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Pittcrew.6592

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Everything posted by Pittcrew.6592

  1. I do understand your concerns, but only to a limited degree. Anything that can be caught with any regularity that people would be able to reliably "sell" or "carry" a person through would likely be just as easy enough to catch own your own. Like Ascended and Legendary fish. Things like those are often not going to be worth the effort of going through a secondary source to catch; if you're using the right bait and have enough fishing power, you probably already have > 5% chance to catch them at normal fishing holes. Just try to catch them normally. Having to wait for someone else to catch a specific fish you need for a standard fishing hole and then trying to re-catch it is almost always going to be slower, and you're just as likely to catch it by trying to catch it normally as they are in the while you're waiting for them to try to catch it for you. It really doesn't feel like a service that could be charged for with any degree of certainty of getting value out of it. Does that mean people wouldn't try to do it anyway? No, they probably would, and that could be an issue for scamming, but I doubt it will lead to too much meaningful progress being made towards completing achievements. For some of the more truly rare fish, like saltwater, there's basically no way to be able to guarantee that a "seller" could acquire the fish they are promising. And even catching and releasing it wouldn't guarantee that the buyer will catch it. As I've suggested this work, I think it would just all be too risky, nebulous, and unsustainable to try to actively, pre-emptively promote selling fish as a service. I feel like, if anything, any market that might crop up would be localized and reactive, based on what you happen to catch in the moment. For example, I could see if someone saying to people around them: "Hey, I just caught x fish. See, this is the skill [Release Fish: Googly-Eyed Squid]. I'm gonna drop it. Send me a mail with 3g to be invited to my party to fish for it." Something like that could happen. I guess it's up to you if you think that's a bad thing or not. I think it could be a bit fishy (pun intended), dangerous, risky -- and it's definitely something I would prefer not to happen. But it's also someone offering something of (potential) value, which you otherwise could just ignore, and I don't necessarily think it's wrong for them to be able to sell that to someone else if they're willing to pay for it. I'm sure some people would like to offer such a service, and I'm sure some people would like to take advantage of it. Maybe that's valid and worth looking in to. However, I do think it would likely shift the dynamic of the community around fishing, even though that certainly isn't my intention, and maybe not for the best. I like that people say that they wish they could give up something they just caught to help someone else out, and I wouldn't want that to be completely corrupted. One thing that might reduce the extent to which people could "sell" fish, perhaps almost completely, would be to make any Released Fish fishing spots just be public and not attached to your party. Then you wouldn't be able to stop other people from trying to catch it, which strips people of their power over access. It also helps to anonymize the feature, which would distance people and would reduce how much of an obligation people feel to compensate someone at all (such as by giving them back the materials they got from the fish). The best you could probably expect to get in return would be tips, and that probably wouldn't be very reliable. It would probably also make it so that you'd only be willing to give up fish that really do have very little value to you. That change could probably work quite well for reducing risks of a player-driven service economy around fishing. The only other main possible place it could occur is in instances, like a guild hall. Maybe you could just disable the feature there, if you felt it was necessary, despite that being disappointing for guilds who want to fish together in their guild hall. However, there's a bit of an issue with making the player-made fishing holes public: it could lead to an increase in spam/griefing. For example, someone could release a fish over the spot you're fishing in in open water (unless that isn't a valid spot to place it), or areas of open water may just become filled up with a bunch of common fish being thrown back into the water for no good reason. Part of why I suggested it be restricted to party was to help keep the water from being crowded by random people's released fish, but I can see how it would do harm to lock it behind a party. Anyways, I do think this is all worth taking into consideration, but don't necessarily think your concerns make the idea in general completely unworkable. It may just need some adjustments.
