User talk:Linsey Murdock/Questions8
Rotscale Revisited
Could the Rotscale idea be revisited? I stumbled across this Fansite_Friday/NL and thought how cool it would be if some awesome big mobs like Rotscale would spawn in rarely visited areas of the game. I don't visit Rotscale for the bow, although I think it's nice, I visit him for the awesome encounter. There are many areas in GW you could (I know I make it sound simpler than it is) add a scaled up version of an already existing model to create a fun new reason to see an area no-one otherwise cares about. Druid 12:30, 22 August 2008 (UTC)
- Vanquisher. 'nuff said. >.> -- Elv 21:17, 23 August 2008 (UTC)
- Fun-mode things like Rotscale are WAY better than hard mode could ever think of being. Some of us like to play the game. Hard mode is anything but. --71.240.84.93 02:08, 25 August 2008 (UTC)
- I disagree, I've had a lot of fun with Hard Mode, and I enjoy the challenge of vanquishing areas with crazy mobs like Rotscale's. I'm almost done with my second Legendary Vanquisher, so I can safely say I've found something that gave me a good reason to go into far-off areas I'd never visit otherwise. (Never mind Cartographer, I hated that and saw more walls that areas as a whole.) Anyway, I just wanted to point out that there are titles you can pursue that show you areas you'd otherwise never go to. :) -- Elv 09:10, 25 August 2008 (UTC)
- NO titles. I play the game for fun. Titles also aren't. I tried HM a few times. It's just not even remotely resembling fun. It's the same reason I wish I could "return" GWEN (and stick to the 3 campaigns) -- it turns the game into a chore rather than fun; it's way too hard and annoying. Things like Rotscale are great for those like me (and we aren't few). It gives us somethign to go up against and try to challenge ourselves a bit, but it doesn't throw the whole game out of whack. When hard mode was originally announced, I was overjoyed, because I thought that it would mean that A.net would finally turn fun mode back into what it was supposed to be; that the "must have everything hard!!!!!!!!" crowd would be satisfied (and separated out) so A.net wouldn't have to hear about it and ruin the normal game for the rest of us. It did for a while, but then GWEN came around and it was "hard mode everywhere". ---71.240.84.93 13:13, 26 August 2008 (UTC)
- Well, to me the titles are part of the fun, and believe it or not, I actually enjoy vanquishing. (I really wouldn't bother with a second LV if I didn't.) As for hard/not hard/too hard... I think we all experience it differently. I usually vanquish with a few friends, and we're all experienced players. For us going through most of HM is a breeze, and we do sometimes wonder if we're even in HM at all. (We vanquished Tasca's Demise in 18 minutes and Mineral Springs in 45 just the other day, not bad. :) ) Then again, the fun of the game can also be in who you play with, but I guess this sort of thing is really personal. (In the same way that some people enjoy PvP more than PvE, or vice versa.) For me killing the mosters is just the excuse to run around an area and have fun with friends while seeing the sights. I always thought that areas like Urgoz and the Deep made for nice challenges as well, and they're fairly doable in Normal Mode (although I can see how a getting a full party might be an issue). I haven't thought of Normal Mode as difficult in ages myself, so I find it hard to relate to your problem myself. (But hey, I've been mostly playing stuff in Hard Mode this past year, so of course Normal Mode will feel a lot easier to me than it might actually be.) I also think you underestimate the influence of new Rotscale-esque mobs. You forget they would be there in Normal Mode and Hard Mode both, and while for some it might be a fun challenge in Normal Mode, for those of us who like to go to remote places in Hard Mode it would probably imbalance the vanquish. -- Elv 20:02, 28 August 2008 (UTC)
- Titles are fun, especially if they are relatively quick to complete, and can be done in bits at a time. Hard mode is great as an additional challenge. I H&H'ed most of it, and initial obstacles really improved the way I played. Guardian and skill hunters are my 2 fav titles. Vanquishing IMO was too long, with some vanquishes taking a few hours with H&H. MotN also had some grueling experiences, with some dungeons being too long... though I didn't mind as much Slavers which was long but cut down in smaller bits. IMO, anything that takes more than 30 min should be cut down in smaller chunks. -- Alaris 20:13, 28 August 2008 (UTC)
- Well, to me the titles are part of the fun, and believe it or not, I actually enjoy vanquishing. (I really wouldn't bother with a second LV if I didn't.) As for hard/not hard/too hard... I think we all experience it differently. I usually vanquish with a few friends, and we're all experienced players. For us going through most of HM is a breeze, and we do sometimes wonder if we're even in HM at all. (We vanquished Tasca's Demise in 18 minutes and Mineral Springs in 45 just the other day, not bad. :) ) Then again, the fun of the game can also be in who you play with, but I guess this sort of thing is really personal. (In the same way that some people enjoy PvP more than PvE, or vice versa.) For me killing the mosters is just the excuse to run around an area and have fun with friends while seeing the sights. I always thought that areas like Urgoz and the Deep made for nice challenges as well, and they're fairly doable in Normal Mode (although I can see how a getting a full party might be an issue). I haven't thought of Normal Mode as difficult in ages myself, so I find it hard to relate to your problem myself. (But hey, I've been mostly playing stuff in Hard Mode this past year, so of course Normal Mode will feel a lot easier to me than it might actually be.) I also think you underestimate the influence of new Rotscale-esque mobs. You forget they would be there in Normal Mode and Hard Mode both, and while for some it might be a fun challenge in Normal Mode, for those of us who like to go to remote places in Hard Mode it would probably imbalance the vanquish. -- Elv 20:02, 28 August 2008 (UTC)
- NO titles. I play the game for fun. Titles also aren't. I tried HM a few times. It's just not even remotely resembling fun. It's the same reason I wish I could "return" GWEN (and stick to the 3 campaigns) -- it turns the game into a chore rather than fun; it's way too hard and annoying. Things like Rotscale are great for those like me (and we aren't few). It gives us somethign to go up against and try to challenge ourselves a bit, but it doesn't throw the whole game out of whack. When hard mode was originally announced, I was overjoyed, because I thought that it would mean that A.net would finally turn fun mode back into what it was supposed to be; that the "must have everything hard!!!!!!!!" crowd would be satisfied (and separated out) so A.net wouldn't have to hear about it and ruin the normal game for the rest of us. It did for a while, but then GWEN came around and it was "hard mode everywhere". ---71.240.84.93 13:13, 26 August 2008 (UTC)
- I disagree, I've had a lot of fun with Hard Mode, and I enjoy the challenge of vanquishing areas with crazy mobs like Rotscale's. I'm almost done with my second Legendary Vanquisher, so I can safely say I've found something that gave me a good reason to go into far-off areas I'd never visit otherwise. (Never mind Cartographer, I hated that and saw more walls that areas as a whole.) Anyway, I just wanted to point out that there are titles you can pursue that show you areas you'd otherwise never go to. :) -- Elv 09:10, 25 August 2008 (UTC)
- Fun-mode things like Rotscale are WAY better than hard mode could ever think of being. Some of us like to play the game. Hard mode is anything but. --71.240.84.93 02:08, 25 August 2008 (UTC)
We have discussed something similar to what you suggest. Adding some cool new world boss encounters to the game would be fun. It's definitely something on the list of ideas to possibly implement. - Linsey talk 19:26, 10 October 2008 (UTC)
It would also be nice to have real uses for them. I think Rotscale had a quest long time ago. And I always wondered what is he guarding. The tomb of a king? King Thorn's Tomb? The unanswered questions project is a good source for thing to do where there's time to. MithTalk 20:49, 29 October 2008 (UTC)
Could Prophecies henchmen get a skillbar update?
Dear Linsey, when you are finished with the introduction of MOX in early September, would you consider taking a look at the "old" Prophecies henchmen? Compared to all other campaigns & EotN, they still use skillbars that could get some improvements.
Alesia ==> Needs an offhand item !! (I don't know if she gets the energy bonus <+15> without that item) and she needs an hex removal skill.
Lina ==> Needs a condition removal, because as a Prot monk she doesn't offer one
Thom & Stephan ==> "Charge!" can be nice, but in Prophecies there are other Elite skills as well (e.g. Cleave, Eviscerate for Thom and Warriors Endurance for Stephan)
Reyna & Aidan ==> If they would use "Choking Gas", I am fine with "Practiced Stance" as an Elite...but with "Kindle Arrows"??? They need at least one interrupt, like "Distracting Shot".
Dunham ==> Take away "Distortion" so that he uses a few other spells, too. He still casts that one too often.
I am sure Orion and Claude would like to get a skill balance too.
