So basically these guys confirm what we always suspected: that fashion wars is not only the true endgame but also the basis of the whole economy and the ultimate reward principle of GW2
I think it's both fashion and function since Legendaries are only partially about appearance. Being able to account spawn them and alter their stats to builds makes their convenience factor (but probably never cost/time) super attractive to people beyond just the fashion aspect.
So now that taking obj. In wvw is easier and has a achievements and such, the big thing I think now is rewarding for holding an objective against attacks with say an addional synthesizer that grants more and more rewards the more that keep/tower/camp has been defended against up to a cap. It reinforces the gameplay and strengthen the objective based gameplay.
Such an interesting topic. And one I never would have thought much about beyond like "yeah, I feel like my materials aren't worth as much anymore, but what am I going to do about it?" Many interesting ideas here, I hope some get implemented. People underestimate the impact the health of the economy system has on a game. Thank you, Teapot, for enlightening us with a new perspective and bringing a panel of experts in to educate us^^
For most players it doesn't come up as a topic until a major shift is noticeable. You'd have to be sort of interested in this type of content where day to day movements are noticed and discussed in relevant communities. I do think having an understanding of the base outline is needed, so players don't always feel overwhelmed on something that to a trader/economy player seems normal. Bridging that gap is important
Wait this is genius, Enko! >Make infusions like minis,pets, wardrobe, etc >Make it stackable in the UI >Make it craftable >Make it absurdly hard to craft (to reflect current price) >Make it account bound like minis, pets, etc Absolute win-win-win situation
One core problem with the appearance of value in your inventory, is it shows merchant values, rather than trader values. So you don't have, at a Glance, what the value is of the items. 2ndly, there is a big problem with item labeling standardization. Some items are called materials, but can't he stored like them, some items are called trophies which means sellable junk but output materials and other items, and other such. So standardization of what item labels mean, is important. Just getting rid of the simple confusing stuff leads to people understand outright more.
I have a friend that recently started and often have to help them with thier bags. The core game is even worse with all the useless heart items labeled like you said and a ton of gear that cant be salvaged or vendored. Coupled with low bag space on new accounts, Its extremely off putting to newer players.
I think their was a suggestion to show TP values instead of trader values. It would be useful in game. ATM, I use third party websites like gw2timer and gw2efficiency to pull up vendor values on things.
@@Enko63 as soon as I made this comment, I think the suggestion was made, however if the tools exist outside of the game they can easily exist in game. Flick of switch in options in case it slow the game down too much. Also it could be one of the things locked behind buying an account. Not very great/nice but it could entice more people to buy.
Enko's idea to have repeatable raid boss kill achievement sthat you can ping and is available on the API is genius! Imagine the amount of groups that would form on the LFG from people who would want to farm that content. The raid scene would be so much more alive. Even outside the close communities that already do the raids. Not to mention how much easier it would be to show experience (assuming you are correlating number of kills with skill). Then do it for fractals too and it's amazing!
On paper, it's a very good idea, the problem is that there hasn't been a new raid for so long that almost no one does this content anymore. Until arenanet officially confirmed that they are working on a new raids, not much will change
I don't think the raid scene is dead because it's hard for EXP people to find each other, I think it's dead because breaking into it is difficult for most players and incentive to do it is low once you acheive your legendary amor goals. So there's fewer exp people doing them in general. And training is a bitch (so training new people to do it with you just isn't rewarding). That's basically it. Also strike CMs imo are more rewarding but also more difficult and no one does them. Alot of raiders act like they want hard content, but what they really want is content that most people don't do that's easy for them. When there's a real challenge most avid raiders are gone. Also i'm super salty that AH CM has a higher DPS requirement than TL if I did my math right. This is without considering the increased phasing in AH over TL. I want to do strike CMs but I don't want to have to run arcdps (a non-anet authored) utiltiy and kick people for low DPS. I hate having to be mean in a video game of all things, and I've heard not so positive things about arcdps source code, so I don't quite trust it. Both of those things annoy me. And in practice, I was noticing low DPS in AH CM when i tried leading training it. It's also a hard fight. My experience is strike CMs arenn't worth it unless you static or you're mean, both of which I can't do, so i won't.
@@fenikslied I don't think strikes are worth it either, but mostly because of the rewards and yes, i'm one of those raiders who don't like it super hard but I like that at least they introduced two difficulty modes so that everyone can find something for themselves.
@@RUclipsChillZone Depends on your definition of "Dead"? I still see many players doing Raids and I wish Anet would give us some new Raids in the future. Raids are still some of the most interesting (if not most rewarding) content in the game, and the increased challenge is high enough to motivate most players to improve their game play. Personally, I'm currently looking for a new static Raid group to join, as soon as I can figure out what day(s) and time of day/night, works best for my schedule. Maybe Raids are Dead to you, or you no longer enjoy doing them, but I assure you that there are still many players who want to do them, and quite a few who are currently doing them every week. I think we can all agree that it would be a good thing if Anet would give us some new Raids in the future.
If i understood it correctly: Enko said around the 42:10 mark, that ther is a blishHud addon that can show an overlay with the tp price. Does anyone know which addon that is? I haven't found anything in that regard.
i afk farmed once because i told myself that its actually smart whenever im going to sleep i could earn money so like 12 hrs of sleep i can get atleast 50 gold, boy was i wrong. i only got 4 gold max and almost killed my pc, never again
Could have also gotten you banned. If you are AFK farming and are not near your PC. And before anyone says something along the lines of, "they never ban" or "won't ban". Ok, big shot, willing to gamble on that? If so do this... 1. AFK farm with a method that allows you to never be kicked to character select and leave your game running 2. Have guild members, other players, and people on your friends list pre-set up to go to where you are AFK farming and report you. 3. Do this for several days and see what happens. 4. You are by no means allowed to interact with the GW2 client if you do you invalidate your claims.
@@cannedbread7710 They probably have everything set to modified low to run and then only have the PC running with hardly any other electricity. Still though, all that for what is on average I've heard 5-8 gold an hour, not to mention diminishing returns probably kicked in several times
On the topic of material prices dropping I'm on the fence about it. On one hand I enjoy the low material prices because it helps with making money through legendary crafting when I'm using the gold I earned from grinding the non-buyable materials/currencies + previous legendary sales to buy the materials for crafting. On the other hand, there are some items and items you craft them into became so low that you can't make any profit from the mats. There are quite a few mats where the prices are so low that you have to decide on taking a loss and upgrade the item to higher tier if possible, sell them to the vendor, or hoard them and hope it becomes profitable to use again.
I would love if Runes were reworked to have zero stats attached. So many unique effects that will never see use. Just increase the stats on other gear to compensate.
@Lemur They discuss Runes about 75% of the way in. Almost every power build using Scholar runes isn't interesting, but there isn't much choice when 90% are ruled out because they have the wrong stat bonuses.
@Lemur Same thing as normal runes. You'd still need 6 for all effects, since that part is too imbedded to change easily. Still get to freely change to any.
Sold most of my remaining mats the other day to get a commander tag after our wvw server stopped normally having one the hours I played. After building THE MOOT I didn't have much left but it was so worth it.
Some basic UI changes that would drive a lot of the economy without changing systems: For items that are a part of a set or collection, add a simple counter on mouseover that shows how many you own. In addition add two counters to the wardrobe: skins owned out of total skins with a second option for skins owned excluding gemstore skins. In the same way as you have the new items flash in your inventory, add a toggle to show the new skins. I second making infinite repeat achievements for things like bosses visible. Agent of Entropy is a completely meaningless achievement, however it single-handedly props up the market and keeps it at 87 copper for no reason other than it’s the easiest material to salvage loads of.
If you want the easiest material to salvage a ton of: Resonating Fragments. These salvage into 3 Resonating Slivers which you can then craft back into Resonating Fragments. It pumps up the Agent of Entropy achievement and you're paying 3c per salvage for the fee. You can craft 21k resonating Fragments an hour while also salvaging them back into Slivers.
I think people would happily account bind an infusion if it became an account unlock. Its worth it for ALL toons. With the armory, they can even let you have multiple. The systems sort of inplace already where theres a limit on how many you can equip - think how legendary runes/sigils work. They can count infusions as upgrades.
Currently in a master's program for communication taking a course on persuasion and social influence, and I'm going to use GW2 AFK farming as an example of the theory of social proof in action: players see other players afk farming, so they believe it's acceptable, so they do it, so more people start seeing more AFK farmers and forming the same general thoughts on it, until it turns into a larger issue. Perfect.
I agree with them that it's an idiotic way to make money when real electricity prices exceed the potential profits from buying gems with real money. But I understand that people do it because generally people are just idiots 🤷
@@RUclipsChillZone I think that is a short sighted way of looking at things. You can run 100 accounts on one PC for only a small amount more in electricity which would def be a profit. Also, i think many people who "afk farm" are doing other things on their PC at the same time. When I am working i often leave my characters in a spot that their pet can kill enemies and i tab to him occasionally to see what's happening. I've gotten slayer achievements this way and various other things. It seems like an idiotic thing to do only because people haven't given it enough thought and considered the situations where it actually isn't idiotic.
Another excellent Tea Time. Hope Anet see this and take some notes. Always found the reward system in GW2 pretty lame. Making money is easy but it really doesn't feel rewarding.
Karma used to be capped at 1 000 000, I'm trying to find the new cap if there is one because it is unknown This kept me invested after Legendary Armory was added to the game and I almost ragequitted because of how many legendary items I suddenly wanted Sounds weird to hear someone complain that they can't spend more than 10 000 Gold at a time on the TP while the average player struggles to get 100 Gold in a week
When was it capped? That'd be interesting to see. The top person on gw2efficiency has 437 million atm. I'm not complaining that you can't spend 10k. I just don't see the point of having an arbitrary cap of 10k.
