Changelog 31.01.2016

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Animalex
Posts: 24

Re: Changelog 31.01.2016

Post#111 » Mon Feb 01, 2016 10:09 am

Tiggo wrote:
Animalex wrote:

- no one canceled kill quests reward at all - just a little decrease.
85% reduce is not little ;)
Comparing the UNIVERSE that is nothing )
Seriously, that makes you more flexible - people will less focus on SC and start taking part in RVR, will go back to T3 zones...

... maybe....
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Razid1987
Posts: 1295

Re: Changelog 31.01.2016

Post#112 » Mon Feb 01, 2016 10:17 am

Animalex wrote:- 6% not 5% ))
Depends on where you live and your contract. It was just an example.
Animalex wrote:- you can craft tali and make pots by yourself, you can ask you guild comrades.
Yes, and that would require a big investment of time, where you would NOT be doing RvR, or you would be relying on other people. Some people want to level professions, and that's fine. But don't force us to do it. I personally hate the profession system in this game. It's the worst I've ever seen in an MMO. And asking for pots from guildies is fine to a certain degree, but if you do that all day, every day, people are gonna have a problem with that most likely, because you're essentially just leeching then.
Animalex wrote:Any way - there are several much more profitable ways to have the same amount of money at the same time. Right now I am selling green stuff in AH and even have no place to put new one. Every 2-3 hours I receive 2-4 Gold from auction, doing nothing... Some one killing mobs for blue and purple tali or helping small player to rise a level and receive tons of silver... So in the rate of "gold in hour" - kill quests are not the most profitable thing at all.
Correct. So why was it so bad that it had to be nerfed? The amount was laughable, anyways. As you said it yourself: You could easily make more if you actually tried. How is that a problem?
Animalex wrote:- no one canceled kill quests reward at all - just a little decrease.
From 74s to 25s per quest is NOT "a little decrease": 25 / 74 x 100 = 33,7% of the old value, to be precise.
Animalex wrote:who sad, that the game should be easy?
No one. I'm probably the last person advercating that the game should be easy. I just hate being forced into doing professions, or farming mobs, when I play this game solely for the RvR.

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Razid1987
Posts: 1295

Re: Changelog 31.01.2016

Post#113 » Mon Feb 01, 2016 10:20 am

Animalex wrote:
Tiggo wrote:
Animalex wrote:

- no one canceled kill quests reward at all - just a little decrease.
85% reduce is not little ;)
Comparing the UNIVERSE that is nothing )
Seriously, that makes you more flexible - people will less focus on SC and start taking part in RVR, will go back to T3 zones...

... maybe....
Or maybe it will have the opposite effect. What are you basing any of this on? Maybe people will now instead of zone jumping when they are losing in RvR, simply queue for SCs because it's "too expensive" to fly around. Or maybe they'll just log off. You don't know.

Tiggo
Former Staff
Posts: 1948

Re: Changelog 31.01.2016

Post#114 » Mon Feb 01, 2016 10:31 am

Razid1987 wrote: From 74s to 25s per quest is NOT "a little decrease": 25 / 74 x 100 = 33,7% of the old value, to be precise.
.
10s/15s per quest, not 25s ;)

35/40s is probably ok now.
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Arbich
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Re: Changelog 31.01.2016

Post#115 » Mon Feb 01, 2016 10:31 am

Razid1987 wrote: No one. I'm probably the last person advercating that the game should be easy. I just hate being forced into doing professions, or farming mobs, when I play this game solely for the RvR.
You are not forced to do anything else than RvR. With the kill-quests you get enough gold to pay the flight-master.

If you want potions, talismans etc. than you need someone who do this stuff. If gold doesn´t matter, why should anyone still do professions and sell their stuff?
You could make vendors sell all this stuff. But when gold doesn´t matter, you could also remove potions, talismans etc. from game, because there is no difference in everybody has it or nobody has it.

What would be nice, if you could trade influence points for gold (maybe 1000 influence = 1 gold). This would encourage players to fight in open-RvR.
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Razid1987
Posts: 1295

Re: Changelog 31.01.2016

Post#116 » Mon Feb 01, 2016 10:43 am

Arbich wrote:You are not forced to do anything else than RvR. With the kill-quests you get enough gold to pay the flight-master.
Correct. But only being able to afford the flights, and nothing else, would put you at an disadvantage because you would be lacking the stats from pots, better items from the AH, and talismans.
Further more, any decent guild with any standards require that their members are fully optimized with pots and talismans. You wouldn't be able to join any of them.
Arbich wrote:If you want potions, talismans etc. than you need someone who do this stuff. If gold doesn´t matter, why should anyone still do professions and sell their stuff?
Then you'd be leeching off another player. Is that really something we want to encourage the commity to do? I never said gold doesn't matter. I think it should be in the game, and it should stay pretty much the way it was before the patch. I had no problem with how it was.
Arbich wrote:You could make vendors sell all this stuff. But when gold doesn´t matter, you could also remove potions, talismans etc. from game, because there is no difference in everybody has it or nobody has it.
You could, and I would be alright with such a system, if it wasn't for the fact that getting talismans etc now actually takes time for new players. So there's a progression there. From newly dinged, to fully geared. That kind of progression is partly what keeps me in the game. This is why I never played in WoW Tournament Servers, where you log in and have max level, all the BiS items in the game, fully enchated and everything. It's also why I get bored with MMOs as soon as Im fully geared. I like the gear hunt. I like the feel of getting stronger and advancing up in power.
Arbich wrote:What would be nice, if you could trade influence points for gold (maybe 100 influence = 1 gold). This would encourage players to fight in open-RvR.
How would that work? You would decrease in influence by spending it? And what about the rewards from influence then? Would you be able to do that after you had got to max, and picked the 3rd reward?