Gorani 14:33, 27 August 2008 (UTC)
- Sure, their bars are bad, but they weren't meant to replace real players as much when GW was released. And for the most part they can deal with most of Tyria in Normal Mode and if you're not solely depending on henchmen for Hard Mode, you can get through that too. Though I have to say that the Prophecies henchmen feel the weakest of the 3 games. 75.146.48.190 16:37, 27 August 2008 (UTC)
- I would suggest Alesia get both a hex and condition removal and she uses a staff through out the game I would like to see Lina get both as well.I am fine with Charge on the Warrior henchmen just put some proper sword skills on Stafen and axe on Thom.Dunhamm could use 1 interrupt and I agree with you on Reyna and Aiden I would use Apply Poison with 1 interrupt.Devona is fine as is.Orion could use MS at higher levels instead of FS.I would also suggest taking out Blessed Light and putting in Word of Healing in Factions Healer Henchmen. Age 23:53 27 August 2008 (UTC)
- The idea had occurred to me. We'll see. - Linsey talk 00:10, 28 August 2008 (UTC)
- charge is nice for when you want to hero/hench and knock out a quest rather quickly.75.165.117.220 08:28, 28 August 2008 (UTC)
- The Problem is that all 3 have it. Imo leave Devona with "Charge!", and give the other 2 something else. --MageMontu 10:34, 28 August 2008 (UTC)
- Just an idea, but why don't you give them skills from other campaigns? like the hench in eotn. --MageMontu 11:56, 28 August 2008 (UTC)
- As EOTN is an expansion and thus has no unique elites and only has 100 unique skills. Thus cause its an extention of the previous 3 games, it gets to use skills from all 3. However nightfall, prophecies and faction henchies are in stand alone campaigns and thus their build should be tied to those campaigns also, as it would make little sense to be a player with 1 campaign and yet have henchies with a more diversive skill bar. -- Salome 12:27, 28 August 2008 (UTC)
- I agree with this to a degree. However, seeing as how Devona and her crew are "core henchmen" in all three campaigns, it makes sense that they could have more diverse skillbars than their native counterparts. So let the campaign unique hench keep that campaigns skillset, and the core hench have skills from all three.--Pyron Sy 20:51, 28 August 2008 (UTC)
- Above posters are being nice. IMO, the henchman builds for the first chapter are worse than bad. They look like they came right out of presearing. First of all, a warrior should never run all energy skills without Warrior's Endurance. Monks should not use healing breeze. Rangers should bring dshot if they are using a bow. Practiced Stance is a mediocre elite at best if you use it properly, but using it with Kindle Arrows is a joke.
- The elementalists should NOT use mind burn which is a stupidly underpowered elite. Set them up with Glimmering Mark or dual attune or something I guess. Alternately buff mind burn but that hasn't happened in years. The mesmer hench does not have an interrupt and lacks backfire/diversion. --The preceding unsigned comment was added by User:72.71.215.11 (talk).
- Henchmen were supposed to be bad. Their bad skills and poor AI were the incentive to play with other people, you've all been spoiled by good henchmen bars and heroes. In prophecy neither monk could remove conditions or hexes, a core function of the monk. This forced players to play in groups, hence playing an online MULTIPLAYER game. These days it's impossible to find a group for standard missions and quests because everyone has decent henchmen and heroes. The poor henchmen bars are the same as the 3 hero limit and the inability for heroes to use PvE skills. 122.104.161.96 16:58, 1 September 2008 (UTC)
- I agree with this to a degree. However, seeing as how Devona and her crew are "core henchmen" in all three campaigns, it makes sense that they could have more diverse skillbars than their native counterparts. So let the campaign unique hench keep that campaigns skillset, and the core hench have skills from all three.--Pyron Sy 20:51, 28 August 2008 (UTC)
- As EOTN is an expansion and thus has no unique elites and only has 100 unique skills. Thus cause its an extention of the previous 3 games, it gets to use skills from all 3. However nightfall, prophecies and faction henchies are in stand alone campaigns and thus their build should be tied to those campaigns also, as it would make little sense to be a player with 1 campaign and yet have henchies with a more diversive skill bar. -- Salome 12:27, 28 August 2008 (UTC)
- charge is nice for when you want to hero/hench and knock out a quest rather quickly.75.165.117.220 08:28, 28 August 2008 (UTC)
- The idea had occurred to me. We'll see. - Linsey talk 00:10, 28 August 2008 (UTC)
- I would suggest Alesia get both a hex and condition removal and she uses a staff through out the game I would like to see Lina get both as well.I am fine with Charge on the Warrior henchmen just put some proper sword skills on Stafen and axe on Thom.Dunhamm could use 1 interrupt and I agree with you on Reyna and Aiden I would use Apply Poison with 1 interrupt.Devona is fine as is.Orion could use MS at higher levels instead of FS.I would also suggest taking out Blessed Light and putting in Word of Healing in Factions Healer Henchmen. Age 23:53 27 August 2008 (UTC)
- Not everyone agrees about what skills are most suited for henchmen (in all but the hardest areas, Healing Breeze can be quite useful, for example), but I did experience the desert with just henchmen, and that's really tough, especially when facing the hydra's. They just lack the tools for what needs to be done. Which leads to the theory that henchmen were supposed to fill gaps, never replace real players. Yet players are getting harder to find, so they'll need to be improved, for the few beginners that can't get guildies or heroes to help them out. 145.94.74.23 19:52, 2 September 2008 (UTC)
- A general shakeup of the henchmen, in all campaigns might be nice. Their AI would be looked at as well, yes they're not supposed to be as powerful as Heroes or Player, but one can not ignore that many players rely on them as party fillers for personal cause or in areas where player numbers are low (or the players are worse than said AI). Yet, Proph henchies could do with more of a caring eye. 000.00.00.00 02:52, 8 October 2008 (UTC)
Idle question about inscriptions.
Hello Lynsey, just wondering but are prophecies and factions items ever going to be updated to be generally inscribable, like they are in Nightfall and EOTN? As I do alot of stuff in those campaigns and I see lots of chests kicking about, but I refuse to open any of them due to the fact that they are 99% likely to have bad base mods and without the option to inscribe them you can't do anything to really fix that. I was thinking that maybe instead of making prophs and factions weapons universally inscribable, it might be possible to make any drop from a chest in these campaigns be inscribable as at least that way i wouldn't feel like I was wasting a lockpick every time it broke opening one of these chests. just an idea as the division of incribable/non-inscribable seems counter intuitive to the game system as a whole. If it's too much for 1 person to do however, that's fair enough. :) -- Salome 12:32, 28 August 2008 (UTC)
- Also while I'm on the subject of chests and treasure and the like. Myself and alot of my friends have noticed that their doesn't seem to be any great difference between the gold/purple drop rates of HM chests and their NM counterparts, the only real difference being that you can get elite and normal tomes from HM chests and you cant from NM chests, thus what is the reasoning behind the vastly decreased lockpick retention rate with the HM chests? Surely requiring the more expensive lockpick be used to open it, is sanction enough for opening a chest in HM? Taking 50% away from the retention rate just seems somewhat harsh. Could this not be adapted to either allow the same retention rate in HM as the user already enjoy in NM or instead guarantee that the drop from HM chests will always be Elite Tomes or Inscribable Gold weapons, otherwise their just doesn't seem any point in opening a chest in HM rather than NM. -- Salome 12:55, 28 August 2008 (UTC)
- The only argument I have against making everything have inscription slots instead of a permanent one is that you can't make some items with inscriptions that you can with the older style drops, like a Shield of "X" Magic, or a wand or staff that gives a bonus to two different attribute lines. Anything with inscriptions is always linked to the weapon or shield's attribute. If they had the time and desire to make inscriptions with set attribute bonuses then I wouldn't have any complaints. 75.146.48.190 16:31, 28 August 2008 (UTC)
- I see your point IP, but the problem with that,is that those items are unbalanced and shouldn't really exist as they give an unfair advantage in PvP. -- Salome 17:52, 28 August 2008 (UTC)
- There is definitely a difference in the gold/purple rate between NM and HM. I rarely get purples from HM chest but I get tons of them from NM ones.
