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Shirlias.8104

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Posts posted by Shirlias.8104

  1. Are you in a hurry for an extra shared inventory slot ( maybe copper or silver salvage omatic )?

     

    If you have some times to spare, hit lvl 2 with a new character and try it into spvp ( you will have everything unlocked, from traits to skills ), even if only on golems or bots would be ok to try out what the new class could be.

  2. > @"Illconceived Was Na.9781" said:

    > > @"Shirlias.8104" said:

    > > Imho, Making them salvageable will cause some changes:

    > >

    > > * prices drop ( which would be good to me, but a hard blow for the market ).

    > > * No need for extra bag slots ( bad for ANET ).

    > > * No need for larger bag slots ( bad for ANET and players ).

    > > * No time sink ( in terms of inventory management, which will be Bad for ANET ).

    > >

    > > * About the storage it could be maybe good at first in order to sell extra storage, but then would be Win/Win for players only ( see the poin 2, 3 and 4 ).

    > >

    > > And because of this, i doubt we will ever see any change about runes ( even though i am ready with maxed storage, bags, and so on ).

    >

    > You write as if ANet prefers people to suffer through inventory management, **when the evidence points the other way.**

     

    Definitely not, but you made me laugh this time.

    When the evidence points the other way... :heart:

     

    Inventory issues apart ( runes, trash, luck, items which can't be put into storage, currencies which are no part of the portfolio, etc... )

     

    * Different tomes for LS worlds

    * No builds save/load since the release

    * Definitely not a good Legendary equipment system ( it's easier to travel with 2 or 3 sets, which ofc occupy your bags, but nothing new here ), because of the previous point, the sigils, not generic infusions ( wvw/agony ), etc... ( endless extractor could come in handy ).

    * Collections which require inventory space because reasons

    * etc...

     

    If problems are not addressed, there's no will to address them.

    And it's better to stop trying to find a justification or a reason, because it is in front of everyone's eyes.

     

  3. > @"MarshallLaw.9260" said:

    > > @"Shirlias.8104" said:

    > > > @"MarshallLaw.9260" said:

    > > > > @"Shirlias.8104" said:

    > > > > > @"MarshallLaw.9260" said:

    > > > > > How is this bad for anyone if we're reducing the time needed to manage inventory? Why would ANet want players to spend more time doing this?

    > > > > > On the whole it would be massively convenient but I don't have high hopes for this being implemented.

    > > > >

    > > > > Has Anet in more than 5 years fixed this issue?

    > > > > Guess we have our response.

    > > >

    > > > My question was not if this was fixed but how **you** think ANet benefits from people spending more of their ingame time managing their inventory and why it would be bad for ANet if the time required was reduced.

    > > >

    > >

    > > It will take players more in game.

    > > And will let them realize that QoL items are the way in order to dedicate less time to the inventory space management.

    > >

    > > What else?

    > >

    > > Don't want to have to buy an item for all characters?

    > > Shared invendotry Slot!

    > >

    > > Don't want to have empty bags?

    > > Extra bag slots!

    > > ( or else Wider bags, which cost golds and that gold could come from Gems )

    > >

    > > Don't want to check your storage every hours in order to sell mats you already reach the cap with?

    > > Extra Storage Slots!

    > >

    > > Etc...

    >

    > What I believe you are missing is that this thread is about runes/sigils specifically. The only issue of having them currently is needing to sell to vendor or sell on TP. We can already sell items on TP without going to a TP NPC, however with minor sigils/runes it is often easier just to sell to any merchant. I doubt many players expand their storage or purchase mobile merchants just to sell runes/sigils currently so the impact to ANet is negligible because of this change.

     

    I will try to explain my point better

     

    ![](https://i.imgur.com/bTnCn7M.jpg "")

     

    This is my main.

    * 20 shared inventory slots.

    * All unlimited black lion tools ( i just need the extractor but i am working on it )

    * 10 bag slots

    * 10x 32 slot bags ( 4 invisible, with runes and personal stuff )

     

    also

     

    * Capped storage ( 2000 pieces per item )

    * Capped bank ( 14 bank slots ).

