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Old Sep 26, 2006, 11:08 PM // 23:08   #181
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First, I'd like to say that Nightfall looks incredible, and has me the most excited since the Sorrows Furnace patch (outside of when the game was finally released). It will easily make up for what lacked in Factions.

Ok, I've read some of the posts on this and other forums, and the economy of GuildWars is now done. Over. Finished. Fine. Completado. I will explain the 2 problems, the 4 results (might be able to be compressed into 3), and 1 conclusion. ***Please keep in mind, I am not defending or criticizing farmers/casual players or rich/poor players. Please do not respond with your arguments about the ethics of the metagame. All I am doing is outlining what will become of Guild Wars. Also, please don't post noob resonses like "You don't understand the Guild Wars economy" or stuff like that. I have afforded obsidian armor and enjoyed collecting many elite items legitimately through gameplay and trading. If you think I am wrong, that's fine, but please explain your point and where I have gone wrong in my thinking***

Problem #1 - Inherent mods being able to be salvaged. This is horrible, absolutely horrible. Every sword, axe, bow, hammer, etc. (including serpent axes and crystalline swords) , regardless of color will be able to be made into 15>50 or +5 energy. That's horrible. One of the rewards of playing an area more than once, or playing the harder, elite areas is to get an elite item. If I want to get a 15>50 Fiery Dragon Sword, I can either play certain areas over and over and then have the joy of getting the 15>50 one that I want. Or I can get something of similar value and trade it for the item I want.

Problem #2 - Being able to pick which mod you want when you salvage it. Again, horrible. +30 heath mods and 20/20 will be 4 times as common. You will no longer get wood planks, iron ingots, +6 armor vs elemental, or other pesky little used mods. While this may seem good, it will drop the value of the useful upgrades to less than 50% of their current value, and may be closer to 25%.


Now, what will happen.

Result #1- Anything that does not have 100% completely perfect inherent mod with be utterly worthless. Even 14>50s, +14% w/enchanted, etc., will be absolutely worthless unless they have a good mod. In addition, every rare weapon will be made 15>50. Yes, people will ask 100K+ at first for 15>50 mods because people with Crystalline swords, etc. will pay gladly. However, as with anything else, someone wanting to score a quick 80K will dump it, driving prices down. Rinse and repeat until they cost 10K. (also, keep in mind that you can get perfect inherent mods off very low level items, I.E. getting a sword with 5-12 damage, but with a 15>50 mod, which will just be removed and placed on a max damage one).

Result #2 - All other mods will be insanely cheap. No longer will you get a crappy sword with a +30 health mod and get excited about getting the possibily of a 30K+ salvage. In addition, everyone will be able to get perfect mods insanely cheap.

Result #3 - There will be less of a reason to play Guild Wars. Yes, you can still PvP, and yes, you can stilll enjoy the grind of beating PvE for 6 characters, but there is no reason to go back and attempt an area for a good drop. With 20/20 sundering axe mods worth 5k, and +30 health bow upgrades worth 3k, everyone will have perfect versions of every weapon they want. While this is good for the masses and casual player, it completely removes the excitement of having a cool or rare weapon that has good mods. As a result, hardcore players will quickly move onto other games.

Result #4 - Highly valued items not associated with weapons will skyrocket, and become completely unattainable to newer players. Ecto, shards, black dye, perfect shields, and rare crafting materials will be all there will be to spend money on. Consequently, people will be much more willing to buy these items at whatever price, because...well, what else are you going to spend money on? Newer players will not be able to do anything to afford rare materials, and will be forced to farm them or give up completely. Think about it; currently they could get a rare skin drop with a good inherent mod, or salvage mods to save up money for expensive non-weapon items. Now, that option is completely off the table.