- We currently have no plans to make any Factions and Prophecies weapons inscribable. There is a higher inherent value in the non-inscribable skins because getting the good mods is more difficult and we don't really want to mess with that right now. - Linsey talk 18:02, 28 August 2008 (UTC)
- People on GWG keep hammering on Linsey's point above, that their collection of "perfect" rare weapons from Prophecies and Factions would lose most of its worth if inscriptable versions of those items were made to be common. While I don't care about that myself (IMO, after the NF release all new items, be it monster drops of chest drops, should have had inscription slots), I think it's easy to understand how the change proposed by Salome would upset a considerable number of players. Erasculio 18:07, 28 August 2008 (UTC)
- now i think a compermize to this would be to only make the more common skins be inscribeable, that way the rare icey dragon sword and others dont get "cheeped", also on that note could you fix the uw+fow quest reward chests, so they at least give a drop to everyone and at least make it a gold, these areas are suppose to be elite, and 90% of the time the everyone helps complete the quest. 75.165.117.220 21:55, 28 August 2008 (UTC)
- Hmmm.... must just be our bad luck then as honestly I seem to get about the same purple/gold ratio in NM as in HM from chests. As for the inscribable/none-inscribable debate, well I disagree but thats only my personal viewpoint as honestly I don't think finding a perfect none inscribable weapon makes it more expensive due to the fact that its not as a adaptable as its inscribable counterparts. Myself and many of my guildies would never dream of buying a none incribable weapon regardless of the inherent mods on it, but then other people might view this differently which is fair enough, but I see I'll be keeping my lockpicks for NM in EOTN and Nightfall then. :) -- Salome 23:25, 28 August 2008 (UTC)
- Perfect non-incsribable weapons are only worth more if the same skin isn't available on inscribable items. -- Gordon Ecker 23:39, 28 August 2008 (UTC)
- I must disagree. Perfect noninscribable weapons are usually worth more than a lame inscribable copy with identical stats, sometimes even 2 or 3x more. While the existance of lame versions hurts (often completely destroys) the value of oldschool perfects, the original pieces are still worth more. --83.21.12.163 10:58, 4 September 2008 (UTC)
- Perfect non-incsribable weapons are only worth more if the same skin isn't available on inscribable items. -- Gordon Ecker 23:39, 28 August 2008 (UTC)
- Hmmm.... must just be our bad luck then as honestly I seem to get about the same purple/gold ratio in NM as in HM from chests. As for the inscribable/none-inscribable debate, well I disagree but thats only my personal viewpoint as honestly I don't think finding a perfect none inscribable weapon makes it more expensive due to the fact that its not as a adaptable as its inscribable counterparts. Myself and many of my guildies would never dream of buying a none incribable weapon regardless of the inherent mods on it, but then other people might view this differently which is fair enough, but I see I'll be keeping my lockpicks for NM in EOTN and Nightfall then. :) -- Salome 23:25, 28 August 2008 (UTC)
- now i think a compermize to this would be to only make the more common skins be inscribeable, that way the rare icey dragon sword and others dont get "cheeped", also on that note could you fix the uw+fow quest reward chests, so they at least give a drop to everyone and at least make it a gold, these areas are suppose to be elite, and 90% of the time the everyone helps complete the quest. 75.165.117.220 21:55, 28 August 2008 (UTC)
- People on GWG keep hammering on Linsey's point above, that their collection of "perfect" rare weapons from Prophecies and Factions would lose most of its worth if inscriptable versions of those items were made to be common. While I don't care about that myself (IMO, after the NF release all new items, be it monster drops of chest drops, should have had inscription slots), I think it's easy to understand how the change proposed by Salome would upset a considerable number of players. Erasculio 18:07, 28 August 2008 (UTC)
- I see your point IP, but the problem with that,is that those items are unbalanced and shouldn't really exist as they give an unfair advantage in PvP. -- Salome 17:52, 28 August 2008 (UTC)
- The only argument I have against making everything have inscription slots instead of a permanent one is that you can't make some items with inscriptions that you can with the older style drops, like a Shield of "X" Magic, or a wand or staff that gives a bonus to two different attribute lines. Anything with inscriptions is always linked to the weapon or shield's attribute. If they had the time and desire to make inscriptions with set attribute bonuses then I wouldn't have any complaints. 75.146.48.190 16:31, 28 August 2008 (UTC)
LoL greed. All weapons should be inscribable. The change doesn’t need to be backdated, only apply to new weapons after the update. The chance of getting a low Q rare skinned non-inscribable with perfect mods is extremely small, which makes most of the drops in campaign 1 and 2 worthless and not useable. If rarity is a concern then the drop rates could be reduced for certain skins. Consistency and practicality are better than obsolescence. --Just One More Thing 01:18, 29 August 2008 (UTC)
- Doesn't anyone remember the disaster when they did something "for the collector economy" when during the last major event? Remember the celestial pigs? Yeah. They need to stop worrying about "the economy" and just make the game what it should be -- even if it pisses off "the collectors". And, outside of these "collectors" it's universally acknowledged that everything inscribable (once the inscriptions are properly done to handle every item currently doable; few are not) is the IDEAL way to go. --71.240.84.93 02:49, 29 August 2008 (UTC)
- Couldn't this atleast be applied for Underworld and Fissure of Woe? Seeing as they are core elite-areas. --Treasure Boy I love this skill :D Talk 01:35, 31 August 2008 (UTC)
- Doesn't anyone remember the disaster when they did something "for the collector economy" when during the last major event? Remember the celestial pigs? Yeah. They need to stop worrying about "the economy" and just make the game what it should be -- even if it pisses off "the collectors". And, outside of these "collectors" it's universally acknowledged that everything inscribable (once the inscriptions are properly done to handle every item currently doable; few are not) is the IDEAL way to go. --71.240.84.93 02:49, 29 August 2008 (UTC)
- Please, oh please do NOT make any change like this. I really enjoyed the original system and I still do, and I consider the whole inscription system to be the single worst thing that has happened to GW PvE. It's far cooler to be able to find actually rare weapons instead of lame piles of separate mods sticked to 'a skin'. For me it's not about market prices but about the feeling of finding and having true rare items, as opposed to them being possible to be entirely replicated by just anyone from cheap common components. Now we have both kinds of items dropping in different parts of the world, now people who want easy instant perfection can have it and the collectors can still enjoy hunting for cool rarities. Don't take away the fun from us. --Yawg 01:54, 4 September 2008 (UTC)
- IMO a major downside of the pre-Nightfall system is that caster items and shields are far more likely to spawn with junk stats than martial weapons, I've gotten got a fair number of max 9 req gold items with a 15>50 damage bonus or some other max damage bonus before Nightfall, but I don't recall getting a single uninscribable gold 20/20 caster item with both bonuses matching the item's attribute. While martial weapons only had a single fixed bonus, shields and, wands, staves and focus items had two, had a much larger bonus pool, and many could have bonuses for multiple attributes, you can get a focus item with a requirement in one attribute, an HCT bonus in a second attribute and an HSR bonus in a third attribute, and the "rolls" to determine whether the bonus is max or not are independant of eachother, furthermore, wands, staves and focus items generally only drop from casters of the appropriate profession, while martial weapons and shields can be dropped by monsters of any profession. -- Gordon Ecker 04:08, 4 September 2008 (UTC)
- Even w/ inscriptions, "Aptitude not Attitude" and "Forget Me Not" are excessively rare. =x 24.179.144.91 04:56, 4 September 2008 (UTC)
- While the old system wasn't perfect and it could have used some help (especially caster items), they went waaaay too far with what they did - making a system where anyone can build his own perfect from a bunch of crappy items, where ANY hi-lvl random Gold or Purple drop (or even some Blues!) is inherently perfect and technically better than the best rarest oldschool golds. Outrageous! This way of solving problems is similar to what they did to Smiter's Boon (PvP), a thoughtless devastating nerf. --83.21.12.163 10:58, 4 September 2008 (UTC)
- Even w/ inscriptions, "Aptitude not Attitude" and "Forget Me Not" are excessively rare. =x 24.179.144.91 04:56, 4 September 2008 (UTC)
- IMO a major downside of the pre-Nightfall system is that caster items and shields are far more likely to spawn with junk stats than martial weapons, I've gotten got a fair number of max 9 req gold items with a 15>50 damage bonus or some other max damage bonus before Nightfall, but I don't recall getting a single uninscribable gold 20/20 caster item with both bonuses matching the item's attribute. While martial weapons only had a single fixed bonus, shields and, wands, staves and focus items had two, had a much larger bonus pool, and many could have bonuses for multiple attributes, you can get a focus item with a requirement in one attribute, an HCT bonus in a second attribute and an HSR bonus in a third attribute, and the "rolls" to determine whether the bonus is max or not are independant of eachother, furthermore, wands, staves and focus items generally only drop from casters of the appropriate profession, while martial weapons and shields can be dropped by monsters of any profession. -- Gordon Ecker 04:08, 4 September 2008 (UTC)
Including "Real Value" skill info on skill descriptions.
I'm not sure how much you know about PvXWiki, but in the build templates there's a feature that displays advanced "real" information on the skills when hovered over. I think a toggle for this would be handy in the Options menu. This information is known by the game obviously, so displaying it in the skill window shouldn't be too terribly hard I'd think.
What this option displays when you hover over a skill: -It's true activation time (ie: Fast Casting. It'll display the "real" activation time.) -It's true Energy cost. (ie: Expertise.) -It's true healing. (ie: Divine Favor) -It's real duration (ie: Spawning Power and Weapon Spells) etc
I think a good way to display this in game would be Default Value(Actual Value). ie: Rampage as One 25(15) [energy symbol) with the 15 being in blue or something to signify its the real cost when you take Expertise into effect. Or "Heals for 130(+41)" in the case of a heal spell and DF, or 2(1.5) [activation time symbol]...for Mesmers..etc. I hope you understand what I mean. I think this would help people who may not want to number crunch all this stuff. If you don't, I could probably attempt to photoshop an example or two! DarkNecrid 23:30, 13 October 2008 (UTC)
- It's certainly a good idea, if it was a togglable feature. Trouble is that it would probably require a lot of work to implement especially with our UI programmer dedicated to GW2 right now. Thanks for the suggestion though. - Linsey talk 03:53, 14 October 2008 (UTC)
- No problem, hopefully it's something you guys can do eventually. :( It's also something to think about for GW2 if it's applicable. A lot of people like number crunching, and just numbers in general, which is rather obvious when you have a bunch of dedicated people in the community who do tests just to figure out the Critical Hit % each Weapon Master attribute point gives you, your exact Experience formula, and tries to derive the exact mathematical formula for damage, heh. These type of things definitely help out a lot since it's less work for them, and they can visually see the real numbers (because really, I highly doubt anyone (besides me) breaks out a calculator to calculate the actual energy values for all their skills as a Ranger or calculate the real activation times of spells as a Mesmer, although this information is very useful.) DarkNecrid 04:36, 14 October 2008 (UTC)
Getting really annoyed at the AoC (Area of Control) of enemies
It is the main problem with rubberbanding. The AoC is responsible for snagging on creatures while running and playing. It size was increased a while back, If anyone remembers how close a melee character was when fighting you would notice the difference now. Are there any plans to resolve this annoying problem as it would fix a majority of the rubberbanding players experience? And if maybe instead of it being a square sphere actually make it a circle sphere of control also. Manitoba1073 19:11, 29 August 2008 (UTC)
- I'm not completely sure what you're talking about, but I have never heard of rubber-banding being due to anything other than lag in data communication between the server and your client. Or are you suggesting that a way to reduce rubber-banding is just to reduce the amount of communication between server and client by reducing the amount of interaction between player and mobs? That would not be what I would call a solution. -- Inspired to ____ 21:43, 29 August 2008 (UTC)
- They have a sphere of control. IE an area of space they take up. What is happening is that when a person tries to get past a creature and its close, The players own AoC and creatures AoC get snagged together. Even though on a players screen it shows the player going past. Thus confussing the servers for a millisec or so, The rubberbanding can be fix by changing the AoC of creatures, Thus stopping that snagging. Perfect example of the AoC can be found with Brother Mizar in Temple of Ages. --The preceding unsigned comment was added by User:Manitoba1073 (talk).