  2. Introduction As I worked my way through the fishing achievements and completed Cod Swimming Amongst Mere Minnows, I used some of the plentiful time that I spent grinding trying to come up with a suggestion to help ease some of the most brutal aspects of high-RNG fishing. What I came up with should hopefully help to reward and encourage actively cooperative fishing. I’ve tried to design it in such a way that should limit potential exploits and that should hopefully still demand a significant amount of effort to complete. Motivations I wanted to address a few things specifically with this idea: Let players who have already collected a fish give up their catch in order to give others who still need it a better chance of getting exactly what they need Give players additional mechanisms to accelerate the acquisition of some of the most elusive fish in a more reliable, targeted way Respect player’s time more by giving them ways to offset the naturally very-high RNG involved in certain areas of fishing Encourage fishing a group, and doing so actively Mechanically allow players to be actively kind and helpful to others Aside from collections, many fish aren’t particularly valuable, so it’d be nice to be able to put them to better use by helping other people. This is something I have seen many people saying they wish they could do, and I’d love to actually see a way to do this be implemented. However, I do acknowledge that it would need to be done in a balanced way. I’ve tried to do so, but some additional considerations might need to be made. Overview Add a new mastery to the Fishing mastery track: Share the Bounty. To unlock it, you must spend 3-4 EoD mastery points. I know that reducing the cost of a higher-tier mastery hasn’t been done before, but it feels fitting to me because of the self-sacrificial nature of the feature it unlocks that it wouldn’t be intensive to unlock. It will also help to not heavily disrupt the amount of mastery points available vs. those needed to unlock all of the masteries. Mastery: Share the Bounty Gain the ability to release fish that you’ve already collected back into the water. After releasing it, party members can attempt to catch the released fish to collect it for themselves before it wanders off. Each catch made in the area of a released fish with a favored bait has a 4% chance to catch the fish; for players with this mastery, that chance is increased to 5%. Catches that don’t recapture the released fish will yield something found in open water. Details About the Special Action ability: Gaining Access to the Ability: Any time that you catch a fish where doing so didn’t advance any collection progress (i.e. it wouldn’t have had the “Collectible” tag at the time you caught it), you will temporarily gain access to a Special Action ability to release it, which is called “Release Catch”. You cannot re-release a fish that a player released and that you caught from a player-created fishing hole; the Special Action ability will not appear, even if catching it didn’t trigger any collection progress updates. Only caught fish can be released; junk items cannot be. Usage: Using the “Release Catch” ability will create a temporary fishing hole that party members can fish from, which will give them a chance to catch the fish that was released for themselves. When the ability is used, the player will gain a status effect that links them to that fishing hole. The status effect will have a duration, letting the player know how long the fishing hole has remaining until it expires. If the status effect is replaced by a newer usage of the skill, the fishing hole associated with the status effect being replaced will disappear. Skill Name: The exact name of the “Release Catch” ability will change based on the fish that will be released, by adding “: Fish name” to the end of it. Example: “Release Catch: Black Lionfish” Skill Icon: The skill icon of the “Release Catch” special action will update to match the item icon of whatever fish will be released if you used the skill. Skill Targeting: The skill is ground targeted, with a range of roughly 450. You can only target fishable water; specifically, it must be open water. You cannot target a place in the water that overlaps with another Fishing Hole (static or player-made). Ideally, this would include temporary fishing holes made by people outside of your party as well, since if you were to join their party, that could cause them to overlap. Cast Time: The animation to release the fish takes ~4 seconds. Moving will cancel it. The lengthy cast time may help to reduce mistaken releases as well as discourage excessive releasing of fish. Despite the long cast time, as long as you activate the skill before it expires, it will finish. Cost: In order to successfully use the skill, the player will have to give up the fish that they caught. If the player tries to use the skill without having the corresponding fish in their inventory, the usage will fail and the special action skill will be removed. Therefore, you should make sure to not process the fish, move it to the bank, or otherwise try to trick the system. Fish located in Safe Bags can be detected and 1 copy of the fish will be removed if you use the skill. Fish located in Shared Inventory Slots will not be be detected and will cause the skill to fail. Cooldown: This skill has a 1 minute cooldown. Recharge is not affected by Alacrity. You must wait for the cooldown to end before you can release a new fish. Time Limit: Once the Release Catch skill is granted to you, you have only 1 minute to use it before the special action ability is removed. About the player-created temporary Fishing Holes: Limited Access: Only players that are in the same party as you will have a chance to fish up the released fish from the fishing hole you created. If players outside of your party cast their line at that spot, they will not have a chance to catch the released fish when they make their catch. A party can be of any size, up to a Squad. Visibility and access to player-created fishing holes will update automatically for all players in the party if a player who has created a fishing hole joins or leaves the party. Owner Advantage: The player who made the fishing hole will have a 50% chance per catch to re-catch the released fish. This is mostly a thing to make it so that any accidental releases can be recovered quite easily, but could also be used if they wanted to try to reclaim it if the hole is about to expire or if they caught another fish they want to release instead. Appearance: Player-created fishing holes can only be seen by players in the same party as the player that created it. The fishing holes could have an orange ring around it, rather than the standard white/light-blue or shining gold used for events. Size: Player-created fishing holes will be ~66% of the size of regular fishing holes, so that they take up less physical and visual space. Name: The fishing hole’s name will correspond directly to the fish that was released. Example: “Released Black Lionfish” Limit: Each player can only have 1 temporary fishing hole at a time. Creating another one will delete the existing one. Duration: The temporary fishing hole that you create with the skill will last up to 5 minutes, after which the fish will escape and the hole will disappear. It