Anets response to the celestial sig problem

Rothgar

Academy Page

Join Date: Apr 2005

Thank you for a civilized discuession, I was getting sorely disapointed with quality of the posts in this thread.

Quote:
Originally Posted by Lazarous
While any number of people can run through the underworld, you're bottlenecking your pvp rewards to essentially nothing.
While I agree with you that any number of people could successfully run though all of underworlds content, it could also be said that any number of people could win the HOH. True, both are possible, but neither one is easily done (and if anyone would disagree with this, try doing either one for yourselves, I think you'll quickly change your option).

Quote:
Originally Posted by Lazarous
There has to be a better pvp reward system than simply winning the HoH.
I fully agree with you there, we have arenas (although they are serverly looked down upon by serious PvPers) that could start offering rewards for any number of achievements. That might even boost the quality of play in there (because it is very bad in there right now).

I know theres other stuff that could be done with the GvG matches, but because the matches can be arranges, any reward system other then fame is going to be ripe for abuse.

[soapbox]Right now, Guild Wars has problems with its implementation of certain aspects of the game, but I know that Arena Net IS responsive to its community once it has identify a problem and they are willing to take suggestions under serious consideration. That is if they can identify those who have real solutions and not just flaming away.[/soapbox]

Excuse me now, but I need to go find skull crack so I can go bash some heads in. This posting is taking away from my playing time :-(

Lazarous

Frost Gate Guardian

Join Date: Mar 2005

Quote:
While I agree with you that any number of people could successfully run though all of underworlds content, it could also be said that any number of people could win the HOH. True, both are possible, but neither one is easily done (and if anyone would disagree with this, try doing either one for yourselves, I think you'll quickly change your option).
I wasn't arguing about the skill of player involved, merely the game mechanics. HoH is a global thing - one team can win any given match, while underworld is instanced and an arbitrarily high number of players could be doing it concurrently.

You are right in noting that there is a massive untapped potential in the pvp arenas. Simple things like having competitive matches ala the end of aurora glade (essentially capture and hold) to having special rules arenas (like for example arenas that mirrored the global effects of the dragon lair); complex things like arenas that change shape, that vary their global effects over time, implement different 'classes' of pvp play where certain items, runes, skills are allowed/disallowed, more and more varied arena maps. They really need to take a long hard look at whether they need to focus on adding pve content (which is already fairly plentiful) or pvp content (which is fairly scarce and is almost the entire end-game).

Laz

Rey Lentless

Rey Lentless

Krytan Explorer

Join Date: May 2005

I don't think having less guilds participating in pvp makes it better. I think that's faulty thinking. Having the rich get richer and having the poorer not even able to practice in the same arena, just further seperates the two groups.

There should be a reward for doing well in pvp, but it shouldn't have anything to do with controlling those wanting to get into pvp. That would be like the heavy weight champion requiring the challenger to shoot him up with steroids before their fight, and the challenger couldn't train at all. Or the charlotte hornets not getting any draft picks until they win 50 games.

While I appreciate the attempt to keep guilds playing at a high leve (and I think that's why this system is in place) for the hardcore pvp players.. this obviously hasn't happened, so it isn't working. It's just an easy way for the people already on top, to stay on top.. have a great influence in staying on top by keeping other people down.. and by creating a real economy on ebay and it's ilk, by denying access to something that's supposed to seperate this game from other mmorpgs. But it really isn't helpful to the pvp players that just like competition, because there's not enough of it to keep the play at a high level.

Zeppelin

Frost Gate Guardian

Join Date: Apr 2005

Houses Of The Holy

W/N

Quote:
Originally Posted by Nash
I am all for unlocking things. Give all guilds a guild hall for free. Give all the PvPers all the skills and items. Let people play to have fun, not to acquire. Unfortunately there are those who don't agree. Many of these are PvE fanboys. In protest against their narrowmindedness and the amount of grind, I am not selling sigils.
You're part of the problem, not the solution. There is nothing more narrowminded than stereotyping and insulting a large segment of the population. Just because a small fraction of PvEers didn't like the 'unlocking for PvP' idea, all of the sudden all PvEers get punished and are the cause of the problem? I think the majority of GW players stick to the premise of 'no grind', as was advertised, whether they are PvP, PvE, or both.

You don't deserve it because of this, you don't deserve it because of that. What happened to a level playing field? Oh that's right...you're still pissed because ANet didn't live up to that standard as far as PvP is concerned in your eyes. Well, I guess that's my fault. I've played 200 hours, and no matter what anyone says, in my eyes, I "deserve" it. Oh, but wait, now a select few PvPers are telling me that I don't deserve it, because I didn't do one of the two repetitious tasks needed in order to acquire one. Or because, evidently, my 20 person guild sucks because they cannot get 100k in 1 hour....

I'm not complaining, as I said before I really don't care much. I'll 'earn' mine sooner or later, one way or the other. I'm also not blaming "THE EVIL PVPERS". What I do notice, though, is several PvPers in top guilds that are destroying sigils, refusing to sell them, and overall have a very elitist and vengeful attitude towards the game. I'm not saying all of you, but there have been a select few in this thread with that tone. In all honesty, I've looked up to many of you PvPers since joining this site in early April. Many of you have been quite helpful and very informative on these boards. However, I would be lying if I didn't admit that I've lost respect for a few people that I really looked up to. All of the mudslinging back and forth, and it seems most of this thread is falling on deaf ears. I don't remember there being this much of a barrier seperating posters until recently.

Mimi Miyagi

Mimi Miyagi

Wilds Pathfinder

Join Date: May 2005

Port Orchard, WA

The Second Foundation: [TSF]

Well, Sigils are actually showing up at a sigil trader after the patch. Sigil has tumbled from 100K to 89K.

It's a start.

Some of you sigil HOs better get while the gettin is good.

I think you waited too long.

Zrave

Elite Guru

Join Date: Feb 2005

I'd pay 100k right now to unlock ONE specific superior rune or weapon mod. Does this illustrate the problem for you? I would like to unlock every superior rune to have the PvP freedom that I want, but a sigil is something an ENTIRE guild needs to get ONCE.

In my personal stash I have items and runes worth millions. (at current prices anyways) :/

If one person can do this, how can an entire guild not get 100k? Don't want to farm? Your choice. Don't think you should be required to farm? Fine, but then PvP'ers shouldn't have to either. And please, I don't think the "PvE skill" and "100k is too much" concepts belong together in an argument.

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

My standpoint is still this:
The grind required to get a sigil is just nothing compared to the grind required to unlock everything for PvP. I'd like to see both removed, but let's get our priorities straight, eh?

