Guild Wars Tyria Solo Challenge continued after 9 years - Thunderhead Keep done |
- Tyria Solo Challenge continued after 9 years - Thunderhead Keep done
- Alex Jones Plays Guild Wars
- Love this game
- Screw you Danika. Also, how big are those Locked Chests?!
- Collectors Edition Key
- No available daily vanguard quest?
- PreSearing
- On game balance
- Collector's Edition seal
- Error Code: 3023:1012:6:377
Tyria Solo Challenge continued after 9 years - Thunderhead Keep done Posted: 09 Mar 2021 09:20 PM PST
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Posted: 09 Mar 2021 11:41 AM PST
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Posted: 09 Mar 2021 06:10 AM PST That is all. The game still is worth the time and effort to play even after all this time. Nostalgia is a very powerful emotion. [link] [comments] | ||
Screw you Danika. Also, how big are those Locked Chests?! Posted: 09 Mar 2021 01:19 PM PST
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Posted: 09 Mar 2021 07:14 PM PST Does anyone know where I could buy a Legit key for the Collectors Edition of Guild wars. Where I could buy either Proph/Fac/Nightfall either of those three if not all as a legit key, boxes not required but as long as there is a key. [link] [comments] | ||
No available daily vanguard quest? Posted: 09 Mar 2021 09:01 PM PST Hi all, been working on LDoA recently and wanted to pick up Hamnet today at 11:55pm EST march 9th and Langmar had no available quests. Is there a gap between one quest and the next? The last quest I handed in was Hamnet, do I need to complete another one to reset Langmar? [link] [comments] | ||
Posted: 09 Mar 2021 02:08 PM PST Does anyone know where to find a guide to leveling in pre searing. I'm about to start and I'm just looking for the easiest route for a ranger/warrior [link] [comments] | ||
Posted: 09 Mar 2021 04:28 AM PST This started as a reply to a side point in the Shadowform thread and grew into a monster that I thought probably merited its own space. I see the word "balance" thrown around a lot with regards to Guild Wars (and always have, even back in 2005), but no one ever really defines what it means, and my suspicion is that it is an impossible-to-hit moving target because that meaning is so nebulous, and means different things to different people. So before I go any further, I'm going to rhetorically ask "What does balance mean to you?" Again, that's rhetorical; I'm not necessarily looking for answers, but that's a useful framing to approach the rest of this mess from. Some reasonably popular definitions I've heard in the past: -all professions equally powerful I don't think most of these are particularly useful ways to conceive of balance. The most glaring issue is that I don't think you can get to most of those states objectively, even given infinite developer resources, at least if you want Guild Wars to look anything like it does now. The way the game is designed from the ground up, with so many niche skills and soft- and hard-counters, the power level of single skills, 8-skill bars, and 8-bar teams fluctuates wildly based on what you pit them against. Everyone knows there are certain areas of the game where you just don't want to bring minions, or hex stacks, or hit-check melees. Moreover, what does it even mean to ask if Heal Other, Animate Bone Minions, and Sprint are all balanced relative to one another? It's just not a useful framing. I do think the last bullet point about playstyles can sometimes be useful, but it's less an ultimate balance goal and more a principle to keep in mind along the way. Being able to do a bunch of different things doesn't mean any of those things are worth doing (in terms of fun), and particularly in PvP can lead to some really miserable scenarios where a large chunk of your matches are decided by which team blindly has the correct counter skills to a random opponent (hex stacks are notoriously bad for this). But I posit the more useful way to approach balance is not in the equality sense that the word implies, but in the sense that as the game designer, you should have some idea of what play patterns you want rewarded. Or to put that another way, you choose the target demographic you want, and you make the game super fun for them. You intentionally choose which skills and builds and professions and playstyles are the most powerful. The practical limitations of game balance are going to create an environment where something is the best/strongest/fastest/easiest anyway, so you as the balance team should be actively directing what you want that to be instead of shooting for some nebulous concept of "balance". From a PvP player's perspective, I can tell you that ANet did a fantastic job of this in Prophecies. I don't think I've ever met a single person who was super into PvP, and played during the Gale Wars metagame who didn't agree it was the most fun they had in the game, and they will also all tell you that Gale was by far the best skill in the game and certainly overpowered. The original design paradigm was that the most powerful skills were the ones that were versatile and rewarded in-combat decision-making. Now there are lots of different ways they could have pushed the game. They could have emphasized build construction, or team coordination, or big-picture strategy rather than small tactical decisions, or even something like reflexes/low ping. All of these things are present in the game to varying degrees, but the original focus was on micro-decisions and execution. The most powerful skills tended to have either strong downsides (Frenzy, Infuse, Divine Boon, Blackout, Distortion) or went from outrageously powerful to near-useless if used incorrectly (Gale, interrupts, prots, Blackout, energy denial, short duration snares/blinds, Bull's Strike, etc). But at least for their original target demographic, they did a progressively worse job at maintaining this philosophy. We got a lot more point-and-click for effect skills that just kind of do what they do regardless of how and when you use them. And that's why the PvP playerbase atrophied and got bitter and resentful of a lot of things that weren't even directly PvP-related. And the PvE side of the game has similar phenomena, except that PvE players tend to want a much wider range of things from their gaming experience, so it's much harder to hit that sweet spot where they're all happy at once. This is somewhat mitigated by the nature of PvE being that you don't have to be doing the most powerful thing, just a thing that is powerful enough to beat the content. But you still run into this problem where some people want a challenge (without having to artificially create their own restrictions) and some people are perfectly happy to play a game where they're literally invincible, and it's pretty difficult to reconcile these two things. So I guess the takeaway is that "balance" as a lot of people conceive of it isn't necessarily a useful goal. We can use it to make useful statements to model the game like "Gale is imbalanced/overpowered", but that doesn't even necessarily imply that we should nerf Gale. A game can be more fun in an "imbalanced" state than when lots of different things are relatively equal in power level. And game balancers should be pursuing a fun state rather than an objectively balanced one. [link] [comments] | ||
Posted: 09 Mar 2021 10:25 AM PST
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Posted: 09 Mar 2021 10:08 AM PST Hello, i tried to login in my gw account since this day i got the errorcode: 3023 Networkerror. But my inet is working fine. So i dont know what to do. I played just normally last days without any tool or vpn. I read that my account could be blocked cause the account its suspsicious but idk what i ve done thats suspsicous xD. Maybe someone knows how to solve my problem (please). [link] [comments] |
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