can disappear early if the owner player leaves the map, releases another fish, or if a player catches the fish from the hole before that time is up. Player-created fishing holes could make use of the “timed” icon that is used for Rare Fish fishing holes during fishing events. Difficulty: The difficulty associated with the fishing hole matches whatever the local open water fishing difficulty is. Bait: In order to catch the released fish, you need to use a bait that is favored by that fish. If you don’t, you will have no chance of catching it. Catch Rates: If the player is using a bait that is favored by the released fish, they will have a flat 4-5% chance to catch the released fish for each of their catches (based on if they have the mastery or not). The player that released the fish will have a 50% chance to re-catch it. If they don’t use a favored bait, or they don’t succeed on that 4-5% outright chance, the player will instead be awarded with a random catch based on the open water loot table for the area. Depending on the conditions, it may be possible to catch the fish from the open water loot table, which would not exhaust the fishing hole. Time of Day: When it comes to catching the fish that was released, Time of Day doesn’t matter when fishing from these fishing holes. Therefore, it is possible to catch a fish even after the Time of Day that they can be caught at naturally has passed, but it will only ever be possible to catch a fish up to 6 minutes after the Time of Day changes (otherwise the Special Action and fishing hole will have expired). However, the current time of day (and bait used) will affect the loot table if you are given an open water drop. Usage and Risk Analysis The main places I would expect this to find use are with Saltwater fish, World Class fish, and any fish that can only be caught during Dawn or Dusk. I’m sure some people would also use it for Exotic or rarer fish, but I personally think the drop rates on those tend to be reasonable enough that this wouldn’t be used excessively, especially given that most people will move around to focus on catching other fish after they’ve collected the one of each fish they need for the collection, which will reduce how many eligible catches are made that can be shared. Since Ascended and Legendary fish are worth quite a bit more, people would likely be more hesitant to give up those catches in general as well. Although players would technically be able to release every fish they caught (assuming it didn’t trigger collection progress), they likely wouldn’t want to. Not only because it would lose them some value through materials, but also because doing so would cost them a decent amount of efficiency. Catching a fish usually takes around 30 seconds from start to finish. If you wanted to try to release every fish you caught, you’d have to spend 50% of your time waiting around in order to do so. This should make releasing unneeded fish inefficient enough that it discourages doing too casually, but also doesn’t make it too much of a burden to do when it feels like it will be of significant help. Any given Released Fish will only ever result in 1 other player collecting that fish for progress and/or its materials. It’s also entirely possible that no one will re-catch the released fish. In that case, all potential value associated with it will simply be lost. The likely result of this feature is that groups of people will complete their collections closer together and with less repeat fish at the end of it. This will mean less fish needed to be caught overall, and it will also mean that people tend to finish collections somewhat faster. However, if people are tending to fill out the rarer fish by fishing in player-created fishing holes, they will also catch far fewer rare drops in total because they aren’t fishing in the zone’s fishing holes. This means completions will be tighter, but it also means that, if people are working in groups to complete the collections, fewer people will be accumulating the duplicate catches to release in the first place; once they focus on catching from player-created fishing holes, they will be of much less value to other people in the group in terms of being able to release duplicate rare fish. It should mean that the players end up with less overall value in their hauls, especially since they will be spending a lot of time only getting open water drops if they’re regularly fishing in player-created fishing holes. Really aggressively taking advantage of this feature by making large, organized fishing parties could lead to pretty rapid completion of certain fishing collections, especially those that have simpler conditions to them (almost all fish can be caught during a single time of day or with a single type of bait, etc.). There is a chance that the coordinated mass-completion of fishing achievements could cause a significant increase in the amount of rewards (notably Ambergris) being earned directly from the collections. However, I suspect that this would also be accompanied by an overall decrease in the total number of Ascended and Legendary fish (which would give the Ambergris) caught by these groups, which is something that solo players would likely not see a reduction in if they are not engaging with this feature and not being as efficient about filling out exactly what is needed just to complete the achievement. Therefore, it’s possible that the tradeoff of finishing the achievements faster but giving up Ambergris-granting fish may cause things to balance out when it comes to material value. If that’s the case, this may not be a major concern. However, it would probably be a good idea to try to observe behavior and do some statistical analysis to try to figure out the potential impact. It may also be the case that this kind of coordination is something that ANet feels is acceptable and worthy of compensation. If that were the case, though, it would shift the nature of the Share the Bounty feature from being altruistic to being important for being maximally efficient. Since it takes ~30 seconds to catch a fish and you have 4-5% chance to re-catch a released fish per catch, working in a party of just 2 people, it would take an average of 2 releases of a fish for the other player to have a really good chance of getting it. That is unlikely enough that it feels quite balanced, to me. And needing to catch 2 extras of a fish to have a good chance of it being caught by someone else feels like a good amount to have to sacrifice for them to be able to get that off of you. It also will involve a reasonable amount of effort on their part, of up to 20 catches. That’s not negligible. Working in a larger group will make it so there’s less risk of a released fish not being caught by someone who needs it, but it also means it’s harder to pinpoint who exactly will make that progress, which helps to limit how targeted and therefore how exploitable a given player’s progress can be. Other Fishing-related Suggestions I’ve come up with a list of a bunch of other fishing-relation feedback and suggestions. You can check them out on the forums (newer), reddit (older), and/or in a google doc (reference for both). Since the forum post is archived, you may want to reply on reddit if you have an account there. I don't know if making a new post here is ideal.
