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Karaha.3290

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Posts posted by Karaha.3290

  1. > @"KAipurge.2147" said:

    >Over time the mount unlocking in this game has become worse and worse to the point where even just unlocking the new mastery for one of the oldest mounts in the game has become a grind with the XP requirement. The world trek-ing the figure out where the clues lead was enough but tacking the extra XP requirement after all of that is just too much.

     

    What are you talking about? Masteries _always_ needed exp, that's nothing new.

     

    > I could understand if all the mounts were always of use but so many replace others making them useless that making such a grind for a mount that would be useless after another one releases that does its job better makes no sense to me.

     

    There is not a single mount in this game replacing another one. Again, what are you talking about?

    And what "grind" are you talking about?

     

     

  2. Normally the Glyph of Overload (https://wiki.guildwars2.com/wiki/Glyph_of_Overload) gives you a buff that gives your next few gatherings a 100% chance of extra gathering strikes.

    But it bugs and you won't get any extra strikes, if you use the Glyph with you sickle skinned as **Unbound Magic Harvesting Blast**.

    https://wiki.guildwars2.com/wiki/Unbound_Magic_Harvesting_Blast

    You will lose 3 stacks of the Glyph buff, but only get one gathering strike.

     

    It **does** work as intended with the standard sickle skin as well as the Jack-I-The-Box Scythe and Volatile Magic Harvesting Tool, so it's definitely the Unbound Magic Harvesting Blast skin that causes the issue.

     

    I also made a video that shows that it works with other skins, but not with the Unbound Magic Harvesting Blast one.

  3. > @"Cronos.6532" said:

    > > @"Gaile Gray.6029" said:

    > > I'm really sorry that some of you are unhappy with this change. I'd like to reiterate that the decision was based solely on our concerns for player security. Theories about alternative motivations for the change are completely baseless.

    > >

    > > I notice at least one person state that those who used the system were fully aware it was an "at your own risk" situation, and that every user would be aware of any security risks that they were taking on. I have to dispute that. I don't believe that everyone knew of the risks, nor that every single user willingly accepted them. It would be provably inaccurate to state, "I knew it was risky, therefore every other user knew that, too."

    > >

    > > As stated [here](https://en-forum.guildwars2.com/discussion/65546/policy-dual-or-multi-boxing "here"), we have no objections to players using multiple accounts, when that use follows the proscribed limitations. The change today was decidedly **not** a means of trying to limit or halt multi-boxing, nor was it developed as a means of inconveniencing those who play with multiple accounts. If you are inconvenienced, we're sorry. But security > convenience, as I'm sure you'll appreciate.

    >

    > Is it safe to swap out the encrpyted file that stores the currently saved username/password in the launcher with that of another account?

     

    Having ways to make it safe, is't the problem and isn't the point.

    The point is that there were an *unsafe* way, that's the point.

  4. Not a single precursor after 10k hours. Well, then came Istan.

    I got 2 precursor in 3 weeks there and later another two.

    The first one I got from one of the chests in Palawadan. That one you could loot multiple time the first weeks.

    The second and third one I got from Pieces of Common Unidentified Gear (the blue ones). I actually opened them in SW.

    The fourth one I got from a Palawan Phylactery.

     

  5. It has nothing to do with inflation. Gold isn't worth less because of this change and Runes/Sigils don't getting more expensive because Gold is worth less.

    Runes/Sigils are getting more expensive because of the same old thing, Supply And Demand, plus higher costs for crafting.

     

    What Anet did was just increase the demand (making runes/sigils more attractive) and decrease the supply (higher production costs).

    Anyways, besides all the rage, you should keep in mind that you still can buy most of the runes and sigils for less than 50s.

    That's still pretty cheap, since you already get 2g from dailys.

    Yes, there are also runes and sigils for 5g+, but keep in mind that's not the updates fault. Those sigils/runes are used for meta build and meta build runes/sigils were always the most expensive.

    But, thanks to the update, they can't get too expensive (so easy), because you can craft them now and it would need to increase the prizes of several materials to increase the price of a rune/sigil. So all in all the update makes the rune/sigil prices more stable.

     

    And the "gemshop only thing", nothing changed here. It's still more expensive for the most sigils/runes to use a BL Kit or even an Upgrade Extractor.

