Jun 05, 2011, 01:54 AM // 01:54
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#81
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Desert Nomad
Join Date: Aug 2005
Profession: Mo/
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Quote:
Originally Posted by Chthon
What's your choice of staff stats?
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Find me any universal staff skin that drops inscribable that can get 20/20 healing....
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Jun 05, 2011, 01:57 AM // 01:57
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#82
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Wilds Pathfinder
Join Date: Jun 2010
Guild: [aRIN]
Profession: R/
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Quote:
Originally Posted by Kanyatta
But I'm not lobbying for OP's idea saying that GW was totally and completely ruined by inscriptions, just that the implementation of them got away from the original concept of the game. They got too hasty with giving the players whatever they wanted for basically no work.
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A lot of things got away from "original concept". PvE is almost unrecognizable from original concept, but if you look at the ranger, it's practically a time capsule that shows how far power creep has rotted the game of difficulty. Speaking of which, there used to be a thing called death penalty, and it actually meant something.
But maybe I'm a loner for actually caring about game play, not my bank.
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Jun 05, 2011, 02:51 AM // 02:51
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#83
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Frost Gate Guardian
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Quote:
Originally Posted by KamikazeChicken
Find me any universal staff skin that drops inscribable that can get 20/20 healing....
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Uh, you can get any q9 healing prayers staff, it automatically has 20% half spell recharge for ALL spells not just healing, then just put "Aptitude not Attitude" 20% on it, and there you go, 20% half spell recharge, and 20% half spell cast time for healing prayers spells. You can even go 20% half spell recharge for all spells and stack 2 20% half spell cast time for healing prayers spells mods.
Unless you mean stacking 2 20% half spell recharge mods on a staff, I don't think that has ever been possible, not on a dropped weapon anyway.
As far as Notsobright goes, believe me or don't believe me, that was what the first year of Guild Wars had, and the 3rd year and beyond of Guild Wars has had inscribable weapons.
So for only 1 year out of 6, Guild Wars has had people epeening around because not everyone could get max mods on their weapons and "greens were valuable"
That's the point. That what you wanted that was going on when YOU first started the game was only around for a year.
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Jun 05, 2011, 02:53 AM // 02:53
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#84
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Grotto Attendant
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Quote:
Originally Posted by KamikazeChicken
Find me any universal staff skin that drops inscribable that can get 20/20 healing....
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Ah. There's inscribable staves with a healing req. It's just a matter of the available skins being ugly. That's not a problem with the inscription system that going back to "old school" would fix. The same problem is worse under "old school" -- there's virtually no such thing as a 20/20 staff that's not from a collector/crafter in Proph/Factions.
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Jun 05, 2011, 06:56 AM // 06:56
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#85
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Desert Nomad
Join Date: Aug 2005
Profession: Mo/
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Quote:
Originally Posted by Chthon
Ah. There's inscribable staves with a healing req. It's just a matter of the available skins being ugly. That's not a problem with the inscription system that going back to "old school" would fix. The same problem is worse under "old school" -- there's virtually no such thing as a 20/20 staff that's not from a collector/crafter in Proph/Factions.
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No, I'd say it's shit for staves. if I wanted the very horrid, limited monk skins, I always had collectors. The inscriptions did nothing to help. Just because one staff (I believe it's only holy branches?) can drop as healing req doesn't make the system valid. I said find me a universal staff skin that drops inscribable that can get 20/20 healing. You failed to deliver.
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Jun 05, 2011, 07:36 AM // 07:36
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#86
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Frost Gate Guardian
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Quote:
Originally Posted by KamikazeChicken
No, I'd say it's shit for staves. if I wanted the very horrid, limited monk skins, I always had collectors. The inscriptions did nothing to help. Just because one staff (I believe it's only holy branches?) can drop as healing req doesn't make the system valid. I said find me a universal staff skin that drops inscribable that can get 20/20 healing. You failed to deliver.
