But unless we do run out at some point, or someone from Anet confirms how it works there’s no way for me to test that theory.
It’s already been confirmed on many occasions when John Smith explained the system. It’s just that the numbers involved are very, very large. It’s not like there’s just 10,000 gems available, or even a million. Long before the exchange “runs out” of gems, the exchange rate will flip to the point where it’s pretty much useless to exchange currency for gems because it will cost like 5g per gem or something.
Looking at the exchange right now, 1 gem is 65.4 silver, so the exchange rate is already way more unfavorable than at launch or conversion in this direction. But on the other hand, it has become much more valuable to players with money to spend who buy gems or gem cards and exchange them for gold – $20 worth of gems (1600) is currently worth 286 gold.
Most precursors available on the TP would cost $60 or less, except Spark, Zap, Dusk and the Legend. Considering there are players who have spent thousands on a single piece of gear in other games, Legendaries for $120 or less is not a huge deal.
So while there are still more gems being taken out of the exchange than put in, as time goes on I think those numbers are shifting. The information that is hidden from players is the exact number of gems and gold in the exchange. Compared to launch, there may be 20% of the gems left, or it might be 200% more…
(edited by tolunart.2095)
Dear devs, paper is out of control, must nerf.
Sincerely, rock
Yep. There is no kittening scissor.
There’s offensive builds (zerker), defensive builds (bunker) and DOT builds (condi). From what I’ve read, each build is good against one and not so good against the other. You seem to be asking for Rock (bunker) to be able to shake off damage from both zerker bursts and condi DOTs. It may not be the best possible system, but they’ve set it up this way on purpose.
Dear devs, paper is out of control, must nerf.
Sincerely, rock
So the market will anticipate changes prior to a patch and then reset its expectations after. In business news, it’s often referred to as “market correction,” although I think that’s misleading.
It sounds better than the informal term, “Oh kitten! Do you know how much money I just lost?”
Oh snap, I’d forgotten about that. You can tell how long it’s been since I last started a new character to take advantage of story keys.
Then keep in mind they changed the rewards a bit, you only get one key per week for the level 10 story, so don’t try this with more than one character per week. I think the higher level stories are not limited this way.
And yet, magically, newer players are not drowning in tomes like older players are. Not every package has to cater exclusively to veteran players, most of whom already have extra character slots in the first place. This one was clearly aimed at newer players
I’ve been around since the beginning and don’t have any tomes. I stopped playing for a while, since I’ve come back I’ve used up my level 30 scrolls and tomes on alts and could still use more.
I believe the forums represent a minority among players, those who are most deeply invested in the game and tend to run through content more quickly than the average player. But your own experiences are nowhere near that of the average player, what you do in a month many players take a year or more to achieve.
Not even a newer player here and I snagged the bundle as I’m not drowning in tomes quite yet. Next time I make a character it’ll be tomes to Lv 10, personal story for the key, scroll to 30, 10 tomes for the next personal story step level for a key. By the time I’m done with the 20-40 story, should be around Lv 60 and ready for the next story key, then tomes to finish off to 80 if needs be.
Just need to decide what I’m making next >.<
You start with the level 10 story no matter what, so just use the scroll immediately and start at level 30. Continue with the level 20, 30 chapters and use tomes for a few levels to 40 or 50, then it shouldn’t be hard to finish the remaining chapters, you’ll still have plenty of tomes.
I just don’t think that is going to happen because I believe that ANet thinks things ain’t broke, so they don’t need fixin’.
The target market for these things doesn’t care about these issues, just like most Powerball ticket buyers don’t say “I hope I get the $100 prize for matching four out of five numbers because I probably won’t win the jackpot so at least I’ll get back more than I spent.”
If you think like that you’re going to put the money into an interest-bearing savings account or CDs or something, not lottery tickets.
And they do tweak the lottery boxes occasionally – it’s good for marketing but as those who complain about Magic Find know, a 200% increase to a 1-in-a-million chance is still only 3 in 1,000,000. If you pay real money for the keys it’s to chase the dream of a valuable item like a permanent makeover kit or whatever, not to get $1.25 worth of items for every $1.00 you spend.
Doesn’t it feel unfair …?