- Oh, you mean the area a NPC's model takes up when they're solid you're not able to run through them. (Like Kormir in NF missions) Where you appear to run around/past them but the server sees you as still being stuck, leading to rubberbanding. I don't remember anything changing about the size a model takes up, personally. 75.146.48.190 22:40, 29 August 2008 (UTC)
- Yea its not just NPC's also. Even the enemies have it. Cant remember the date of the update, but it happened right before the mass complaining of rubberbanding really started to happen. It has been awhile. Manitoba1073 02:13, 30 August 2008 (UTC)
- By the way, expanding the AoC of certain NPCs could be a solution to the pathing issues in Gunnar's Hold and Rata Sum. -- Gordon Ecker 05:28, 30 August 2008 (UTC)
- It's not just NPCs, it's the entire pathfinding thingie. Even running remotely close to objects that could block you throws the pathfinding code into a frenzy. How many of you haven't rounded the corner of a bridge, only to end up having to cross the darn bridge like 5 times before actually crossing it and not just rubberbanding back? :( Kherec 20:00, 30 August 2008 (UTC)
- NPC collision has always been this way. It wasn't added in an update, and it isn't the root cause of the rubberbanding issues. If it were that easy then we probably could have fixed it by now. There isn't really anything that I can do about the issue except making a pass through the game and turning off the collision on certain NPCs that don't need it. We only more recently got the ability to do so, which is why we didn't start earlier on. That is no small piece of work, but I could probably do it from home. - Linsey talk 05:03, 14 October 2008 (UTC)
- It's not just NPCs, it's the entire pathfinding thingie. Even running remotely close to objects that could block you throws the pathfinding code into a frenzy. How many of you haven't rounded the corner of a bridge, only to end up having to cross the darn bridge like 5 times before actually crossing it and not just rubberbanding back? :( Kherec 20:00, 30 August 2008 (UTC)
- By the way, expanding the AoC of certain NPCs could be a solution to the pathing issues in Gunnar's Hold and Rata Sum. -- Gordon Ecker 05:28, 30 August 2008 (UTC)
- Yea its not just NPC's also. Even the enemies have it. Cant remember the date of the update, but it happened right before the mass complaining of rubberbanding really started to happen. It has been awhile. Manitoba1073 02:13, 30 August 2008 (UTC)
- Oh, you mean the area a NPC's model takes up when they're solid you're not able to run through them. (Like Kormir in NF missions) Where you appear to run around/past them but the server sees you as still being stuck, leading to rubberbanding. I don't remember anything changing about the size a model takes up, personally. 75.146.48.190 22:40, 29 August 2008 (UTC)
- They have a sphere of control. IE an area of space they take up. What is happening is that when a person tries to get past a creature and its close, The players own AoC and creatures AoC get snagged together. Even though on a players screen it shows the player going past. Thus confussing the servers for a millisec or so, The rubberbanding can be fix by changing the AoC of creatures, Thus stopping that snagging. Perfect example of the AoC can be found with Brother Mizar in Temple of Ages. --The preceding unsigned comment was added by User:Manitoba1073 (talk).
Secret Update or Coincidental Bug
So I was walking around Churrhir Fields, creating my new monk, when I see something strange where the Corsair Prisoner should be. In its place I find this:
File:Mcdertr SunspearVolunteer.jpg
Now at first I think it was in response to the long-dead conversation regarding torturing people on the the Corsair Prisoner talk page. But on close inspection, the model, skills, and phrases stay the same, and I can find no record of this in the updates, so is this for real or a very coincidental bug? Interseting Note: this has happened multiple times in a row, and I haven't seen it go back to being named Corair Prisoners, so it's not like the Level 5 Jahai rats in the Desolation casting Sandstorm kinda deal. Hope for feedback soon! Mcdertr 16:49, 18 October 2008 (UTC)
- I believe the phrases are a bit different. I saw that guy two days ago, and, when killed, his dialogue was "When am I going to train on the other volunteers?" or something along those lines. I really doubt that's a bug. Erasculio 17:19, 18 October 2008 (UTC)
it could be left overs from talk like a private day 75.165.121.36 04:35, 19 October 2008 (UTC)
- I agree with Mr/Mrs. IP. His dialogue seems to suggest he's a Sunspear dressed up as a Corsair to train the new Sunspears. -- Ψձㄅ 22:14, 19 October 2008 (UTC)
- We did change his dialogue as well. This was all done in a recent build and was indeed in response to some people's concern about depicting torture in the game. - Linsey talk 02:07, 21 October 2008 (UTC)
- Whoa, that's a surprise. Didn't expect it to be changed. 000.00.00.00 05:35, 21 October 2008 (UTC)
- Haha giving into trolling. Heh Mango 22:24, 21 October 2008 (UTC)
- Pathetic i must say. What will come next, switching weapons for fluffy pillows so we don't promote murder? Maybe we should start a movement for removing all the racists (speciesist?) remarks from charrs? -sigh- --Fighterdoken 22:37, 21 October 2008 (UTC)
- Sadly, I must agree with Fighterdoken. This change was unnecesery and Guild Wars is rated T for a reason. If that uncle was conserned about his nephew, then he shouldn't have bought him Guild Wars. Better stop here, I don't want to start another fight like the other 1. --MageMontu 22:46, 21 October 2008 (UTC)
- The game could be called Guilds of Fluffy Pillow Fighting Pixels, the title is irrelevant. Also, war is no justification for torture, and also it sucks thinking the 'good guys' prompt its use. Clearly, the issue had enough behind it for Arenanet to change it, considering the environment and reality of its use. Those who had no issue with the prior existence of the depiction of torture in the game, and whom may want it reverted, perhaps they should petition Arenanet for it to be re-instated into the game, as its clear some see this is caving in on Arenanet's part. 118.92.216.39 23:01, 21 October 2008 (UTC)
- I don't think this is over the top, really. This guy threw me for a loop when I first saw him as a prisoner - it seemed... out of character, not what GW was about. We're supposed to be the good guys. Sure, we kill. But we kill those who are attacking us. The prisoner is just standing there, forced to be killed over and over. A volunteer is strange, but I think it fits in with the feel of rest of the game a lot better. purple llama 03:13, 22 October 2008 (UTC)
- But you're not squeaky-clean, ever. For a major portion of Prophecies, you're on the side of the "bad" guys (the White Mantle), in Factions you assassinate people for no reason other than money, you foment civil wars, and commit "specicide" against the Tengu. The list goes on. --136.142.214.19 15:09, 22 October 2008 (UTC)
- I don't think this is over the top, really. This guy threw me for a loop when I first saw him as a prisoner - it seemed... out of character, not what GW was about. We're supposed to be the good guys. Sure, we kill. But we kill those who are attacking us. The prisoner is just standing there, forced to be killed over and over. A volunteer is strange, but I think it fits in with the feel of rest of the game a lot better. purple llama 03:13, 22 October 2008 (UTC)
- The game could be called Guilds of Fluffy Pillow Fighting Pixels, the title is irrelevant. Also, war is no justification for torture, and also it sucks thinking the 'good guys' prompt its use. Clearly, the issue had enough behind it for Arenanet to change it, considering the environment and reality of its use. Those who had no issue with the prior existence of the depiction of torture in the game, and whom may want it reverted, perhaps they should petition Arenanet for it to be re-instated into the game, as its clear some see this is caving in on Arenanet's part. 118.92.216.39 23:01, 21 October 2008 (UTC)
- Sadly, I must agree with Fighterdoken. This change was unnecesery and Guild Wars is rated T for a reason. If that uncle was conserned about his nephew, then he shouldn't have bought him Guild Wars. Better stop here, I don't want to start another fight like the other 1. --MageMontu 22:46, 21 October 2008 (UTC)
- Pathetic i must say. What will come next, switching weapons for fluffy pillows so we don't promote murder? Maybe we should start a movement for removing all the racists (speciesist?) remarks from charrs? -sigh- --Fighterdoken 22:37, 21 October 2008 (UTC)
- Haha giving into trolling. Heh Mango 22:24, 21 October 2008 (UTC)
- Whoa, that's a surprise. Didn't expect it to be changed. 000.00.00.00 05:35, 21 October 2008 (UTC)
- We did change his dialogue as well. This was all done in a recent build and was indeed in response to some people's concern about depicting torture in the game. - Linsey talk 02:07, 21 October 2008 (UTC)
- I agree with Mr/Mrs. IP. His dialogue seems to suggest he's a Sunspear dressed up as a Corsair to train the new Sunspears. -- Ψձㄅ 22:14, 19 October 2008 (UTC)
You better not have changed the Winter Dwarf as well. I swear I'll turn emo if you have. I'm warning you. --Macros 04:25, 22 October 2008 (UTC)
- i really am surprised that this was changed i wounder if that quest was changed as well the one where you capture a Kourna guy and you get "torture" him and then you decide if he lives or dies. its really sad to see that anet went and changed this, now that they have crossed this line who knows what else they will remove from the game. 'you no longer die or get death plenty you now get knocked out, also we removed all the class except for the monk and rit. but removed all there damage dealing skills.'75.172.47.176 10:38, 22 October 2008 (UTC)
- So guess what I did this morning. I had fun torturing someone! I shot him up with arrows, hunted his slothful ways, shot an arrow through his foot, baned his magic abilities, and then distracted him while I poisoned a few spears, which I should note I am bad at throwing and never hit fatal, merciful spots, and watched him slowly succumb to the poison from the spears before I set him on fire and watched his beaten, crippled, distracted, poisoned and burning form seep out every ounce of life...and then he was resurrected, where I started all over again with the process. And the thing was, it was perfectly acceptable! He volunteered for it, he loves the torture, he wants to be beaten to a pulp. Heck, someone could argue he's a masochist of sorts. Pain turns him on! He loves it and wants more of it! If you guys ever feel like torturing someone, there's nothing like a masochist to be your subject. I should find one of those in REAL life and torture him, since its okay for me to do so because he let me!
