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Rhubarb Pie

Member Since 21 Nov 2012
Offline Last Active Dec 07 2012 04:31 AM

Posts I've Made

In Topic: GW2 and the Trinity

27 November 2012 - 01:17 AM

View PostPerm Shadow Form, on 26 November 2012 - 11:11 AM, said:

They took away Trinity and replaced it with zerg fest.
It's way more less strategic than in GW1.
Remember Infuse Monks? When you had to react in less than a second?

You are confusing Strategy with having fast reactions. Strategy is hiding an army beyond a hill in WvW and having a mesmer run up with portal. This tactic was used against me and I personally hated it when it happened but think that it speaks volumes as to the diversity available to teams in this game. I for one am glad there is no posibility of "permasins" or "invincimonks" in this game. Someone earlier on in the post said that in GW1 it was easy to get groups. That person must have been part of a large alliance with a core of helpful members. Even if I wanted to be the monk of the party, If I tried to play any build that they didn't want I was dropped without giving it a chance. parties would stand around calling for monks (who were all out solo farming... because they could) and even after the perfect monk was selected and he bowed to the pressure of the group to play a certain build, if the group failed, it was the monks fault.

I am a "solo everything" perma in GW1 and I see this system is far better. I love and use all my toons...

....Except my necro. Why do I hate the new necro's so much.

In Topic: 3 months in and now hate paying for armor repair/travel.

27 November 2012 - 12:25 AM

View PostRedStar, on 27 November 2012 - 12:14 AM, said:

Don't know for sure, I checked on the wiki :
"A non-refundable listing fee of 5% (minimum 1 Posted Image); this is paid when you post and is not returned if you remove the order."
http://wiki.guildwar...ki/Trading_Post

Well I noticed that they actually take twice as much as the "listing price" states so maybe the other really is a tax and they are giving that portion back. Whatever they do, they make more than enough money off me on the business end, they don't need to charge coin for travel and armor repair.

In Topic: 3 months in and now hate paying for armor repair/travel.

27 November 2012 - 12:06 AM

View PostRedStar, on 26 November 2012 - 11:50 PM, said:

I don't know if that's the best idea due to the tax you pay when putting items for sale.

I have been getting the fee back whenever I remove something from the sell list. Have they changed that? If they do keep the fee now that just proves that I have no business playing the stupid money game :)

In Topic: 3 months in and now hate paying for armor repair/travel.

26 November 2012 - 11:41 PM

View PostKillyox, on 26 November 2012 - 06:28 PM, said:

oo

I'm just trying make the game better. I don't see how your comment was anything but a waste of your time. You must be a first person shooter player. How would you like to spend 5-10 minutes between every single map dissasembling, cleaning and reassembling all your weapons to prevent them from misfiring and kicking you out of the map. The only reason these charges are in the game is because they are in other games and players are conditioned to accept them.

Putting a solution for the economy in the adventure part of the game is the same as charging 10% of your accounts "worth" for using waypoints and distributing the coins out amongst foes as drops for the adventure players. That would fix our low drop rewards problem. I know I wouldn't care if someone that had 500 gold spread out over their toons and bank had to pay 50 gold every time they used a waypoint. Most of the time, I only have 50 silver so that wouldn't effect my costs too much.

View PostTrei, on 25 November 2012 - 05:43 AM, said:

oo

I thought I was pretty clear that it is the gold cost that I think doesn't belong in the adventure game. The most effective way to get players to try new tactics is already in the game. Foes heal almost instantly, certainly faster than one can res at a waypoint and run back. Nothing else makes a person better (in game or real life) that failing. No other mechanic is needed. But if you want to keep armor repairs, I am ok with that. It doesnt fit with the "We automatically equip an aqua breather when you jump in the water because we don't think it's fun to manage your breathing while fighting or adventuring under water" way of thinking. (this is a quote from one of the devs at pax 11) but it wouldn't eat at me if it were free. And although I still think having no armor repair at all would not in any way effect the challeng lvl of the game, I likely would not have started this thread if waypoint travel was free and having no money did not restrict mobility.

Don't think of this topic as an issue of people wanting a free ride. Think of it more as "people don't like to be punnished for having no money" The amount of coin charged is not nearly enough to be anything bt a slap in the face to people without gold. As for armor repairs, making them free would not change the adventure game at all. We would still have to map away to make the repairs and by the time we returned the foe is fully healed. Charging 2s does nothing to change this mechanic.

View PostSolstice, on 26 November 2012 - 07:17 PM, said:

In a scenario where waypoint costs never existed a segment of the community would of been abusing the rapid travel system to acquire materials at an exponential rate.