It’s an issue of “good for the group” is better than “good for the individual.”
Frankly, I think it’s sad that such an amazing game is completely without a competitive element in PVE. Imagine how popular GW2 could be if it had a worldoflogs.com equivalent. .
No mob tagging – everyone who gets enough hits on an enemy gets XP and possibly loot, whether a boss or trash mob.
No loot rolls – everyone gets their own loot, no running through the same content for a dozen attempts just to see the uberweapon you were hoping for go to someone else.
No competition for gathering/harvesting – every player can mine the same ore node, etc. you don’t have issues where you fight your way to a node just to see someone rush by you and take it while you’re in combat.
Level scaling – max-level players can’t run through beginner zones one-shotting everything before lowbies get a chance to participate.
GW2 is pro-cooperation and anti-competition in PvE. If you want to compete with other players go to WvW or PvP instead. Even “fashion wars” is subjective, I don’t care how many Legendary weapons you can flash. It’s great that those of us who don’t measure our own enjoyment against others’ performance have a game to play. Almost every other MMO has what you’re looking for, GW2 doesn’t need it.
(edited by tolunart.2095)
Trying to join my squad gives me the “World is full” error.
That’s probably why you were put on a new map, the one you were on is full. There isn’t really any way to fix this. When you are no longer participating in the map, your space is open to the next person coming in. “Holding” your spot opens up the game to griefers – join a map, log out (or die), and walk away, no one can take your spot for X minutes. If a dozen or two players do this at once it can severely affect the players who remain on the map.
It’s an issue of “good for the group” is better than “good for the individual.”
that’s exactly the problem. I’m not saying that there can’t be good looking female characters in game, but there NEEDS to be diversity, we should be able to make a sexy female norn and a tough mean one, we should be able to make a sexy male norn with more regular proportions and also be able to make a hulkling beast.
But giving only sexy options to females and hulk options to males is limiting, for everyone.
Absolutely, but in the end it comes down to money. The company behind the game has limited resources and allocates those resources in ways that management believes will bring the greatest benefit. Ultimately that means options that sell more copies of the game or more gems for the cash shop prevail over those that would be nice but don’t appeal to as many paying customers. This is why charr/asura clipping issues will never be fully addressed, because it annoys a lot of people, but very few will quit the game over it. The cost of fixing hundreds of armor models outweighs the loss of revenue from those who quit over it.
Likewise the norn models. The women are supermodels because that’s what sells games to kitteny teenagers, when it comes to the males the designers were probably given instructions along the lines of “take the male human model and make it taller and wider… ok, that’s good enough.”
again, if they are not just tall humans why do norn women look basically like tall women? They are just a tiny bit bulkier, but they have none of the weird male norn proportions (really short legs, huge arms, tiny head, huge flabby chest)
Because fantasy games are still marketed primarily to hetero teenage males, who will lose their kittens if the women don’t look good in the chainmail bikinis. Charr and asura females don’t look human enough so they can get away with it. But female norn and silvari need to look supermodelly.
When you accept the fact that the only sure-fire way to get anything substantial in-game is via collection rewards, map rewards, and what you can buy off the TP with gold, you’ll be alot better off, and less stressed about trying to figure it out.
I naturally do every champion event, expecting 2 blues and 1 green, that converts into a tiny bit of luck, and an elder wood log, or chunk of mythril ore. I find that 99% of the time, i’m rarely disappointed, and therefore are never unhappy with the rewards, with or without magic find.
It’s a side effect of the shared trading post. In a game world where each server is self-contained, they can somewhat control the economy by limiting the ability to transfer between servers – by charging a real-money fee, for example, and/or limiting the number of times someone can transfer. So items that are plentiful on one server may be in short supply (and thus more expensive) on another. Players then need to decide whether the stock they have to sell is potentially worth the expense of using their limited ability to transfer to a higher-demand server.
But here, instead of transferring to sell your items, they are all thrown onto the same pile regardless of where the items originated. Say you are crafting and doing events to stockpile rares/exotics to sell on the TP. Instead of competing with a few hundred other players on your server doing the same thing, you are competing with tens of thousands across the entire region.
