Apathy Inc [Ai]
1) rams placed in front of your own keep door often have to be destroyed before rams can be used on the gate
2) Rams in a chokepoint can be used for AOE fear
3)Rams near your siege can be used to hide other siege weapons as well as being utilized as an aoe fear to keep zergs from overrunning your siege
Apathy Inc [Ai]
I haven’t heard any confirmation that WM is going anywhere, but it seems to be a popular rumor going around.
CO is leaving.
Apathy Inc [Ai]
Rams should be reworked to only be placeable within attack range of an enemy door, and to automatically de-spawn once that door’s tower/keep flips.
then you don’t even need to worry about managing a cap for them.
NO
rams can be used defensively in numerous situations.
Exactly!
And the solution I proposed here will work by allowing you to continue to place rams when you need them, while not taking away any proper use of rams as defensive siege, or just-for-fun tombstoning of enemy players.
But it does make reaching ram-siege cap unfeasible for griefers, and increases the regular siege cap to make that harder to grief.
Apathy Inc [Ai]
I finally figured out a solution that could work!
Currently there are 2 separate siege caps, ram siege cap and other siege cap.
This has several parts to it.
1) Lower ram siege cap to 25
2) Increase other siege cap to 75
3) When a new ram is placed that is more than the 25 allowed, the oldest placed siege ram is destroyed, allowing the new ram to be placed.
This system would be fair, it wouldn’t let griefers easily lock you out of using rams by making it prohibitively expensive to try to lock you out of using rams as they have to place 25 rams for every 1 you place. The system lets the siege cap for rams be lowered, and increasing the siege cap for other siege again making it more expensive for griefers to intentionally hit the siege cap.
For other siege the destroy oldest trick wouldn’t work because often you want your oldest siege equipment to work, but for rams considering that they are thrown down primarily to batter doors don’t really need to stick around after towers and keeps are taken. The destroy oldest system for rams will allow people to tombstone with ram blueprints and still allow them to build rams for their fear effects and for door blocking before an attack – while preventing serious abuse.
Apathy Inc [Ai]
leave = loss as it should be. It balances out over time anyway. Sure its frustrating but the alternative really isn’t that much better.
Better would be to handle it pre-match as much as possible. If not every player confirms to enter the match, then cancel the match. Do not display enemy teams in tab menu or otherwise in tournament until all players accept to prevent teams from diving based on teamcomp or who they are matched against.
Apathy Inc [Ai]
I was real proud of KN today, we had an exploiter trial Mesmer that was hacking into keeps/towers and we all just refused to take his portals and all of us slammed the report button on him. Kudos to you guys.
Apathy Inc [Ai]
Should servers start to organize saboteur hours and spy coverage? It seems actually a large majority of people in GW2 have zero problem with this and supports it unlike me and it seems it’s only going to get bigger as time goes on. I suppose top tier servers will no longer be able to compete with each other unless that have just as much saboteur coverage as each other, as making sure the enemy is siege capped 24/7 will become more important as the fighting become more intense. I just shudder to think of the day where gates will be only be able to be destroyed by hand though because there’s hundreds of flame rams inside your spawn, that’s going to suck.
But from what I’ve seen, I’d say a good 50% of this board has zero problem with this ‘strategy’ and thinks its his right to do as he pleases. Oh well.
I don’t think 50% of this board have 0 problem with building hundreds of flame rams inside your spawn.
Not even close.
And as people have been suspended for doing this, I don’t see how its legit.
If you are building proper defensive siege in proper locations, I don’t think they can ban for that even if it puts you at siege cap.
In a thread I made a while ago about the subject, the debate was split evenly over it being okay and it not being so.
The same person in my server has been running around doing this every day for a few weeks and nothing has happened midst probably hundreds of reports and screencaps. Nothing doing.
Seems like it’s on its way to becoming a part of the game to me.
You were talking about the guy putting arrow carts on your wall. which can be used to shoot attackers, this is different than someone spamming arrowcarts/ballista where you cant really use them.