I am no financial wizard but as far as slowing resource farming goes, again it should be handled by the TP. Someone told me that you have to list items you have for sale every 24 hours in WoW. To me that seems way more reasonable than an indefinite listing. I sense that the only reason having to re-list hundreds of thousands of items wouldn't have an impact would be because of TP bots, and Anet seems to have a zero tollerance for botters of any type. after a few accounts worth a couple of thousand gold got banned people wouldn't be so quick to automate their transactions. also limiting amounts of materials for sale at the trader to a single stack is an idea too. I currently use the trader to store excess materials pricing them way above what anyone would pay for them and just continually adding to my lowest listing. I have over 3500 (12 stacks) green logs. I am pretty sure that is not how Anet intended the trader to be used otherwise how are they going to make money off people upgrading their bank storage.

In Topic: 3 months in and now hate paying for armor repair/travel.

25 November 2012 - 06:33 AM

View Postsurfboar, on 25 November 2012 - 04:57 AM, said:

Everything should be free and Anet should not be allowed to make any money or be rewarded for their investment of capital and human capital. They should keep producing new content as well and never get paid for it either. They should not be allowed to raise revenue to keep all those servers going either. Everything should be free and we should all be equal even if we don't have any talent or work hard. We shouldn't even have to work and still be taken care of. The President said so.

If you are sarchastically trying to make a point you just made an idiot of yourself by not reading even the first post in this thread. Money bleeds are necessary for the economy. There those of us that question wheather an economy is necessary in a MMO but Guild wars 2 has one so there needs to be bleeds. The point of this post was that these two bleeds are not conducive to fun game play. Bleeds should target the economy. Armor repairs and travel costs target adventurers, most of whome have little or no use for an economy.

In my first post I mentioned how I goto work to support my family. many others of you came back saying you do to but don't have a problem casually making the gold necessary to pay these fees. My point to outlining my life was not to say I am not on equal footings with other gamers. I was saying I play video games to get away from reality. Every time I turn around there is some other unavoidable bleed sucking cash out of my pocket. but I do it because if I don't I hurt my family. None of us like being treated like cows, milked for every spare dime we have.

But by agreeing to be "unavoidably" taxed in a video game, I really am only hurting myself.

Any taxes, fees or other bleeds should target the people that use the merchant/trade post systems. Not the people that are out killing stuff and exploring the landscape. If we come back to sell the stuff at the TP, we should be taxed. taxing our travel just taxes us twice for the same piece of loot.

View PostTrei, on 25 November 2012 - 05:43 AM, said:


But then, the whole problem you have with it right now is the restrictiveness, regardless what form it comes in, isn't it?

It is intended for you to put actual thought and consideration into your choice every time you want to travel: waypoint or walk? Do I really need to get there right this instant? Is it near enough I could perhaps take a leisure stroll there instead?
It is intended for you to not take instant map travel for granted.
It is intended for you to be strongly encouraged to not die.


No I am not against restrictiveness regardless of what form it comes in. A champion Karka restricts me from getting that rich Orichalcum node. But I am here, playing a video game, to challenge that restriction.

I have in fact, taken instant map travel for granted for 7 years in Guild Wars 1 and loved every minute of it. I still need to run from the portal to the event location and it seems that even though there are more WP's in GW2 the run time is still the same with the exception of the GW:EN dungeons and a few areas without adjoining towns. But maybe that's my problem. I actually liked GW1 pretty much the way it was.

As for the much more politely put "we're being encouraged not to die"... If Anet wanted to encourage me not to die they wouldn't have put that rich Orichalcum node behind a Champion Karka. Nobody plays a game and likes to die while doing it. The people that pick up and run right back to try and brute force the same foe over and over again eventually beat him. They do it enough and they learn tricks along the way.

Believe it or not that is their way of learning and I have some measure of respect for those players. I, on the other hand, am one of the people that turn to the wiki or watch the youtube video on how to defeat something after 2 or 3 deaths. How do the people that make those videos learn to "not die"? If there is nothing about the foes in GW2 that surprizes people, why bother to play... other than the "Donald Trump" game.

Guild Wars 1 and 2 have alot of diferences to them and I have to essentially learn a whole new way of gaming. Being able to attack while moving, jumping and dodging are wonderful improvements that I realize that other MMO players have mastered from other games. But I have never heard of anyone running up to a grawl and just standing there while it killed him then rezed and ran back over and over again. If anything at all. Armor repair builds a dependancy on armor and prevents players fron developing skills they wouldn't need while they are wearing exotic or ascended armor. This is one aspect of the old death penalty I loved. People with damaged armor,even a single piece, have a subconcious "I'm weaker" barrier to work through. Not so with the death penalty. you were just as strong but you didn't last as long. And you could always fight your way back to 0 DP

This is a game. sure they could do a million things to bleed the money out of the game. these two in particular could easily be replaced by 10 others that are not akin to condition damage. I have said it before... It's great that Anet allows an economic game and an adventure game to interact, but they ned to keep them seperate. Keep the bleeds in buying and selling and out of walking around.