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starlinvf.1358

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Posts posted by starlinvf.1358

  1. @krklapp.2896 said:My information is based on my experience as of this last week so it's hard to be out of date, I have never even seen this event even attempted in game yet by just randoms after checking 1-2 times a day for the last week. I'm not EU though so I don't know maybe it's more active there. I've also tried checking the LFG and haven't seen anything either. I was just waiting in Vabbi starting like 30 minutes before and even did a few bounties with others but nobody was there to do this event.

    You mean the last couple of weeks where a new Living story chapter just went live, and a huge chunk of the Casual PvE population (including organized PvE guilds) are pouring all their energy into the new map? This more then anything else is probably why no one is running it right now.

    Secondly, you have to be very cognizant of how the Mega server systems works. Because Organized events actively manipulate that to ensure enough people can get into the same map instance to run the event. This is why everyone very explicitly states to monitor LFG, and to show up 30 minutes prior to the event's kick off so the organizers can get everything organized.

    Just showing up and standing around an event area isn't enough, when its entirely possible (or even likely) that Commanders will seek out a fresh map in order to maximize the number of slots open for event participants. Teq, Anomaly, and the HOT event trains all do this regularly; so theres an assumption that the entire community understands this, or has at least encountered it at some point playing the game, by the time seeking out specific events is even something they'd think about.

  2. The digital storefront model operates on the principle that the goal isn't specifically to sell many instances of a particular "product", but to habituate as much as the userbase as possible to increase individual spending over time. Because an unlock system has an upper limit on what individual will buy, teaching them to spend on things big and small, and then SHOWING IT OFF TO THEIR FRIENDS, so they start joining in on the gem store, is the REAL goal.

    Its not in Anet's overall interest to create a secondary market for gem store items..... which is why you can't Resell the majority of things you get from BLC and Gemstore purchases. Most modern games try to prevent that for this very reason; and the few that allow it, bake it into their business model.

    But theres an even bigger issue with the premise of the trade-in...... it opens the door one of two scenarios from other games that would be resoundingly negative to the playerbase as a consumer.
    Version One sets a precedent of obfuscation via trade in value, creating an environment where Consumers have an incentive to give up value over time, while also convincing us to spend more in the process. This is logical fallacy that drives the Gamestop used game model, except the game publisher is the one making out like a bandit.
    Version Two is something like the Overwatch "no dupes" model, but somehow worse since we might possibly be paying over the odds for the guaranteed unlock, in lieu of or in addition to, the normal RNG Loot box method of the BLCs.

    In both cases, the danger is normalizing the idea of trade-id discounts to increase the frequency of purchases, but ironically is more likely to increase overall spending rather then reduce it. It plays further into the existing issue of the value of digital goods in the first place, and how this alacart approach to cosmetics is already a borderline scam given how much they charge vs how much it costs to produce them. And this in on top the already sketchy nature of the whole business model.

    The ideal direction we should be pushing is to get more practical value out of purchases we make.... not encourage them further to incentivize "churning" so we buy more often.

  3. This would fail on all fronts for very simple reasons.......

    • Most legendary weapon collectors are not completionists.
    • This is on top of the ongoing argument about "joke legendaries" just because people don't like a skin
    • The role of legendary weapons is that of a gold sink, first and foremost
    • When they tried to make it collection based, Step-by-step process oriented, the bulk of the community backlashed it hard
    • Players have a very self-centered mindset on these types of topics, and instant gratification is far too important to that argument

    And as a side bar argument, I have noticed a very clear trend in discussion that suggests people want to know the whole process BEFORE starting a project. Something I can attribute to Anet's past attempts to sink the market, and players now paranoid about being screwed by it. When the original Gen2 set was released, a lot of people ran the collection steps in parallel to get it out of the way for later (which is common practice ever since HOT's collection system involved doing the same things and visiting the same places for nearly everything). But the lesson learned from that is that any token or gold cost immediately multiplies beyond practical, and thus many collections were stopped dead until there was a reason to complete them.