You didn’t make the case the person was attempting to seigecap you intentionally vs him playing his game to fortify your keep like fort knox. And customer support has to determine that the intent of siege spamming is to grief. It wasn’t clear in that case.
Apathy Inc [Ai]
boonstrips and poison, take the regen off the enemy player as soon is it pops up, and maintain poison.
Apathy Inc [Ai]
Should servers start to organize saboteur hours and spy coverage? It seems actually a large majority of people in GW2 have zero problem with this and supports it unlike me and it seems it’s only going to get bigger as time goes on. I suppose top tier servers will no longer be able to compete with each other unless that have just as much saboteur coverage as each other, as making sure the enemy is siege capped 24/7 will become more important as the fighting become more intense. I just shudder to think of the day where gates will be only be able to be destroyed by hand though because there’s hundreds of flame rams inside your spawn, that’s going to suck.
But from what I’ve seen, I’d say a good 50% of this board has zero problem with this ‘strategy’ and thinks its his right to do as he pleases. Oh well.
I don’t think 50% of this board have 0 problem with building hundreds of flame rams inside your spawn.
Not even close.
And as people have been suspended for doing this, I don’t see how its legit.
If you are building proper defensive siege in proper locations, I don’t think they can ban for that even if it puts you at siege cap.
Apathy Inc [Ai]
I am sure you can, heard people do this before. You just add the serial key to your account. Note that you cannot get the original key back for use in opening another account.
Apathy Inc [Ai]
I imagine because of Chinese law that the gw2 shard for china will be completely separate from the gw2 world servers.
Apathy Inc [Ai]
your missing a little in your description.
You have to keep in mind that partially its the fault of the capture point meta though.
Bunker builds not only are highly survivable ‘tank’ builds they also have significant area control and denial.
The only 2 things I see missing out of gw2 are pure healers (which I don’t miss) and shutdown builds. Shutdown is only needed when healers exist in my opinion though because if you cant shut down healers then you wont get kills. Sounds like you just prefer the healer included system.
If you are talking gw:p vs gw2, there are far more viable builds right now in gw2 than gw1 had 6 months in. GW1 with everything included has far more viable builds today than gw2 has, but that’s not apple to apple.
Bunkers have some area control (like the Guardian), but there aren’t builds that are centered around it like, spirit walls, minion walls, Wards + DoT AoEs. Guild Wars 2 has some of those concepts in the Bunker, Roamer, Pressure playstyles, but they aren’t a playstyle in and off itself like in Guild Wars.
I definitely like the healing playstyle, as my primary in GW1 was a monk. I miss it a lot. Shutdown was also something I liked playing, but I didn’t just utilitize it for healers, I would also use it to keep pressure off my party. There is a lot more depth and breadth to GW1 combat, which I prefer.
I don’t know about you but I called what you are calling shutdown as mitigation.
No matter how hard you tried in gw1, you couldn’t completely shut down someone especially if they knew what they were doing. I am running a physical shutdown build in gw2 right now that can lock an enemy player for quite a bit of time – if they let me.
If it was GW1 that build would be more powerful, but in GW2 you have a dodge button which can create gaps in my shutdown.
There are shutdown builds in gw2, the game doesn’t revolve around or allow hard shutdown builds – they arnt fun to play against.
I loved the mesmer from GW1. Psychic Instability, Cry of Frustration, Cry of Pain, Diversion, Blackout and other hard shutdowns, and then soft shutdowns like Shared Burden and other move and attack speed inhibitors. Love love love shutdown. You don’t have to like shutdown builds, but it made combat far more interesting. There’s nothing that comes close to the kind of shutdown that came from a GW1 mesmer in GW2.
I don’t particularly disagree with you. There was sufficient counterplay to shutdown in gw1, but there was also overcompensation to certain classes because shutdown existed.
Meaning if you weren’t bringing some kind of shutdown in your build you would get rolled over.
Part of the problem GW1 suffered with is that not all forms of shutdown worked against the different builds. Remember how I said at the start of gw:p the metagame came down to a couple of builds? This ended up being a good thing for competition, it means the shutdowns skills you brought into the game were pretty much always useful, because as a team build your team was going to be stronger than any of the gimmick builds that could be brought to the table. Blinding flash for example was always useful because there was almost always an enemy warrior to use it on.
