Since I definetly met all prerequisits, I bolded the relevant part. Guess I’ll have to file another bug report then and hope that RNG-sus will be with me, since I guess fixing this will take way longer than farming machetes and opening another 50+ pods…
Thanks guys.
Just to clarify, a bug report is done in game and you will NOT ever get a response/resolution. Though if they fix the bug then you can REDO the event and get your part.
A Customer Support Ticket is done on this website (click Support at the top of this page) and WILL result in you getting a response/resolution.
Maybe not as high as Hardened Leather, but elevating them a little wouldn’t be terrible. They could go up 200-400% and not be a huge pain the rear. Inversely, leather could drop by at least that much and the entire market would coast along freely for a while.
The big problem right now is that the materials aren’t self-correcting. They rely on econs hawking over them, fiddling with knobs and often writing in the “11” to turn it up to, then quietly cringing in surprise when it all goes south.
The trading post is a great general solution to player trading, but material markets can easily fall out of line without a systematic mechanism to balance them.
I think that adding a demotion recipe to the Mystic Forge and upping the drop rate for Dust would allow for a greater degree of self-correction.
Personally, I think it would be a good thing if Gossamer, Orichalcum, and Ancient Wood were also trading up as high as Hardened Leather is. They are T6, and thus should be quite a bit more valuable than the lower tiers.
If anything, they should be further restricting the Trait system so that there are even less choices making the game much easier to balance.
As long as other areas of the game can produce higher gold per hour returns, the majority of players will skip the leather farm and do those activities instead. This will continue to result in ever-climbing leather prices, until such time as farming becomes profitable enough to warrant large-scale attention.
As I already mentioned, the players farming now are doing so to satisfy personal demand, thus they are not impacting the transactions on the Trading Post (other than a very minor drop in demand due to those players no longer buying any).
Adding a farm for Leather will not result in a quick drop in the price, due to the fact that the people who are using the farm are not selling it, but rather using it.
It won’t be until a large amount of demand has been sated through self-farming that TP prices will start to see a decline.
moonstarmac.4603The thing to remember is just because a person is dual-boxing using a shared keyboard control does not mean they are botting.
Which would also be an offense that could lead to a ban.
BZZT. Dual-boxing is allowed. If the controls operate both accounts at the same time …. well, there has not been a ruling, but if not it is the same as if you had two computers on your desk.
Actually, there has been a ruling. You cannot use one button press to perform two actions. This means that while you can have two PCs running two separate instances of GW2, you must be controlling the characters independently (i.e., move one, then move the other). If you push W and both characters move at the same time, you are in “ban” territory.
Continue to report them. ArenaNet does bans in waves, so you will not see immediate results, but it will eventually be addressed.
Pressing K? Did you remap the charm function, ’cuz normally it is an F.
You’d press K to look at your list of already tamed pets, to confirm that you haven’t already gotten that one.
What level is your character? I think they restrict pet taming until a certain level now.
Do you already have that pet tamed?
You can only tame each pet once.
Hit K to look at your current pets, then hit the drop down under their picture to see the list of pets you have (and have not) unlocked already.
The Labyrinthine Cliffs are still full of the people who live there. The Festival of the Four Winds was simply a trading event that occurs whenever the Zephyrites (who do NOT live there) go there to trade with the people who do live there.
Ergo, there is still plenty of reason for OTHER traders who do have airships (i.e. Lion’s Arch, the Pact, Aetherblades) to go there and thus a reason for us to return as well.
The problem is that they would need to heavily redesign the zone to remove all of the Zephyrite ships, which is why the zone won’t return.
I didn’t buy HoT (it was purchased for me as a gift because I wouldn’t buy it).
My reason for not buying was that I felt that what they were offering was not anywhere close to being worth the amount they were asking.
Upon playing HoT, I believe I was correct.
Now, however, they have added enough Living Story items (and reduced the HoT price) so that it probably would be worth it now.
Not a waste but balanced.
Deathly Chill in its current state (3 bleeds for 5 to 10 seconds) should also have an ICD of at least 2 seconds.
Why?
Because Necro has so many skills and utilities that apply chills which allow them to stack up a large number of stacks. It’s even more of an issue for those skills and utilities which pulse. PvE also has an issue with an ice environmental weapon which has an auto attack that allows you to get and maintain about 40 stacks of bleed.
Adding an internal cooldown would bring the trait back into balance while still allow chills to add bleed stacks.
I don’t think it’s unbalanced, maybe underpowered. Necros are still behind any other profession in the dps department.
Underpowered? You just haven’t seen it in action yet.
I will guess that you are talking from WvW perspective, while the rest talks either from PvP or PvE one.