Quote:
Originally Posted by Zeppelin
There is nothing more narrowminded than stereotyping and insulting a large segment of the population.
And just where is this stereotyping I am supposed to be doing?

Quote:
Originally Posted by Zeppelin
Just because a small fraction of PvEers didn't like the 'unlocking for PvP' idea, all of the sudden all PvEers get punished and are the cause of the problem? I think the majority of GW players stick to the premise of 'no grind', as was advertised, whether they are PvP, PvE, or both.
Hardly a small fraction, but whatever. I respect PvEers who don't mind unlocks for PvP. They are not part of the problem. The problem is fanboys and an economy where gold is useless. Why would I sell sigils? So I can hoard pointless gold? I only sell junk I don't need, anything else I give away or keep.

Quote:
Originally Posted by Zeppelin
You don't deserve it because of this, you don't deserve it because of that. What happened to a level playing field? Oh that's right...you're still pissed because ANet didn't live up to that standard as far as PvP is concerned in your eyes.
Yes, I am "pissed" (hardly the word I'd use) by the amount of grind, I started playing GW to avoid grind. In E3 you couldn't even level up, and it was great.

Quote:
Originally Posted by Zeppelin
Well, I guess that's my fault.
Did I say it was?

Quote:
Originally Posted by Zeppelin
I've played 200 hours, and no matter what anyone says, in my eyes, I "deserve" it. Oh, but wait, now a select few PvPers are telling me that I don't deserve it, because I didn't do one of the two repetitious tasks needed in order to acquire one. Or because, evidently, my 20 person guild sucks because they cannot get 100k in 1 hour....
Blame ArenaNet for adding grind. It doesn't have anything to do with the PvPers. They didn't make the system, and regardless of their opinion whether or not you deserve it, they're not the ones forcing you to grind.

trialist

Core Guru

Join Date: Feb 2005

Its actually quite funny that this whole problem with the prices and scarcity of sigils is actually caused by the ones needing the sigils in the first place. If every buyer of a sigil had been steadfast and strong in their stance that they will not go beyond a certain price, for example, 30k, this problem would not exist at all. Simply because if every buyer only wants to pay 30k and nothing higher, then the ones hoarding the sigils will actually have to rethink what they are going to do about their sigils. They will actually have to either sell them at the 30k to the buyer or simply sell them to the trader if the price is actually higher, or continue to hold on, hoping that one fool will actually break the market price.

It is because people are so desperate and willing to pay any price to get the sigils, thus breaking the market, that you have the current situation now, where prices are at 100k, and now even rare unidentified armour is being demanded as a price to trade for a sigil. Seriously, if you want the prices of sigils to go down any time soon, stop paying those ridiculous amounts of gold and whatnot to the sellers. Patience is not a bad thing, learn it.

Xellos

Jungle Guide

Join Date: Mar 2005

No Idea

Ha, 2 gold for selling a sigil, how about no? Awell, 3 sigils tonight. Gg Lulu.

dansamy

Chasing Dragons

Join Date: May 2005

Lost in La-La Land

LFGuild

Mo/Me

Well, I just got mine from the Sigil Trader last night for 65k. The price then shot up to about 90k at the Trader. Right before I bought it, the trader was selling it at 78k. I just happened to hit her at the market low last night.

Zeppelin

Frost Gate Guardian

Join Date: Apr 2005

Houses Of The Holy

W/N

Quote:
Originally Posted by Nash
And just where is this stereotyping I am supposed to be doing?
Blaming the "PvE fanboys" as a whole by refusing to sell/trade your sigils in protest(for something that the majority of PvE players had nothing to do with).

Quote:
Originally Posted by Nash
Hardly a small fraction, but whatever. I respect PvEers who don't mind unlocks for PvP. They are not part of the problem.
See man, this is where I get disappointed, because we're both seemingly wanting the same thing. Yet, you seem to hold a grudge against PvEers for, as you stated, something that isn't our fault in the first place. If you want to protest, then why take it out on the PvEers? I also do believe that it is a small fraction, only it may seem like more because people tend to come out of the woodwork to complain about something they don't like.

Quote:
Originally Posted by Nash
Yes, I am "pissed" (hardly the word I'd use) by the amount of grind, I started playing GW to avoid grind. In E3 you couldn't even level up, and it was great.
Rightfully so.

Quote:
Originally Posted by Nash
Did I say it was?
You did blame it on the PvE fanboys' narrowmindedness as a whole, which affects me I guess, being that I play mostly PvE and am in this category of not having a sigil. Your protest affects PvE players more than ANet, so essentially we're being 'punished' for the grind ANet puts on PvPers.

Quote:
Originally Posted by Nash
Blame ArenaNet for adding grind. It doesn't have anything to do with the PvPers. They didn't make the system, and regardless of their opinion whether or not you deserve it, they're not the ones forcing you to grind.
Exactly my point. It works both ways. Grind is grind, and whether it's 200 hours for one person, or 20 hours for another, it was the decision of ANet and should be taken up with them. My point was, that there is grind, and no one person here can regulate who and who doesn't deserve something. We're all in this together, the majority of us do not want to grind. I would just like the PvE vs PvP, we did this so you do that, you have it easier than we do, mudslinging stance to really think about what they're promoting.

Xellos

Jungle Guide

Join Date: Mar 2005

No Idea

The only real problem of this is that it undermines the importance of a guild hall. The only reason people in PVE want a guild hall is because it's something special. At this rate, everyone and their dogs will have a guild hall to themselves if they want, making it absolutely worthless as a HoH prize.

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

Quote:
Originally Posted by Zeppelin
Blaming the "PvE fanboys" as a whole by refusing to sell/trade your sigils in protest(for something that the majority of PvE players had nothing to do with).
Well, the PvE fanboys are the problem, or rather that ArenaNet listens to them.

Quote:
Originally Posted by Zeppelin
See man, this is where I get disappointed, because we're both seemingly wanting the same thing. Yet, you seem to hold a grudge against PvEers for, as you stated, something that isn't our fault in the first place. If you want to protest, then why take it out on the PvEers? I also do believe that it is a small fraction, only it may seem like more because people tend to come out of the woodwork to complain about something they don't like.
Not PvEers, I was one myself until the betas. The people who want to force everyone to grind are the ones who I have a problem with. Even so, without the protest, I still wouldn't sell my sigils. Gold is useless, sigils are not. Why would I trade something useful for something useless? I'd sooner start giving them out for free to people who aren't morons than I would sell them to some random jerk.

