Crafting is what adds value to the majority of the items you get as drops. Without it, you’d just vendor everything because no one would want to buy it from you on the TP.
As to why they haven’t implemented the feature the OP mentions…
It’d be my guess it’s because players can already look in the wardrobe feature in the bank to ID skins they don’t have.
Although the skin name and the item name are not always the same.
Also note that there are also “material bags” that drop which are not affected in any way by your Magic Find or your level. These bags tend to run in a series (Tiny, Small, Light, Medium, Large, Heavy), are dropped by Anthromorphic mobs (Bandits, Dredge, Risen, etc.) and only contain crafting materials (and occasionally the odd gathering tool).
These bags can be opened by any level character because their drop table is not dependent upon anything about you but purely on the name of the bag.
Try talking to the Black Lion Merchant and getting the powder to see if that works.
Be sure to move all other boosters to your bank (so that only the Exp boosters are in your inventory).
(edited by mtpelion.4562)
The Engineer has the following weapon swap options:
1. Equipped Weapon
2. Flamethrower
3. Elixir Gun
4. Mortar
5. Bomb
6. Grenade
7. Med Kit
This means that based on skill usage, an Engineer can have between 1 and 6 different weapon sets available at a time.
This means that you have the choice to have 50% of the weapon swaps of other classes, or 300% of the weapon swaps of other classes, depending on how you set yourself up.
Magic Find works amazingly well in old maps (especially Orr) when doing events with lots of mobs.
In the newer areas, most mobs have had their drop rates scuttled in order to justify all the chest loot, and many event mobs are set to drop no loot at all. This significantly limits the usefulness of Magic Find in HoT content.
You’re still confused here. Yes indeed the backpacks are designed to level with your character, in that you can craft the first one related to a profession and wear it at level 1, upgrade it to a level 15 version, level 30, 45, 60, and 78. It does indeed level with you. But it wasn’t kept at level 78 so you could keep leveling with it to 80. Its already been through 78 levels with you and you can’t upgrade it again. Leaving it at level 78 had nothing to do with having it “grow” with your character for 2 whole levels.
I think you might be the confused one. I’m just providing facts, not opinions.
Nope. I’m the only one who provided facts. The backpacks level up with you from level 1. The only point in having the last tier be at level 78 is to not allow you to put a level 80 upgrade in it. If it was meant to continue leveling with you to 80 then there would be a version or upgrade you could make to put in a level 80 upgrade. Since you cannot do that, these backpacks were never designed to be able to level with you past level 78. That is a fact, I don’t know why you refuse to understand that.
Well, since I never said that…
You’re still confused here. Yes indeed the backpacks are designed to level with your character, in that you can craft the first one related to a profession and wear it at level 1, upgrade it to a level 15 version, level 30, 45, 60, and 78. It does indeed level with you. But it wasn’t kept at level 78 so you could keep leveling with it to 80. Its already been through 78 levels with you and you can’t upgrade it again. Leaving it at level 78 had nothing to do with having it “grow” with your character for 2 whole levels.
I think you might be the confused one. I’m just providing facts, not opinions.
They are intended for leveling. Once you get to level 80 you are supposed to work towards replacing them with ascended pieces.
That’s not an argument to make them level 78. Other exotic gear is level 80 and yet people are still “supposed” to work towards replacing that gear with ascended.
Making them level 80 would prevent you from equipping it until level 80 which would make it awfully difficult to use while leveling…
Yes because there is so much leveling to be done between 78 and 80. I doubt this is the reason
Prior to the introduction of these crafted backpieces, 99% of all back items were for max level. When they announced these, they stated that the intention was so that you could have a back item that grew with your character.
So… leveling.
They are intended for leveling. Once you get to level 80 you are supposed to work towards replacing them with ascended pieces.
That’s not an argument to make them level 78. Other exotic gear is level 80 and yet people are still “supposed” to work towards replacing that gear with ascended.
Making them level 80 would prevent you from equipping it until level 80 which would make it awfully difficult to use while leveling…
They are intended for leveling. Once you get to level 80 you are supposed to work towards replacing them with ascended pieces.
I was under the impression that the +7s were used as a temporary way to float your AR while you worked on building enough AR in your Infused and Attuned Backpiece/Ring slots so that you can use the +5/+5 versions.