Yes, Deathly Chill in WvW is overpowered because, as with many skills, traits and effects, WvW shares balance with PvE where DChill was recently buffed. The solution to this problem is splitting Deathly Chill balance from PvE in the same way they did split Epidemic, not internal cooldowns.
Deathly Chill, like Epidemic, is only “OP” in WvW because players refuse to do anything other than blob together into a lump, which makes some skills appear OP when in reality the problem is that players refuse to engage their brains and participate in the very easy, baked in, counterplay available to them.
Personally, I’d like to see AoE skills be brutally punishing to blobs to players by removing the target cap.
I’m not gonna say my experience because I didn’t even get in. As far as I’m concerned Anet can trash the whole SAB especially if they don’t intend to ever finish it.
I will not waste my time not even 3 weeks a year on a mini game that is 50% complete.
I would not even be surprised if it end on the 20th to keep us all busy because episode 5 is 2 weeks late…
This reminds me of people who refuse to play the original Super Mario Bros. simply because it has “bad” graphics.
Can’t people just learn to enjoy things for what they are rather than how they compare to other things?
I’ll take Ascended Chef and Jeweler first please.
No change please. I own Quip and built a whole character around using such a silly weapon.
I’d be willing to trade the sound for much more prominent visual effects though.
Which HoT adventures should be recalibrated
in Guild Wars 2: Heart of Thorns
Posted by: mtpelion.4562
At a minimum, I think that they should move the mastery points down to bronze and silver, then add titles and guaranteed daily rares for gold. Gating masteries behind mini-games that no players ever asked for was a bad call on their part.
Buying chest keys is a giant waste of money if you want an item from them. If you are ok with ANY item from them then they are an ok thing to buy.
Most Tyrians subscribe to the Mesmer Collective’s “Va-Poo-Rize” service, where all bodily functions are handled via miniature portals.
I’ve still got almost all of hard mode to work through, so I’m OK with no World 3 at this time.
I believe that there are some in-game globes depicting Tyria as a sphere.
I’ve done all sides with less that 10 each before. A full map isn’t needed.
Yes, they are doable, but the added difficulty combined with the fact that you’ve done it several times takes it out of the “fun” realm and into the “chore” realm.
When playing a game is a chore, it is failing at being a game.
I agree that they need to revisit the low end of their scaling process. Overall population on these maps is down from launch, and when you get onto a low population instance some of the events (and most of the non-channel Hero Points) can be brutal.
HoT is old content now, and thanks to poor scaling needs to be retuned.
Requiring casual players to complete a raid in order to obtain non-raid related rewards for playing non-raid content is bad design. Raids, in most games, are participated in by less than 5% of the population. Nothing non-raid related should ever be locked behind content that such a small minority of players enjoy.
I totally agree with that.
By the way, is the central tyrian fractal mastery locked behind a gate like this? Sort of “complete a fractal to unlock it”? I don’t remember exactly, but I think it could be compared to the raid mastery line.
While the Central Tyria masteries have the same “must complete all of them” requirement as the HoT masteries before soul shards are earned, none of the trees are locked so you can apply XP and mastery points at will until they are all completed.
Masteries are not repeatable and I don’t want them wasting resources to create a system that allows that just so the holdouts that don’t feel like maxing their masteries don’t waste their XP.
They don’t need to “create” anything, just unlock the raid mastery track without having to deal with entitled salts who want to dictate others’ play experiences.
Flip one switch, and boom, this entire argument dissipates (instead of coming up every week).Did it ever occur that they actually want players to complete at least one raid which is why the mastery line is locked behind it?
Requiring casual players to complete a raid in order to obtain non-raid related rewards for playing non-raid content is bad design. Raids, in most games, are participated in by less than 5% of the population. Nothing non-raid related should ever be locked behind content that such a small minority of players enjoy.
Casual has nothing to do with this. There are several raid encounters that can be done successfully with a random group of players with two of them being the very first encounter. The gain of a spirit shard from leveling is a game mode wide reward. It’s not just an open world reward system. It’s not just a dungeon reward system. It’s a PvE system.
Vale Guardian is not possible for a random group of players who haven’t raided before.
It requires team composition, knowledge of the mechanics, and voice communication.
OK, I see.
Does anybody know what the actual odds are?
No one person individually opens enough chests to know. People can aggregate results on the Wiki, but sadly that doesn’t happen often and without restarting the counts every time the contents are cycled, the information that is present is likely to be highly inaccurate.
Masteries are not repeatable and I don’t want them wasting resources to create a system that allows that just so the holdouts that don’t feel like maxing their masteries don’t waste their XP.
They don’t need to “create” anything, just unlock the raid mastery track without having to deal with entitled salts who want to dictate others’ play experiences.
