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Guild Wars 2

Guild Wars 2 

General Discussion  » Play our way, or don't play...

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292 posts found
  User Deleted
9/20/12 7:15:40 AM#161
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by Gaia_Hunter
Originally posted by sr7olsniper

 

 

 

 

 

No one speeds runs or runs anything for the matter to not get anything. If you think people will run somethign over and over again for no purpose whatsoever then you are delusional. Check my post with Chrono Trigger so you can understand my point. The fact that they are not getting locked out, but just punished for doing what they like is the whole point. Specially since the gear supposedly is just cosmetic and there is no big difference between the gear the speed runners can get and the other one the regular ppl can get. 

I know exactly why people speed run, I do it myself in most mmos. It is done to get lootz as quickly as possible.
If though people are able to speed run for loot faster then the devs intended to be possible for a game, it is clear as day that it should be changed.

 

Diminishing returns is a better system then lockouts. DR allows players who enjoy the gameplay to keep on doing it whilst at the same time curbing loot gain. Lockouts fk everyone up.

  sr7olsniper

Apprentice Member

Joined: 8/07/09
Posts: 218

9/20/12 7:17:54 AM#162
Originally posted by ForumPvP
Originally posted by sr7olsniper
Originally posted by ForumPvP

Play our way, or don't play...

GW2 system ported to WoW battlegrounds

kill 10 players in 10 minutes  and earn 100 honor.

kill 100 players in 20 minutes  and earn 200 honor.

and in gw2 its a good system,revolutionary?

 

I would argue WoW is doing it a lot better tehse days specailly in MoP, at least if we are talking time to reward ratio. Which at the end equates more people doing your content and "having fun" to a certain degree. 

Makes me wonder ,do they  have this system on WvWvW also,honor badges will not drop if people kills enemies too fast.

Is there a cap for those also,is it 100% drop ?

Now if they control this on PvE side ,why not in PvP as well,if its so good system.

all roads lead to Rome,i mean cash shop.

 

 

That is the elepahnt in the room that apperently the diehard fans dont want to see. It is all pointing at teh cash shop at teh moment and that really makes Anet seem desperate to the extreme. Funny thing is, if they had pull this stunt on a subscription game right about now you would be reading the "X ammount of ppl unsubbed" threads. 

At least with a sub game they know that people won't tolerate bullshit and leave. With anet we have no recourse but to buy our own lube so our assholes don't get too stretched out from getting bent over a table at Anets will. - Hrimnir

  User Deleted
9/20/12 7:18:42 AM#163
Originally posted by TwoThreeFour
Originally posted by bunnyhopper
Originally posted by TwoThreeFour
Originally posted by bunnyhopper
Originally posted by TwoThreeFour
Originally posted by bunnyhopper
Originally posted by TwoThreeFour
Originally posted by Connmacart
 

 

 

 

 

 

 

I am arguing that the amount of "viable choices" dictate how much freedom you have. Maybe it doesn't have to be actual mathematically viable choices, maybe it is just enough that the persons perceive the options as viable. What is "viable" is of course a matter of opinion.

 

Making only one progression path viable, is bad then from a freedom-stance. Which is why I find it good that they fix such balance issues. The token suggestion, suggested above, would make multiple dungeon paths viable. The current "solutioN" is horrible from a freedom-perspective compared to other solutions.

Please reiterate the token suggestion again.

  sr7olsniper

Apprentice Member

Joined: 8/07/09
Posts: 218

9/20/12 7:23:41 AM#164
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by Gaia_Hunter
Originally posted by sr7olsniper

 

 

 

 

 

No one speeds runs or runs anything for the matter to not get anything. If you think people will run somethign over and over again for no purpose whatsoever then you are delusional. Check my post with Chrono Trigger so you can understand my point. The fact that they are not getting locked out, but just punished for doing what they like is the whole point. Specially since the gear supposedly is just cosmetic and there is no big difference between the gear the speed runners can get and the other one the regular ppl can get. 

I know exactly why people speed run, I do it myself in most mmos. It is done to get lootz as quickly as possible.
If though people are able to speed run for loot faster then the devs intended to be possible for a game, it is clear as day that it should be changed.

 

Diminishing returns is a better system then lockouts. DR allows players who enjoy the gameplay to keep on doing it whilst at the same time curbing loot gain. Lockouts fk everyone up.