Then the game became more balanced, and now shutdown abilities that used to be strong quickly became useless. Whats the point of blinding flash if the enemy team is mesmers and necros hex and condition pressure with no warriors at all? A lot of shut down or counter abilities become suddenly useless when hex builds became viable.
Hex meta is one of the most unfun metas that ever existed in gw2. There was no real excitement, no sudden spikes of huge damage, purple bars everywhere, and monks withering under a diminishing energy bar before they cant heal the team anymore (because prot is useless), warriors almost completely shut out with really powerful hexes. So you run into that team and you mod your build to bring more hex mitigation like holy veil (best anti-hex skill ever).
Then you run into a physical warrior/ranger team, or bunny thumpers (r/w). :X again rendering several skills you brought as a team useless.
Don’t get me wrong, the REALLY good teams can overcome build disadvantages by just playing really awesome but there was way too much rock/paper/scissors with this setup. And on several occasions was rather unenjoyable. I found the game more fun in the gw:p days of boonprots and rainbow spikes than I did post factions.
GW2 gets around that completely. I haven’t run into a situation where a certain skill on my bar is completely useless.
Apathy Inc [Ai]
I know several anet people working on this feature right now.
Its coming.
Apathy Inc [Ai]
If you call TC throwing Omega Golems or 10+ regular golems at our keeps handholding, I would hate to see what happens when they quit holding our hands.
Stay classy.
Apathy Inc [Ai]
your missing a little in your description.
You have to keep in mind that partially its the fault of the capture point meta though.
Bunker builds not only are highly survivable ‘tank’ builds they also have significant area control and denial.
The only 2 things I see missing out of gw2 are pure healers (which I don’t miss) and shutdown builds. Shutdown is only needed when healers exist in my opinion though because if you cant shut down healers then you wont get kills. Sounds like you just prefer the healer included system.
If you are talking gw:p vs gw2, there are far more viable builds right now in gw2 than gw1 had 6 months in. GW1 with everything included has far more viable builds today than gw2 has, but that’s not apple to apple.
Bunkers have some area control (like the Guardian), but there aren’t builds that are centered around it like, spirit walls, minion walls, Wards + DoT AoEs. Guild Wars 2 has some of those concepts in the Bunker, Roamer, Pressure playstyles, but they aren’t a playstyle in and off itself like in Guild Wars.
I definitely like the healing playstyle, as my primary in GW1 was a monk. I miss it a lot. Shutdown was also something I liked playing, but I didn’t just utilitize it for healers, I would also use it to keep pressure off my party. There is a lot more depth and breadth to GW1 combat, which I prefer.
I don’t know about you but I called what you are calling shutdown as mitigation.
No matter how hard you tried in gw1, you couldn’t completely shut down someone especially if they knew what they were doing. I am running a physical shutdown build in gw2 right now that can lock an enemy player for quite a bit of time – if they let me.
If it was GW1 that build would be more powerful, but in GW2 you have a dodge button which can create gaps in my shutdown.
There are shutdown builds in gw2, the game doesn’t revolve around or allow hard shutdown builds – they arnt fun to play against.
Apathy Inc [Ai]
your missing a little in your description.
You have to keep in mind that partially its the fault of the capture point meta though.
Bunker builds not only are highly survivable ‘tank’ builds they also have significant area control and denial.
The only 2 things I see missing out of gw2 are pure healers (which I don’t miss) and shutdown builds. Shutdown is only needed when healers exist in my opinion though because if you cant shut down healers then you wont get kills. Sounds like you just prefer the healer included system.
If you are talking gw:p vs gw2, there are far more viable builds right now in gw2 than gw1 had 6 months in. GW1 with everything included has far more viable builds today than gw2 has, but that’s not apple to apple.
Apathy Inc [Ai]
one should consider if the game is truly balanced or not.
People keep talking about balance, but that is not what this thread was about. It was about customization—the amount of skill options a player has, build diversity.