  3. Introduction: I’ve been fishing quite a lot since End of Dragons came out and, overall, I’ve really enjoyed it and the various levels of strategy that there are for trying to optimize what you will catch. However, I’ve continually come across a few pain-points with the system that make it somewhat tedious to use, and I have some suggestions that I think could improve the experience somewhat. The suggestions are at the end of the post. You can skip to them if you'd like, but I think the sections that I have earlier are useful for understanding the nature and scope of the issues I'm trying to address. Some pain-points I’ve come across: I am often swapping between the Achievements>Fishing panel, where I’m trying to see what Baits I should be using and what Fishing Spots I should be at for the current time of day, and the Hero>Fishing panel, where I am either changing my current Bait or making sure that I don’t run out of what I’m using. Since these are not separate windows, navigating to one means I have to spend a few steps getting back to the other. I have needed to look at an out-of-game resource to reliably know when the Times of Day are going to change so I can plan where I’m going to go fishing to make progress on collections. This is not ideal; I’d much rather be able to rely on the game itself being able to tell me. It’s fairly annoying to have to Anchor the Skiff and then draw your Fishing Rod. It would be preferable if you could press your Mastery Skill keybind (if Fishing is the Active mastery skill) while driving the Skiff, or while seated in an anchored Skiff, and both Anchor/stand up from the Skiff and draw your Fishing Rod in one action. Sometimes I will run out of a Bait (or Lure), but not both, and that will result in me being able to continue fishing, despite not necessarily being under the conditions I really want to be fishing under. I usually want to optimize my chances of catching certain fish or keeping my Fishing Power high enough to have an easier time fighting the fish. Shifting to a higher difficulty level is jarring and disruptive, and losing Fishing Power, although sometimes not noticed, does seem to reduce the rates of getting higher-tier catches, which I’d rather not have happen without being alerted. Running out of Bait specifically can be very bad if I’m trying to catch a specific fish that needs it. Better communication of what I currently have equipped and being able to see what my Fishing Power currently is, at a glance, would improve the experience. As it stands, there aren’t many reasons to actually fish as a party, and there are a good number of reasons for an average player to explicitly not do so. A major part of the conflict here is to do with conflicting fishing goals; for the average player, they are going to be fishing on a specific map in order to try to catch a specific thing, based on what they need for their achievements. Therefore, it generally benefits a player to not feel tied-down to one place. If a party member gets what they were there for, they’ll likely want to move on to somewhere else; however, the rest of the party may still have things to catch here, and shouldn’t have to experience any difficulty in continuing what they were doing should a member of their party leave. However, as things are, this has the potential to be quite disruptive when the person whose Skiff is being used wants to leave, as that can fairly easily lead to the rest of the party losing all of their stacks of the Fishing Party buff. (I have lost the buff after the original Skiff owner left the party/map; if you’re meant to be able to keep them, it seems to be finicky.) Right now, the main aspect of parties that feel easy enough and useful enough for an average player to engage with is being able to quickly leech off of the stacks of the Fishing Party buff that have already been built up and to then go off on your own. It isn’t the case that people, other than a group of friends, usually stick around to fish together; this behavior just feels odd, and the idea of copying the Fishing Party buff and leaving feels unintended. These issues make me very hesitant to casually start up (or join) a public fishing party, despite thinking it would be a fun thing to do. It’s a little too much of a commitment to do with the intent of anything other than letting people copy your buff, and poses a little too much risk for passenger players, who can lose the buff if the driver wants to leave. I think that’s a shame, because it does feel like fishing has the potential to be one of the best avenues for players to connect casually and naturally, in a way that gives people the chance to exist together for a longer time and in a less action-packed way than events or instanced content does. I think that steps should be taken to allow fishing as a party to be more casual by allowing the formation of a party to involve much less implicit commitment and the disbanding of a party to be much less disruptive to the experience. It should also be rewarding in that it will let you accelerate how quickly you can build up the stacks of the Fishing Party buff; however, it should only do so if you stick around and help to fish, even if you only want to stick around long enough for a few catches. The Fishing Party buff, as it currently works, feels almost oppressive to engage with and appreciate. Its current implementation feels dissonant -almost antithetical- to some of the major design tenets used throughout much of the rest of the game, as well as some of the goals that it’s seemingly supposed to encourage. Since all stacks of the buff are lost on changing maps, or even after being removed from your Skiff for a short time, it makes you feel like you can’t stop