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Jia Shen.4217

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Everything posted by Jia Shen.4217

  1. Thanks for the further info. I wonder if it maybe was some strange thing for the first year or two or I just an miss remembering being able to give them more than one gift. The karma gain projection appears to be inline with what I remember getting in years past based on the info provided in replies. As far as the costing karma i wonder if i just never paid attention to what i was spending to get the wrap.
  2. I doubt it. It wouldn't make sense to make a single crafting material scarce to act as an indirect gold sink. To be honest I think they just gave up trying to balance things and just added a couple more tiny supplements. As for the shipments thing., you would have to assume everyone has the content or current access to the content in order to supplement with it; and also that the cost to obtain via it isn't more than it would be to just buy them from the TP.
  3. I don't recall having to spend karma to make gifts to give to them. And also I remember having an over abundance of the items they took as gifts so that I didn't even need to figure out if I'm going to waste a booster or not. Also I don't remember there being a limit on how many gifts you could give. Unless they are spread out so much that it takes a whole booster in duration to get to all of them. I seem to recall this being a source of like over 1 million karma if not as much as 2 million karma last time I was around for wintersday in the early years of the game.
  4. So years past I would always do this but it looks like they changed this activity. I remember previously just going round and round for ever gaining karma like crazy without effort. Is this activity still worth doing and if so how does one go about doing it now. I always remember no effort at all in having what is needed to donate as often as needed to run out at least one booster per day worth of time.
  5. This is pretty much what we resort to. But it doesn't change the reality of an imbalance of the drop rates when compared to other materials taking into consideration amounts needed and time requirement to obtain each outside of sell buy obtaining. I do appreciate everyone's participation in the thread. But this quoted recommendation seems to still be the way to deal with the situation.
  6. I'm talking about the price of the materials used for promotion. If you already have them and selling them is worth more coin than what it would cost to buy what you get from the promotion there you go high costs. The amounts I listed were based off me opening the TP and aside from clicking buy or sell those were the totals that came up as a result of entering the amounts of each material. A future reply after you in the thread appeared to garner a much more closer to equal cost. But doesn't seem to be a time effective manner to decide promote vs sell and buy.
  7. After looking into what promoting is, this is not an cost effective way of obtaining T6. For T6 leather promotion costs about 2g 50s per 10 vs buying the T6 leather at about 1g 25s. So you could sell the T5 leather and buy about 14 T6. I have little experience with the zones these are in at this time. The mats are key gated so how much you can get and how fast is dependent on how many keys you can get and just how many you get from one key and if they are guaranteed per key. But I get the feeling, from researching if this is worth my while to try, that this is not a viable method to farm. And only a nice little bonus while doing the areas relevant to the one you can get T6 from.
  8. I had thought about the glyph so I went out and spent a bunch of karma to test the consumable version of them. The result was 100% all T5 leather out of thousands of nodes harvested. Doesn't give me faith in the value of the glyph. I wasn't aware you could turn T5 into T6. If this is a reasonable method then perhaps I have missed an important part of things. But only if it is reasonable. Like if it would cost you more to promote than it would be to sell the stuff to do the promotion and buy the needed T6 then I wouldn't consider that reasonable. Also unfortunately I hadn't considered selling the ToT bags and then buying what I need because I also wanted holloween event stuff. Though in hind sight I should have consulted the forum prior to the event to see if it was in my best interest to sell the ToT bags and then just buy anything and everything that I would want/need out of them vs opening them all. This is also something I'm unaware of.... What are trade caches? Perhaps there are things like this that I'm unaware of that has already adjusted the supply similarly to my previously mentioned options. I do know that I don't expect "equally available". But when you consider all I needed was 150 pieces to make the processed leather compared to the said thousands of wood, I expected a game activity designed to supply you most efficiently with source of the material to require equal time to obtain. That seems to me to be the reasoning behind balancing supply and demand or altering the recipes is so that there is an equality of time investment.
