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Veprovina.4876

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  1. > @"Luthan.5236" said: > Gratz on getting the Skyscale! I am doing everything in release order. Got the Griffon first. And you explained how you liked your Springer in Dragonfall ... for me the Griffon was even more helpful there. He he. > > The thing with the currency farm probably depends on the playstyle. For me it only will be (once I get to that part, currently finished just the Newborn Skyscales) buying those items. Cause I have gotten the currency just normally while doing the achievements in those other maps. (Spent some time there instead of rushing.) Dragonfall actually feels the most boring/grindy with only the meta to grind. > > I guess it depends on the player and what he needs/wants. (People here helped you and this might be a nice reference for other new players that find this thread.) Also how fast you can accumulate gold. (Cause the Griffon costs a lot of gold in a short amount of time. People that have lots of gold might just go for the Griffon first. Because if you have the gold there is not much to grind there. Just a few events.) > > On the length of collections for Skyscale: From what I have read in the wiki ... the later ones will be more fun. First one (Newborn) felt a bit grindy too me. Cause it was onyl collecting items in the map. (The most boring type of content.) And a lot of it without other stuff in between. > > Here I even did the feeding of the medicine and gathering of the scales without guide though. Helped to get used to the map a bit - like you explained already. Eggs though ... I would not recommend it to anyone to do that without a guide. > > Players playing strictly without using guides cause they want to find everything by themselves might have a hard and frustrating time there. I gave up after looking for half an hour for the 3th or 4th egg ... until the guide made me find it easily and I noticed that I flew past there a few times. The yellow item name didn't appear though ... must need you to get much closer than the scales needed to see them. Also the hints are more vague. Basically just the overall region. > > There is always to remember: When this content was new (no guides yet) lots of players played this map since it was the latest map then. And they probably helped each other when everyone was doing the Skyscale and looking for stuff. So using guides when playing now ... is just fine I guess. Ah yes, the Griffon would definitely have come in handy. :tongue: But since i didn't hae it, the bunny was the MVP. :smile: As for the currency, yeah, depends. I had most of it from the start, so i didn't have to farm 3 maps at all due to getting it from WvW. Other than that, i think the point of the time gate where your Skyscale grows up is to give you time to farm currency in the meantime. Like you said, there's nothing to do so you might as well farm and do events. And yeah, i too used a guide, i have no qualms about that. It's my time, and i'd rather not spend days just finding the eggs or sick Skyscales or whatever. The rest was more or less straightforward though. Good luck on your journey! Now that i have it, i can't remember what it was even like without it, it's SO good! No wonder they made the process a bit lenghty and a bit grindy, it's basically a Legendary mount!
  2. > @"Samnang.1879" said: > This legendary armory thing better be free... and not a gemstore item that's attached to one toon and you have to buy 20 if you have 20 toons... that would kitten me off so bad. I thnk that would defeat the purpose, you already can put the same legendary stuff in equipment slots within one character and have different stats, runes and infusions on each "version". I believe the purpose of it is to share the armor and a weapon between all your characters (who can use it of course), and not have to constantly unequip/bank/equip the sets. As for will it be free? Well, i'd like it to be, but who knows.... I mean, they sell other "convenience" items like bank space, material storage and whatnot. A legendary armory would kinda fall into those same convenience parameters. Or it could be free, but you'll then have to buy build templates for it so you can store multiple complete builds, idk...