@@Enko63In October 2012 the patch notes said: "Raised the maximum karma limit." So only in the very early game until after people started farming Orr and WvW :) I think the top person on gw2efficiency is an alt account that only afk farms (very likely 24/7) That trading post cap is perhaps a 2012 decision that didn't age well, I don't think they counted on a legion of people near the gold cap. I wouldn't hold it against them if they did it because they just didn't want items like Gen1 legendaries costing so much or that it was done to just put a number on it out of convenience.
@@tracephage Ah yea so a couple of months after launch. I didn't start cycling karma to gold until a bit later. there was a karma conversion that was almost to the point of infinite gold if your karma bonus was high enough. anet nerfed the karma consumables being affected by karma gain right before it became infinite.
@@Enko63 RIght, I almost forgot about that... not all plans are foolproof I guess. I was thinking the maximum listing price they decided on also might have something to do with listing and exchange fees involved.
i really loved the ideas that they bring up, specially the repeatable metas that allows for tokens and also being able to repeat content as much as you want to.
I don't understand why people think prices are too low. What's the measure? As a casual player I'm not drowning in gold and though I know I could earn more gold, in my limited time to play I just want to play the game. What's the gameplay being harmed by lower mat prices?
The issue is because when you're out playing the game (especially if you're farming), it can feel like your time wasn't worth it when you go try selling your materials and you don't get that much. A lot of it has to do with the perception of the player. Low prices aren't a bad thing. Prices being at or close to vendor value though is. Ideally, you want the prices of basic materials high enough where people feel like they're making gains but also low enough where things are generally affordable. Swinging too far in either direction is bad. If things do swing to where prices for basic mats are too high, supply and demand will kick in and more people will farm for those mats to sell and that extra supply will bring the prices back down to reasonable amounts (or at least balance out against materials you're trying to buy). If things swing to where prices are too low, then the idea is that people would farm less because they're not getting much and prices would eventually rise. This doesn't happen in this game because most drops resolve back to T5 materials, T6 materials, symbols, charms, and ectos so even if people farmed less, all the drops in the game are still generating these items and without something to spur consumption of those items, they eventually will go lower and lower. You are affected by this less if you are doing content that generally generates raw gold such as fractals. If you primarily do fractals, then it's great since all the materials you want to buy are cheap and your main drops are gold. If you do open world or things that generally generate materials, then when you sell those materials (so you can buy other things), you're not getting a lot for the time you spent farming.
There was moments in the past 6months where blue uncommon gear bags had 0 buy orders. The mat prices that youd get from salvaging the gear inside dropped so much that you could sell to merchants for the default set price of the gear bags. If those bags had a merchant value of 3copper, the mat prices couldve dropped even further. If items are near their merchant value, then all the TP does is make items available to you at all times while anet still takes a cut for that privilige. Now is that bad ? Maybe. It makes blue gear bags feel like junk in your inventory that at some point u might as well just sell to the merchant. So why are we rewarded with junk/near-junk at that point.
@@OmnomberryTea Those few times when there were zero buy orders on blue unids were because people didn't replace their buy orders. BTW, I pay people the same price as the buy orders for unids so you get the full amount with no taxes taken out.
1:00:30 you say it's "weird Anet let's it go on for so long" while actually most professions have a low dps skill that can auto cast indefinitely. This is very clearly intended (because they are always very specific low dps skills), and perhaps Anet does it because they make decent revenue from selling more accounts.
As teapot mentioned for DD runes, I run them on a valk DD set. DD runes and intelligence sigils. Bound and vault spam with good hp and more or less 100% crit.
Now imagine that you want to do a bounty in the domain of istan but the bots scaled the event level so much that you are not able to do it even with 10 people.
@@ok_listen I was helping some friends and this is what happened to us several times very poor experience when even after enabling commander tag it is hard because of bots😐
Good cast of guests here. I really liked the suggestions Enko proposed (minus the giga shiny stuff but GW2 players are basically magpies I suppose so it would be effective...) The comparisons to OSRS were very apparent in the suggestions. Players in OSRS love pinging Kill Count for things. They love completing the collection log and grinding content out for drops. GW2 could stand to encourage people farming old content more. Rewards get too weighted on the cash shop and it hurts the engagement with the content.
I've actually never played Runescape so would be interested in hearing how they do things over there. Also as far as the idea of upgrading skins via drops, it doesn't have to be obnoxiously shiny. Just some way of being able to upgrade a skin using the drops you get from specific bosses. I'm thinking more along the lines of how the fractal backpack was originally though one difference would be that each tier should be considered a skin that's usable and not just a step along the way. Part of that suggestion is to make raids have some kind of perpetual rewards since atm if you have all of the skins from raids (which doesn't take long) and you have legendary raid armor for all three weight classes, there's no in game reward itself beyond just enjoying the content.
@@Enko63 Yeah, I think the basic idea of the scaling rewards is a great suggestion. It's funny you've never played Runescape, because a number of your suggestions line up with how the game encourages people to interact with the economy and grind. Pretty much any boss or minigame is tracked on clear count and they have high score leaderboards you can see. People often ping their kill count or flex their rare pet drops while doing content. They also have an examine feature where you can immediately check the auction house value of an item. You can also check the auction house value of your inventory, of the loot from a player you just killed, etc.
Ah yes, another video by some of the most knowledgable, insightful, experienced players of the game that I get to enjoy listening to and that ANet will completely ignore like it's the plague.
PvP AFK is easy to solve 24h ban as well as when someone writes nonsense in combat and does nothing. I stopped playing pvp two years ago because of this so many games lost just because someone couldn't stand the pressure and gave up instead of playing to the end, he put the blame on everyone but himself.
in my opinion, if GW2 wants to implement a system where the more of the same type of enemy you kill the less rewards you get they need to have an "answer" to this system (probably a cash shop item) because players are going to need a certain item for example and find out it drops from a certain mob OR your in centaur land and every enemy is a centaur so you'll be killing centaurs and be wondering "Why am i not getting any loot or xp?" then after you log off and come back you get loot and xp again but again after a while no more. Maybe if as long as you kill something that's not that specific same enemy you don't get this special "system" that stops you from gaining i don't know bot/afk farms may be here to stay just because at the end of the day the people behind GW2 need actual money and i'm sure even the bot/afk farmers are paying for things through them just as much as everybody else.
It's not an issue of killing the same type of enemy repeatedly. It's an issue of killing the exact same spawn repeatedly. If you're farming an area to get something that only drops from a certain type of enemy, you are most likely not going to kill a mob and then wait for its respawn timer to kill it again. You're going to go hunt down other groups of it and eventually loop back after the first group has respawned.
Gen 4 legendary being a mix of Gen 1, 2 and 3 legendaries may be an insane sink that wont hinder the regular player but be a huge incentive to leg hunters to sink mats into. Just spewing random ideas here
This is literally the only MMO i've ever played where the refined version of mats are worth less than the raw version most of the time. The GW2 economy has always been a black sheep.
I know this was kind of said, but I feel like making old black lion claim ticket skins account bound crafting sink would be amazing, then they wouldn't have to re run them in the claim ticket store and allow people to get an old skin of their choosing for maybe a high upfront gold price and a decent gold and mat sink
Its kind d of funny because they already have items where you upgrade with more. The minis from black lion chests. So they can definitely do it without it being black lion
player housing with scribe rework, so people could dump a BUNCH of matts to craft furniture and similar would make a massive sink. also add craftable black lions keys or even as suggested specific skins, and recipe being 1 time use consumable(thinking of lineage 2 crafting which every new craft required new recipe) so recipe is a rare drop, but even if it drops it will always stays valuable as its for 1 craft only
Something that could be combined with guild halls would be nice. One problem with guild halls is if you leave, you don't get to take any of the decorations you crafted. What if they changed it so things you craft are still yours but they go into a communal pool for the guild hall. If you leave, your items go with you. Player housing would be interesting too. We already have the home instances. They can add a building lot in there that is empty that you build up with your own things.
I'd love to see a big focus on that kind of stuff. There are so many guilds that love to put effort into their ghalls, many spending thousands of gold decorating. Improving a bit of the system there and the suggestion Enko just mentioned in his comment here would be a big plus.
I hate afk farmers. The Iron march spot on the bottom right is hell when exploring the map. It took me 30-45min to complete a Heart quest because of the pets killing the mobs faster then I could hit them.
@@RUclipsChillZone true! to have a better rune system , they should be more situational, my point is you add more runes there is more chance to make the game more easy sound very good more variable runes to make a build but the reality is meta exist, only with the fact mechanist and virtuoso arrives to the game, im pretty sure make the game more easy to lot of people (im thinking in T4 and Raids)
@@TheWolfLucifersAngel Believe me, I wish GW2 had as much variety as GW1, where in each new map you could use a different build because the opponents were completely different and the game allowed for different situations . Someone in the comments had a cool idea to take away the stats from the rune, it might open up more options for other gameplay
So if I understand correctly you can only get the chak and or confetti drop from the daily??? I always thought I had unlimited goes at the high roll. And why I have friends that run it all day LOL
I really like farming/gathering matts. It's what I enjoy. The matt prices tanking really hurts me. The way I like to play is simply no longer relevant at all.
AFK farming might not damage the economy, but it is profitable. There is one guy mith multiple accounts in malchors leap woodfarm spot. He has around 100 characters, if not more. We ported his obviously botting chars away from the spot once, so he has to reposition them again and at least temporarily doesn't make any gold. It took us over an hour to do so. Was funny. He goes by many names. Nordpeak, Oldman, helen, reto, omar... so many... All in the guild SC, OGG or ITN. The wood respawns every hour and farming it once nets you around 14 silver. He takes 30-40 seconds to log out and in, which for simplicity sake lets say he does that 100 times an hour. That would be 14 gold. Sure... you can do metas or whatever that give you more. That's not the point. The point is, he is NOT actively playing and does that for 24 hours a day, since YEARS. And ANet does nothing. That's 336 gold a day, 10 000 gold per month ... just leeching. How is this POS not permabanned already?!