fishing or change to another map if you’ve built up a decent number of stacks, especially if the map has a high base difficulty or if you still have rare fish to catch there. It makes a forced map closure feel terrible. It makes you feel bad about logging out, which can make you play for longer than you want or ought to. It makes you feel bad about ending a fishing party, because all members of the party can easily lose that shared progress, even if some members still do want to continue fishing on the map they are on. It also adds stress when your skiff is being attacked, with the potential of being destroyed and causing you to lose all of your progress with the buff (if you get in combat and can’t summon it again in time). It prevents you from being able to enjoy the living game and react to it in the spur of the moment, as is so often encouraged in the game: you can’t leave your skiff to revive someone downed nearby or join an event that is going on, even if you really want to, without losing your Fishing Party buff. It discourages you from changing to another instance of a map when a meta is going on to allow more people who are participating in the meta to join it, despite you potentially being completely willing to do so otherwise. I think that the Fishing Party buff does have a few really solid aspects to it that should be kept and elevated, such as how it gives the sense of gradually building to a “flow state” and how it accumulates faster when fishing as a group, but I think a pretty large rework is in order to help achieve an unambiguously satisfying experience. Trying to catch specific fish during Dawn or Dusk, especially when you only need a few more to finish an achievement, can be quite tedious and frustrating given how short of a time span you have to cast a few lines. This is made even worse when the area you’re going to has a high base difficulty; this often requires you to spend extra time there before Dawn/Dusk to build up the Fishing Party buff to be able to pull off a reasonable number of catches. It’s easy to feel resentful about having to have “waste” that extra time building up that buff, especially if you didn’t catch what you wanted to by the end, compounded by the fact that you’ll have to give up those stacks of the buff when you leave the map to fish elsewhere, which is often what people will do. Usually, I’m not interested in or able to stay on that map for nearly an hour just to try again for another 5 minutes–I can and will work on other things in the meantime. I think there are a handful of changes that could be made to what fish can be caught during Dusk/Dawn and to the Fishing Party and Tips on Fishing buffs that would generally reduce the burden of catching Dusk/Dawn fish. The main things these suggestions are trying to improve: Reduce the frequency that you need/want to access the Hero>Fishing panel by adding most of the information and functions in that window to the Fishing skill bar Reduce the amount of actions you have to take to transition from riding a Skiff to Fishing Make the Achievements>Fishing panel the main window that you’ll need/want to reference while fishing Directly communicate the current time of day to the player, textually and graphically Improve communication of when you do or will run out of a Bait or Lure that you’re using Make Baits and Lures more easily accessible by characters across your account Allow people to maintain their Fishing Power with more ease, to allow for a smoother experience when traveling to different maps Allow players to engage in activities other than fishing, take a break, or log out of the game without losing all of the progress they’ve made with Fishing Party buff Encourage fishing as a group by making it easier and more unquestionably rewarding to do so, while removing all of the points of tension that currently make doing so feel like you have to make tradeoffs and heavy commitments Make fishing during Dawn/Dusk more predictable and painless to approach without requiring excessive preparation The suggestions: Each of these suggestions are elaborated upon with further details and mockup images, which can be found here (google doc) for those interested. I left out the details for the sake of brevity/accessibility. Updates to the Fishing Panel Convert Baits and Lures to account-wide consumable charges that can be accumulated and spent like single-use Finishers. Updates to the Fishing Skill Bar Allow the Fishing Rod to be equipped even without having a Bait or Lure equipped. Let the player select which Bait and Lure to use from Skill slots on the skill bar. Display the player’s current total Fishing Power on the skill bar. Communicating the Time of Day Update the output of the /time chat command to give more useful contextual information. Add an option to have a System Message/Alert be broadcasted to the chat 2 minutes before and as the global Times of Day changes. Add a skill or other display to the Fishing skill bar that swaps between different icons to match the current Time of Day. Updates to Fishing Power buffs Update how the Fishing Party buff works and is shared to party members. Make it persist on characters, even while detached from Skiffs. Add a more expensive, non-stacking Tips on Fishing buff that lasts until the daily reset. Making Fishing Parties Easy Add a Fishing Party tag that can be used to create easily-accessible public Fishing Parties. Add a Fishing section to the LFG window. Fishing Loot Table Updates Fish that can be caught at Day or Night specifically should not be able to be caught during Dawn and Dusk. Shortcuts You can Anchor/dismount a Skiff and draw your Fishing Rod simultaneously by pressing the Mastery Skill button if Fishing is the Active skill.