Generally speaking:
White = Salvage
Blue = Salvage
Green = Salvage
Yellow = Check price on TP. If greater than Ectoplasm price +20% list for sale otherwise Salvage with Master/Mystic kit for Ectoplasm. I will sometimes retain weapons for Mystic Forging if I don’t need Ectoplasm.
Orange = Check Rune/Sigil price on TP. If nearly equal to price of selling item on TP, salvage with Black Lion Kit and sell Rune/Sigil. If less than selling price of item but item sells for more than 3g, sell item. If item sells for less than 3g, salvage if armor or throw in Mystic Forge if weapon.
I think a more feasible change would be to sell a basic unlimited use tool for 400 gems. It is account bound so it can be traded around and also pretty cheap so players will likely buy a few sets of them.
Then they can sell the various versions (Cosmic, Molten, Flute, etc.) as skin unlocks for the unlimited tool. These would then be in the 800-1,000 gem range.
This system could ultimately lead to players getting the basic functionality for less gems, but the full experience would cost more gems as you are now incentivized to buy new skins as they are released so that you can customize each character.
I’m fine with the “change looks all the time” people bearing the brunt of the cost of maintaining the game, that’s how the game was designed after all.
So tools are 1,000 gems.
You get 5 characters with the base game, with the ability to add more.
If they let you simply copy that tool to all characters, that’s a minimum of 4,000 gems that you never have to buy.
Some people have 50 characters on their account, so that’d be 49,000 gems that never get sold.
See the issue?
While it would be super awesome to have an account-wide unlimited tool, it isn’t practical due to the lost revenue it would cause.
Farm events in Cursed Shore.
Leather is easy to get if you play the game correctly.
I think it’s about time something was done to get this under control. Add a way to farm it, increase drop rates, adjust the recipes, anything to bring it back in line.
Go to Cursed Shores.
Farm events with lots of mobs.
Open Heavy Moldy Bags.
Have plenty of leather to use and sell.
It’s easy if you are willing to put forth the effort.
Wont happen as it will affect gem sales.
Anet have the airship pass in the gem store, which has all the crafting stations in one place. SO they’ll wait to see if people buy those.
Yes they werent selling due to people able to just port to WvW, but now if there is a demand for such an area, and such an area currently exists but require buying a pass, well then they’ll expect people to buy gems for that pass.
Use of the airship pass causes you to LOSE YOUR PLACE in the world. Ergo, it is not a replacement for the convenience that has been lost.
(If you went into WvW and then left it, you returned to the exact place in the world where you were standing when you decided to enter WvW).
The Airship Pass/Royal Terrace argument always seems to omit the actual reason people used WvW crafting.
Yes holding up a WvW player position for perhaps a long duration of time while you craft is really a “convenient” thing to do (sarcasm).
You should be going into WvW ready to go (food, gear, traits, skills, etc.) not going into WvW unprepared and thinking “okay I think I will go ahead and craft here for an hour and hold up a players spot in the map because I am a special snowflake.”
I’m explaining the why, not offering a value judgment.
Actually you were arguing in favor of convenience which is why I replied in the first place.
I suggest you reread what I said. I made no arguments for anything. I was stating the “why” with regard to why people use it.
Wont happen as it will affect gem sales.
Anet have the airship pass in the gem store, which has all the crafting stations in one place. SO they’ll wait to see if people buy those.
Yes they werent selling due to people able to just port to WvW, but now if there is a demand for such an area, and such an area currently exists but require buying a pass, well then they’ll expect people to buy gems for that pass.
Use of the airship pass causes you to LOSE YOUR PLACE in the world. Ergo, it is not a replacement for the convenience that has been lost.
(If you went into WvW and then left it, you returned to the exact place in the world where you were standing when you decided to enter WvW).
The Airship Pass/Royal Terrace argument always seems to omit the actual reason people used WvW crafting.
Yes holding up a WvW player position for perhaps a long duration of time while you craft is really a “convenient” thing to do (sarcasm).
You should be going into WvW ready to go (food, gear, traits, skills, etc.) not going into WvW unprepared and thinking “okay I think I will go ahead and craft here for an hour and hold up a players spot in the map because I am a special snowflake.”
I’m explaining the why, not offering a value judgment.
Wont happen as it will affect gem sales.