    This, along with a ton of other reasons ranging from Economic to Player attention spans, is the reason Gen 2.5 is now basically just a material sink. Despite what some people incessantly try to claim is standard, "sense of achievement" is NOT something this community puts significant value in. If anything, its been a major driver for division in the community that some people seem to feed off of, and is used far more for exclusion rather then aspiration. More over, the immediacy of the Gen2.5 release fuels nearly all areas of fashion wars, skyrocketing demand before frustration can set in, increases TP trade volume like crazy, sinks the market in 7 days in way thats not possible with any other collection we've seen to date, and captures the FOMO trends that modern games exploit on a routine basis.

    Through out the history of the game, on multiple occasions, its been proven that time gates illicit a resounding negative response from the community. So much so, that its presumed the only reason Anet ever uses it now, is deliberately calculated to control what methods the players will favor, and leverage alternative methods as part of their market sink attempts, or to steer people toward the Gem Store and/or Black Lion chest.

    Another thing to consider is that releasing Legendary weapons as sets puts them in direct competition with each other, and distracts from the Black Lion Weapon skin sets. The former is caused by the sheer cost of Legendary weapon production, and the effect of "cumulative" cost comparison verses incremental cost comparison. 2500g every time you want a weapon, or 10,000g every 6 months... which is a better deal? You'd be surprised at how many people can't fully deconstruct that cost. The latter is the result of the cost/value of Legendary skins immediately overshadowing other skins, to the point that it'll be used as their new default. This non-disposable status of Legendary skins means they're not likely to stop using it for a long time, or will only use something else for a very specific cosplay scheme. In comparison, BL and Gem store skins are meant to be replaced on regular basis, as this fuels the gem store transactions for the majority of Fashion/Casual demographic (which is the largest demographic overall).

    You see, players who regularly work on legendary weapons get incredibly efficient at wealth generation out of necessity. That same mind set could also be used to regularly convert gold to gems... more so now since the exchange rate has been steadily rising over the years. This works against the BlackLion, as it makes them less likely to outright buy gems for Gem store cosmetics, and interferes with whatever market currently exist for Gems to Gold (which makes Anet money, and is a worse value for the player as is).

  4. Do you want it because its a status symbol, thus making it common devalues it? Or do you want it because it looks good, in which case market demand determines the price?

    Because either way..... its the only 2 of 3 possible ways I can see it retaining value past the window of the next episode, where a new, better shiny grabs our attention. Remember when Koda's Warmth was all the rage?

  5. @Firebeard.1746 said:

    @LucianDK.8615 said:You need second map completion, no way around it

    Feeding their character slot business model then?

    not like its hard to drop x79 tomes of knowledge on a throw away char, kit them out in cheapies and run hot. With a skyscale its over before you know it.

    I'm not arguing it's hard, i'm just noticing that there's a hard cap of 5 from each expansion unless you buy more slots. Not that it really matters for me, because i'm not rich enough to make any leggies right now, but just noting. Also, i'm okay with them monetizing their game, a one and done purchase isn't enough to keep the lights on, i just get fed up if it's predatory.

    5 is the base line, 2 for F2P iirc. And if you're gonna use terms to enforce a point, try to use the right ones. :P Hard cap implies that you can never go past it..... and even if worked the way you implied, there never existed a way to get additional character slots that isn't part of the Gemstore and Deluxe Editions.

    But moving on...... you're not required to buy character slots to get more GoEs; you simply delete a character and reuse the slot. Preferably not your first/oldest character, since that has all your Account level Birthday stuff attached to it.

    Ultimately the issue here is that legendary Weapons were never designed with the intention of having more then one set per character at most. In fact, they used to be Soulbound like all the other equipment, and used Transmutation Cubes to preserve the skin. Thats you get 2 GoE's for map complete.... Main hand and Off hand. Fashion wars didn't really kick off until the Wardrobe changes made reskinning trivially easy, and only needed 1 Source item to do the unlock (as opposed to 1:1 of each item under the old system). Its unfortunate the whole thing became a mess because of the perception issue surrounding Gen1s on both sides of the "I'm a hardcore gamer" isle, since one side believes legendaries were worthless (as a status symbol) because you could outright buy them, while the other believed they were worthless because they lacked superior stats (ie only had value as a status symbol).

    The Gen2s being account bound was a response to the perception of Gen1 weapons being too easy to obtain, and is what kicked off the whole Legendary Collection that was quickly lambasted by the casual side of the player base for being too much work. Its also funny how that same sector of the player base regularly complains about the prices of items needed for crafting high end items, when dirt cheap alternatives exist.

