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Asgaeroth.6427

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Everything posted by Asgaeroth.6427

  1. Items change in value constantly for all kinds of reasons. New content comes which increases availability and reduces demand on items that drop in that area. The money meta evolves over time. Stat sets grow and shrink in popularity. New recipes come out that use items in new ways. Hype drops off on older recipes. New sinks come out to shake up stagnant markets. Drop rates get adjusted for any number of reasons. When you list an item you are gambling that listing fee that you can sell the item before the price of the item changes. That is the intent of the system. As far as buyer's remorse, that's a total dead end in general. There's nothing in existence that you can be certain will be worth the same for a long period of time. Even precious metals don't give you an absolute certainty of retaining value. Your coin collection is worth bupkis if a company trivializes robotic asteroid mining infrastructure. Don't cry over spilled milk.
  2. Been having really bad issues with input delay in larger fights, noticed consistently in LWS4 metas, ley anomaly, and squad vs squad wvw fights since the Jan 19 patch. On continental US with good ping to servers and reasonably stable internet over Cat6. Don't think it is an issue on my end, running Ryzen 7 1700, 16gb DDR4-2666, RX 580 8gb, stock Windows 10 20H2, current WHQL drivers, 512gb NVMe SSD with plenty of space and health, standard power profiles and clock speeds on CPU/GPU/RAM/VRAM, overkill cooling on everything. Game typically runs flawlessly and I don't get those unplayable performance dips in large scale that cause people to yell "MY FRAMES!!!!1" at world bosses. I wish it was on my end, I built this thing in 2017 and want an excuse to build a new one :^)
  3. Revamp and rebalance instanced pve content and put it all in one place. Would be nice to have a unified portal object for all 5 man content and another unified portal object for all 10 man content. 5 man portal and 10 man portal should have a nice menu and each content type have it's own tab like what fractal scales have. Then put both portals everywhere that the scatterbrained portals we have now are. And rebalance all of it with 4 difficulty modes and modifiers on all the higher difficulties for all content. There's so much content just rotting away because nothing is done with it and it is not accessible for a spectrum of reasons. The instanced PVE content is some of the most amazing technical and artistic work that was done on GW2, but work was stopped short where it mattered most, letting us play the stuff and making it rewarding and fun to farm.
  4. > @"ASP.8093" said: > > @"Asgaeroth.6427" said: > > There's more to it than the technical issues. If Apple doesn't think they can onboard you onto Apple Pay and sell you $2 million of development kit, they wont even respond to your emails. The Apple MO is to stonewall developers who aren't 100% in the program. They make it as difficult as possible to work with them because they know most studios are going to bend over backwards to get access to the Apple customers, you know, those people who pay $3000 for $750 hardware configurations because it has rounded bezels? Apple has a really good scam going and it is hard to wrap your mind around the horror of dealing with it until you've had to. > > This has rather little bearing on an existing game that's basically in maintenance mode as far as the engine itself is concerned. The age of the game and the limited ArenaNet development resources are why it has to go this way, not why it shouldn't go this way. With a broader and more realistic perspective, this is obvious and unavoidable. It's nice to live in a world where you can say "just do X thing and it's fine". The problems start when the people who actually have to do X thing live in reality, and the people who proposed X thing can't see the spectrum of problems that make X thing completely unrealistic.
  5. > @"ASP.8093" said: > > @"Asgaeroth.6427" said: > > Apple doesn't appreciate software with 3rd party billing services. > > … in the App Store. Most users aren't married to the App Store. > > The tussle over Fortnite was about App Store billing structure, which is the same reason you can't buy Fortnite on Steam. (And the reason "how do we put Guild Wars 2 on Steam?" has been a months-long process for Anet even though just uploading a game to Steam takes like a single afternoon.) > > You can install any software you want directly, or through a storefront like Steam, GOG, _Epic Games Store_, &c. without giving Apple a single cent of your money. The only obstacle is a single clicky box saying "hey, did you download this installer from a website you trust?" > > > @"Asgaeroth.6427" said: > > Apple plainly doesn't want you to be able to deal with ArenaNet, and they are seizing the opportunity to lock you out now that they have the "our ARM chips are good enough for general compute now" excuse. > > They're not locking you out of anything, though. The OGL layer is still there. x86 binary translation is there. The forced 64-bit thing was annoying (why no legacy layer for that?) and the app-signing thing is annoying, but neither of these have had a visible impact on Anet's ability to provide a GW2 Mac client so far. If they want to take the same approach that Steam did where they just slap "This product is not compatible with Mac OS version blah blah" on the product page and call it a day, I wouldn't begrudge them that — I'm sure the end of the OS 10.x line is a big deal under the hood and it's okay if they don't have the resources to continually iterate on an old game. > > I'm not here to defend a giant computer manufacturer, but you are absolutely reaching to try to paint a cost-cutting move as something they've been forced into by a hardware/OS roadmap that mostly affects *new computers* while we're talking about the needs of an existing customer base still playing their ten-year-old game. There's more to it than the technical issues. If Apple doesn't think they can onboard you onto Apple Pay and sell you $2 million of development kit, they wont even respond to your emails. The Apple MO is to stonewall developers who aren't 100% in the program. They make it as difficult as possible to work with them because they know most studios are going to bend over backwards to get access to the Apple customers, you know, those people who pay $3000 for $750 hardware configurations because it has rounded bezels? Apple has a really good scam going and it is hard to wrap your mind around the horror of dealing with it until you've had to.
