In post 182, redFF wrote:What I'm actually saying is pay to get gear faster and easier than other players equals pay 2 win.
that's not what it means at all. It means paying to get something that people playing the game without paying cannot get. It's pay for convenience, not pay to win.
jdodge1019: hasjghsalghsakljghs is from vermont
jdodge1019: vermont is made of liberal freaks and cows
jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
In post 182, redFF wrote:What I'm actually saying is pay to get gear faster and easier than other players equals pay 2 win.
Which is a staple for every MMO ever.
I'm still not following, point out where this is in WoW, or any mmo with a $15 a month sub.
Gold farming exists for a reason.
so you're saying this is a replacement for gold farming/selling? And you're fine with that being part of a game you played for?
Are you purposely trying to mimic the stereotypical six year old that asks "Why?" to every single question that is answered?
You aren't even following the same train of thought, you ask one thing then immediately jump to things completely unrelated, completely disregarding any answers that you may have received.
Just read what is quoted in that pyramid to see that nothing you say makes sense.
Don't ask questions if you are not looking for answers.
redFF wrote:Two players in GW2 with equal characters, the person who has paid money has acquired all their gear quicker and easier than the person who didn't pay anything.
Two players in GW2 with equal characters, the person who has played more has acquired all their gear quicker and easier than the person who didn't play as much.
And considering the person that plays more can get more currency which then can be used to buy the cash shop currency which can then be used to buy the boosters that can make his playing more worth even more...and...
...and Shut Up.
redFF wrote:And if you think these karmaboosts are going to be it, come back and quote me in a years time. First they said it would be cosmetic and nothing giving anyone an advantage, now they have things to help you get gear quicker. Slippery slope.
redFF wrote:Slippery slope.
You really just throw words out at random, don't you.
You have zero independent spoken thoughts, it is all just regurgitation that you have leeched off of others.
Cooking is incredibly fun, but I don't know if I'll level it on my first toon. It's a HUGE gold sink with few returns. Might be better off leveling something with a better economic splash while the server is young.
Anyone have ideas for cash cows? On release/new MMO servers I always dominate the market with a few essential things: bag/inventory space, crafting materials w/ low drop:use ratios, minipets (http://dulfy.net/2012/06/17/gw2-minisminipets/!), or gaming the trading post by buying out certain types of semi-common materials and artificially inflating their cost (this is immoral and trickles into the rest of the economy, but whatevs).
So high, so low, so many things to know.
aim:gochat?roomname=ScumChat&Exchange=5
I'll basically take whatever professions people want me to, so just tell me what we're short of. I once dumped tailoring and had 450 Jewelcrafting in 2 days, it's like... professions, whatever. No attachment to them.
Since the game is designed that you can have any combination of classes and still complete stuff, it shouldn't be a huge deal what we roll. I'm planning on a Necro as my main, personally.
jdodge1019: hasjghsalghsakljghs is from vermont
jdodge1019: vermont is made of liberal freaks and cows
jdodge1019: he's not a liberal
jdodge1019: thus he is a cow
The easiest way to make money on the market is to sell the things in highest demand, but to buy them from other parts of the market that are lesser in demand.
For example, say copper ore is worth 23 copper.
And people, leveling their crafting skills, make 100s of something worthless, like a low level chainmail helmet, which they then sell for 10 copper.
Buying such and then salvaging it will yield you 1-3 copper.
And doing this by using a cheap salvage kit that costs 88 copper for 25 uses, because at this point, you don't care about the higher returns you'd get from the rarer materials you'd get from more expensive salvage kits.
Which after you salvage these dozens upon dozens of cheap helms, you'll have hundreds of worthwhile copper.
Which, because copper is always in such high demand because of low level crafting that everyone in the game will get thru, will sell instantly, making you a massive profit.
There are too many ways to count that this exact type of scenario applies to the market, and I still discover new ones.
Another method is take 4 of the same crappy low level weapon with the modifier that you want. (i.e. mighty)
Take these to the mystic forge, throw all 4 in.
You now have a worthwhile higher level weapon, perhaps also of higher quality, to sell back on the market.
The buying out to artificially inflate prices in the market will work once you have a good chunk of money to do this with.
This is best done with cheaper priced goods because each copper increase in price is more exponentially gainful to your profits.
Changing a price from 45 copper each to 50 copper each isn't as big of a deal as changing something from 4 copper to 5 copper.
This is especially handy if you -know- the market WILL inflate itself rapidly before too long.
The main example for this that I have found is iron ore.
Immediately, its worth more compared to copper ore, as it should be.
But the market gets super saturated with them because the rate as which people level up crafting to hit the iron level is less than the rate at which people flood the market with the iron.
So iron gets down to sub-8 copper levels.
But waiting until the point of demand, and buying out all the low priced iron, when everyone hits the iron level and starts demanding it, if you've "artificially" inflated it by buying it out, while also never selling any until that point happens, the amount of profit will be absurd.
When playing the market in general, its good to have high demand low priced things that you'll make an instant profit from, and lower demand pricey things which will sell eventually for larger chunks.
That way you can continue to buy more things to sell with the instant money you make, and slowly put more into the costlier selling of such for after you are done and come back later. (e.g. sleeping at night)
Long term investments verses the day trading you are doing will make you more money in the long term, so its good not to neglect it.
Somewhat related, it will also be good to learn market fluctuation based on time zones.
People generally sleep at night, so they aren't stocking the market with a constant supply of goods.
With the people that are awake, it only takes a single person to grind out some crafting to inflate prices higher than normal.
So in the early morning hours, things that were priced higher than the market average, will be much more likely to sell.
So for example, you were day trading copper and selling it for 23 copper each, but also took a chunk and sold that for 30 copper each, that chunk would likely sell at night.
Another branch entirely for the market, is buy orders.
These essentially far in the category of long term investments because they'll take longer and slowly trickle to you.
But they are essential to everything you do for helping maximize profits because you'll be generally paying much lower than the market price, even if you just immediately sell it back at the standard pricing.
ONE method I was using for this that no longer exists, yet is still worth covering anyways, was buying things for cheaper than NPC pricing.
The first 2 BWE you could set any price you wanted for buy orders, or selling.
So I would make buy orders for things like, blueberry muffins or whatever, any cheap crafting result that no one wants but would be generally worthless otherwise.
Then I would directly sell them to NPCs for the profit because they had a higher NPC price of something like 15 copper.
BUT THIS WAS CHANGED, AND I AM SAD.
But this is good news for those that don't have to time to check every NPC price of -everything- they'll be dealing with in the market, so few stupid decisions will be made.
Each BWE I've been making tons of -gold- from spending a little time learning and understanding how the market functions.
Even after the reset for BWE3, I still made several gold.
And all this is profit AFTER I geared myself out fully.
Which is important for wvw, because of the way the multipliers work to your base stats, and is a whole nother subject entirely.
After we get the guild bank up and running, people should feel free to load it up with everything they find "useless" and everything else that is useful, as I'll most likely find a way to turn it into a way to make profits.
But for yourself, the quickest way to learn the market is to stick with and learn a tab (from the search options) and find ways to make money off the things provided.
Each tab is a gold mine, and I haven't even touched the dye or mini market yet.
A short video I made. Couldn't do much with the ending but, Socio made that jump for me lol.
I was looking through everything I recorded and decided to do this with it :3