Quote:
Originally Posted by Zeppelin
You did blame it on the PvE fanboys' narrowmindedness as a whole, which affects me I guess, being that I play mostly PvE and am in this category of not having a sigil. Your protest affects PvE players more than ANet, so essentially we're being 'punished' for the grind ANet puts on PvPers.
Well, if many others would stop selling sigils, that would punish the PvE crowd a lot, yes. The thing is that ArenaNet seems to listen to the PvE crowd, so what affects them affects ArenaNet. I'm not saying it's a great way of getting things done, but I'm not seeing any other way.

Xellos

Jungle Guide

Join Date: Mar 2005

No Idea

Quote:
Gold is useless, sigils are not. Why would I trade something useful for something useless? I'd sooner start giving them out for free to people who aren't morons than I would sell them to some random jerk.
This is "Gold" right here. it looks like gold is officially worthless just like it was in Diablo 2. Congradulations Anet, hope to see a 1.10 patch soon if this keeps up.

Chaynsaw

Academy Page

Join Date: May 2005

People...

It's not just us selling sigils at exorbitant prices... you're the ones buying them.

Which leads me to believe that these tirades about the economical stranglehold that players who earned sigils have over those that haven't (oh, the injustice!) are just hatchet-grinding with an activity you do not possess the effort, or desire to excel at.

I hear a lot of people making excuses and talking just straight up about what they won't do. Oh, they won't farm, they won't spend a huge amount of time on the game, they refuse to get TS or vent, they refuse to believe that a random pickup team of anybody they can get their hands on should be precluded from winning the HoH and getting their own sigil, they refuse to pay the price of a vanity item with virtual gold which can be obtained easily by several players if you advanced normally through the game and sold a few l33t items you found on the way.

Well, what WILL you do? Spend a half-hour doing a quest every week or so and expect to reap the same benefits that those of who feverishly assault and defend the Hall of Heroes do? Heap insults if you wish, but the fact of the matter is, we put in the time, the effort to strategize, the pain of putting together a good build, a good team, and bottom line, we earned those sigils. You're expecting to get more for less.

I do agree that the sigils were rising dangerously in cost. That any of you should demand that the rewards of our momentual efforts to secure sigils should be diminished, however, is appalling to me.

Xellos

Jungle Guide

Join Date: Mar 2005

No Idea

Actually, if you calculate the inserted cash into the system and factor in the inflation prices, 100k just isn't that much. 200k perhaps, but 100k seems about right at this point on. Most players that are finished the game that didn't buy the 15k armour have at least 50k. Their just whining because they bought their brand name armour and now cannot contribute much to the guild hall. What kind of argueing is that? You guys never complained about the 15k armour being too expensive, let alone the damn material costs. Why are you complaining about an item that affects your whole guild, not just you Mr.GQ?

KrystenDeathknight

KrystenDeathknight

Frost Gate Guardian

Join Date: May 2005

UK

New Dawn Fellowship

N/W

I'm just going out on a limb here but i would say the reason that people are not complaining about the 15k armour is because the 15k armour is not a neccesary part of the titled game.

Correct me if i'm wrong but that 15k armour is for those who have way too much spare money and want to shell out for armour with EXACTLY the same stats as the 1500 armour but that has a different appearance.

Thats simply cosmetic desire, whereas a Sigil allows an essential part of the gameplay that is - "Guild Wars".

Chaynsaw

Academy Page

Join Date: May 2005

A guild hall is only essential if you PvP. It serves no other purpose, whatsoever.

Sarus hits the nail in the head with his post.

sama

Frost Gate Guardian

Join Date: Apr 2005

EST

K A R M A

Quote:
Originally Posted by KrystenDeathknight
I'm just going out on a limb here but i would say the reason that people are not complaining about the 15k armour is because the 15k armour is not a neccesary part of the titled game.

Correct me if i'm wrong but that 15k armour is for those who have way too much spare money and want to shell out for armour with EXACTLY the same stats as the 1500 armour but that has a different appearance.

Thats simply cosmetic desire, whereas a Sigil allows an essential part of the gameplay that is - "Guild Wars".
Hey haven't you heard?

Quote:
Originally Posted by Gaile Gray
Also, you most likely have a familiarity with the lore of the game. If you do, then you know that "Guild Wars" doesn't really refer to Guild versus Guild battles.
gg anet...u got me!

Robos Stavanis

Robos Stavanis

Frost Gate Guardian

Join Date: Apr 2005

Indianapolis, In.

Order of the Setting Sun

Quote:
Originally Posted by Lazarous
Your solution 2 has one major problem - and that is the same problem that makes csigils so expensive: only one team can hold the hall at a given moment. While any number of people can run through the underworld, you're bottlenecking your pvp rewards to essentially nothing. That makes fighting in the hall to become competitive suboptimal, while once you're ready to go the rewards are pretty meaningless.

There has to be a better pvp reward system than simply winning the HoH.

Laz
Perhaps. Though only 1 team can hold the Hall, several teams are doing battles to get to that point. Several teams can also run through the UW, however there is a cost to that, and not everyone will be able to complete, thus not win the sigil. While I will grant you there is a bit of a difference, I don't know that in practice it would be that drastic.

grimmolly

Academy Page

Join Date: Mar 2005

Xion Nights

N/Mo

If you can't win the HoH or farm enough gold to buy a sigil, your guild certainly will not be ready for and will be dissapointed by GvG. I like the mechanic. It's like a rite of passage. This is mere tweaking.

thorizdin

thorizdin

Academy Page

Join Date: May 2005

Lords of the Dead

Quote:
Originally Posted by Robos Stavanis
Several teams can also run through the UW, however there is a cost to that, and not everyone will be able to complete, thus not win the sigil. While I will grant you there is a bit of a difference, I don't know that in practice it would be that drastic.
HoH = 1 winner per round ~12 minutes and rewards only drop for the winning team.

UW = Unlimited teams and rewards drop throughout the map.

Which map will generate the most rare drops? By far, it will be UW.

Sadye X

Academy Page

Join Date: May 2005

Quote:
Originally Posted by Chaynsaw
I do agree that the sigils were rising dangerously in cost. That any of you should demand that the rewards of our momentual efforts to secure sigils should be diminished, however, is appalling to me.
The first part of this statement is and has always been the central issue to the change, rather than people wanting something for nothing.

There's no single other item around that's gone up in cost in such an extreme way, in such little time. An example ~ minor runes sold in week 1 at or around 300 gold. They sell at the same price today.

Given the supply vs. demand aspect, there are actually many dropped items / runes in the game that should far exceed the value of a single sigil, simply based on the means of acquiring them. As stated numerous times, only a given number of sigils will ever drop per hour ... but keep in mind you already know exactly where those sigils drop, at what approximate rate, and if your guild is pvp focused, then you also have a general idea on what skill / teamwork is involved to win one ( or 3 with the added change ).

