Showing Posts For sinisterpink.7912:
Very nice Anet <3. So thoughtful!!
Yeah sorry but I am comfortable with the rarity and the price of pre-cursors.
Legendaries should be… well… Legendary – such that they are extremely difficult to obtain (in terms of time/resources, not through skill).There’s nothing Legendary about sitting at home playing a video game for 1000 hours straight. It just means you’re unemployed and have no life.
If you buy one for gold, then you are an idiot with more money than sense. Even at Chinese gold seller prices a twilight costs $3000. If you waste that much money on pixels in a video game you are a loser.
I propose a name change from “Legendary” to “Loser” weapons.
Imagine if they were made easier to get: within a few weeks you may find yourself in a CoE party with 4 players ALL wielding TWILIGHT, swooshing their black trail animations around all over the place. Or in Cursed Shore: half of the people camping Penitent Camp shooting flowers and colorful splashes everywhere with their bows.
This happens right now. Those farming spots are frequented by exactly these losers waving their loser weapons around. After Xmas is over, go to Orr and play count the Legendaries.
You misinterpret what I said and miss the point.
Legendaries are skins, the rarest skins to exist in the game and are awarded to the most dedicated of players. The current resource requirement separates the casual players from the most dedicated of players who are trying to get it. By legendary I mean “really friggin rare”, and it should remain that way. You said you can already see a problem with there being an over saturation of legendary users: do you really want to see that “issue” get worse through lowering the barriers to acquisition?
Legendaries will be on par with the highest tier in the game. They are not going to be BiS, ascended will be and Anet already stated they will be easier to get next year as more and more methods to get them will be introduced. Ascended weapon stats will be the best, and Legendaries will be equal to them (according to Anet). Players who are desperately grinding for Legendaries now because they believe it is BiS will get a rude shock when BiS-easytoget ascended weapons are released in the future.
It seems that people who read Chris’s AMA cherry picked the negative stuff from it to dwell on, but completely forget all the finer points of Anets plan for releasing ascended gear next year.
I love this map too. Fast event rotations, nice rolling hills to the south, and the mortar field in the Dredge main hold is an absolute “kitten” fight and gets me pumped when me/my group tries to sprint through for the Champion there
- Character roles: The editor wants to be told what his role is supposed to be in parties and group encounters. The game offers multiple ways to build your class that can be hot swapped (with traits), enabling players to discover and augment their own unique playstyle as they gain more experience.
Hot swap? Not by a long shot!
If we had true hot swap, ANet would allow us to store whole templates, potentially complete with gear, that we could swap to anywhere by hitting a single load icon, and perhaps paying the equivalent of a trait reset, no matter where we were in the field.
Right now the best i can do is carry extra gear in the bag and swap around the major traits and utility skills. but to really be effective you need to swap whole trait lines when you swap gear.
Sounds like a good idea, perhaps you should suggest in the suggestions forum
You can hot swap swap with traits to a limited to degree yes, a full reset to completely overhaul your build tho is only a class-trainer-npc away: found in every major city, starting zones, wvw borderlands accessible immediately via the GUI. I imagine that by addin some permanence to choosing where to invest trait points, Anet wants to allow players to feel they are crafting a build and investing in it (unlike say Diablo 3, where there is no feeling of identity at all with being able to hot swap everything)
(edited by sinisterpink.7912)
In this article: the editor attempts to play GW2 with a very limiting playstyle – gets frustrated when it doesn’t go his way.
- Leveling: The editor wants to only do each event once in a zone, before being at an appropriate level for the next zone. The game offers multiple paths for leveling that rewards players for diversifying.
- Crafting: The editor wants a guided, clear cut path for crafting, possibly allowing 1-400 to be achieved with far less resources. The game offers multiple recipes and paths for leveling each craft, that rewards players for finding efficient recipe paths and discovery (a new recipe every 25 craft levels for max mats consumption efficiency, researching recipes with low fine mats prices on TP, use karma recipes where possible with cooking, use recipes that provide good TP returns).
- Character roles: The editor wants to be told what his role is supposed to be in parties and group encounters. The game offers multiple ways to build your class that can be hot swapped (with traits), enabling players to discover and augment their own unique playstyle as they gain more experience.