  6. > @"lare.5129" said: > > @"Asgaeroth.6427" said: > > Uou can buy an equivalently spec'd general purpose x86-64 machine brand new for your used Mac price. > ? what ? my x86-64 machine same price that price for **2** new air mac. No matter purpose. Performance - this is target. > Could you rephrase that? I have no idea what you are trying to say.
  7. Apple doesn't appreciate software with 3rd party billing services. Apple doesn't appreciate software being available on their platforms that wasn't entirely made in Apple's extremely expensive development tools. Apple's new chips are good enough to justify clamping down on old x86-64 software. Apple plainly doesn't want you to be able to deal with ArenaNet, and they are seizing the opportunity to lock you out now that they have the "our ARM chips are good enough for general compute now" excuse. If you aren't happy with software unavailability on your Mac, sell it. You can buy an equivalently spec'd general purpose x86-64 machine brand new for your used Mac price. Being mad at ArenaNet over Apple's misanthropic view is pointless. This happening should not be a shock to Mac users. ArenaNet isn't in a position of folding at the first sign of resistance here, they are one of the longest holdouts who tried the hardest to make the relationship with Apple work. Apple doesn't want it to work, so it is never going to work. ArenaNet's mistake was thinking they could get through to Apple and they let this drag on too long.
  8. > @"Astralporing.1957" said: > > @"Asgaeroth.6427" said: > > I would give anything to play the raid content. It has been bothering me for 5 years every single day. Raids are exactly what I want out of GW2, and I was so excited for them to come. I just never expected them to release them at a baseline difficulty that required the degree of precision and build specificity that they do. There is definitely grounds to have a trinity style or very hardcore raid difficulty for the people who like that, but that's not what GW2 puts forward primarily. It's just such a missed opportunity. People don't play raids because they are brutally difficult, even if you think they are not. > Problem is not that they are tailored at some "brutal" level of difficulty. Comparing to raids in other games, they actually often give significantly more leeway to players. The problem is that, due to how the game is designed, the skill curve in GW2 is much steeper, so even relatively small skill differences result in massive effectiveness gaps. Also, the freestyle build system offers a lot of choices to build your character, but most of those choices are just plain bad. Making a single difficulty mode that is meant to offer some kind of challenge in this kind of situation is a really big problem. Make it require a bit more skill, and it's beyond the reach of a huge majority of players. Make it require slightly less skill, and suddenly the players that wanted challenge are rolling over it withou noticing any kind of difficulty. While watching Netflix. And a lot of other players _still_ find it too hard. > > Basically, it's not a consequence of how raids are designed. It's caused by how _the game_ is designed. > > This was for the most part unintentional, btw. The old gw1 freestyle skill system worked relatively well, so they went with it again when they started working on the continuation. Unfortunately, adding to it a new trait system, boons, food bonuses, and (as one of the relatively late decision changes) stat bonuses to gear unbalanced that to a massive degree. What might have worked okay when operating separately turned out to be borderline ridiculous when it got stacked on top of each other, with each subsystem reinforcing the others. Unfortunately, since it was unintentional, the consequences got noticed way too late. And now we have to live with them. You're looking at it backwards in my opinion. The core design may have problems, but they are not insurmountable. I am not an inexperienced raider. I cleared every heroic raid in WoW as main tank while it was the current raid from Wrath to the end of Pandaria. The problem is GW2 raids are not tuned around the game design, they are tuned around arbitrary checks that make no sense for the majority of players. All of GW2's best mechanics, best art, best everything is in these raids. We as customers paid them to make all these advanced assets and they are just wallowing in nothingness. I love the GW2 raids, they are in many places masterworks in the industry. They are just sadly locked behind the worst of GW2, the clunky grouping, the elitist build snobs, etc. There's nothing about that that is unfixable and it is nothing that has to be lived with. The baseline raid difficulty doesn't need to be on par with Ascalon story mode, it just also should not be so ridiculously daunting. The DPS check on gors is unwinnable in a pug, I've tried to teach the fight to like 75 groups at this point, it's just impossible. A middle ground had to happen and still could happen. The raids don't need to be 2 hours of trying to fill and then replacing 3 slots every two wipes, they could be so good if they just took the edge off the baseline difficulty. And to me the worst of it is the people who yell GIT GUD at every raid difficulty discussion are so self defeating. So many people say the problem is for some it's too easy and for some it's too hard. The raid community is really small because of this problem. If there was more people able to see the layouts of the instances and get comfortable with them, there would be more people working their way up through the ranks to a harder difficulty. If we had difficulty options, there could be a facemelting absolute "and then we doubled it" mode for the people bored with the way too brutally difficult version we have. Every problem with raiding in GW2 is solved instantly with difficulty options. It's blatantly obvious and is a standard necessary modern MMO feature. How could anyone with any amount of ability to think critically not see it?
  9. I would give anything to play the raid content. It has been bothering me for 5 years every single day. Raids are exactly what I want out of GW2, and I was so excited for them to come. I just never expected them to release them at a baseline difficulty that required the degree of precision and build specificity that they do. There is definitely grounds to have a trinity style or very hardcore raid difficulty for the people who like that, but that's not what GW2 puts forward primarily. It's just such a missed opportunity. People don't play raids because they are brutally difficult, even if you think they are not. It is all about perspective. You deserve to have your difficulty, we deserve to have ours too. Not letting us have our difficulty for over 5 years has permanently damaged this product and permanently damage ArenaNet. Yelling GIT GUD isn't going to change that. For every one person that wants to play at peak human performance, there probably 80 million that don't. The raids would be played if they were playable, it is unconscionable that they haven't been improved yet.
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