Haven't watched the whole video yet, but I'm going to put my guess/projection about the game economy in these comments and then watch the rest of the video to see if any of these content creators agrees with my viewpoint. I think the material prices are low right now because of the increase in new players selling all kinds of materials, instead of crafting anything. Over time I think that the supply will go back down a bit, and the prices will probably rebound as well, when these new players either stop gathering and selling all of their materials, and begin to learn their crafting. Unless all of these new players follow Teapot's example of buying gear, and trying to get Ascended gear from loot drops and laurels, then I might be wrong. Only time will tell, now on to the rest of the video.
I didn't think about it for too long but after what I see in the game I just have the impression that what you can create and sell is simply worthless, that's why it has a low price and this means that the materials also cheep. Honestly, what do we have in the game that has value beyond legendary? I can't think of anything else, maybe some items needed for achievements, but nothing else. After reaching level 80, all crafting is useless
@@RUclipsChillZone Wow, after reading several of your comments to this video, it seems clear that you need to step away from GW2 and take a break. You are very salty about just about everything, it appears. Sorry you feel this way, and I hope you can find some enjoyment in playing GW2 again some day.
It's mainly an issue with T5 materials and T6 materials. T4 and lower aren't affected as much since you spend relatively little time in the game at those levels. At lvl 80 though, most of your drops are resulting in T5 and T6 materials so large supply being generated but nothing in the game to consume similar amounts of materials.
54:00 it's merchers that keep leggy prices high aswell.. 54:20 bro... silk scraps.. you'll be clicking buy / sell on tp 24/7 to make a decent profit on that x'D (on 10 accounts at once maybe)
why is it a problem? materials are cheaper, so what? new players, get less gold from selling materials, but also the materials are cheaper to buy. So the only "problem" is when you need to convert gold to gems.. (or the rare occasion when you need to drop that 250g for griffon). And Anet doesn't care about that too much (or even secretly allows this to happen) because this increases the intent to buy gems for real world cash instead, which is good for Anet.
That is the point knucklehead.. Its harder for the newer players to MAKE gold cause of the mat spam which is the easiest thing new players bring to the table to trade FOR gold further fkin them down the line toward griffon.. Just cause us Vets already HAVE the gold does not mean that you can say fk the newer players who cant make gold at all outside of bag farms/mystic coins and mostly T2 mats.. In the long run its ruining bringing in newer players cause even tho there is conversion they never get enough gold to convert it into much and by the time they do they already done left the game cause, they already got bored and beat the content.. THAT IS NOT how you hold newer players.. Especially with something so damn cool and unique as the gold to gem conversion.. Basically, its making newer players feel like they have to cough up the cash 100% of the time instead of feeling like they can grind for it..
@@vandakaii2893 well you have a point, but also bear in mind when us vets started out gold was also very hard to get, our exo gears were ffing expensive where as now new players can buy many things very cheap as well.. basically everything was expensive. Yes gems were cheap but gold was rare so actually it wasn't cheap. I would have to agree with the streamers here that it's still very easy to make gold, even for new players, gem store is mainly fashion wars, and although many new players do spend a lot of their money, gold or real, on this early on, it's not necessary at all. I do absolutely agree a material sink would probably make sense to avoid materials to continue to decline further in value.
Cheaper materials is fine, but to a certain extent as well. GW2 does not rely on gold rewards when farming, rather you get materials, items or specific currencies in which you have to then convert to gold in however way. It can be a bit frustrating if a player is farming and does not see a gain in the time spent, so their time could feel wasted. The obvious answer is you want some of these base materials at a low cost but also still somewhere where the player feels like they have a decent gain. Gold is offered in very small parts of this game, fractals being a big example. Fractals allows you to skip that step that most parts of gw2 farming doesn't. Which is you gain gold and can simply use it to buy what you need. Farming adds an extra step, you gain materials you then have to sell to get gold. If the places you farm aren't giving you a decent value for time this can drag the process for you to getting the gold you need to buy your stuff.
@@GuildMM absolutely true... The game gives gold in the form of junk and small coin drops but this is even a lot lower for new players as their gold find is very low. And of course this is intentional to make gold keep it's value... Therefore a material sink is the best option, if gw2 were to drop more gold gem prices would just get even higher. Only griffon / skyscale and some recipes / mf materials from Miyani would be easier to obtain. This is also why Anet keeps the tradepost minimum double that of a vendor, just to avoid people dumping it as junk and thus injecting more gold into the market. I think a great example of what you said; that new players feel they don't get much value is due to new players doing A - map completion B - world bosses C - personal story (and perhaps even jumping puzzles); All of which is very bad loot but will consume a lot of time. I think Anet could do something here as well, next to creating material sinks
They need to take inspiration from Star Wars Galaxies for the Economy where it was 100% player driven. If a player didn't craft it then it doesn't exist
@@magrest The big difference is back before the combat upgrade in SWG next to no armor/weapons or anything dropped. Only recipes and crafting materials. The GW2 Trading Post is more or less the same way of selling stuff. I was more referring to how the weapons/armors/enhancements had to be crafted by a player
@@Juice866 It could be interesting if they removed ascended drops from the game so the only source would be crafting but they also made ascended gear tradable.
Comrad @@MightyTeapot : Because these "TP-flipping" activities affect negatively everyone in the game. These "TP flippers" are enemy of the people and must be sent to gulag where they will learn Marx and hopefully become a better person.
Just came from Timberline falls. I saw 13 people afk farming as I was doing map completion. Meanwhile I only saw 8 players actually doing stuff around the map. There were literally more accounts afk farming than actual players. How Anet doesn't see this bulsht and freak out is beyond me
@@asekgameplaytv By the grawl caves (South west part of the map) and in the skritt caves (center of the map, towards the north and northwest cave entrances)
@@RUclipsChillZone I actually wouldn't mind an infusion slot if they added infusions to the wardrobe. Unlock an aura and then you can apply that to the slot. Can only use one infusion then but can use that on any template. The entire thing with aura stacking seems like it was an accident since you have to use a different stat of the infusion to get it to stack. The game seesthem as different items instead of just having a flag that said same type of aura as other existing and do not apply aura again. Though, I would prefer my proposed system where you can add your infusions to the armory and they get consumed and allow you to stack the auras if you so choose and had unlocked that aura with different stats. Add an option to hide other people's effects. They already have precedence in hiding other player's unique item sounds. Add something to hide other player's unique visual effects too.
Anet should just buy every single thing on the auction house, then everything will be reset. By buy I mean, it doesn't go to other players, the seller still gets the gold, but the item dissappears.
craftable infusions that are accountbound at twice the material sink as gen 2 problem solved that would put most infusions to about 2-10K so it doesnt have to be traded outside the game and makes it useless to buy up n hoard 25:00 bad idea want this shiny skinn buy it from the gem store want to upgrade it spend Gold or the other way around spend gold to get shiny. want to upgrade it to final tier buy the gemstore upgrade voucher I see forum blowing up
Still, if "AFK farmers" could get the f out of Bloodfin Lake renown heart, so their personnal ridicule profit would not hinder the game experience of low level players, that would be great... They've been there since years ago, spawn-killing enemies that players need to kill for the heart, and that's a really shitty move if you want my opinion on it.
I always did that heart by throwing the chunks of wall into the water. Even early on in the game before afk farming was a thing, it ended up being faster that killing the mobs. This doesn't change that I agree that they should do something about the afk farming.
Shiny? Jackpot shit? Gw2 dont need that, gw2 need rewards that target the specific type of player, casual gameplay reward with casual gameplay value stuff, hardcore gamplay reward you with greendy hardcore valuable for hardcore players. Its hard but workeable Example for hardcore rewards: exclusice skins, exclusive instances, exclusive system (like agony res.) Thinks that only works for hardcore players and dont break the game KNOWING that only a small portion of the player base is a hardcore player
The small population is only because arena net has devoted all its resources to open world and living world. Believe me, the interest would be greater if the prizes were appropriate and the content itself was delivered regularly
@@RUclipsChillZone every game, will have a small but important hardcore base, not everyone play gw2 more then 3 hrs per day, not everyone play gw2 for more then 6 years. that amount of ppl in any game is very small and you have to create content for them without killing the fun for new players is hard to make everyone happy, make the game more grindy doesnt change anything, the system that this guys describe early in the conversation doesnt help because you have to make the game good for new or casual players at the same time you develop a system who make the game good for veterans hardcore players wish is hard to do but make it a ''jackpot flashy skin'' game doesnt fix this, the reward for a hardcore player have to be very catchy hard to get but cant be something that is needed because you have to know, the mayority of your playerbase never gonna get it
the 4winds boxes i couldent agree more with Enko. ive gotten so many super rares being the cosmetic items that are fucking worthless. its fucking awful.
afk farmers need to be banned. not because I think it's really ruining the economy that much though I've noticed price drop a bit. people shouldn't be able to macro and get gold. It's not how gw2 is designed. I just finished map completion again the other day, and the amount of necros AFK and macroing a few skills with all their minions out was disgusting, WAY to many. I even came across a ranger macroing a full rotation, including weapon swapping. And majority of these players were actually high mastery level as well. out of all the AFK farmers I came across (and this is maybe a good 30+ of them) maybe 4 of them weren't macroing skills. They were actually AFK and letting the minions kill the mobs, this I'm more okay with.
the game completly ignore new players! good stuff: "keep farming and in 6-9 months you gona get it...." boring stuff "its easy to skip that... just buy this item with diamants" as a new player its very hard to get gold/diamants...
change stack size from 250 to infinite, then most "richer" people that don't need gold right away will keep it banked as hoarding is also a real thing and ppl would get satisfaction of looking at their huge material stacks. (for as far as the current bank material stack size of 2500 this could be converted to infinite.. so it's still valuable to buy from the gemstore same as now)
Yea I'd like it if they let us buy more material storage expanders. A 10k cap would nice. I'd really like it if they would examine all of the account upgrades that have limits and increase the limits as much as they can without having to incur any database costs. This lets the players upgrade things as much as they want (and spend the gems for it) without increasing their costs. They can then do a cost-benefit analysis of increasing the cap where it does incur a cost for them but hopefully expect an increase in spending by the players that outweights it.