     

    Imagine that i have instead a standard 5x 20 slot bags with a limited storage.

     

    I need to sell?

    I have to go to a specific vendor

     

    I need to take stuff from TP?

    I have to go to the specific vendor

     

    My storage is full?

    I have to go to the bank and then sell it to TP

     

    I am full of runes?

    I have to sell them ( with my manangement i only sell a 250 stack ).

     

    Finite use tools?

    I have to buy some more to the vendor.

     

    As you can see, everything is related to the time you spend into meaningless things ( because this game is not so well optimized... or maybe, they deliberately decided to make it this way. Everybody can think the way he want for what I care ).

     

    I did my math in terms of time spent on inventory management and then worked on a way to solve the related problems.

    If you ( or anybody else ) are fine with the time spent ( it's only 15 sec going to the TP, and 15 to the vendor, and 15 to the bank, and... etc etc... ), so am I.

  4. > @"MarshallLaw.9260" said:

    > > @"Shirlias.8104" said:

    > > > @"MarshallLaw.9260" said:

    > > > How is this bad for anyone if we're reducing the time needed to manage inventory? Why would ANet want players to spend more time doing this?

    > > > On the whole it would be massively convenient but I don't have high hopes for this being implemented.

    > >

    > > Has Anet in more than 5 years fixed this issue?

    > > Guess we have our response.

    >

    > My question was not if this was fixed but how **you** think ANet benefits from people spending more of their ingame time managing their inventory and why it would be bad for ANet if the time required was reduced.

    >

     

    It will take players more in game.

    And will let them realize that QoL items are the way in order to dedicate less time to the inventory space management.

     

    What else?

     

    Don't want to have to buy an item for all characters?

    Shared invendotry Slot!

     

    Don't want to have empty bags?

    Extra bag slots!

    ( or else Wider bags, which cost golds and that gold could come from Gems )

     

    Don't want to check your storage every hours in order to sell mats you already reach the cap with?

    Extra Storage Slots!

     

    Etc...

  5. > @"MarshallLaw.9260" said:

    > How is this bad for anyone if we're reducing the time needed to manage inventory? Why would ANet want players to spend more time doing this?

    > On the whole it would be massively convenient but I don't have high hopes for this being implemented.

     

    Has Anet in more than 5 years fixed this issue?

    Guess we have our response.

     

    edit: about the prices depends the drops, some prices will simply drop. Unless you drop random grey stuff which Stacks ( with a slightly higher value to compensate the copper salvage omatic cost )

  6. > @"Steve The Cynic.3217" said:

    > > @"Shirlias.8104" said:

    > > Imho, Making them salvageable will cause some changes:

    > >

    > > * prices drop ( which would be good to me, but a hard blow for the market ).

    >

    > What prices? Most of the minor runes give a red "below minimum" state when I try to put them on the Trading Post, and the ones that don't give a yellow-brown "we'll list it and send you the money when it sells" state instead. Come to think of it, the same is true for minor sigils. And for the majority of major ones.

     

    Material prices, not runes prices.

     

    If you get more leather/ores/clothes from a single item, because of salvaging runes, prices will definitely drop.

  7. > @"Jace al Thor.6745" said:

    > > @"Shirlias.8104" said:

    > > > @"Strider Pj.2193" said:

    > > > > @"Shirlias.8104" said:

    > > > > > @"Dawdler.8521" said:

    > > > > > Far from the objectives? It takes like 30 seconds to run to them from any keep waypoint.

    > > > >

    > > > > I meant that it does not harm the ones who do objective.

    > > > > It's kinda outside the game, so lowering the spawn won't harm anybody.

    > > > >

    > > > > > @"Strider Pj.2193" said:

    > > > > > > @"Shirlias.8104" said:

    > > > > > > Since the creatures are far from the wvw objectives, why don't lower their spawning time?

    > > > > > > It takes almost forever to let them spawn.

    > > > > > It's like 5-10 minutes..... and there are two to three on each map....,

    > > > > >

    > > > >

    > > > > It's definitely not 5 min.