This means that supply/demand is the same for every player who shares the same TP, which has both positive and negative effects. It reduces shortages but makes it harder to make huge profits by “flipping” items from one server’s TP to another. It’s also the reason why rares and exotics are much more plentiful than the devs originally intended – if you can’t use an item, it’s easy to put it on the TP and sell it to someone else who can.
So, unless they rewrite the entire TP system to separate the servers into self-contained markets, even a small increase in gold production or loot drops will be compounded many times over as a result of X servers’ worth of players all dumping their stuff onto one TP.
Yes, it is what happened, but i wasn’t in the squad, why do the wording said “kicked” in the first place? The meaning of the message is totally off.
The game is programmed to say it. Not long ago some random player invited me to a group. I declined, and a moment later he re-invited me then immediately dis-invited me. The text showed as being “kicked” from the group even though I wasn’t ever in the group. It’s just how the game is programmed.
Like the poster above said, it doesn’t mean anything.
Not entirely right, or true, tolunart. Ectos are a RARE salvage result of rares and exotics, not the only result. You’re going to still get basic salvage results no matter what.
There are MF-independent ways to influence the rate of ectos (such as which salvage kit you use), I’m talking about long-term results of hundreds of thousands of players salvaging over a period of years. An increase in the number of rares dropping will increase the supply of ectos which will lower the price. I don’t believe that the mithril etc. that also drops from those salvages will make up for the loss of other mats that would be in demand from a resulting increase in ascended crafting.
That’s just my opinion, however, speculating on what JS would say about such a scenario.
(edited by tolunart.2095)
If something have a 0.00000001 chance of droping you wont see much dif with your 0.00000004 or 5
now lets all take a guess as to why all containers aren’t effected by magic find. does anyone have a logical answer?
MF is account bound, so over time the amount of MF being applied to drops naturally increases. On an individual basis, 100% (double the original chance) or 300% (quadruple) doesn’t mean much, but over the entire player base this can cause a significant increase in higher quality drops and a lower frequency of the whites/blues that they replace. More rares/exotics game-wide means more ectos salvaged and less lower-quality gear means less basic mats. It also means more precursors generated and a higher demand for mats to make ascended and legendary items.
So while the effect isn’t immediate, looking forward several years into the life of the game, the price of ectos could crash while the cost of basic mats could rise out of control. So MF doesn’t affect most loot bags/chests to even out the supply of lower quality items vs. better loot dropping from mobs.
(edited by tolunart.2095)
All someone proved was there RNG was better than someone elses,
I capped that MF out a few months after it was introduced, and if it made as much of a difference as your trying to make out, I would be worth a fortune in game, fact is it doesn’t make a difference, whether im farming SW, CS, FGS, fractals/dungeons, the game rewards drops based 100% on RNG if your account rolls a good RNG roll you win, if it doesn’t you get nothing, having 300%+ MF has NOT IMPROVED my drops at all, I get no more rares, exoctis ( fat chance ) or T6 mats than my friends with 100% MF.
https://yourlogicalfallacyis.com/anecdotal
It’s often much easier for people to believe someone’s testimony as opposed to understanding complex data and variation across a continuum. Quantitative scientific measures are almost always more accurate than personal perceptions and experiences, but our inclination is to believe that which is tangible to us, and/or the word of someone we trust over a more ‘abstract’ statistical reality.
Clearly guild wars 2 is not rigged ppl find drops all the Tim, but I don’t you understood ky comment because some games are rigged from the start.
I can’t comment about these “other” games, but rigged online games would be fairly easy to spot because there actually are players who track their drops and can average their results over months or years. The people who made/control the game can go further and study anything from a specific player to every drop in the game to check whether drops are happening correctly.
Google “logical fallacy”
Most such arguments are made using such fallacies, such as the Gambler’s Fallacy:
https://yourlogicalfallacyis.com/the-gamblers-fallacy
Though the overall odds of a ‘big run’ happening may be low, each spin of the wheel is itself entirely independent from the last. So whilst there may be a very small chance that heads will come up 20 times in a row if you flip a coin, the chances of heads coming up on each individual flip remain 50/50, and aren’t influenced by what happened before.