    Suffice to say, Map complete is just part of that process, and always has been. But to put things into perspective, Masteries is the only significant obstacle to Gen2 production. Map complete in HOT can be done in around 15-20 hours total (and requires 1 and a half story chapters), where as Core Tyria takes around 70 hours. I don't have POF map complete numbers, because I don't think anyone bothers to speed run them.... but I imagine takes a while given navigation speed verses its size, and a few areas that can't be bypassed outside of its meta. The second bottleneck thats hard to bypass is Crystaline Ingots/Funerary Incense, acting as a soft time gate, but are easy enough to process and stock pile between projects.

    honestly, out of everything involved, map complete is the most straight forward aspect of "effort cost" out of the whole process. I'd also argue its the one thing that really qualifies as "playing" the game, where nearly every other step is various levels of glorified mat farming.

  6. @LowestTruth.2635 said:

    @"Aeolus.3615" said:Both sometimes are needed, gw1 also had energy management and CD a lot of mmos use the same mechanics.

    I don't disagree; if the class and skills are designed that way from the beginning. For Revenant specifically, my opinion is that it does not work.

    I disagree..... I find its the breadth of the utilities that exacerbate (and exemplify) the majority of Rev's combat flow issues. Fundamentally, what Rev lacks is the ability to properly align all of its utility skills with the rest of its build. Ranger has a similar issue, since many of utilities are too narrow in purpose, which leads to them needing too many different skills to help round itself out. This is made worse (on both classes) by the weapon skills not really synergizing with the utilities in any clear way, making the more like "things you should chain" rather then "things that play well off each other".

    With Rev specifically, this can be traced back to the narrow applications of the utility skills themselves. For most classes, utilities tend to have 2 or 3 broad use cases that allow some flexibility in various combat situations. Rev and Ranger are have the most difficulty being made well rounded, INCLUDING Especs. Mixing and Matching wouldn't really fix this problem; since if it were, removing the CD on Legend Swap would feel like a huge step in the right direction.

    Another thing I want to point out is how Rev is power loaded, compared to classes that should have similar issues, yet don't. Like I mentioned earlier, Rev weapons and Utilities operate independently from each other. Memser Ele and Thief are similar in this regard, but in all these classes you'll notice the utilities are well made to either compliment or supplement what the Weapons are/aren't providing. Recall that Rev wasn't meant to have weapon swap, and that the paired Weapons and Utilities were supposed to work together to define its playstyle. What this actually means is that the Utilities are an extension of the Weapon's playstyle, and were never designed to round out shortcomings the rest of the Kit presents. Again pointing to ranger, the weapons and utilities don't have natural interplay; and in many cases neither do the Traits.

    Guardian is considered the gold standard for this game's buildcraft, because ALL of its skills naturally work together, and most of its utility skills interplay extremely well with its weapon skills. This happened, because its weapon skills also have a high degree of utility, giving more leeway in your utility choices. Necro weapons also have a fairly decent degree of utility and made for applying pressure, but has very few utility skills that help them play off it further. But in the case of Reaper and Scourge, the Shroud changes provide an avenue for the utility skills to act as setup or pay off, and the weapons gain new value in how their pressure now has a burst to compliment.

    So in summation, the energy and CD of skills isn't really the real cause of Rev's problems. Its that we continually need more things on-demand then the Utilities currently offer; which leads to spamming skills to cover all the threats being experienced, which in turn makes the energy look like the bottleneck. Initially Rev skills were very potent.... strong enough to bypass some of these issues. So as they were scaled back (for "balance"), this issue of needing more skills then you have, became a lot more prominent. If each utility set or weapon set could satisfy more requirements mid-combat, the energy system would not feel so overbearing.

  7. @"Vasdamas Anklast.1607" said:Lots of human, asura and sylvari revenants running around. Yet I rarely find charr, go for charr I'd say. Fits your thread title pretty well

    Charr is statistically the least chosen race, and Female charr even rarer. I forget exactly, but I recall something saying the class pairing for Charr was Guard and Warrior at the top, and Thief being somewhere near the bottom.

