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Everything posted by Cyninja.2954
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There is almost a 0 chance that this gets implemented. Not because it's a bad idea, but because: 1. we are talking soon 13 year old content, any changes here might break stuff and require a lot of unnecessary developer hours 2. there is a new system for just that in place: lighting lanterns/lamps in more recent content 3. it's almost entirely unnecessary given alt characters achieve the same result and the amount of players which are so fixated on their "main" and unwilling to use another character is likely very small 4. it's a minor incentive to sell character slots, for players which wish to world complete core but not delete characters So your best approach is to find a way to overcome your "I only play my main" approach (dunno, maybe role-play as an offspring or something).
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It's both, and sure Arenanet is in part to blame for that due to past communication. Still they will get flack for almost anything they put out. Last time seen around the time communication was up with EoD. This very thread has a few players which are not even active in the game, but still feel the need to complain. That's not GW2 unique btw, it happens on all game forums. Still it's unfair to dismiss this attitude as non existent. The developers absolutely need to clear up their communication and work on not promising something, then not delivering on that promise. Meanwhile some players might want to check their personal approach, entitlement and personal responsibility contributing to these issues. Can't blame a developer for reducing communication with such an audience (which I personally disagree with, I think communication is always key, but I get they they are going back to being less open).
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Just as reasonable as having infusions cost thousands of gold. It's a goal in a horizontal progression game which is not needed. Which sees no design around it. Which is entirely optional. Great, you have the gold and want the infusion, go for it. You have the gold but don't feel that getting those infusion is worth it? Then don't. Issues resolved on your end. Except as has been established: those infusions are not needed for builds or any of this games content. Your pigeonholeded argument is bogus. No kp.me presence. Mediocre wingman logs. Game to easy macho bravado. Yup checks out. Good news, if the game is so easy, you won;t need those infusions, it's to easy as is so see it as upping the challenge on you, by 2%.
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Ah selective outrage over which miscommunication is the "bad" one. I mentioned this earlier. You must have missed where TC mentioned that he'd be happy if Arenanet reverted the entire issue, aka give progress based on runes owned. So you are happy with them miscommunicating that multiple runes are needed, happy with them correctly communicating that only 1 rune will be needed, and unhappy with SotO runes not being part of the deal (aka miscommunicating). Sure, I can see that. I can also see how maybe the amount of players crafting 1 rune might have shifted their initial decision to include SotO runes. We agree though that unlike what TC would be happy with, the current implementation is beneficial to most players and should not be reverted. It's 700 gold loss in value (at 900 gold per rune), not over 2k (Previous Rune cost - Current Rune cost in relationship to current Relic cost. Or current totaal price of 7 runes+relic versus previous cost of 7 runes). But yes, I gave the math for 6 runes (actually estimated, I just punched in the total cost in efficiency and 7 runes+relic come out as 5,910 gold versus 6,300 previously for 7 runes at 900 gold and a free relic)and this will likely grow. Your 2k estimate is far off. Oh I agree on this, I'm sure they were not considering adding a legendary rune. I'm actually going as far back as EoD and their implementation of the Jadebot. It's pretty clear that the developers feel the need to implement "something" which extends beyond legendary gear, likely seeing the detriments which legendary gear brings to the game at this point. Disagreed. I'm pretty sure the forums would have reacted pretty much the same as they did now, minus the players which crafted 1 legendary rune to get the relic. Agreed, but as I've stated: I see this as reacting to a problem on the rise and an issue with legendary gear which was not considered in the past. The best they could do is be up and honest about it at this point. Tell the player base that account wide unlocked legendary gear which gives access to content which is not purchased is causing an issue and as such changes are being made.
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First off, I don't see those huge advocates for righting the wrong done to players who crafted multiple runes. Doing so would likely enrage and de-benefit a lot of players and while it does go with what TC would be happy with (stated in his last response), I doubt this is in the games best interest at this point in time. Notice how in this case giving TC what he wants would be a far worse deal for the majority of players here. How is THAT reasonable? Thus we circle back to why I am calling this entire thread phony outrage. I gave context on how "screwed" players really were and gave a comparison which puts another group of player as way more disadvantaged than TC. I think I was pretty clear on the fact that I don't see any player in TCs position as objectively being screwed over though. You are correct though that players who did craft legendary runes at 900 gold a piece are at a net loss of around 400 gold currently, likely to increase by a few hundred gold when runes and relics become cheaper. Again, I don't see the big outcry in support here. The last point of your is just once again making assumptions. Sure that might be the case, but given the nature of player outrage and how those things work in the online space one could also just state this as: their short term crisis management did not line up with their later implementation. Which still made this far more beneficial to a majority of players overall, given the amount of players crafting 1 legendary rune was more than players which crafted a full set.