LOL at all the people saying bs on the op playing for 12 years, I’m pretty sure he meant guild wars-guild wars 2 which would be 12 years total since the first game was released.
Ya because the loot in gw2 is similar to gw1. Clearly you haven’t played gw1.
The gist of the message that I got was “I liked loot drops better in GW than what I’ve been getting lately in GW2.” They are different games, so not sure why it’s relevant, but it is what it is.
Not useful in the slightest.
RNG is RNG and no amount of MF will change players having no good RNG.
I don’t get why so many people always say this in every game its annoying, we know its RNG we don’t need your professional opinion saying RNG is RNG lol, anyways it differs from game to game if isnt as simple as RNG, anyways guild wars 2 RNG seems to be decent compared to other games anyhow.
Because of the tinfoil hat wearers who insist on acting as though random chance is not random. I know that computer algorithms are not “technically” true random events but it is functionally random because there is no way to, for example, memorize the pattern and predict what series of actions in the game will guarantee a precursor drop. But players keep posting complaints that state or imply that they “deserve” this after X hours of play or Y Mystic Forge attempts or whatever.
Random events and rewards are random, and while there are activities that can improve your chances of a favorable result, sooner or later everyone is going to hit a bit of extreme luck, either good or bad. Complaining about it may be cathartic, but insisting that the game is rigged is foolish and pointless without solid data to back up your claims.
Engi can switch to flame thrower instantly for short-range destructive ability.
It’s no secret that many players of Buy/Free to Play games can end up spending more in the cash shop than they would on a monthly subscription. It offsets the loss of revenue from those who rarely or never spend more than they have to (such as the initial purchase of the game) and if done right, it can be more profitable than requiring a monthly/quarterly/annual subscription fee.
Well, OP also says his family is dwindling, but I’m sure he meant his family’s interest. I’ll have to agree with meaning the Guild Wars franchise.
English is not everyone’s native language, and sometimes even native speakers write vague or grammatically incorrect phrases. I took it to mean the OP played the series of various GW games as well.
The house always wins.
The expansion (and subsequent drought) can be placed quite firmly on the community’s shoulders, imo. Even with the changes to LS2, there was still a huge outcry for an “actual” expansion. The fact that we ended up with a content drought during that time period should not have been as much of a surprise as it was.
HoT is what would have been LS3, instead of releasing it one chunk at a time they held everything back and packaged it as an expansion. That they couldn’t do both at once is not a surprise to anyone. It’s a rule of thumb that 80% of the problems come from 20% of your customers, this is what happens when you try to satisfy those who are never satisfied.
As each LS chapter is released, if you log in during the time that chapter is active it can be added to your “Story Journal” or whatever, and you can revisit that content later. This is the free part.
After that chapter ends its active period, you can buy it from the Gem Store if you didn’t log in and save it.
Season 2 is long gone and if you didn’t log in and save the chapters when they were available, you have to buy them. HoT does not include them.
As I’ve said in other threads though, it isn’t just a matter of balancing sales and profit-per-sale. They also need to encourage customer loyalty and, by extension, word-of-mouth sales. I don’t see the gem store doing that very well.
You can get an idea of the financial big picture by looking at NCSoft’s quarterly reports, which are usually posted here by someone. I haven’t kept an eye on them but from what I remember the game is financially very healthy.
The threads about people being banned for 3rd party software ‘when they haven’t used them’ could be people lying.
If someone is willing to use a cheat program then they won’t think twice about lying about it. There’s nothing to lose when you’re already banned, what will Anet do, superban you?
If you look through the “3 days” threads back when they responded with ticket #s and results, some of the appeals were denied because yes, Anet really does know that the player appealing his ban cheated/bought gold from a RMT site/used a stolen account.
(edited by tolunart.2095)
Yes you are right. I know the necessity of the situation. What about gaining the event medal at least? Ok maybe I can’t find the treasure chest but at least I can get the event chests and a gold medal. Shouldn’t be out of balance becasue I sometimes happen to be participated in an event and gain a medal out of nowhere. But can’t get the real one even its technically the same map.