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Uh, universal staff skins have always been primary stat (divine favor in a monk's case)
As far as universal skins for staffs you could use.. you could go any of the bonus mission pack skins, tormented, oppressor, destroyer, deldrimor, raven, asuran, norn
that's 11 inscribable universal skins you can get with a healing prayers req, and call me crazy but that's more universal skins than were in prophecies that might have your bizzare wants of a divine favor attribute yet HCT healing prayers mod. I don't think those can drop anymore and that's nothing to do with inscriptions (did they ever drop? I can't remember, I know some collector items had such mods)
Last edited by Arato; Jun 05, 2011 at 07:49 AM // 07:49..
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Jun 05, 2011, 07:39 AM // 07:39
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#87
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Site Contributor
Join Date: Aug 2008
Location: Canada
Guild: Gentlemens Club [GC]
Profession: W/
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By "universal", I assume you mean staves like Bo/Cockatrice/Celestial/etc from Cantha? Or the various staves from EotN? You're right, none of those drop insc with Healing req. I think the only Healing req inscribable staff is the Divine Staff.
I believe it's possible to get an oldschool DF staff with 20/20 Heal though (all of the Canthan universals). I assume that's what you were getting at, Kamikaze? That the same thing isn't possible under the inscription system?
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Jun 05, 2011, 10:14 AM // 10:14
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#88
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Desert Nomad
Join Date: Mar 2010
Guild: Anna
Profession: A/
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I totally agree with the OP , also adding that it ruined all the green weapons system... Now well yes , you mostly don't have to do anything to get your weapons...
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Jun 05, 2011, 12:04 PM // 12:04
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#89
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Krytan Explorer
Join Date: Jan 2011
Guild: UNO
Profession: W/
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Quote:
Originally Posted by Bright Star Shine
[...]25e [...] isn't a lot of money at all.
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I've had the opportunity to look at several online games' distribution of wealth in the player mass. I have no reason to assume GW is different. It's an inverse curve with the max end comprised of much less than 1% of the players and dropping very sharply.
Based on my own observations, I'd say that the vast (90%+) majority of active GW players own under 50k cash. The other 10% occasionally make more but spend them on various stuff, so while their net worth can be said to be big, their actual cash is not. An extremely small minority has 25e on hand at any given time.
Your perception may be skewed if you get to deal with traders or trade high-end items most of the time. The people you meet this way are not representative.
Last edited by Urcscumug; Jun 05, 2011 at 12:08 PM // 12:08..
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Jun 05, 2011, 12:22 PM // 12:22
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#90
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Krytan Explorer
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Quote:
Originally Posted by Urcscumug
I've had the opportunity to look at several online games' distribution of wealth in the player mass. I have no reason to assume GW is different. It's an inverse curve with the max end comprised of much less than 1% of the players and dropping very sharply.
Based on my own observations, I'd say that the vast (90%+) majority of active GW players own under 50k cash. The other 10% occasionally make more but spend them on various stuff, so while their net worth can be said to be big, their actual cash is not. An extremely small minority has 25e on hand at any given time.
Your perception may be skewed if you get to deal with traders or trade high-end items most of the time. The people you meet this way are not representative.
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Uh .. so what you are saying is that the GW economy mirrors real life: the tiny percentage of most intensely motivated folks have the vast majority of the resources. Brilliant.
That isn't a result of the GW system, it's a condition of the human race. Philosophers, economists, and politicians have been grappling with this issue for 2000 years, it's pretty laughable to think that Anet is going to be the one to finally solve it.
I agree with the OP ... having a market for weapons would be a GOOD thing. Also .. I am going to repeat the following because just like in RL 90% of the posters completely ignore the point of what he is trying to say:
Quote:
Originally Posted by Pugs Not Drugs
he isnt saying that poor people dont deserve max weapons, hes saying that they dont deserve max weapons with good skins
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Quote:
Originally Posted by Pugs Not Drugs
he isnt saying that poor people dont deserve max weapons, hes saying that they dont deserve max weapons with good skins
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Quote:
Originally Posted by Pugs Not Drugs
he isnt saying that poor people dont deserve max weapons, hes saying that they dont deserve max weapons with good skins
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Quote:
Originally Posted by Pugs Not Drugs
he isnt saying that poor people dont deserve max weapons, hes saying that they dont deserve max weapons with good skins
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Quote:
Originally Posted by Pugs Not Drugs
he isnt saying that poor people dont deserve max weapons, hes saying that they dont deserve max weapons with good skins
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Anet would obviously have to add some more collectors to get all of the permutations out there .. but that's trivial. It would have been more interesting to have an active weapons market.