    A BL Kit costs 300 gems, that's 108g. You have 25 uses, so it's ~4,35g per use/per upgrade. An Upgrade Extractor (actually 3) costs 250 gems -> 90g, that's 30g per use.

    The BL Kit is maybe more valuable than before, but crafting is still the cheapest option to get runes/sigils.

    Not to mention that BL Kits droping very often from daily login reward etc. which makes it more to a "free extraction device" than to a "forcing to buy gemshop stuff".

    All in all the BL Kits are actually useful now.

  6. > @"Randulf.7614" said:

    > If you have checked your unique or player or item sounds or whatever the options are called, it could instead be your pc. A guildie can't hear her Dreamer (a blessing!) because of what is either an out of date driver or low spec pc issue (from what we can ascertain). That seems to be consistent with other sound issues on items others have experienced over the years.

     

    I also have a guildie with that kind of problem. Once he said that he could hear the sound, if he gets ~50fps and higher. No weapon sounds if he got below ~50 fps.

  7. > @"Zem.4139" said:

    > hi ,

    mimimimimi

    If you already link to the news page, you should read it, too...

    >Concentration has been impacting boon-granting professions for some time. While it has enabled a few very strong builds, it also makes the Sigil of Concentration mandatory in high-end PvE content, without any way to replace it. So, we’re adding a couple of utility options that will help with this while tuning the sigil to a reasonable level.

     

    Here you go, here is your Why.

     

    And tbh, practically permanent +33% boon duration was way too overpowered.

     

    > @"Zem.4139" said:

    > Its just crazy , the food and utility i paid so much to get bonus ,now will only give me half of the nerf from sigil.... its just insane.

    It only shows how insanely overpowered this sigil is/was.

    This thread/you post and all the whining around this change is another very good example.

    So much whining and complaining and accusations of "destroying the chrono" only because of **one** item, because of **one sigil**.

     

    > What ? chrono was not hard enought to play ??

    It's not like this would chance anything. You can easily get 90%+ boon duration with the new sigil and keep in mind that utilitys will get some changes too.

     

    https://en-forum.guildwars2.com/discussion/59803/rune-sigil-blog-utility-option-clarification#Item_0

     

     

  8. > @"Vagrant.7206" said:

    > > @"Karaha.3290" said:

    > > > @"Vagrant.7206" said:

    > > > Hi @"Gaile Gray.6029", thanks for posting this.

    > > >

    > > > The concern right now is that sometimes people will use RMT and buy gold for somebody else's account in attempts to try and get them banned. How does the ANet support team plan to address this issue so that the uninformed are not targeted or penalized by this kind of behavior as well? What assurances do we have from the support team?

    > > >

    > > > -----

    > > >

    > > > Context for those who are unaware of what has been happening: https://old.reddit.com/r/Guildwars2/comments/9d7orp/how_to_get_someone_banned_for_less_than_3/?st=jnxsx4dd&sh=df055dc4

    > >

    > > They wrote about it in the updated policy.

    > >

    > > >If you suspect you’ve received items or gold from a gold seller or RMT account, the best action is to report the message, return it if it still contains the items, and contact support if you are concerned that further action may be taken. We will work with you to secure your account and track the items back to the RMT account(s).

    > >

    > >

    >

    > But let's say you're an average GW2 user who doesn't read either this forum or the Reddit. How are you to know it isn't one of your guildies or friends paying you back for something? Most people get money in the mail and they'll happily take it without a second thought.

    >

    > Some users on reddit have reported receiving bans before even checking their mail, let alone accepting the money.

     

    I think you would know the name of your friend or guild mate who borrowed gold from you.

    But I also think you are right in general. I remember when a guy from map chat sent me 50g (cause i was complaining in a funny way about something) and I took it without any thought. I haven't even checked the name.

    On the other hand, every now and then, when I get some Junk (minis, festival items, and so on), I make bundles out of it (low lvl food, a mini and/or tonics and 2-5 gold) and send them to new players, just as an welcome present.

    It would be sad to get them back, only because these new players are afraid that it could be an RMT mail.

  9. > @"Vagrant.7206" said:

    > Hi @"Gaile Gray.6029", thanks for posting this.

    >

    > The concern right now is that sometimes people will use RMT and buy gold for somebody else's account in attempts to try and get them banned. How does the ANet support team plan to address this issue so that the uninformed are not targeted or penalized by this kind of behavior as well? What assurances do we have from the support team?