On the other hand, take a rare unidentified armor which has the potential to be a superior rune. I've been playing since the pre-launch on a regular basis, logging a fairly high amount of hours in explorable areas / missions, and have completed the game on the pve end of things. Yet, I've yet to have a single superior rune drop in a single area mission, for a single person in my group. So why is the cost for these on average less than half of that of a sigil ?

And now these same rare items that are ( apart from gold ) the only means of trade for sigils in the 100k market will *also* drop in HoH, it seems like a win / win for high ranked pvp guilds to me.

Yes, it takes alot of effort / skill / teamwork to hold the HoH, I've never debated that fact, but once you're there you have a fixed , pre-determined lootable award, as well as now getting a rare item. Meanwhile guilds / players who work just as hard, but enjoy going through pve *still* can play for a month solid and never see a single superior rune, and unless have the *grind for gold is fine by me * attitude, still face the same issue of wanting to enjoy a very interresting , primary aspect of the game, but being locked in the position of it being bottlenecked via the HoH being held by the same guilds over and over on a daily basis.

nechronius

Krytan Explorer

Join Date: May 2005

Southern Cali

Herald of the Storm

W/R

I saw a celestial sigil for sale at the sigil trader last night. 87,111 gold. It seems to be about the going rate for them.

Moskel

Frost Gate Guardian

Join Date: May 2005

San Antonio, TX

Xen of Onslaught [XoO] - www.xoohq.com

W/E

One note, as long as a small group of teams win the HoH they can, should and will control the supply of Sigils. 3 dropping per HoH just increases their currency and makes them more money as the price was artificially limited to 100p since players can't carry more than that.

End up with too many Sigils for your mules? There is always the trashcan...that takes them back out of the supply and increases the price of the ones you do have.

Right now we have a few guilds that are focused in PvP and dominating this through the short term. For the long term to succeed in GvG you will need to have a large, active, well rounded guild. The ladder rankings while tied to wins over quality opponents will still reward you with some points for beating lower ranked opposition.

100p is nothing for a good PvE guild to pay, 7 unidentified gold drops and 100p is nothing to pay (this is physically the max an item can ever sell for) for a good guild. I personally have spent over 300p on things, I hold down a full time job, golf at least 3x a week and raise kids. I have identified tons and tons of gold drops.

I like the Sigil as a rite of passage. If your guild isn't strong enough to win HoH or collect the needed items to trade for one you need to focus on building and recruiting a stronger guild.

How hard do you think HoH would be to win if you put together 12 teams and all went in at the same time? (8x12=96, max in a guild is 100 players) Probably not very hard at all since if the teams are decent odds of 2-3 teams getting through to the end is good and then you can really unleash hell.

Ellestar

Ellestar

Munchking

Join Date: Mar 2005

Russian Federation, Moscow

Ladder to Hell (ATM playing with Rus Corp)

Quote:
Originally Posted by Nash
I am all for unlocking things. Give all guilds a guild hall for free. Give all the PvPers all the skills and items. Let people play to have fun, not to acquire. Unfortunately there are those who don't agree. Many of these are PvE fanboys. In protest against their narrowmindedness and the amount of grind, I am not selling sigils.
Nice idea. I have only one, but i also don't see any reason to sell it because i can't get runes unlocked for it anyway and just about everything else doesn't worth it.
PvP guilds have a monopoly on these items anyway. Is it possible to make a common agreement among them to shut down sigil trade until Arena.net will fix that grind required to PvP? It seems that they listen to carebear whine about guild hall (after all, they tried to fix a problem with sigils). Maybe that will force them to think about PvPers too...

Sarus

Sarus

Ministry of Technology

Join Date: Feb 2005

Washington D.C.

Idiot Savants

Mo/

Quote:
Nice idea. I have only one, but i also don't see any reason to sell it because i can't get runes unlocked for it anyway and just about everything else doesn't worth it.
PvP guilds have a monopoly on these items anyway. Is it possible to make a common agreement among them to shut down sigil trade until Arena.net will fix that grind required to PvP? It seems that they listen to carebear whine about guild hall (after all, they tried to fix a problem with sigils). Maybe that will force them to think about PvPers too...
I doubt that will get them to change the PvP grind system. They'll probably just sell sigils at the trader for 100 gold or something to annoy the PvPers. And yes, gold is worthless. Buying runes is great and all but it's only a temporary solution to inevitably having to unlock the runes yourself. This of course means endless hours of farming and unlocking. The worst part is when you unlock a superior fast casting rune or something totally worthless. *sigh*

Dreamsmith

Dreamsmith

Elite Guru

Join Date: Feb 2005

Minnesota

Beguine Guild [BGN]

Quote:
Originally Posted by Sarus
I'm sure you can relate to that since you're complaining about having to farm for money to buy a sigil.
Bah. I wish that was all it was. I'm happy to farm whatever gold I need to buy my 1.5p armor, or my 15p armor, or my 100p armor if they ever make some -- whatever. Just let me know how much I need, and where I need to go to talk to the merchant who will sell it to me.

My guild started our Guild Hall fund while we were all still in KoA, right after everyone contributed towards buying our cape. Rumor at the time was that sigils were going for some exhorbitant amount, but it didn't matter, we have plenty of people, we'd raise the cash. When I got to Lion's Arch, first thing I did was head for the Canthans and their sigil trader so I could report back to the guild what the price was we needed to raise. Unfortunately, I couldn't do that, because the sigil trader wouldn't sell me one, no matter how much money I had!

Eventually, we discovered people were trading them for 20p. We got 20p, but then they were selling for 30p. We raised 30p, but no one was selling for that price, now you needed 50p. So we raised 50p, but no one was selling for that price, now you needed 80p. Where does it end?

It's the one area hours played really does matter. A casual gamer can't hope to ever buy a sigil, because inflation will always keep them out of reach no matter how much they farm! With no fixed price, an extremely limited supply and a huge demand, when your guild is composed mostly of working people, half of them parents (or soon to be parents, in a few cases in my guild), well, it just isn't an option. We have lives, and the reason we like Guild Wars because it doesn't force the infinite leveling treadmill -- once you've put your time in, you can compete even with people who've put a lot more time in.

Except when it comes to sigils. No matter how many hours we spend farming gold, we won't get a sigil at this rate, since the price rises more quickly than we can meet it. It's an infinite farming treadmill, and there's no hope of ever reaching the end short of someone being charitable. We'll simply never be able to farm enough gold to meet the price, because the more gold we farm, the further away the goal recedes! I think money-wise, we're further away from meeting the goal today than we were the day we bought our cape, despite the thousands we've raised since then. At the current rate, once we've raised the 87p figure reported above, they'll be selling for about 120p. When we reach 120p, they'll be selling for 165p. And so on...

