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Global Unidentified Gear Incoming, March 26th!


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@Darlgon.9273 said:

@Irenio CalmonHuang.2048 said:Greetings, Tyrians!

• Magic find will no longer affect the results of identifying Unidentified Gear.

• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:

...Before the 3/26 change• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.

After the 3/26 change• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.

 

 

Overall, you’ll get the same amount of loot and won’t have to play inventory wars as much.

Soo.. How does it work when you sell/buy Unidentified Gear bags off the BLTC? Do you inherit the drop magic find and location of the previous owner of the bag? Or do you get based on where and how much magic find you have when you received the bag from the BLTC merchant?

And, I take it, this negates any reason to travel to Silverwastes for the magic find boost there, correct? (Except for the bags from SW.)

Magic find won’t affect the bags insides at all so buying from the tp is effectively nerfed post patch. It’s only the type of bag you get as a drop which is determinable

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@Irenio CalmonHuang.2048 said:Greetings, Tyrians!

• Core Tyria and the Heart of Maguuma regions will now drop Unidentified Gear rather than individual fine, masterwork, and rare items.

• Magic find will no longer affect the results of identifying Unidentified Gear.

• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.

After the 3/26 change• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.

 

I don't get it why so many cheer for that change it's useless in my opinion bc with salvage all and deposit all it takes max 2 min to clear your whole inventory. Im sorry but this sounds like a cloaked magic find devaluation. Its sadly the same thing over and over again the old playerbase just get their hard earned achievements devalued. Why even still push MF? but still we get so much Luck and can't do anything with it.

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@"Irenio CalmonHuang.2048" said:Greetings, Tyrians!

We’ve been working on a few major changes to loot drops at level 80 which will provide both quality of life improvements and help with the long-term health of the economy. These will go into effect on March 26.

Again a change made for the health of the game economy. ANet? When you will finally acknowledge what you stated in the Manifesto? That this is a game made for the players? And not for TP? Or for the economy? Or for .... anything else you want? But this is a game you made for players?

The quality of life change is not an improvement. If you have a drop now in Tyria you can salvage it in one move. After the change, if you want to identify and then you decide to salvage the results, you need two steps. It is this a QoL improvement?

• Core Tyria and the Heart of Maguuma regions will now drop Unidentified Gear rather than individual fine, masterwork, and rare items.

• Magic find will no longer affect the results of identifying Unidentified Gear.

Congratulations! Another change made for the players. Especially for the players with maximum MF. From what I remember, before the PoF launch I saw questions regarding the meaning of Unidentified GEar and why it was necessary when we already had a drop system already working. And I remember that the answer from ANet was that this is a feature of the PoF, with Unidentified Gear being affected by MF when identifying the content. Now you remove this feature. Is this an improvement?

• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:

Something is not clear for me:

  1. If you have now a drop in Tyria that drop may be a weapon/armor/junk items. After the change you will receive an Unidentified Gear according to the rarity of the item you could receive?
  2. What happens with the bags/boxes/ ... etc dropped from certain mobs (usually from humanoid mobs). This will be replaced also with Unidentified Gear? What rarity? Or we will still receive the bags?
  3. I will use an example here: By killing spiders, for example, you can receive two things: A venom sac and a junk item. The venom sacs will be replaced by Unidentified gear? Or we will still receive it?
  4. What will happen with the items dropped from the grand chests at the end of an event (or World Boss). We have here one guaranteed rare item (two in some cases). We will receive Unidentified Gear instead of this items?

This means Unidentified Gear has the same value to everyone once it has dropped, regardless of your current magic find.

Thanks again. Great move - it makes the players with max MF very happy. At least, please stop dropping MF essence when salvaging. This can be a good QoL improvement.

If you’ve been playing in areas that dropped Unidentified Gear, and you were identifying those items, your overall chances to receive exotic gear and legendary precursors will decrease. If you’ve been playing in core Tyria or Heart of Thorns maps, your chances for exotic and precursor drops will increase if you choose to identify the Unidentified Gear you find. This equalizes your chances of getting those drops across any part of Tyria you like to play in.

Understood. So, you decrease the chance to receive exotics in PoF. In exchange for this move you made a change (nobody asked for it) stating that the drops of exotics will increase in Tyria (but only if we will use the improvement of making two operations instead of one). But ANet made so many mistakes in the past statements that I simply cannot believe the part with increased drops in Tyria. Why? Because the reason of this change is the health of the economy and not the players. And because the QoL "improvement" means in Tyria's case in fact a decrease in QoL.

Overall, you’ll get the same amount of loot and won’t have to play inventory wars as much.

So, a global change changing nothing? What was the real reason? And NO, at least for Tyria we will have to play our inventory twice as much as now if we want to identify the gear.

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@Nevra.5489 said:

@Irenio CalmonHuang.2048 said:Greetings, Tyrians!

