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TheGrimm.5624

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  1. > @"NotTooFoolish.7412" said: > That would be great, especially without the update on Legendary Armory :angry: One is a database setting, the other is a system. Not mutually exclusive. Would buy now. +1 here.
  2. > @"BunjiKugashira.9754" said: > Which portal devices would you put into that book? I'm curious because I have an entire row of shared inventory space reserved just for teleport devices. I just feel that these devices are too different to put into the same item (even though all of them can be considered teleporters). I think you summed it up nicely actually. All of these movement devices should be be grouped up into a single item as the OP indicates. Or they should double or triple the shared inventory options. The fact that we lose so many shared spots to transportation devices is the issue in itself.
  3. > @"Astralporing.1957" said: > > @"TheGrimm.5624" said: > > Price went up gradually since March of this year > You mean, since December 2015, right? because the general trend started then, Sure, there are some ups and downs on the way, some spikes and short-term reversals after them, but those are simply slight variations to the general trend, which is nothing recent. It's something that started 5 years ago. > Sure, Covid might have accelerated things a little (or maybe it was the news about Legendary Armory), but we'd have gotten to that point anyway. > > Notice, by the way, that while more players indeed should mean an increase in demand, it should also mean an increase in supply Especialy for MCs, that are mostly generated from login rewards. As such, it can't change a general market trend, it can only accelerate it. There has been an upswing even before 2015 but that was after years of just being worth silver or lower. Until they added more of a demand for them they were items people just vendored. I noted the current time because there has been a slight raise this year as well, which again if we find there is no demand in EoD for them you will see a sudden inventory dump and a reduction. But since we don't have the stats, the last time they addressed it on the formers the idea was there were still more MCs entering the market daily then exiting, meaning supply side was fine. Now, that was a few years ago I want to say since time flys as it does.
  4. > @"Trevor Boyer.6524" said: If I had to place my money why mystic coins have suddenly sky rocketed up in price, https://www.gw2spidy.com/item/19976 The demand went up recently, but the price in terms of sell listing looks like a covid increase in people playing. Price went up gradually since March of this year when lockdowns were occurring more and has been generally level while pandemic has occurred. Now we don't have ANets numbers but industry numbers show a raise in gaming while lockdowns are in place and I would be surprised if ANets numbers weren't following suite. So could be some of what you are referring too, but when you go back to a big spike in 2017 price is not much higher than the spike three years ago. Skyrocket I would leave to a jump of 10 fold increase vs 26% or so increase since Mar where it is was1.36 G sell list that has risen slowly for the last 8 months to 1.83 G. Which between covid and announcements of legendary armoury and the time it takes to acquire tickets for PvP and WvW legendary armor could all account for an increase in use and demand. Plus as people have mentioned a lot of us wait till our storage is full before listing new offers. And if your storage is full and your are going to sell you probably don't need to take the highest buy offer, you are going to list for a sell for something higher since you are in the better position. So until price makes it to the point that sellers are ok with selling to the buy order, the buy orders are low and need to rise to meet the expectation of price. Again, I also played the TP baron in other games so agree there are things people can do, but normal factors also here could be applied. But noted, I am an advocate for years that MCs were undervalued and still remember when they were less than a silver and ANet had them in the BLTCs as a drop.
  5. Ok, build the woodpile and bring your torches. I think we should get mounted combat skills. These should also be masteries that can be trained into. In an ideal system you can unlock them all but can't spec them all like we have for traits. Would add a whole other line of options and create even more depth in builds. I run support while mounted but dps while on foot, I use a mounted healer, tank while on foot.... I know balance....vets versus beginners....not my wvw.....change is bad....insert random thing here.... But more tools in the sandbox means more variety means retaining people that are looking for new thing means more and varied fights means longer game retention. To anyone that was playing Warhammer in the last hour in the last fights when the servers were powered off..... War Never Ends (Yeah not looking at you Fallout, but you branded it).
  6. I still believe that this was all originated from a plan for an expansion which was later dumped after management changed, which was later restarted after another directional change from whatever source. If you have ever worked in project management you know well the dread of scope creep. That said, wonder if we couldn't use this space to still brainstorm. To those that have been in WvW style games that used alliance based systems, what tools did and didn't work for you in managing the alliance itself? I think we have a broad view of alliances in general but I don't feel we left the conversion a couple of years ago with clear pictures on how multiple guilds would manage their group of individual guilds and how the management of the alliance would work. In particular in forming and dissolving portions of an alliance. We know ANet was planning on auto-filling them to a degree for non-alliance people and guilds, but what about conflict resolution? So since it would fill both the role of keeping the question of 'when and what' alive, what is the forum goers picturing and what helped or hindered in the past and what do you see as role of the alliance and how does it management features look like to you?
  7. tl; dr: Lower your bar and you will be happier since you can't change the timeline. Maybe I am being cynical, and I do agree I haven't seen the 'tune back up' portion of the patch, but haven't we seen this pattern before? Each time we get new elites there is a pattern of the existing builds all take a nerf. We then get a new elites that contains portions of things existing that builds had with a mix of new things. The new builds are OP because it's new and overtuned either due to combos that weren't considered or because people don't quickly adapt to counter or there aren't normal counters for new builds. Then we get another balance patch that adapts to players and builds either emerging or not that brings all things back closer to inline. So for myself, the tune back up stage they mentioned was coming will not actually appear until after EoD shows up. Hoping wrong, but ..... tl; dr.