  9. In general reply to those who replied about wood and ore having more sources. That was part of the point of my thread. Because not only can it be gotten from salvaging far more of it can be gathered by gathering from nodes. But leather and cloth can only be gotten from salvaging (there is no significant source outside that). So each item that salvages to tier 6 cloth and each that salvages to tier 6 leather should then give several more and not just one when a salvage results in tier 6 or gathering nodes at least as plentiful as the other tier 6 gathering nodes to properly balance them. Unless there is another activity in game that can give 3 times as many in the same amount of time than I got in daily lab farm then there is still a problem. I needed 150 sections to make the 50 squares for collection 2 of nevermore. So in the time it took to obtain the entirety of the wood needed for the collection; and with the same amount of time only a third of the leather needed. To expand on just how little the amount actually gotten was. I opened them and salvage as stated already. I however didn't mention the class I used to open them and salvage them, elementalist. I also maxed out my magic find if that even was supposed to help. If this were true than I should have gotten more cloth than I did. However unless they changed something in the game I have never had in the thousands of hours played over 7 years the game has been out any significantly more gear usable by my elementalist than gear that cannot be used by it.
  10. End result from opening and salvaging at least 2,500 blue, 2,500 green, and 500 yellow. Just shy of 50 hardened leather sections and just over 50 gossamer scraps. And in comparison a full stack of orichalcum ore and a full stack of ancient wood logs. This to me is kind of crazy. It should not be so heavily slanted to the ore and wood when those can be readily gathered from nodes throughout end level zones. But leather and scraps can only be gotten outside of such means (no significant source outside of salvaging). To put perspective on the time effort here. In the same amount of time it took me to get just shy of 50 leather sections I was able to harvest the following: 5,580 Elder Wood Log900 Seasoned Wood Log1,740 Hard Wood Log1,160 Soft Wood Log180 Ancient Wood Log180 Green Wood Log That's nearly all of the wood needed to complete the second collection for crafting nevermore.
  11. After trying different tips from here and elsewhere I finally came to discover what the problem was. For some reason Disable Conditional Mount Movement Ability Input was making it so drifting wasn't working at all. Resulting in my experiences described above and the setting had to be turned off contrary to all the tips and guides I found to correct the cause of the problem. But what really worked is a tip I found only after discovering a video by AyinMainden in which it was stated that you need to use A+S and D+S in combination with the mouse to maintain control of the beetle. And was the key to actually succeeding at gold. I don't know why none of the other tips and guides i found didn't have this info. In fact there must have been a dozen or more I looked at prior to this thread and after in search of success. But once I had this combination of controls knowledge it was only a matter of repeatedly running it to get the turns after boost right. And was far less frustrating in than my experience from lacking the info revealed the problem. Hopefully this info will be helpful to others who have this problem in the future.
  12. By only using the boost at or within a couple seconds of the orbs the time has improved to silver but still gold seems out of reach because I'm still not getting any control hardly at all with drift. Especially if used at/after a couple of the recharge orbs. Though continued after next quote. Button mashing doesn't seem to be working. If I stop holding move forward it slows down a little bit so it's not as crazy but if I stop holding move forward too long the beetle stops completely even if it seems like there is still boost left. The problem I seem to be having is that even though the camera is almost a complete 180 from the direction I'm traveling even with mashing the drift button i end up running wild off course. The spots it happens in doesn't seem to be any different to me than any other. Note watching a video on this course shows the player able to speed up and slow down like a race car perfectly controlled acceleration and deceleration so that the whole time they are chugging along at a pace that seems to exceed the pace of the raptor. And only using the boost 2 or 3 times. But if I don't use the boost it's like I toggled walk/run key to walk. And that is also the pace I end up after the couple times I randomly get lucky and the beetle turns and slows correctly. But my impression of this course is that there is absolutely no margin of error and gold requires a flawless bot like execution. What else do I need to do? Thanks.