- Seriously though, I think ANet should have handled this situation differently, somewhere more along the lines of Sept 19th's update. I can see it now:
- The Corsair Prisoner held captive has been released with the help of the Political Action Committee Elonians Against Torture (EAT). For compensation, the Corsair has been cleared of charges and paid restitution for pains and inconveniences.
- Due to his release, the Corsair Prisoner has been replaced with a dummie.
- That would have been awesome. --Riddle 13:58, 22 October 2008 (UTC)
Necromancer Elite Scar Pattern armor
I srsly want to dye this armor, like the monk tattoo armors, u think anyone in arenanet would have the time to give this an update..? --Cancer Angel 23:31, 27 October 2008 (UTC)
- Update of cost as well. I mean, it's horrible even for elite armor. It takes far too much comparing to similar armor. Ɲoɕʈɋɽɕɧ 00:02, 28 October 2008 (UTC)
- I don't think any Elite armor will ever change the cost.
- But dying this armor would really be nice. I can remember that it was once possible to dye the patterns, though it colored quite dark, and only silver dye was really visible. With the "big dye update" that finally introduced the color preview, white and brown dye, this armor changed in dye behavior: male armor couldn't be dyed at all anymore, and the female version's "underwear" were dyable since that day.
- Therefore i don't know whether it's good to change the dye behavior again, as some female necro players could be upset about that. And if the patterns didn't dye "better" than they used to in past days, a change wouldn't be that great. :/
- I already [[|left a note on the Arenanet art bugs page because of that some months ago, but nothing happened yet. If it isn't possible to make the patterns dyable, colorable pants for the male version would be a comfort. :) —ZerphaThe Improver 08:29, 28 October 2008 (UTC)
- I am a player of a necromancer female* (yeah, guys out there and dear ANet Staff, that was the hook) and I won't be upset. Hmm, I fear the amount ov Vellum won't be changed though. (*non-english page) Ɲoɕʈɋɽɕɧ 09:30, 28 October 2008 (UTC)
- heh i just bought wood and glittering dust and went outside sanctuary and vellum suddenly costed 125g each, it pretty much turned out to cost 60k together i think but haven't counted. didn't know it even have been dyeable one time, but that kinda shows they could do it again... --Cancer Angel 11:05, 28 October 2008 (UTC)
- If the Live Team gets a designated artist, I'll let them know of this request, but don't hold your breath. - Linsey talk 15:20, 28 October 2008 (UTC)
- Miss Bloodthirst makes me always holding my breath ^^ Ɲoɕʈɋɽɕɧ 18:08, 28 October 2008 (UTC)
- If the Live Team gets a designated artist, I'll let them know of this request, but don't hold your breath. - Linsey talk 15:20, 28 October 2008 (UTC)
- heh i just bought wood and glittering dust and went outside sanctuary and vellum suddenly costed 125g each, it pretty much turned out to cost 60k together i think but haven't counted. didn't know it even have been dyeable one time, but that kinda shows they could do it again... --Cancer Angel 11:05, 28 October 2008 (UTC)
- I am a player of a necromancer female* (yeah, guys out there and dear ANet Staff, that was the hook) and I won't be upset. Hmm, I fear the amount ov Vellum won't be changed though. (*non-english page) Ɲoɕʈɋɽɕɧ 09:30, 28 October 2008 (UTC)
Kournan Military
- ← moved to User talk:Linsey Murdock/Lore2
Mad King's Slicer
Hi Linsey, could you confirm whether the Mad King's Slicer exists; it's been brought up at Talk:Halloween 2008#Mad King's Slicer and on GuildWiki too. Most think it's fake, but confirmation is better than speculation. Thanks -- Brains12 \ talk 11:37, 25 October 2008 (UTC)
- The screen posted on Guru is so obvious. One tooltip is smudged and blurred, the other isn't. This post http://www.guildwarsguru.com/forum/showpost.php?p=4317767&postcount=48 also explains it. I believe, if Anet was to add a new sword, it would never get the Crystalline skin, because of it's exclusiveness. Last but not least, he's a FoW whammo with Chaos Gloves, Triple Chop and Cyclone Axe. BlazeRick 12:56, 25 October 2008 (UTC)
- There IS a sword In pre you can get with the crystaline skin I might remind you. — Wolf 19:16, 25 October 2008 (UTC)
- Yes I know that there is a quest that gives you a sword with 6-9 dmg. What I meant was that a Crystalline Sword with max stats (even if it's as crap as Sundering) would not be added to the game through some Trick or Treat Bag, at whatever droprate. It's the same as making it drop a Ghostly Hero from it. There is a really low chance of getting a decent one in the HoH, and I don't even know where else it drops (Sorrow's maybe, but I have never seen it drop myself or had a guildie or friend to obtain it). Besides all that, any sane person should make out from that screen that it was a hoax. BlazeRick 23:19, 25 October 2008 (UTC)
- Hoax. - Linsey talk 18:45, 27 October 2008 (UTC)
- In regard to the previous comment about crystalines dropping, I remember not too long ago a farm run I used to do involving sorrow's furnace, which gave me plenty of dwarven axes and crystalines (No Gold ones mind you, but some were max / near max, though if farmed enough its possible you might run upon a gold one...made me quite a profit selling em at 50k + each :D). I think it got nerfed though... -Warior Kronos 22:24, 27 October 2008 (UTC)
- Hoax. - Linsey talk 18:45, 27 October 2008 (UTC)
- Yes I know that there is a quest that gives you a sword with 6-9 dmg. What I meant was that a Crystalline Sword with max stats (even if it's as crap as Sundering) would not be added to the game through some Trick or Treat Bag, at whatever droprate. It's the same as making it drop a Ghostly Hero from it. There is a really low chance of getting a decent one in the HoH, and I don't even know where else it drops (Sorrow's maybe, but I have never seen it drop myself or had a guildie or friend to obtain it). Besides all that, any sane person should make out from that screen that it was a hoax. BlazeRick 23:19, 25 October 2008 (UTC)
- There IS a sword In pre you can get with the crystaline skin I might remind you. — Wolf 19:16, 25 October 2008 (UTC)
possible bug?
cannot use vial of absinthe in costume brawl outpost. (cannot use this item in competitive missions) --Robot 20:17, 24 October 2008 (UTC)
- another possible bug in c/brawl. rit has 9 in communing but no communing skills. --VVong|BA 21:00, 24 October 2008 (UTC)
- The first one isn't a bug, you can't use those items in PvP outposts. The second one is, it should be 9 in Spawning Power. DarkNecrid 21:09, 24 October 2008 (UTC)
- Also the new map doesn't ever seem to show up in rotation. DarkNecrid 21:21, 24 October 2008 (UTC)
- New map is in now. Thanks for pointing this out. And, enjoy! -Kim Chase 23:26, 24 October 2008 (UTC)
- While someone's at it can they work out why, at the login screen, when I go to check the link for info on maintenance it crashes gw.exe. 000.00.00.00 23:49, 24 October 2008 (UTC)
- Do you mean the "Test My Computer" option? What an ironic place to get a crash. Anyway, that sounds like a technical problem. You should try contacting support. [1] They should be much better equipped to help you than Linsey or myself. I hope they can help you figure out why you're having this issue. -Kim Chase 00:14, 25 October 2008 (UTC)
- I think he means the news item about scheduled security maintenance. It worked fine for me. ¬ Wizårdbõÿ777(talk) 00:21, 25 October 2008 (UTC)
- Do you mean the "Test My Computer" option? What an ironic place to get a crash. Anyway, that sounds like a technical problem. You should try contacting support. [1] They should be much better equipped to help you than Linsey or myself. I hope they can help you figure out why you're having this issue. -Kim Chase 00:14, 25 October 2008 (UTC)
- While someone's at it can they work out why, at the login screen, when I go to check the link for info on maintenance it crashes gw.exe. 000.00.00.00 23:49, 24 October 2008 (UTC)
- New map is in now. Thanks for pointing this out. And, enjoy! -Kim Chase 23:26, 24 October 2008 (UTC)
- Also the new map doesn't ever seem to show up in rotation. DarkNecrid 21:21, 24 October 2008 (UTC)
- The first one isn't a bug, you can't use those items in PvP outposts. The second one is, it should be 9 in Spawning Power. DarkNecrid 21:09, 24 October 2008 (UTC)
Mistakenly released Title update
Did you mistakenly release parts of the title update for next month at the 23rd October? --The preceding unsigned comment was added by User:84.56.242.120 (talk).
