Guild Wars Update - Nov 10 and Nov 11

Dametrus

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by Yamat
They aren't against farming. They're against solo farming of high end areas, especially since it is causing mass inflation.

This patch doesn't affect group farming at all. It affects solo farming.
Group farming is really just a waste of time IMO. The more people that you have the less you get. The less people you have the more you get. With ONE (solo) being the lowest number you get the most out of it. Why not just reverse the way that works. Make it where it is more rewarding to farm as a group. I don't mean make it where everyone comes out to be as rich as Ivincibuilds, but make it where it is more rewarding to be in a group. Just look at what has been done in the past to try and stop solo farmers. First, they played around with the drop rate (making it suck). This not only makes it not worth the farming but also increases the cost of ingame items. The less there is of a wanted item the higher the price. Then they nerf just a couple of spells to make it a little more difficult to solo farm. This seemed to have destroyed the UW Ivincimonk for just a little while, but as we have all seen it just made it where you had to tinker with the build a little more to get it to work right. Now, they have done something that not only affects the solo farmers, but anyone who has enjoyed the way of playing thus far. Seems a little backwards to me.

To ANET...(Like someone else has already stated) If you wanted PvE and PvP to be pretty much the same, then you should have started the game in this fashion.

There are plenty of people that play this game in the form of a normal RPG and don't even attempt to PvP. Is that wrong? If it was there would not have been a Sorrow's Furnace addition. Now sure, part of the reason for bringing the addition into the game was to bring in the "Green weapons" which gave Role-Playing chars the chance to be competitive in PvP with equalivent weapon power. But, along with the new weapons was a pretty nice size addition to the PvE part of the game, which got a lot of PvP'ers dusting off their old PvE chars. (Including myself)

As it has been said before, this patch was a bad idea. I can kinda see where you were going in trying to stop the solo farmers. I do not think that this patch had the full intentions of just increasing the intelligence of the mob. I think that instead of using a smoke screen to hide your true intentions on what you are doing, be straight forth in saying that you don't want solo farmers. Sure, there will be some pissed off people that may quit the game, but at least we will know what's really going on. Also, don't mess with spells that mess with the way of playing for everyone (mainly in PvE). Do something else like what I mentioned above about more group members...more /better drops. You could even call it the "More the Merrier Update."

Sorry to be so lengthy!!

Samueldg

Lion's Arch Merchant

Join Date: Oct 2005

Colorado

N/Mo

I think one of the worst effects of this patch is it pretty much KILLED trapper teams for UW...

taking a 6man trapper team into UW was risky, less people meant more chance of dieing and not trapping the smites.

the really PITA of it is a 6 man trapper team cant get spiders anymore.. everything runs out of traps.

rangers are a class already excluded from a large portion of pve play. ( no one thinks a ranger does a lot of damage with a bow and 16 marksmanship.. )

the ONE thing rangers could do en mass was cap spiders and farm UW... guess eles wherent the only ones hit..

calamitykell

Banned

Join Date: Aug 2005

N.Y.C.

I think if there was some sort of multiplier for the rare-rate by group size. I haven't really started to think about specific numbers, but


right now when something drops there's a 2% chance it'll be rare (making up a number to demonstrate)

maybe work out an equation so that with a party of 8 people, there's a 10% or 15% chance it'll be rare when something drops. Don't change the drop rate in terms of: 60% gold, 30% collector item/salvage item, 10% weapon/offhand. Leave the weapon drops alone, but of those 10% weapon/offhand drops, increase the chance of rares dropping in that 10% from the creature.

By doing that, and keeping the current chance of drops being assigned to party members, shouldn't that be some kind of improvement? Obviously a griffon will only have a 10% chance of dropping an axe, and if you solo there's a 2% chance that axe will be rare. Gauge it up so with an 8 person party, a griffon has a 10% chance to drop an axe, and there's a 10, 15, or 20% chance it'll be rare.

I don't know, like I said, I haven't tried testing it out with numbers and running tests, and I'm too drained from writing a paper for Art History to do it at the moment, but it's a thought.

Ideas?

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

Quote:
Originally Posted by calamitykell
They don't run from one-shot AoEs like Fireball, why would they run from my Shatter Hex? or Cry of Frustration? or Energy Surge?