Conclusion - First, this sounds like they are catering to communist China (which, ironically they are trying to introduce the game into as its own area). Everything for the masses, equal for everyone, regardless of effort. Think of this as the ultimate god-mode, which will destroy the game for people that like to invest more than average time and effort. Can you contemplate anyone ever playing Diablo 2, WoW, or any other game of that type if you could spend a few hours and have all the godly items you'd ever want? What they have is the ability to level up over long periods of time and introduce even more rare items as you progress. With Guild Wars capping leveling at 20, this element doesn't exist (I am not complaining or criticizing about this, just pointing out a difference).

Second, people are going to get bored of the game very quickly (see above explanations). The only reason to go over areas mulitple times will be for the pleasure of the grind. Arenanet is trying to eliminate farmers and the grind, but by doing this, they eliminate some of the reasons to play the game.

Third, I wouldn't be surpried to see Arenanet selling 100K gold in their online store. I mean, they completely removed the goal of trying to unlock all the skills for a class. Instead of playing the game, simply plop down $40 and have it all done for you. Following that path, why wouldn't they just add 100k for $10? That way new players could pay out an additional $10 or $20 and instantly have every weapon they could ever want (again, this is after req 9 15>50, 20/20, +30 Chaos axes drop to like 10K).

Finally, I think the Nightfall article in PCGamer was correct when they called Nightfall an "Endpoint". Arenanet is going to completely lose active players, and will see people leaving GuildWars for other games that don't eliminate 75% of the reason to play a game. They may sell a few more character slots, unlock packs, and even gold (when they introduce it to their online store), but I believe that fewer and fewer people will buy the expansions as interest dies out.
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Old Sep 26, 2006, 11:26 PM // 23:26   #182
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I hope Anet does put this system in place.

It'll allow people without the time/resources to farm for months and months on end the ability to get a good weapon they like. Especially for skins that aren't as highly regarded. Such as Gothic Swords =3.

The only people who seem to complain about this are those who profit from the rare skins.
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Old Sep 27, 2006, 12:00 AM // 00:00   #183
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Quote:
While this may seem good, it will drop the value of the useful upgrades to less than 50% of their current value, and may be closer to 25%.
I'm... not seeing a downside here. No weapon mod should cost more than 10k at the absolute most...

Quote:
Result #1- Anything that does not have 100% completely perfect inherent mod with be utterly worthless.
Already true, even for some perfect inherent mods (while hexed, against a hexed foe, 20v50, etc)...
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Old Sep 27, 2006, 12:00 AM // 00:00   #184
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I completed Factions with 7characters and had enough lucky drops just by doing quests/capping skills/helping friends to buy 4sets of 15k armor. With a drop in value for 'wanted' items there would be something new for me in Nightfall: GRIND for gold.
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Old Sep 27, 2006, 12:10 AM // 00:10   #185
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so, how credible is the source of this rumor??? can any1 confirm this or the magazine?
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Old Sep 27, 2006, 12:47 AM // 00:47   #186
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Quote:
Originally Posted by aefghuys
so, how credible is the source of this rumor??? can any1 confirm this or the magazine?
Anet exclusive interview and the mag is the current issue of PC Gamer page 40 of the article

EDIT FOR QUOTE

Quote:
GW's armor, weapons, and salvaging systems have also been tweaked in some important ways. "Inscriptions" will take the place of inherent bonus modifiers for weapons and can be transferred between most weapons or sold for quick cash. The armor system will be simplified to allow you to replace individual components (say, a breastplate) instead of purchasing a new set. Nightfall will also help crafters by allowing them to select which component they would like to salvage from a weapon, with the extra bonus of not having the rest of the weapon disintegrate after the process is complete.

Last edited by Loviatar; Sep 27, 2006 at 12:52 AM // 00:52..
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Old Sep 27, 2006, 01:22 AM // 01:22   #187
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Think about this, no need to answer, just consider it:

If this inscription feature was always in the game, from the start, how "messed up" do you think the economy would be?