Flip one switch, and boom, this entire argument dissipates (instead of coming up every week).Did it ever occur that they actually want players to complete at least one raid which is why the mastery line is locked behind it?
Requiring casual players to complete a raid in order to obtain non-raid related rewards for playing non-raid content is bad design. Raids, in most games, are participated in by less than 5% of the population. Nothing non-raid related should ever be locked behind content that such a small minority of players enjoy.
Gold is easy to get. Karma, not so much. You can’t have too much karma. When you need it, you need big gobs of it.
[…]
and spent about a 1.7 million to produce a full set of ascended leather armor (6 pieces), so dropped to about 2.5 million in the wallet. Using karma reduced the armor set gold cost to about 10g. Many people complain about the high cost of leather, but I’m not one of them.
Forgive me asking a question vaguely unrelated to the thread, but what path was that for karma to leather? cough not that I might have an interest in a set of ascended armor that requires leather and all…
Buy 4 Karma medium gloves from Renown Heart vendors of the appropriate tier for the leather you are looking for.
Throw 4 gloves into the Mystic Forge to get 1 new pair of gloves (it will be slightly higher level than the average of the 4 items you threw in, so bear that in mind).
Salvage the new gloves for leather.
I think that they should have make the Soul Shard it’s own Mastery line, that way you could select it at any time if you wanted to spend XP on it, rather than wait until you have everything unlocked first.
I’d also be OK with a few other lines such as a Karma consumable, bag of coins, random bag of dungeon tokens, random bag of HoT currency, etc. The amounts of XP needed for these tracks should probably be somewhat steep, but I think it would add a level of enjoyment and reward without being excessive.
You have to complete all of them on the same day for map completion, I believe.
We never know what is coming up, but we can see when the last time something came up thanks to the efforts of the posters in this thread:
https://forum-en.gw2archive.eu/forum/game/gw2/Gemstore-items-new-sales-discounted-prices
As you can see, the last time it was on the Gem Store was 7 months ago. As time goes by, the likelihood of it returning increases.
Karma to gold fast will get you a really low karma to gold rate.
Karma to gold slow will get you a much higher karma to gold rate.
You can buy mid-tier karma gloves and forge them for a salvageable version that breaks down into high-value mid-tier crafting materials (linen, for example). This is time consuming and tedious but has a great karma to gold rate.
As mentioned above, you can log in each day and get up to 6 Pact Network Supply mapping materials (per day) and then cash them in every few weeks when the map bonus rewards line up for high value items.
There are a few cooking recipes that require karma-purchased ingredients that have high profit margins (but slow sale times).
There are karma only weapon skins available for sale in each racial capital city (not a great way to make gold, but you unlock the skin and can toss 4 weapons into the MF for a new weapon that you can sell).
This does act as a sink, not a faucet, as you’d be destroying 4 recipes in order to create 1 new recipe, that odds are will still be useless and thus winds up going back into the forge.
Destroying four worthless recipes to get anything is a faucet. The current randomized element of the forge takes four things of value and has an 80% chance of returning something of the same rarity (unless you’re careful, that almost always means a net loss).
Destroying 4 things to get 1 thing is a sink, which is the opposite of a faucet.
I want to sign on to the request to permit useless recipes to be thrown into the Mystic Forge.
This does act as a sink, not a faucet, as you’d be destroying 4 recipes in order to create 1 new recipe, that odds are will still be useless and thus winds up going back into the forge.
This would help maintain value for the recipes as well, as the huge supply glut would be a cheap way for people to attempt to get their hands on rare/removed recipes. Once this glut is removed, then any recipes that drop would not only have a Mystic Forge option, but would have a value on the TP as well.
I’m not seeing any downsides.
I still think that the proper course of action would have been to make all insignias craftable with either cloth OR leather (the AND route was the wrong way to go).
This would allow the prices of these two materials to normalize without needing to alter drop/salvage rates on leather.
You can stand on land for an infinite amount of time without it dying, so we have established that it is immune to death due to exposure to air.
no to answer OP question it will not change or do anything at all . for changing zones or map instance . with mega servers it will just stay the same . and so will your wvw stay the same too as well . unless you change servers for good . and then it will only change your wvw situation. as you be going from wvw to a different one
For WvW you are correct. For PvE map shards you are incorrect.
Guesting CAN alter what shard you log on to, assuming you randomly select a server with almost no player overlap to your current map shard, and you don’t have very many friends or guildmates on that map at the time.
It can result in you getting a new map shard, as the server you are on (including guested servers) does play a role in map shard selection.
It is not a sure thing though, as there are several other metrics ahead of it in terms of order.
Farming, in general, is discouraged by the game’s design in order to build a game that rewards “play how you want”.