If the point is to force people to farm gold, set the price at 80p and give the sigil trader an unlimited supply. I haven't got a problem with that. I just have a problem with a system that makes it flat-out impossible to get a sigil no matter how much farming you do, because no matter how much you do, other people will be able to do it more, and raise the price yet again beyond what you made with your farming to date. An infinite amount of farming won't help if the price of a sigil goes to infinity at a faster rate, and it doesn't take a calculus expert to see this curve rises to infinite at a faster rate than our farming curve does.

If we're lucky, the recent changes will cause that curve to dip and intersect ours, and we'll get our Guild Hall. But eventually it will rebalance and start rising again, at which point, casual gamers can just forget the whole thing. Thanks to the timing, our guild may make it, but other guilds like ours in the future are just screwed. Try to form a guild of like-minded individuals, and you'll never get a guild hall.

Set a price, say 50p, and have the sigil trader sell them to whoever wants one for that price. I have nothing against rewarding people who win the HoH, but isn't dropping an item worth 50p or so reward enough? If not, pick a different price. I don't give a crap what the price is. As long as it's less than infinity, it's a more achievable goal than the current system, where the price is guarenteed to rise at a rate faster than any guild composed largely of people with lives outside of GW can keep up with. I wouldn't mind the price of sigils if it wasn't effectively infinite. If this latest patch doesn't stop the runaway inflation, then something else will have to eventually be done to stop it. I don't care where you fix the price, but bloody well fix it!

Sorry for the long rant, I'm just tired and pissed seeing people post who clearly don't even understand the problem. The problem isn't that we have to farm gold to buy a sigil, the problem is we can never buy a sigil, no matter how much we farm! The more we farm, the FURTHER we get from meeting the price!

Until the price gets fixed or stabalizes somehow, it's just flat out impossible for a lot of people to buy a sigil. That's the problem. Until something is done to HALT the inflation, rather than just reduce it, sigils will remain permanently out of reach for some no matter how much work they put into getting one, because someone else will put in that much work in less time.

Comparing this to the problem of having to grind for elites is silly. Anyone who wants to grind for elites can eventually get them, no matter how long it takes them to do it. The monsters leading up to you-know-who with Hundred Blades don't double in hit points every week. IF they did, then you'd have some basis for comparing the grind of getting your elites with the grind of getting a sigil.

Chaynsaw

Academy Page

Join Date: May 2005

If you can survive round after round in the Hall of Heroes without getting knocked out, you deserve the sigils.

And I mean no disrespect, Sadye, but PvE is a cake walk compared to PvP. I personally fall asleep during Fissure or UW runs. After a while, the patterns of one main tank, spam healing, not letting the Aatxes beat the crap out of vulnerable casters, and doing the same quests over and over becomes extremely monotonous. I really challenge anyone to argue that it's just as easy to farm in the Underworld as it is to win the Hall of Heroes. Keep in mind, many people can do UW at once, not to mention you don't have to go head-to-head with a dozen other teams who are all looking to remove you from the Hall of Heroes by any means they possess at their disposal.

I mean, do you really think that superior runes just drop like mad in the HoH? Yeah, I got a rare unidentified armor yesterday... it turned out to be a minor swordsmanship.

The best way to find runes and rares is still PvE farming. If sigils were made available through some kind of "quest" or PvE contrivance, they would be worth nothing, period.

Sarus

Sarus

Ministry of Technology

Join Date: Feb 2005

Washington D.C.

Idiot Savants

Mo/

Quote:
I don't give a crap what the price is. As long as it's less than infinity
The price was less than infinty. It was 100p and it can't go any higher than that since that's all you can hold on your character. I guess technically it could be 100p plus 7 rares or whatever number of slots they have in the trade window.

Corwin_Andros

Corwin_Andros

Krytan Explorer

Join Date: Apr 2005

Florida

Wayward Wanderers

W/E

I have an idea that although it probaly won't ever see the light of day in-game, it would alleviate part of the problem.

Make taking all those sigils to the trader a more attractive proposition. Give the posessors of sigils the option of selling them outright for a decent price, or trade them to the trader for an unidentified gold armor/weapon or 2.

It still wouldn't address the PvP folks grips about skills, but it could in the long run solve the rest of their issues as far as items is concerned

Robos Stavanis

Robos Stavanis

Frost Gate Guardian

Join Date: Apr 2005

Indianapolis, In.

Order of the Setting Sun

Quote:
Originally Posted by Corwin_Andros
I have an idea that although it probaly won't ever see the light of day in-game, it would alleviate part of the problem.

Make taking all those sigils to the trader a more attractive proposition. Give the posessors of sigils the option of selling them outright for a decent price, or trade them to the trader for an unidentified gold armor/weapon or 2.

It still wouldn't address the PvP folks grips about skills, but it could in the long run solve the rest of their issues as far as items is concerned
Not a bad idea...perhaps also add the ability to offer certain elite skills the character does not yet have.

Ellestar

Ellestar

Munchking

Join Date: Mar 2005

Russian Federation, Moscow

Ladder to Hell (ATM playing with Rus Corp)

Quote:
Originally Posted by Sarus
I doubt that will get them to change the PvP grind system. They'll probably just sell sigils at the trader for 100 gold or something to annoy the PvPers. And yes, gold is worthless. Buying runes is great and all but it's only a temporary solution to inevitably having to unlock the runes yourself. This of course means endless hours of farming and unlocking. The worst part is when you unlock a superior fast casting rune or something totally worthless. *sigh*
Sure it's pointless in respect of denying the guild halls. But an organized protest of PvP guilds like that maybe will give devs a clue that something is wrong with all that grind required to PvP...

Corwin_Andros

Corwin_Andros

Krytan Explorer

Join Date: Apr 2005

Florida

Wayward Wanderers

W/E

The problem we all keep running into is that people the PvP primarily and those that PvE primarlily with little balance between the two have such completely different mindsets that it is hard to see things from the other side's point of view and EXTREMELY easy to take offense.

PvE people tend to see PvP folks as a bunch of elitist snobs and PvP seem to see PvE folks as a bunch of lazy incompetants. Mind you this is when we all have our hackles up and are feeling defensive or pissy about something.

THe thing of it is that we ALL want to enjoy the game without having to spend excessive amounts of time doing things we don't enjoy. I pointed this out before, but we all need to put our collective heads together and come up with workable ideas that will satisfy the majority of both sides without screwing up the delicate balance of the game to the point where it becomes two seperate games in one box.