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First off, it was 600 gold before the announcement was made that you only need 1 rune. Then it jumped to 900 gold. Currently runes sit at 650 gold and a relic at 1,320 gold. That's a total of nearly 2,000 gold in legendary gear. While I am sure that legendary relics and runes will drop price wise. For the relic to drop sub 900 gold and even more to drop significantly below 900 gold will take a LONG time, if ever. As to 900 gold, that's pretty cheap as far as legendary gear goes, so I don't see your point. 900 gold for getting 2k gold worth of legendary gear unlocked seems a good deal. That is not true. No one "lost". Some players didn't get what they wanted or expected, but even they did not lose. In fact they are merely unhappy with the gain the got. They didn't get what they expected, true. No one is denying that. They didn't get "screwed" over though, at least not in any way that "screwed" over would be reasonable to take serious. Which is what this thread has been running on. Some sense of big screw over when in fact at most it's just a significant different benefit. Any player who made a full set of runes was screwed over more value wise btw, just as reference.
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Because I see this as another goal for min/maxing. As stated earlier I don't derive any pleasure of just getting stuff handed to me (and as I've pointed out, for players which do this contents top level, it doesn't take that long to acquire). Fractals were designed specifically to provide this type of horizontal progression, while at the same time making it not mandatory. So buy the polyluminescent infusions then. I don't understand why players are paying 3,000+ gold to have their boots become invisible but it's not for me to tell them not to. Maxing stats for this type of content is not necessary. If players want to improve their performance, there are far more important other things to do. What you are essentially advocating for is to move to a system where stats matter more, which is not something I personally want for this game. No it does not. WvW is a part competative mode where locking even such minute amounts of power will snowball given the large amount of players involved. Not sure how this is comparable to fractals. The nice side effect is that you can use WvW infusions in all other content too, except fractals. and you are free not to get them without having to worry that you will have issues in clearing the content. Also not sure why running the hardest version of the content shouldn't offer the highest reward. That's what mastery of content should do imo. If you want rewards for mediocraty you are free to play open world content.
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and he benefitted greatly by the previous change which allows him to have a legendary relic with minimal gold investment. So this becomes a question of how selective one looks at the announcements about the legendary relic. Also the claim that the legendary relic is useless even with only core relics is easily debunked. Half the current meta relics used are core, the other half SotO while core relics can be used as replacements. Sorry, only because someone has buyers remorse because the good deal he got is not good enough in his opinion is the exact issue here.
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Lesrn to build craft. Those 12 precision infusions can be covered by changing the stats on 1 piece. The net loss is maybe less than 2-300 dps (and hilarious to assume that these infusions would make 10% of a difference, even on cvirt where the crit cap is important it's more like 5% which might result in 3-4k dps on the golem for someone close to the benchmark and less the further you are away. Yet again, the crit cap can be covered which reduces the loss significantly even on cvirt). At your level of skill spending 5 minutes on build craft and 20 minutes on the golem would be more of a net improvement than having a full set of +5/9s and the best part: it is almost free in game resource wise. If you aren't running CMs in fractals there is even less of a reason for a full set of +5/9 infusions (and even for CMs these are overkill). These stat infusions are not meant for newer players. Again, they are there for veteran players which want to min/max to a degree which is far beyond necessary. Similar to getting fractal god.
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No no no, you are doing it wrong. The forums is only for complaints. Try again. /s On a serious note: glad you are having a good time. Chin up and all the best!
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I'm not denying criticism: I'm trying to point out the hypocrisy of some players which are more than fine when miscommunication works in their favor, but are up in arms when it is not. For all I care, players are free to criticize as much as they want. The only issue I see here is that most players expect results based on their criticism, which might lead to results they might not want to begin with. I merely pointed out what those might be in this case (not that I believe the developers would take that approach). EDIT: and FYI, I too think they should have stuck with their initial approach, not because it affected me (I was at 7 runes myself) but because it would have been fair to all those players which crafted 6-7 runes due to the initial announcement (but who cares about them right, dumb schmucks just got unlucky). Then again I am also fine with them handing the relic out for just owning 1 rune, even if that's "unfair" to all the current players which did not make use of that feature (or the ones sinking in 3k+ gold on runes). What I disagree with is this up and arms about one miscommunication when the initial deviation from what was planned is to blame for the second miscommunication to begin with.