But that wasnt the only option I gave, I said lock outs or weekly cap. The cap seems a better option for you at least and it is something that already works on other games. Like I said, no player wants to be punished and diminishing returns in fact punishes the player. It is not about if at the end of the day it is teh same, but the way it is persieved. If you read the posts about FF14 diminishing system you will see the same argument. It is never about making the overall gameplay fair but about how they go with doing it. If you take stuff away from a player then they will fight it back. A better solution wouldve been to give smaller rewards fromt eh get go and have it rump up as you go. At the end of the day its the same but one decreases while the other one increases. Do you see my point?

 

At least with a sub game they know that people won't tolerate bullshit and leave. With anet we have no recourse but to buy our own lube so our assholes don't get too stretched out from getting bent over a table at Anets will. - Hrimnir

  Xasapis

Tipster

Joined: 1/12/07
Posts: 5608

9/20/12 7:27:39 AM#165
Originally posted by bunnyhopper
...

Please reiterate the token suggestion again.

Allow me to repeat my post:

<div cfbody"="">

Or simply reward the harder paths with more rewards:

  • Path A takes 20mins? Give 20 tokens total
  • Path B takes 40mins? Give 40 tokens
  • Path C takes 2 hours? Give 120 tokens
That way you'd have a choice, do I do the easiest path until I get sick of it or just go for the others as well, knowing it will take more time but it'll be worth it?

They wouldn't even need to adjust the difficulty between the paths. They'd only need to adjust the challenge vs reward ratio.

If somebody is taking advantage of a bugged mob or mobs are not behaving as intended (please fix the underwater mobs constantly resetting), then I see no problem with that. Unfortunately for us, Anet didn't put the diminishing returns because there were bugs, the bugs will eventually get ironed out. They put the roadblocks because people were getting too much gold to keep the gem store relevant.
  Omnifish

Advanced Member

Joined: 2/16/11
Posts: 615

I'll kick your a**e so hard, you could build a swimming pool in the footprint!

9/20/12 7:30:38 AM#166
Originally posted by MurlockDance
Originally posted by sr7olsniper
Originally posted by Draftbeer

There is no official word on this yet, so I'm hoping that Anet just made a fatal mistake

and they fix it asap...

 

Anti-grind system for farming mobs was one thing, but for events? Big nono.

 

Dungeons was somehow understandable so ppl don't run only one dungeon

all the time. (I put this action in the grey zone, white = ok, black = bad)

Other games have had WAY better forms of counter bot implementations. What Anet did is, quite frankly, boreding on communism. Then again, they dont really care since there is no subscription and if people quit the game it wont hurt their bottom line.  

Bots are always an issue, every game has botters and hackers, but you never punish your playerbase to solve the problem. Now even more than before, players are going to just go buy gold fromt he farmers because Anet just did it harder for them to grind for their stuff and the farmers actually undercut Anet in gem prices so that is hilarious.

If you dont want people to run dungoens consequitively you put a lock out to the whole dungeon, you dont punish a player for choosing path A over path B, specially whent hey claimed their game was all about freedom and your story. Well guess what, its your story but you can only do what we tell you to do, otherwise you are banned/penilized.  

You apparently do not know what communism is. ANet's actions have nothing to do with communism.

You mean over-regulation. They are attempting to regulate the ingame economy by keeping people (gold farmers? bots?) from flooding the markets with items/mats/etc. and ingame currency and creating havoc with prices.

The changes suck... no bones about it.

I'd say their trying to overregulate the economy so your more likely to go to the CS and buy gems for gold. They can dress it up however they like but the cynic in me says this is the most likely reason.  

Basically if your the sort of player who likes to play the economics models and come out at a profit, this really isn't the game for you.

P.S. Communism has an economic angle to it as well as political.  Communism economically overregulates market supply and demand to eliminate free enterprise and growth in public markets, to maintain the political agenda. So considering that I think he's point has merit.

This looks like a job for....The Riviera Kid!