    For Rev specifically, this was the best I could find in terms of surveys...

    https://onedrive.live.com/view.aspx?resid=229862ACEE25D37!119&ithint=file%2cxlsx&authkey=!AE5ttnPazXmTewY

    Asura Revs came up as the most rare... and I kind of anecdotally agree. The Sylvari Rev numbers I think got inflated partially due to HOT's release, since Rev was added with that expansion, and there was a lot of talk about Sylvari having unique story aspects. Its precisely what motivated me to make my Rev sylvari since I was making a new character anyway, and didn't have one yet.

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  8. I'm throwing my hat in a floating greatsword that becomes a 600-900 range weapon, and partially building around the idea of it being the first ranged Cleave. Made to be Kiting weapon, Rev GS's Auto attack has the weapon projected out to the target (facing angle based on a LOS of the Rev to the target), and then cleaving normally from that position. 3 notable skills would be- One that causes the sword traveling forward to slice a fissure into the ground, leaving behind a lingering field in its wake. Another which would teleport both the weapon and the Rev above a ground targeted location, and plunging the sword into the ground to create a cascading circular AOE damage wave. And a skill that teleports the Rev to be adjacent to the target the sword is attacking.

    This was intended to go hand in hand with a new Weapon focused Espec, which allowed a Rev's inactive weapon set to dictate the F2 and F3 skills, and float just behind the Rev's shoulders to telegraph it. Mace would inflict Confusion and Blind, Axe would inflict Bleeding and Vulnerability, MH Sword Life Steals, OH Sword blocks the next incoming attack and ripostes for damage, Hammer F2 Inflicts weakness gains realiation, Hammer F3 deals a Blowback that flings the target in the direction of the Rev, GS F2 reflects the next 3 incoming projectiles, GS F3 Knock the target back a short distance, Staff F2 blinds the target and heals allies around it, Staff F3 protects the area around the target, blocks the next attack that strikes an ally, and grants aegis to allies in the area.

  9. @Halbarz.3854 said:

    @"BadSanta.6527" said:I think all of Druid thing should be rework , Druid was made for raides only and it’s about dam time it will change .

    I agree with this 200% I love using the staff on in gw2 for all my characters, sadly on the ranger the staff is the most boring weapon of them all.The Spec as you said should also be reworked.

    I really hope Anet will rework the druid, but I am not sure if the community really wants that.For me druid is the most useless spec of them all (from all classes) as it caters to 1 group.

    Trust me.... the Community wants it badly. PvP might care the least, but Druid used to be a bunker that could hold itself. In Openworld and WvW, Druid enjoyed a short stint as a group healer, but it suffered greatly from one of Ranger's underlying design issues (which I'll get into below). Fractals and Raids only took them because of Grace of the Land and Glpyh of Empowerment, and only because it was unique buffs that could stack on top of other buffs. The strong burst healing was just a nice safety net, but something tempest could do better when spec'd properly AND without losing other strong utilities such as Ice Bow and Condition management.

    I often got the feeling the Druid and Spirit Vale were distinctly designed with each other, since the Druid's other skills seemed to have niche uses for each of those fights. However, where every other HOT Espec addressed major limitations of Core for each class, Druid did nothing to help address Ranger's biggest problem, and arguably doubled down on it.

    What I'm talking about is how its designed and balanced with a PvP mind set, and has a huge amount of contention in how its power balanced. Its a problem thats only overtly shared with Revanent, and stems from all the weapons, traits and skills having very distinct use cases, and intentionally do not scale strongly in their own right. I also got the impression that the Dev in charge of these wants to micromanage control of the meta builds, and you can actively see this in how the traits are laid out in a way that makes stacking obvious trait choices almost impossible in practice.

    Another thing I've noticed unique to Ranger and Rev is how how they're strongest outputs are only achieved by extremely complicated combos, paired with very specific traits, that have to be perfectly executed to succeed. Ranger in particular has (that I'm currently aware of) more "charge based" buffs then any other class, and has been slowly losing time based buffs whenever players find effective ways of using them. They're also a class that struggles to have its skills scale between PvP and WvW, and Ranger in particular has very frustrating methods of condition cleansing.

    Perhaps a better way of putting it is Both Rev and Ranger are forced into sustained (both damage and defense) playstyles, in a game that more greatly values Bursting. The path ways to bursting are there, but the obstacles to it feel very deliberate in how they are placed. This would probably not be much of an issue, if not for the fact that those strong builds not only have to go all-in, but require careful set up to take advantage of. This is why when successful, the results are stupidly overbearing..... but trying to deviate from it costs you your one reliable opportunity for victory. Waste any of your needed skills on anything else, and your success odds plummet, but also risk dying before you can get your combo off.