I don’t think anyone here is arguing that GW1 had fantastic balance. The issue is not how the system was implemented, but what the system consisted of. It had a great deal of variety. Even if some are going to argue that this variety was largely (or completely?) an illusion and/or poorly implemented, people like the idea of having a lot of options and a lot of choices and some (many?) players enjoyed working through the variety to grow and build their character.
At the end of the day, balance is irrelevant to the discussion because all that’s being said is that some players desire more customization. That GW1 produced customization at the expense of balance doesn’t mean we should be satisfied with GW2, which has produced balance at the expense of customization.
Well the lack of balance may of what kept GW1 from an E-sport level game like they are trying to do with GW2. Yes GW1 had torments but they where healed by Anet not by the E-sport community. You will find that most games that are ran for e-sports are some what simplistic when they first get in but they become more complex as time goes on. This is to make sure that you do not have one class wining all the time or one build to make sure there is an ok level of balance to keep the game competitive.
I love that you think you know even the first thing about PvP in GW1. Did you ever even go into Heroe’s Ascent let alone hold halls?
Did your guild ever beat a top 100 guild in GvG?
Did you ever even go into GvG and win a match against anyone?
1) Yes
2) Yes
3) Yes
And what he says is true.
You do realize that the prophecies meta had very few builds that were actually utilized right?
Monks picked between about 9-10 skills and ran a Mesmer or Necro elite.
Sure there were a few gimmicks like FC air spike. The dominate build was a rainbowspike consisting of 2 warriors 2 mesmers 2 elementalists (one ran flags) and 2 monks with teams running nearly identical setups.
Sure there were other builds in the meta – not nearly as many as the op seemed to think were viable.
There are more viable builds in GW2 than there were in GW1 prophecies. (I’m not including factions onward because I want to keep the comparison apples to apples.)
Balance is completely relevant to the discussion of having more skills because that’s the trade off, more skills inherently means that the game gets harder to balance. When you keep things down to small subset of skills that can be brought its much easier to balance them.
For example, look at an e-sport game like League of Legends, each champion has FOUR skills and no flexibility.
GW1 had far less build diversity than you seem to be giving it.
Apathy Inc [Ai]
(edited by Draygo.9473)
Also FA needs to keep in mind that Kaineng currently does not want to go to T3 (generally, exceptions abound of course). TC is going to have a huge impact on who gets to stay in t2 and who gets to drop to t3.
Apathy Inc [Ai]
While I think the mechanics can be improved.
Your assertion that 30 defenders cant beat 40 attackers is way off base, it happens more often than not currently. Ive seen defenders hold off attackers while being less than half the attacking force.
The one thing ive noticed is that its hard for an outnumbered force to sally. So often the larger force will break a wall/door before they can be routed. This in of itself isn’t a problem. I would like to see defenders having an easier time firing from walls. One thing to fix is the ability for attackers to pull down defenders by abusing a multipull trick that will get the enemy up and over a defensive ledge.
The second is to allow shooting but not walking through that defensive lip.
Apathy Inc [Ai]
Make a reasonable attempt to contact the guild leader of that guild and present that screenshot.
Apathy Inc [Ai]
How many of those “awesome skills in the GW1 system” were actually used though?
A rather high amount of skills were never really used, AT ALL. And quite a few of them were duplicates from different campaigns.Yes, I agree that was the case. However, those skills were stepping stones more than anything else; I loved the growth of the character as I accumulated ever more powerful skills. Once you reach the top—well, of course I used only the best skills! Who wouldn’t? But the journey was interesting and varied, like any good RPG experience, and I felt powerful at the end.
Except this isn’t always true, they gave you the most powerful warrior sword combo in the game right from the beginning in prophecies. Sever→gash→final thrust.
Apathy Inc [Ai]
The statistics you quote at the start of your thread concerning build diversity are largely academic and pointless because they avoid looking at synergy.
You wouldn’t run a sword skill, axe skill, 2h hammer skill, dagger on the same time on a warrior/assassin unless you were trying to do one of those cool weapon swap builds, that while cool are largely ineffective. In GW2 you have the advantage of being fully effective no matter what weapon you pull out. I find for melee classes or classes that depended on weapons in gw1 (warrior, paragon, dervish, assassin, ranger) that gw2’s system is far better. For caster classes you have more limited options in gw2 because you only have 5 ‘flex’ slots that you can use to variate your build, while in gw1 you often used those slots to put in various spells.