Chain Lightning and Lightning Touch are one-shot AoEs. Whirlwind is a one-shot AoE KD. Unsure how Thunderclap is affected though, but I imagine they don't run just because they're knocked down.



Aftershock, Crystal Wave, Earthquake, Grasping Earth are all one-shot AoEs and no-shot AoEs, thus unaffected.

Eruption is affected, I believe.



Deep Freeze and Frozen Burst are one-shot AoEs and both snares.

Maelstrom is affected.



Except they don't.

I said, originally:
So no, it didn't screw up a lot more than I think.



Yep. I'd think you're pretty sure it didn't screw up a lot more than I think, as well. I appreciate your concern for my confidence though.
This could not be more wrong. They run from one hit aoe's test it. And don't tell me I didn't since I just did. A few skills that cause them to run. Throw dirt, Whirling defense, ignite arrows. They will run from one hit aoe's. You're wrong

calamitykell

Banned

Join Date: Aug 2005

N.Y.C.

Quote:
Originally Posted by entropy
This could not be more wrong. They run from one hit aoe's test it. And don't tell me I didn't since I just did. A few skills that cause them to run. Throw dirt, Whirling defense, ignite arrows. They will run from one hit aoe's. You're wrong
They run from 1-hit AoE's, yet stand in a Firestorm for a second or two? Hmm..

Grammar

Wilds Pathfinder

Join Date: Aug 2005

To be honest with you guys, I feel a little better about the update after the 11th tweak.

This is mainly because the added delay puts one-shot AOEs back in the picture for the most part (thank God).
The monster AI got a little better too; they finally do some actual avoiding instead of simply fleeing all the time. That said, the AI could definitely be further refined. It's still a little to erratic and chaotic whenever an AOE is cast.

I think I can adjust my elementalist to survive this.

My tank, however, will be the hardest hit. As soon as some idiot starts breaking out the duration AOEs (like firestorm), it gets ridiculously hard to tank as effectively as before. Like another user said, it turns into a game of pinball, chasing monsters around trying like crazy to get their aggro back on you.
One-shot AOEs I can deal with after the update, but people need to stop casting those damn duration AOEs now. All they do now is break monster aggro off the tanks and onto the casters.

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

Well I guess aoe's in general that last 5 seconds have all been nerfed. In PvP they are useful in specialized situations suhc as balling up. Other than that I guess its the end. And this was after the 11th update btw.

Grammar

Wilds Pathfinder

Join Date: Aug 2005

"This could not be more wrong. They run from one hit aoe's test it. And don't tell me I didn't since I just did. A few skills that cause them to run. Throw dirt, Whirling defense, ignite arrows. They will run from one hit aoe's. You're wrong"


Not so much after the 11th tweak. After the 10th update, they preemtively ran from one-shot AOE like a plague was coming. After the 11th tweak it's not nearly as bad (from what I can tell anyway).

Periphery targets might still run away if the cast time is longer than the implemented delay (anywhere from 1-3 second from what I've observed), but they don't 'run for the hills!' while you're charging it up like before.
It's much more manageable now.

Godsbane

Godsbane

Frost Gate Guardian

Join Date: Nov 2005

FoW spider cave

Only thing i have to say is that items/weps etc in Pve are waayyy over priced in comparison to wut gold u get or items u get to see in a *FULL* group! not solo! therefore i will admit i was forced to farm! my only point is that how is farming bad? it is a means to futher urself in the game and it makes plenty of sense that someone would wana do that and thats all i have to say! i dont really like the new patch but not much i can do bout it!

Mesmerized

Mesmerized

Frost Gate Guardian

Join Date: Jul 2005

Order of the Temple [Temp]

Mo/

Quote:
Originally Posted by Draygo Korvan
Removing exploited abilities of AI's is a good thing. AI casters shouldnt try to cast through backfire or soul leech for instance, or stand in the middle of AOE's. Remember Anet isnt coding AI to operate just 7-10 weapons but an AI that can handle the cause and effect of over 450 skills.
EXACTLY my thoughts. The second that fix happened I thought oh hey they won't cast through backfire anymore darn.. BUT WAIT! Now it'll just give me a 10 second buffer in which THEY WON'T CAST PERIOD. Enemy monks just got easier.