    I don't feel this struggle in most other classes, besides Core Necro, as most skills and traits have wide applicability, or utility choices do a good job of covering shortfalls in the rest of the build. Ranger's only saving grace happens to come from the strong baseline impact of its skills.... but that doesn't scale well into advanced buildcraft, or parts of the game where synergy gains are more important then the basic effect.

  10. ........ no..... your idea is just bad.

    If you're gonna be bad at buildcraft, at least try and look up other builds before proclaiming is not capable of doing something.

    "....can't choose between support, dps and sustain..." It doesn't choose because it doesn't need to. You can have all 3 at the same time, and has been since Core. Firebrand just lets it do all those things a lot better now.

  11. EVERYTHING would have to be rebuilt and rebalanced from the ground up to even make this idea remotely feasible. The classes are power loaded differently across their various aspects, and many core Specs don't even line up correctly on damage types with weapon pairings. Especs complicate this further, since they can radically change how a class is power loaded (see Holosmith and Spellbreaker).

    Tying utility access to trait lines in Core makes certain choices mandatory in some classes, and can easily create a major conflict in others since we're trying to force a 1:1 puzzle fit of categories. I can see Guards and Memsers being hit among the hardest; since guards get a lot of flexibility through their utilities, and Mesmers builds are kind of complicated in how you have to balance weapon, traits, stats and utilities for various game modes. They are already historically dependent on their GM traits defining a whole build, and each category has one skill that gets used across many builds.

  12. @subversiontwo.7501 said:Well, the only reason they can't use map chat is likely because Anet has estimated that it is one of the best ways to poke at free players to make them pay. It is likely supposed to be inconvenient and the perspective does not involve what is useful to the game mode. It's like the Warclaw but even more purposeful.

    B)

    Except thats not the reason. Its obvious that the reason is technical, and one of many legacy issues from the monolithic approach to their coding designs. A LOT of things in this engine can't be conditionally referenced; and a lot of changes up until recently have been kuldgey in nature. The frame work of the chat system is all channel based, and the Map chat label is the same for all servers systems. To create that kind of distinction, the most accessible method under the current system is to generate a new WvW exclusive map channel, and build a different set of permissions for it. The UI can support this, since thats how Squad chat got added..... its more a question of what the back end can do, and if it needs a proxy to get around channel labeling issues.

  13. @"Edelweiss.4261" said:

    "Kodokuna Akuma.9570" said:The point of these is to get people into raiding.Are we sure that is the point? How exactly would this get people to raid? Even if we assume that raids are too difficult(a questionable assumption), strike missions don't really provide a meaningful midpoint between fractals and raids from what I've read. If we assume the problem is player interaction/communication(somewhat more reasonable), then this also fails to provide a meaningful bridge in that respect. For players like myself that find raiding completely uninteresting, strike missions also change nothing. In what way do strike missions bridge a gap between raiders and non-raiders. At least providing legendary insight would provide these missions with some purpose(though still a questionable use of dev resources).

    Its kind of pointless, since LIs are only good for 2 things.... Envoy armor and Coalescence. Both are Collection based, and both are built around you actually doing all the Raid wings at some point. LIs are only a time gate in that system.... the Collection tasks are full stop if you don't do raids at all.

  14. @"rng.1024" said:I actually really like this idea, and would have it replace the pre-existing sigils that come from crafting them.

    But that becomes a problem given fixed slots deny a second sigil (which is problem for some builds), or making it additive just sets the precedent for more power creep situations.

    I also have this problem when people use the term "meaningful" and then go on to describe "objectively better then everything else". "meaningful" has to be baked into the decision making process..... otherwise the whole exercise is pointless, since theres only one right answer.

  15. @"ROMANG.1903" said:Meanwhile 98% of all male charr have Braham's voice.

    First of all...... "Gun! Command line."

    Second..... There was a quote from (I think Steve Blum), along the lines of "high paying career in voice acting, making 10s of thousands of dollars a year". Another quote that kind of puts things into perspective: "I've been told countless times that there's not enough in the budget to justify paying me more than scale which is currently $825.50 while I'm standing next to an on-camera "celebrity" whose paycheck for the same amount of work that day is the tens of thousands of dollars." Thats on top of the fact that most video game voice actors end up doing multiple roles, because its cheaper for the studios.