  4. I don’t want to speculate too much on the internal workings of the game, but you saying that did give me an idea that may also work, and which may be an easier solution for the time being, depending on exactly how things are set up, of course. Add an NPC that you can talk to who will disable any/all of the Aurora, Vision, or Coalescence related visual effects. They will be available to talk to you once you have unlocked any of the items on your account (which can now just check if it’s been unlocked in the armory). Essentially, talking to them to disable the effects would give you an additional persistent (infinite duration, remaining through relogs) buff (invisible, like the ones that the items already give are) that, if present, will either (depending on what would make the most sense for how it’s set up): make the effects caused by the stacking buffs not render, or that would be checked by the stacking buffs as a condition before activating the visuals, or that would ‘disable’ or remove the stacking buffs to prevent them from showing/spawning the visual effects. This would be nice, as it would let you choose for each character. It feels like it would be easier as a temporary solution, at least to me, based on how the backend was described, possibly without having to really try to directly tackle reworking the how the stacking buffs are being granted/effects are being played. It isn’t as granular of control as would be ideal, but I do think most people would be happy with an either all or nothing option for now. And this solution could possibly be fairly easily removed/cleaned up later on if they got around to implementing a better solution later, since it may not need to be too heavily configured or interwoven with as many other parts of the ui or systems (as much as, say, configuring checkboxes may need to be). I.e. simply remove the (behavior of the) buff that is suppressing the other stacking buff, remove the npc, and ideally make the buff expire shortly. Anyways, I’m just posting this to see if any engineer that may be reading it thinks it resonates, makes sense, and seems like it would work given how things work in the game already. I am aware of how frustrating it can be to just be told various ideas of how exactly to do something by people who have so little context of how things are actually set up in this specific situation. Hopefully that isn’t how I come off here. I also recognize that this may just contribute even more to ’spaghetti code’ practices, so maybe it really would just be best to leave it as is for now to avoid that.
  5. This would increase undercutting rather than matching, which is annoying (especially when by such low values and when dealing with high-value, slow-selling items) and can also make it harder to clearly see what the average and steady value for the item is since you'd probably have tons of small-volume price ranges; it would also encourage the practice of posting a "fake" sell order at only slightly higher than the highest "buy" so that the gap is lower and hopefully others sell in bulk before the fake is bought up by someone else. So it'd be a bit of a trade-off, but not necessarily bad either way. Would be kinda nice though, but I don't know if I'd want it. But if it was a right-click option on items, it definitely could be really nice for a few clutter items that don't have a sell price and arent materials and need to be deleted, like Lumber Cores.
  6. It would be nice if we could click on the "Watch" button of Daily Achievements a second time to enable an automatic-Watch function that would automatically add any of the specific indicated dailies to your Achievement watch list. I'm not sure how the order they'd be added would work, but personally I'd want them to be added to the top (since they are daily and should be higher priority) and, if possible, in reverse order of the section's categories (i.e. Overall Dailies added first, then Festival, then latest episode, etc.). A few additional options (like being able to toggle on or off the feature until otherwise indicated), or a separate Achievement tracker for Dailies specifically could be nice as well. There's a few dailies that I try to do every day, and while I've gotten into the habit of checking the lists every day, it would be nice if I could automate it.