    >

    > -----

    >

    > Context for those who are unaware of what has been happening: https://old.reddit.com/r/Guildwars2/comments/9d7orp/how_to_get_someone_banned_for_less_than_3/?st=jnxsx4dd&sh=df055dc4

     

    They wrote about it in the updated policy.

     

    >If you suspect you’ve received items or gold from a gold seller or RMT account, the best action is to report the message, return it if it still contains the items, and contact support if you are concerned that further action may be taken. We will work with you to secure your account and track the items back to the RMT account(s).

     

     

  10. > @"FatalEagle.9286" said:

    > C'mon guys, why the user manual of the game is outside?

    > To access information;

    > 1) enter

    > 2)write \wiki

    > 3) go to bag and press shift + click item then again enter!

     

    Three easy steps to do.

    Or do you complain about "go to bag and press"? Because you still have to do it with your suggestion.

     

    1.) go to bag

    b.) right click the item you need

    III.) click "go to wiki"

    3,5.) ragequit the game a bunch of times, because you clicked "go to wiki" while using your salvage-o-mat.

    3,55.) Getting annoyed every now and then, because you can use this only for items and still have to use /wiki for skills, traits, pois etc. Means you have a distribution of use for the same result.

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

     

    > * I'd make more because the vast majority of people _do not_ make good use of numbers in changing their behavior and the arbitrage on that confusion is huge.

     

    That's just a very big point to **not** show any droprate.

    Making most of the player angry to let a handful get more gold. That's not how it works.

  12. > @"zerorogue.9410" said:

    > > @"Karaha.3290" said:

    > > You just **can't** say how many bags you have to open to get item xy, even if you know the dropchance, but it would confuse many ppl, because they think they could.

    > Your half true, you can not know how many bags you need to open to get x item from them. However Drop rates give you an estimation on how many. If you knew the odds you would be able to understand how much work on average would go into getting the item. Knowing about how long it will take will save many players time and headache rather than having "Sometime" as their only point of refrence.

     

    But you wouldn't understand. That's the problem.

    You will always end up add chances up to 100% to get a false "average" number of how many bags you need.

    A dropchance of 20% is one thing, you know it could drop in the 3rd or the 20th bag. 100 bags are very unlikely, but possible. 1000 bags are nearly impossible.

    But a dropchance of 0,00001% is different, it's meaningless. Get the item from the first 100k bags (the number you get, wenn you add up bags, to get "100%") are very unlikely. 500k bags are also very unlikely. 2 million bags are also very unlikely. Even if you open 10 million bags, it's very unlikely to get that item. And you you should see where the problem is, if you show the droprate by numbers.

    People would start calculating to get a precise number of bags and that's just not possible.

    But ppl just would calculate (wrong), get a number, open that amount of bags and would start complaining, because they didn't get the item.

     

    Anet did a pretty good thing by showing simplified "droprates" with the categorys in the preview.

    It's more than enough. You wouldn't get more information, even if you could see the exact dropchance.

    It's precise enough.

  13. > @"Zaoda.1653" said:

    > I too would like an official statement of the drop rates of these items. Anet, more and more players are refusing to open bags now (including myself) because of how stupidly rare these items are. When you hear of people opening over 100,000 bags and not even getting a phos or ember infusion, you have to wonder - how many bags do you ACTUALLY have to open to get one of these drops?

    >

     

    And that's the problem with showing the droprate. The "how many bags do you actually have to open to get one of these drops" question.

    Most ppl just don't understand (or never thought about it) how the droprate works and just add up the givven rates, til they get 100%.

    "20% droprate, so I have to open 5 bags to get my loot" - And then they start complaining, when they don't get their item.

    It's 5 x 20%, not 100%.

    You just **can't** say how many bags you have to open to get item xy, even if you know the dropchance, but it would confuse many ppl, because they think they could.

    And then they complain, because they were wrong, starting discussions about "that's not the real droprate" and so on.

    Saw all this in other games.

    But the best thing is, it doesn't make a different, it's just in your head. It doesn't chance anything if you know the droprate or not.

     

    Also keep in mind that 100,000 bags are not much. Sure it is for one player, but we are hundreds of thousands of player in this game.