Again, the server can’t tell if you accidentally disconnected or logged out. So this creates a situation where you can get some/all of the rewards for an event for doing nothing. So how many people are going to stick around for the whole event vs. logging out halfway through and still getting rewarded for their non-efforts anyway…
Yes, it’s a whole litter of kittens when you get disconnected and lose an opportunity for XP and loot. But it’s a rare thing when that happens – and if it’s not, that’s between you and your ISP, not a problem for Arenanet to solve.
(edited by tolunart.2095)
This is most likely due to a technological limitation – the server can’t tell an intentional disconnect from an accidental one. Once you go offline, your spot on the map is open to the next person who enters the zone. If you come back later and that map is full, you can’t get in and go to another map instead.
If that space in that particular map is “saved” then if several people disconnect – accidentally or intentionally – no one can replace them and the entire group could fail because they are now missing players. Groups could intentionally grief the events by logging out en-masse so the remaining players cannot kill the boss. If there is a time limit on saving this space, you’ll still have the same problem if you cannot reconnect very quickly.
It’s frustrating when this happens, but the hundreds of players still connected/trying to get into the event outweigh the desires of a few players who disconnect during the event.
The water was like, really cold.
I could “add” a lot of stuff, the idea is that is stupid.
Anet added auto loot and pet auto attack.
Being told you are doing something wrong when you are doing absolutely nothing the game itself does not allow, is STUPID.
If Anet thinks this is “bad behavior”, they should remove auto loot or pet auto attack.
AFK while you take five minutes to use the bathroom: not an exploit.
AFK while you go to work/school for 8-10 hours: exploit.
It’s not hard to figure out.
The question they should ask themselves, is why do something in a game that you do not enjoy?
That’s the big question I ask myself often. My wife and I used to spend hours every night doing the “champ train” in Queensdale. When I realized that – and dailies – was the only thing I was doing, I quit playing the game for a while and went back to other games and tried some new ones.
I don’t think people are saying what you do doesn’t work, so no reason to take offense to that.
From the post I responded to:
" If you want to use pvt gear well than thats fine and dandy – A dead body does no dps regardless of what armor they are wearing."
I’m not offended though, I learned a long time ago to ignore those kinds of kittens and their mewlings.
Option 1, you feel like you must farm something over and over all or fall behind the power curve/ be disadvantaged , e.g wow etc. If you feel like you MUST do a thing and you dont enjoy it then thats a grind.
Option 2, you do not fall behind any form of curve if you dont farm a thing, incentive is therefore personal desire. You therefore choose to farm for things that you like, this is not a grind, its a long term goal. I.e GW2 skins
The main problem is that many players have been trained by sub-based games (like WoW) to view all MMOs as Option 1. Therefore they consider Ascended/Legendary/Culture Tier 3/whatever is rarest or most expensive to be mandatory whether it’s needed or not. Then complain that they are “forced” to get these things, when in fact the only person forcing that player is himself. Because this attitude is basic to their concept of MMOs, they are blind to the contradiction and unable to separate their compulsions from the game design.
For additional irony, once these goals are obtained in GW2, there is no gear reset or additional tier coming to begin the process over again (at least before raids/Legendary armor gave them a new long-term goal). So these players tend to quit the game soon after because they are bored without anything to work for.
(edited by tolunart.2095)
Zerk is the be all and end all of the game – thats the end result of removing specific roles and allowing player stacking with the down state system. If you want to use pvt gear well than thats fine and dandy – A dead body does no dps regardless of what armor they are wearing.
Lets be real here – with the amount of blinds, evade, blocks, stuns ( from not only your own skills but the players around you) and lastly dodges to minimize incoming…….but your focus still is on vitality and armor to survive – most likely you are not avoiding the mechanics. The orange colored floor is not a bonus point mechanic.
I’m old and I play the game to have fun, not practice training muscle memory to press the dodge key. What I do works just fine, thanx.
The shatterer is secretly a Mesmer. You’re seeing its clones, the real one is stealthed.
Why do armor classes exist in this game again?
Fantasy games have embraced the Dungeons & Dragons mentality for so long – mages wear cloth robes, thieves wear flexible leather, warriors wear sheets of hammered metal – that games without it are the exception, not the rule.
