It’s funny how few people have noticed the confirmation of new WvW maps…
I just wish they would drop the generic human aesthetic.
I’d love to see angular Asuran keeps and laser siege weapons! 
Been a big week for a little Mif 
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Is sad that WM doesn’t think their enormous numbers give their zerg enough of an advantage and have to resort to using zoom hacks.
Every night it’s the same Elementalist (using dragons tooth) and Engineer (using grenades) doing it.
Been a fun week 
EDIT: I just realized we still have a full day left. Got my mental calendar mixed up :P
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Not very “techy” for technobabble, but oh so adorable! 
Asura ears point upward when they’re in combat stance.
You can bind sheath weapon in control options if it annoys you that much.
Your warband is no match for my krewe, bookah :P
The only people concerned about ROI are the people who buy gems from gold, and considering ArenaNet don’t make cash from such people, why would or should they care?
I was actually thinking about this today, and I agree with you.
Using medkit to help another player is at times impossible, and extremely difficult and unlikely for the rest.
Kaineng without [WM]: Varys (the eunuch)
This thread is 3 months old. They have for quite a while now.
Sigils, yes. But I don’t recall weapon stats being applied to our kits as of yet.
I’d love to be proven wrong though, but I notice a mister Jon Peters making posts and promising stuff 4 months ago (and at least every Ranger knows how little those promises actually mean).
Last I heard was that our kits behaved more like a single level 80 rare pistol; even though my pistols are exotics and have a lot more power when combined (but still less overall effectiveness compared to other classes “because we have kits” b/s).
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-January-28-2013/first#post1468295
Weapons now continue to grant bonus stats while bundles are equipped.
Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.
Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.
Step two is to get the weapon stats to apply to kits as well. We felt sigils was the more important first step because it creates build diversity. Flamethrower with sigil of air? Yes please.
This quote is still the light of hope I am waiting for. Of course most Kit user would use P/P or P/S to get the most stats out of it. Any news on when weapon stats (beside sigils) will apply on kits?
thanks
This thread is 3 months old. They have for quite a while now.
Siegerazer [OSHI-]
Seriously though, TC has the best militia commanders I’ve played with 
How gear dependent is the PvP in this game
Gear matters in GW2. The difference from other MMOs is you can get to the gear cap easily and quickly, so no one should have a gear advantage over you.
Still waiting for a dev response…
:’(
/dangles cookies to lure dev
As a scout / yak runner / upgrader, I find the lack of badges very annoying.
The badges I get cover about 1/5th of the siege I drop, the rest I have to pay for with silver.
Meanwhile zergers pick up several hundred badges a week and do nothing with them.
Posting for a friend.
Ticket number: 130411-000066
This is the third time he has been wrongfully banned. He lives in China and often uses an SSH tunnel (proxy) to connect because of lag, so he tends to get unfairly targeted :/
I’d make a ranger if they let me have a racial golem pet 
Sick of seizure-cam 
Do try to keep up with the rumor mill :P
All I want is an Asuran looking rifle with glowy projectiles and pew pew laser sounds.
I can deal with the Engineer back piece issues as long as I get my BookahSlayer 5000™
I honestly don’t know what you’re talking about. Are you saying that when you click your right mouse button, it switches your target?
Yes, and it’s really annoying.
We’re starting to split PvE/WvW in the upcoming patch.
But we want them to be things that keep consistency across the game types as much as possible.
Excellent news 
I suspect it may be a bug.
A couple things:
- For PvE/PvP/WvW, we know that those are 3 different playstyles, we don’t just lump PvE and WvW together.
Considering WvW and PVE use the same skill values, yes you do.
Bigger maps.
Engine structure limitation, and not likely to change.
do you have a source for this?
not saying that it’s not true, but i haven’t seen anything so far, so if you could find a source, that would be awesome. Well, not actually awesome, but it would at least stop me from getting my hopes up
http://www.guildwars2guru.com/news/1037-qa-with-colin-johanson-part-iv/
Q: Are you able to make a bigger WvW map?
Colin Johanson: No, bigger we can’t do. With our existing tech those are the largest maps we can make (engine limitation). We’re currently looking several different ways to spread players out, and that’s been a big focus of the World Vs World team right now.