  User Deleted
9/20/12 7:31:11 AM#167
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by Gaia_Hunter
Originally posted by sr7olsniper

 

 

 

 

 

 

But that wasnt the only option I gave, I said lock outs or weekly cap. The cap seems a better option for you at least and it is something that already works on other games. Like I said, no player wants to be punished and diminishing returns in fact punishes the player. It is not about if at the end of the day it is teh same, but the way it is persieved. If you read the posts about FF14 diminishing system you will see the same argument. It is never about making the overall gameplay fair but about how they go with doing it. If you take stuff away from a player then they will fight it back. A better solution wouldve been to give smaller rewards fromt eh get go and have it rump up as you go. At the end of the day its the same but one decreases while the other one increases. Do you see my point?

 

Lock outs punish the player far more then DR, they stop someone from playing.

A weekly cap is potentially a better option.

  PieRad

Apprentice Member

Joined: 11/14/08
Posts: 1169

9/20/12 7:32:53 AM#168
Originally posted by Caliburn101
Originally posted by PieRad
Originally posted by Caliburn101
Originally posted by PieRad
Originally posted by Caliburn101
Originally posted by AvatarBlade
-snip-
-snip-
-snip-
-snip-
-snip- You can't have better weapons than exotic CoF weapons, they are all the same statwise.

For example: Crafted exotic beserker greatsword, is exactly the same as the exotic power/precision/crit.dmg greatsword from CoF, just saying :P

Molten weapons are level 80??

As for the labels - 'no lifer', 'casual', 'carebear' etc. - they are just shorthand. I have been a no-lifer, a carebear and a casual myself. You can't avoid the labels even when you try - so I use them....

... and example of ME being lazy - true....

Yes, when you go to the token vendor he got 2 tabs, 1 for rares, and 1 for exotics, and the exos are lvl 80, not sure about the rares though, they might be lower.

  Raekon

Advanced Member

Joined: 3/05/04
Posts: 552

9/20/12 7:34:30 AM#169
Originally posted by Voiidiin
Originally posted by Raekon
Originally posted by Voiidiin
Originally posted by Nadia
Originally posted by Voiidiin
Originally posted by Scalpless
 for dungeons, you can run them as often as you want, as long as you don't just run the same path of the same dungeon over and over again.

You are wrong about dungeons, after running TA then CM story, i went to AC and was capped.

the cap is based on how fast you complete them

http://www.mmorpg.com/discussion2.cfm/thread/365276/ANET-commentary-on-patched-dungeons.html

If you speed clear dungeons at a rate of more than 2/ hour, and continue to do that for some time your rewards will slowly begin to degrade. It doesn't kick in after running a single dungeon and it doesn't immediately zero out rewards.

 

Sure thats fine, dungeons were really not my main gripe it was the arbitrary caps they placed on DEs and Mob killing/rewards.

Its pretty clear you guys are only picking portions of my OP to suit your view of the game, its the whole update they released that basically makes players play only a specific way when it comes to the PvE.

As i have already said, i am a big fan of GW2, this update has soured me on it though. 

 

Were you one of the guys that were indeed botting so the patch gave you a restriction upon it?

Just asking cause you are coming across that way.

 

This is just plain inflammatory, and an attempt to try and marginalize my view on the changes made to the game. Did i say something to insult you in anyway, shape, or form ?

NO.

Where in all that i have posted in this entire thread have i ever given the impression i was a botter ? You are simply trying to turn a discussion of game changes into a flame war and you should be ashamed at the your words you typed. 

Because i want to get materials for my crafting professions for me and my son you attempt to label me as a illegal player who is considered substandard to others, all because you disagree with how i view the recent changes ArenaNet made to the game.

I will not argue with you about the rest of your post because it only feeds into your incendiary attitude towards others who do not conform to your way of thinking. It's your opinion and you are very welcome to it.

If you want to have an intelligent discussion about this subject (the game update not your attempt to belittle me) i will gladly discuss it with you, otherwise i would ask you try and keep personal attacks out of a very nice thread where actual players have been actually discussing something they feel passionate about.

 

Good day sir.

Funny how you avoid answering questions and for leaving out parts that showcase in which parts of your post you were indeed wrong.

I didn't say you are botter nor did I bellitle anything yet you immediately were insulted and stamped me as someone that tries to start a flame war.

Several others already pointed out that the changes shouldn't be affecting your gameplay since you can move on and go kill other type of mobs to avoid this, yet you are not interested to listen to anyone but rather keep arguing on how unfair the patch was in your particular way of playing.

As I said I have 8 characters, getting materials with each and everyone of them as I go without any limitations affecting me.

