Wednesday, March 27, 2013
Guild Wars 2 patch brings paid name changes and leaderboards
Today is March 26, which among other factors, means Guild Wars 2 gets a further content patch, bringing with it other Living Story developments alongside overall gameplay tweaks. For many players, the highlight of the update could be the new Name Change Contract.
On the PVE side of items, the big factor is the new chapter in Guild Wars 2's ongoing Living Story event. This chapter is dubbed "The Razing," and sees the norn and charr forces retaliate against the Flame Legion and Dredge alliance. Guild Wars 2 gold players can speak to a charr ranger named Rox for more missions, while aiding Braham, Eir's son, in his fight in the Shiverpeaks.
If you are into PVP, World vs. World is seeing performance improves beginning today. Furthermore, a new progression method and skill-sets have already been added, together with Leaderboards (although these cannot be viewed on the website).
Those Name Contracts previously mentioned permit GW2 gold players to adjust their names at the price of 800 Gems. Yeah, it's pretty dang costly, although quite possibly justified.
A full list of patch notes may be located on the Guild Wars 2 forums, and it's, like on the whole, an extremely lengthy read.
Going Here:
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http://www.msofficegurus.com/forum/forum_posts.asp?TID=4141
http://www.wifi4you.us/forum/forum_posts.asp?TID=16349
http://wallinside.com/post-3528019-gw2-items-discount-for-welcoming-the-march-patch.html
http://my.opera.com/patricecuevas/blog/2013/03/25/gw2-items-discount-for-welcoming-the-march-patch
Friday, March 22, 2013
Guild Trek Locations Guide in Guild Wars 2
As Guild Wars 2 new patch is coming, some Guild Wars 2 gold players must be finding the Guide for GW2 Guild Trek, Here we have collected some info about how to find the Trek locations, GW2 Guild Trek is the second Guild Mission that can be unlocked after Guild Bounties. Requirements for this Guild Mission are:
Unlocked Guild Bounties
Economy Level 6
50,000 Influence
30 Guild Merits
Build time: 1 week
GW2 Guild Trek Tiers and Rewards
Guild Trek Tier 1: 5 locations within 20 minutes, Reward 5 Guild Merits
Guild Trek Tier 2: 10 locations within 20 minutes, Reward 7 Guild Merits
Guild Trek Tier 3: 15 locations within 20 minutes, Reward 10 Guild Merits
Once the Guild Trek mission becomes active you should discover several locations within 20 minutes. Your clues are small screenshots of the locations that pop up when you mouse over Guild Trek mission. Some Guild Trek locations can be easily found because they have names similar to some way points on the maps, while the others can be well hidden or a part of some jumping puzzle. Once you recognize the location, look around and you should notice a gold circle mark with a hat inside. The circle is visible only when your Guild Trek is active.
If you want to learn more guide about Guild Wars 2, pls follow our latest news...
Find more:
http://vihor.net/fokus/index.php?do=/blog/15105/a-world-vs-world-without-culling/
http://younive.com/blog/125/so-what-is-culling-primarily/
http://forum.ekolist.cz/viewtopic.php?f=41&t=82162
http://www.mymarburg.com/blog/101128/legendary-weapon-stealth/
http://dev.stg.brown.edu/ben_sandbox/Vanilla/comments.php?DiscussionID=540&page=1#Item_1
Tuesday, March 19, 2013
Fantastic Guild Wars 2 with PvP & crafting
Guild Wars 2 also offers substantial-scale three-faction PvP with its world vs. world feature, however it is been plagued since launch by an difficulty known as culling. Culling causes a delay in when enemy models render on your display to be able to curtail substantial performance issues when enormous numbers of Guild Wars 2 gold players are on the display. Guild Wars 2 hopes to remedy this issue in the March game update, though I was curious how this concern is being tackled in ESO.
Sage emphasized that ZeniMax built ESO with the objective to have 200 players on the screen at once without efficiency issues or culling. He told me that assessing on minimum spec machines has confirmed that it could be done and that ZeniMax is extraordinaryly focused on metrics & getting this right. Given studio head Matt Firor's Dark Age of Camelot pedigree, it's uncomplicated to see the source of that confidence.