- What do you mean? Ion't see anything different. o_O Kokuou 04:42, 24 October 2008 (UTC)
- Faction for standard kills in explorable areas has doubled. eg. 5 Faction for a kill in normal mode is now 10/kill. -- WarBlade 04:43, 24 October 2008 (UTC)
Decorations
Hey Linsey! I know this is probably going to be a silly question but, I was wondering... Do the private servers that Anet uses also get the event decorations? I am just curious ^^ --Shadowphoenix 13:12, 23 October 2008 (UTC)
- Yes, we have our stage and developer servers all decked out. We have to do lots of testing and tweaking before each major event like this to make sure everything is working. So first we run the events on the Dev server and do the majority of our bug fixing there. Then we push all the content to the Staging server, run the event again and do another round of testing and last minute fixing there. The Stage server then gets pushed up to the Live servers. So that's it in a nutshell. - Linsey talk 19:35, 24 October 2008 (UTC)
- Cool! Thanks for the info. --Shadowphoenix 19:37, 24 October 2008 (UTC)
Log in Screen triva Qustion
- ← moved to User talk:Linsey Murdock/Lore2
Quick question, in regards to some trivia.
- ← moved to User talk:Linsey Murdock/Lore2
This is Halloween
Hey Linsey, I saw the Halloween Page on GW.com and It's got me excited. Only 1 week! Means I gotta make sure my friday is free of homework. >.>" Anywho, I was curious about two things. 1, where was our yearly poem announcing his return? I kinda liked those. 2, What is the deal with Mr. Teller of Tales? He's been on the backburner for at least 2 years, going on 3. Is he EVER gonna show up or does he get stuck in traffic every year trying to get to LA and Kamadan? I'm just curious. Katherinezoltin 18:46, 17 October 2008 (UTC)
- I would also know what's up with the Teller of Tales. I hope he makes it in this year, because I'm really interested in what he has to say. Azazel the Assassin 19:15, 17 October 2008 (UTC)
Halloween is the best gw event imo.75.165.121.36 19:19, 17 October 2008 (UTC)
- This user worships Mad King Thorn. — Wolf 19:32, 17 October 2008 (UTC)
- I love Halloween, for me, it starts the major events season which goes from Halloween till GW birthday. Then it slows down a bit for the summer till you hit Dragon Festival, then I end up waiting for Halloween again. ^^ I am really excited about this year's event, I just need to get all my work done so nothing interfers with my fun!Katherinezoltin 21:30, 17 October 2008 (UTC)
- I guess the writer of the page didn't include the poem this time. Sorry.
- The Teller of Tales is something that Colin had come up with way back as part of the first Halloween festival, but was cut for technical reasons and I guess that fact never made it to the people making the announcements. If I have time next year, I'll try to see if we can revive the idea and put it into the festival. - Linsey talk 21:47, 17 October 2008 (UTC)
- I love Halloween, for me, it starts the major events season which goes from Halloween till GW birthday. Then it slows down a bit for the summer till you hit Dragon Festival, then I end up waiting for Halloween again. ^^ I am really excited about this year's event, I just need to get all my work done so nothing interfers with my fun!Katherinezoltin 21:30, 17 October 2008 (UTC)
- THIS! IS! HALLOWEEN! *kicks Mad King Thorn down a pit* -- Armond Warblade{{Bacon}} 23:40, 17 October 2008 (UTC)
- Try the other way around. =D — Wolf 23:56, 17 October 2008 (UTC)
- I was refering to the "Nightmare Before Christmas" openning song, not Sparta. And thank you Linsey, I just wanted to know those things and I would love for 2009 Halloween to have a feature I have been curious about. ^^ And if you think of ANYTHING else to add to make the events more fun, I know they have certain things that are repeated every year,go ahead and add it. I know after playing all the events since game beginning, anything new makes it more fun. ^^ Katherinezoltin 02:11, 18 October 2008 (UTC)
- for the most part in America, Halloween is mostly for the candy(sadly i only know that Mexico celebrates saints day which is to honer the dead). with that said i think it could or would be appropriate to have a sweet tooth buff during when the mad king is there like the Party Time! buff we got at gailes job switch. (hopes for the best) 75.165.121.36 03:31, 18 October 2008 (UTC)
- I was refering to the "Nightmare Before Christmas" openning song, not Sparta. And thank you Linsey, I just wanted to know those things and I would love for 2009 Halloween to have a feature I have been curious about. ^^ And if you think of ANYTHING else to add to make the events more fun, I know they have certain things that are repeated every year,go ahead and add it. I know after playing all the events since game beginning, anything new makes it more fun. ^^ Katherinezoltin 02:11, 18 October 2008 (UTC)
- Try the other way around. =D — Wolf 23:56, 17 October 2008 (UTC)
- THIS! IS! HALLOWEEN! *kicks Mad King Thorn down a pit* -- Armond Warblade{{Bacon}} 23:40, 17 October 2008 (UTC)
Program verification
As I don't want to set up people with illegal stuff, is my new application legal? It doesn't change anything on the side of GW but does make stuff easier. (Qanar | talk) 19:27, 16 October 2008 (UTC)
- That program wouldn't be illegal; it's just a timer. No biggie. However, the standard "it may contain bad stuff/steal your megahertz" would have to apply. Not that it does, but the warning would still stand. --JonTheMon 19:37, 16 October 2008 (UTC)
- That's a good question. I have a Logitch G11 Keyboard (similar to the G15). It has programmable function keys and I have in the past set it to automatically double click every 60 seconds. Hovering over an alcohol stack means I could drink for a long while. I only ever tested it for about 10 minutes. Is this considered cheating, since it is scripting but its part of the functionality of my keyboard.- TheRave (talk) 22:43, 16 October 2008 (UTC)
- Qanar: <insert canned answer about third party programs here>
- TheRave: I don't know to be honest, I don't know much about Support issues, which I think this would fall under. - Linsey talk 22:49, 16 October 2008 (UTC)
- My G11 could even tear my GuildWars down when I tried how often you could hit with this Dark Aura exploit (of course for scientific use) Ɲoɕʈɋɽɕɧ 23:27, 16 October 2008 (UTC)
- That's a good question. I have a Logitch G11 Keyboard (similar to the G15). It has programmable function keys and I have in the past set it to automatically double click every 60 seconds. Hovering over an alcohol stack means I could drink for a long while. I only ever tested it for about 10 minutes. Is this considered cheating, since it is scripting but its part of the functionality of my keyboard.- TheRave (talk) 22:43, 16 October 2008 (UTC)
A title that's not a title at all
Before I post a suggestion on the dedicated page, I'd like to know if it's technically possible (and does not demand too much programming effort =P) to give each character a title that's called "Afk (X)" which doesn not count towards any title based stuff. Each tier could be a minute based one representing the afk-time. You could also wish to have:
- Just a minute ago (1), 1-2 minutes having the AFK-title active
- Fetching a drink (2), 5 minutes
- Doing some stuff (3), 10-15 minutes
- Extensivley afk (4), 30 mintutes
- Cya later (5), 60-90 minutes
- Almost Dead (6) everything beyond (maybe a bit too much of a joke though)
So you activate the title and each minute showing off the title grants one point. When you turn it off your points become zero again. Is this doable? Ɲoɕʈɋɽɕɧ 23:18, 13 October 2008 (UTC)
- Add "Literally Dead (7)" for 12 hours straight.--The Gates Assassin 23:23, 13 October 2008 (UTC)
- You might laugh but I would've attained Literally Dead at some times. Ɲoɕʈɋɽɕɧ 23:34, 13 October 2008 (UTC)
- ^^ Multiple times for me. and would be a helpful title/addition. — Wolf 23:39, 13 October 2008 (UTC)