In regards to the effects:
“Now, where we’re going with things: Over the next week, I’ll be tweaking this some more and dropping in an effects system. A lot of people have been saying “but how will it go with effects???”, so we’ll answer that for you. We’ve got a really powerful design for the tech, heavily inspired by something the tech director on Wildstar showed me back in the days when we worked together at Troika. (The game industry is a very small place.) A little story on that — on one of the projects we had at the time, an artist came to me and said his level was running a little slow, and I found out that he’d accidentally spawned out five million invisible particles that were bouncing around forever. The fact that we could sustain that on 2002 hardware gives me great optimism for what we can do on modern hardware and taking advantage of GPU computing.”
That’s not actually addressing anything, he’s never once mentioned inter-object interactions, he’s just talking about being able to put stuff on a screen. I can make matLAB put millions of stuff on the screen but the moment I actually have that stuff interact in a non-linear and trivial fashion, the moment I need to upgrade from a PC to QUEST or similar supercomputer architecture.
What the former poster was addressing was this interaction environment that goes behind the particle effects and shinnies, as well as all the data that is never even taken into account when all of the stuff is non-identical. The GW2 engine may not be optimized all that well for 240 living people piling up on top of one another and interacting in a completely chaotic and exponential fashion, but I’m going to take a guess that if you just had a thousand bots, all identical, standing around doing nothing… that the game engine would render and handle it just fine because none of the actual CPU load would be present.
Yay someone gets it! 
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Please. I’m waiting for the Asura to make Guymelefs or Eva Units.
You know, we did invent Golem suits…
That is such a misleading piece of crap.
The limitation in MMO’s is when you increase the number of participants, the amount of data needed to be calculated scales like crazy because everyone effects everyone else.
All that video shows is a bunch of bots walking around near each other, which represents minimal load to client and server because there isn’t much to calculate.
Yeah except it was demod again today with 1k toons, it’s not even optimized yet so it’s useing the same amount of triangles no matter how far away the toon is and it was still running smooth. It’s really just showing how well an engine can run when it’s built just for large scale conflict. So if anything this has nothing to do with GW2 since this game is in order a pve game with strong support for tpvp/spvp and lastly a wvw game.
Triangles put strain on the video card, and MMO’s are never video card bound.
The problem faced is CPU usage of client AND server, and that video isn’t doing anything that causes high CPU load. Hell, it’s not even doing anything that causes high video card load with it’s shared textures and zero effects.
It’s absolute misleading bullkitten of the highest order.
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WvW gets very little in my view.
The real issue was the dev team for WvW.
Habib Loew who was in charge since launch is a programmer. His role was primarily in the performance and stability issues of WvW.
Now that the WvW team lead has changed to Devon Carter, who is a game designer, you can expect a lot more response to gameplay issues, and more than likely some refinement and expansion of WvW.
InB4 20 tank rush on SM
Asura are really lacking some customizations compared to other races 
I’d love to see it addressed.
They really need to to address this issue.
One single bored player shouldn’t be able to hard counter all the effort and cost of getting a waypoint by keeping it permanently locked.
There needs to be a minimum number of players (5?) hitting a structure to block the WP.
3. Run around hitting ettins, Sons of Svanir, etc
I was thinking more along the lines of Norn, Charr, Human, Sylvari :P
That is such a misleading piece of crap.
The limitation in MMO’s is when you increase the number of participants, the amount of data needed to be calculated scales like crazy because everyone effects everyone else.
All that video shows is a bunch of bots walking around near each other, which represents minimal load to client and server because there isn’t much to calculate.
I have an idea for a game mode called “Beat the bookah”.
How it works is, we Asura are given bats and we hit bookahs with them.
That’s all I got so far, but it sounds fun! 
Boobs are for bookahs.
In Rata Sum, it’s all about the ears!
The best way to have people on your side to not run away is to run in yourself, no matter how suicidal it is.
It probably has more to do with the WvW progession system encouraging larger zergs.
Larger zergs = more server load.
Occasionally my character says somethign really crazy when i use it. so yes, they do say something.
Well there goes a whole day…
/stands in Lions Arch and spams Technobabble
Retaliation originally affected siege equipment, but it was made immune quite a while ago.