Your dungeons argument were already answered by others and me through even a official answer that were added in this thread by someone else.

After that however you claimed that it wasn't your primary problem/issue contradicting your own post.

This type of behaviour shows that you don't care what other ways are there to avoid being affected by the patch but rather want what you want, the way that you want it and don't care about anything else.

With that said, you should be the one to be ashamed here upon your immature and selfish approach before you say other people about what they should be ashamed off.

Good day to you too!

  sr7olsniper

Apprentice Member

Joined: 8/07/09
Posts: 218

9/20/12 7:35:06 AM#170
Originally posted by Omnifish
Originally posted by MurlockDance
Originally posted by sr7olsniper
Originally posted by Draftbeer

There is no official word on this yet, so I'm hoping that Anet just made a fatal mistake

and they fix it asap...

 

Anti-grind system for farming mobs was one thing, but for events? Big nono.

 

Dungeons was somehow understandable so ppl don't run only one dungeon

all the time. (I put this action in the grey zone, white = ok, black = bad)

Other games have had WAY better forms of counter bot implementations. What Anet did is, quite frankly, boreding on communism. Then again, they dont really care since there is no subscription and if people quit the game it wont hurt their bottom line.  

Bots are always an issue, every game has botters and hackers, but you never punish your playerbase to solve the problem. Now even more than before, players are going to just go buy gold fromt he farmers because Anet just did it harder for them to grind for their stuff and the farmers actually undercut Anet in gem prices so that is hilarious.

If you dont want people to run dungoens consequitively you put a lock out to the whole dungeon, you dont punish a player for choosing path A over path B, specially whent hey claimed their game was all about freedom and your story. Well guess what, its your story but you can only do what we tell you to do, otherwise you are banned/penilized.  

You apparently do not know what communism is. ANet's actions have nothing to do with communism.

You mean over-regulation. They are attempting to regulate the ingame economy by keeping people (gold farmers? bots?) from flooding the markets with items/mats/etc. and ingame currency and creating havoc with prices.

The changes suck... no bones about it.

I'd say their trying to overregulate the economy so your more likely to go to the CS and buy gems for gold. They can dress it up however they like but the cynic in me says this is the most likely reason.  

Basically if your the sort of player who likes to play the economics models and come out at a profit, this really isn't the game for you.

P.S. Communism has an economic angle to it as well as political.  Communism economically overregulates market supply and demand to eliminate free enterprise and growth in public markets, to maintain the political agenda. So considering that I think he's point has merit.

This is also true, and while my train of thought was about the political aspects of it, you have explained the problem with these changes better than I could. 

At least with a sub game they know that people won't tolerate bullshit and leave. With anet we have no recourse but to buy our own lube so our assholes don't get too stretched out from getting bent over a table at Anets will. - Hrimnir

  TwoThreeFour

Novice Member

Joined: 3/26/12
Posts: 2148

9/20/12 7:36:19 AM#171
 

Edit: just noticed that the original poster reposted his as reply, so my quoting is not necessary.

  User Deleted
9/20/12 7:37:32 AM#172
Originally posted by Xasapis
Originally posted by bunnyhopper
...

Please reiterate the token suggestion again.

Allow me to repeat my post:

<div cfbody"="">

Or simply reward the harder paths with more rewards:

  • Path A takes 20mins? Give 20 tokens total
  • Path B takes 40mins? Give 40 tokens
  • Path C takes 2 hours? Give 120 tokens
That way you'd have a choice, do I do the easiest path until I get sick of it or just go for the others as well, knowing it will take more time but it'll be worth it?

They wouldn't even need to adjust the difficulty between the paths. They'd only need to adjust the challenge vs reward ratio.

If somebody is taking advantage of a bugged mob or mobs are not behaving as intended (please fix the underwater mobs constantly resetting), then I see no problem with that. Unfortunately for us, Anet didn't put the diminishing returns because there were bugs, the bugs will eventually get ironed out. They put the roadblocks because people were getting too much gold to keep the gem store relevant.

The sliding scale looks good, but the problem is that people are getting tokens too quickly (as far as ANET are concerned). If people can get 20 tokens in 20 mins and do that all day long, then that will still seem excessive. Just having different rewards for different paths does not alter that.

