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Member Since 07 Nov 2012
Offline Last Active Jan 16 2013 03:35 PM

#2140965 Magic Find and Party Loot Tables

Posted Khrushchev on 12 January 2013 - 06:43 PM

If the party-wide tagging system is indeed true, then why if I die towards the end of a boss fight, say... The Legendary Grawl Shaman in fractals, do I not get credit for killing him? Many times one of our party members dies there and can't safely be ressed, and they don't get credit for the individual killing of that boss. No xp. No drops.

#2122543 What mini do you think it will be for the last Tixx dungeon?

Posted ExplosivePinata on 19 December 2012 - 02:19 AM

Mini Crystin Cox that that reduces your drops.

#2120310 GW2 endgame = jump puzzles and mini dungeons.

Posted Gerroh on 16 December 2012 - 09:57 PM

End game is map chat.

#2111754 Free Upgrade to the Digital Deluxe Version with Purchase of Guild Wars 2

Posted Serris on 08 December 2012 - 08:57 AM

View PostAurawind, on 08 December 2012 - 08:43 AM, said:

so.. the real fans dont get rewarded for getting the game sooner..? >_>! rage

my supermarket is holding a sale, 20% off on bread. i once bought bread there. i'll go get my 20% refund back.

#2089629 Precursor Scavenger hunt?

Posted ScoutMATH on 20 November 2012 - 05:37 PM

i won't wonder if this scavenger hunt will require you to turn over 2000 vials of powerful blood and 1000 corrupted lodestone to an npc to carry on.

#2107720 Best dungeon gear for each class?

Posted Trei on 05 December 2012 - 02:56 AM

Looks are everything.

#2101474 After playing GW2, I decided I'd prefer a sub fee over any cash shop

Posted Alleji on 29 November 2012 - 07:16 PM

To preface this, I'm not trying to say "QQ I'm quitting". GW2 is still fun.

Now, on to the conspiracy theory. If you don't feel like reading a wall of text, there's a tl;dr at the bottom.

GW2 is centered around its cash shop, which is not unreasonable, because Anet wants to make money and the cash shop is going to be a significant (if not primary?) source of that. The other one being box sales. Compared to a traditional sell-the-box-and-done games, Anet is committing to keeping up the servers for an indefinite period of time and putting out monthly content updates for free (as opposed to paid DLCs in most other games). So naturally, they'd be interested in players using the cash shop.

Prior to GW2's release I wouldn't bat an eyelash at that. Yeah, sure, if they want to go with a cash shop instead of sub, that's cool. It's cosmetic-only stuff, right? No problem there.

But then I realized just how deeply the presence of the cash shop influences the game design. I'm going to use WoW as a counterpoint here, but people familiar with multiple sub MMOs will find them largely interchangeable.

The basic idea is: Anet wants everyone to stay poor. Because if you don't have enough gold, you can always go to the cash shop and get more. They want you to get more. How did they change the game design to facilitate this?

- Low-scaling rewards. A lvl 10 completing an event will earn about 0.5 silver. A lvl 80 gets 1.5 silver. Compare to a lvl 10 quest in WoW rewarding 3.5 silver and lvl 60 in vanilla about 50 silver (it varied and I can't remember exactly - been a long time). A maxed character in GW2 earns 3x more for doing basic activities than a low lvl character, whereas a maxed character in WoW made 15x more.

- High taxes everywhere. To continue the above example, a waypoint to a nearby place at lvl 10 costs 10 copper. A waypoint at lvl 80 costs 1.5 silver. In other words, a 15x increase, when rewards increase only 1.5x. WoW doesn't have waypoints, but flight paths don't scale with level at all, just with distance (and ones in expansion areas are more expensive, but we're talking no expansions here). Trading post tax is also quite high at 15%, compared to WoW's 5% tax off the profits + variable listing fee, which almost never came close to 10%.

-Lack of a trading function. This very heavily compounds the trading post tax by taking away an option of bypassing it. People would be trading bulk amounts of materials and expensive items such as precursor between themselves, which is less gold taken out of the economy, which is bad for the cash shop.

- Dye drops. There's a thread right now where people are talking about the recently reduced dye drops. Unidentified dyes are fun to open and I can see why people are upset. I'm also upset, but I'll say that it makes sense for dyes to be more rare that they even are currently. Why? Cash shop. Why would anyone buy dyes from cash shop if they're 3 silver on the TP? Anet saw that and patched it up. A sound decision all around, but unfortunately, the simple existence of dyes in the cash shop takes away a tiny bit of fun from the game here: finding and identifying dyes.

- RNG everywhere. I'm not going to go into a detailed explanation here, because I think everyone knows this one. Suffice to say that RNG instead of guaranteed whatever is good for anet because gambling in any form takes the gold out of the economy.

- Inflating prices on the already-expensive crafting components. I first saw this as a simply stupid design decision, but it's actually quite intelligent, if you only look at the bigger picture. Why use piles of t6 crafting materials and ectos to craft the new ascended gear? Well, because those materials are already in demand for creating legendaries! Kill two birds with one stone: create a new gold sink and make the old one bigger by inflating some of the crucial ingredients. Meanwhile, we get a rich orichalcum vein which significantly devalues a semi-rare material that's not really a limiting factor anywhere.