Lastly, on the PvP front, I asked what kind of progression strategy there will be for players who participate in alliance battles. Besides being in a position to level from ten to 50 by engaging in PvP in Cyrodiil, players will earn alliance points by completing many objectives. You could spend alliance points on exclusive factors, such as gear, and there will be a running total of lifetime alliance points earned, which can be used to show off on leaderboards.
While a three-alliance method works perfectly for ZeniMax's PvP plans, I was skeptical about its impact on other fields of the GW2 gold game. Part of the reason the megaserver technology was created is to eliminate concerns that relentlessly creep up during MMO launches with groups of friends ending up on different servers. Having 3 separate alliances (each with 3 exclusive races) shifts the difficulty from needing to coordinate server choice to which faction are your pals going to be.
I was curious to hear Sage's take on the impact of three-way PvP, and he agreed that the studio had to make a lot of concessions in order for players to feel a precise allegiance to their faction. We were told during an open Q&A session that communication across factions won't be permitted. At this point, I started to get nervous about a doable design misstep since splitting your playerbase into thirds might be detrimental when you're attempting to get a group together for any cooperative activity, such as a dungeon run.
Click Here:
http://vi-box.com/rosarito/article.php?id=718
http://www.drawlsbyjerryjerome.com/date/member/blog_post_view.php?postId=2430
http://www.adpostingwebsiteslist.com/guides-for-warrior-as-tank-in-pve-in-guild-wars-2/26952
http://www.leapzipblog.com/blog/read/94117/culling-in-world-vs-world%2C-what-do-you-think-about-it%3F/
http://members.webs.com/manageapp/blog/show/24601019-new-additions-to-gw2-will-make-the-game-more-complicate-
Saturday, March 16, 2013
Guild Wars 2 in 2013: Arenanet reveal WvW certain capabilities, living stories
Guild Wars 2's game director, Colin Johanson, is an extremely glad bunny. "Items are good right now," he says, laughing. "We're having fun."
The reason items are fantastic? Guild Wars 2 is a success: critically, commercially & now, qualitatively.
The game's reached 3 million sales: a major and key milestone. As importantly, players are still playing & enjoying the Guild Wars 2 gold game. Player concurrency numbers, the volume of people playing the game at any 1 time, have already been frequently rising for the past 5 weeks. & now, speaking from ArenaNet's offices in Bellevue, near Seattle, Colin's outlining the plans the team have for the game in 2013. That consists of: new abilities for players in Guild Wars 2's World vs World, ambitious plans to tell a year long story, & help for players to enter Guild Wars 2's unstructured, but liberating end-game.
What's more: the aim for now, Colin explains, isn't necessarily attracting new players. It is about looking after the players they already have.
First, a brief lesson in MMO-economics. Every MMO developer lives & breathes their concurrency curve. In the lifecycle of an MMO, you are inclined to see an early spike, where fresh faced players log in for the very first time. That spike inevitably drops following launch: to a concurrency base. What takes place next determines the future of the game. "For games that are not doing well, that core base over time slowly drops. A large amount of them respond by going free-to-play, which causes them to spike back up & hit a new concurrency base."
There are a few games that have managed to grow their concurrency base in the period following launch. World of Warcraft. Eve Online. & now Guild Wars 2.
"We hit our flat concurrency numbers back in November, and we've commonly grown every single week for the past five weeks," says Colin. "Our core concurrency base that we hit back in November was genuinely exciting - although to see that number going up is, genuinely thrilling. primarily because a good deal of the pieces that will make the game more exciting are coming in January, February and March."
The biggest & most ambitious of those pieces is their commitment to a brand new form of storytelling. Over the subsequent 12 months, Guild Wars 2 will often drop new episodes of story content all through the game world.