Now consider this:

Will this "totally destroy" the economy, or just change it entirely from how you know it? Are you scared because of change?
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Old Sep 27, 2006, 01:48 AM // 01:48   #188
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Originally Posted by jonfal
First, I'd like to say that Nightfall looks incredible, and has me the most excited since the Sorrows Furnace patch (outside of when the game was finally released). It will easily make up for what lacked in Factions.

Ok, I've read some of the posts on this and other forums, and the economy of GuildWars is now done. Over. Finished. Fine. Completado. I will explain the 2 problems, the 4 results (might be able to be compressed into 3), and 1 conclusion. ***Please keep in mind, I am not defending or criticizing farmers/casual players or rich/poor players. Please do not respond with your arguments about the ethics of the metagame. All I am doing is outlining what will become of Guild Wars. Also, please don't post noob resonses like "You don't understand the Guild Wars economy" or stuff like that. I have afforded obsidian armor and enjoyed collecting many elite items legitimately through gameplay and trading. If you think I am wrong, that's fine, but please explain your point and where I have gone wrong in my thinking***

Problem #1 - Inherent mods being able to be salvaged. This is horrible, absolutely horrible. Every sword, axe, bow, hammer, etc. (including serpent axes and crystalline swords) , regardless of color will be able to be made into 15>50 or +5 energy. That's horrible. One of the rewards of playing an area more than once, or playing the harder, elite areas is to get an elite item. If I want to get a 15>50 Fiery Dragon Sword, I can either play certain areas over and over and then have the joy of getting the 15>50 one that I want. Or I can get something of similar value and trade it for the item I want.

Problem #2 - Being able to pick which mod you want when you salvage it. Again, horrible. +30 heath mods and 20/20 will be 4 times as common. You will no longer get wood planks, iron ingots, +6 armor vs elemental, or other pesky little used mods. While this may seem good, it will drop the value of the useful upgrades to less than 50% of their current value, and may be closer to 25%.


Now, what will happen.

Result #1- Anything that does not have 100% completely perfect inherent mod with be utterly worthless. Even 14>50s, +14% w/enchanted, etc., will be absolutely worthless unless they have a good mod. In addition, every rare weapon will be made 15>50. Yes, people will ask 100K+ at first for 15>50 mods because people with Crystalline swords, etc. will pay gladly. However, as with anything else, someone wanting to score a quick 80K will dump it, driving prices down. Rinse and repeat until they cost 10K. (also, keep in mind that you can get perfect inherent mods off very low level items, I.E. getting a sword with 5-12 damage, but with a 15>50 mod, which will just be removed and placed on a max damage one).

Result #2 - All other mods will be insanely cheap. No longer will you get a crappy sword with a +30 health mod and get excited about getting the possibily of a 30K+ salvage. In addition, everyone will be able to get perfect mods insanely cheap.

Result #3 - There will be less of a reason to play Guild Wars. Yes, you can still PvP, and yes, you can stilll enjoy the grind of beating PvE for 6 characters, but there is no reason to go back and attempt an area for a good drop. With 20/20 sundering axe mods worth 5k, and +30 health bow upgrades worth 3k, everyone will have perfect versions of every weapon they want. While this is good for the masses and casual player, it completely removes the excitement of having a cool or rare weapon that has good mods. As a result, hardcore players will quickly move onto other games.

Result #4 - Highly valued items not associated with weapons will skyrocket, and become completely unattainable to newer players. Ecto, shards, black dye, perfect shields, and rare crafting materials will be all there will be to spend money on. Consequently, people will be much more willing to buy these items at whatever price, because...well, what else are you going to spend money on? Newer players will not be able to do anything to afford rare materials, and will be forced to farm them or give up completely. Think about it; currently they could get a rare skin drop with a good inherent mod, or salvage mods to save up money for expensive non-weapon items. Now, that option is completely off the table.