Anet have the airship pass in the gem store, which has all the crafting stations in one place. SO they’ll wait to see if people buy those.
Yes they werent selling due to people able to just port to WvW, but now if there is a demand for such an area, and such an area currently exists but require buying a pass, well then they’ll expect people to buy gems for that pass.
Use of the airship pass causes you to LOSE YOUR PLACE in the world. Ergo, it is not a replacement for the convenience that has been lost.
(If you went into WvW and then left it, you returned to the exact place in the world where you were standing when you decided to enter WvW).
The Airship Pass/Royal Terrace argument always seems to omit the actual reason people used WvW crafting.
You guys mean to tell me all gem shop gathering tools are supposed to work on all characters simultaneously without having to juggle the tool between characters?
No. You only get one per purchase. You have to juggle them around no matter what (or put them in shared inventory slots).
That’s why I was comparing it to the new items like the cosmic mining tool, which becomes your standard mining item for all characters at once, not just one at a time.
I don’t think that is the case. I don’t have the Cosmic, but I was under the impression that it was a single item that needs to be equipped to be used, so even though all your characters can use it only one can use it at a time.
anet removing good things
will this help the game??
This will help WvW but will hurt all the PvE players who used WvW for quick crafting so we could return to PvE in the same place we left it.
I love how in every thread asking for help/advice on how to get ascended gear there is at least 1 person who says
“High level fractals have a good drop rate for ascended gear”
Thanks? If you don’t have ascended gear though then you can’t survive in these high level fractals…..
Low level fractals still drop ascended gear.
Ascended Trinkets, Amulet, and Rings will give you enough AR to get you into a high enough fractal range to see some decent weapon/armor drops.
The people who complain about the Upgrade Extractor being “not worth it” are always people who use the gold>gems exchange.
If you are using cash to buy gems, the Upgrade Extractor costs no gold and is much cheaper than buying all new runes.
There are definitely people who do this, otherwise the item would have been removed/updated by now.
I definitely agree that account-bound runes/sigils are bad game design and that these should wind up on the TP, however they fixed them to map currencies as a way to artificially increase the life-span of the expansion maps to keep them populated and create the impression that they were worth $50 for an expansion.
To avoid losing revenue, the cost of such an item would likely be around 50,000 gems.
Leather and Cloth both have SUBSTANTIALLY higher Ambient Supply Rates than Wood and Ore do, which means that all players are generating Leather and Cloth at all times, regardless of if they need or want to while Wood and Ore are typically only produced when people intentionally go node farming.
Because it seems you didn’t know that, salvaging drops gives you ore and wood as well. Wood is likely the lowest of all 4, but ore is generated at a similar rate to cloth and leather. And it can be harvested.
I did know that and didn’t say anything that would suggest otherwise. Wood and Ore have a lower ambient supply rate which is almost exclusively provided via salvage, whereas cloth and leather have multiple sources of ambient supply with bags being the largest source.
While I do like the idea of having the hairstyle tied into the wardrobe system (so that the styles are purchased from the gem shop and the transmutation stones are used to apply them), I think at this point it wouldn’t work since they would have to restrict access to the existing styles as they have made so many already available that they likely would not be able to add enough new ones to justify the lost revenue on the kits.
Leather is actually the first or second most common drop from bags (depending on the bag).
Bag farming has never been more profitable. Head to Orr and get killin’
Ambient Supply Rate refers to the amount of material that is generated by players who are simply playing the game (i.e. salvage, bags, mob drops, map rewards, etc.).
Leather and Cloth both have SUBSTANTIALLY higher Ambient Supply Rates than Wood and Ore do, which means that all players are generating Leather and Cloth at all times, regardless of if they need or want to while Wood and Ore are typically only produced when people intentionally go node farming.
It is because the materials are supplied differently that they are also refined differently.
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
Inflation isn’t caused solely by new currency being created. .
Actually, increase in currency is most often a major factor in inflation. Granted not the sole one, but between more gold through dailies (which is a direct increase in liquid gold generated) and gold redistribution through the trading post (which is mostly what AB farmers do) the dailies definately have a bigger effect.
My opinion is that the AB farm, and other things of the same nature, are having more of an impact than the 2G from the daily. While 2G may seem like a lot across the entire playerbase, it’s nothing to an account. A single instance of AB farming greatly outweighs this on an individual account level.
