there to help crafters source materials as well as help players sell excess yet good gear and so on, but in a global marketplace with the huge amount of supply that implies, pricing is going to be very thin on all but the rarest items, simply due to the large supply, coupled with the fact that the money supply in the game in general is the lowest of any MMO I have seen. I expect that it will quite some time before the trading post is really lucrative for all but the very few players who have found a few niches where they can engage in arbitrage, despite the large size of the market.

I have a really big problem with getting my level dumbed down

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

It’s a great idea.

The only tricky aspect of it is that your relative power when you downlevel is the same as your relative power at the higher level — that is, if you are a level 50 and haven’t updated all of your gear and have some out of date pieces, when you downlevel you will be worse in many respects stat-wise to a character on that level (because their gear won’t be as out of date as yours). Something to keep in mind when downleveling.

Bad Blood 33 story quest with durmond priory, need some help or tips

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

It’s easier to manage to get about 3/4 of the way across. Then, the last bit is timing. You need to start crossing when the wind is *starting" to blow against the flag at the far end, not when it is calm — that way, when you reach the exposed platform at the far end, right before you are finally across, the wind won’t be blowing a gust by then. It’s an expensive quest.

How are people leveling so fast?

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

It’s time invested. It doesn’t take an awful lot of time to level to 80 because the leveling curve is actually pretty flat. That can be shortened by crafting (before cooking was nerfed, it was particularly fast and good for around 10 character levels in the space of a few hours). But in general, it’s time invested. Headstart was over two weeks ago now, and that’s more than enough time to reach level 80 on about 8-9 hours of play per day, less if you did the crafting route or have a lot of WvW XP coming in quickly.

How the Trading Post "Should" Work

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

People are simply filling orders because it is easy to do so. It “costs” them, as compared to selling at the vendor, but the vendor isn’t out in the field where they are, and most people aren’t very interested in scanning and studying the market to determine a reasonable profit margin for everything they want to sell on the market — filling orders is convenient and fast, and that is why it is happening.

Should I focus on crafting or story?

in Players Helping Players

Posted by: knightblaster.8027

knightblaster.8027

Totally a question of what you prefer to do, really. I would focus on story and worry about crafting later, but that’s just me.