  13. I can't figure this out at all. I am doing everything I find on how you are supposed to drift but it doesn't matter what keys I press, when and how I turn the camera as I press them the beetle just goes wacky crazy fast and shoots way off course every time i used the speed boost. I have watched videos that visually show me what it is supposed to look like. But what is happening with me is as if that functionality is disabled and all I am allowed to do is the boost part. This is so extremely frustrating because, as far as I can figure, it is impossible to get gold without it and you need gold for several achievements. Thanks.
  14. So I just noticed, either that or I forgot, that you could right click and choose an option that opens all for bags such as unidentified X gear item and the trick or treat bags. To which I assume there are other ones I don't know of at time of posting. Is there any reason to not right click and choose open all vs doing them one by one? Thanks.
  15. Excellent, thank you. My original thought was to hit individual ingredients like that 2nd link, but discovered that they are missing recipe details. But that was the worse case scenario if a list didn't exist. There are so many recipes in the game now I was like "oh my!!!" I thought back in the day I did this but I must have forgotten about it or at least on chef. I remember going on a recipe buying spree across all the zones before the expansions came out.
  16. Is there a list by difficulty number all of the chef recipes that need to be discovered? One of my planned goals is to get every recipe no matter if I would use it or not. Thanks.
  17. I'm not sure if this was meant to troll as the OP has not responded to provide more detail. But assuming the validity of the complaint I think the problem is that arenanet never really provided in game meta info to tell the player you should really do this with some help. But the real problem stems from the concept that the story is "personal". Because naming that implied that not only is it centered on you but that you were alone with involvement aside from NPCs. In other words solo play. But in reality portions of it and the later progression of the story after the original content of the game was not for solo play. Thought process continued after quote. That is where this quote comes into play. Arenanet realized later with future content of GW1 that groups of people were looking for more than just always needing a group. This mainly was two things. Solo friendly group and much more challenging group. For the solo group they did what they could and created heroes so that they could more closely replace human party members for those who wanted solo. And they created hard mode for those seeking much more of a challenge while leaving the "easy" intact. With GW2 this apparently was ignored. And little has been done to improve the situation in one direction or the other. Before the game ever launched my feedback was that they needed to compensate for these groups in GW2 with a easy, normal and hard mode. Easy mode: In story instances NPC needed to reasonably contribute rather than as very weak versions of henchmen and failed at all healing or reviving the players that found the content too hard. Normal mode: for those that found challenge level just fine as it is. And Hard more: for those players that felt there was not enough challenge. None of these groups are completely satisfied with things as the game stands today. To a lot of people there is just too much content that is "hard mode" and very little improvement for easy mode. And for those who like that very " hard mode" content complain as much about the stuff that appeals to that other group. The only solution is difficulty levels that way everyone can hopefully make the game as challenging as they want. The problem is complexity of coding because now several versions of the same content has to be evaluated and potentially maintained after creation.
  18. In just 12 minutes of playing GW2 today I looked to see just how much it was using the HD because I too have been annoyed by the longer load screens than what I remember from before I took a long term break from the game. The results: in those 12 minutes GW2 read over 8GB of data from the HD. The 12 minutes involved two long loading screens and some gathering of nodes.
  19. Isn't it all about the Glyph now? Standard gather speed is like 3 seconds per node. It'd be a bit tedious to try and shave time off outside of game mechanics. In fact the real time saver is cutting time down moving from node to node. Before gliding and mounts it would take me just over an hour to clear a whole zone of nodes. Now with them I cut that time in half. Which means double the materials gathered for the same amount of time spent before. Now if you were to cut the time on the node itself in half, one is only saving one minute or a little more with a full zone clear. That's just a scratch compared to the time mounts and glider saves you.