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How can I agree when I do not agree to the points you make? Also if you had read one of my earlier replies carefully you would have picked up on some of the reasons I stated for what I believe some players take issue with and what I concider issues (in the context of this topic and exchange, there are certainly more). I don't think the situation is abnormally bad, I don't even think the situation is the worst this game has ever been in. In fact the opposite: I think these are growing pains at best of an in my opinion better system. Once the revenue reports take a dive, I personally see no improvement or even deterioration with the next expansion, then I'll change my opinion. Reading through negative threads to give me an opinion is not my approach.
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Not as much goal posts as answering or refering to what you said was important to you. My previous points still stand, it just made sense to address what you said and meant, unless you wanted me to not actually address your points. I am unsure how that is moving the goal post, unless you were trying to bait so you can make this claim. FYI: I've always mentioned that we have had these same complaints in the past, because we have. You are not the first or only currently burnt out negative point farmer on these forums, and even that is not a new feature or behavior. O no, I think there are a lot of issues. I just don't think these are the ones or the ones addressed in this thread (being mostly about miscommunication). I also don't think that inactive players which draw their opinions from negative threads are the ones in the best place to judge the game. It's almost as though having an opinion justifying them leaving the game is more desirable than the opposite.
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So your solution to this, which you openly state, issue is to make it worse? Am I the only one confused here? Given that research notes are used in predominately items which are targeted at veteran players, you have that backwards. Let me explain so you understand: Research notes and Provisioner tokens are draining materials from the game, which in turn increases the value of those materials. It increases the cost for players which require research notes (mostly veterans) while it redistributes some of that wealth to players which do not require research notes (not veteran players or veteran players which do not need rn). Your entire analysis is flawed. The 3 types of essences are there to encourage the use of motivations as well as necessitating specific content and encourage upgrading of motivations, which in turn again removes materials from the games economy (which as we have already established is beneficial to newer players while also maintaining the in game economy somewhat). That is not to say there shouldn't be some adjustments. Some currencies have no use (Hatched chilli and Prismaticite Crystal most notably). A vendor value could solve this if a conversion is out of the table. The remaining currencies you listed all serve a function and provide some benefit, even if you disagree with it. Going through what you posted: Karma – used in legendary crafting. Will actually run low for players which craft legendaries regularly for sale. Legendary items are the backbone of this games economy. Unusual coins – the "current expansion" coin. necessitates play of the current expansion Ancient coins – the "not current expansion" coin. Similar to blue and green shards, eventually the use of these will increase significantly as more and more past expansion recipes are added Jade slivers – you disagreeing with the value proposition is a you thing. Some players which enjoy min/maxing use a Scavanger Jade Bot, save gray items, then use a Recycler Jade bot to get huge amounts of Jade Slivers off of their gray items WvW testemonies of "x" – here I actually agree. Given the main use of these is to craft gen 3 legendaries and all of them are converted into Imperial Favor, merging them by now makes sense EDIT: misunderstood, thought we are talking about "Writ of XYZ" from EoD area, which is obvious by my reply. Those could be streamlined. Testimonies in WvW are NOT interchangeable, while I agree that a solution similar to unusual coins or blue/green shards would be better, its obvious that the developers want a reset of testimonies per expansion. Canach coins – a "fun" mini game in EoD. While I do agree that I am not a fan, maybe this can be expanded upon in the future Eitrite ingot – can be vendored for gold Prismaticite Crystal – so many of these without anything useful to do with them
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I'm going to stop you right there and just mention: players unhappy with the game will find other who are unhappy with the game. I've had friends return after 1.5-2 years of a break, and they are no lifeing the game and having as much fun as one might imagine. I have friends who are currently burnt out and see no reason to currently play which were very active the last few years. You are currently if I am not mistaken not active in the game, yet feel the need to chime in on what sorry state the game is in. Free speech and all, but maybe you ought to let the game be a game, worry less about it and actually take a break instead of looking for threads which support your conclusion, which is not even based on actual in game experience, no?