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Jun 05, 2011, 02:39 PM // 14:39
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#91
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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'Poor people' still can't get the most expensive weapons.
But then again, in GW, 'poor people' are the ones with less than 50K, while you think that 'poor people' are the ones with less than a storage tab full of ectos.
The cap in gold trades of 100K should be enough of a hint to you about what average prices ANet intended to have in the game.
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Jun 05, 2011, 02:40 PM // 14:40
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#92
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Desert Nomad
Join Date: Aug 2005
Profession: Mo/
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Quote:
Originally Posted by jimbo32
I believe it's possible to get an oldschool DF staff with 20/20 Heal though (all of the Canthan universals). I assume that's what you were getting at, Kamikaze? That the same thing isn't possible under the inscription system?
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Bingo.
@arato: don't be stupid and quote me staff skins that AREN'T DROPS. If all I ever wanted were crappy looking skins, I'd also still have collectors. Primary Attribute limitations were stupid to add. I like inscribable things, but I hate needless limitations.
Also, learn drops.... You can still find 20/20 staff drops in cantha and proph...
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Jun 05, 2011, 02:51 PM // 14:51
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#93
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Not being able to replicate something with an inscribed weapon is not a reason to remove drops with inscriptions, it's a reason to update the inscribed drop system to include those combinations.
Specially since they can't be replicated with the PvP item creation panel.
Anything a PvE character can get that has effects that work in in PvP, no matter how small those effects are, should be available to PvP characters too, one way or another.
There's no need to add things like 'improved sale value' or 'highly salvageable', but there are way too many offhand items that can't be replicated.
That's something to be fixed.
Last edited by MithranArkanere; Jun 05, 2011 at 02:55 PM // 14:55..
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Jun 05, 2011, 03:58 PM // 15:58
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#94
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Krytan Explorer
Join Date: Jan 2011
Guild: UNO
Profession: W/
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Quote:
Originally Posted by MithranArkanere
The cap in gold trades of 100K should be enough of a hint to you about what average prices ANet intended to have in the game.
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I'm not so sure about the interpretation of the cap... The devs and game designers had previous experience. Based on it, they probably realised that alternative currencies would appear. I see the cap as more of an attempt to prompt and nurture the appearance of such items, rather than an expectation of "100k should be enough for any trade, ever".
I'm not sure if the mats and dye traders were there from the very beginning. If they were, I think it hints at this being a deliberate choice.
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Jun 05, 2011, 05:08 PM // 17:08
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#95
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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Quote:
Originally Posted by MithranArkanere
'Poor people' still can't get the most expensive weapons
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The problem is, the "most expensive weapons" you're referring to encompasses about all of 4 or 5 skins. The only ones that come to mind are emerald blades, BDS's, crystalline swords, frog scepters, and nothing else that really comes to mind...
It's been ages since I've seen someone in Kamadan selling a weapon that's not one of the aforementioned skins and asking over 100k for it. There's not nearly that many "rare skins" anymore.
And I don't refer to 'poor people' as someone who doesn't have a stack of ectos. I personally have an accumulated wealth of about 200k in the bank, and I don't consider myself "poor", since I can get decent-skinned perfect weapons and it hardly puts a dent in my bank.
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Jun 05, 2011, 05:33 PM // 17:33
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#96
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Frost Gate Guardian
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Quote:
Originally Posted by MithranArkanere
'Poor people' still can't get the most expensive weapons.
But then again, in GW, 'poor people' are the ones with less than 50K, while you think that 'poor people' are the ones with less than a storage tab full of ectos.
The cap in gold trades of 100K should be enough of a hint to you about what average prices ANet intended to have in the game.
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This is actually a good point, though I personally find the 100 plat cap a bit on the low end considering you can get a plat a piece on some quests or more than that, up to 10 plat I've seen on some quests.