 

 

  TwoThreeFour

Novice Member

Joined: 3/26/12
Posts: 2148

9/20/12 7:39:45 AM#173
Originally posted by bunnyhopper
Originally posted by Xasapis
Originally posted by bunnyhopper
...

Please reiterate the token suggestion again.

Allow me to repeat my post:

<div cfbody"="">

Or simply reward the harder paths with more rewards:

  • Path A takes 20mins? Give 20 tokens total
  • Path B takes 40mins? Give 40 tokens
  • Path C takes 2 hours? Give 120 tokens
That way you'd have a choice, do I do the easiest path until I get sick of it or just go for the others as well, knowing it will take more time but it'll be worth it?

They wouldn't even need to adjust the difficulty between the paths. They'd only need to adjust the challenge vs reward ratio.

If somebody is taking advantage of a bugged mob or mobs are not behaving as intended (please fix the underwater mobs constantly resetting), then I see no problem with that. Unfortunately for us, Anet didn't put the diminishing returns because there were bugs, the bugs will eventually get ironed out. They put the roadblocks because people were getting too much gold to keep the gem store relevant.

The sliding scale looks good, but the problem is that people are getting tokens too quickly (as far as ANET are concerned). If people can get 20 tokens in 20 mins and do that all day long, then that will still seem excessive. Just having different rewards for different paths does not alter that.

 

 

That's a good point and it can be solved by lock-outs or just nerfing the token gains to a lower token/minute ratio. I would prefer those solutions over the current one.

  sr7olsniper

Apprentice Member

Joined: 8/07/09
Posts: 218

9/20/12 7:40:28 AM#174
Originally posted by bunnyhopper
Originally posted by Xasapis
Originally posted by bunnyhopper
...

Please reiterate the token suggestion again.

Allow me to repeat my post:

<div cfbody"="">

Or simply reward the harder paths with more rewards:

  • Path A takes 20mins? Give 20 tokens total
  • Path B takes 40mins? Give 40 tokens
  • Path C takes 2 hours? Give 120 tokens
That way you'd have a choice, do I do the easiest path until I get sick of it or just go for the others as well, knowing it will take more time but it'll be worth it?

They wouldn't even need to adjust the difficulty between the paths. They'd only need to adjust the challenge vs reward ratio.

If somebody is taking advantage of a bugged mob or mobs are not behaving as intended (please fix the underwater mobs constantly resetting), then I see no problem with that. Unfortunately for us, Anet didn't put the diminishing returns because there were bugs, the bugs will eventually get ironed out. They put the roadblocks because people were getting too much gold to keep the gem store relevant.

The sliding scale looks good, but the problem is that people are getting tokens too quickly (as far as ANET are concerned). If people can get 20 tokens in 20 mins and do that all day long, then that will still seem excessive. Just having different rewards for different paths does not alter that.

 

 

It actually Does. If you see it this way, you run 2 dungones 20 minutes each for 40 tokens total or 1 dungeon that takes 40 mins for 40 tokens. At the end of the day it is the same winnings per time ration but the player has the choice to decide how they want to play the game. Ultimetaly the earnings will be the same no matter what in a given amount of time but the players has freedom to choose whatever fits their playstyle

At least with a sub game they know that people won't tolerate bullshit and leave. With anet we have no recourse but to buy our own lube so our assholes don't get too stretched out from getting bent over a table at Anets will. - Hrimnir

  User Deleted
9/20/12 7:47:15 AM#175
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by Xasapis
Originally posted by bunnyhopper
...

 

 

 

It actually Does. If you see it this way, you run 2 dungones 20 minutes each for 40 tokens total or 1 dungeon that takes 40 mins for 40 tokens. At the end of the day it is the same winnings per time ration but the player has the choice to decide how they want to play the game. Ultimetaly the earnings will be the same no matter what in a given amount of time but the players has freedom to choose whatever fits their playstyle

ANET don't seem to be concerned about how many dungeons you are running, they are concerned about the rewards you are getting within x time frame from dungeons.

 

The crux of the issue is that ANET don't want people getting the rewards as fast as they have been and if you don't place a cap or DR on the number of dungeon runs you can do, or the rewards you get from them. Then scaling system does nothing to solve that problem. Unless the tokens given per run are reduced in order to fall within ANET's expectations regardless of how many runs a day you do.

  sr7olsniper

Apprentice Member

Joined: 8/07/09
Posts: 218

9/20/12 7:49:22 AM#176
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by Xasapis
Originally posted by bunnyhopper
...