The very first beats of those episodes were deployed in the recent Flame & Frost update, with refugees fleeing the Shiverpeak mountains, arriving in Hoelbrak plus the Black Citadel. Colin won't say what's brewing; however he will say how it will brew.
The plan is to develop numerous arcs, with content appearing in dungeons plus the open world. ArenaNet will make new sectors to explore & new events inside existing areas. A lot of those events will be permanently available to players. Others will disappear from the Guild Wars 2 item game as they are completed. "Should you don't see it in that period of time, you're not going to experience it," says Colin. "They could play out in dungeons, they could play out in the open world, it's really a matter where each storyline best fits."
It will feel, says Colin, "generally speaking like a pen & paper RPG, where you're on this long adventure," although playing out in a persistent MMO world.
The objective: to keep players logging in, week in, week out. Or day in, day out.
However there's a roadbump in that process: Guild Wars 2's endgame.
One challenge every high-end player faces as they reach Guild Wars 2's level cap is "what now." What do I do to occupy my time now I have stopped levelling. There's a lot to do: PvP, more questing, crafting, and aiming for 100% completion. Having said that Johanson acknowledges that it's poorly signposted - that players struggle to realize what they could, or will need to, be doing. That's changing.
"One of the items we tried to do in Guild Wars 2 is make it a game where you could play the game the way you want to play it," explains Colin. "We've left it extremely open ended. For the explorer kinds that is something that is particularly up their alley. For players who need more guidance or direction - who need to be shown: these are your alternatives, now pick 1 - I do not think the process we have does a awesome work of showing them what to do in our game. That is totally one of the things we plan to address this year."
The endgame focus highlights the kind of nuts & bolts background improvements MMOs need to stay competitive. There is tech work going on, too. Following oversubscribed earlier events, in which player numbers battered the Guild Wars 2 servers, the team are working on technology that ought to improve crowded scenes. Culling tech developed for Guild Wars 2's World vs World - that enables the game to intelligently remove players from your view to maintain frame & response rates - will be applied to the open world, prioritising creatures which are attacking you over other players. "Right now, we're at the point where you can see giant battles with 50 to 100 folks or so. We'd like to get to the point where you can see hundreds of individuals on screen."
And with the culling tech comes a reason to fight in World vs World, Guild Wars 2's ambitious open world competition. At the moment, players who want to fight in PvP landscapes do it for modest bonuses to health & crafting. There is no personal reason to fight. That's a issue that Arenanet intend to address.
"There needs to be more powerful incentives for people to play world versus world," says Colin. There are two programs in the works. The very first is a individual progression process that will unlock new skill-sets for players the more they play World versus World. Those skills, says Colin, "make your character more beneficial, but they don't make your character crucially more powerful. They won't enhance your strength or harm output. They just make you more functional."
The 2nd reason: Arenanet need to enhance the server rewards for fighting beyond a weekly win scenario. It will take the form of a brand new method "that offers reasons for your world to be fighting at any given time, rather than across the week," explains Colin. "You can be on day 6, & you're losing the week, although we want to give a reason for you to hold the region, even for an hour."
Guild Wars 2 success is heartwarming. It's an MMO without a subscription fee; & without an related gratis-to-play gouging. Its success denotes it can get better; & if it gets better, it may get more effective. The Guild Wars 2 team are not chasing growth for growth's sake; their first priority is to keep their existing players happy.
"Our focus is: how do we make it so the core group of players have the greatest attainable experience they can. If we continue to develop on that, that core group will be more excited, they'll play more often, and maybe some of those who took a break will come back."
That sounds like an invitation.
Find more:
http://www.msofficegurus.com/forum/forum_posts.asp?TID=3961
http://blog.bitcomet.com/post/3325563/
http://forum.herniweb.cz/viewtopic.php?f=71&t=154598
http://neovod.com/blog/152906/guild-wars-2-to-focus-on-improving-strategies-aiding-modest-guilds/
http://pigeontrader.com/forum/pigeon-sales/new-town-clothes-added-to-the-gem-store/#p5355
Wednesday, March 13, 2013
Has 'Guild Wars 2' Develop into Too Convoluted?