You've got an entire economy inside a real life economy. I think that's more complicated than it's been made out to be here. And Anet notoriously do some strange things in terms of marketing and features they've still never added to the game that seem kind of obvious and that every other game has. They are one step ahead
So the 2 gold per hour 'afk' farmers should be punished? Why the f would you want to do that. Leave them! Let them have their 2g ph! Why push players towards other way of game play. Gosh that's so toxic
Do you mean the repeatable achievements? You'd be surprised at how many players are doing things just to be on a leaderboard like wingman or gw2efficiency.
These dudes literally manipulate the trading post and then tell other people whats wrong or right. If you really want to hate on something. Go hate on the people who afk in PvP. Or the TP bots that fill thousands of orders a day. Would not surprise me if these guys have tp bots aswell to be honest. TP barons what a joke
This enko guy got legit every legendary times 10, there's no way anyone can afford that without manipulating the market heavily, I'm not sure if I care about what these guys have to say when they are actually the issue.
As they said near the start, the economy as a whole is so large that any baron pushing to change prices in a common material would make little to no progress against the economy's natural inertia. The margins on TP flipping, while they can make you a fortune if you can deal with items efficiently, are too small to allow mass manipulation in the long term. Just look at Cellofrag as an example; he buys out tens of thousands of exotics every few months to do a forging stream and the prices hardly budge. The main "issue" they discuss has to do with the price deflation due to there not being quite enough material sinks in the game, which is not at all controllable by the players. (Also a major part of why Enko is as rich as he is is his playtime; he's got about 41k hours in the game by now, and he's quite proficient at using that time for gold-making efficiently.)
Most of the things I sell on the TP are less than a gold. My main source of gold is mainly due to figuring out the drop rates from containers like salvageable materials or unidentified gears and then using that information to make gold. It doesn't require market manipulation. My entire stance with how I do things is that I don't affect prices on the TP since I never undercut by more than 1c and I never outbid by more than 1c.
*Bots.* Both the open world farms and the trading post are infested with bot accounts, to a point where the economy of GW2, just like Runescape, is entirely bot-driven: wealthy players can game the system to a point, with price speculations, but all the wealthy barons combined are nowhere near as wealthy as all the bot farmers combined. They are extremely easy to spot as well, such as random poppings of 1 item in attempt to set a certain price, which will immediately reappear the moment you fill the order, or scripts in open world that even the players knew how to exploit against their owners to troll bot accounts, like dropping necto bots off a cliff with a turtle, and we're only in this situation because there's exactly 0 effort from ANet to combat the situation. The only kind of in-game economy that isn't completely collapsing is materials that are exclusive to instanced content, due to it being inherently difficult to automate, and even that will probably be gone in a few years due to sheer amount of raw wealth being generated by the bots that fluds the economy due to players involved in RMT, who push reward-driven players to oversupply that market as well.
Anet doesn't care because the more bots drive up prices of the game, the more impossible it is for players to grind out the additional 60-70$ it will cost to buy all the living world seasons, the basic account upgrades and character slots that should have been in the game with the box price, the griffon license, and the costs for the skyscale, but GW2 players can keep telling themselves that GW2 ain't p2w 🤔 it will only take you 6 months to 2 years to have your account setup no big deal.
@@MarkFin9423 Ignoring the bot discussion, gw2 is a pay to play game, and that is mostly the expansions. Yes if you don't have them you won't be on the same level as someone who has access to them, but that doesn't stand as pay to win when an expansion releases once every blue moon and is the main way for players to support the game and get A LOT of content. MMOS already are hard to monetize, expecting GW2 to give you all the quality of life and mounts immediately is just illogical. GW2 ,fun fact, is probably the best MMO out there when it comes to value for money. People be out there slaving away their subscription on WoW and are yet dissatisfied with the perfect GW2 system of "pay me once every 3-4 years and receive permanent access to great content". Let me guess did you advocate for the Dragon's End nerf as well?
@@Stoothis IDK man, people look at that 250 gold price tag just to fly and move to wow which take 10 minutes from the box price and the subscription, no need to farm 200 hours in a RIBA map just to actually start playing the game. That's why GW2 will never reach peak popularity among other reasons
@@MarkFin9423 If you watched the video you would know, but I will also repeat that in GW2 you don't need to farm RIBA or anything similar to make gold. Just the gold you make for actively playing the game will be enough for you to get something specific you really want. I can also tell you haven't even given the game a chance since you claim that 250 gold is a big number that merits a lot of gold farming. 250 gold is no small sum and while you can't snap your fingers and get 250 gold, an MMO player should have no trouble taking their time and realising their goals passively instead of trying to force the issue. You want instant gratification and spoon feeding? That's a you problem, keep GW2 out of it. Blizzard will be more than happy to exploit you.
@@Stoothis There is a stark difference between spoon feeding and padded out time to kneejerk a financial response from a credit card. 250 gold is not something a casual player will ever see in a year or 2 or 3 maybe 4. 250 gold isn't even the end either because if you were to estimate the amount of gold you would need for everything to actually be on the level of a normal player who has been playing for much longer minus the grind for pve gear would be around the ballpark of 2k gold. Let's not pretend ANet cares more about your time than any other predatory company minus the allegations ok bud.
Why do you guys feel its ok for you to dictate what everyone's play style should be? semi AFK farming does no harm to anyone... and if we prefer to farm our own legendary items, that is our business... not yours. So long as bots or macros are not being used, you really need to grow up and stick to your own business.
Afk farming does harm others. Ive watched many new player streams and everytime they run into them, theres an instant negetive perception followed with comments on botting. Anyone that has played other games understands the impact that has, and MMOs are especially susceptible to perception defining thier success.
I take it you've never done an event that was scanned so high that the entire zerg had trouble completing it? Good luck killing the iboga champion in the domain of istan if he shows up near the farmers 😐
Great video. I don't like becoming aware of Karen-like qualities in myself, and I am happy with everyone doing their own thing provided they're happy. But afk farmers have a stigma attached to them in a way that is hard to articulate accurately. It can be likened to quite a few things (like automation in the service industry - ordering food from a touchscreen IN the fast food restaurant), but I feel it is more of an indicator species. Like when frogs start disappearing from ponds because there is a shift in the ecosystem. AFK farmers could be dispelled by the policy shifts you guys mentioned, and they should. I also acknowledge your vast wealth of economic awareness and strategies pointing to the afk farmers not putrifying the game. I do wonder, in the age of executive foolishness, whether certain behaviors (like AFK farming) benefit ANET. Perhaps there aren't THAT many afk farmers per player capita, but the fact I can leave my character sitting in Lion's Arch or anywhere for as long as I can is a policy I feel serves the ANET executives in that their "numbers of active players" makes it seem more vibrant that it really is. Overall, the method of moving players from one instance to another when activity or population diminishes was a very good idea. The fact that there aren't gold farmers like in Lineage 2 all just sitting around with little signs above their heads is also a sign of progress. Diversity of player motive and activity is very good, but some things just have to be impeded or prohibited.
if I worked at Anet, I wouldn't use the number of active accounts as the metric for game activity. I would use the average gold/items generated per account as the metric. The daily log in rewards pump up the "active" accounts number by a lot but most of the extra accounts people have are logged into for seconds and then logged out for the next one.
So basically these guys confirm what we always suspected: that fashion wars is not only the true endgame but also the basis of the whole economy and the ultimate reward principle of GW2
I think it's both fashion and function since Legendaries are only partially about appearance. Being able to account spawn them and alter their stats to builds makes their convenience factor (but probably never cost/time) super attractive to people beyond just the fashion aspect.
guild wars 2 is the first game / community where ALOT of people think fashion isn’t endgame…
@@Reezico well my comment was (partially) a joke, the very term "endgame" makes so little sense in games like GW2
So now that taking obj. In wvw is easier and has a achievements and such, the big thing I think now is rewarding for holding an objective against attacks with say an addional synthesizer that grants more and more rewards the more that keep/tower/camp has been defended against up to a cap. It reinforces the gameplay and strengthen the objective based gameplay.
Such an interesting topic. And one I never would have thought much about beyond like "yeah, I feel like my materials aren't worth as much anymore, but what am I going to do about it?" Many interesting ideas here, I hope some get implemented. People underestimate the impact the health of the economy system has on a game. Thank you, Teapot, for enlightening us with a new perspective and bringing a panel of experts in to educate us^^
For most players it doesn't come up as a topic until a major shift is noticeable.
You'd have to be sort of interested in this type of content where day to day movements are noticed and discussed in relevant communities.
I do think having an understanding of the base outline is needed, so players don't always feel overwhelmed on something that to a trader/economy player seems normal. Bridging that gap is important
Wait this is genius, Enko!
>Make infusions like minis,pets, wardrobe, etc
>Make it stackable in the UI
>Make it craftable
>Make it absurdly hard to craft (to reflect current price)
>Make it account bound like minis, pets, etc
Absolute win-win-win situation
Teapot needs a bobble head merch so I can stick it in my car and while listening to him to emulate his actual head swivelling about.
One core problem with the appearance of value in your inventory, is it shows merchant values, rather than trader values. So you don't have, at a Glance, what the value is of the items. 2ndly, there is a big problem with item labeling standardization. Some items are called materials, but can't he stored like them, some items are called trophies which means sellable junk but output materials and other items, and other such. So standardization of what item labels mean, is important. Just getting rid of the simple confusing stuff leads to people understand outright more.
I have a friend that recently started and often have to help them with thier bags. The core game is even worse with all the useless heart items labeled like you said and a ton of gear that cant be salvaged or vendored. Coupled with low bag space on new accounts, Its extremely off putting to newer players.
I think their was a suggestion to show TP values instead of trader values. It would be useful in game. ATM, I use third party websites like gw2timer and gw2efficiency to pull up vendor values on things.