• Core Tyria and the Heart of Maguuma regions will now drop Unidentified Gear rather than individual fine, masterwork, and rare items.

• Magic find will no longer affect the results of identifying Unidentified Gear.

• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:
• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.

After the 3/26 change• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.

 

I don't get it why so many cheer for that change it's useless in my opinion bc with salvage all and deposit all it takes max 2 min to clear your whole inventory. Im sorry but this sounds like a cloaked magic find devaluation. Its sadly the same thing over and over again the old playerbase just get their hard earned achievements devalued. Why even still push MF? but still we get so much Luck and can't do anything with it.

I'm happy because for me it makes inventory management much easier. All the normal drops will now go into 3 stacks, so anything unusual will stand out more, and my inventory won't fill up as quickly so I can wait to sort those 3 stacks out until it's convenient for me, instead of having to do it when I don't have enough space or can't find other bits in between all the equipment.

If you normally salvage everything instead of checking what might be useful or worth selling then it won't have much effect on you (except for stopping your inventory filling up as quickly), but I normally sort through for bits I want to keep (which are rare, but I don't want to find out I had one after I've sold or salvaged it), then sell anything I can on the TP, then salvage only what's left and being able to do that when I'm in town or otherwise safe and not busy will be a big help.

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@Donari.5237 said:

@Vyrulisse.1246 said:Can we please get an option at least to keep it from Salvage All?

Just drop them in an invisible backpack

I also would like to have a way to filter them out of the Salvage All. While almost all my alts do have one invisible bag, I use it almost entirely for permanent keep items and it is at the bottom of my bag slots. I keep my turnover items towards the top so I can quickly spot what's new. On my most played alts the invisible bag is usually full of items and even if not, it's a
lot
of scrolling to get down to it, I don't have room to split stacks down there, and moving items to/from it involves moving the items in stages to lower slots, scrolling, moving. So it would be
less
convenient for that to be the only way to protect them.

I do usually have at least one empty shared slot though, so if those are protected from Salvage All I suppose that could work. Even so, I'd rather the unid'd had their own salvage options, if that can be done without too clunky a UI.

You will need 3 mate 1 for blue 1 for green and 1 for yellow. ( if only 1 I would suggest yellow so you dont accidently salvage pof specialist weapons)

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@Darlgon.9273 said:

@Irenio CalmonHuang.2048 said:Greetings, Tyrians!

• Magic find will no longer affect the results of identifying Unidentified Gear.

• Unidentified Gear reward tables are being changed to account for their availability across Tyria, including:

...Before the 3/26 change• Unidentified Gear drops are influenced by magic find twice—once when received as a drop and once when identified.• Fine, masterwork, and rare equipment drops are influenced by magic find once, when received as a drop.

After the 3/26 change• Unidentifed Gear drops are influenced by Magic Find once, when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.

 

 

Overall, you’ll get the same amount of loot and won’t have to play inventory wars as much.

Soo.. How does it work when you sell/buy Unidentified Gear bags off the BLTC? Do you inherit the drop magic find and location of the previous owner of the bag? Or do you get based on where and how much magic find you have when you received the bag from the BLTC merchant?

And, I take it, this negates any reason to travel to Silverwastes for the magic find boost there, correct? (Except for the bags from SW.)

After the change Mf will only affect if you get a blue, green or yellow unided drop from mobs, bags etc.

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@lokh.2695 said:At this point, why not remove MF from the game.Why should they? It's doing what it was always meant to do, giving veteran players with higher magic find a bigger chance at dropping green, yellow, and orange quality items. The only difference is that from tuesday on, you get the same chances in non-PoF areas that you get in PoF areas, and you get the same chances whether you id on the spot or collect the items and id in bulk later on.

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@"lokh.2695" said:At this point, why not remove MF from the game.

This is what im thinking, and im someone who has 319% account bound MF, it seems Anet are moving more and more loot towards the MF does not affect this, honestly i wonder if MF does anything, i get very little in the way of decent drops, and yet friends of mine who call MF "Magic Beans" have less than 50% account bound MF and get exotics etc daily, i personally believe MF is more of a gimmick and its more that your account is tagged on creation for drops or no drops.

Can we get UnID gear in WvW too please, it might actually encourage people to fight instead of PvD all day.

Also, a lower chance of pre cursors, whats lower than 0, i have opened 1000's of rare bags and gotten only a handful of exotics, that statement almost seems misleading to near false.

The only downside i can see to this update is, that some items will never see the TP, most people sell the unid gear as it is, and the people buying it arent doing it to sell the items, its all salvage fodder, where this is ok to make gold in game, newer players looking for armor/weapons on the TP for lower levels may struggle here, long term this could push the price of raw materials even higher.

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@Ok I Did It.2854 said:

@"lokh.2695" said:Can we get UnID gear in WvW too please, it might actually encourage people to fight instead of PvD all day.