Funny how it’s now you coming out with numbers which I will not comment more on. You are ignoring anything that I am saying about my experiences from playing the game with both zerk or other gear. You are also throwing out stuff totally unrelated to this entire topic. Not only that but this all started from my 1 comment which went as such:
General statements are not numbers. I’m looking at the big picture, while you are projecting your personal bias on the entire playerbase – statements like saying that anything “less” than zerk gear is too slow and boring. I’ve never used it and while the game isn’t perfect, I’ve never found combat boring outside of the world boss events where I used to semi-afk while 100 or so toons chipped away at the boss’s hp total for 45 seconds.
It doesn’t matter anyway. Zerk is not the be-all and end-all of the game, and the devs don’t tune around it, they tune around the idea that nearly every build is some flavor of dps because they built the game to work without tanks and healers. It’s the Trinity that is the artificial concept, they didn’t have that sort of thing in tabletop RPGs which these games are heavily based on.
Players ask in game for info all the time as well as the ideal builds to go and gear. I see it all the time and you can geuess what is pretty much answered all the time. Not only that they also see other players killing faster than them if they are in anything besides the fast killing gear and will straight out ask them how they are killing faster. People are not totally blind or stupid as you may be trying to make out they are.
.
You’re continuing to make assumptions. Casual isn’t stupid, it just means that they have different goals than you do. Hardcore players like to challenge themselves and test the limits of themselves and the game. Not every player does this, some people just log in to chat with their friends or to have fun and play the game while they have a little spare time. Researching the BiS equipment, let alone grinding until their fingers fall off to get it, doesn’t appeal to everyone. There’s nothing wrong with this, there are thousands of small details built into the game for players to discover, most of them have nothing to do with killing monsters or collecting loot.
On the forums there are a couple dozen regulars, perhaps a hundred or so who post once in a while, a few thousand who lurk and read the posts but don’t comment. We tend to forget that while this seems like a large number, it’s only a few % of the total number of people playing the game. The average player has never even visited the forums, many of them don’t even know it exists.
Back when he posted in the BLTC forum, John Smith occasionally offered a glimpse at the size of the active player base by posting how many items passed through the trading post during a short period of time. While you think in terms of dozens or hundreds of items, the reality is that 100x to 1000x the number of transactions happens compared to what we imagine. A while back someone spoke about manipulating the precursor market and he mentioned that approximately one Dusk was sold every hour on average. Think about how many hours this game has been around, even if the rate fluctuates over time, thousands upon thousands of Dusks have been spawned, transformed, bought and sold, packed away in the bank against future use, etc.
And still, Legendaries are a concern to only a small part of the player base, and buying/selling them through the TP is a thing for an even smaller part of those players. The vast majority of players don’t care about Dusk at all.
Also since Anet has the data and can see and has seen for some time now that almost everyone ( I would assume less than 5-10% who don’t, including myself for the most part of my time here on 7 out of 11-ish chars) does run zerk and even now zerk type cond builds ……
Go ahead and assume but again, it’s more like the other way around. Most players don’t read the forums and don’t even know what the different gear prefixes mean. Mostly they probably gear in level/story rewards unless they get something as a drop that looks cooler.
There are millions of GW2 accounts, and a few hundred thousand of them are active accounts. Most log in for a few hours a month. Hardcore players are a lot less common than most forum warriors believe. The average player does not know, or care, about these kinds of things.
I think part of the problem is Anet balances the game around zerk gear. Or at least I think they do maybe? Look at the hp pools of even just trash mobs. It can take a while to kill them in PVT gear for example depending on the class I would have to add. Or perhaps those HP pools are so large because they expect more than 1 person to attack and kill a creature.
You’ve got it reversed. The bosses that spawned at the end of an event chain (or were the event chain, back when Boar/Troll/Bandit/etc. was a thing) were zerg-rushed by dozens of toons with power/crit buffed to the sky. There is (was?) a limit to how much damage conditions could do, so if too many toons relied on burning, poison, bleeding and so on to do their damage they barely scratched the boss before he went down faster than… er, well very very fast.
So in order to get a few shots in and get credit for the kill, and the loot, you had to get there fast and do a lot of damage fast. So zerk gear was pretty much the only way to go. And because the bosses died in like ten seconds or so, Anet buffed them by adding more and more hp so someone besides the first dozen toons to arrive could get some loot.