    7,2 - 12,9 **million** bags are farmed every day, it's 86,4 - 155,5 milion bags since festival start.

     

    If you want to keep an Item rare, you have to set the dropchance very low. And if you keep that in mind, you should see, that 100,000 bags aren't much.

     

  14. > @"Inculpatus cedo.9234" said:

    > It would seem having high Magic Find would engender less ToTs, as they are of Basic rarity, and higher MF awards less Basic-rarity items.

     

    Magic Find doesn't increase the items rarity chance, but the chance of a better category. It's not like "the more mf, the higher your chance of exotic drops". Items rarity is independent to the loot category which is affected by mf.

    Take the Blacklion-Chest preview as an example. You have different categorys of rarity, common, uncommon, rare, superrare etc. Inside this categorys you have different items, but there can be green items in the common category, white items in the rare category and so on. It's two different things.

    Now mf increase the chance to get loot from a higher category.

    For example the BL-chest key is in the same category as precoursers even though it's a blue item.

     

    Now for tot-bags in Mad Kings Labyrinth, you will see there isn't only one "kind" of bag drops. Mostly you drop 1 bag, but sometimes you see a drop of 2 bags and even a drop of 3 bags is possible.

    So it is very likely that every category contains tot-bags. The "trash category" contains no bag, the next one contains a drop of 1 bag, the next one a drop of 2 bags, the next one a drop of 3 bags. Well I haven't see a drop of 4 bags, but maybe there is one too.

     

    That means the higher your mf is, the higher is your chance to get loot from a higher category, which containes more bags. So more mf -> more tot-bags.

  15. > @"Lacuda.8543" said:

    > Hello, can we get an official site indicating item drop rates? There is _no reason_ to keep them secret, unless someone is doing something **dubious** like actively changing them on the fly to suit market demands...

    >

     

    I also can't see any reason to not keep them secret. The only "reason" from you is an insinuation of doing somethin dubious. So your reason is a demand of supervision.

    I played games where you can see the drop chances and it was only helpful to see what a mob can drop at all. On the other hand there were many compaints from people with no idea of stochastics. Something like "The droprate is 50%, but I killed 20 of them and don't got my 10 items".

     

    > I ask this because in the first week of the Halloween event, on average per 1000 trick or treat bags, one of the new infusions would drop. People were getting them left right and center and the trader got flooded and their prices kept going down.

     

    Where do you take your numbers from?

    Only release day more then 1,5 million tot-bags were sold in tp. Only from that 1500 new infusions should be dropped. Highes pieks were less then 100 from any infusion

    Addition the farmed bags (low average of 500 bags/hour multiplied by 20 player per map multiplied by 30 active maps [that's only the lfg one]) you have another 50,4 million bags in the first weeks. So another 50400 new infusions.

    That's definitely not the case, so sorry but your number are just wrong.

     

    What really happened is nothing but the excitement of new items. In the first days people are excited when they get new items -> because it's a new item. The will post in in chat, make a reddit post and so on. So the impression is "wow, new item drops everywhere".

    Well, a week later new items aren't that new anymore and way less ppl will post them etc. Impression -> "hmm, way less infusions than before".

     

    Tbh I would be very happy about this average. I opened 15k bags on the first weekend and got no new infusion. :)

     

     

    > Now, trick or treat bags are cheaper than that week, yet many of these infusions have begun increasing in price. This shouldn't correlate if drop rates had remained the same.

     

    I'm sorry, but that's just not true. Infusion prizes are decrasing in price sind festival start.

    Gray Infusion started at 225g on first day, now it's 95g.

    Red Infusion startet at 475g, now it's 200g.

    Purple Infusion startet at 385g, now it's 254g.

    Even the Ember Infusion dropped from 4900g to 2800g.

     

    Keep in mind that you have to look at the +5 Condition Damage Infusions.

    Infusions with other stats doesn't drop form tot-bags, but were made by stat changing by player.

    They are more expensive, because stat changing costs a bit and ofc, ppl want to make even more money this way.

  16. > @"ProtoGunner.4953" said:

    > There was a dev post that it wasn't about economy but something else. I think they will come, though not sure when.

     

    Wasn't it something about that legendary weapons are programed differently than armors?

    So it's not like clicking a checkbox to enable sigill swap, but they would have to change the whole weapon code.

    I guess it was something like that, but I'm not sure.

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