    I gripe less about repeat voices now, knowing the kind of crappy contracts VAs have been getting in this industry for the 2 decades.

  16. Late to the party, but I want to point out something that explains the issue:

    For the most part, Rev is power balanced way differently then other classes in Core. Their weapon skills scale strongly on specific numbers, and their utility skills scale more on mechanics. This creates a situation where any player with strong mechanical knowledge and buildcraft can get around the Rev's design weakness, while inexperienced players simply can't.

    However..... this also means Revs tend to play the same in both low and high level PvE, making Playstyle advice for it almost universal. When built for Damage, Revs hit like a truck, but their defenses have to be a lot more deliberate rather then reactive. More so with Condi builds, since they take forever to ramp up. Support builds are largely off the table, since Damage is king in Core Tyria. Revs aren't Glass, but they're also never meant to soak damage. They're defenses play more on action to action counters, and can't Rebound from mistakes the way other classes do. Playing them also means you have to think long game in many fights, and understand both the skill set and timing of enemies you're fighting. You can't afford to spam skills....... which is the number 1 thing new Revs make mistakes on.

    Another thing to understand is that Rev auto attacks are incredibly strong, and their method for burst damage is substantially different from other classes. You have to think like a Mesmer while leveling.... you pepper on the front end, and burst on the back end. When translated to champ fights, you mostly auto attack while using your skills for timed defenses, and then front load your CCs to break the defiance bar, and use any burst damage skills while the damage bonus is up.

    For Main hand sword, 2 has strong CC and 3 is evasion, but both are actually not good when used for direct damage. Sword off-hand is pure burst damage, and made specially to capitalize on bad plays in PvP. This makes perfect sense when paired with Shiro's ability to rapidly engage and disengage in a fight. Hammer is good for kiting and opening strong on engagements, but terrible at close range. Staff has high utility, but only capable of moderate damage. When compared to sword, staff is only valuable for its defense and break bar, 2 things that only gain real value after lvl 40 areas.

    You might see some conflicting advise above.... but thats mostly because its fixated on front loading power and DPS metrics, which is what other classes are good at. Once you wrap your mind around the fact that Core Rev is more PvP oriented, and the Especs raid Oriented, you start to understand the weird reasoning behind how their skills are designed, and why it struggles so strangely in Openworld. It does high burst damage, but can't front load everything into its opening attack due to energy.... which is why many people think it sucks. Its auto attacks are not to be underestimated as a damage source, and will become clear why you burst on the back end in open world fights. Defense wise, you go strongly into damage avoidance when running shiro, and have to understand the quirks of Jalis as a recovery tool. Theres also a lot of value in mastering kiting and positioning to save on resources, and occasionally deciding to take a small hit in order to save skills to counter bigger ones.

    Out of all the classes, its the one where your bad habits punish you the most, and demands you be incredibly deliberate in any action you take. Once you come to terms with that, the Rev's short comings are easy to live with. Most open world players get carried by builds they find on the internet; and that doesn't work for Revs, since they don't operate or scale out of control the way other classes do.

  17. @Sam bt.2679 said:I do agree that they should either replace the item or give us some other means of obtaining Mystic binding Agent. There are no ways of obtaining Laurels other than ... well, waiting for days. and that's the thing. The fact that there is nothing to be done about it. It's not like random drops that you have to grind for it's just a long meaningless delay in getting what you've already worked hard for, and that Does seem like something worth to think about when it comes to designing this process.

    But to be completely fair, the Pre-cursor craftig was purposely meant to be a multi-month process and get you into all areas of the game. The Tradable portion of the materials are mostly a side effect of what those materials were originally used for, and they needed an excuse to sink some of them off the market. None of the Collections are meant to be run in parallel.... players are simply prone to it because we have a drive for efficiency, and hate down time. The time gates in the pre-cursor crafting are there to force newer player to space out the process, so theres time to passively accumulate things they'll need later. Players that can afford to do everything in one go are usually organized enough plan things out ahead.... either to find ways to do it cheaper, or to stock pile things they'll need ahead of time.

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