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Skub.8240

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  1. It's a digital economy, my dude. Literally none of it is limited and it's all entirely arbitrary. The problem with it is the same as it always is in every MMO, or website, with a player driven economy: the small subsect of people who make it their life goal to accumulate as much gold as they can then complain that they have too much gold while complaining that other people also have gold and have ways to make gold. You see it in every game, like FFXIV, where the richest players have multiple characters and banks stuffed to the gil cap and do nothing but constantly complain they have nothing to spend it on, and any time square adds a big new million or billion gil gold sink, they buy it instantly and go back to complaining they're at gold cap the next day and want a new one while everyone else just looks at it knowing they'll never be able to afford it, and any time they do find some new way to earn money, those same rich players are the first to demand square shut it down. The best change WoW ever made was making gathering nodes individual because before that server economies were literally run by cabals of people who would pay other players, or bot, to aggressively gather - and especially on PVP servers where you could literally kill other players to stop them - and prevent anyone else from getting materials forcing them to buy from them and with their wealth they could afford to buy out the competition and maintain the prices at their level. PSO2's global economy was *literally* destroyed by a handful of players who made it their goal to purchase as many copies of highly valued items as they could, having nearly all of them in some cases, when they released using their knowledge of what was popular in the Japanese version of the game and an exploit that had taken place early on in the game to accrue as much meseta as possible before reporting it and getting it shut down before more people joined the game. And in every single one of these cases all of those players constantly complain about the economies and communities they created. If you want mursaat stones to go up in value stop selling them in massive numbers. But none of you will. Instead you're just going to complain to try and make it harder for other people to get them or force them to be more vital in some stupid way like OP is.
  2. It's not just the enemies that's a problem; maybe it's a petty complaint, but they've been "humanizing" the player races a lot more over the expansions. Asura and Charr used to feel incredibly distinct, culturally, from the humans and other races. They were different people, with different ideas and ways of life. Buy by the time we reach content like IBS and EoD, they're just kind of people. Asura are just small people, and Charr are just furry people. Maybe it's just me, but it feels like the core of what the races *were* has kind of been scooped out, instead just making them funny looking humans like every other mediocre fantasy property does.
  3. The runestones encourage people to explore the world and open those chests, which award them other items as well. Needing a lot of them, while dropping plenty of them, is nice imo. Doubtless there is going to be something else attached to the legendary grinds. Map completion, probably a huge eco dump like usual. I wouldn't be surprised if it wanted a lot of rift essences too.
  4. I've got a simple idea for a fix that could solve this specific issue: just make it so if someone logs in on the matriarch platform they're automatically warped out to the nearest waypoint like they would if they'd spawned into a contested area or something.
  5. Good. Maybe they should be worthless. Not everything has to be an infinite grind for anyone who hasn't been forever rich for a decade.
  6. Everyone after should also get the extra glyphs. They shouldn't have silently "fixed" this in the worst way possible and, instead, admitted the mistake and just left it as-is and given the pre-purchase people three boxes and called it a night.
  7. First let me say this isn't exclusive to Janthir or anything, it happens across expansions here or there, but due to enemy density in janthir I've been noticing this a lot: enemies who have very, very, large aggro radii and will come after you if you go to gather, dig up a cache, or do an event but by the time they reach you, they reset to their spawn point and just start walking back with "invulnerable" popping up the entire time, only to aggro onto you again once they reach it. In particular the iboga and ranged lightning elemental enemies on the east beaches are especially bad about this, but the wolves are prone to doing this a lot too. It's reached a point, for me at least, where I just don't bother dealing with iboga at all because half the time I try to kill one it just seems to be permanently invincible while it wiggles god knows where, only to appear again, slap me once, then wiggle back to its spawn point. Maybe I'm the only one who runs into this frequently, in which case I'd like to know what I'm doing wrong because it's kind of annoying.
  8. Similarly, the bug that let players trade in the eldritch tools after buying the deluxe edition of janthir post-launch thus getting a total of six glyphs was fixed pretty fast! The fix, however, has bugged the eldritch tool trade in for many pre-order players who hadn't done it yet so now a bunch of people just can't and have been told by support they're working on a fix. Janthir adventures were found to be giving heart tokens for every completion, that was patched within 24 hours of its discovery IIRC, and while not a bug they removed the deep fishing nodes from the homestead. Meanwhile there are a handful of base game story quests, events, and even event chains that are so buggy and broken that they've been bugged and broken longer than they were ever functional
  9. Yeah, they should. I don't like them, personally, but they should round out the collection. I'd like them to fill in all the holes in the various set styled skins they haven't filled in so far,
  10. I don't think we should let these people kidnap children
  11. The bigger problem is the influx of people who like Asmongold, who are just the absolute worst type of Gamer online. I was playing FFXIV when he decided to give it a go, I was on on Cactuar when he said he was planning to join that server. Almost immediately the server was slammed with a massive influx of people who seemed to have nothing better to do than just be obnoxiously bigoted and generally just vile in chat day in and day out. The server was so bogged down they gave people free transfers out of it, which I took.
  12. The visual noise wouldn't even be as bad if some of it was less red. Dodging red AOEs and Red waves on a red floor in a hazy red room while red enemies swarm in through portals and a giant red boss fills up like 80% of the red makes the red too red.
  13. Personally, I don't want more twitch streamers spamming their twitch links in map chat.
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