But when people use substitute currency to bypass that cap the sky becomes the limit and any envisioned economy Anet has goes down the tubes and players create their own, which isn't a bad thing but I think the cap should be raised if not lifted completely and an auctioneer system added in game (searchable, please), that would also make a bigger market for weapons. A lot of reason why the market suffers is because of people like me, who get things but don't have the patience to spam trade channel and just rot in towns all day trying to sell stuff. If there was an auction system in place, I'd use it to sell things I get instead of have them rot on a mule somewhere, where I might get it out if I see a "WTB" for that particular item, but only then.
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Jun 05, 2011, 05:41 PM // 17:41
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#97
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Frost Gate Guardian
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Quote:
Originally Posted by Urcscumug
I'm not so sure about the interpretation of the cap... The devs and game designers had previous experience. Based on it, they probably realised that alternative currencies would appear. I see the cap as more of an attempt to prompt and nurture the appearance of such items, rather than an expectation of "100k should be enough for any trade, ever".
I'm not sure if the mats and dye traders were there from the very beginning. If they were, I think it hints at this being a deliberate choice.
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Mat and Dye traders were there from the beginning, rare material traders, and rune traders were added within a few months of launch.
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Jun 05, 2011, 05:44 PM // 17:44
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#98
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Quote:
Originally Posted by Kanyatta
[... ]There's not nearly that many "rare skins" anymore.
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The word 'rare' has several etimologies.
http://www.merriam-webster.com/dicti...ary&word=rare#
http://en.wiktionary.org/wiki/rare#Adjective
In GW, it's used to refer to something that is 'rarely found', 'more uncommon than "uncommon"'.
So of course they can't be many rare skins, it may make sense to you to have dropping only stuff like long swords, and make all the other skins 'rare', but within GW1, it wouldn't make any sense to have anything like that.
Anyways, not having enough 'rare skins' is not affected by inscriptions.
As I mentioned before, inscriptins don't make things less rare. Drop rate does.
To keep a skin rare, you reduce its drop rate and prevent its farming.
One good example is Elemental swords.
Before Eye of the North, getting one wasn't something you could easily do in less than an hour.
But when dinosaurs got them as drops, the overfarming made sure that no matter how small their drop rate is, many of them kept coming.
But skins that can't be overfarmed that way stay rare, inscriptions or not.
Another way to preserve rarity is adding sinks for those rare items to disappear from the market.
One example would be improving and enforcing customization, making it required and desirable. Currently, only martial weapons are worth customizing, and not really that necessary for martial weapons either.
People will likely choose "Being able to sell it again it later" or "Being able to use it with another of my characters" over "being more efficient while attacking".
If the price for equipping a non-customzed weapon was higher than merely losing some damage, and if there was a relevant consequence for not customizing caster and offhands too, and if you could customize not per character, but per account, you would still be able to try out the weapons and dye them and such, and give them to your other characters and other heroes once you are done with them, but you'll have to choose between using them and selling them, since to use them affectively, you'll have to customize them. Then, existing skins would be removed from the market.
Without something like this, skins keep coming into 'the market', and their numbers go down only with things like bans and people leaving the game to never come back. The inscription system doesn't magically fill the game with maxed weapons, it still produces merchant fodder. It's the game itself the one that has been getting filled with maxed weapons ever since day 1, without removing them.
I bet all of your souls that there's at least 100 accounts in the game that have at least one non-customized item they have been using ever since they found it more than 5 years ago. And there's still no reason to customize the item.
Making harder to get new skins won't fix that, removing existing ones is the way to go.
It's like filling a bucket with water, and then pocking a hole at the bottom of the bucket. Without that hole, the bucket will eventually overflow, no matter how much you reduce the flow of the water filling the bucket.
GW could use that hole, so new skins are the ones that get sold, and not the existing ones.
Quote:
Originally Posted by Kanyatta
And I don't refer to 'poor people' as someone who doesn't have a stack of ectos. I personally have an accumulated wealth of about 200k in the bank, and I don't consider myself "poor", since I can get decent-skinned perfect weapons and it hardly puts a dent in my bank.
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And this is bad because...?
Because you don't have to stop playing to farm in order to get cash to pay for them?
Because you can get things without having to waste time trading in a game that has no actual trade system other than the traders?
Because that way we can have variety and people can go around with different skins instead 10% of the players having variety and the 90 using mostly the same skins from collectors?