If you read the comments you would already know this answer.. https://en-forum.guildwars2.com/discussion/comment/867203/#Comment_867203

newer players looking for armor/weapons on the TP for lower levels may struggle here, long term this could push the price of raw materials even higher.

Opening Champ bags with a low level character will still drop gear appropriate for that character, just not when opening unidentified gear. Opening regular champ bags you get say from doing SW farming.

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It's pretty funny, there's always lots of people complaining no matter what the devs touch. They want to make looting and inventory management less of an annoyance but as soon as players perceive their loot might be nerfed ever so slightly in the process - brace yourselves for the hysteria.

Have you guys considered that market prices of materials will be affected by the MF nerf in the same vein? Magic find on unid gear never was a fun mechanic. Stack all of your loot until your bags are full, then pop as many MF boosters as possible and spend an hour salvaging. I'm sure I won't miss it...

This is a major improvement to convenience coupled with a small re-balance so players that don't have MF maxed out no longer need to sell all their loot at the trading post. So in turn a couple of veterans that enjoyed buffing themselves up for a round of hardcore inventory wars could buy it and turn a profit. Capitalism at its finest :dizzy: but not exactly a fun system for a game.

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@"Linken.6345" said:We really should get a way to demote tier of materials so we can turn all that elderwood and mitril down to t2-4.

You do, it is called the trading post.

Back on topic, I love the change. Being able to concentrate 800 or 900 MF into drops on demand (or at least buyable drops) has obviously damaged a lot of markets. And the need to hoard unids and then spend an hour of super MF-buffed open/sell/salvage was not really fun, but I did it anyways due to "fear of missing out" on a good drop. Add in the need to separately list rare greatswords, swords, daggers, and all elonian weapons to maximize your return and then eat the luck, merch the lucent motes, and it was awful. Even with 250 slots on my main.

It is also really nice to see a renewed focus on managing the health of the overall economy and ensure that broad portions of the game and play styles are rewarded fairly without one particular style harming it for everyone else.

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@Turkeyspit.3965 said:Funny how after the Istan nerf, people theorized that Silverwastes was going to be next. In a collateral damage sort of way, this is a nerf to SW, since this diminishes somewhat the value of completing that meta for the MF boon.

That's not a nerf to Silverwastes. If fewer people do SW for the MF boost, that means that it's going to generate less total loot for the economy. All else equal (which it so rarely is), lower supply results in higher prices, so this is more likely to result in a buff.Of course, it's going to first destabilize markets immensely, so it will be months and months before there's a new equilibrium that would could assess. (And the income comparison is made more difficult because I haven't seen reliably data posted for Istan or Silverwastes since the first Istan nerf... and not even for some time before that. People throw around their estimates or just look at one source of funds; the public data currently is very poor.)

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It's not written in the best way, but it really gives the impression that we'll have a lower chance of getting high-rarity items, so the supply of the items drops, and there's more demand for the things that those high-rarity items bring. So, it'll raise the prices of ectos, for example, which makes it a 'long-term economy change'. The problem is that crafting is considered to be quite expensive already, so this knock-on effect could deter players from continuing with crafting as a form of gameplay, which reduces the game's content.

I don't see an issue in the idea that we loot a Fine/Masterwork/Rare/Exotic Unidentified Drop, and our Magic Find affects what we get from that box, but only within that tier of rarity. If that's the case, then I don't see the fuss, but it's worded so horribly that people are clearly uncertain mainly about what the change actually is and its purpose? @Irenio CalmonHuang.2048

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'Unidentified Gear drops are influenced by Magic Find once when received as a drop. Exotic equipment still has the same chance it currently does to drop directly in addition to the rare chance to obtain it from identifying gear.'

This is where people are getting stuck. Because the wording for exotics makes it seem like we're getting two chances at loot, whilst the 'Before Change' stated that we had two chances, being reduced in the 'After Change' to one. How it sounds to me:

If I kill a monster, my MF determines whether that bag is Fine/Masterwork/Rare Unidentified Gear.If I open the Gear of a rarity, it'll give me an item of that rarity, or will be upgraded at the same % chance as everyone else in the game. So if the flat rate is 30%, everyone in the game will have a 30% chance of getting an upgrade whilst identifying a piece of gear, as MF doesn't affect this and the flat rate takes over.In the case of Exotic Items, this isn't affected by Magic Find at all. Everyone in the game gets a 30% chance of directly dropping an Exotic Item from a monster, and that 30% is used again whilst identifying from Unidentified Gear.

In summary, it sounds as if Magic Find will never be used for Exotic drops. Because if it had the same chance it currently does to drop directly in addition to the rare chance from identifying gear, you wouldn't have a flat rate for everyone. If my Magic Find was 200%, it'd imply that the subsequent chance of getting an Exotic Item from identification would also be 200%. However, because Magic Find isn't used through Identification, there's a flat rate that ANet decides for us making MF obsolete.

Or I'm just being dumb, because it's been a long day, and this post is really confusing.

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