A single instance of AB farm generates such a huge quantity in traded commodities that the trading fees alone on the TP easily create a negative gold balance for the general economy.
And as I said in a subsequent post, inflation is not caused just by changes in the money supply. You could have inflation caused by an increase in the velocity of the circulation of the currency with the money supply at a constant for example.
True, but between both those examples, it is highly unlikely that the AB farm has that big of an negative effect (if at all) on current inflation.
On the contrary, the AB farm produces:
- ressources
- gold drain via trading feesTo argue it might have a big increasing effect on current inflation is stretching it, even if circulation and accumulation might factor in.
It would have more of an impact than the 2G from the daily. I’m not suggesting that it is the only cause.
I doubt that but you are entitled to your opinion.
Think of it this way: if half the active player base have 30 accounts, they can make 2K gold every 28 days from the login rewards. No gold is actually created in the system, only shifted between players. What impact do you think those players would have on the price level for various items?
I might as well point out that the reality of half the player base having 30 accounts is not the point.
We weren’t talking about login rewards, but daily gold reward which is straight up 2g.
How big a percentage of the playerbase is actively does AB farming?
How many players do dailies?
Which are the direct effects on the gold supply of both activities before checking for possible secondary effects?
What is the effect of both activities on supply of ressources?Yes, the AB farm is a great ressource generator and thus allows a minor fraction of the playersbase to acumulate big amounts of gold. Still in the big picture, it’s insignificant from a negative inflation perspective, especially compared to direct gold rewards added with dailies, increased gold via fractals, increased gold from dungeons (again).
Login rewards was also not the point… It was simply being used as an example of players generating incoming which does not involve changing the money supply.
Look at how much you make from the dailies. Do you honestly believe that a player will make enough from the dailies to cover the cost, or a significant portion of the cost, for exchanging gold to gems to purchase a given item? You make 60G a month from dailies which is a drop in the bucket compared to various farms such as AB.
Login rewards do change the money supply since anything you get via login rewards needs to go through the TP to generate gold.
In order to look for sources of inlfation I’d rather look at the big picture isntead of focusing on a minority of players who are better off thanks to a farm. The GW2 market is to big for such a small amount of players having an impact. Now having hundreds of thousands of players competing for something on th market with 2g more in their pocket…
The TP does not generate gold. Generating gold is gold that is newly added to the game.
Also, the 60G you get a month only translates to about 184 gems at the current rate. How many items cost that low? Players are using cobsiderably much more gold obtains from other sources which are primarily farms that don’t generate gold.
I did not intend to imply that it was likely that every player is converting their 2G/day into gems. What I meant was this:
If you have 2G/day times 1 million players, that’s 2,000,000G/day.
That 2,000,000G/day is then changing hands on the TP (since the players have more gold to trade for items, they WILL trade more gold for items) and THEN once it collects in a large enough sum in the hands of a smaller subset of players, traded in for gems.
The influx of gold is coalescing in the accounts of players who are using the TP more effectively, and once they gather enough they convert it into gems which drives up the exchange.
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The AB farm is probably playing a larger role in this than the 2G as it provides players with more access to gold. Not saying that only just one is contributing as there’s multiple factors going on.
The AB farm allows a minority of players who are participating to accumulate gold, but it doesn’t generate much new gold.
The new gold entering the game (via the 2G daily and dungeon gold achieve) is enabling those AB farmers to accumulate gold at a faster rate because all players now have more gold to spend on the things the AB farmers are listing for sale. This may enable them to do more gold to gem conversions, but it also allows all players to do gold to gem conversions too since all players now have more gold on hand.
The exchange is definitely being impacted by the massive influx of raw gold that came about with the daily gold addition and the repeatable dungeon gold rewards.
Lots of extra currency hitting EVERY player’s account means that every player has more gold to spend on gems. With more gold available to be spent on gems, the supply of gems goes down which makes each additional gem more expensive.
The fact that they are also keeping a constant supply of new items in the Gem Store means that demand is also high.
The drop rate is stupid. If the OP harvested over 500 corals, they should have gotten the required amount. The very idea that a player needs to have multiple characters parked or ready to harvest a single item is pathetic. I am not one of them, but there are people in game who like to play on just one character. Forcing them to create alts is just more typical Anet “content extension” and gem store sales psychology.