- xD, I spend hours afk and then hours playing non-stop, should it be considered "Zombie"? The only way you can get the title is perhaps applying "away" under your self? -- WoB 23:41, 13 October 2008 (UTC)
- It's nothing that is for achieving but for information with a bit of flavor. "Hey, look a "Cya later" maybe he'll return in a minute because I know his afk times". Ah, whatsoever. I could've had use for that. So no one has to whisper me just to realize I'm away - he simply looks at my "title". Ɲoɕʈɋɽɕɧ 23:47, 13 October 2008 (UTC)
- xD, I spend hours afk and then hours playing non-stop, should it be considered "Zombie"? The only way you can get the title is perhaps applying "away" under your self? -- WoB 23:41, 13 October 2008 (UTC)
- ^^ Multiple times for me. and would be a helpful title/addition. — Wolf 23:39, 13 October 2008 (UTC)
- You might laugh but I would've attained Literally Dead at some times. Ɲoɕʈɋɽɕɧ 23:34, 13 October 2008 (UTC)
Not to completely shoot down the idea or anything, but doesn't it seem like the sort of thing that people would do just to max for the sake of maxing and maybe taking a screen shot of for bragging about? "Look Ma, I'm AFK. KK, I'm off to school now." I'd rather see players actually playing the game myself. :) Seriously though, this does sound like it has a useful aspect to it given that the built-in "Away" message via the Friends list is only for messaging and can't be seen otherwise. What I'd be petitioning for is a small number of 'sign-on-the-door' type titles that players could leave up so others could mouse over in town... "Away" - Like your suggestion but without any ranks just active or not, and also a 3-tier guild rank title that auto selects the account's guild status, "Guild Member", "Guild Officer", or "Guild Leader" - Something recruiters might find useful. I can't see that these ideas would ever be high enough priority to warrant development though. :-/ There are so many more important things in the game that could use a fix or addition in the interests of adding to the "fun factor" of the game. -- WarBlade 23:50, 13 October 2008 (UTC)
- It is useful though.--The Gates Assassin 23:56, 13 October 2008 (UTC)
- Not so much a title, but an automatic info-tack-up under your title, or something. Good slace to also tack guild rank. — Wolf 23:58, 13 October 2008 (UTC)
- Uhm, what would be the point of "maxing" this? As you might've read turning it off, reduces the so-called title to zero. I just wanted to use the title systme for a thing GW misses: leavable messages everyone can read. This shouldn't need as much effort as compiling a new system for that. Ɲoɕʈɋɽɕɧ 00:00, 14 October 2008 (UTC)
- I suppose that this is probably possible, but I don't think it's a great use for the title system when really it has to do with the friends list status options. Why not just ask for a more robust list of status options? - Linsey talk 00:38, 14 October 2008 (UTC)
- I was thinking it would be cool if you could add some sort of info-box that oyu pop-up for a player that has things like guild name, their rank in the guild, how long they have been afk, friends list status, stuff like that. — Wolf 00:42, 14 October 2008 (UTC)
- Or just give us the option to type in a short message in place of the Away, Offline and Do Not Disturb options. "This player is sleeping at his keyboard and may not respond." Ohhhh ohhhh ohhhh Or at the Character Selection Screen you could give us the option to select our status before logging in... so we can be like all Secret Squirrel like and stuff. 000.00.00.00 00:49, 14 October 2008 (UTC)
- Why I don't ask for a better f list option? Because it probably will be answereed with "too much to do to achieve something small like that". Hey, misuse the things you have for a small pinch of fun =D .. or do it the correct way if you really think it's done. Ɲoɕʈɋɽɕɧ 00:47, 14 October 2008 (UTC)
- Please let us choose our status at the Character Select screen. Being able to sign in "appear offline" would be amazingly useful some days...DarkNecrid 00:51, 14 October 2008 (UTC)
- "This player is going to cover his eyes so he can't see you and you can't see him and may not respond" Ok, I'm done with this now ^_^ 000.00.00.00 00:52, 14 October 2008 (UTC)
- That leads to another wish of mine: Default settings.
- Default status (offline, away, DnD, online)
- Default starting outpost (dropdown menu, separate for each character)
- ... too tired to think about more. But I guess there are many GUI settings and the likes that could improve gaming experience. Ɲoɕʈɋɽɕɧ 00:57, 14 October 2008 (UTC)
- That leads to another wish of mine: Default settings.
- "This player is going to cover his eyes so he can't see you and you can't see him and may not respond" Ok, I'm done with this now ^_^ 000.00.00.00 00:52, 14 October 2008 (UTC)
- Please let us choose our status at the Character Select screen. Being able to sign in "appear offline" would be amazingly useful some days...DarkNecrid 00:51, 14 October 2008 (UTC)
- Why I don't ask for a better f list option? Because it probably will be answereed with "too much to do to achieve something small like that". Hey, misuse the things you have for a small pinch of fun =D .. or do it the correct way if you really think it's done. Ɲoɕʈɋɽɕɧ 00:47, 14 October 2008 (UTC)
- Or just give us the option to type in a short message in place of the Away, Offline and Do Not Disturb options. "This player is sleeping at his keyboard and may not respond." Ohhhh ohhhh ohhhh Or at the Character Selection Screen you could give us the option to select our status before logging in... so we can be like all Secret Squirrel like and stuff. 000.00.00.00 00:49, 14 October 2008 (UTC)
- I was thinking it would be cool if you could add some sort of info-box that oyu pop-up for a player that has things like guild name, their rank in the guild, how long they have been afk, friends list status, stuff like that. — Wolf 00:42, 14 October 2008 (UTC)
- I suppose that this is probably possible, but I don't think it's a great use for the title system when really it has to do with the friends list status options. Why not just ask for a more robust list of status options? - Linsey talk 00:38, 14 October 2008 (UTC)
- Uhm, what would be the point of "maxing" this? As you might've read turning it off, reduces the so-called title to zero. I just wanted to use the title systme for a thing GW misses: leavable messages everyone can read. This shouldn't need as much effort as compiling a new system for that. Ɲoɕʈɋɽɕɧ 00:00, 14 October 2008 (UTC)
- Not so much a title, but an automatic info-tack-up under your title, or something. Good slace to also tack guild rank. — Wolf 23:58, 13 October 2008 (UTC)
(Reset indent) How about your status is set to away and a small white sign above the chars head which says AFK? --MageMontu 07:18, 14 October 2008 (UTC)
- Heh, that would be pretty funny. Biscuits 13:45, 14 October 2008 (UTC)
Out of Kourna
- ← moved to User talk:Linsey Murdock/Lore2
Any explanation?
http://img375.imageshack.us/img375/9453/gw133sq0.jpg
- Likely photo shopped. Hopefully not. — Teh Uber Pwnzer 20:45, 10 October 2008 (UTC)
Photoshop.--'ÑöẊĭƑý 20:51, 10 October 2008 (UTC)
- Man, you people are really obsessed with this whole "Xunlai Marketplace" idea, huh? - Linsey talk 21:40, 10 October 2008 (UTC)
- Well, it's 1 of the most needed features imo. Example with the market I would start selling things to ppl instead merch everything, since I hate staying in 1 place yelling the same phrase over and over. --MageMontu 21:42, 10 October 2008 (UTC)
- That is of course, assuming that the "Xunlai Marketplace" isn't just a place other than LA to yell the same phrase over and over. - Linsey talk 21:46, 10 October 2008 (UTC)
- I imagine the Xunlai Marketplace, if it comes true, as a place where you can bid and stuff using npcs. Something similar to the auction of guildwarsguru. --MageMontu 21:50, 10 October 2008 (UTC)
- That sounds like something for April Fools. "Renamed The Marketplace to The Xunlai Marketplace." 66.190.15.232 21:53, 10 October 2008 (UTC)
- Man that is a good idea!