  8. > @"kharmin.7683" said: > > @"TheGrimm.5624" said: > > > @"kharmin.7683" said: > > > > @"TheGrimm.5624" said: > > > >The question is for the people holding theirs, what is their sell price? > > > For me, it's not a price point. It's usually once I have collected a stack, then I'll sell 'em unless the trends have been really skewed around the time I'm ready to offload. > > > > > > > If I might ask, is that a stack after storage is full or a stack in storage? > > Full stack in storage. I don't use them, so I have no need to hold any in reserve. I do the same, and I think a number of people do. So the question is how many people do that but are now also sitting on those since it's unclear if they will have more value in EoD. So we might see the price raising now and if there is no additional need for MCs in EoD we might get a flood to the market at EoD of those people that might have stopped selling and just let stack due to the unknown. Which will then bring the price back down. We have seen the same pattern overtime which is why ANet action would be questionable. Early adopters pay more and people that take their time pay less until there is a balance.
  9. > @"kharmin.7683" said: > > @"TheGrimm.5624" said: > >The question is for the people holding theirs, what is their sell price? > For me, it's not a price point. It's usually once I have collected a stack, then I'll sell 'em unless the trends have been really skewed around the time I'm ready to offload. > If I might ask, is that a stack after storage is full or a stack in storage?
  10. The other factor in play here is that there are good odds people are now currently stock piling in case it's needed for the expansion. We have seen trends like that in the past. If that is the case it is possible that ANet would review how many are being used versus how many are stacking in banks and storage and not address since the market will be again adjusted once its know if MCs have more use versus less. You also need to factor is the MCs being used for clover conversion, and they may not adjust for that since that's a sink on convenience since people are not acquiring the clovers before starting their projects and are trying to rush that step using the coins. If that is the case the price increases are valid and will get to the current true price of the item. The question is for the people holding theirs, what is their sell price?
  11. > @"kharmin.7683" said: > I shouldn't be forced to make dramatic changes to my video settings which would detract from other aspects of the game. I agree that there ought to be an option to disable other players' effects which would not lessen the video quality of the environment for enjoyment. +50 here from me, and each time this come up. Flashes are not art. Visual noise is not art. This would be a huge QoL item.
  12. > @"JusticeRetroHunter.7684" said: > > @"kharmin.7683" said: > > The option ought to be available, though. If a player wants to zip across the map using waypoints or mounts, then they should have that option. If a player prefers to not use those items, then that player should have that option. Let's not get back on the topic of forcing interactions again. > > Except, giving an option that is the most optimal way to do something, is like giving a fisherman the option to learn a strategy to catch 20 fish a day, or the option to learn a strategy to catch a thousand fish a day. Clearly it's less optimal to play a game without waypoints, so people will chose the most optimal path if given the option because it's optimal, even logical way to play a game... > > But just because something is logical and optimal, does not mean it's not bad and unhealthy for the game...Think about how metagames are bad for the community...having the most optimal choices of builds to play the game kills off all the other off-meta builds even if they are even remotely less optimal...would you say that's healthy? Or do you think that elitist raiding mentality is healthy...Encouraging the use of waypoints is like supporting that mentality. The reason older games did not have more fast travel wasn't about anything to do with health of a game, it was about subscriptions. It kept the player in game longer because they wasted all that time getting to where they needed to be. It's an outdated concept and has no use here. As far as meta and raiders, it's up to each player to decide what they are going to do, don't care about either and they aren't impacting my gameplay. But if they are yours, still shouldn't impact if I choose to maximize my travel time and get to the next event in game. It's like the concept about having crafting be filled with so much AFK. It's a false premise to make population appear larger by having people just stand still in game for extended periods while they wait for a bar to cross a screen. It's not fun and a waste of time that could be more active game play. I am not going to chat with people while waiting for crafting, I am going to tab out of game and do something in another game/screen since my toon can't leave that spot. No waypoints were a success for the game and will disagree there that they aren't. It's also why you see more games employing the concept versus getting rid of it.
  13. > @"JusticeRetroHunter.7684" said: > > @"TheGrimm.5624" said: > > There needs to be some form of fast travel. Players should not have to spend have their playtime just getting to where they are looking to game for that night. > > You, and many others may want fast travel but I don't. Been in this franchise for 15 years, and some of us can see how waypoints dilute the experience of actually meeting other people and having meaningful expierences. > > You know what they call games with waypoints like this? A Theme park MMO. Going from one carnival ride to the next. You have choice to use them or not. That's already in game now.
  14. There needs to be some form of fast travel. Players should not have to spend have their playtime just getting to where they are looking to game for that night.
  15. For EoD to be an expansion it will need features for PvE, PvP & WvW. Sadly I fear the WvW ones will be things already discussed and announced prior to news of an expansion but I can hope I am wrong and there is more.
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