 

 

 

It actually Does. If you see it this way, you run 2 dungones 20 minutes each for 40 tokens total or 1 dungeon that takes 40 mins for 40 tokens. At the end of the day it is the same winnings per time ration but the player has the choice to decide how they want to play the game. Ultimetaly the earnings will be the same no matter what in a given amount of time but the players has freedom to choose whatever fits their playstyle

ANET don't seem to be concerned about how many dungeons you are running, they are concerned about the rewards you are getting within x time frame from dungeons.

 

The crux of the issue is that ANET don't want people getting the rewards as fast as they have been and if you don't place a cap or DR on the number of dungeon runs you can do, or the rewards you get from them. Then scaling system does nothing to solve that problem. Unless the tokens given per run are reduced in order to fall within ANET's expectations regardless of how many runs a day you do.

Again that is a better solution than the curretn one. It is all a motter of perspective same issue with FF14. IF you reduce the takens toa fix ration people wont complain. however if you do DR people will take it as punishment, rightfuly so, and complain. 

At least with a sub game they know that people won't tolerate bullshit and leave. With anet we have no recourse but to buy our own lube so our assholes don't get too stretched out from getting bent over a table at Anets will. - Hrimnir

  User Deleted
9/20/12 7:50:50 AM#177
Originally posted by TwoThreeFour
Originally posted by bunnyhopper
Originally posted by Xasapis
Originally posted by bunnyhopper
...

 

 

 

That's a good point and it can be solved by lock-outs or just nerfing the token gains to a lower token/minute ratio. I would prefer those solutions over the current one.

Lock outs are terrible (imo). They prevent you from helping others, they prevent people from running dungeons just for the gameplay element. DR or reward caps allow you to play to your hearts content whilst limiting reward gain.

 

Lower token per minute ratio is obviously viable though and would work if tailored correctly.

  Xasapis

Tipster

Joined: 1/12/07
Posts: 5608

9/20/12 7:51:10 AM#178

The token per path can be adjusted to whatever Anet seems fair. As it is right now, all paths reward the same, so why you as a casual would pick the longest path more than once (ie out of curiocity), when you can pick the shortest, get the rewards and do something else with the remaining of your time? More so for the more hardcore/persistent crowd.

 

Don't like the 20 tokens? Make them 10 per 20mins. The issue here is the freedom to choose the path that suits you best and be rewarded for your effort. It also doesn't punish you for playing the game, which is again the case here.

 

I'm sure I'm a retard as far as game design is concerned, but I think I like the system I described better than the one trying to implement. It feels less punishing, offers a fairer reward for effort ratio and it doesn't seem like they are trying to shove the cash shop down our throats.

 

  Volgore

Tipster

Joined: 6/15/08
Posts: 1932

Posts deleted: 12589457

9/20/12 7:51:53 AM#179

I can't believe some people still think that this move is against professional farmers or bots and even defend it.

It's rather obvious that the anti-farm code has NCSoft written allover it and got in to drive players to the cash shop to rake in more money, as 2 mio box sales and it's profit may very well be below what NCSoft expected. If the game had 3.5+ mio initial sales, we'd never have seen this piece of code.

There are botters and gold spammers left and right, flooding people's mail inbox and occupying the chat and nothing gets done about them -if ANet would be going against pro-farmers and bots, it would be easier to start here instead of offending your playerbase with an antifarm-code in a game that bring so much grind that some korean companies could learn another lesson about how it gets done.

The game is ridden with bugs and unplayable to a major chunk of players due to 5sec ability-lag/disconnects since release -  and ANet patches farming on the fly?

Again, the antifarm-code has nothing to do with gold-sellers or bots.

  User Deleted
9/20/12 7:52:20 AM#180
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by sr7olsniper
Originally posted by bunnyhopper
Originally posted by Xasapis
Originally posted by bunnyhopper
...

 

 

 

 

Again that is a better solution than the curretn one. It is all a motter of perspective same issue with FF14. IF you reduce the takens toa fix ration people wont complain. however if you do DR people will take it as punishment, rightfuly so, and complain. 

It isn't a solution at all, unless a cap/reduction in tokens per minute is added. Both of which reduce the gains a speed run will get anyway.

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