AeroLion

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Godsbane
Only thing i have to say is that items/weps etc in Pve are waayyy over priced in comparison to wut gold u get or items u get to see in a *FULL* group!
You can get great weapons and offhands from the collectors. They may not look the way you want them to but that's the price of vanity.

Amused Observer

Frost Gate Guardian

Join Date: Aug 2005

Quote:
Originally Posted by twicky_kid
the devs have pointed out the invisimonk was never suppose to happen. this game has had tons of problems for one reason: the invisimonk.

the devs have this all planned out from the beggining. everything worked out then they release game. 3 weeks into game players find a way to solo and emass huge fortunes in a matter of days. people acually raced to 1 mil gold to see who could get it first. this overhelmed the econemy they had planned out. sent it into a downward spiral fast.

half of the problem was the stupid AI you were fighting. maybe if this update had been implemented first instead of skill nerfs pro bond might have been saved instead of a completely dead skill for pve and pvp. it used to be very powerful in pvp but after nerf due to pve it killed an otherwised unmatched skill for pvp. pvp turned to smiting and that got nerfed b/c it started to take over much like spirits did.

they can only playtest so much before it becomes a waste of time. you have to put it out there see how people react and the update on game. then tweak, tweak, tweak, till you get it right. if we had a better AI from the begginning players would have learned good tactics and stategy instead of just 1 strategy.

this game did a 180 from what the devs had planned for it since the release mostly thanx for to the invinsimonk. if the build had never been made less skills would have been nerfed. drops would still be good. people would team more. we would have monks that acually heal. econemy would have never crashed twice. most of the things that almost every pve player complains about was linked in some way shape or form to the invinsimonk. will i miss it no i will not.
You make an excellent observation regarding invicimonk. However, if during playtesting this problem never came up, then the problem lies w/ the playtesters, imo. AN should get new blood.

That said, invicimonk is part of GW now. And I'm sure many players will have a problem if AN continues to make drastic changes in gameplay, skills, what have you in order to kill invicimonks.

neoteo

neoteo

Banned

Join Date: Jun 2005

Macau

www.exilesofdarksteel.com

E/

Quote:
Originally Posted by MadLep
Bye bye sweet meteor storm
not so fast my friend we can still ...

read this link

http://www.guildwarsguru.com/forum/s...832#post672832

Amused Observer

Frost Gate Guardian

Join Date: Aug 2005

Quote:
Originally Posted by Loralai
Wrong.

Effects of Patch on Group Farming:
1. Fire elementalists are often times being left out of groups for community-wide panic, or if they are allowed in a group, many of them are scared to utilize their fire (AoE based) skills.
2. Nothing is running smoothly in any groups I've tried. It's chaotic and even with called targets as soon as someone drops any AoE spells without previous snares (which is unavoidable in general PUGs), it's every player for themselves, as we all get a massive influx of something beating on our head. I'm not saying it's not different, not saying it's completely bad...just saying it's affected.
3. I don't even have to explain the problems with henchmen groups. That's has already been demonstrated by numerous posts.
* there are more I'm just too drained to start trying to think at the moment.

Effects of Patch on SoloFarming:
1. It's a little bit slower.
Excellent observation. I tried a bit of solo farming in lower level areas w/ my fire ele. Since I am the only target in the instanced area, it doesn't matter if mobs will scatter like chicken under aoes. As long as the healing rate for the mobs aren't obscenely high (like the axes in uw), I would still be able to kill them off. Also, having that scatter effect would buy my soloer time to recover a bit as well. The net effect of the Aoe-AI tweak on solofarming isn't bad enough to discourage solofarming. However, going w/ a group is hell for the reasons you stated here.

Siki

Siki

Ascalonian Squire

Join Date: Sep 2005

Washington

Disciples of Moerae

Mo/

This hasent made anything harder, battles just take longer and are more annoying. The fact that they dont attack whenever you cast an AOE spell means your not taking dmg while they flee. So dmg delt and damage received drops and you end up chasing each other around for a few minutes (even if you have wards and deep freeze going). Wow that sounds like fun. Smiting as pretty much been destroyed completely. They should raise the attack power of AOE spells since they hardly make contact anymore.