Conclusion - First, this sounds like they are catering to communist China (which, ironically they are trying to introduce the game into as its own area). Everything for the masses, equal for everyone, regardless of effort. Think of this as the ultimate god-mode, which will destroy the game for people that like to invest more than average time and effort. Can you contemplate anyone ever playing Diablo 2, WoW, or any other game of that type if you could spend a few hours and have all the godly items you'd ever want? What they have is the ability to level up over long periods of time and introduce even more rare items as you progress. With Guild Wars capping leveling at 20, this element doesn't exist (I am not complaining or criticizing about this, just pointing out a difference).

Second, people are going to get bored of the game very quickly (see above explanations). The only reason to go over areas mulitple times will be for the pleasure of the grind. Arenanet is trying to eliminate farmers and the grind, but by doing this, they eliminate some of the reasons to play the game.

Third, I wouldn't be surpried to see Arenanet selling 100K gold in their online store. I mean, they completely removed the goal of trying to unlock all the skills for a class. Instead of playing the game, simply plop down $40 and have it all done for you. Following that path, why wouldn't they just add 100k for $10? That way new players could pay out an additional $10 or $20 and instantly have every weapon they could ever want (again, this is after req 9 15>50, 20/20, +30 Chaos axes drop to like 10K).

Finally, I think the Nightfall article in PCGamer was correct when they called Nightfall an "Endpoint". Arenanet is going to completely lose active players, and will see people leaving GuildWars for other games that don't eliminate 75% of the reason to play a game. They may sell a few more character slots, unlock packs, and even gold (when they introduce it to their online store), but I believe that fewer and fewer people will buy the expansions as interest dies out.
FINALLY someone who understands economics as well as i do posts.
the problem with most of the people who support this idea (even the ones with noble intentions) is that they just dont understand the economics. what they dont understand even further is the in-game economics in relation to the out-game economics.
i had this EXACT argument with many people before the diablo2 1.1 patch in the "what-if" questions posed on www.diabloii.net months before the patch's release.
one posed question was "what will happen to the game should the new items be too common." many, many, many players thought it would be a great thing, finally eliminating the elitism in diablo2, and to be fair, in diablo2, being rich DID matter, as only the rich could afford good weapons capable of good damage, good runes, etc, etc (whcih was HIGHLY important).
most people supported the idea of increasing the availablity of the best (legit) items in the game.
i, and some others, were strongly opposed to it.
long story short, 1.1 rolled around, and within weeks the best items in the game were accessable to EVERYONE, at comparably low prices. the poor rejoiced. the rich left.
what happened next was EXACTLY as i had posted on diabloii.net...because virtually 100% of the wealthy players left, and the easyness of which items could be obtained, the middle-class quickly went on-par with the poor, and quit.
and again, what happened next, was EXACTLY as i had posted...the poor players, who had bitched and moaned to blizzard for 2 years about the "elitism" finally got what they want...and got bored with it, very, very fast...and started quitting.
diablo2, went from 300,000+ people on at any given time...to 20,000 online at any given time, within 4 months. blizzard alienated hundreds of thousands of its more loyal players, to cater to the majority that made up the more casual, less loyal player-base...and as a result, in the long-run they lost both.
the same people who made diablo2, made guildwars, with any luck, they will learn from their mistakes, and not repeat this ABSURD error in judgement.

Last edited by Akhilleus; Sep 27, 2006 at 02:01 AM // 02:01..
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Old Sep 27, 2006, 01:57 AM // 01:57   #189
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I don't understand why people would want to repeatedly farm one area over and over again. They might possibly receive a reward out of it, but I don't think many people enjoy going back and forth to try to get a rare item. They're usually more interested in the end result rather than the journey there.

Anyway, if you think rare items should be so rare, then why do so many people spend all their time trying to get them? Shouldn't rare items be for lucky people, not people who have all the time in the world?

Also, Arena Net are not trying to eliminate farmers, but farming shouldn't be the only way to get what you want.
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Old Sep 27, 2006, 02:04 AM // 02:04   #190
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Originally Posted by Cunning
I don't understand why people would want to repeatedly farm one area over and over again. They might possibly receive a reward out of it, but I don't think many people enjoy going back and forth to try to get a rare item. They're usually more interested in the end result rather than the journey there.