- Map transitions: The editor is confused, he believes there is no incentive to move onto other maps, while complaining that karma gear rewards in low level maps don’t provide enough benefits to remain. He glosses over the fact that personal story gently pushes players into new zones, and provides an incentive to “explore” new areas.
The key theme that the editor doesn’t seem to grasp (in all of his points) is that personal discovery, experience, and exploration is built into nearly all aspects of the game. GW2 in this sense is more of a sandbox than a guided, pathed road. This key aspect is what attracted me to the game, and even after creating multiple alts, continues to drive me to play/enjoy this game.
Yeah sorry but I am comfortable with the rarity and the price of pre-cursors.
Legendaries should be… well… Legendary – such that they are extremely difficult to obtain (in terms of time/resources, not through skill).
Imagine if they were made easier to get: within a few weeks you may find yourself in a CoE party with 4 players ALL wielding TWILIGHT, swooshing their black trail animations around all over the place. Or in Cursed Shore: half of the people camping Penitent Camp shooting flowers and colorful splashes everywhere with their bows.
It’s a terrible thought, I wouldn’t want to have my legendary (if I had one) diminished by the fact that most other farmers had one.
I have a level 80 of every profession and I enjoy every one of them for the mechanics they offer. They each have nice “class identity”, and do a good job of making me feel engaged in PVE/PVP encounters with fun combat styles. I don’t play GW2 as competitively in PVP as many players in the community, so I guess that’s perhaps why I am not experiencing the drawbacks the recent “nerfs” have brought to light. I am however drawn to the Thief the most.
As for nerfs (as I mentioned in another thread), our community is home to a lot of passionate players that feel very strongly for the one or two classes they play. It is understandable that they become upset by unfavorable changes in new builds. However I think what a lot of people need to come to realize is this: numbers are easy to change but challenging to “get right”. Balance is an ongoing process that takes months and months to find a happy middle ground that satisfies all players in all game play aspects in-game. The game and it’s professions will likely receive multiple updates and tweaks in numerous new builds/iterations over the course of the coming years. Rather than slamming the forums with angry, knee-jerk posts about unsatisfactory changes, it would be more beneficial to just simply
1. Provide specific comments on how you believe your profession has been unfairly disadvantaged.
2. Look forward to how your class evolves over multiple updates and tweaks from now, into the future.
This thread starts with the OP making an unreasonable, ill-conceived request. It ends with the OP bragging about the class’s capabilities despite the recent nerf. There is no point to this thread and it’s not gonna head anywhere good [/close].
While I think the class descriptions could have been clearer, I don’t think they’ve gimped engineers compared to elementalists. Both classes have “attunement” based mechanics, and a kits engineer is actually capable of having more accessible “weapon” skills than an elementalist (Main weapon skills, healing kit, 3 utility kits = 25 abilities. Elementalist attunements = 20 abilities). Also, engineers benefit from having no internal cooldown when switching between kits, and they can customize their kits on the fly (where as elementalists require different weapons and possibly re-gearing).
If your main concern is with the damage tweaks and numbers “balance” this build, just remember that balance is an ongoing process in any MMO. Numbers can be easily changed, and engineer (as with all classes) will receive multiple adjustments over the course of next year and into the future. I would encourage you provide more details in your feedback in the future; specifically as to where you feel your class is unfairly disadvantaged vs other classes. Also, look forward to how your class/the game will evolve over the course of multiple new builds next year.
No substantial evidence exists to suggest that drop rate changes in groups.
Some players have observed they get better/more frequent drops in group – this is likely owed to a players capacity to kill/tag more mobs increases in a party.
It usually takes a certain % of damage done to a mob for it to recognize you killed it, and to give you loot. In party, damage dealt by other party members to a mob is combined with your own; allowing you to score kills even with bare minimal damage. This increases your potential Kills/hour and results in being able to see more glittering corpses on the ground. It also allows players to focus on AOE heavy builds/play tactics (rather than DPS heavy) to simply hit as many mobs as they can in the area for loot.
Congratulations Anet!! Keep up the awesome work You have our support.
…It encourages cooperation: Many of the chain events are impossible to complete with only a handful of players. The map and terrain will remain hostile and inaccessible to everyone, if an effort isn’t coordinated to take back territory. These dynamics are designed to encourage players to communicate and cooperate to accomplish feats (events) that are larger than themselves.