Then comes the problem with balance, gw2’s system is far easier to manage and understand than gw1’s system. Which pokes again at your statistics because there are several abilities in gw1 that are either mere copies of another, or do a very similar effect but one of them is just way better so people never take the other skill. So in gw1 where you had skill diversity you also had a lot of false choices. I would say the majority of skills in gw1 were false choices.
GW2 can fall in the same trap with the utility skills often I only find a small subset useful but with the trait system certain other utilities can be better with a retrait. For example warriors have several viable line of utilities right now, banners, shouts, stances, and some signets and physical abilities.
GW2 has a lot less false choices right now.
Apathy Inc [Ai]
Edit: and of course the more places we have to fight over the more spread out the teams have to be. Smaller zergs all round, unless you like losing.
This is exactly the point of the change I am proposing.
Apathy Inc [Ai]
Uncapped aoe isn’t going to happen for a long time. There are huge lag issues with doing that. Siege weapons are antizerg as is if placed and utilized correctly, arrow carts have a cap of 50 and so do ballista (though ballista are unlikely to hit 50 targets).
Smaller groups should be able to avoid larger groups while maintaining control of objectives like camps. RI prevents that because once the zerg rolls in and takes the camp. You have no recourse. Zerg wins.
If my suggestion goes through, a small group will be able to retake the camp after the zerg rolls it, instead of having to do something else in the meantime.
Dolyaks currently don’t instantly respawn at a camp. And the aoe cap is a different topic and not in the scope of this thread.
Apathy Inc [Ai]
I stole FABL Bay from TC with 5 people.
Then FA took it from me, oh well.
Apathy Inc [Ai]
Guild bank is the best method for mass transfer.
If you do not have access you can create a personal guild and upgrade it with a guild bank upgrade (will take some gold and research time).
Otherwise transfer via in game mail.
You can take a 30% hit on the value of the items if you sell them all on the TP transfer the gold then rebuy the mats.
Apathy Inc [Ai]
RNG is indeed RNG.
That said, sometimes I wonder if the loot table is completely kittened up for certain characters. Take WvW and wooden chest drops. Its supposed to contain rare or higher quality drops right? Wrong. Just a couple of days ago I had not one, but two of them drop in the same camp! Oh joy, precious loot! First chest – a white salvageable hide. Second chest – another white salvageable hide. kitten???
Known issue, but not a bug.
+5 supply drop is considered rare, if you have autoloot on you do not see the actual drop item. When you pick it up you get +5 to your supply pool instead of the actual items. The devs do plan on addressing this, I have no idea on priority though.
Apathy Inc [Ai]
I was about to post that I was pretty sure that anet was going to work on splitting NA/EU.
Then a Devon arrives, and displays mad ninja posting skills.
Apathy Inc [Ai]
High end goods will not be affected,
what we might see is lower level mats spike (t1, t2).
Apathy Inc [Ai]
Although, now that we mention it, I think that thieves using culling in WvW gave them an unfair advantage. Would that be an exploit? If so, why weren’t all the people that did that banned?
Your definition of exploit as it relates to perma-bans is quite vague and poorly defined.
Culling was intentional on the part of the developers. An item priced at one-tenth of what it obviously should be wasn’t. It’s probably a good clue that when you’ve hit the ore for the 40th time in a row and it still hasn’t run out, it’s probably bugged. It’s really not rocket-science, no matter how much you want play with semantics.
Common sense dictates what a true exploit is. The unfortunate part is it isn’t all that common anymore, apparently.
But people used it to gain an unfair advantage, which is part of lordkrall’s definition of an exploit.
It was an exploit of game mechanics, but not a bannable one. There is a difference.
Thieves could not avoid exploiting culling, stealth is a defined role of their class. Though some players took this to the extreme there is no way to ban these players for using their skills as intended.