@@Enko63 as soon as I made this comment, I think the suggestion was made, however if the tools exist outside of the game they can easily exist in game. Flick of switch in options in case it slow the game down too much. Also it could be one of the things locked behind buying an account. Not very great/nice but it could entice more people to buy.
Enko's idea to have repeatable raid boss kill achievement sthat you can ping and is available on the API is genius! Imagine the amount of groups that would form on the LFG from people who would want to farm that content. The raid scene would be so much more alive. Even outside the close communities that already do the raids. Not to mention how much easier it would be to show experience (assuming you are correlating number of kills with skill). Then do it for fractals too and it's amazing!
On paper, it's a very good idea, the problem is that there hasn't been a new raid for so long that almost no one does this content anymore.
Until arenanet officially confirmed that they are working on a new raids, not much will change
I don't think the raid scene is dead because it's hard for EXP people to find each other, I think it's dead because breaking into it is difficult for most players and incentive to do it is low once you acheive your legendary amor goals. So there's fewer exp people doing them in general. And training is a bitch (so training new people to do it with you just isn't rewarding). That's basically it. Also strike CMs imo are more rewarding but also more difficult and no one does them. Alot of raiders act like they want hard content, but what they really want is content that most people don't do that's easy for them. When there's a real challenge most avid raiders are gone. Also i'm super salty that AH CM has a higher DPS requirement than TL if I did my math right. This is without considering the increased phasing in AH over TL. I want to do strike CMs but I don't want to have to run arcdps (a non-anet authored) utiltiy and kick people for low DPS. I hate having to be mean in a video game of all things, and I've heard not so positive things about arcdps source code, so I don't quite trust it. Both of those things annoy me. And in practice, I was noticing low DPS in AH CM when i tried leading training it. It's also a hard fight. My experience is strike CMs arenn't worth it unless you static or you're mean, both of which I can't do, so i won't.
@@fenikslied I don't think strikes are worth it either, but mostly because of the rewards and yes, i'm one of those raiders who don't like it super hard but I like that at least they introduced two difficulty modes so that everyone can find something for themselves.
@@RUclipsChillZone Depends on your definition of "Dead"? I still see many players doing Raids and I wish Anet would give us some new Raids in the future. Raids are still some of the most interesting (if not most rewarding) content in the game, and the increased challenge is high enough to motivate most players to improve their game play. Personally, I'm currently looking for a new static Raid group to join, as soon as I can figure out what day(s) and time of day/night, works best for my schedule. Maybe Raids are Dead to you, or you no longer enjoy doing them, but I assure you that there are still many players who want to do them, and quite a few who are currently doing them every week. I think we can all agree that it would be a good thing if Anet would give us some new Raids in the future.
@@RUclipsChillZone I appreciate your honestly.
If i understood it correctly:
Enko said around the 42:10 mark, that ther is a blishHud addon that can show an overlay with the tp price. Does anyone know which addon that is? I haven't found anything in that regard.
i afk farmed once because i told myself that its actually smart whenever im going to sleep i could earn money so like 12 hrs of sleep i can get atleast 50 gold, boy was i wrong. i only got 4 gold max and almost killed my pc, never again
4 gold for 12h afk? Now I am just wondering how their PC condition and electricity... if 12h afk is only 4 gold....
Could have also gotten you banned. If you are AFK farming and are not near your PC.
And before anyone says something along the lines of, "they never ban" or "won't ban". Ok, big shot, willing to gamble on that? If so do this...
1. AFK farm with a method that allows you to never be kicked to character select and leave your game running
2. Have guild members, other players, and people on your friends list pre-set up to go to where you are AFK farming and report you.
3. Do this for several days and see what happens.
4. You are by no means allowed to interact with the GW2 client if you do you invalidate your claims.
I calculated ~1g per hour
@@cannedbread7710 They probably have everything set to modified low to run and then only have the PC running with hardly any other electricity.
Still though, all that for what is on average I've heard 5-8 gold an hour, not to mention diminishing returns probably kicked in several times
Yeah, people overstate how profitable afk farming is. Like yeah nobody likes it but you can make way more gold ny playing the game
On the topic of material prices dropping I'm on the fence about it. On one hand I enjoy the low material prices because it helps with making money through legendary crafting when I'm using the gold I earned from grinding the non-buyable materials/currencies + previous legendary sales to buy the materials for crafting. On the other hand, there are some items and items you craft them into became so low that you can't make any profit from the mats. There are quite a few mats where the prices are so low that you have to decide on taking a loss and upgrade the item to higher tier if possible, sell them to the vendor, or hoard them and hope it becomes profitable to use again.
The repeatable achive could also reward the skin that Enko was talking about that stacks to upgrade tier.
I would love if Runes were reworked to have zero stats attached. So many unique effects that will never see use. Just increase the stats on other gear to compensate.
Do you mean infusions?
Runes are fine the way they are
@Lemur They discuss Runes about 75% of the way in. Almost every power build using Scholar runes isn't interesting, but there isn't much choice when 90% are ruled out because they have the wrong stat bonuses.
@@graven2002 so what do they do about legendary runes that people worked hard to get
@Lemur Same thing as normal runes. You'd still need 6 for all effects, since that part is too imbedded to change easily. Still get to freely change to any.
@@graven2002 so you would want them to have unique effects for each number of runes
Sold most of my remaining mats the other day to get a commander tag after our wvw server stopped normally having one the hours I played. After building THE MOOT I didn't have much left but it was so worth it.
LOVE the roster of guests this week. excellent.
what website did enko was talking about to see how much gold we lost on TP fees? does anyone know
Some basic UI changes that would drive a lot of the economy without changing systems:
For items that are a part of a set or collection, add a simple counter on mouseover that shows how many you own.
In addition add two counters to the wardrobe: skins owned out of total skins with a second option for skins owned excluding gemstore skins.
In the same way as you have the new items flash in your inventory, add a toggle to show the new skins.
I second making infinite repeat achievements for things like bosses visible. Agent of Entropy is a completely meaningless achievement, however it single-handedly props up the market and keeps it at 87 copper for no reason other than it’s the easiest material to salvage loads of.
If you want the easiest material to salvage a ton of: Resonating Fragments. These salvage into 3 Resonating Slivers which you can then craft back into Resonating Fragments. It pumps up the Agent of Entropy achievement and you're paying 3c per salvage for the fee. You can craft 21k resonating Fragments an hour while also salvaging them back into Slivers.
I think people would happily account bind an infusion if it became an account unlock. Its worth it for ALL toons. With the armory, they can even let you have multiple. The systems sort of inplace already where theres a limit on how many you can equip - think how legendary runes/sigils work. They can count infusions as upgrades.
Currently in a master's program for communication taking a course on persuasion and social influence, and I'm going to use GW2 AFK farming as an example of the theory of social proof in action: players see other players afk farming, so they believe it's acceptable, so they do it, so more people start seeing more AFK farmers and forming the same general thoughts on it, until it turns into a larger issue. Perfect.
I agree with them that it's an idiotic way to make money when real electricity prices exceed the potential profits from buying gems with real money.
But I understand that people do it because generally people are just idiots 🤷
@@RUclipsChillZone I think that is a short sighted way of looking at things. You can run 100 accounts on one PC for only a small amount more in electricity which would def be a profit. Also, i think many people who "afk farm" are doing other things on their PC at the same time. When I am working i often leave my characters in a spot that their pet can kill enemies and i tab to him occasionally to see what's happening. I've gotten slayer achievements this way and various other things.
It seems like an idiotic thing to do only because people haven't given it enough thought and considered the situations where it actually isn't idiotic.
There are definitely days I consider going for legendary runes just due to the amount of dungeon runes I tend to use on weird solo builds.
AFK Farmer just break the immersion when u play, like for a new player watching 20 necro farming afk is just sad.
Another excellent Tea Time. Hope Anet see this and take some notes. Always found the reward system in GW2 pretty lame. Making money is easy but it really doesn't feel rewarding.
oh Enko, i've wanted that on Tequatl for years!
watching this teatime again knowing what's in SotO is wild
Karma used to be capped at 1 000 000, I'm trying to find the new cap if there is one because it is unknown
This kept me invested after Legendary Armory was added to the game and I almost ragequitted because of how many legendary items I suddenly wanted
Sounds weird to hear someone complain that they can't spend more than 10 000 Gold at a time on the TP while the average player struggles to get 100 Gold in a week
When was it capped? That'd be interesting to see. The top person on gw2efficiency has 437 million atm.
I'm not complaining that you can't spend 10k. I just don't see the point of having an arbitrary cap of 10k.
@@Enko63In October 2012 the patch notes said: "Raised the maximum karma limit."
So only in the very early game until after people started farming Orr and WvW :)
I think the top person on gw2efficiency is an alt account that only afk farms (very likely 24/7)
That trading post cap is perhaps a 2012 decision that didn't age well, I don't think they counted on a legion of people near the gold cap.
I wouldn't hold it against them if they did it because they just didn't want items like Gen1 legendaries costing so much or that it was done to just put a number on it out of convenience.
@@tracephage Ah yea so a couple of months after launch. I didn't start cycling karma to gold until a bit later. there was a karma conversion that was almost to the point of infinite gold if your karma bonus was high enough. anet nerfed the karma consumables being affected by karma gain right before it became infinite.
@@Enko63 RIght, I almost forgot about that... not all plans are foolproof I guess.
I was thinking the maximum listing price they decided on also might have something to do with listing and exchange fees involved.
i really loved the ideas that they bring up, specially the repeatable metas that allows for tokens and also being able to repeat content as much as you want to.
Devs only manually temp ban after a gm sees a afk farmer. They also have a auto cast button for skills. WHAT DO THEY EXPECT?!
I don't understand why people think prices are too low. What's the measure? As a casual player I'm not drowning in gold and though I know I could earn more gold, in my limited time to play I just want to play the game. What's the gameplay being harmed by lower mat prices?
The issue is because when you're out playing the game (especially if you're farming), it can feel like your time wasn't worth it when you go try selling your materials and you don't get that much. A lot of it has to do with the perception of the player.