Players set the meta, not devs. They can try, like making ranged skill do much less damage than melee or making bosses immune to damage until they are burned, poisoned or whatever. But players will always seek out the path or least resistance. Min/maxers blaze the trail by finding and committing to the most effective builds, and many players follow their leads.
Not all though. I tend towards carrion and soldier gear, but I mostly play solo or with my wife so I don’t feel any pressure to conform to others’ standards.
This thread should have been 2012.
I’ve seen so many Twilight/Dawn and Dreamer carriers running around that they have become more annoying than impressive. Other Legendaries are less common but I’ve seen a lot of Bifrost lately too. There are lots of cool exotics you can create for less than 50g of materials, and several more that only require one Gift instead of map completion/hours of WvW/dozens of expensive mats etc. and no precursor. Create one that you like and craft an Ascended to apply the skin to and you have something as strong as a Legendary but not nearly as hard to acquire – and less annoying to your fellow players too.
I actually think the defend events should be more rewarding (And perhaps harder too to compensate) than the capture ones. What kind of hero says “Oh, you need defending? You’re on your own, mate. I’ll wait until your dead so I can get better loot!”?
This is one of the biggest design failures of the game – rewarding failure. There are min/max players who would kill the Queen themselves if it gave them a single copper more than saving her. Failure of a dynamic event should be something every player wants to avoid at all costs. If there must be some kind of reward given, the “consolation prize” should be much lower than the reward for a success, so that no one looks forward to getting 30% of a reward for a job poorly done. If there are follow up-events, the reward for the entire chain from failure to redemption should be 75% to 90% of the success reward, to give them something to make the effort worthwhile but still not the best case scenario.
When the majority of players want the event to fail so they can get more loot, the entire design is a failure.
Making a successful event harder to compensate for more loot, though – that’s also a mistake. Min/maxing takes time and effort into the equation, and completing two successful events in the time that it takes to fail four could still end up yielding less rewards for more effort, which leads back to the original problem.
(edited by tolunart.2095)
how is that different than buying the expansion and having to grind masteries to participate in the new content? Or grinding ascendeds to partake in raids? Actually vertical progression grind is less bad than grind currently present in HoT.
For the first couple of years Anet kept saying, we don’t want to do an expansion, we’re releasing all this content for FREE and not doing what every other MMO does with gear resets and raids and such. But players kept demanding “take my money!” and wanted the traditional MMO stuff so they stopped giving stuff out for free and here you go.
Not saying that players did not ask for this, or that there wasn’t reasons for it, just that HoT is no different than a traditional MMO expansion in how much effort you have to put in to partake in expansion’s content.
Exactly. Anet said “we’re looking into different ways to release content besides packaging it as an expansion.” The overwhelming response was that they wanted it to be a more traditional MMO so this is what they gave the players.
Except, no new tiers of gear, and no level cap increase. Just alternate progression methods for those who are into that sort of thing. Some players just want a bigger hamster wheel to run in.
(edited by tolunart.2095)
how is that different than buying the expansion and having to grind masteries to participate in the new content? Or grinding ascendeds to partake in raids? Actually vertical progression grind is less bad than grind currently present in HoT.
For the first couple of years Anet kept saying, we don’t want to do an expansion, we’re releasing all this content for FREE and not doing what every other MMO does with gear resets and raids and such. But players kept demanding “take my money!” and wanted the traditional MMO stuff so they stopped giving stuff out for free and here you go.
Did Anet make this so expensive. I am torn now looking at how much I have lost in material and the major grind ahead.
What ever happened to the GW2 that I bought that promised no grind?
Grinding is when you log in after buying an expansion and suddenly your character is 5 levels below max and those 5 levels will take longer than the first 60 did. Your BiS gear is now two grades below and to get back to the top you need to complete two raids and go through five ranks of reputation with three different factions.
Nevermore is a pretty skin for your staff. It doesn’t offer any significant advantage (changing stats at will is not worth another 1000 gold) just bragging rights. Most MMOs reset your “progress” every year or so to keep you paying and playing.