You are missing his point completely: He CAN’T cooperate with others because there aren’t any other people there. Any who are there are merely going from one zone to the next to save on teleport fees. There are (usually) very few people either farming those zones or going through them for the first time.
Furthermore, when he is there, he’s finding (as everybody does) that there are usually few uncontested waypoints. So, if he dies (because he is forced to solo it), he has to start back at Ft. Trinity. It’s darned frustrating going through there. It almost got me to quit playing entirely, and I’m sure it has ended many people’s attempts to continue playing.
ANet needs to nerf the overall structure, so that the NPCs can more commonly take back some of the waypoints without human intervention. Otherwise, they are basically permanently contested.
I love it when people base an entire argument off a few sentences pulled out of context. It demonstrates they themselves miss the point completely, or they just can’t read (or mebbe both).
So, I’m finally on my way to Orr. But first I go through Straits and Melchor’s Leap.
I have to ask though, what is the point of these zones?
I mean what were the devs thinking of when they made them?
It isn’t fun at all, just stupid.
The majority of events are for parties, hardly no one there or no one wants to do them.
Because the events dont get completed most of the WPs are contested so when we die it’s back to near the start.
Mobs all over the place and the respawns? omg. I killed a few in front of me and carried on forward only to have the ones respawn behind me and join in killig me.
I’m glad I’ve got past these 2 zones but I certainly am not looking forward to going to them again on another character, it’s just death after death
Here is the concept behind Orr, as I see it:
It’s a warzone: You are frequently pitted against mobs because it’s a perpetual battle against endless risen. It’s an area where standing toe-to-toe with every single mob isn’t always the answer. Finding ways to avoid engagements is just as important as taking down your threats.
It’s challenging: Orr maps are currently among the highest level maps the game has to offer. It’s designed to be hard, it isn’t supposed to be a walk in a park where you can stroll on by from event to resource node at a leisurely pace. The denizens of Orr were dragged unwillingly to their watery doom and, in their undeath, are intent on inflicting the same pain unto you with their swarms and abilities.
It encourages cooperation: Many of the chain events are impossible to complete with only a handful of players. The map and terrain will remain hostile and inaccessible to everyone, if an effort isn’t coordinated to take back territory. These dynamics are designed to encourage players to communicate and cooperate to accomplish feats (events) that are larger than themselves.
The issue with you not being able to find players to help you isn’t inherently a problem with map design. Some servers have higher player populations in certain brackets over others, some communities have different styles of how they participate in those zones. My server for instance (Sea of Sorrows) almost always has people running chain events and zerging in Straights of Destruction, which surprises many people migrating from other certain servers because that simply doesn’t exist there. Sometimes, a good synergy of players doing events just requires you to be somewhere at the right place, at the right time.
TL;DR – These zones are working as intended, it sometimes just requires a little luck/patience to get a group to do what you wanna do.
What if the top-tier/BiS is very easy to get, but that it could be continually upgraded in small increments via “enchanting?” Let’s suppose that +stat upgrade on a piece of gear is open-ended, but that the cost goes up exponentially as you want to put more and more +stats on it.
I love this idea. Here’s how they might be able to implement this:
1. You can “enchant” top-tier items so they get stronger. To let players know how far they’ve managed to do this, each successful enchant adds a +1 to the name of the item. Hence, a sword that has been enchanted five times would be “Sword +5”.
2. The first few enchanting levels will always succeed. However, to make the cost go up exponentially, as you suggest, each tier of levels after that will have a random chance to fail. Failure means your item decreases a random number of enchantment levels.
3. To make things more in line with the recent focus on RNG, we will also introduce the chance for an enchantment to fail critically. A critical failure causes the item to break. Broken items cannot be used, but can be repaired using an item from the cash shop, or can be recombined in the mystic forge using some t6 material, ectos, and the original broken item.
4. To balance this all out, an item that allows you to guarantee a successful enchant should also be introduced in the cash shop, so that casual players are able to keep up.
This is just a rough guideline, but I’m sure that Arenanet, backed by the massive MMORPG experience of NCSoft and hence Nexon, will be able to make sure that their implementation of this will be flawless.