Amused Observer

Frost Gate Guardian

Join Date: Aug 2005

Quote:
Originally Posted by Robos Stavanis
The problem I am having with this update is not so much my character(s), but trying to keep the ele's in my guild playing. This is going to have a real impact if guilds start loosing folks that don't want to change the skill sets they are using to conform with this latest errr patch. I have yet to read a concise explaination why this was rolled out in the manner that it was.........and would still like to see that explaination as I am sure many would.
Excellent point. If I'm a low level ele in pve who is relying on firestorm and meteorshower to get through mobs w/ henchies, then this game change has obviously made life a lot more difficult for my character. I wouldn't be surprised to see players dropping GW in frustration.

neoteo

neoteo

Banned

Join Date: Jun 2005

Macau

www.exilesofdarksteel.com

E/

since no one is reading my link , ill make another try copy pasting here

Echo Nuker Build in Sorrow Still Works

--------------------------------------------------------------------------------

Same old build

1 Stance Warrior

1 Prot Monk

1 Heal Monk

2 Echo Nukers

Its no so easy as before but still works

The " Box them now ! " tecnic

tank goes in , gets full agrro as before , then everyone box the mobs
make a circle arround them , block them so they cant move , and then
happy quadruple meteor shower ...

i tried this my selfe , it works ... sure you have to be carefull , but works.

---------------------

from the link on my last post ....

Xethrion

Frost Gate Guardian

Join Date: Jun 2005

Ka Tet of Gilead

Me/W

I think it's amusing to see all these people cheering the death of the invincimonk.

The invincimonk is not dead. I'm still soloing UW as well as pre-patch. Granted, it might be slower. But the higher ecto prices more than offset the speed. *rofls*

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

Ok I've seen the affect of the update now and its not as bad as I thought at first.

1. OPPS I reacted too fast I think actually the fire echo nuker isn't dead.

2. My bad I haven't tested water ele so I won't call it but I'm hoping we get snarers (water eles) so I can sell my stupid flint wand.

3. Anet isn't going to like this but solo-Farming ISN'T dead you just need exploit new skills I have a feeling ppl are going find a nw griffon farming build and use the crap out of it just like the old farming build, just like when they nerfed IWAY.


Ok now that I've calmed down and I see everything straint I'm going to find this new farming build and use it for myself . No nerfing this time.

Amused Observer

Frost Gate Guardian

Join Date: Aug 2005

Quote:
Originally Posted by Grammar
To be honest with you guys, I feel a little better about the update after the 11th tweak.

This is mainly because the added delay puts one-shot AOEs back in the picture for the most part (thank God).
The monster AI got a little better too; they finally do some actual avoiding instead of simply fleeing all the time. That said, the AI could definitely be further refined. It's still a little to erratic and chaotic whenever an AOE is cast.

I think I can adjust my elementalist to survive this.

My tank, however, will be the hardest hit. As soon as some idiot starts breaking out the duration AOEs (like firestorm), it gets ridiculously hard to tank as effectively as before. Like another user said, it turns into a game of pinball, chasing monsters around trying like crazy to get their aggro back on you.
One-shot AOEs I can deal with after the update, but people need to stop casting those damn duration AOEs now. All they do now is break monster aggro off the tanks and onto the casters.
If the 11/11th tweak stays as-is, I would argue that Warriors aren't as useful teammates to group with. Because once scattering has occurred, they'll have to chase after mobs in order to do some damage to them via melee. Maybe Rangers will be the new tanks.

neoteo

neoteo

Banned

Join Date: Jun 2005

Macau

www.exilesofdarksteel.com

E/

------------------------
3. Anet isn't going to like this but solo-Farming ISN'T dead you just need exploit new skills
------------------------

well anet didnt post in the update

Solo farming nurfed !!

they just post , Improved AI so that henchmen and monsters can now detect and flee from area-effect damage spells.

im sure Anet is happy to see that people can find solutions

BBoy_Manchild

BBoy_Manchild

Banned

Join Date: Aug 2005

dayton ohio

N/Mo

i honestly do think ANet is on the way to making this game better then it was, soon they will have the monsters not acting quite so idiotically. if they do fix all the bugs with the monster AI i will be more likely to buy chapter 2

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by calamitykell
They run from 1-hit AoE's, yet stand in a Firestorm for a second or two? Hmm..
Feh. They don't run from one hit AoE's. It was Entropy who said that - he's stated he's not played for two days, and that he posts to get flames. He's a troll.