    > > > > Probably 10 but i would say more than 10.

    > > > >

    > > > > Also, parking for 10 min in order to kill a mob is a bad thing ( and you could miss all 3 because there could have been killed while you run around from them, so definitely not the best choice ).

    > > > >

    > > > And? All but one or two are right outside of spawn points. It tends to be the least contested spot on the maps. Most times other servers show up and as long as you leave them alone, they leave you alone.

    > > >

    > > > 10 minutes is fine. Is a daily.. not a guarantee

    > > >

    > >

    > > And?

    > > First, you said something not true about the time spawn.

    > >

    > > Second, contesting a ruin or killing a caravan or 5 guards or capture a sentry takes less than 2 minutes ( and it's something instead related to the WvW mechanics ).

    > > Do not mention Big Spender.

    > >

    > > I know that there are harder tasks, like capturing a keep or a tower, but as a PvE quest which does not harm the WvW scenario, its spawning time could be lowered without harming anybody.

    > >

    > >

    >

    > The game mode is WvW. Not PvE. So really they need to remove daily veteran and rune capture from the rotation so that if you want WvW dailies you have to contribute to capturing towers and keeps. You know... actual WvW stuff.

     

    I do agree, but since it's like this from years, i guess they won't ( they said, if i recall correctly, that veteran were put into wvw in order to grant the possibility to 3 dailies for underpowered servers. Now that wvw is going to be reworked things could be really revised too ).

     

    if lowering the spawn could have harmed wvw i wouldn't dare to propose it.

  8. > @"Linken.6345" said:

    > > @"Shirlias.8104" said:

    > > > @"Curunen.8729" said:

    > > > On a related note I have flashbacks to the painful hours spent on waiting for the correct dwayna event for astralaria. Not an experience I'd ever want to repeat. :/

    > >

    > > I had problems with the Branded Devourer Queen event in the Iron Marches if i recall correctly.

    > > The event was mostly bugged and we had to cooperate in order to find it ( or waiting for the server reset or just creating another map due to high population ).

    > > Really the worst part about crafting H.O.P.E.

    >

    > Can understand that you had a hard time finding it dont she spawn in fields of ruin?

     

    Ahahah no, i just wrote down the wrong zone name!

    The event was bugged ( the escort continued to running on place, and happened to be bugged for 2 weeks. I happened to be online and be called by a player who was doing the same part as me, and we exchanged contacts in order to call each other if we would have happened to find a not broken event ).

  9. > @"Strider Pj.2193" said:

    > > @"Shirlias.8104" said:

    > > > @"Dawdler.8521" said:

    > > > Far from the objectives? It takes like 30 seconds to run to them from any keep waypoint.

    > >

    > > I meant that it does not harm the ones who do objective.

    > > It's kinda outside the game, so lowering the spawn won't harm anybody.

    > >

    > > > @"Strider Pj.2193" said:

    > > > > @"Shirlias.8104" said:

    > > > > Since the creatures are far from the wvw objectives, why don't lower their spawning time?

    > > > > It takes almost forever to let them spawn.

    > > > It's like 5-10 minutes..... and there are two to three on each map....,

    > > >

    > >

    > > It's definitely not 5 min.

    > > Probably 10 but i would say more than 10.

    > >

    > > Also, parking for 10 min in order to kill a mob is a bad thing ( and you could miss all 3 because there could have been killed while you run around from them, so definitely not the best choice ).

    > >

    > And? All but one or two are right outside of spawn points. It tends to be the least contested spot on the maps. Most times other servers show up and as long as you leave them alone, they leave you alone.

    >

    > 10 minutes is fine. Is a daily.. not a guarantee

    >

     

    And?

    First, you said something not true about the time spawn.

     

    Second, contesting a ruin or killing a caravan or 5 guards or capture a sentry takes less than 2 minutes ( and it's something instead related to the WvW mechanics ).

    Do not mention Big Spender.

     

    I know that there are harder tasks, like capturing a keep or a tower, but as a PvE quest which does not harm the WvW scenario, its spawning time could be lowered without harming anybody.