  7. Can you please change the Fractal LFG sections to be less restrictive in terms of which sections we can look at and sign up for? It's EXTREMELY hard to make progress from T3 to T4 (maybe also T2 to T3, but I haven't done it recently), due to the fact that there's no incentive for someone at Fractal Level (FL) 76+ to ever really run anything lower, due to the increased rewards (especially for dailies), and when dailies come up for T3, often times most of them will be lower than your current FL, therefore not progressing it (if you can even complete it, but it's often fairly hard to pub them successfully because people aren't often playing support, which is somewhat needed by T3). So it's just really hard to make any progress towards increasing your FL to the point that you can open up the T4 panel. Which again, is where most skilled and people interested in the dailies will actually be playing. I think the best option would be to open up the T4 section based on either FL or AR. Either FL 70+ or AR 110+ (or both). And perhaps make a similar change to T2 and T3 access as well. I know part of this could be solved by more people actually playing support in lower tiers. But I'm not sure that you'll be able to make people change their behavior like that in the first place. But I firmly do believe that the system as it stands is reducing the total amount of players interested in Fractals. I don't know if there'd be a large influx of moderately incompetent people playing the T4 section, but I don't think a larger population would be a bad thing overall. And personally, if I can't get access to the best ratio of rewards for something I'm doing, I will just get so frustrated by it that I'll completely ignore the system. Currently the only ones I can reliably complete are T1 or T2, and when that's 1/4 to 1/2 of the rewards of T4 for what I can only assume to be a proportionally small amount of time increase to complete them, I'm completely disenchanted by the entire prospect when I'm restricted for such an arbitrary reason of FL. I think there may be a more fundamental, root issue in the design of the Fractal Tiering system (and daily reward potenties, etc.) that really exacerbate the situation, but I do think this would be a pretty simple solution to fix at least to a decent extent. It may be better to reduce the increase of rewards from T3 to T4 (cut the T4 dailies to a smaller reward, maybe of just a flat drop of Fractal Relics or something). Notable, but not required. And then also have the end chest have a bit more reward, but nothing super dramatic. This might allow some of the more casual dailiers who have FL 76+ not mind doing T3's. I think one of the issues currently is also that T4 players, who are more experienced, aren't around the lower tier players much to pass on the knowledge. So the lower tier players are stuck trying to ascend without any help, and those above have no incentive to actually help them. IMO, T3 should be a more casual, but still high-end version of T4. I think it should just as relevant for people to actively play as T4 is, but T4 should be for more skilled players who really know the Fractals and can do them and use their classes well to address the challenges. I think ideally, T3 should end up taking about the same amount of time as T4, but the time that T4 can make up in skill and builds to get through challenges quickly should be about the amount of time being lost by T3's more casual play-style and lack of perfected and synergistic builds. So do reward T4 with some stuff, but not so much that it feels necessary or like a waste of time if you don't do it compared to T3; and if you do approach it like this, do make sure that it's clear that T4 is meant for players who are serious about their builds and effectiveness. And do forgive me if I'm somewhat ignorant to the actual mechanics present in T4. I simply don't know them because I have never been able to progress into it. If it were too hard for moderately-casual-old-me to do at all, then so be it. I may not. But even if that's the case, I would want T3 to at least have a moderately vibrant community so that I don't feel horrible being relegated to the comparatively miniscule rewards of T1-2 if I want to play Fractals at all (in consistently successful groups).
  8. It's because they don't want to twist your arm into buying more than you want/need. They just let you get what you want (if you don't want everything/don't have enough money at any given time to buy in bulk). Oh wait... what are these Mount Adoption Licenses you speak of? It's one of the things I actually love the most about the Gem Store. Gems are a reliable value, so I don't have to worry about the Gems going on sale and only buying them at that time. I can reliably know that any time something comes up on the store that I want, I can just pay a little bit to get exactly that and nothing else (except maybe a few hundred spare), always at the same real-world cost (disregarding inflation). It also is kind of odd to me that the 30 pack of these is discounted more than the 10 pack (especially since it's limited time). People who are going to buy them all are likely the whales in the first place, who would be the most able to pay without a discount. Most people will just buy them 1 or 2 at a time though, which hurts them because they have to pay more. And since this is all account bound and not sellable on the TP, it will actually get less money out of whales than it might, in the long term, out of normal players who chip away at it.
