Jump to content
  • Sign Up

mtpelion.4562

Members
  • Posts

    507
  • Joined

  • Last visited

Everything posted by mtpelion.4562

  1. AFK farming is not OK. Parking your character in auto-attack mode while you are present at the computer (even if you are only marginally "present") is OK. Because you have no way of knowing which is happening, just
  2. Do you actually think that most PvE players will care that WvW players can get legendaries without doing any PvE? That kind of attitude is present in the toxic portions of the Raid community, but that represents a handful of players. I'd estimate that 95% of all PvE players would not care at all if you WvWers could get your legendaries completely within WvW as long as we can get ours completely within PvE.
  3. Again, if you happen to be on one of the few active servers, you live in a bubble surrounded only by other WvWers and as a result have an incorrect perception of reality. The vast majority of servers have to be bundled together (2-3 servers per color team) and STILL never have a single queue to join any maps because no one plays it. The whole point of the Alliance system is to try and band-aid this population problem. Furthermore, if population in WvW really is fine (again, for those few servers it may seem fine, which is fine for those who are there), then what do you propose is the actual reason WvWers are so opposed to being able to monetize their time by selling GoBs to everyone else?
  4. Unless you are on one of the 4-5 servers that recruited all 500ish active WvW players, WvW is a ghost town.
  5. It would be far more reasonable to simply move those tokens out of WvW and Dungeons and put those dead gamemodes out of our misery, but the few remaining WvW adherents are quite vocal (enough to make readers here think that there is a sizeable number of them when the reality is that they represent an insignificant percentage of the game's players). I do think that the main reason WvW players are so adamantly opposed to making the GoB tradeable (despite the fact that this change would put a TON of gold directly into their own wallets), is that they know they'd lose a staggeringly large percentage of the people who are left doing WvW as they are only doing it for the GoB, not because they enjoy the gamemode. When your argument is to force people to play something they hate just to keep something you like alive, let's just say you aren't arguing from a position that will win many people over. I'm OK with leaving these appendix gamemodes around for those who still enjoy them, but let's make the Gifts tradeable on the TP so that the few who do enjoy them can monetize the time they spend on them while the rest of us can skip the slog through ancient, broken, and unfun gameplay.
  6. The general rule is that downed players get rezzed, but defeated (dead) players use the nearest Waypoint. Situationally speaking, if a Meta Event is highly time dependent, then this rule is going to be more strictly enforced (if I stop to rez you, then we're down TWO players). If the event is more flexible, or has a window between events in a chain, then I'll always stop to rez the dead on maps with inconvenient waypoints.
  7. It WAS a cornerstone gamemode. Today it has about the same relevance as Dungeons (i.e. something the VAST majority of players only do when making a Legendary).
  8. I think that the Gift of Battle should be able to be sold on the Trading Post. This would enable people who enjoy WvW to play the content they love and monetize their time, while people who do not enjoy WvW can either choose to suck it up and hate life for hours or play content that they do enjoy and spend the gold they earn while having fun to buy the Gift of Battle from the Trading Post. The idea behind putting it in WvW is the same as having WvW dailies. ArenaNet wants to force players to try content they might not otherwise play. However, once you've tried WvW and decide that you hate it, it makes all of your subsequent Legendary crafting a HUGE chore.
  9. At launch, Orichalcum and Ancient Logs were valuable as there were precious few sources of them. Since then, most expansion and Living World maps have several nodes making these resources substantially less valuable or rare. As a result, I agree that the Mystic Clover recipe should drop them from the results table. There is no longer a justification to keep a common item in the table. Arguing to keep them in there is much like arguing to add Copper Ore to the table.
  10. I open my envelopes because I don't have maximum magic find yet (sitting at 580% with buffs). I've come out slightly ahead on gold (some days I lose some, but most days are a slight profit). I feel like the luck essence drops are pretty bad this year moreso than the trash to gold drops.
  11. I wish I had seen this article before I bought EoD. I kind of want my money back now. Nuking the game's economy in an attempt to coerce players into 10-man content is going to be the end of GW2. You've just told all casual players to leave the game with this change.
  12. I'd ask that legendary effects (and infusion effects) be unlocks in the Wardrobe. Once added (Legendary effects automatically when you account bind the Legendary item and infusion effects by "consuming" the infusion), you should then be able to apply them to any gear slot the same way we apply dye or wardrobe skins.
  13. You need a large sample size to approach the target chance in real life. For a 99.999% confidence in a 3% drop rate, you'd need about 5,700 days of Teq. Essentially, yes, you are on a bad luck streak, which is expected from time to time.
  14. I know it can sometimes be hard to remember this in the heat of the moment, but insults from random, faceless nobodies on the internet are meaningless. Their opinions are based on a combination of ignorance and rage and have no merit whatsoever. Once you remember this, their insults carry no sting. Who cares for the thoughts of angry flies?
  15. I'd like to request that account-wide Build and Gear template slots (not the storage slots) as well as account-wide bag slot upgrades be added to the gem store. I am 100% uninterested in buying these on a per-character basis due to my massive (and expensive) investment in character slots, but a reasonably priced account wide version would make it a justifiable use of my hard earned dollars.
  16. Eternal Hunter. I'll see you in the mists...
  17. I don't think that it should be made baseline, but I do think it should be standardized into a skill for all professions and change the existing traits to do something else. I also think it should be added as a 6th slot Rune bonus for at least 3 rune sets.
  18. It has been awhile since I last did these calculations, but if you roll a 1-100 once, trying to get a 100, you have a 1% chance to eventually succeed across all your attempts. If I roll a 1-100 twenty times, still trying to get a 100, I will have a 18.21% chance to succeed across all my attempts. The individual rolls still each have a 1% chance to succeed, but I (not the rolls, but me the person doing the rolls) have an aggregate chance to succeed that is higher, because I had more rolls than you. You will note that the odds are not additive. I don't have a 20% chance because each time I roll, the result is independent of the prior results. The "loss" of 1.79% represents the inefficiency of "starting over" each time you roll.
  19. I think the point is that all players who are commenting here are viewing their own "luck" through the lens of their total experience (meaning, the sum of all rolls) and comparing their results with other players who are also looking at the sum of all rolls. This means that when two people here think they are comparing a 1% chance with a 0.5% chance, they are most likely comparing a 1% chance times X rolls versus a 1% chance times Y rolls. That is to say, it is impossible to determine if an account is "lucky" or "unlucky" without knowing exactly how many times they have actually pulled the lever.
  20. If you kill 1 mob and I kill 100 mobs, I got 100 rolls while you got 1 roll.
  21. Every INDIVIDUAL roll has the same chance of getting a particular number. However, when I roll a dice 100 times and you only roll it once, I have more chances than you do, so my odds of getting any particular number is higher.
  22. In order of usefulness: 1. Shared Inventory Slots 2. Infinite Gathering Tools 3. Copper Fed Salvage-O-Matic + Silver/Rune Salvage-O-Matic 4. Storage Expanders & Bank Tabs (make sure you buy these ONLY from inside the Bank, not from the Gem Store.)
  23. The single most important thing you can do to ensure that you enjoy life is to never compare what you have with what someone else has. The moment you start looking at others, the things in your life that you worked for stop bringing you joy and instead bring you feelings of regret, anger, jealousy, and hate.
×
×
  • Create New...