Essentially, the theory is that doing anything should give you lots of random stuff. You can sell the stuff you don’t want on the TP and use the money to buy the stuff you do want (also on the TP).
In this way, all content is rewarding, all players can “play how they want”, and the TP continuously sinks excess currency to fight inflation.
It’s a great system, as long as you understand how it works. The problem most people have with it is that they have come here from other games that promote farming (in order to trick you into paying a monthly subscription) and expect the system they are used to using to work here. When it doesn’t, it presents as a pretty nasty case of cognitive dissonance which often results in anger being directed at the system.
But it also won’t be bought, which should have impact. Unless the amounts farmed are not meaningful of course.
Due to the nature of leather production and consumption, any impact will be very slow to develop given what we now know about the number of players who need leather and are willing to farm for it. The price trend line suggests that these players are a very small minority.
The existence of farms permits demand to be self-satisfied. Given enough time, this can ultimately result in a glut of supply that drives down prices. Based on what I see in the data so far, “enough time” is going to be a long while (1+ year, if ever) due to a low farm participation rate. Players still perceive it to be easier to farm gold and buy the leather, which will only get worse as leather prices fall over time.
You likely aren’t going to see any price changes due to this farm.
Because other areas of the game have better gold per hour, the majority of players farming leather will be players who are going to use the leather. If they use it, it won’t be sold and thus won’t affect the TP.
Lots of build diversity is awesome in single player games. It is a hellish nightmare in multiplayer games due to the need for “balance”.
I’m fine with very limited build options in GW2. I’d even be in favor of further limitations by removing a large number of stat sets and whole stats entirely.
ArenaNet sets the policy as such because they want to incentivize people to play PvP or buy with real cash. They have two goals and the current policy works to move people towards those goals.
If you want to propose a revision, it will also need to comply with those goals.
So what’s wrong with my proposal of introducing a permanent TM charge in the gem store for 1000 gems? I am quite sure this would actually increase the cash flow, since plenty of people from previous similar threads seem to be struggling with low amount of charges and little ways of getting them outside PvP. At the current price of 150 gems minimum, I dare to say not many players put real money into it, but rather buy them with gold instead. A 1000 gem pricetag would likely pull in more paying customers, and generally make everyone struggling with this happy.
It’s like the special access passes. You can buy a temporary one for 150 gems, and a permanent one for a higher price.
Most people don’t feel the need to change skins much. Very few want to change them regularly. There are plenty of xmute charges available for the first group; ANet is asking the rest to pay, either in cash or coin.
That’s where the problem lies. Those who don’t change much gather hundreds of charges that are essentially useless to them. But for those who do want to change their looks often, there’s simply no easy option for that. Since one of the core elements of the endgame is indeed fashion, restricting it like this feels very wrong to me.
A more realistic idea would be to have a Permanent Skin Unlock Stone that applies to a single skin that you use it on, making that skin permanently free to apply. A realistic price would be 300 gems.
ArenaNet sets the policy as such because they want to incentivize people to play PvP or buy with real cash. They have two goals and the current policy works to move people towards those goals.
If you want to propose a revision, it will also need to comply with those goals.
This is not an example of the people petitioning the government for redress of grievances. This is would be an example of customers demanding free items from a business. When inside the game, ArenaNet is the sole owner and entitled to do as they please. You have no rights.
Play PvP or buy them.
That’s how it is intended to work.
Yeah. Also, women can’t go to work or vote, racial and religious diversity is not allowed, and worshipping false gods will see you hang. Because this is how it’s intended to work. And what’s intended to work must be good and right.
Oh wait, that was hundreds of years ago! Silly me.
Real cute attempt a false equivalency there.
I’ll agree with the last sentence of your post though.
Play PvP or buy them.
That’s how it is intended to work.
To what is this referring? I don’t understand the OP at all, but obviously whatever s/he’s referring to is known by the rest of you.
Please enlighten me?
Black Lion Chests have a super duper really rare chance to drop a “node”. Using the node will unlock a permanent gathering node in your home instance (i.e. allow you to mine mithril, gather Omnomberries, or chop hard wood logs).
Your “home instance” is the area in each racial capital city where most of the personal story instances occur. “Salma District”, is the home instance in Divinity’s Reach, for example.
DPS meters are a valuable tool that can provide information necessary to test builds and measure performance in top end content.
At the top end of the player skill base, they are used for that purpose.
The problem is that the majority of players are not top end skill players and will not get that experience. Instead, the majority of players will experience a wannabe top end player who is using the DPS meter results as an excuse to mistreat them.
The extreme minority of players that are using the tool properly will have an entirely different experience (and thus opinion) than the majority of players who will experience the tool being misused to exclude them.
That is the essence of the problem with DPS meters.