  3. > @"Ayrilana.1396" said: > > @"Veprovina.4876" said: > > > @"Ayrilana.1396" said: > > > Except for LS2, all LS maps have had nodes and events which give the map currencies. All post-LS2 maps, excluding Bloodstone Fen, Dragonfall, and LS5, also have heart vendors which give the map currencies. > > > > Now that you mention it, indeed, all LS maps have node currencies while the expansions have more "unlimited" ways of getting their specific currencies. > > And since LS maps are episodic, that's probably a way to keep people playing while they work on the next episode release! > > > > Which begs the question - after the whole season is done and a new one started, why aren't the artificial caps at least increased in the "old content" maps? They're not trying to keep anyone distracted anymore til the next episode arrives, there's already a new living story, why not increase the cap so that people can catch up to the story quicker? > > Probably because they don’t do a “catch up” mechanic which would undermine the efforts of players who previous farmed those currencies. > > Many of those currencies also let you purchase ascended trinkets which is probably another reason acquisition rates are not increased. > > Yet another reason is that those currencies can be converted to the season currencies (e.g. inbound/volatile magic) which can be exchanged for items that have items which can be sold on the TP. Well the players efforts wouldn't have gone to waste if they did, and they kinda already did "amend" certain things like - from what i'm told - Skyscale used to be a lot more difficult to acquire, they cut down some time gates for instance... Didn't undermine the players who already got it, i mean, they still got their Skyscale. And i didn't mean like, double the amount, but just increase it a bit. The conversion to unbound/volatile magics is yes, a good argument on why they're time gated, but then again - Winterberries are not. People farm those, and you can buy Magic-wrapped bundles for them that are arguably more lucrative than something like trophy shipmets. And nothing happened, the mats are still expensive, still rare, TP didn't crash... I mean, i'd see it if they *only* cost unbound/volatile magic, but they cost a gold piece each so it won't crash the economy if they would have unlocked the time gate. Or at least make every node guarantee a map currency. > @"Mungo Zen.9364" said: > While the topic is Currencies and I endeavor to stay there, this is part of Achievements in general as Currencies and Rewards are tied to Achievements so I post with that in mind. I mean, if you have something you want to discuss related to currencies (and yes, some achievements are), i don't see a problem with it. It's not like you'd be going off topic, so mods won't delete that i think. Go for it! Speak your mind. :smile: > There have been some catch-up mechanics applied, most obviously Eternal Ice shards being traded for LS4 currencies. While you can exchange Eternal Ice for LS4 currencies with no limit today, the first few months there was a daily cap for this exchange. They have also gone back to adjust some content to balance the Time and Effort required, ~~as an example, recently Rylands Conversations with IBS Drizzlewood 1/2 had the time gate drop from Weekly to Daily.~~ If you read through the patch notes over the years, you will see many inclusions for subtle changes to how we receive rewards, usually making it a little easier. That requires the next living story, but yes, i see what you mean. Though, i wouldn't call that a catch up mechanic maybe, more like, "cleanup" mechanic for those who want to play the new stuff, while still doing stuff that they have in LS4. Besides, one of the arguments here was that time gates keep people playing on X maps, doesn't that contradict that a bit? > I believe that the developers have been very deliberate in costing the Time and Effort required for the rewards. While Episode to Episode might not appear consistent, we can see how they have refined some aspects while also trying out new ideas. When they have gone back to adjust the Time and Effort required it has been fairly subtle and not devaluing the reward for doing so. > > So why would a game company gate rewards behind Time and Effort? > > Would you play a game that launched some DLC that was basically "here is a story, but before you go, here is some new armor and weapon skins, a title, and a bag full of coins and mats, now go enjoy that story! (ps, there are no further rewards)" I would bet that most players would skip the story, or likely not even engage in the game because the rewards have _no value_. > > It sounds potentially preposterous, but at some point there is a minimum level of effort required by the player for the rewards to have value and to work towards those rewards. I get that, it's more "delicious" if it takes some time, that's definitely true. :tongue: And of course, i would never assume they release something that is extremely farmable in a living episode, they do need to keep people playing - time gates do just that. But when the living story has run its course and people have moved on to a new one, i don't see a reason why they wouldn't just at least guarantee a map currency item from every node. That would still be time gated, but less. And also, nothing is "really" time gated if you have tons of alts in the game and just do hearts with all the characters. Someone could very well have gotten all the rewards in a few days, finished the story and then been done with the living story episode. I don't really see a problem with that if someone wants to rush things. Most people wont anyway, even given the chance, it's not like everyone enjoys farming. > For those that have done it. we all shared in the Time and Effort required for the Skyscale collections. We all know how much time and effort went into earning the Skyscale. We see someone on a Skyscale and we know that person spent days or weeks collecting everything, doing the events and such. In fact, if you are online enough you have probably helped other players work towards the Skyscale because it is a relatively big undertaking. > > So we can understand the Time and Effort to get the Skyscale and can understand the perceived value of it. We value it for it's utility, but also value the sense of accomplishment for attaining it. We might forget that moment of "Oh yeah, I did it!" when completing a collection but that is why most players are playing. When I see a bunch of players on Skyscales, I think about a bunch of players who had that "Oh yeah, I did it!" moment as well. Personally, Skyscale - after that "i did it" moment, quickly became "just a normal thing i have now". I still marvel at how useful it is from time to time, but that feeling never lasts. Would i have gotten that feeling if it was done in a day? Definitely not. And i like that they did it that way, and all the playing you have to do with it, watching it grow - but that's the point - Skyscale was time gated beyond just map currencies. I would have been completely fine with it if i could have grinded all of those in a day rather than like, 3 days it took me (i had some extra from WvW so my grind wasn't as long as it could have been). So in a way, i did get the Skyscale "mostly" witout currency time gates, and i still got my "i did it!" moment. But that's because the rest of the achievements are laid out that way, and i think they should have gotten more in that direction instead of "the grind". For example, instead of farming currencies, there could have been a whole new set of achievements that, when done, each separately grant 200 of each maps currency (one map currency bundle per sets of achievements). They could have involved doing map events, going back to old maps etc., and then you farmt he rest of the 50 from nodes. I think that would have been more engaging then just artificially bloating the grind with map currency farm. > Would it have mattered if we were having to farm 10k nodes or slay 10k mobs or, hey, press one of 104 keys on your keyboard for a total of 10k times.... Probably not, although given the diversity of options we have for attaining the rewards in this game it masks the fact we are just pressing buttons over and over to get a virtual reward. I mean, yeah haha, all games are like that. :tongue: Mounts for example, they're a solution to an artificiall created problem (like a huge gap that you need the raptor for), and simmilar. When you look at it like that, nothing makes sense. :tongue: > So why would the developers put all this effort into making challenges and then time gating them? > > To incentivize players to log in day over day, knowing that the more we play, the more we stay, the more likely we are to spend money. This game isn't made for us the players, it is made by a company trying to make money. The company is providing us with a fun diversion from whatever else our lives have, and if they can sell us a dopamine hit by offering us fun activities with the perception of valued rewards (lots more "Oh yeah!" moments), people will continue to pay/play them. At the end of the day, that's probably it yeah. I just think that the "older" episodes could maybe do well with having probably just a guaranteed currency per node, when they're not current anymore. People would still be in game, spending time, playing both older and new episodes, idk, might be good for the game. But to be honest, it's not at all "bad" in any way like it is, so who knows.