Anyway, if you think rare items should be so rare, then why do so many people spend all their time trying to get them? Shouldn't rare items be for lucky people, not people who have all the time in the world?

Also, Arena Net are not trying to eliminate farmers, but farming shouldn't be the only way to get what you want.

That's the thing, this feature isn't disrupting farming at all. In fact, this might actually make people want to farm more, since there's more possible rewards (Inscriptions). What this does is severely decrease the amount of power-trading, or people who make money by buying low and selling high. Trading is a part of the game, but power-trading isn't, necessarily.

I don't think any devs have come out and praised or condemned power-trading. I think it would be nice to know what their stance is on that. Might clear up a few issues.
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Old Sep 27, 2006, 02:17 AM // 02:17   #191
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Actually I can see this boost the economy, if you think about it. Instead of thinking in the idea of communism, you should think of the economy as a constantly growing (like capitalism). No economy truly dies, for instance something that is implemented into a gain not a loss; like this all new salvage option, might lower the prices of weapon mods, but it will also put more players in the game. GW players will return because some can farm less in PvE (for weapon mods) and then go on collecting other things to increase their “wow factor,” in the game (like 15K armor). Then they have more options open to them, like being able to other things within GW whether it be PvP or PvE.

Remember how something’s in the GW economy was at great high prices and quickly changed; like Amber it used to be around 6K but later on it went down to about 1K. Did the lower price of Amber hurt the GW economy? The answer to that question is not really, there are still other high price items like the rare skins and obsidian armor. As long as there are high scale items like those, it will always be a fluctuating but nevertheless a growing economy. Furthermore middle priced items like some runes and materials. In truth more items mean more demand, there is many other items out there then just mods for weapons. Due to each new campaign more items will be added to the list of other items and thus a never ending supply that fuels the GW economy.

I see how you guys got to “the glass is half empty” cliché, but think about no GW econmy means a quick death to Guild Wars itself; I really don’t see that happening any time soon (it’s like saying the world is going to end today). In another state I don’t see you complaining about the new hero system hurting the GW economy. Think of what the farmers can do with that system, but you know that the idea is flawed. Finally if A-net starts to see an unbalanced economy, you know they will fix it.
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Old Sep 27, 2006, 02:45 AM // 02:45   #192
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This does not stop farming all together. This probably make it harder on those who I-boting farming and Google gold hording (I doubt it, they always find a devious other route). You still have plenty things still get from GW other then weapon mod’s.

Sorry for the double post they deleted the last guys post.
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Old Sep 27, 2006, 02:59 AM // 02:59   #193
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what i am trying to say is that, there is a small group of players like me who dont speak your native language, and have hard time to find ppl from our region. We play GW mainly because GW is free, and fairly good, no hack etc.
Anet can't ignore minority like us who got nothing left to do but famring and collection items. Pvp is certainly out of question for us. what anet is doing hurting players like us, not everyone farm gold to sell for real life resources.
simply put everyone farming all day long into the ebayer group isn't fair. There are players who from small countyr in the world who dont speak your language therefore can't get into a good guild for pve and pvp. farming might be the last and only thing that holding them in GW. anet can't ignore this minority group. the new salvage kit might take the only fun from them. which i dont see how is that fair, you can make new feature but you can't hurt the old hard-working minorities
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Old Sep 27, 2006, 03:09 AM // 03:09   #194
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I don't know if someone else posted this beforehand or something, I just read the first page of this thread, but if you can salvage these mods, 15^50 and such, then running will become the major way of making cash, which in turn will cause a economy downslide because there will be like 20 runners at every running city, like Beacons, trying to run people for 500 g per, because items will no longer be as valuable as they once were. But I am also guessing that mod prices will shoot up because once people have their 15^50 mods, they will need some perfect sundering, vampiric, furious, and fortitude mods to complete the weapons, so the prices for mods will definitely shoot up. For me, I dont really care, I am a runner, and if you can salvage those mods, I am up for the challenge of finding a way to make a consistent amount of good money when the weapon economy starts to fall.
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Old Sep 27, 2006, 03:44 AM // 03:44   #195
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there will always be those that want to exploit something... That's not what this game is about. its not called market wars... Its guild wars. you would expect that it would be more about fighting and exploring as a team. but to many all it is about is accumulating the most gold and telling everyone else they are inferior for it, yet not matching up against anyone except countless millions of NPC mobs for farming... One key feature of Guildwars was to eliminate grind. But some people just can not get that through their melon.
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Old Sep 27, 2006, 04:04 AM // 04:04   #196
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first method 3 parts to it to fix the problems with out the inscriptions salvage option
A. no inscription salvage implemented
1. lower the effect of the anti farm code
2. increase the drop percent of golds and greens
3. reput in the keyless chests to remote places liek the ones that where in dreadnaughts drifts