When Guild Wars two (GW2) came out, I jumped into it cheerfully & played for several weeks. Although life happens, as it does, and I have been only in a position to venture into Tyria intermittently. When I did play, I realized alterations, however I did not spend much time examining them. So lately I returned to explore the wealth of new material. & I walked away with the question: Is too much of a good factor nonetheless too much?
Within the first couple of hours of gameplay in the original release, I had a firm grasp on GW2's gameplay, even though I had never honestly spent much time in MMOs before. This iteration of GW2 gold is more of the same: more feature-rich, more convoluted...& more challenging.
When I returned, I located several new forms of currency, a whole new map zone, the new Fractal dungeons in which your character "levels up" to more difficult iterations, & "Ascended" items that took many, time-consuming activities to establish.
There are also Heralds, who point the approach to present events (they go hand-in-hand with GW2′s new "Living Story"), and Laurel vendors, who provide an alternate indicates to get Ascended items for individuals who do not want to explore Fractals. For PvP fans, there's a new arena that finally breaks away from the "capture point" model of the previous four (if not especially far). & fortunately, there are a number of minor tweaks & improvements, including the capability to bank particular event collectibles.
I spoke on the telephone with Isaiah Cartwright, GW2's lead designer, about the dungeons and currencies, and most lately, the addition of the guild procedure.
Tell me concerning the new additions to GW2.
We have been reworking on a great deal of rewards & giving folks lots of goals & achievements to accomplish. We've redone the every day method. We added currencies. & we made a new dungeon type referred to as the Fractals of the Mist.
Almost certainly been the biggest alter that you'd see when coming back: We have been improving the rewards & balance of people's time versus the factors they get out of it.
Why have there been plenty of additions to the game?
As we were looking over the play patterns of players, we acknowledged they were getting by way of the last step of progression within our Guild Wars 2 gold game faster than we wanted them to. That would lead them to run out of things to accomplish. We didn't need to get into a gear-grind scenario, so what we did was add a brand new tier rarity referred to as "Ascended items." We wanted to add a step in there to insure that people had a lot to do.
I've noticed you've added lots of currencies.
We have somewhere around ten to fifteen currencies in the game right now. There are two main types, basic currencies and tokens. Basic currencies are gold, karma, the new laurels that we added, glory. They exist with you within your inventory at the bottom [of your UI]. The 2nd type of currency we've are tokens. We use tokens in quite a few distinct places, like the dungeons; they each have their own tokens. They show that you have beaten this dungeon.
We attempt to use currencies to split up the goals of players so that they want to do each of the one of a kind game types in different techniques to be able to earn the items they'd like to earn.
There have also been modifications to the daily method. Before, you had to complete a set number of jobs in a day (completed dynamic events, plants gathered, etc). What is altered?
We give you an option of like eight to 10 [goals, such as killing enemies underwater or reviving other players and NPCs], & you get to pick 5 that you need to acquire. So if you don't like doing dungeons, you don't must choose it.
It only takes twenty to thirty minutes to accomplish these items, & it supplies folks a taste of distinct types of content. We attempt to sort of mix it up to encourage players to go to exclusive maps and try one of a kind things out. We feel our procedure is the most robust one.
Tell me about the guild strategy.
We genuinely wanted to make a strategy to encourage guilds to get together & play together. It can honestly help make a guild tighter knit and just take pleasure in the game together. And so we built these guild missions that you can go on, and we made many different exclusive tiers and strategies for them to go by means of.
For the reason that the game is particularly sizeable and there are lots of distinct kinds of guilds, we were viewing systems to make certain smaller guilds & larger guilds can kind of compete in the same space. It is undoubtedly a difficult challenge to do, for the reason that when there's a lot more individuals in a guild, they have a lot more resources, folks to organize themselves & those sorts of points. So we construct a couple of programs in there to help us limit that.