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We've had doom and gloom threads and complaints as far back as season 1. If this was a larger issue, then the forums would be on fire. They are not. You want doom and gloom? Try a 17+ page long thread (within 1-2 days) about how veteran players are disadvantaged versus new players (happened with HoT and the studio shifted and changed the unlocks with expansions). There are a lot of changes with SotO and some of them are not yet proven. For example: - even more of a shift on legendary items which was started with EoD. The expansion offers almost nothing for players which are not interested in legendary gear - shift in story. Before there was an overarching "saga" to follow and individual quality was criticized but less important given it was part of a whole - loss of familiar characters in the story. I believe this is a big one which was underestimated - power creep beyond good and evil which now lets a lot of players partake in how boring open world content can be and other issues as well. Now not all of that is quality but rather direction, some which was asked for by players. Easier access to legendary gear is both a boon and a detriment, making the game revolve around this type of gear. Also that thread was factually incorrect. He attributes some things which were factually not present. For example: the build crafting before 2020 was non existent for a few years, given there was no balance changes for nearly 2 years. The complaint about weapons not being present on launch seems superficial as well, given that this type of massive build reshuffle was never present on such a short notice in the past (the time between expansions and new elite specs and thus new weapons was far longer than between EoD and SotO weapons). Reads a lot more like a veteran who has just burnt out to me, though he is obviously entitled to his opinion. The new mini expansion model has the benefits but also the detriments of both expansions and living world: most notably that the entire content will be available once the expansion has completely released (similar to living world) while front-loading a significant part of the content (similar to expansions). We are getting off topic though here, again, for many veteran players it might be in their best interest to approach the new mini expansions similar to open world content: wait until it has fully released, then come back and play it, then take a break again. That was the mo of many in the past and it works to this day.
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This thread wouldn't exist if the developers hadn't miscommunicated how legendary relics would be unlocked in the first place because TC would not have crafted 1 legendary rune to benefit off of the legendary relic unlock. You are correct though, this thread in essence is about miscommunication (selective as it may be) and the dissatisfaction of how this is tied to the games more recent approach to monetization. True, yet for any veteran player with sound memory, quality at least in regard to bugs has neither improved nor deteriorated. These followup patches and fixes have been a thing since forever. HoT for example had over 6 month, 6 months!, of followup patches both in regards to bug fixes as well as entire redesigns of content. The same goes for PoF, moths of reworks. Every single Living World episode in the past has had significant bugs which needed addressing and some even released unfinished (my favorite example: Kourna which was never completed and had entire features implemented which went no where lie the entire turret development). The fact that some players choose to forget this does not make it go away. SotO is the cheapest expansions this game has ever seen. It's strait up a trade of higher revenue via microtransactions and box price for guaranteed/mandatory box price. That's before factoring for inflation (which makes past expansion far more expensive in today dollars). This thread would exist, just like the other thread exists complaining about having to play story to get features unlocked, just like threads about Skyscales existed, just like threads about templates, masteries, difficulty, raids, etc. exist. Some of those threads are born out of a sense of entitlement, others touch on reasonable subjects. Rest assured: there would have been threads about cost by mere fact that this player base is VERY price sensitive (and some of the players here would be better off to actually take a break and touch grass instead of lingering for months and months).
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Ah now we are going swinging in other directions to make a point, sure that's true. That's the bane of a freemium model and it should not exist. This games freemium model is among the customer friendliest in the industry and most of the customers here are more than happy to benefit off of it. The recent complaints can be summarized as:"less freemium model, less benefits off of freemium model to the customer". That's literally where we are at atm, and look at what complaints we are getting.
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Because all of the content you mention is either competative in nature (WvW) or designed for exotic gear. It's also the reason why there have been significant strides done to give easier access to exotic and ascended gear. Because not all of us want everything at once. Some players actually enjoy to have something to look forwars to or work towards. As is those 90 stat points are insignificant, but for anyone who enjoys min/maxing their fractal build, they provide another over the top way to spend gold. You seem to be one of the players for whom having something is more important than working towards it. FYI: 1 month of fractal T4+CMs will yield almost 2 sets of +5/9 infusions for a player. Hardly that huge pf a grind for players that actually play the content. EDIT: actual math to backup my claim: 30 days of CMs will reward 120 Integrated Fractal Matrix (1 per CM per day), that's the equivalent of 6 infusions (and approximately 300 gold, not usually counted towards the gold reward. Yes, CMs are that lucrative). 30 days will reward between 150 - 300 Stabilizing Matrix (assuming 5 - 10 per day, that's I believe low-balling it but let's go with this). That's another 15 - 30 Integrated Fractal Matrix, so let's assume 2 infusions. 30 days of fractals will yield between 600 and 1,200 gold (20 gold and 40 gold respectively, depending on fractal god rank). The first set of infusions will cost: 8 infusions + 12 infusions bought with gold = all Integrated Fractal Matrix + 600 gold. The second set would cost another 1,200 gold of which some would be covered by fractal rewards. So worst case scenario: no fractal god rank, low-ball matrixes loot, doing T4+CMs results in at least 1 full +5/9 set per month.