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

It's both disappointing and discouraging that, of all the indemic problems and issues in the game right now, the two the developers have seemingly decided to address this is the one that seems to merit such discussion. By my estimation, we've had two major balance tweaks since release and what have they concerned themselves with? Making farming more difficult so that people will have to spend yet more time and effort to find things - both elites and items. And to flood the sigil market so that PvP rewards are all but meaningless.

While I agree that the price of a sigil is a problem, it's largely a symptomatic problem of a larger issue. Namely, that the economy is broken. That's largely due to the fact that there just aren't enough - if any - gold sinks in the game. As has been said, the reason sigil prices are so high is not due to greed or corruption - at least, not on the part of the players involved - but to the fact that people are willing to pay that price. No one would charge 100+ plat for a sigil if there weren't people who could afford it. And, as has been said, 100 plat for a group of individuals is a relatively easy matter to acquire. It might take a day or a weekend of dedicated farming but it's certainly possible and, for a guild, that labor is divided amongst everyone in the group. It can be done, it has been done, and it is being done. Those who can't are either doing something wrong or aren't organized or dedicated enough to the cause. A Guild Hall is not a birthright, no more so than being able to start a character in Droknar's Forge. There are known ways of getting one and various shortcuts if you don't want to follow the "established" route but none of them are without effort or hardships. A Guild Hall is a reward, it's an accomplishment, a goal, and to remain so it needs to be something that takes effort to have.

Of course, just because people can make the sort of money required doesn't mean it's not a problem. Every day, every second, the game's servers are up there's more and more money, more wealth, entering the system. What's out there to draw it off? A plat enterance fee on WaW content? If people can farm out 100P, then 1P is next to nothing. A 15P armor set? Sure, if you actually bother to get one as they're no better than the stuff in Droknar's and even then that's about 75P for a full set and, again, if we take it for granted that 100P is a reachable goal then 75 isn't all that bad, either. I suppose you could get multiple sets for each and every character but then you run into the issue of storage space. I'd love to own a set of every armor in the game but I don't know where I'd put them and still be able to pick up drops. Past a certain point, gold does nothing but sit in your inventory and pile up. And not just in yours but in everyone else's playing too. Inflation occurs, more and more gold is required for even basic goods. And it becomes useless as a medium of exchange because there's nothing to spend it on. Such bloat is inevitable in a game like Guild Wars but there's a lack of anything to combat it that's startling.

But not perhaps, as startling as the seeming obliviousness or indifference to the real problem. It's the economy stupid. Sigils are just the tip of the iceberg. *Everything* you can trade is going to raise in price so it's fortunate that there's so little to trade. If there were no material or dye traders then we'd certainly see skyrocketing prices there too. I'm far from the wealthiest but I'd drop 20~50k on a Superior rune I needed or a max damage weapon with nice mods in a heartbeat, depending. But what else am I going to spend it on? Those conveiniant traders are actually harmful to the economy because they put a cap on prices. No one's going to trade for much beyond what the merchants offer so dye prices, for example, are fixed. Except, of course, for the dyes not available at the traders the black and silver. As we gain more wealth they cost more serving to distribute wealth and lubricate the economy. The more people have, the more they'll spend, so Black dye will keep raising in price. There's no price-fixing there, there's no, in so many words, governemental subsidy, keeping prices stable so the only thing that works on the price of Black dye is market forces. But there needs to be, essentially, a tax on playing that serves to funnel off excess gold in the system to keep the wealthy from getting *too* wealthy and driving costs ever upwards until the currency is so devalued it doesn't matter and you'd need millions of gold to get a black dye. Markets need to open, lacking those price-controlling brakes, so that wealthier players distribute their wealth more but at the same time there needs to be goldsinks to draw off wealth in general. Those who have little need to be able to get wealth from those who do and the wealthy need a reason to give wealth to the needy, trading needs to be facilitated and eased - letting the free market govern itself - either through established trading zones or an auction house or player vending system. And we all need some massive gold sinks like guild hall upgrades or customization or being able to expand vault storage or pay for more character slots.

But what do we get? 2 more sigils entering the market. Oh, and farming's been made more difficult so we all have to work harder to get wealth in the first place. But, hey, this is the same design philosophy that gave us SoC-only elites to replace the gem system that would have let players trade and establish a skill economy. Really, what can you expect?

Honestly, I'm surprised they didn't just give the sigil trader an infinite supply of sigils, as they have with merchants and identification kits, and set the price at a flat 50~100P. That would solve the "problem", wouldn't it? Of course, it also further destroys the economy by removing yet another thing to trade and leaving more wealth concentrated in fewer hands.


Quote:
Originally Posted by Gaile Gray
"hypocritical?" Could you explain how that word applies? I'm scratching my head here, being a word person and not seeing its application at all to the preceding commentary.
Spooky's probably long and, perhaps, wisely fled this discussion so allow me to respond.

It's hypocritical because it's presented as a solution. When, in reality it's nothing more than posting a police officer at every intersection where lack of maintainance funds has caused yet another traffic light to fail. Rather than being helpful and addressing the actual problem, it's a bandaid and one that going to wind up being more costly and troublesome than fixing what's actually wrong.

It's the old debate of direction versus freedom. There is, now, but one source of sigils in the game. That means that anyone wanting a sigil has to deal with how they're acquired in some fashion. Rather than having sigils as something that incourages, rewards, and expands upon a player's, a guild's, gameplay experience and enjoyment, it's an effective impediment to their fullfilment because of how everyone is funneled into one direction and one direction only. There's no choice, there's no option, there's no freedom there's simply "this is the way it is - win your sigil or pay through the nose". In a game where the goal is supposedly to provide options rather than power, to foster diversity and freedom rather than a more determanistic linear progression from start to end, sigils dropping in the hall runs counter to those design goals. The rich get richer, those who have time to spend gain something that those who don't can't, and everything else that comes along with the equation of time=power.

There must be some guidance, some direction, so that we're not all thrown to the wolves where only the fittest will survive but the flaw here is not that sigils are rare or that Guild Halls are something to be worked towards and earned through gameplay or that there's a tweak needed in just how much effort is required for it to be a reward rather than a feature, it's that people are forced, railroaded, into the pre-approved path. It's not just that the economy is broken or that there's a slight problem with sigil availabilty compared to the guilds clamoring for one, it's that the game has been poorly designed and is need of a structural overhaul to fix the root causes that lead to problems like sigil prices being high.