B. a form of inscription salvage implemented has one solution for all best one
1. merchants or a weaponsmith in certain locations that u can buy the inherent mods for ur weapons when u purchase the upgrade it also automatically customizes that weapon for that user. and the PvP side u can exhancge a small amout of balths points to switch mods


suprised at how no one mentioned about my ways to fix what was wrong.

and strange how ppl dont seem to think there was an economy in GW before the weapons trade. maybe im playing a different version of GW cause mine has merchants dye traders runes traders rare and none rare materials traders, odd like to play your guys version without the so called economy that didnt exist before. now granted i only have 3500+ hours in game time over the last 16 months but hey maybe i missed something there. now the game even stats to be play how you want. so if ppl wanted play liek its a stock market then fine. escpecially since weapons wont be the only thing to hurt as this will effect everything. i sure hope u guys like trader sniping again.
especially since weapons isnt going be worth anything according to most of you guys who think this is a good thing. if u have probs with weapons of 100k+ wait till u see ectos at 25k again. and when all the bitching does come aroound about stuff, ill post a link back to this thread. and i feel sorry for the moderators that will have to answer and delete 1 mill more posts. as i said before its a great idea just being implemented wrongly. the right way to have do it is look at my ways to fix things.
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Old Sep 27, 2006, 04:15 AM // 04:15   #197
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Your joking right you are basically saying the weapons are the 100% that make GW economy? So you’re saying that everything else is practically worthless junk. So collecting Ecto’s would not have any purpose if weapon mod’s become cheap (or worthless)? I never stated the weapon trade would plummet to the ground because that would be wrong. See the idea from the optimistic side before you see the end of the world first.
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Old Sep 27, 2006, 04:21 AM // 04:21   #198
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Quote:
Originally Posted by sindex
Your joking right you are basically saying the weapons are the 100% that make GW economy? So you’re saying that everything else is practically worthless junk. So collecting Ecto’s would not have any purpose if weapon mod’s become cheap (or worthless)? I never stated the weapon trade would plummet to the ground because that would be wrong. See the idea from the optimistic side before you see the end of the world first.
i hope ur not meaning me? no i am saying the drop in weapons prices would make everything else rise. and since by what ppl are hoping for that prices will drop on weapons will make everything else in game more expensive to get or longer for ppl to have to grind to get. as ive said before its gonna hit the whole GW economy.

and seeing it from an optimistic side is how i saw this happening. at first i was like bitching cool idea, still feel that way , but i also feel its being implented wrong.