The stealth spamming builds still exist post culling meaning they weren’t designed explicitly to exploit culling.
Apathy Inc [Ai]
Anet is generally sensible about these things. Do something ten times and realize it’s a bug/exploit, no problem. Do it a hundred times, get banned, appeal and say “hey, I stopped as soon as I realized it’s an exploit.” They say, “ok you can play the game.” Do it a thousand times and you can’t come back.
It’s their sandbox and they make the rules. Whether you like the rules or not is irrelevant, you don’t get to tell them what the rules are. If you don’t like it, single player games have cheat codes posted, you can play Skyrim or something and have unlimited gold, all the best equipment, etc. And no one will ban you.
Problem is, no one knows what ANets cutoffs are. I may do something ten times and never realize it was an exploit (where could I ever find out unless banned?)
Second, I like the rules. I want exploiters to be banned. I don’t want anyone to take advantage of the game and potentially ruin it for others.
Just let me know what the rules are and I’ll follow them. Don’t just say, “Don’t exploit!” cause that isn’t always clear, as I’ve stated above.
They arnt going to announce cutoffs because magnitudes can change.
They are not going to pre-notify you of exploits because that is just stupid.
It currently isn’t too hard to figure out what an exploit is. Yes I can answer any of your questions of whether or not something is an exploit, and the likelihood it will lead to a ban.
Killing 20 rats in a cave isn’t an exploit, and wont lead to a ban. There are places in the game with a lot of creatures like this, specifically the borderlands maps in wvw for the invading factions.
Getting kill credit for a rat that instantly respawns instantly over and over again is an exploit, but it is unlikely to get you banned (magnitude of effect).
A lot of the bans have to do with magnitude threshholds on different metrics, and can change.
Did you make 1g off the exploit or did you make 1,000g?
Apathy Inc [Ai]
Why you were on your corpse for 5 minutes?
Being dead is useful for helping a treb zero in.
Sitting on you isn’t teabagging.
I can see it if they spam /sit after jumping explicitly on your head, but simply sitting isn’t teabagging. I assume this is what they were doing, in this case it is reportable. I do doubt any action will be taken however, unless that person has been reported a few times before.
Also your corpse spying, and they don’t want you to corpse spy.
Apathy Inc [Ai]
I think it’s pretty clear the new pick is popular and sparked an Ori mining rampage.
Not only has it compelled people who already mined Ori to mine more, but it has spurred people who previously didn’t mine all that much to begin mining – because who doesn’t like playing with new toys?
Honestly I feel silly for not dumping Ori when I saw the pick in the store – the price crash should have been obvious without even thinking about it.
When you have multiple materials price almost always will shift to the rarest of the two.
So while there can be demand for both items to produce a particular good, the material costs can easily shift. A drop in price of the cheaper good can trigger an increase in price in the rare good.
Apathy Inc [Ai]
Resetting to 0 when capped might be an idea, but I don’t think locking caravans behind an upgrade would be a good idea.
Caravans are good targets for small roaming groups so I don’t want to take away from that.
RI is currently preventing the tactic of sending dedicated 5 man groups to singular supply camps to keep them contested. Imagine if 15 people constantly attacked your south supply camps in groups of five, running away when you recapped with a zerg only to recap it right after you left.
In order to counter this strategy you need to either kill the 5 man, or leave defenders. If you kill the 5 man they will be back.
RI currently kills the effectiveness of this strategy and lets 1 zerg maintain 3 camps.
Apathy Inc [Ai]
@OP when gathering data like this the person gathering the results needs to not count past results.
For example, I didn’t get a rare yesterday with 200+MF is invalid, but saying
“I’m going to empty my inventory then go to those camps and farm for an hour, THEN record exactly what I get” is valid.
Apathy Inc [Ai]
This does not buff zergs at all.
Currently zergs can get around RI by spamming lifesteal/retaliation being able to take the claimer RI buff or not.
Small parties behind enemy lines cannot afford to kite claimers around for 3-4 mins while waiting for RI to wear off. And when holding supply camps in your own territory, if an enemy zerg just rolls in and rolls through your camp you don’t have any recourse, you have to wait those 5 minutes out before you can reclaim the camp.