- This is a bit of an anecdotal evidence, but I think ecto salvages have been stealth-nerfed in November's update. Whereas I was not getting ectos from about 20% of the salvages before, now I'm failing to salvage them from over 30% of rares. (I've actually recorded some stats, but the sample size only around 100 rares and it's in no way conclusive because there may be other factors involved, such as the type of item).
EDIT: Apparently lots of people on official forums thought so too, but it's been statistically proved wrong since. I'm still getting terrible results from salvaging rares.

- Worldwide economy instead of server economies. This serves to largely eliminate a "middle class" : a casual trader or a crafter, who would spend some of his time at the trading post for a profit that's well above average, but not sky-high to the point where he can pay his rent by selling gold. In a worldwide economy, only the most dedicated market players can compete and there's no room for crafting because there's 5000 instead of 50 crafters online at any given time willing to undercut each other. As a result, 0.1% of players (Occupy Lion's Arch!) may become absurdly rich and never need to use the gem store in their life, but the 4.9% that would've been moderately rich are instead locked out of the trading game and kept at a controlled level of income that anyone can get from farming Orr or dungeons or whatever. The remaining 95% are unaffected.

- Lastly, the very existence of the cash-to-gold conversion is bugging me. 300g for a Dusk is a huge amount of gold to me. I have about 100g at the moment and I play quite a bit. Probably about 2 hours a weekday on average and much more on a weekend. So it would take me hundreds of hours to get a legendary, which is working as intended. But, I could put down roughly what I make it 2 days at work and buy that Dusk. (Slightly more if you make minimum wage, but for anyone with a job, with the only exception being that 0.1% professional in-game trader, RL-income is higher than game-income.)

I'm not about to do that, because it feels like cheating and I don't think I'd get much satisfaction out of buying my legendary with cash, but the idea that you can do that certainly diminishes the game as a whole for me. Moreover, there are people doing it and they're increasing the cost for everyone else by taking the gold out of the economy.

TL;DR: The cash shop in GW, although not directly selling power, influences the game in a lot of ways. The existence of the cash shop and gold-to-gem exchange makes it Anet's prerogative to keep players poor so they are tempted to buy stuff or gold with cash.

- Rewards don't scale well between low and max lvl characters
- There are high taxes built into the game in form of AH fees, WP fees, and lack of trading function.
- Drop rates get normalized to be in line with cash shop items, not with "fun". Dye nerf is an example of this. Requiring a ton of t6 mats and ectos to craft the new stuff and deter people from their legendaries is another.
- Global market as opposed to a per-server economy eliminates a "middle class", downgrading them to the baseline income/
- Ability to buy the most desired items in the game with cash via gold-to-gem, which just shouldn't be there.

I wish Anet just charged 15$/month for this game and never had this cash shop.

#2095857 Would you ever have reason not to rez someone after fight?

Posted dawdler on 25 November 2012 - 09:52 PM

I dont know, I would also look at a downed Guardian in shock and stagger away not knowing what just happened.

#2096692 5 lvl11 Fractal dailies done, not a single ascended ring. Normal?

Posted BabelFish on 26 November 2012 - 01:29 PM

I thought rings drop from 10+ not specifically 10.

#2083266 Avoiding Armor Repair Cost

Posted Arquenya on 16 November 2012 - 03:09 PM

View PostLinfang, on 16 November 2012 - 02:11 PM, said:

Jump/fall  to your death instead of dying. Only works when you are near a ledge. Works in wvw also.
This is correct. As an experienced faller  (100+ deaths from falling) I can confirm this is true.

#2091103 What's the highest total damage you've ever done with Hundred Blades?

Posted Sithicus Dias on 21 November 2012 - 04:09 PM

View PostPrezz, on 21 November 2012 - 03:40 PM, said:

Pretty sure i killed a rabbit with 100B for about 500K :P

Then I doth my cap to you sir!

#2090965 What's the highest total damage you've ever done with Hundred Blades?

Posted Ayuta on 21 November 2012 - 02:02 PM

View PostPrezz, on 21 November 2012 - 01:08 PM, said:

With no Fury :o any chance you could upload your build mate, never seen a crit that high and i'm intrigued how to improve my glass cannon.

Currently running 25/25/0/0/20 with full zerker armour and ruby orbs. Also got 2 sigs of accuracy on axe/axe and i still get nowhere near 93% crit, cant seem to get it above 76 with no boons/buffs.

Thanks in advance

Whoops, i meant to add that fury was included in my total crit chance. 76% crit chance was what i had without fury as well.

For maximum damage output, crit damage > raw power so maxing crit damage trait would be the best. In theory 30 strength + 30 discipline would achieve the highest 100 blades damage, assuming you somehow crit all 8 hits. 25 stacks of vulnerability and 25 might stacks also helps a lot.

The build i used wasn't anything special but here it is: http://gw2skills.net...hiOPgiJqUPazu7A

Also two of the same sigils won't actually stack with one another.

#2077328 Farming spot for gold with mf gear

Posted Dahk on 13 November 2012 - 06:38 PM

Wouldn't a longbow build be better for tagging mobs?

#1962836 Is magic find as a game mechanic even necessary?

Posted Domynic on 24 September 2012 - 07:35 AM

I don't care.

I wear MF and I get better loot. Then I switch off when I'm doing something I want to be at my peak at.

What's the problem with this setup, exactly?

Unless you're trying to MF in WvWvW or in Dungeons, there's virtually no downside. The regular PvE mobs are going to die regardless of what you're wearing. If you want people with no MF in Dungeons, don't pug. WvWvW is very much a public game mode. Deal with it. People do far stupider things in it than wear MF.