EDIT: Oh yeah, and you guys who claim "solo farming is dead": please go to Augury Rock, Intl district, and watch the WATERFALL of farming monks, hundreds of them, out the west exit. Guess what they're doing?

Hint: They're not whining about that solo farming is dead.

sleepy samurai

Lion's Arch Merchant

Join Date: Sep 2005

I have lost interest in the game.

neoteo

neoteo

Banned

Join Date: Jun 2005

Macau

www.exilesofdarksteel.com

E/

Quote:
Originally Posted by sleepy samurai
I have lost interest in the game.
you better go play wow ...

( yeah , im at work with nothing to do , so ill be here for today ... )

Dametrus

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by neoteo
------------------------
3. Anet isn't going to like this but solo-Farming ISN'T dead you just need exploit new skills
------------------------

well anet didnt post in the update

Solo farming nurfed !!

they just post , Improved AI so that henchmen and monsters can now detect and flee from area-effect damage spells.

im sure Anet is happy to see that people can find solutions
True, but if you look at the past with the reaction to certain patches that have come out. ANET makes it clear that solo farming is something that shouldn't happened. I mean, if I am not mistaken, Gaile even said that the Ivinci-monk was something that should have never happen. Once again I will say, please do not think for one second that this patch had FULL intentions of just increasing the AI of the monsters. Sure, the AI in this game was kinda ridiculous, but look at it now. I don't think ridiculous is the word for it. The AI is not something that has been on the to do list I am sure. It has been nerfs plain and simple. But, this time, the nerfing may have gone too far. What people need to realize is that there is really no way to completely cut out solo farming. ANET just needs to find a way around it. Read my post before this if you don't know what I am talking about.

neoteo

neoteo

Banned

Join Date: Jun 2005

Macau

www.exilesofdarksteel.com

E/

------------------------
What people need to realize is that there is really no way to completely cut out solo farming. ANET just needs to find a way around it
------------------------

well , if you know this ... do you think Anet doesnt ????

do you think you are a genius and anet are just stupid ?

i have to lol at this , people are so naive ...

----------------------
Gaile even said that the Ivinci-monk was something that should have never happen
----------------------

Gaile says what people have to lissen , she is RP !!!

Loomy

Academy Page

Join Date: Apr 2005

Quote:
Originally Posted by Grammar
My tank, however, will be the hardest hit. As soon as some idiot starts breaking out the duration AOEs (like firestorm), it gets ridiculously hard to tank as effectively as before. Like another user said, it turns into a game of pinball, chasing monsters around trying like crazy to get their aggro back on you.
Use something like Bull's Strike and punish them for running. EZ!

MaglorD

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by NeoSaber
Just to add more observations of the new AI behavior.

I took my E/Me back to Frozen Forest, still trying to capture Ward Against Harm (the boss didn't show up after several tries). Finally I found him and the battle went like this:

Arknel Havenwood casts Ward Against Harm
Oenth Sabreth casts Fireball
Arknel Havenwood panics and runs out of his own ward
Henchmen rush into attack
Arknel Havenwood casts Ward Against Harm again
Oenth Sabreth casts Phoenix
Arknel Havenwood panics again and runs out of his own ward again
Arknel Havenwood runs into a mountain and stops
Oenth Sabreth casts Immolate
Henchmen chop Arknel Havenwood to pieces while he burns to a cinder

Also, at one point I was caught in a fight with the monk boss Enshal Hardwood and an Ice Imp. That fight went like this:

Oenth Sabreth attacks Ice Imp
Henchmen charge in to attack Ice Imp
Enshal Hardwood spams Reversal of Fortune on Ice Imp
Henchmen can't kill the Ice Imp
Oenth Sabreth casts Fireball at Enshal Hardwood
Enshal Hardwood panics and runs into a mountain
Enshal Hardwood stops doing anything
Ice Imp gets slaughtered in 2 seconds
Enshal Hardwood gets slaughtered a few seconds later

This AI isn't not an improvement
Come on Enshal Hardwood and Arknel Havenwood were even easier to kill before the patch...