     

     

  10. > @"Mortifera.6138" said:

    > Protip: Grind your job, then spend your time on GW2 having fun!

    >

    > Unless you're a student, then you're kitten'd with the trauma of grades and hw.

     

    This.

     

    Or else buy different hot accounts and go with daily logins with multiclient ( a pair of minutes per day ).

    Every Account gives you 60/70g every 28days.

     

    Then play the game the way you want!

  11. > @"Curunen.8729" said:

    > On a related note I have flashbacks to the painful hours spent on waiting for the correct dwayna event for astralaria. Not an experience I'd ever want to repeat. :/

     

    I had problems with the Branded Devourer Queen event in the Iron Marches if i recall correctly.

    The event was mostly bugged and we had to cooperate in order to find it ( or waiting for the server reset or just creating another map due to high population ).

    Really the worst part about crafting H.O.P.E.

  12. > @"Faaris.8013" said:

    > It's player behaviour that can cause an issue, but those players don't need mounts to do that.

     

    The player kills the faster he can, so he can move to other mobs.

    It's not a player behaviour issue, but a really bad scaling in terms of damage ( bad as unbalanced ).

     

    And as you wrote, it's not only mount related, but skill related too ( so ANET could lower all the dmg, and not only mount dmg ).

  13. > @"Dawdler.8521" said:

    > Far from the objectives? It takes like 30 seconds to run to them from any keep waypoint.

     

    I meant that it does not harm the ones who do objective.

    It's kinda outside the game, so lowering the spawn won't harm anybody.

     

    > @"Strider Pj.2193" said:

    > > @"Shirlias.8104" said:

    > > Since the creatures are far from the wvw objectives, why don't lower their spawning time?

    > > It takes almost forever to let them spawn.

    > It's like 5-10 minutes..... and there are two to three on each map....,

    >

     

    It's definitely not 5 min.

    Probably 10 but i would say more than 10.

     

    Also, parking for 10 min in order to kill a mob is a bad thing ( and you could miss all 3 because there could have been killed while you run around from them, so definitely not the best choice ).

     

  14. About SPvP:

     

    * I would like to have 9 classes with no builds, in order to grant a better pvp and 9 good classes to choose between.

    * A different set of rules ( for an instance, a forum section where to post videos of cheaters, which should be instantly banned, and more rigid rules for those who deliberately ruin the game, which includes mostly hackers and wintrader, but also punishments for afkers/trolls/feeders/verbal abuser, which incrases the more they continue ).

    * Crafting zone pass on gemstore ( i love mistlock sanctuary, but i would like to have the one in SPvP too ).

     

    About WvW:

     

    * Equipment as for SPvP ( limited amount of stats, no consumables, no on proc sigils, etc... ).

    * More balance between the 3 parts ( let's see with the new incoming system. I can't wait ).

    * As for SPvP, a different set of rules ( for an instance, a forum section where to post videos of cheaters, which should be instantly banned, and more rigid rules for those who deliberately ruin the game, which includes mostly hackers and wintrader. Not sure about punishments for afkers because of the specific kind of game ).

     

    About PvE:

    * No more Repeteable Hearts ( or at least the possibility to buy from them regardless the fact you completed them on the current day ).

    * Mounts/Gliding disabled on all old JP ( and on new, if not required as mechanic ). Rewinder potion is ok, because it will allow you to redo the part you failed only ( but does not prevent exploit like the springler ).

    * Legendary runes/sigils, in order to add your legendary an extra option to chose what you want ( maybe a better and revised menù, because it is not the best thing to do to swap stats on a full legendary set ).

     

     

    About Every Game mode

     

    * An option to disable Minis ( and their sounds ).

    * An option to use standard mount skins on all models but your.

    * An option to use standard glider skins on all models but your.

    * An option to use standard dyes on all models but yours.

    * An option to use standard sounds on all players but yours.

    * An option to use standard armor models on all players but yours.

    * An option to use standard weapon models on all players but yours.