Low prices aren't a bad thing. Prices being at or close to vendor value though is.
Ideally, you want the prices of basic materials high enough where people feel like they're making gains but also low enough where things are generally affordable. Swinging too far in either direction is bad.
If things do swing to where prices for basic mats are too high, supply and demand will kick in and more people will farm for those mats to sell and that extra supply will bring the prices back down to reasonable amounts (or at least balance out against materials you're trying to buy).
If things swing to where prices are too low, then the idea is that people would farm less because they're not getting much and prices would eventually rise. This doesn't happen in this game because most drops resolve back to T5 materials, T6 materials, symbols, charms, and ectos so even if people farmed less, all the drops in the game are still generating these items and without something to spur consumption of those items, they eventually will go lower and lower.
You are affected by this less if you are doing content that generally generates raw gold such as fractals. If you primarily do fractals, then it's great since all the materials you want to buy are cheap and your main drops are gold. If you do open world or things that generally generate materials, then when you sell those materials (so you can buy other things), you're not getting a lot for the time you spent farming.
There was moments in the past 6months where blue uncommon gear bags had 0 buy orders. The mat prices that youd get from salvaging the gear inside dropped so much that you could sell to merchants for the default set price of the gear bags. If those bags had a merchant value of 3copper, the mat prices couldve dropped even further.
If items are near their merchant value, then all the TP does is make items available to you at all times while anet still takes a cut for that privilige.
Now is that bad ? Maybe. It makes blue gear bags feel like junk in your inventory that at some point u might as well just sell to the merchant. So why are we rewarded with junk/near-junk at that point.
@@OmnomberryTea Those few times when there were zero buy orders on blue unids were because people didn't replace their buy orders. BTW, I pay people the same price as the buy orders for unids so you get the full amount with no taxes taken out.
1:00:30 you say it's "weird Anet let's it go on for so long" while actually most professions have a low dps skill that can auto cast indefinitely. This is very clearly intended (because they are always very specific low dps skills), and perhaps Anet does it because they make decent revenue from selling more accounts.
As teapot mentioned for DD runes, I run them on a valk DD set. DD runes and intelligence sigils. Bound and vault spam with good hp and more or less 100% crit.
It was never about the economy, it has always been about lag and general look of the game for newcomers.
Now imagine that you want to do a bounty in the domain of istan but the bots scaled the event level so much that you are not able to do it even with 10 people.
@@RUclipsChillZone pretty much.
@@ok_listen I was helping some friends and this is what happened to us several times very poor experience when even after enabling commander tag it is hard because of bots😐
That's always been my position, however I got HARD flarmed and called a fool for saying that it doesn't affect the economy. So here we are.
Yup. The perception is the big problem.
Good cast of guests here. I really liked the suggestions Enko proposed (minus the giga shiny stuff but GW2 players are basically magpies I suppose so it would be effective...)
The comparisons to OSRS were very apparent in the suggestions. Players in OSRS love pinging Kill Count for things. They love completing the collection log and grinding content out for drops. GW2 could stand to encourage people farming old content more. Rewards get too weighted on the cash shop and it hurts the engagement with the content.
I've actually never played Runescape so would be interested in hearing how they do things over there.
Also as far as the idea of upgrading skins via drops, it doesn't have to be obnoxiously shiny. Just some way of being able to upgrade a skin using the drops you get from specific bosses. I'm thinking more along the lines of how the fractal backpack was originally though one difference would be that each tier should be considered a skin that's usable and not just a step along the way. Part of that suggestion is to make raids have some kind of perpetual rewards since atm if you have all of the skins from raids (which doesn't take long) and you have legendary raid armor for all three weight classes, there's no in game reward itself beyond just enjoying the content.
@@Enko63 Yeah, I think the basic idea of the scaling rewards is a great suggestion.
It's funny you've never played Runescape, because a number of your suggestions line up with how the game encourages people to interact with the economy and grind. Pretty much any boss or minigame is tracked on clear count and they have high score leaderboards you can see. People often ping their kill count or flex their rare pet drops while doing content. They also have an examine feature where you can immediately check the auction house value of an item. You can also check the auction house value of your inventory, of the loot from a player you just killed, etc.
Abree with my new motto 17:10. "It's not gambling if you write it down." 😅😍
Ah yes, another video by some of the most knowledgable, insightful, experienced players of the game that I get to enjoy listening to and that ANet will completely ignore like it's the plague.
cool topic. i always look forward to the next tea time!
Next week: What's going on with Maguuma in WvW? That way we can finally put those two topics to rest.
I saw all that people and kinda thought "hmm people do that? Is that how you make gold, guess its normal."
Now make a video adressing some real problems
PvP Afkers
TP Bots
Thanks Teapot love ur Zero to hero series
PvP AFK is easy to solve 24h ban as well as when someone writes nonsense in combat and does nothing.
I stopped playing pvp two years ago because of this so many games lost just because someone couldn't stand the pressure and gave up instead of playing to the end, he put the blame on everyone but himself.
What is Overflow?
in my opinion, if GW2 wants to implement a system where the more of the same type of enemy you kill the less rewards you get they need to have an "answer" to this system (probably a cash shop item) because players are going to need a certain item for example and find out it drops from a certain mob OR your in centaur land and every enemy is a centaur so you'll be killing centaurs and be wondering "Why am i not getting any loot or xp?" then after you log off and come back you get loot and xp again but again after a while no more. Maybe if as long as you kill something that's not that specific same enemy you don't get this special "system" that stops you from gaining i don't know bot/afk farms may be here to stay just because at the end of the day the people behind GW2 need actual money and i'm sure even the bot/afk farmers are paying for things through them just as much as everybody else.
It's not an issue of killing the same type of enemy repeatedly. It's an issue of killing the exact same spawn repeatedly. If you're farming an area to get something that only drops from a certain type of enemy, you are most likely not going to kill a mob and then wait for its respawn timer to kill it again. You're going to go hunt down other groups of it and eventually loop back after the first group has respawned.
Gen 4 legendary being a mix of Gen 1, 2 and 3 legendaries may be an insane sink that wont hinder the regular player but be a huge incentive to leg hunters to sink mats into. Just spewing random ideas here
Hopefully we get a Gen 4 set (that isn't a glorified black lion weapon set) in the next expansion Anet is working on.
This is literally the only MMO i've ever played where the refined version of mats are worth less than the raw version most of the time. The GW2 economy has always been a black sheep.
I know this was kind of said, but I feel like making old black lion claim ticket skins account bound crafting sink would be amazing, then they wouldn't have to re run them in the claim ticket store and allow people to get an old skin of their choosing for maybe a high upfront gold price and a decent gold and mat sink
Its kind d of funny because they already have items where you upgrade with more. The minis from black lion chests. So they can definitely do it without it being black lion
player housing with scribe rework, so people could dump a BUNCH of matts to craft furniture and similar would make a massive sink.
also add craftable black lions keys or even as suggested specific skins, and recipe being 1 time use consumable(thinking of lineage 2 crafting which every new craft required new recipe)
so recipe is a rare drop, but even if it drops it will always stays valuable as its for 1 craft only
Something that could be combined with guild halls would be nice. One problem with guild halls is if you leave, you don't get to take any of the decorations you crafted. What if they changed it so things you craft are still yours but they go into a communal pool for the guild hall. If you leave, your items go with you.
Player housing would be interesting too. We already have the home instances. They can add a building lot in there that is empty that you build up with your own things.
I'd love to see a big focus on that kind of stuff. There are so many guilds that love to put effort into their ghalls, many spending thousands of gold decorating. Improving a bit of the system there and the suggestion Enko just mentioned in his comment here would be a big plus.
I watched darkbringer die to fraenir, someone immediately pinged "bottle of shame (filled) with leeching"
great guest, bring them more often please
I hate afk farmers. The Iron march spot on the bottom right is hell when exploring the map. It took me 30-45min to complete a Heart quest because of the pets killing the mobs faster then I could hit them.
The sink we need is houses you can build with materials
WTS Frog Scepter q11 dom - PM offer
Oh gosh Spamadan ftw.
more runes equal more posible build, more posible build makes more eficcient meta build, more efficcient meta build more easy game/ power creep
More runes only makes sense if you have different events that require it and in GW2 all fights look the same
@@RUclipsChillZone true! to have a better rune system , they should be more situational, my point is you add more runes there is more chance to make the game more easy
sound very good more variable runes to make a build but the reality is meta exist, only with the fact mechanist and virtuoso arrives to the game, im pretty sure make the game more easy to lot of people (im thinking in T4 and Raids)
@@TheWolfLucifersAngel Believe me, I wish GW2 had as much variety as GW1, where in each new map you could use a different build because the opponents were completely different and the game allowed for different situations .
Someone in the comments had a cool idea to take away the stats from the rune, it might open up more options for other gameplay
So if I understand correctly you can only get the chak and or confetti drop from the daily??? I always thought I had unlimited goes at the high roll. And why I have friends that run it all day LOL
I really like farming/gathering matts. It's what I enjoy. The matt prices tanking really hurts me. The way I like to play is simply no longer relevant at all.
You'd love FF14 then. Gathering profession in that game is so relaxing.
AFK farming might not damage the economy, but it is profitable. There is one guy mith multiple accounts in malchors leap woodfarm spot. He has around 100 characters, if not more.
We ported his obviously botting chars away from the spot once, so he has to reposition them again and at least temporarily doesn't make any gold. It took us over an hour to do so. Was funny.
He goes by many names. Nordpeak, Oldman, helen, reto, omar... so many... All in the guild SC, OGG or ITN.
The wood respawns every hour and farming it once nets you around 14 silver. He takes 30-40 seconds to log out and in, which for simplicity sake lets say he does that 100 times an hour.
That would be 14 gold. Sure... you can do metas or whatever that give you more. That's not the point. The point is, he is NOT actively playing and does that for 24 hours a day, since YEARS. And ANet does nothing.