Last edited by manitoba1073; Sep 27, 2006 at 04:25 AM // 04:25..
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Old Sep 27, 2006, 04:23 AM // 04:23   #199
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Originally Posted by manitoba1073
first method 3 parts to it to fix the problems with out the inscriptions salvage option
A. no inscription salvage implemented
1. lower the effect of the anti farm code
2. increase the drop percent of golds and greens
3. reput in the keyless chests to remote places liek the ones that where in dreadnaughts drifts
If you think people are complaining about something like inscriptions, when they don't even know exactly how it works yet, you think these same people aren't going to complain about all 3 of these options? Remember the 2x gold chest drop weekend? 2 days of getting twice the chance of a gold chest drop and people went berserk over their gold items 'dropping in value'.

That's not a solution, that's another problem!


Quote:
Originally Posted by manitoba1073
B. a form of inscription salvage implemented has one solution for all best one
1. merchants or a weaponsmith in certain locations that u can buy the inherent mods for ur weapons when u purchase the upgrade it also automatically customizes that weapon for that user. and the PvP side u can exhancge a small amout of balths points to switch mods
I have no problem with this in the least. I've mentioned this exact thing in one of my posts a few pages back. As long as I can get me a cheap, crappy skin of my choice, and slap on a mod that is competitively effective, I don't care if it's customized and un-resellable.

As far as the PvP thing goes, just make it exactly as mods are now. There, problem solved.

Quote:
Originally Posted by manitoba1073
and strange how ppl dont seem to think there was an economy in GW before the weapons trade. maybe im playing a different version of GW cause mine has merchants dye traders runes traders rare and none rare materials traders, odd like to play your guys version without the so called economy that didnt exist before. now granted i only have 3500+ hours in game time over the last 16 months but hey maybe i missed something there. now the game even stats to be play how you want. so if ppl wanted play liek its a stock market then fine. escpecially since weapons wont be the only thing to hurt as this will effect everything. i sure hope u guys like trader sniping again.
I don't think this is relevant in the least. Any amount of trader abuse is usually fixed by Anet. As Loviatar said, remember the insanely priced Absorbtion Runes of old? What did Anet do? Well, they increased the droprate. Shortly after, they made them mostly useless, but that's another story. Point is, they saw a market abuse that they could control with drop rates, and they jumped on it.

Quote:
Originally Posted by manitoba1073
especially since weapons isnt going be worth anything according to most of you guys who think this is a good thing. if u have probs with weapons of 100k+ wait till u see ectos at 25k again. and when all the bitching does come aroound about stuff, ill post a link back to this thread. and i feel sorry for the moderators that will have to answer and delete 1 mill more posts. as i said before its a great idea just being implemented wrongly. the right way to have do it is look at my ways to fix things.
I'm still unsure why people seem to think that just because uber-rare high end weapons will drop in price (from insane millions to only slightly crazy hundreds of thousands), this means weapons overall will be worthless. This is not only not the case, but it also means that weapons that are now merchant food, for example a blue Req. 9, Golden Phoenix Blade, 12% vs. hexed foes, will be actually worth something to sell to others.

To me, that's actually opening the market up to those less fortunate. Or, in the real world, known as small business owners
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Old Sep 27, 2006, 04:25 AM // 04:25   #200
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Question:

Why would weapon devaluation automatically mean other items would go up? I always assumed Black dyes and Ectos were based on supply and demand... and if the rich people all leave, why would they buy all the Ectos and Dyes? Just for sour grapes?

I also take issue that 15 over 50 mods are somehow easy to find. 500 hours of casual gaming, and no 15 over 50 weapons found for me. Hell, it's hard enough for me to find perfect mods. I really feel like some people are playing a total different game from me.

For all we know, Anet could effect the way weapons drop with this, so 15 over 50 Inscriptions become just as rare as Perfect Golds. It's possible.

And comparing Guild Wars to Diablo: give me a break! Diablo was all about weapons. There was no other reason to play.

Guild Wars has skills, armor, Heros, Guilds, etc., etc. Weapons are just one part of it, and despite what some people think, probably not the most important part.

Time will tell whether this is the "end of Guild Wars" or not, but if the popularity of this game is only based on weapon skins, then that is a bigger problem than Inscriptions!
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