    * The possibility to save builds ( this will mostly work with legendary items in terms of stats change and runes/sigil changes ). Not something trollish like "equipping different items from your bag" only ).

  15. Imho, Making them salvageable will cause some changes:

     

    * prices drop ( which would be good to me, but a hard blow for the market ).

    * No need for extra bag slots ( bad for ANET ).

    * No need for larger bag slots ( bad for ANET and players ).

    * No time sink ( in terms of inventory management, which will be Bad for ANET ).

     

    * About the storage it could be maybe good at first in order to sell extra storage, but then would be Win/Win for players only ( see the poin 2, 3 and 4 ).

     

    And because of this, i doubt we will ever see any change about runes ( even though i am ready with maxed storage, bags, and so on ).

  16. > @"Svarty.8019" said:

    > > @"Shirlias.8104" said:

    > > > @"zerorogue.9410" said:

    > > > Its the age old problem of; "How can you keep the player's busy while you make more content?"

    > >

    > >

    > > "without" making more content.

    >

    > WvW does that quite well. Anything repeatable. Where is the age old problem here? This is a nonsense!

     

    When you are against AI is different than against players.

    What are we talking about? ;)

     

    Also it's specifically a task which requires no brain nor skill.

    It's only a repeteable thing in order to let players waste their time to achieve some reward ( maybe ).

     

    Fortunately they learnt from Aurora time sink failure ( Druid runestones ), which was probably the worst thing ever seen in this game ( even though putting the legendary ring behind raids was nice trolling too ).

  17. > @"VixusIrine.9013" said:

    > > @"Shirlias.8104" said:

    > > > @"JayAction.9056" said:

    > > > Nearing a year after POF release - multiple nerfs to POF specs - 333% damage buffs to shortbow

    > >

    > > 22 september 2017 - Release Date

    > >

    > > 22 march 2018 - Today

    > >

    > > :confused:

    > >

    > > Btw renegade is meant for pve i suppose, not for SPvP ( I am not saying that Rev is somehow useful in SPvP, but among its builds they should work toward herald instead ).

    >

    > I can't say I really like that sorta outlook on specs. I think all specs should be *somewhat* viable in all game modes. The problem with Renegade is how slow and awkward it is to use in pvp, even slower than Reaper and that's saying something. All that needs to be done is to speed up the shortbow skills and warband summons, maybe slap on some stability for the summons so they don't lose 40% of their effectiveness when somebody farts some CC on them. In it's current incarnation Renegade is just sluggish and unresponsive to use a lot of the time, I like the spec a lot but there's just a lot that makes using it harder to use than it needs to be.

     

    It's imho impossible.

    I know that everybody would like to play whatever they want in every game mode, but there will always be a meta setup for everything.

     

    I would like instead to have they focus on a single build for class, in order to balance everything in the best way.

    To make an example, they won't have to balance all possible revenant builds with other classes builds,

     

    but something like

     

    * Herald S/Shield + Staff, with specific legends and traits/runes/sigils/neck

     

    balanced with ( one random example )

     

    * Thief ( which will be d/p with flat traits/skills/runes/sigils/neck ).

     

    Then you will have 9 fully balanced classes, and when you find a specific class you will always know their skills/weapons/attacks patterns.

    It would be imho, other than completely balanced, way better and fun.

  18. > @"skyline.3286" said:

    > I'm starting to think about crafting my first legendary (Sunrise), so I looked up the recipe and found that I need 100 Lumps of Mithrillium, of which I can only craft 1 per day. Does this mean if I craft all the materials myself rather than buying the Deldrimor Steel Ingots off the TP, it'll take minimum 100 days (in which case I better get started)?

    >

    > What do people normally do? Craft them all? Just buy all the Deldrimor Ingots off the TP? A mix of both?

    >

    >

     

    https://gw2efficiency.com/crafting/calculator/a~0!b~1!c~0!d~1-30703

     

    You mean dawn, the precursor, right?

    If so, given the fact that the price is close to the tp, i suggest you not to craft and lose time and other currencies ( the time you will dedicate to the collection could provvide you more golds if you invest your time in some farm ).

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