  20. Guild Wars going back to it's root with GW1 was never about giving you tons to do "end game". This was because the intention was to always have new story to follow and when you were done with that you had the freedom to do other things and not feel tied down to the one game like every other game out there. The core ideal behind the game was to be story focused and not force you to endlessly grind as you went like just about every other game out there at the time. They did however have achievements, skins you needed a good deal of time to get, and in GW1 the green items (GW2 did that skin collecting thing different). And then there was PvP for those who like both, PvP was kind of an "end game" thing. The idea was that grind was optional. So it is all really a matter of what you like about the game. For me games have to have a great story, and I enjoy repeating the story with other character classes etc for the variation the playing experience gets as a result of the differences just the mechanics of the class alone offers let alone the variation the story itself gets as a result of certain key things outside of that.. The personal story has that more than the rest of the game unfortunately. If you look at the MMO industry you will find that GW and one or two others that chose to think out of the box and not clone the early days have influenced quite a bit how MMO games are designed today. That really says something about just how good the designers and developers were/are. And the continued popularity and longevity of this and those select other games really says something of just how well the games have maintained their vision goals. But like any other game out there if you play it long enough it doesn't matter how good, fun, etc the game is, one will get tired of it. And there is nothing wrong with that. Take a long enough break away and those old feelings of fun and joy etc of playing the game will be like new and you will probably find spending just as much time playing it as you had beforehand.
  21. I can't for the life of me remember why they removed it. i do remember it wasn't the only one. I think it may have been a simplification or something similar of the starting zones. When the game originally launched the area involved was designed to be played with a group of people. There was two or three events in a mini sequence, I do believe the events are still there. And the enemies in the cave respawned quickly so it felt dangerous if one stumbled in alone. Later the end event in the sequence changed from a champion boss to a veteran boss. The reason for the boss change was to stop toxic bashing when a group killed a champion out of an expected sequence determined by veteran players farming them for the newly added champion loot bags. To me this was one of the most unfortunate things to have happened in the game because I really enjoyed the " OH #$%@!!!!!" experience when you ran into one of those. It really felt epic as a starting player. After the change I began calling the rampaging troll the temper tantrum troll because of how drastic the experience was changed as a result of that toxic minority.
  22. So if I am fully understanding this right after all the info that has been provided including this quoted post. That as soon as you buy one of the two expansions the game goes into earning mastery XP instead of spirit shard even before you ever get done with the story content prior to needing them. If I understand that correctly then I suggest a petition of players asking this to be corrected in the form of earning spirit shards until you reach the part of the story where the mastery system is needed. Because there is no reason at all to pester players to play the story out of order for something they don't even need for quite some time after they have reached level 80. I mean one could litterally have a year worth of content to play through at level 80 before they ever get to the HoT or PoF intros.
  23. While I was completing the content to unlock masteries it was not earning mastery XP it was earning spirit shards or whatever the game gave at level up prior to the mastery system. It wasn't until I unlocked masteries that I was actually earning mastery XP and at that point i never got and still don't get this notification if I have a mastery ready to spend points on if I didn't spend the points and kept playing with that mastery ready to spend points on. My reason for what I shared and asked was to gather information to find out if this is a bug or a change they made in the game. Because if it is not a change then it is a bug to be reported. If it is a change and you are meant to be able to gain mastery XP without unlocking masteries then we are in territory where a request is needed in order to change things. I suspect that we are dealing with a bug if mastery XP can be gained without masteries being unlocked because one would waste a lot of XP that would be earning spirit shards. If this is a case of the masteries are unlocked I seem to recall that you have to spend points on at least the first glider mastery before the rest are unlocked.
  24. Interesting, I don't recall being able to train a mastery before unlocking masteries. Is it possible to just train another mastery to avoid this long enough to do the needed part of the story? Also was this a change they made from what I remember it being like from initial release?
  25. Can you post a screenshot of this? Because I have no idea what this is being discussed. I have always had unspent mastery points as I have progressed along in the game I have never seen any notification bugging me to spend them. Even as I make this reply I have some couple of dozen unspent mastery points and several masteries ready and waiting for me to click the button to spend them on.
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