- Montu, we have already made it super clear that an auction house like you describe just isn't possible for GW1. Sorry. - Linsey talk 22:19, 10 October 2008 (UTC)
- The problem is that some won't believe "not possible". It could be "too much effort necessary"... Ɲoɕʈɋɽɕɧ 00:15, 11 October 2008 (UTC)
- That is of course, assuming that the "Xunlai Marketplace" isn't just a place other than LA to yell the same phrase over and over. - Linsey talk 21:46, 10 October 2008 (UTC)
- Some people just can't wait (for GW2 (where hopefully there is a Xunlei Marketplace)), they have to make it
- real now. --Kali The Devourer 02:36, 11 October 2008 (UTC)
- Arenanet would make a lot of people really happy if they announced that GW2 would have the Marketplace so many people so constantly ask for, might even help to generate some extra return business. Its not going to happen in Guild Wars though, there are basic game functions that would take priority over such a thing. 000.00.00.00 02:45, 11 October 2008 (UTC)
- Of course it's "too much effort neccessary" Noctarch. There is no real such thing as "not possible", but you have to understand that from how they handle items in BLOBs in-game and such, they would basically have to do something really complicated and more time consuming than you can guess. Auction Houses in games like World of Warcraft are easy because their items use Global Identification Numbers. Basically, every item in the game is assigned a number, and while this system is more prone to dupes, it's also a lot easier to make an Auction house since ideally all you're doing is transferring money for a Global Identification Number. It's very easy to trade. I think one of the reasons our entire trading system is so below standards (no offense to Anet) is because of their choice of system. It's a lot harder to trade things on the 1 to 1 in a non-WoW type system, and from what I've read on interviews and from what I grasp, their choice of system is a lot more complicated, but is less friendly to dupes. When Linsey says it isn't possible for GW1, she doesn't mean it "isn't possible" as in WE CAN NOT DO THIS, she means "this will take too much time and effort and programming" since from my lesser understanding they would have to do a lot and possibly change how items are recognized etc. DarkNecrid 03:27, 11 October 2008 (UTC)
- I do know... it's just that I am lazy perfectionist; being accurate only where it doesn't need my effort. ;) Ɲoɕʈɋɽɕɧ 03:33, 11 October 2008 (UTC)
- Of course it's "too much effort neccessary" Noctarch. There is no real such thing as "not possible", but you have to understand that from how they handle items in BLOBs in-game and such, they would basically have to do something really complicated and more time consuming than you can guess. Auction Houses in games like World of Warcraft are easy because their items use Global Identification Numbers. Basically, every item in the game is assigned a number, and while this system is more prone to dupes, it's also a lot easier to make an Auction house since ideally all you're doing is transferring money for a Global Identification Number. It's very easy to trade. I think one of the reasons our entire trading system is so below standards (no offense to Anet) is because of their choice of system. It's a lot harder to trade things on the 1 to 1 in a non-WoW type system, and from what I've read on interviews and from what I grasp, their choice of system is a lot more complicated, but is less friendly to dupes. When Linsey says it isn't possible for GW1, she doesn't mean it "isn't possible" as in WE CAN NOT DO THIS, she means "this will take too much time and effort and programming" since from my lesser understanding they would have to do a lot and possibly change how items are recognized etc. DarkNecrid 03:27, 11 October 2008 (UTC)
- Arenanet would make a lot of people really happy if they announced that GW2 would have the Marketplace so many people so constantly ask for, might even help to generate some extra return business. Its not going to happen in Guild Wars though, there are basic game functions that would take priority over such a thing. 000.00.00.00 02:45, 11 October 2008 (UTC)
- Well, it's 1 of the most needed features imo. Example with the market I would start selling things to ppl instead merch everything, since I hate staying in 1 place yelling the same phrase over and over. --MageMontu 21:42, 10 October 2008 (UTC)
- Photoshop by me, from one ooold Xunlai MP thread on guru made after leak of lots of interesting stuff from gw.dat. Funny how those appear out of nowhere, i even said "it is shopped" when posting it Zweistein 07:21, 11 October 2008 (UTC)
- Too bad it havent ever been implemented for gw1. If you can track what players do you can verify that since the creation of my account i have sold more than 500 greens to the merchant, given away more than 200 greens, and trashed bin almost 100 of them. Not only because i hadnt enough space in my inventories, but because people who are sane dont spend 4 hours selling stuf. The reality is that by the time you find a customer you can make 5x more money and if you got expensive items that are easy to sell you dont need money. Yseron - 90.15.59.215 12:27, 11 October 2008 (UTC)
- It is not an auction house, but a bazaar where you place items for sale with a fixed price at some marketplace list. There is at least a semi-workable system at the dev-servers since there are messages thanking beta-testers. It looks like a fairly plausible extension to the existing trade-system: instead of players initiating the trade, the server just do it automatically. --Zora 14:00, 11 October 2008 (UTC)
- ArenaNet has stated over and over again they do not want to deal with an in-game auction/market. There are a number of perfectly easy to use fansites that offer auction services, as well as sell forums. I don't know why everyone keeps harping on this. -- Wyn 14:53, 11 October 2008 (UTC)
- Because the fast majority of the player base doesnt want to have to go to a fan-site or forums to sell stuff, and even a good portion of the people that so would ove to do it through the game I guees *Shrugs* — Wolf 18:37, 11 October 2008 (UTC)
- Having to go out of game to sell in-game stuff for in-game money is just a waste of a lot of peoples time, and is a truly flawed system. The current "why don't you trade through websites instead of an ingame system" is as messy and boring as spamming WTS WTB ingame, but can also just straight out-and-out take you out of the game, which seems odd to me. Then again, I think its dense allowing players to determine market value for so many things, but thats just me. Personally, I don't really care either one, I'd rather have more storage space (thats not a new character) than a Marketplace. 000.00.00.00 18:55, 11 October 2008 (UTC)
- Plus one system is always greater than a lot. Unity is a good thing. I may not be able to sel my item on Guru becasue the only person that may wat it doesnt use Guru. Prices for things plumet fast when you have a decent number of people all trying to sell the same thing and constantly undercutting each-other to sell it faster, when people are content to buy it for the original price, but just aren't around when your selling or arent watching chat. WTS/WTB spamming is a flawed system and so is out-sourcing it to every fan-site and forums out there. Both are POOR substitutes for a good solid in-game market system. — Wolf 19:02, 11 October 2008 (UTC)
- Fan sites are typically not used by casual gamers. Not having a decent trading system in game just means that casual players are disadvantaged by not knowing the value of items they have to sell, or the prices at which they should be buying. Sadie2k 23:33, 11 October 2008 (UTC)
- That and when I went onto some of these fansites to check prices etc I was exposed to more goldsellers than in-game. At least in-game you have hundreds of people going /report or "you can't do that" blah blah blah, but out of game you don't. Out of game players are more freely accessible to such elements Arenanet finds offensive, and also are more exposed to the 'rich elite' of Guild Wars who, mimicing the modern system of the control of money and supply as in reality, seek only to make a profit. How many times have you seen naive or the casual player ripped off because they don't know the value of things.
- I'd hope Arenanet works out a better system for pricing and also for the selling of in-game goods in-game. Out of game things blow, why would you want to mimic that? [sighs] 000.00.00.00 17:53, 12 October 2008 (UTC)
- Fan sites are typically not used by casual gamers. Not having a decent trading system in game just means that casual players are disadvantaged by not knowing the value of items they have to sell, or the prices at which they should be buying. Sadie2k 23:33, 11 October 2008 (UTC)
- Plus one system is always greater than a lot. Unity is a good thing. I may not be able to sel my item on Guru becasue the only person that may wat it doesnt use Guru. Prices for things plumet fast when you have a decent number of people all trying to sell the same thing and constantly undercutting each-other to sell it faster, when people are content to buy it for the original price, but just aren't around when your selling or arent watching chat. WTS/WTB spamming is a flawed system and so is out-sourcing it to every fan-site and forums out there. Both are POOR substitutes for a good solid in-game market system. — Wolf 19:02, 11 October 2008 (UTC)
- Having to go out of game to sell in-game stuff for in-game money is just a waste of a lot of peoples time, and is a truly flawed system. The current "why don't you trade through websites instead of an ingame system" is as messy and boring as spamming WTS WTB ingame, but can also just straight out-and-out take you out of the game, which seems odd to me. Then again, I think its dense allowing players to determine market value for so many things, but thats just me. Personally, I don't really care either one, I'd rather have more storage space (thats not a new character) than a Marketplace. 000.00.00.00 18:55, 11 October 2008 (UTC)
- I tried once to sell out-of-game on guru 20 or 30 items. Response: none. Since then I think selling on
- guru is even worse than in-game WTS WTB in towns. BTW: the party search window is helping a lot
- to find posts that were made before you entered the town, but the line length is too limited, 256 char would
- be much better (hint, hint).
- <joke>For GW2, maybe they could get a license for the NYSE trading system and adapt it to
- GW2, that should suffice. </joke>-- Kali The Devourer 21:46, 13 October 2008 (UTC)
- Because the fast majority of the player base doesnt want to have to go to a fan-site or forums to sell stuff, and even a good portion of the people that so would ove to do it through the game I guees *Shrugs* — Wolf 18:37, 11 October 2008 (UTC)
- ArenaNet has stated over and over again they do not want to deal with an in-game auction/market. There are a number of perfectly easy to use fansites that offer auction services, as well as sell forums. I don't know why everyone keeps harping on this. -- Wyn 14:53, 11 October 2008 (UTC)
- Cute joke. Now, as long as we don't get a financial crisis to go with that, then I am all in for it! 145.94.74.23 08:23, 15 October 2008 (UTC)
- Imagine the headline: "GW economy broke down: Monster Inc. & Chest Ltd. declared bankruptcy: no more loot for players." Kali The Devourer--07:00, 20 October 2008 (UTC)
Cathedral of Flames
Two Questions, after the update today, was the group guarding the map on the 2nd level supposed to be romved, and did all the enemies get a health buff? — Wolf 02:45, 10 October 2008 (UTC)
Animated textures
To Linsey or anyone else, textures are not my strong point so; can you put an animated texture on a weapon or armor in Guild Wars? 000.00.00.00 01:17, 6 October 2008 (UTC)
- Yes, I believe they can. Kokuou 01:22, 6 October 2008 (UTC)
- Excellent. 000.00.00.00 01:56, 6 October 2008 (UTC)
- Actually, I can't think of any texture which changes frames, like movie frames. Plenty of textures have shaders and translating textures on them (like the fellblade), but I am racking my brain thinking if any actually are animated. I'd guess the functionality is probably there. I'd have to watch like the titan's deaths and what not. --Ravious 20:23, 7 October 2008 (UTC)
- Fiery Dragon Sword? -- WarBlade 00:07, 8 October 2008 (UTC)
- Celestial Staff? 145.94.74.23 07:58, 8 October 2008 (UTC)
- I know this is AGES old, but those aren't textures; those are what skin mappers call "particles" Leave the Weak 14:52, 27 January 2012 (UTC)
- Celestial Staff? 145.94.74.23 07:58, 8 October 2008 (UTC)
- Fiery Dragon Sword? -- WarBlade 00:07, 8 October 2008 (UTC)
- Actually, I can't think of any texture which changes frames, like movie frames. Plenty of textures have shaders and translating textures on them (like the fellblade), but I am racking my brain thinking if any actually are animated. I'd guess the functionality is probably there. I'd have to watch like the titan's deaths and what not. --Ravious 20:23, 7 October 2008 (UTC)
- Excellent. 000.00.00.00 01:56, 6 October 2008 (UTC)