  4. > @"lokh.2695" said: > Short answer: to create (pseudo)content. > > Slightly longer answer: To keep players engaged with the game over longer periods of time. By timegating materials/currencies/achievements ANet wants to make sure that a player keeps playing every day. For once there's the fear of missing out, when you skip a day, also, while the player has logged in, "only to do the daily [whatever timegated thing]", the player might just as well keep playing for another hour or two. Maybe economy has something to do with it as well, but I'm not an expert on that matter. > Well i can't argue with that, definitely another good point. Seems to be working too i guess, prevents player base from going down and spiking, makes it smooth. > @"Ayrilana.1396" said: > Except for LS2, all LS maps have had nodes and events which give the map currencies. All post-LS2 maps, excluding Bloodstone Fen, Dragonfall, and LS5, also have heart vendors which give the map currencies. Now that you mention it, indeed, all LS maps have node currencies while the expansions have more "unlimited" ways of getting their specific currencies. And since LS maps are episodic, that's probably a way to keep people playing while they work on the next episode release! Which begs the question - after the whole season is done and a new one started, why aren't the artificial caps at least increased in the "old content" maps? They're not trying to keep anyone distracted anymore til the next episode arrives, there's already a new living story, why not increase the cap so that people can catch up to the story quicker?
  5. > @"WIR BRAUCHEN ONE EIGHTY.4257" said: > > @"Veprovina.4876" said: > > And no other event in Jahai gives map currency from what i remember. > > When I was getting currency for Skyscale on alt account, I only did those https://wiki.guildwars2.com/wiki/Repel_the_Branded_invasion_and_close_the_rifts events on several characters, there are 5 unique events per character and they are soloable - 25 daily/per character. Ah, nice! Didn't know those also reward map currency! Good to know! They're still a time gate though right? You can't do them on one character multiple times right? If not, then it's the same as my Shatterer point, you can't really farm them the way you can HoT, you need a lot of alts. > @"Kondor.2904" said: > I feel like timegates basically exist to serve three purposes: > > 

First one is to forcefully keep in line those players who are able to invest a lot of hours of farming in a single go with those who have a more limited amount of time each day, so that progression-wise the latter don’t slack too far behind. > > 

Second one is to artificially extend the lifetime of the map/meta/event, so that it doesn’t get abandoned shortly after release, which will also help softening the feel of content drought inbetween the releases.
 > > And the final one is an illusion(?) of a long-term progression where it doesn’t come from naturally arising obstacles but from a simple timegate where the progression does not take form of getting better at something but rather investing enough time into something, which may or may not correlate with each other. Very good points! Thank you! Yeah, i've heard the argument that it's done so it limits farming, but progression wise, there's not much to gain from it other than ascended trinkets which are easy to obtain even without intense farming. The rest is fashion mostly, like the Requiem glowing armor from Jahai bluffs. In such cases like, who cares if someone gets the set in a day or in a week? (and again, i got mine, farming for more weights, i'm not complaining, just a conversation). About the extending map life. Do you think the maps where the currencies aren't limited are dead because of it? Cause i haven't seen it honestly, so i can see the idea behind that argument, but not seeing it in practice. Winterberry farm is still super popular and those are unlimited per day... I agree with the illusion of progression though. A lot of the stuff in GW2 tends to be time gated so it seems "harder to get", but really isn't, just takes time.