That's 336 gold a day, 10 000 gold per month ... just leeching. How is this POS not permabanned already?!
Haven't watched the whole video yet, but I'm going to put my guess/projection about the game economy in these comments and then watch the rest of the video to see if any of these content creators agrees with my viewpoint. I think the material prices are low right now because of the increase in new players selling all kinds of materials, instead of crafting anything. Over time I think that the supply will go back down a bit, and the prices will probably rebound as well, when these new players either stop gathering and selling all of their materials, and begin to learn their crafting. Unless all of these new players follow Teapot's example of buying gear, and trying to get Ascended gear from loot drops and laurels, then I might be wrong. Only time will tell, now on to the rest of the video.
I didn't think about it for too long but after what I see in the game I just have the impression that what you can create and sell is simply worthless, that's why it has a low price and this means that the materials also cheep.
Honestly, what do we have in the game that has value beyond legendary?
I can't think of anything else, maybe some items needed for achievements, but nothing else.
After reaching level 80, all crafting is useless
@@RUclipsChillZone Wow, after reading several of your comments to this video, it seems clear that you need to step away from GW2 and take a break. You are very salty about just about everything, it appears. Sorry you feel this way, and I hope you can find some enjoyment in playing GW2 again some day.
It's mainly an issue with T5 materials and T6 materials. T4 and lower aren't affected as much since you spend relatively little time in the game at those levels. At lvl 80 though, most of your drops are resulting in T5 and T6 materials so large supply being generated but nothing in the game to consume similar amounts of materials.
I agree remove the daily one chest from bosses
54:00 it's merchers that keep leggy prices high aswell.. 54:20 bro... silk scraps.. you'll be clicking buy / sell on tp 24/7 to make a decent profit on that x'D (on 10 accounts at once maybe)
Great chat Lads
Work from Home, minimum wage economist job for Enko !
Someone in another comment calculated it for me that it is 1/5 of the lowest salary in best case scenario 😂
why is it a problem? materials are cheaper, so what? new players, get less gold from selling materials, but also the materials are cheaper to buy. So the only "problem" is when you need to convert gold to gems.. (or the rare occasion when you need to drop that 250g for griffon). And Anet doesn't care about that too much (or even secretly allows this to happen) because this increases the intent to buy gems for real world cash instead, which is good for Anet.
36:00 yea you should have started with this x'D
That is the point knucklehead.. Its harder for the newer players to MAKE gold cause of the mat spam which is the easiest thing new players bring to the table to trade FOR gold further fkin them down the line toward griffon.. Just cause us Vets already HAVE the gold does not mean that you can say fk the newer players who cant make gold at all outside of bag farms/mystic coins and mostly T2 mats.. In the long run its ruining bringing in newer players cause even tho there is conversion they never get enough gold to convert it into much and by the time they do they already done left the game cause, they already got bored and beat the content.. THAT IS NOT how you hold newer players.. Especially with something so damn cool and unique as the gold to gem conversion.. Basically, its making newer players feel like they have to cough up the cash 100% of the time instead of feeling like they can grind for it..
@@vandakaii2893 well you have a point, but also bear in mind when us vets started out gold was also very hard to get, our exo gears were ffing expensive where as now new players can buy many things very cheap as well.. basically everything was expensive. Yes gems were cheap but gold was rare so actually it wasn't cheap. I would have to agree with the streamers here that it's still very easy to make gold, even for new players, gem store is mainly fashion wars, and although many new players do spend a lot of their money, gold or real, on this early on, it's not necessary at all. I do absolutely agree a material sink would probably make sense to avoid materials to continue to decline further in value.
Cheaper materials is fine, but to a certain extent as well. GW2 does not rely on gold rewards when farming, rather you get materials, items or specific currencies in which you have to then convert to gold in however way. It can be a bit frustrating if a player is farming and does not see a gain in the time spent, so their time could feel wasted.
The obvious answer is you want some of these base materials at a low cost but also still somewhere where the player feels like they have a decent gain.
Gold is offered in very small parts of this game, fractals being a big example. Fractals allows you to skip that step that most parts of gw2 farming doesn't. Which is you gain gold and can simply use it to buy what you need. Farming adds an extra step, you gain materials you then have to sell to get gold. If the places you farm aren't giving you a decent value for time this can drag the process for you to getting the gold you need to buy your stuff.
@@GuildMM absolutely true... The game gives gold in the form of junk and small coin drops but this is even a lot lower for new players as their gold find is very low. And of course this is intentional to make gold keep it's value... Therefore a material sink is the best option, if gw2 were to drop more gold gem prices would just get even higher. Only griffon / skyscale and some recipes / mf materials from Miyani would be easier to obtain. This is also why Anet keeps the tradepost minimum double that of a vendor, just to avoid people dumping it as junk and thus injecting more gold into the market. I think a great example of what you said; that new players feel they don't get much value is due to new players doing A - map completion B - world bosses C - personal story (and perhaps even jumping puzzles); All of which is very bad loot but will consume a lot of time. I think Anet could do something here as well, next to creating material sinks
They need to take inspiration from Star Wars Galaxies for the Economy where it was 100% player driven. If a player didn't craft it then it doesn't exist
But thats how the trading post works. Its all player driven with value being tied to supply and demand.
@@magrest The big difference is back before the combat upgrade in SWG next to no armor/weapons or anything dropped. Only recipes and crafting materials. The GW2 Trading Post is more or less the same way of selling stuff. I was more referring to how the weapons/armors/enhancements had to be crafted by a player
@@Juice866 It could be interesting if they removed ascended drops from the game so the only source would be crafting but they also made ascended gear tradable.
Same as before : these "TP barons" belong in the gulag of Tyria for being social-traitors.
Any particular reason why lol?
Comrad @@MightyTeapot : Because these "TP-flipping" activities affect negatively everyone in the game. These "TP flippers" are enemy of the people and must be sent to gulag where they will learn Marx and hopefully become a better person.
Just came from Timberline falls. I saw 13 people afk farming as I was doing map completion.
Meanwhile I only saw 8 players actually doing stuff around the map.
There were literally more accounts afk farming than actual players.
How Anet doesn't see this bulsht and freak out is beyond me
which location?
@@asekgameplaytv By the grawl caves (South west part of the map) and in the skritt caves (center of the map, towards the north and northwest cave entrances)
About strange runes...Rune of Radiance for the win XD
I see no point in infusions. They are just more noise on the screen.
I'd like it if they added a checkbox or a slider to hide or tone down other people's infusions.
Should be in the game every game has auras the problem is that they are tied to stats when they should be just cosmetic
@@RUclipsChillZone I actually wouldn't mind an infusion slot if they added infusions to the wardrobe. Unlock an aura and then you can apply that to the slot. Can only use one infusion then but can use that on any template.
The entire thing with aura stacking seems like it was an accident since you have to use a different stat of the infusion to get it to stack. The game seesthem as different items instead of just having a flag that said same type of aura as other existing and do not apply aura again.
Though, I would prefer my proposed system where you can add your infusions to the armory and they get consumed and allow you to stack the auras if you so choose and had unlocked that aura with different stats. Add an option to hide other people's effects. They already have precedence in hiding other player's unique item sounds. Add something to hide other player's unique visual effects too.
where can I see how much gold I have burned via TP taxes?
What supper expensive materials is he talking about. Materials ware never cheaper
Hopefully they do something about the huge ammount of bots and afk players
Anet should just buy every single thing on the auction house, then everything will be reset. By buy I mean, it doesn't go to other players, the seller still gets the gold, but the item dissappears.
Great lineup
Went to domain of Istan the other day and there was a whole map of bots... not cool.
craftable infusions that are accountbound at twice the material sink as gen 2 problem solved that would put most infusions to about 2-10K so it doesnt have to be traded outside the game and makes it useless to buy up n hoard
25:00 bad idea want this shiny skinn buy it from the gem store want to upgrade it spend Gold or the other way around spend gold to get shiny. want to upgrade it to final tier buy the gemstore upgrade voucher I see forum blowing up
Still, if "AFK farmers" could get the f out of Bloodfin Lake renown heart, so their personnal ridicule profit would not hinder the game experience of low level players, that would be great... They've been there since years ago, spawn-killing enemies that players need to kill for the heart, and that's a really shitty move if you want my opinion on it.
I always did that heart by throwing the chunks of wall into the water. Even early on in the game before afk farming was a thing, it ended up being faster that killing the mobs.
This doesn't change that I agree that they should do something about the afk farming.
Shiny? Jackpot shit? Gw2 dont need that, gw2 need rewards that target the specific type of player, casual gameplay reward with casual gameplay value stuff, hardcore gamplay reward you with greendy hardcore valuable for hardcore players. Its hard but workeable
Example for hardcore rewards: exclusice skins, exclusive instances, exclusive system (like agony res.) Thinks that only works for hardcore players and dont break the game KNOWING that only a small portion of the player base is a hardcore player
The small population is only because arena net has devoted all its resources to open world and living world.
Believe me, the interest would be greater if the prizes were appropriate and the content itself was delivered regularly
@@RUclipsChillZone every game, will have a small but important hardcore base, not everyone play gw2 more then 3 hrs per day, not everyone play gw2 for more then 6 years. that amount of ppl in any game is very small and you have to create content for them without killing the fun for new players
is hard to make everyone happy, make the game more grindy doesnt change anything, the system that this guys describe early in the conversation doesnt help because
you have to make the game good for new or casual players at the same time you develop a system who make the game good for veterans hardcore players
wish is hard to do but make it a ''jackpot flashy skin'' game doesnt fix this, the reward for a hardcore player have to be very catchy hard to get but cant be something that is needed because you have to know, the mayority of your playerbase never gonna get it
afk farmers were always there,they re part of tyria s flora by now,the jade bot might and magic trophy is also what caused this topic
so....what i see is that things get less expensive...
uh...HOW HORRIBLE
"Delete the game" the conclusion of this teatime
Enko selling silk scraps? Afk farmer boss.
the 4winds boxes i couldent agree more with Enko. ive gotten so many super rares being the cosmetic items that are fucking worthless. its fucking awful.
engineers are 90% afk farmers
The "players" posting about how damaging afk farm is they are the ones actually dmging the game more by spreading fake news.
afk farmers need to be banned. not because I think it's really ruining the economy that much though I've noticed price drop a bit. people shouldn't be able to macro and get gold. It's not how gw2 is designed.