Oh, wait, all of that is actually good.
Last edited by MithranArkanere; Jun 05, 2011 at 06:44 PM // 18:44..
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Jun 05, 2011, 06:02 PM // 18:02
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#99
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Wilds Pathfinder
Join Date: Sep 2008
Profession: A/Mo
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someone may have mentioned this...but i havent read every response.
basically if people cry long enough..Anet give them what they want ''i want cheaper weapons!! *stomps foot''...wish granted.
''i want this skill nerfed''.... *stomps foot*....wish granted
i want 7 hero's....*stomps foot* ...get the idea?
the problem lies with Anet being soft and giving pretty much anything they want.
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Jun 05, 2011, 06:34 PM // 18:34
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#100
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Krytan Explorer
Join Date: Jan 2011
Guild: UNO
Profession: W/
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Quote:
Originally Posted by Arato
Mat and Dye traders were there from the beginning, rare material traders, and rune traders were added within a few months of launch.
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That settles it IMHO. It's hard to believe that devs with the experience of WoW and other MMOs simply stumbled into these ideas. They, along with the unit/subunit division (plat/gold) are premeditated.
Ideas being that (1) a healthy dynamic market should be upwards mobile ie. sky's the limit and (2) it should be self-regulated. They took two types of items (dyes and mats) and plugged them into a system that gives them actual cash prices. Which system is not fixed, but adapts itself to the amount sold and bought.
They had to add the hard cap for cash transactions for practical reasons, I suspect. But by offering this system they allowed mats and dyes to become de facto alternative currencies that in turn allow the market to expand as much as it wants upwards. (Why not runes as well? Simple: not stackable.)
Quote:
Originally Posted by Arato
But when people use substitute currency to bypass that cap the sky becomes the limit and any envisioned economy Anet has goes down the tubes and players create their own, which isn't a bad thing but I think the cap should be raised if not lifted completely[...]
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First of all, the practical reasons I mentioned are not to be taken lightly. The underlaying bits have to be optimized very well for a large-scale MMO. This system of dividing sums into platinum and gold with a cap at 100 and 999 respectively allows the figures to be kept in a small amount of bits. This is why you will almost never see in an MMO a field where you can enter any sum you want, but you see discrete units capped at 100 or 1000.
I've seen games where the devs attempted to regulate the design to death. They had copper, silver, gold, platinum coins. And they still weren't enough. I'm not sure what happens in WoW for instance when you get large sums in gold but I suspect it's not pretty.
By comparison, the GW system is genius in its simplicity. With only 2 units of cash and an open system they manage to serve all the needs of the economy.
Which brings us to...
Quote:
Originally Posted by Arato
[...]and an auctioneer system added in game (searchable, please), that would also make a bigger market for weapons. A lot of reason why the market suffers is because of people like me, who get things but don't have the patience to spam trade channel and just rot in towns all day trying to sell stuff. If there was an auction system in place, I'd use it to sell things I get instead of have them rot on a mule somewhere, where I might get it out if I see a "WTB" for that particular item, but only then.
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There's not going to be an auction system in GW1. Glad we got that out of the way.
The current trade system was made in the same vein: simple but flexible. They chose to let the humans "interface" using actual communication (which had the side effect of eliminating bot trading) and it cut down on the complexity of the trading system.
Now, I get what you're saying. A lot of people see trading as a necessity (it's not) but aren't willing to put in the time and skill to actually use it. They'd prefer an auctioning system.
To them (and you), a few notes:
* Without you following the market and using proper prices, the items would rot in auction instead of your storage. No change, really.
* An auction house is a terribly complex for the devs to implement and even so it is terribly crippled compared to free trading.
* An auction house would enable bot trading.
* The market does not "suffer" because you don't sell something. The market is defined by transactions that take place, not those that do not.
* You hoarding an item would have relevance if there was a limited supply of it. Not the case.
* An auction house would eliminate advertising and salesmanship. You can advertise in trade chat and haggle with trade partners. An auction house would be limited to you guessing the correct price, with nothing to make your offer stand out from another.
* Tough luck.
Last edited by Urcscumug; Jun 05, 2011 at 06:40 PM // 18:40..
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