  6. > @"Danikat.8537" said: > Are there map currencies which only come from nodes and not from events? As far as I remember they all come from both. > > If I'm farming a map currency I usually start with the nodes, just because it's something I can do solo without needing to know timings or how the events work (it's likely to be a map I haven't been back to in a while) but if I see events starting up or someone organising a group I'll join in and that usually gets me more of the currency than the nodes. Only in dragonfall i think, and some meta events. For instance, Death branded Shatterer gives like, 5 mistonium, but again, once per day. If you do it more, you don't get anything as opposed to doing like, a Verdant brink meta that gets you crowbars all the time without restrictions. And no other event in Jahai gives map currency from what i remember. So that's still in a way time gated. Thunderhead peaks meta events generate nodes, but if you had your daily limit, they won't spawn for you. I don't remember any other even that directly gives map currency. Even dragonfall doesn't, it just spawns chests you can loot, and those require keys, so if you didn't do all the pre events, you won't have enough. Kourna also spawns chests in that meta and those are i think unlimited as opposed to the rest, but the nodes there aren't.
  7. > @"The Boz.2038" said: > S4 doesn't add 2 mounts, just one. Skyscale isn't a S4 mount, it requires *all* expansions and seasons. It just happens to start in S4. > But yeah, S3 > S4 > S2. S2 has a few redeeming qualities (BL Key per character), but meh. Does it though? I mean, to even get LS4, you already need to have both expansions (which are sold as a bundle), so that's a non issue. What do you need LS2 and LS3 for when doing Skyscale? I don't remember needing to go to those maps to do the collections. Did i forget something?
  8. Come on Anet, don't make the Legendary armory another Alliences! :tongue:
  9. > @"Salt Mode.3780" said: > Again basing balance based on SPvP for another PvP platform like WvW is wrong. Point node capture vs an open world PvP is 2 separate things and should be balanced accordingly. Exactly! It's one thing to have to pay attention to about 5 players max, and another thing when you have to dodge AOE spam from 50 players at once.
  10. Wait til you get other mounts! They're a lot of fun!
  11. > @"Yoci.2481" said: > Condi Mirage can be very annoying in WvW but that is mostly because of dire and trailblazer stats that give extreme survivability while having almost maximum condition damage. The condition damage itself isn't the issue, but the strong defense combined with stealth and detargets make it unfun to play against. I mean, doesn't Trailblazer do that for every condi profession? It's not unique to Mirage....
  12. It would be easier to just buy a character slot, unless you're already full. But yeah, better not delete a character.
  13. > @"lare.5129" said: > > @"Veprovina.4876" said: > > It does look like something sketchy is going on when you post a screenshot with banks full of MC stacks and players with hunreds of thousands of gold, but when you stop and think about it, there's no mystery here. > what mistery? play and get Exactly, there's no mystery, you play and get mystic coins. It just *looks sketchy* to people when they see it but they're neglecting that those people have been playing for years and years and hoarding MC. So of course there's no mystery. > > And i'm a WvW player mostly. > this is no bad. This is your choose. That was meant to illustrate that even with WvW's lower rewards, i still can get tons of stuff by just playing PvE casually. > > So imagine someone hoarding MC never selling, just farming gold for 8 years. You'd get banks full of MC just from log in, not to mention ley-line, CM, and other sources. > ok, why not? Yeah, that's what i've been saying, people have been hoarding MC and then have banks full of them. It's not sketchy, it's not market manipulation, they just have a lot of them over 8 years of plaiyng. > > That's not my idea of fun so that's not what i do, but there's people like that and it's not really a mystery how they do it. It's just that most people don't find that fun. > some people get fun from race only on gw2, so what? > So nothing, it's just another point to illustrate why some people have a lot of MC and gold. > > So any argument on market fixing is kinda weird to me, like, i know that's possible (kind of), but the prices don't seem that outrageous given how "little" we get of MC compared to how much use there is for them. > MC is mostly useless, if you not craft T2 legs and leg accessory. > You can get some skins in Mystic forge with them, and most people use them for clovers but yeah, if you're not into legendaries, they don't have a lot of uses. Which is again another reason why people can pile them up. > >So they're very sought after which drives the price up. The only way you're going to see MC prices go down is if Anet increases the supply. > what the point/reason do that? I don't see > Because it's a supply and demand issue, not market manipulation. If there's more MC on the market, the price will go down as the supply fills. Why are you dissecting my comment? I'm basically agreeing with you. :sweat_smile:
  14. I would also like to know the staff thing. I never even heard people say that the staff is good, let alone that powerful. What am i missing? :confused:
  15. I still don't understand why there can't be an invisible wall, or the game just teleports you to at least a checkpoint whenever you exit the boundary. Happened to me in a LS4 map where you have to sneak around (start of Kourna), there's a teleport skill and i wasn't looking at the minimap, the teleport skill has a huge range, i teleported out of bounds - instant kick. But it continued where i left off so no big deal. I didn't have to redo the entire mission. I guess it's a small problem so it's not really a priority. Certainly doesn't happen very often.
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