MaglorD

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by apocalypse_xx
Ya, and then those that still solo UW will get even more ectos, people will complain and solo players will get beat up again, probably to the detriment of non solo players too
Anet should do more intelligent things to stop solo farming in uw/fow/augury. One of the best things they could do is fix protective spirit. Right now protective spirit limits damage to 10% of current health. It should be changed to 10% of true health without death penalty.

Many invisimonks allow themselves to accumulate dealth penalty to reduce their life so their healing breeze becomes uber. If they fixed protective spirit, it should help to curb the monks soloing/duoing high level areas.

MaglorD

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by sir skulkcrasher
AI for henchies is not bad.. but i agree. When enemies run around.. your henchies followed.. I was playing last night in Sorrow Furnace and i can't stress enough on how many time the dumb henchies go running after the bosses or enemies. In fact they all got crashed by the huge hammer things in the mine when they chased the boss and got stuck! I watched as the crusher came down and boomm.. there goes my henchies and boss.


Quite hilarious but if they build a build AI designs for henchies and enemies.. I would love it even more!
Ya monsters are actually smarter than stupid henchies. The most stupid henchies are Devona and Little Thom. They don't know how to run away even when you run, either that or they got stuck and don't know how to do a sidestep to move. If monsters now know how to run when they're taking a beating, why should stupid Devona and Little Thom continue to take the beating and die.

calamitykell

Banned

Join Date: Aug 2005

N.Y.C.

Quote:
Originally Posted by MaglorD
Ya monsters are actually smarter than stupid henchies. The most stupid henchies are Devona and Little Thom. They don't know how to run away even when you run, either that or they got stuck and don't know how to do a sidestep to move. If monsters now know how to run when they're taking a beating, why should stupid Devona and Little Thom continue to take the beating and die.
Eh, to make it more realistic, Devona and Thom should shout "omg u noob monk, u suk!" everytime they die.

FeuerFrei

FeuerFrei

Lion's Arch Merchant

Join Date: Jul 2005

In the middle of WWIII

Airreon Grievers[AG]

R/Mo

glad to see that things are cooled down now....

Ellix Cantero

Lion's Arch Merchant

Join Date: Apr 2005

Quote:
Originally Posted by Samueldg
that ecto thats 17k now? gonna go up cause there are LESS people getting them in bulk IE no solo farmers.. no trapper teams..

LESS SUPPLY= MORE DEMAND... MUCH HIGHER PRICES>>>>
Urph, I'm sure people have tried to explain this earlier in this elongated turd of a thread, but here goes again.

Initially, you're quite right. Certain items are going to skyrocket. This is because there is so much gold floating around in the economy due to the mass farming that's been happening. HOWEVER, over time people will burn through their gold stocks getting their prestiege in-game items, dumping the gold into a void and removing it from in-game circulation.

It is at this point that prices for the rare items will HAVE to come back down, because there won't be enough people out there able to pay the outrageous prices they'll be at. Supply will outstrip demand. It seems that most posters here are confusing desire with demand. Just because an object is desirable, doesn't mean it's in demand. It's only in demand if the people it's desirable to can obtain it (which if it's too expensive, they cannot, and thus it's NOT in demand).

Economics 101

Wessels

Academy Page

Join Date: Nov 2005

Boyz from the Dwarf

Mo/N

the point about the henches runing after the scattering mobs is exactly what is wrong with the AI .There is actually two things happening making our lives miserable ( and precluding any strategic planning ) :
- when in team with henches they pursue any mobs scattering after which you are confronted with sometimes HUGE mobs of enemies - seen this in both sorrow's furnace and Ring Of Fire .

- the enemies scatter- disengage from the fight - and then come back , bringing a "couple of friends " along ,i.e. : pull in more enemies thatn initially attacked . This also results in the effect of having to confront a huge mob comprising of two or three groups instead of the ONE group you attacked .

by the way , I think I speak for all players using henches on ocasion : the most useless - and even dangerous - henches now are Orion and Cynn . Make them either earth/fire/water elementalists or delete them.

Mormegil

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by Ellix Cantero
Urph, I'm sure people have tried to explain this earlier in this elongated turd of a thread, but here goes again.