Hello there, I see you’ve been playing http://iro.ragnarokonline.com/ , as it seems all four of those ideas are a direct rip from it.
Yes, yes, and yes – totally agree. The game design is very slick in creating several viable, low commitment modes of play for ppl who cant play hours upon hours on end.
I’m having a blast just making alts and leveling through the gorgeous content, and when I’m in the mood the drop-in casual PVP via wvw and spvp is very accessible. <3 Anet, thank you
I must be nuts, but I actually the Orrian zones, especially Cursed Shore more than the other zones currently in the game.
No other zones challenge me to time my dodges, my utilities and my reflexes as much as Orr does. I find myself scanning my surroundings to find problem mobs (putrifiers, spiders, juggernauts) so I can counter the inevitable disable-openin attack with a well timed ability/dodge. It’s engaging and encourages you to pay attention to your environment. I find it really rewarding to run for minutes on end “out of combat” because I avoided incoming damage and disables like a baws.
I kinda feel that maps that yield the highest resource rewards should have multiple and frequent environmental challenges. Whereby efficient farming and good times on completing a node-route are awarded to players willing to make full use of their character. That’s my humble opinion anyway, feel free to tear into me now!!! XD
First off, thanks to your responses and your thoughts about the original issue. As a reminder, the original was this:
- A large number of players dilute the effectiveness of their feedback, be it positive or negative, with incendiary remarks written primarily to insult or destroy the reputation of Anet and the constructive atmosphere of the forums. Personal attacks; calling out specific developers to make snide comments, trolling, encouraging snowballs of infractions through the creation of “WoW 2.0”-esque threads do nothing to elicit the prompt developer responses that our community is looking for.
- There is nothing wrong with feedback, especially feedback that is negative. There is nothing wrong with saying you believe the game has taken bad directions, there is nothing wrong with say why you think so. The forums and feedback are especially dependent on that kind of feedback, and many players put significant time into articulating excellent critiques on the state of the game. However the issue comes when that effort is eroded by parasitic posts meant to hijack threads, and turn them into another “Screw Anet” slugfests between fellow community members – which ultimate results in the thread being locked (losing the chance at further valuable discussion).
- Nowhere was it mentioned in the previous points that your comments and feedback should only be positive. Nowhere was it mentioned that you do not deserve to have your say. However be aware that if you do take the unfortunate path of posting content that does nothing constructive for the forums (that only turn into infractions and encourage like-minded players to do the same) you diminish your chances at open developer-player communication. Developers and company representatives cannot approach the community forums at the frequency they may like to, as anything they post will be dissected, taken out of context, or misinterpreted for the express purpose of slandering the reputation of Anet further. There is a portion of our community that seems devoted to doing this: I am challenging them to stop so the people with valid points about the game can have their concerns heard and responded to in a more timely fashion.
For those people hinging their arguments on “we should be able to voice our opinion freely”: You are correct, we should be able to openly voice our concerns. Bare in mind that by also approaching forum communication with a certain level of maturity you also increase your chances of those concerns (and the concerns/opinions of your fellow community members) actually being heard and responded to.
I’d (humbly) ask than rather than finding ways to bicker and take comments made Anet and fellow community members out of context (for the sake of meaningless argument), that we players simply take the afore mentioned thoughts into consideration. For the sake of stronger player-developer relationships, for further collaborative dialogues between fellow players and Anet, and for the community/game that will require our support and input for years to come.
(edited by sinisterpink.7912)
This post shows contempt rather than a genuine desire of a better communication. And nobody is going to take you seriously after you have told them to grow up without even knowing anything about them and their personal evolution.
Or, in other words, it creates an environment which is hostile for communication, blatantly contradicting your own stated intentions.
I suggest you follow your own advice.
It’s unfortunate that from those points all you interpreted was ‘contempt’. I can’t really help that you feel that way.
The original post was worded as as challenge, for those causing more harm than good with their interactions on the forums. To address some thoughts made by previous posters: reciprocating nonconstructive, negative commentary (especially re-hashing the same point at any given opportunity) is not necessary when the response has already been so overwhelming. Hence such players should, if they are truly passionate and concerned with the game, consider how continuing to be unruly and immature (whenever any disagreeable change is made) will affect the community and indirectly affect them in the long term.