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and players which had no legendary runes, thus had no access to the 6 piece bonus in form of a legendary had the chance to get the same bonus for the price of 2-3 legendary runes instead of 6 (prices doubled when players assumed you got compensated and teippled when it became clear that 1 legendary rune was sufficient). That 6 piece bonus is now available to everyone at a reduced cost, even at inflated prices of the legendary relic atm, than getting 6 legendary runes in the past (when they were far cheaper). Which is far more important for build craft than having the 6 runes, given runes are pure stats now and the amount of decent stat combinations now available (meaning budget options are even more viable). Players love to complain about miscommunication when it's not in their favor and love to let it slide when it is. Okay, let's actually talk clarification and correction: - remove legendary relics from any player who doesn't own at least 6 legendary runes - provide compensation instead of free relic based on the amount of runes owned that's what the original announcement stated and what made alot of players craft multiple runes. Now also provide SotO relic access for everyone who still owns a legendary relic. I wonder how many players will now come and complain that they lost access to the legendary relic given they only crafted 1 rune?
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Legendary trunk Update
Cyninja.2954 replied to Traubensaft Joe.8192's topic in Guild Wars 2 Discussion
I'm pretty sure they are exactly aware of how many players still have legendary trunks. I'm also pretty sure that no new legendary items will ever get added to those. It was possible to exchange legendary trunks for better versions which contained other legendaries (for example: https://wiki.guildwars2.com/wiki/Legendary_Reliquary and https://wiki.guildwars2.com/wiki/Legendary_Coffer). I am unsure if this is still being done, maybe if contacting customer support. Now this was already affecting a very ultra niche group of players (I was one of them, ending up with 18 Legendary Trunks myself) and the group which could make no use of ANY of the legendary select able items was even more niche, probably counting a few dozen players IF at all. I doubt this is something they are considering for new legendary items. -
and yet experience shows that such inflation of game time can lead to burnout. My guess is the developers internal metrics showed a massive spike for some players in regards to fractal play time, followed by a drastic decrease the following weeks with some players potentially not returning for a long time or at all. The other problem with significant reward bumps: once those rewards run out, players will consider running the content not as lucrative. You are doing the same right now: instead of taking the increased rewards as a benefit, you are seeing them as a detriment because "they could have been so much better". Fractals remain some of the highest reward/hour content, this event just increases that reward a little bit.
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Ah the good old: if a player isn't good enough to beat the content, let's try hacking.With the usual result. Speed hacks aren't needed, or any other hacks. What they will do is prevent a player from actually learning or improving by relying on this type of crutch. Thus having players using hacks essentially lowers your chance of getting players skilled enough to do the mechanics. Here have some replays where players do not hack, do not die and complete the encounter as intended: - https://dps.report/Xy0m-20240315-150133_kana - https://dps.report/f7an-20240310-190530_kana - https://dps.report/PpkJ-20240307-190941_kana more can be found on Wingman if so desired. TL;DR: Speed hacking is no benefit on this encounter, since it circumvents and prevents players from actually understanding the mechanics and memorizing them since the hack essentially covers for their lack of experience as a sort of last moment bail out. This will go wrong often on a fight where knowing how to react to mechanics is important. As mentioned by others, the actual mechanics have significant amount of time to react to, for any player which has learned the encounter.
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You REALLY do NOT want to open the can of worms that is benefits PvE players have over WvW. Like as in get off your entitled horse and look at the game as a whole and you will realize, 90% of this game is catering to the PvE open world crowd. Want me to name a few? Legendary items on slots only available via massive PvE investments, majority of Wizard Vault special objectives are entirely PvE based, massive amounts of achievements and account unlocks are stictly PvE based, way higher gold/hour rewards, far more cosmetics, nearly ALL content development, balance around PvE content which spills over into the competitive modes and the list goes on. As to a good reason: encourage players try WvW. Why? So that the mode sees influx of players while being neglected development wise. Why? Because the experience shows that some of those players enjoy the mode and stick around. That is of more value to the developers than giving the few complaining PvE players a way out. You want the reward, you play the content. Lucky enough, by now that time investment has shrunk to as little as 2-4 hours. The same is not true for WvW players which are interested in legendaries for which they require PvE btw. EDIT: or better yet, you want the reward and not play the content, buy the legendary off the TP. The higher gold/hour from PvE makes even that easier for PvE players versus WvW players. You want to complain about GoB via WvW, fine, but don't you dare make WvW out to be that far more beneficial game mode. Even open world legendary armor beats WvW legendary armor out now as far as time to acquire goes (and don't gimme any bs on this, I crafted all the legendary sets, I know how long each of them take, yes even the 3 ow legendary armor sets on release day).