Quote:
Originally Posted by jwoody
I am also hoping they do something about elite skills, but I don't understand "gold is useless." I would think that with all the gold you have you could easily buy all the runes you want, you don't need to unlock them.
What the most dedicated and "hardcore" of PvPers want is not simply more runes but the flexibility afforded by those runes. To do so through purchasing those runes - to say nothing of the various upgrades and high-end weapons and armor - is not a good method of achieving that flexibility. They would need, I believe, about 28 runes. One each for every profession's attribute at each of the 3 levels of Minor, Major, and Superior. All professions have at least 4 attributes although some like Warrior and Elementalist have 5, and the Warrior has an additional rune in the Absorbtion but that, like the Vigor you only need a Superior for because they're just strictly better yet rarer versions of the lesser runes. Now, obviously, you don't need all the runes as some of them will be useless to you - I can't see using Superior Healing or something along those lines - but the point is not to have what you think you might need but to have everything you might possibly need so you dn't have to hunt it down once you do - you never know, maybe some day someone out there will come up with a way of using that rune to good effect, best to have it on hand for that day than to have to scramble for it when it comes. All of that takes up a lot of precious inventory space, far more than you have available at your vault storage so such a player would be constantly shuffling their runes around from character to character eating up more time beyond simply arranging for the purchase of each rune. Then, too, they'll have to constantly replenish their supply because runes must be added to armor and to get them back you'll need to salvage them out and that's a risky process. It might be a 90% success rate or something along those lines but eventually you'll lose a rune and need to buy it all over again. That means you'll need to have more money on hand or more farming done to get that money in order to replenish your stock.

Buying runes is a stopgap measure because what they really want and need is to unlock those runes so they can use them again at a moment's notice without having to "grind" away at maintaining their character. That's why the going rate of currency is unidentified rare armor pieces (or runes - you can salvage without identifying and those rare armors are going to pop out an unidentified rune. Why people doing do more of that so they can advertise un-IDed Necro or Ele or Warrior or Vigor runes is beyond me).




Quote:
Originally Posted by Dreamsmith
Sorry for the long rant, I'm just tired and pissed seeing people post who clearly don't even understand the problem. The problem isn't that we have to farm gold to buy a sigil, the problem is we can never buy a sigil, no matter how much we farm! The more we farm, the FURTHER we get from meeting the price!
of course. Demand outstrips supply. And, as such, more and more of your productivity - represented in game as your "farming" output - goes towards the good you wish to acquire. Those who are most productive, those who have the time to devote to sitting in town looking for "WTS Sigil!" or to bash more and more monsters into the ground to gain every more wealth, will be those who are best able to meet the demands of those who are doing the supplying. The proble, as Charles deftly illustrated, is that there are far fewer sigils than peopel who want them. They drop at a rate of, perhaps, 15 per hour now no matter how many people are playing the game. The more people play, the more people there are that want the sigils, the greater the demand while the supply remains fixed. Ten teams storming the Tombs or ten million, there are only fifteen sigils per hour up for grabs. This creates a seller's market, where the only check on the price of a good is the amount of money in the other person's pocket. Why is it 100P? Because that's the limit on how much gold a character can hold at any given time. Take away that limit and it'd shoot even further up and, in fact, that's why people are turning to asking for rares and items rather than gold - they're worth more than 100P. There's no need for a monopoly or a shadowy conspiracy of people out to keep the PvErs down or anything of the sort. Market forces drive the price of sigils ever higher because of people doing exactly what you're doing, Dreamsmith: working harder and harder to earn more and more. What's limiting the price of sigils is not their number or availability. It's the amount of wealth owned by the average person who wants a sigil and wants to pay for the privaledge of not having to win one.

Simple economics theory is enough to explain the current predicament. And, as with many other inovations and changes to the game that have been made over the long months that I've been following it, something like the current situation was predictible long in advance of the present day. People were complaining and warning about the sigil system when it was introduced just as they warned about the SoC or elite skills or SoC-only elites or mission design or item dependancy and numerous other issues that remain to this very day. A fixed supply with burgeoning demand is a recipe for inflation. And burgeoning demand with a time-sink based infinite supply of wealth is a recipe for an economy circling the drain.

In so many words, the only way for you to get a sigil is to work harder, not smarter - you need more people earning more gold to get above the average wealth level or "poverty line" - or you need to wait until demand has leveled out and the supply of sigils begins to outpace the market - and given the current state of things that's probably going to take weeks if not months. Either way, you need to invest more time in order to get your reward.

Virtuoso

Virtuoso

Krytan Explorer

Join Date: Mar 2005

Quote:
Originally Posted by Ensign
The sigil problem has nothing to do with PvP rewards, or top guilds, or monopolies, or PvP vs PvE, or any of the other stupid little reasons where people blame each other for this mess. Sigils are getting sold to the high bidders, and those high bidders have more than you do. If you want to throw blame around, direct it at arena.net for creating a broken economy.

Peace,
-CxE
DING DING DING! We have a winner.

And for the record, I'd just like to say that some of you that insist that PvE is harder than PvP disgust me. If you can't figure out why PvP is harder than PvE, and that it can be proven logically, then you're an idiot. Just like some of the people on these boards that sit in the Gladiator's Arena forum spouting off all sorts of advice while admitting they've never PvPed in GW. Bah, you want a game that focuses on PvE? Go play the 5 billion games that are made for carebears like yourself.

-Virt

[Edit: Grammar > Me]

Lim-Dul

Lim-Dul

Frost Gate Guardian

Join Date: May 2005

Europe -> Poland -> Warsaw

Alea Iacta Est [AIE]

Me/W

Who said that PvE was harder than PvP?

The point is: in GW you have to do PvP to do PvP (so you have to get a Sigil BEFORE doing some real PvP) - that's strange because new guilds will find it hard to get any training before the HoH which is constantly occupied by pr0s.

Nevertheless the price of Sigils is dropping as expected. I've seen some 70K and 80K offers today - FINAL offers that is.

GW economy isn't screwed up by the way. You all see it from the perspective of a high-levler - I just recently started a new W/Ele char and now I see again how hard it is to get gold.

You are seeing those astronomical prices because the fast travel feature of GW leads to newbie-abusing. High levlers AREN'T separated from the n00bs by like a 100 hour walk, but 2 mouse-clicks. And then they are selling their crap for 10 times the price it's worth because it seems appealing to the fools that buy it. I mean - when ANYBODY who ever paid for a Dragon Sword reaches the Desert and finds out how common these drops are, then he will surly see how stupid he was - and more often than not he will happily start selling the swords to newbies himself. I'm sick of those Dragon-Sword-Freaks! Every friggin warrior in the game uses one! This isn't ORIGINAL and UNIQUE anymore - what's more original is my Icy Brute Sword of Fortitude. -.-

(P.S. Sorry for addressing the general issue of GW economy. Nevertheless people speaking of a inflation kind of live in a different reality - I for my part pay the same amount of gold for EVERYTHING I need that I used to - besides Sigils of course.)