No one forced them to use alts. They OPTED to use alts in order to speed up a process that is INTENDED to be long.
You have the option to pay for convenience. No one is forcing you to do it.
Keep making excuses for them. You have no proof that this specific item was intended to be some convoluted stupidly long process. Stop making things up.
You actually think they intended precursor crafting to be fast?
My biggest fear has already been announced… that they are doing another expansion instead of returning to the free content model that existed before HoT.
Expansions are antiques of a bygone era. Let’s allow them to die peacefully rather than continue to march their stinking corpse out to make a quick buck off of the players who refuse to allow progress.
The drop rate is stupid. If the OP harvested over 500 corals, they should have gotten the required amount. The very idea that a player needs to have multiple characters parked or ready to harvest a single item is pathetic. I am not one of them, but there are people in game who like to play on just one character. Forcing them to create alts is just more typical Anet “content extension” and gem store sales psychology.
No one forced them to use alts. They OPTED to use alts in order to speed up a process that is INTENDED to be long.
You have the option to pay for convenience. No one is forcing you to do it.
Confusion and Torment are primarily for PvP/WvW as they force other players to make decisions about how to play against you. They are used to control behavior moreso than to damage players.
In PvE, those conditions aren’t as useful because mobs don’t change their behavior based on whether the condition is present or not.
Any item of rare or higher quality will ask you if you want to delete.
For items in collections, right click them to ensure that you have been given credit. If so, you are safe to delete them.
Some items are needed as part of crafting recipes. Do not delete these items (use the Wiki to make sure).
I’m nearly at the point where I am considering turning cash into gold via the Gem Exchange.
Unless you are in charge of running some aspect of the raid, being mute won’t be a hindrance when using voice chat. You are mostly there to hear, not to speak. You typically want as few people talking as possible.
Once everyone actually knows the fight, you don’t really even need to use voice chat.
Everything sells like hotcakes in the gem store, why would the devs put effort into a complex keyring when they can just sell a hat or a dagger for many times the return on the investment..
Also it shouldn’t be a gem shop item, it’s such a huge QoL issue it should be in-game for everyone.
I’d argue that unlimited mining tools are even bigger QoL items and they aren’t in-game for everyone.
It is possible to target Silver Doubloons for farming, but people don’t like doing it because it is boring which is why the price is so high.
You can:
1. Open Jumping Puzzle Chests on appropriately leveled characters.
2. Kill Dredge in Lornar’s Pass and open their mining bags.
3. Throw upgrades (pebbles, etc.) into the Mystic Forge.
4. Do events on the maps that are giving them out as a Map Reward.
The drop rate is fine if you do these things.
I’d prefer something that evokes Destiny’s Edge. Like “Destiny’s Vision” (since, after all, we are actually fulfilling the vision of Destiny’s Edge).
https://www.guildwars2.com/en/news/choose-a-name-for-tyrias-heroes/
Also this — they are polling us for a choice of name. I was torn between two of them but did vote on one.
I was hoping that “Commander’s Tag Alongs” would be an option…
I think camps should probably lose RI, but everything else should have it extended to 15-20 minutes. Losing a tower/keep should be heavily punished as an incentive for people to actually defend them to the death.
If they do add anything to Runes/Sigils, I’d prefer it be a Mystic Forge recipe converting a full stack of any given rune/sigil (plus some other expensive things) into an account wide unlimited unlock for that rune/sigil.
I’d also like to see runes/sigils made salvageable for fine and rare materials.
As a Black Lion Company Stakeholder (which is what the subscription would have to be called), I’d expect the following:
1. Unlimited Transmutations
2. Unlimited Name Changes (with cooldown, if appropriate)
3. Unlimited Makeovers
4. Monthly Bundle of Black Lion Keys
5. 10% discount on gem purchases
That said, subscriptions do not belong here.
For Sylvari, I definitely feel an overwhelming desire to only use cultural armor as the other skins just don’t fit well.
Of course, that could also be related to the trench coat fetish ArenaNet’s medium armor people clearly have…
On the flip side, you are now able to use real money for dirt cheap gold, so the rate is also “really low” depending on what side of the equation interests you.
They do bans in waves. Expect to see those bots for a while.