Which means the enemy team can stay in a zergball to control your camps because they don’t need to worry about you retaking it.
Small teams are hurt in WvW the more limited targets are, not the other way around. RI hurts small teams more than it helps a zerg.
If camps didn’t have RI, if a team wants to control a camp they will need some level of defense at that camp, or lose it constantly to enemy havoc teams.
Apathy Inc [Ai]
Technically if you spent 15$ a month in gems you would have all the vanity items in the store by now.
Not a legendary yes, but all the vanity items they have released up till now.
Apathy Inc [Ai]
For some reason people still think MMO developers cannot work on one thing without expense in another area.
Just because a cash shop item is developed does not mean they took away from developing a new map or making a new event. Each thing takes different people with different skillsets.
Its not: HALT ALL WORK GUYS WERE MAKING A QUAGGAN BACKPACK. In reality 3-6 people work on the item with varying levels of time. It gets modeled, textured, rigged, animated, and if it needs it sounds and particles added to it.
Cash shop items like the quaggan backpack pay for themselves and then some by probably a large factor, meaning that the money they brought in selling the quaggan backpack not only pays for the small team responsible for making it, but it also pays for the guys working on the end game features that we want, like the removal of culling, more level 80 content, living story development, guild features development which will eventually include guild halls.
Its not a zero sum game here, which is another mistake a lot of critics make.
The term MMO also has a definition, so you can be wrong in your opinion on whether or not GW2 is an MMO.
Officially:
GW2 is an MMORPG
GW1 is a CORPG though oft labeled MMORPG (incorrectly).
Apathy Inc [Ai]
(edited by Draygo.9473)
Team score will have a much higher (as in ANY amount higher) impact on rewards next time.
Careful though, at the start of W1Z1 if you kill all the bunnies and then kill the bunny tornado you get about 30ish points, doesn’t take too long either.
Apathy Inc [Ai]
exploits@arena.net is the official channel for exploits, be detailed. Support is another method but will probably take a bit longer.
Apathy Inc [Ai]
In addition to what Amarinth.8534 said, change your render sampling to “Supersample”.
Don’t do this. (unless you have a very powerful machine)
Apathy Inc [Ai]
you can check your external ip at a website and see if it matches:
http://portforward.com/
under the menu at the top on the right should be your current external IP: if that matches what the email says it is then you should auth it.
Apathy Inc [Ai]
Reset the ram to default speeds and see if you have a problem, its worth a try.
Apathy Inc [Ai]
In our 500-man guild I know 3 ladies and heard about one more. So yeah, you can see the trend.
This.
It gave me an idea of the numbers actually. We have many players with Teamspeak and mics in our guild of 500 and we have peaked in the 100s of people on it at a time. Of all the people that have talked with mics, the women hardly even make up a 10th of that number.
Women also don’t participate in large guild events or highly competitive game-play nearly as much, and make up a higher percentage of the ‘casual’ playerbase.
This is false.
It may be just easier to notice if they aren’t participating, but I have no evidence to back up your statement, and plenty of evidence to the contrary.
Apathy Inc [Ai]
(edited by Draygo.9473)
Anet needs to fix this, and I believe if you are intentionally using this to prevent yourself from being afk kicked it counts as a reportable offense.
Apathy Inc [Ai]
make sure you are copying the target url, as often the phishers will make the link look like it is going to the proper destination.
Apathy Inc [Ai]
This is because your external IP address is constantly changing. You can disable email authentication and enable another form of account security (two factor authentication) to keep your account secure.
If your IP isn’t changing you should only have to authenticate once using email authentication.
Apathy Inc [Ai]
Its purely fake, don’t think that link will work. If you hover over it – it probably isn’t going to guildwars2.com (in your email).
Delete that link from the forum if it is real, I notified a mod to have him remove it just in case you don’t see this.
Apathy Inc [Ai]
I am going to forward you here: https://en.support.guildwars2.com/app/answers/detail/a_id/9238
That is another layer of security you can add to your account.
Apathy Inc [Ai]