Initially, you're quite right. Certain items are going to skyrocket. This is because there is so much gold floating around in the economy due to the mass farming that's been happening. HOWEVER, over time people will burn through their gold stocks getting their prestiege in-game items, dumping the gold into a void and removing it from in-game circulation.

It is at this point that prices for the rare items will HAVE to come back down, because there won't be enough people out there able to pay the outrageous prices they'll be at. Supply will outstrip demand. It seems that most posters here are confusing desire with demand. Just because an object is desirable, doesn't mean it's in demand. It's only in demand if the people it's desirable to can obtain it (which if it's too expensive, they cannot, and thus it's NOT in demand).

Economics 101
It doesn't necessarily end like this. Btw, since we're talking about economics, let's start with the basis. Inflation is a monetary phenomenon, so it's right to say that more gold into an economy generates inflation.

The equation looks like this one: P= M+V, P being the increase in prices during a given period of time, M as the increase in monetary stock (in a given period), V as the increase in the speed at which gold circulates (in a given period). Farmers generally mean higher values of M and V, which isn't positive for price stability. So far, this update could be positive for the average player.

Here comes a possible, negative outcome of the current situation

Ectos are 17k now. Let's say people won't sell them to the trader because A)it will be increasingly difficult to get them after this update B) if the AI stays like this, ectos will be even more valuable--> people who have big bulks know too well how economy works and will wait to see what happens.

By not selling them to the trader, the price won't drop.

And there's more. People in desperate need of ectos to finish their fissure armor will A) suspect the price will go even higher in the future, since ectos are not easily farmable now-->demand won't change B) not find a way to get them by farming anymore, thus they'll be forced to buy them-->demand won't change.

In the future, less ectos will get into the economy, therefore supply will be very low no matter what, while demand will drop a bit but not enough (still outstripping supply). Eventually the economy will stabilise at a certain point, with ectos more expensive than they used to be (maybe not 17k, but around that, yes, it's likely).

Fissure armor will be much more difficult to get, and people will have to live with that.

Feminist Terrorist

Feminist Terrorist

Desert Nomad

Join Date: Nov 2005

Oh Noes! The 'burbs!

After spending a couple more hours traveling through Perdition Rock, vainly hunting for Harn Coldstone (who hasn't been seen by me in 4 days), I have to say that
1)Henchies are dumber than before
a)I hate the delay before they attack
b)Mhenlo is very reluctant to res anyone except for Lina
c)I'm terrified to take Cynn out
2)Enemy aggro must be fixed
a)A little chaos in a battle is acceptable, but this level of chaos is not
b)Sometimes even casting Deep Freeze or Blurred Vision sends them into a complete free-for-all
c)Those Drakes are out of control. There were times tonight that I didn't enter their aggro bubble, but they freaked out and hunted me down anyway.
3)I'm not sure Obsidian Flesh is worth 4, going on 5 days of looking.
4)I'm still pissed about the update. Some of these "fixes" have broken the way the skills were intended to work. Traps were not intended to scatter mobs, or they would have been worded differently:Spike Trap-scares the hell out of Mahgo Hydras and makes them run like little girls.

mocax

Ascalonian Squire

Join Date: Nov 2005

.... that they aggro'ed me and lured me into an ambush!
goddam Ice Golems......

I felt so pwn'd.....

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

Or you could say you got stupid...

You could have ran the other way or not followed them

Just joking.

aron searle

aron searle

Jungle Guide

Join Date: Aug 2005

Mo/

1 more thing i want to say, then i may as well leave this one.

My main complaint is about the buggyness of this patch, it really should have been undone then bought back complete. (i will drop the farm grind one as we wont all agree on this, but you cant deney the bugs)

I feel like an unpaid beta tester.

Spells like dustrap or throw dirt should not make them run (and yes they STILL DO, regardless of some people saying they dont).

enemies should not keep running in and out of aoe's, also they should not get confused and sometimes stand their.

They should also not constantly attempt to get away if they are trapped or snared, they should attack not be a fish in a barrel.

Im not a beta tester and i dont want to be treated like one, Anets attitude is "yea its gone wrong, but put up with it till we get round to fixing it".

The kind of bugs that im seeing, i really cant belive this will be fixed in a few days.

Please Anet, i am not your friggen tester i am your customer.