I just finished map completion again the other day, and the amount of necros AFK and macroing a few skills with all their minions out was disgusting, WAY to many.
I even came across a ranger macroing a full rotation, including weapon swapping. And majority of these players were actually high mastery level as well.
out of all the AFK farmers I came across (and this is maybe a good 30+ of them) maybe 4 of them weren't macroing skills. They were actually AFK and letting the minions kill the mobs, this I'm more okay with.
How small is the GW2 dev team if they struggle so hard making all this content
the game completly ignore new players!
good stuff: "keep farming and in 6-9 months you gona get it...."
boring stuff "its easy to skip that... just buy this item with diamants"
as a new player its very hard to get gold/diamants...
change stack size from 250 to infinite, then most "richer" people that don't need gold right away will keep it banked as hoarding is also a real thing and ppl would get satisfaction of looking at their huge material stacks. (for as far as the current bank material stack size of 2500 this could be converted to infinite.. so it's still valuable to buy from the gemstore same as now)
Yea I'd like it if they let us buy more material storage expanders. A 10k cap would nice.
I'd really like it if they would examine all of the account upgrades that have limits and increase the limits as much as they can without having to incur any database costs. This lets the players upgrade things as much as they want (and spend the gems for it) without increasing their costs. They can then do a cost-benefit analysis of increasing the cap where it does incur a cost for them but hopefully expect an increase in spending by the players that outweights it.
You've got an entire economy inside a real life economy. I think that's more complicated than it's been made out to be here. And Anet notoriously do some strange things in terms of marketing and features they've still never added to the game that seem kind of obvious and that every other game has. They are one step ahead
teapot dont fall for the mag memeposting about mag in the forums :'(
I enjoy the mag memeposting lol
So the 2 gold per hour 'afk' farmers should be punished? Why the f would you want to do that. Leave them! Let them have their 2g ph! Why push players towards other way of game play. Gosh that's so toxic
If one of these guys gave me just 10k gold
i just want 100k gold already 😭 started a week ago or so
if those skins dont give ap they are meaning less.
Do you mean the repeatable achievements? You'd be surprised at how many players are doing things just to be on a leaderboard like wingman or gw2efficiency.
600 accounts at 30 bucks an account is 18k. So there’s that… deserves w/e they get.
He could have gotten those accounts when ANet had a sale on GW2 for $10 years ago. Still, a stupid amount of money regardless.
20 min and only i ear is trash, any of this it gonna help the game
These dudes literally manipulate the trading post and then tell other people whats wrong or right.
If you really want to hate on something. Go hate on the people who afk in PvP. Or the TP bots that fill thousands of orders a day. Would not surprise me if these guys have tp bots aswell to be honest. TP barons what a joke
This enko guy got legit every legendary times 10, there's no way anyone can afford that without manipulating the market heavily, I'm not sure if I care about what these guys have to say when they are actually the issue.
As they said near the start, the economy as a whole is so large that any baron pushing to change prices in a common material would make little to no progress against the economy's natural inertia. The margins on TP flipping, while they can make you a fortune if you can deal with items efficiently, are too small to allow mass manipulation in the long term. Just look at Cellofrag as an example; he buys out tens of thousands of exotics every few months to do a forging stream and the prices hardly budge. The main "issue" they discuss has to do with the price deflation due to there not being quite enough material sinks in the game, which is not at all controllable by the players.
(Also a major part of why Enko is as rich as he is is his playtime; he's got about 41k hours in the game by now, and he's quite proficient at using that time for gold-making efficiently.)
Most of the things I sell on the TP are less than a gold. My main source of gold is mainly due to figuring out the drop rates from containers like salvageable materials or unidentified gears and then using that information to make gold. It doesn't require market manipulation. My entire stance with how I do things is that I don't affect prices on the TP since I never undercut by more than 1c and I never outbid by more than 1c.
*Bots.* Both the open world farms and the trading post are infested with bot accounts, to a point where the economy of GW2, just like Runescape, is entirely bot-driven: wealthy players can game the system to a point, with price speculations, but all the wealthy barons combined are nowhere near as wealthy as all the bot farmers combined. They are extremely easy to spot as well, such as random poppings of 1 item in attempt to set a certain price, which will immediately reappear the moment you fill the order, or scripts in open world that even the players knew how to exploit against their owners to troll bot accounts, like dropping necto bots off a cliff with a turtle, and we're only in this situation because there's exactly 0 effort from ANet to combat the situation. The only kind of in-game economy that isn't completely collapsing is materials that are exclusive to instanced content, due to it being inherently difficult to automate, and even that will probably be gone in a few years due to sheer amount of raw wealth being generated by the bots that fluds the economy due to players involved in RMT, who push reward-driven players to oversupply that market as well.
Anet doesn't care because the more bots drive up prices of the game, the more impossible it is for players to grind out the additional 60-70$ it will cost to buy all the living world seasons, the basic account upgrades and character slots that should have been in the game with the box price, the griffon license, and the costs for the skyscale, but GW2 players can keep telling themselves that GW2 ain't p2w 🤔 it will only take you 6 months to 2 years to have your account setup no big deal.
@@MarkFin9423 Ignoring the bot discussion, gw2 is a pay to play game, and that is mostly the expansions. Yes if you don't have them you won't be on the same level as someone who has access to them, but that doesn't stand as pay to win when an expansion releases once every blue moon and is the main way for players to support the game and get A LOT of content. MMOS already are hard to monetize, expecting GW2 to give you all the quality of life and mounts immediately is just illogical. GW2 ,fun fact, is probably the best MMO out there when it comes to value for money. People be out there slaving away their subscription on WoW and are yet dissatisfied with the perfect GW2 system of "pay me once every 3-4 years and receive permanent access to great content". Let me guess did you advocate for the Dragon's End nerf as well?
@@Stoothis IDK man, people look at that 250 gold price tag just to fly and move to wow which take 10 minutes from the box price and the subscription, no need to farm 200 hours in a RIBA map just to actually start playing the game. That's why GW2 will never reach peak popularity among other reasons
@@MarkFin9423 If you watched the video you would know, but I will also repeat that in GW2 you don't need to farm RIBA or anything similar to make gold. Just the gold you make for actively playing the game will be enough for you to get something specific you really want. I can also tell you haven't even given the game a chance since you claim that 250 gold is a big number that merits a lot of gold farming. 250 gold is no small sum and while you can't snap your fingers and get 250 gold, an MMO player should have no trouble taking their time and realising their goals passively instead of trying to force the issue. You want instant gratification and spoon feeding? That's a you problem, keep GW2 out of it. Blizzard will be more than happy to exploit you.
@@Stoothis There is a stark difference between spoon feeding and padded out time to kneejerk a financial response from a credit card. 250 gold is not something a casual player will ever see in a year or 2 or 3 maybe 4. 250 gold isn't even the end either because if you were to estimate the amount of gold you would need for everything to actually be on the level of a normal player who has been playing for much longer minus the grind for pve gear would be around the ballpark of 2k gold. Let's not pretend ANet cares more about your time than any other predatory company minus the allegations ok bud.
Why do you guys feel its ok for you to dictate what everyone's play style should be? semi AFK farming does no harm to anyone... and if we prefer to farm our own legendary items, that is our business... not yours. So long as bots or macros are not being used, you really need to grow up and stick to your own business.
In the spirit of understanding, can you expand on how they're dictating what people's playstyles should be?
This gives me strong pro-AI vibes. Lmao
That's libertatian ideology applied to gw2 economics. Gz, you just won the Ignoble prize of economy XD
Afk farming does harm others. Ive watched many new player streams and everytime they run into them, theres an instant negetive perception followed with comments on botting. Anyone that has played other games understands the impact that has, and MMOs are especially susceptible to perception defining thier success.
I take it you've never done an event that was scanned so high that the entire zerg had trouble completing it?
Good luck killing the iboga champion in the domain of istan if he shows up near the farmers 😐
Great video. I don't like becoming aware of Karen-like qualities in myself, and I am happy with everyone doing their own thing provided they're happy. But afk farmers have a stigma attached to them in a way that is hard to articulate accurately. It can be likened to quite a few things (like automation in the service industry - ordering food from a touchscreen IN the fast food restaurant), but I feel it is more of an indicator species. Like when frogs start disappearing from ponds because there is a shift in the ecosystem. AFK farmers could be dispelled by the policy shifts you guys mentioned, and they should. I also acknowledge your vast wealth of economic awareness and strategies pointing to the afk farmers not putrifying the game. I do wonder, in the age of executive foolishness, whether certain behaviors (like AFK farming) benefit ANET. Perhaps there aren't THAT many afk farmers per player capita, but the fact I can leave my character sitting in Lion's Arch or anywhere for as long as I can is a policy I feel serves the ANET executives in that their "numbers of active players" makes it seem more vibrant that it really is. Overall, the method of moving players from one instance to another when activity or population diminishes was a very good idea.
The fact that there aren't gold farmers like in Lineage 2 all just sitting around with little signs above their heads is also a sign of progress. Diversity of player motive and activity is very good, but some things just have to be impeded or prohibited.
Arena net's greatest achievement for me is dealing with all the spammers who sent PM in the game about selling gold
@@RUclipsChillZone you unlocked an old forgotten memory with that comment
if I worked at Anet, I wouldn't use the number of active accounts as the metric for game activity. I would use the average gold/items generated per account as the metric.
The daily log in rewards pump up the "active" accounts number by a lot but most of the extra accounts people have are logged into for seconds and then logged out for the next one.
I’ve gotten dced a ton of times for inactivity
@@alexnoneya2949 This happens to me every day after 20 minutes