Once again: negative feedback is perfectly fine, criticism is necessary for games to evolve. “WoW Clone” “xxx .. bunch of liars” “I want my refund” “I waited xxx years for this xxx” is directly what I am addressing, and this is not necessary for understanding community response nor for getting adequate feedback.
Many players are upset and openly hostile towards the fact they have not received prompt responses to their concerns from Anet less than a week from the new changes. These players need to understand that its because of this hostility, and the the need for them to deconstruct and insert immature comments to slander any developer contributions to the forums that developers cannot post as regularly as they like.
You cannot fault Anet for not attempting to communicate: posts came in more frequently in the earlier months, Anet has already held at least 2-3 Reddit AMAs with another one along the way, developers have made guest appearances on community State of the Game commentaries and have taken questions on critical issues. Unfortunately, these attempts by Anet to keep an open and mature dialogue between players seem to go overlooked, primarily by the percentage of forum go-ers hell bent on trying to turn this into the ugly cesspool that is the Diablo 3 forums.
Anet hyped this game like crazy and simply didn’t deliver.
They deserve the complaints. Also, making posts telling others to stop making posts is futile.
This. I honestly think the OP is trolling or doesn’t know what free speech is. Either way the fact remains many of us believe the manifesto has been completely violated with this latest bit of “fun”.
Not a troll, and also not understanding how you believe the suggestions to the community above impinges on your freedom of speech. You are free to say whatever you like, provided that they remain within the rules of conduct and forum guidelines. Players (perhaps yourself, too?) should not feel surprised, hurt, or ignored when ur own posts contain (or is attached to threads which contain) content that is considered infractions.
You will see less moderation and possibly more Anet posts if an effort was made to actually abide by the very basic forum guidelines, and to help make the majority of our feedback actually encourage open dialogue with developers.
its hard to "help make these forums a more accessible source of feedback " when you feel like you are being ignored, when no matter how constructive your feedback is there is no reply to it.
I have been in Alpha testing. There you can see devs really being involved in communication, discussing stuff with players. Here on the other hand, you can only see topics being merged, deleted or ignored.
Its frustrating and ppl dont like to be frustrated and ignored, thats why you see right now so much negative feedback. There is negative feedback because ppl still care. If ppl wouldnt care, there would be no feedback.
I still consider negative feedback (constructive or nonconstructive) better than no feedback.
Negative feedback is fine, its encouraged and I’m sure Anet continues to appreciate it. Negative feedback is different from public displays of anguish, repetitions of the same discontent, “^this” type comments and bumps that do nothing to actually contribute to making either the game or forum/community better.
Without “us players”there would be no community. There would be no GW2 in fact cause there would be no money flowing to NCSofts pocket to support the game.
Your statement is invalid.
I’m sorry you feel it’s invalid, you also seem to be misunderstanding. Nowhere was it said that NCSoft doesn’t need their entire community to remain profitable. Nowhere was it said that players did not represent the community. I’m actually not sure what you are arguing at all.
NCSoft/Anet needs us players, they need our support, they need our cooperation. The percentage of players who are torpedo’ing developer/community collaboration and open communication (through making this forum a living nightmare to moderate, let alone post on) need to take 2 minutes out of their own ‘perceived’ misery. They need to start looking towards how they can help make these forums a more accessible source of feedback to use and respond to.
Anet hyped this game like crazy and simply didn’t deliver.
They deserve the complaints. Also, making posts telling others to stop making posts is futile.
People don’t need to stop making posts, they need to adjust their approach so their posts are actually beneficial and constructive.
Out of all the collective changes made to the game in multiple updates and builds, you players are the worst thing that has happened to this game, and this community.
I’m speaking of the people that have made “How many people play this game now?”, “Anet are liars”, “This game is just a WoW clone” threads. The players who continue to fuel negativity over the recent (or any) changes by reiterating the same complaints daily on these forums. The people who write walls of text solely on how Anet have broken their trust, or squandered the reputation/brand they took years to build. Here’s news for you: trust and reputation are just as much of a player/community responsibility to establish and maintain as it is the developers’. Here are some points for your perspective:
- Continually filling up the forums with infractions, flame posts, and meaningless comparisons to other ‘failed’ games/concepts creates a hostile environment for communication. Communication and dialogue from developers comes less frequently, because every single sentence and word has to be delicate, measured, and deliberated in the hope of not starting a PR kitten-storm. Players demand attention from developers, but they make these forums a thoroughly unwelcoming place to warrant it.