Sadye X

Academy Page

Join Date: May 2005

Quote:
Originally Posted by Chaynsaw
If you can survive round after round in the Hall of Heroes without getting knocked out, you deserve the sigils.

And I mean no disrespect, Sadye, but PvE is a cake walk compared to PvP. I personally fall asleep during Fissure or UW runs. After a while, the patterns of one main tank, spam healing, not letting the Aatxes beat the crap out of vulnerable casters, and doing the same quests over and over becomes extremely monotonous. I really challenge anyone to argue that it's just as easy to farm in the Underworld as it is to win the Hall of Heroes. Keep in mind, many people can do UW at once, not to mention you don't have to go head-to-head with a dozen other teams who are all looking to remove you from the Hall of Heroes by any means they possess at their disposal.

I mean, do you really think that superior runes just drop like mad in the HoH? Yeah, I got a rare unidentified armor yesterday... it turned out to be a minor swordsmanship.

The best way to find runes and rares is still PvE farming. If sigils were made available through some kind of "quest" or PvE contrivance, they would be worth nothing, period.
First I do want to just say I'm not in total disagreement with you by any means here, but rather simply hoping to illustrate a different perspective is all.

All I can truely comment on is what I know from direct experience, and that experience thus far has proven to me that, although PvE is indeed loads easier than PvP, the point I was trying to make is that after having played GW on a regular basis I simply have yet to see a single gold armor drop no matter how many times through an area on capture runs, no matter how many mission runs to help lower level guildies progress. And when I say none, I mean none in terms of not *reserved for Sadye X* or for a single other person on the teams I've been with. We have someone in the guild who's been through ascension with 4 seperate characters so far, unlocking most elites for most classes as well, and even just last night he'd said he's never seen a superior rune thus far either.

Earlier in the thread I'd mentioned that there's more than one route to getting your guild into the HoH to compete there. Many guilds ( mine included ), although they have the end goal of gvg combat, choose to move through the pve content with the mindset of simply enjoying the game, rather than it being a roadblock standing in the way of our end goal that must be completed asap. Many of our members have somewhat demanding lives here in the real world and simply don't have the time nor will to play a game for hours and hours each day in grind-mode. Who wants to come home from work and basically log into a game and go to work all over agian ?

Then take a look at not only the top guilds on the ladder, but also how many of those same guilds hold the HoH for long periods. Hands down, these guilds have a very *pass go and move direct to pvp* attitude, considering pve boring and tedious. Why people buy a game modeled after rpg's and then complain that they have to spend time in and rp setting is beyond me, but that's besides the point. (Flashback 25 years ~ your rp group decides that the adventures they're going on are boring, and they're sick of being level 18, so your DM devises a way for you to *farm* for a few weekends, skipping the actual adventure aspects of playing an rp, and having 8 hour sessions of your party vs. an unending horde of lvl 10 rust monsters !! )

As I'd satated before, any guild who wishes to compete in gvg, given the current atmosphere of the HoH being held by the top guilds, must first already defeat the very top ranked to even have the chance to compete against the very bottom. Aka ~ if you want to even get on the ladder at 1,000, you must first beat a team in the top 50.

So if you consider pve tedious and boring ... how tedious and boring do you consider it for a smaller guild with a more relaxed schedule to play the same map hundreds of times in tombs, only to be beaten by the top ranked guilds once they step foot into the HOH?

I've seen many posts by players who's guild has won the HoH in these threads, but I do wonder if any of those allow their members to play the game in a casual manner, without spending the equivelant time of a full time job working on pvp skills every week? You see , gvg is considered the *end game* for Guild Wars. Just like nearly every single other online rpg I've ever played, the end game is held / blocked by the powergamers who spend more time than the average player. Look at EQ ~ there's a reason why later expansions were catered to the powergamers ... on most servers the high end raid zones were literally blocked by as few as 3 uberguilds who'd keep any other guild from experiencing that content simply by setting up a rotation given known spawn times etc. They had no real reason to do so other than that they could. You were left with two choices ... you could either kiss the $30 you paid for an expansion goodbye since you couldnt experience the content, or you could join the uberguilds. But then that meant ( at least on my server ) a commitment of raiding 5 days a week, for 8+ hour periods.

Currently GW is headed the same way unfortunately ... the idea of upping sigil drops and allowing some type of vendor stock is , in the end , meant to be a means of allowing the majority of the people who spend their money to play the game, access to the end game content without it being all in the hands of the powergamers who gets there.

Sadye X

Academy Page

Join Date: May 2005

Quote:
Originally Posted by Virtuoso
DING DING DING! We have a winner.

And for the record, I'd just like to say that some of you that insist that PvE is harder than PvP disgust me. If you can't figure out why PvP is harder than PvE, and that it can be proven logically, then you're an idiot. Just like some of the people on these boards that sit in the Gladiator's Arena forum spouting off all sorts of advice while admitting they've never PvPed in GW. Bah, you want a game that focuses on PvE? Go play the 5 billion games that are made for carebears like yourself.

-Virt

[Edit: Grammar > Me]
Disclaimer : I do of course consider pvp to be much, much harder than pve, and would never claim otherwise.

What I *will* state however is this ~

Some players / guilds have the singular focus of pvp, while others play GW in a bit more relaxed of a manner. The thing here is, if you put a team that's been 100% focused on pvp from day 1 against a team that's been taking time to explore, meet people, do things involving the rp side of things in general, hands down the pvp team will no doubt win every time. Why ? As you know, though loads easier you also end up using very very different builds for pve than what's required of your class in pvp. ( the example being my nec which thrives on death magic in pve would be torn apart in pvp if I go into the tombs with the same build )

And as a last note, perhaps people might be more willing to take the things you post a bit more seriously if you weren't so ready to insult them every chance you get ? Just a thought

Lim-Dul

Lim-Dul

Frost Gate Guardian

Join Date: May 2005

Europe -> Poland -> Warsaw

Alea Iacta Est [AIE]

Me/W

I see no problem in build-switching - that's what refund points are for. I regularly change the build on my main char (which does both PvE AND PvP) - I even have two separate armor sets! ^^

That's why I think that we shouldn't divide GW into pure PvE AND pure PvP, because it's both - and people who fail to see that are simply stupid. That's also the reason for my laughing at those lazy PvP-only guilds that don't bother to move their arses out of the HoH to unlock everything!

You know what? Though I have access to the sum of money needed to buy a Sigil I'll win it myself and show those *proud* pple doing PvP 24/7 that you CAN win without being fanatic about it. I have a great deal of experience in GW and so do many of my friends - I'm sure we'll be able to hold the HoH at least once. :-P