  9. Generally I like what you've said, but I definitely will argue against a price of 1200 on the rotational sales. I really don't feel like any skin should be worth more than $10, so I say 800. It also makes it easier to buy, instead of having to buy an odd Gem Pack to get $15 worth of Gems.But fundamentally, I just don't think you can make RNG have such a vastly cheaper price than the out-right price while having the out-right prices really be used by many at all. If they made each mount $15 (personally, I think based on the "coolness" of each, they should cost 400-800 Gems), then if you have even 10 that you may at some point want to get, it just makes so much more sense to go all in for the RNG and just buy them with that. And that way you get those extra ones that aren't super nice but that are always nice to have (plus it would reduce the pool for RNG if they add more mounts in the future). So there just has to be a balance, and the balance has to be related to the average amount of desirable skins to various players. I mean sure, this may be another tool to manipulate players into just going for the RNG choice, and getting them to spend more because the individual mounts are so expensive, but I really just want to feel good about buying the skins and supporting the game, and at $15/per, I wouldn't feel good about that.Just my opinion, but wanted to say it.
  10. My issue with the design of this system is purely to do with the RNG. Sure, I'd love a few skins in game to be earnable as well, but that's not my main issue with it. I just want to be able to outright buy the skins I want, and not worry about the ones I don't. For me, a fair price to just out-right sell the skins would be ~400 Gems for purely re-textured skins, ~500-800 Gems for Fancy visuals/slight model changes (effects, moving textures, Springer Antlers, etc.), and ~800-1600 Gems for completely new models (such as the Warhound, or if we get a Wyvern/Dragon skin for Griffon and such). A few example prices for mounts: (my personal preferences do determine the prices, to some extent) Spooky Mounts: 600 Gems eachFlamelander: 700 GemsStormridge: 700 GemsArctic Jerboa: 800 GemsDesert Lop: 500 GemsElonian Jackalope: 800 GemsPrimal Hare: 700 GemsDajkah Lantern: 800 GemsOceanic Ray: 700 GemsCrowned Ancient: 600 GemsPyroclast: 700 GemsTwin Sands: 700 GemsStardust: 800 GemsFire Pinion: 800 GemsStarbound: 800 GemsClouded Corvus: 500 Gems(Reforged Warhound: 1600 Gems) even though this one wouldn't be changed b/c refundsBasically all others, ~400 Gems(note that with these prices, the 15 that have non-400 prices that are from the Stables are priced at over 10k, which is more than the price of buying all of them in bulk)Basically, make the RNG boxes a good deal for the valuable ones, and on-par with the price for the texture-changing ones, so that finding a valuable one in the RNG boxes is more rewarding because they have set values. (And if the contract's base price is worth the price of the cheapest, then it encourages buying in bulk and you don't have to worry so much about people buying the low-value ones and stocking up the contracts for the higher-value ones to save Gems.) I think I'd also be fine with the outright-purchasable skins being on a rotation as well, so they aren't all available all the time. Would be a bit annoying, but if each skin is at least guaranteed to come up for like 1-2 weeks of each year, I'd be fine with it. As always, I personally hate any purchase above 800 Gems that cannot be bought with a direct Gem pack purchase, so another little suggestion might be to add a 1000 Gem Pack (for $12.5), because it is a fairly common amount to see. That would be perfect for Infinite tools, and the various things at multiples of 1000 Gems. Or 500 Gem options, but I imagine you don't want to make any pack under ~$10 because of the charge per transaction that would make you lose too much from a ~$6.25 charge for a 500 Gem pack. Also, a suggestion from Bog Otter would be to add these Contracts as a reward for some content, such as Legendary Bounties. I think that's a good idea. Perhaps 250 Elegies and 20g per pop. Maybe some sort of timegate for the purchases, and/or a daily/weekly item that you can earn needed to buy them.And even here, it would be nice if we could work towards particular skins. Alter the cost though, to fit value a bit more. Say, 1/20 of the Gem cost for Gold (i.e. a 500 Gem skin = 25 Gold), and 1/2-2/3 the Gem cost for Elegies.
  11. Bank preview screen Black Lion Salvage Charges to replace kits Character Select ScreenThis is similar to what was said in the OP already, but just copying from old Forum's QoL thread. A bunch of random, smaller suggestions
  12. Add a new item “Ultra Converter,” (or some clever punny name) available at Laurel Vendors for like 25 Laurels. This item consolidates all of the converters (material and currency) into a single item. All converters share limits with this new service (I imagine it would be easier if you made it a definitive, uniform number per day, rather than random each day).Either upon unlock/grant of the converter, or upon trade-in of the converter (at a new tab with all things Converter, probably at a Laurel Vendor) (the former is better, in case people deleted things), you will unlock access to the trades. Categories and unlocks are listed as below.Tabs:Trades with daily limits
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