- Anet introduced changes in an attempt to address a community-raised concern; their decisions were unpopular. It is a complex issue because our community is divided between those who appreciate a departure from traditional MMO formulas opposed to those customers losing interest through not having their expectations met in the end-game. It is an issue that will probably require several iterations of adjustments and changes before coming to an acceptable solution. Exploding like children in the forums sets a poor precedent for the numerous cooperative efforts between the community and developers (that will undoubtedly be required) in the future.
- The concept for the future of endgame in GW2 reflects some major changes, but the actual implementation in the game has been very minor (new tier of gear, but only a few pieces released). These changes have not unbalanced the game yet; people are not winning landslide victories because some of their players have ascended trinkets. FoTM are not consistently failing because people don’t have ascended rings. The stats ‘ascended’ gear require can be easily adjusted, reversed, and changed. The requirements for FoTM can also be adjusted and changed based on constructive community feedback.
So I’ll make my point now before I lose your interest: grow up guys. The developers love and continue to love the game as much as we do. They can act and communicate according to our feedback, if we facilitate a constructive and positive forum environment for them to do so. Thank you to those players who have and continue to make efforts; to preserve the community and enthusiasm that we shared from GW1.
And to those players who don’t: please work together with your community and the developers to make GW2 the game you want it to be.
Hey guys,
Some players and I have been experiencing abnormal things since patch with Ori nodes, on the Sea of Sorrows server:
*The two 5hour nodes south of Cursed Shore no longer appear on 5 hour rotations. Additionally, some players are seeing other nodes appear on 5 hour rotations instead (north, and in the sea for example), where as other players are just not seeing them at all.
*After farming nodes across multiple characters, some players report that no more ori nodes spawn for subsequent characters on their account. Is this possibly a newly introduced account-wide DR for ori nodes (a limit to the number of ori nodes that can be farmed per account?)
It would be great to get info on whether these are intended changes, or just bugs of this patch. Thanks!
The quality of the community will depend on the server you play on. There will be a certain percentage of people who are pricks: who troll map hat, don’t res strangers, train mobs on others and what not. There will also be a percentage that goes out of their way to randomly share all node locations, help people with SP, personally show people the paths to vista, and make map chat a friendly environment. The ratio of pricks/polite peeps depend on luck and your server. It has little to do with the map.
While we’re on the “Orr is poorly designed” topic again, it should be a challenging place to navigate. No, it’s not challenging in the sense that death and tough encounters lie around every corner. Yes, it’s challenging in that you have to utilize a variety of skills and mind your surroundings/cooldowns if you wanna travel from A to B efficiently. You are wading through an active warzone: players who thoughtfully use their anti-disable utilities should be rewarded more than players who expect they can leave their character on autorun while alt-tabbed to YouTube.
Hey guys,
This game encourages people to socialize, cooperate, and play together in more ways than any MMO I’ve played before. There are tools and mechanics (such as events, and scaling, of course) that allow players to have a more fun experience while playing alongside of others. I believe that some of these tools can be improved to make managing the network of friends, that you build throughout gameplay, more accessible and intuitive.
Contact List: The present ‘nickname’ option allows you to organize your contacts according to how you best recognize them. However it becomes more overwhelming to manage and sort through as a player’s network grows larger. “Who was that guy I ran dungeons with last week? Where are those guys I farmed events with in Cursed Shore? Which of my contacts are Guildies?” I’m sure many players have fumbled over stuff like this when scrolling through an enormous contact list, to send ingame mail or find players to invite to party.. etc
->SUGGESTION: Allow players to create contact list groups to assign their contacts into intuitive groups. Also, allowing players to show/hide individual groups via clicking the tab will make it easier to sort through.
Contact Notification: Enabling ‘game messages’ in chat options allows players to view friends as they come online and go offline. However, it also enables several other types of game messages to display and clutter your chat window. This is undesirable when players are relying on chat window for other pieces of key communication (such as commander messages in wvwvw, or guild chat, etc).