Tiggo
Former Staff
Posts: 1948

Re: Changelog 31.01.2016

Post#117 » Mon Feb 01, 2016 10:46 am

Razid1987 wrote: How would that work? You would decrease in influence by spending it? And what about the rewards from influence then? Would you be able to do that after you had got to max, and picked the 3rd reward?

most influence reward are bad anyway, so just make a vendor where you can buy gold with inf ;)
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Razid1987
Posts: 1295

Re: Changelog 31.01.2016

Post#118 » Mon Feb 01, 2016 10:48 am

Tiggo wrote:
Razid1987 wrote: How would that work? You would decrease in influence by spending it? And what about the rewards from influence then? Would you be able to do that after you had got to max, and picked the 3rd reward?

most influence reward are bad anyway, so just make a vendor where you can buy gold with inf ;)
True. I like the idea actually. I'm a bit worried, that it's a bit too far off of how it was in live, though.

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RyanMakara
Posts: 1563

Re: Changelog 31.01.2016

Post#119 » Mon Feb 01, 2016 11:00 am

Arbich wrote:
Razid1987 wrote: No one. I'm probably the last person advercating that the game should be easy. I just hate being forced into doing professions, or farming mobs, when I play this game solely for the RvR.
You are not forced to do anything else than RvR. With the kill-quests you get enough gold to pay the flight-master.

If you want potions, talismans etc. than you need someone who do this stuff. If gold doesn´t matter, why should anyone still do professions and sell their stuff?
You could make vendors sell all this stuff. But when gold doesn´t matter, you could also remove potions, talismans etc. from game, because there is no difference in everybody has it or nobody has it.

What would be nice, if you could trade influence points for gold (maybe 1000 influence = 1 gold). This would encourage players to fight in open-RvR.
The purple gear from oRvR is actually pretty good sometimes. The end-game armor sets for now will probably be better, by which people will simply trash/store their influence gear once they get that. Nice thing, however, is that when you actually salvage those purple items, you get a pretty high level fragment that could be made into a talisman. At the same time, players need to invest a lot of time and money into leveling salvaging and talisman making, and most of the new players have no idea where to even begin with that. As long as they only play for the PvP, as I see most people exclaiming, they're fine with getting whatever the experienced crafters put on the AH, since THEY'RE the ones going through all that trouble to make actual gold gains that'll eventually make them very rich.

When you look at the prices for talismans on the auction house, they have obviously exponentially increased at the hand of the release at T3. We used to be able to buy +20 talismans for around 25-40gold each back in T2, while we 1. had lower accessibility to high level materials, but somehow had enough purple fragments in the game to make a steady supply of talismans and 2. there was no way to make 5-6 gold for doing 8 killquests, we'd only make around 1.3 gold doing the T2 quests, keeping inflation down.

When T3 released, demand for talismans skyrocketed; a lot were bought off of the AH to put into new gear, and the supply has never been lower due to the fact that we've been nerfing ways to get purple fragments; you mostly have to do PvP champ/hero farming to get the fragments now, or salvage purple gear. Now the cheapest purple talismans are around 40-50 gold, while the +20 talismans are at 100+ gold. This is mostly due to general greed and a lack of competition from new crafters, due to the fact that fragments are so much harder to obtain now. BUT, it also correlates with the fact that people were making 4 times as much gold just by doing PvP; gold that was being newly generated and put into the game's economy, which the talisman sellers got used to.

I highly doubt the 25 silver for 6 quests back then (generating only 1,3 gold if you include travel costs) was viable enough to get your 10gold mount if you had to cover expenses like green RvR gear, talismans and potions, as is being argued for now in T3, while you're now able to get 2 gold net worth for 8 quests across 4 zones, instead of 5. Is it really that much of a problem to simply wait and see how this new gold acquisition rate will work out? Maybe the prices will actually go down and there will be no reason to worry.
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Shanell
Posts: 279

Re: Changelog 31.01.2016

Post#120 » Mon Feb 01, 2016 11:07 am

Druin wrote:I just want to point out that we never prohibited speaking Russian in advice chat and that people are still allowed to do so.
We don't want to force segregation, it's just an option.
Thank you for explanation
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