->SUGGESTION: Allow players to enable contact notices as a separate option to game messages.
Guild Info: For a new player, the only methods for gathering information on guilds to join are through map chat advertisements and word-of-mouth. For a game that is build with guilds as a key feature, it feels natural that there should be a more cohesive option for players to access and browse information on current or prominent guilds, their stats, and also make ingame applications.
->SUGGESTION: Implement an ingame “Guild Billboard” that houses information on current guilds; their upgrades, stats, population, custom info, and method of applying ingame. As anyone and everyone can create guilds, this would be challenging to implement because of the sheer number of data to collate bug-free in one location/npc. Therefore, several limitations could be imposed so guilds seriously wanting to advertise can have their ad space; without being swamped by other, less serious guilds:
*The Guild Billboard is server based. It only collates data on the guilds of the server you play on.
*The Guild Billboard requires a gold-based weekly fee to maintain an advertisement. Or…
*The Guild Billboard requires a high-tier guild upgrade to access, and requires a contribution-based weekly fee to maintain.
Such a system would allow players a more comprehensive method of browsing and selecting guilds based on their preferences. It would give guilds more public exposure, and it would reduce the necessity for guilds to spam advertisements in map chat.
Thanks for reading! I hope these suggestions are taken into consideration.
What is the PVE equivalent of the PVP Stalwart’s set, and where can it be found?
Hey again guys,
There have been some interesting beliefs about Magic Find mechanics circulating ingame. I haven’t been able to find any official information on the forums, wiki, or gw2guru to either confirm or dismiss these claims. Could an Anet dev kindly respond if the following points are true or false? Thank you in advance!! <3
- The individual magic find bonus each player has is averaged across all players in a party. In a party of 3 players: PlayerA uses +130% MF. PlayerB uses +130%MF. PlayerC uses +0%MF. The individual bonus each player receives while in this party is 86.67%*
- Magic find has a cumulative effect in party. A party of 3 players using +150% MF bonus each will receive greater individual bonuses than a party of 2 players using +150% MF.*
Thanks again! Looking forward to your response.
(edited by sinisterpink.7912)
Thanks for the reassurance John. Ill look forward to the look of the economy when it has matured some more!
According to Anet’s philosophy there shouldn’t be any farm\grind at all so I imagine things are not going according to anet’s plans.
Hmm I think what they meant was “you don’t have to grind”, and a semi-recent post one of the devs made said that they understand that there are people who want to farm, farming is part of MMOs, and farmers are good (I think they signed off with “farmers are GOOD, botters are BAD”.
Anyways, I’m looking for more for general thoughts on TP trends and economy from Anet. Not a commentary on farmers.
(edited by sinisterpink.7912)
Hey guys, first off thanks Anet for your continued effort and dedication to improving the game. I’ve got 500hrs + on my account and I’m still finding it a pleasure to play each time I log on. Also thanks my fellow players that have made this one of the best MMO communities I’ve been with thus far <3.
The Trading Post: recent trends with popular, fast moving items suggest they are losing value and fast. Despite the nerfs to things such as karma commodities, Orichalcum nodes, etc, the supply (according to gw2 spidy) always seem to find a way to tank and prices go through the floor.
As a farmer, a TP enthusiastic, and an honest gamer trying to grind out a little personal profit, I find this pattern with prices discouraging. We are a little over week 7 of gw2, and it ‘seems’ that the volume of stuff hitting the TP is far greater than the demand. Does this suggest that there’s just now a whole bunch of 80lv players competing for sales? If so, I fear for what the economy will look like in the next few months. Perhaps there’s just not enough sources for players to burn these materials? Between PVP gear, dungeon gear, and drops perhaps highly valued commodities aren’t as needed as they should be.
There are so many variables. Us players don’t have the figures, but Anet you do. I’m not asking for insider info so I can make a quick buck off TP in the next 5 minutes.
My request: could you kindly provide some thoughts on the current state of the economy. How do you feel about the trends? Is there hope for us blue-collar farmers? Are there any changes that you ‘can’ comment on planned for the future, that will positively influence prices and the economy?
Thanks for reading! Looking forward to your thoughts.
(edited by Moderator)