We made all of the guild content on weekly rewards, and we find that longer lock-out timers like that genuinely help the smaller guilds catch up, because what the larger guilds can do honestly, honestly swiftly, the smaller guilds take a bit longer to do. We know there was an original influence cost that was exceptionally high that a great deal of smaller guilds weren't in a position to enter into it, so we are looking over approaches that we can improve that, make smaller guilds more in a position to compete on the influence gathering region.
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http://merv123.webfactional.com/index.php?do=/blog/13293/creat-your-favorite-female-npc-in-guild-wars-2/
Saturday, March 9, 2013
No Guild Wars 2 Expansions currently
Although Johanson accepts the considerable outcry and accusations of betrayal from the playerbase were unavoidable, he admits the scenario may have already been handled better. In actual truth, Ascended Gear is not the most powerful gear in the game; it is just as excellent as Legendary gear, however takes a fraction of the time to earn. "I think that ascended gear was something we need to have had at launch," Johanson says. "We did not have something above that exotic level that you put in a large amount of time & earn it, but you don't have to put within your whole life to earn it like a legendary weapon.
" Is this going to develop into a gear-tiered game where you are for the most part on this treadmill to chase after that stuff? My hope would be no.
"Is this going to develop into a gear-tiered game where you're relentlessly on this treadmill to chase after that stuff? My hope would be no. I think that absolutely in 2013 you are not going to see one other tier of gear."
Although what else of the future? Well, while Johanson has proposed that the game could 1 day follow in the footsteps of its predecessor and get many expansions packs, right now the focus is on the Guild Wars 2 gold game's "Living Story". There are a complete host of "quality of life" alterations coming to address player problems.
The team are already at work to decrease queue occasions for World vs World matches as well as enhance the volume of players you'll be able to see on-display even with a low spec machine. PvP is also set to get a massive overhaul; while matchmaking was lately added, this will soon be joined by each ratings and a leaderboard so you can see where you fit in the worldwide rankings and to prepare the game for a potential future inclusion as an eSport.
In terms of PvE, the objective is far simpler; provide more tough content for individuals that need it. "I think for players seeking out more complicated content, that is an area where we don't have as much as I think that we might, & that's going to be a focus of 2013; taking a lot of the optional areas and making those more tricky," Johanson asserts. "It is crucial for us to make sure that that stuff is always a choice. We do not need to share you need to go do these factors, it can be going to be 'what experience do you want to have in Guild Wars two?'"
With so much planned then, it seems like ArenaNet is committed to Guild Wars 2 sticking around for a long time to come. When it comes to enhancing MMOs although, you've constantly got to remain on your toes & be thinking what your game looks like five, 7 or ten years down the road if you want to have a hope of in a nut-shell making it there. Johanson's response when asked if he'd like to see Guild Wars two still going robust in a decade? "We are up for the challenge & we're going after it."
" That is the challenge that all of these games coming out this year are going to have; what experience are they offering that you can't get from a game presently?
Between now after which though, there's a complete host of other MMO's set to launch. Major names set to enter the fray this year incorporate Final Fantasy XIV: A Realm Reborn and the Elder Scrolls Online, not to mention Neverwinter & Destiny. In a genre that appears to vacillate between stagnation & overcrowding on a yearly basis, surely the impression of longevity is rather optimistic? Just how can Guild Wars two hope to survive?
In accordance with Johanson, the answer is easy; innovation. "What we have to be in a position to do is consider the game and say, "What is the subsequent big innovative feature that folks anticipate out of an MMO?" & one of two items will happen. Either a challengers going to make it in their game and release a new game that brings you in, or we're going to put that into Guild Wars 2 and grow our game into the next type of MMO inside that GW2 gold game.
"That's the challenge that all of these games coming out this year are going to have; what experience are they offering that you can not get from a game right now? And if they have that, they are going to be genuinely compelling. If they do not, it's going to be exceptionally difficult for them to get players away from the games they're already entrenched in."
He makes a fantastic point. The truth that Guild Wars 2 doesn't demand a sub fee already makes it a powerful contender to turn out to be genre-newbies' MMO of choice, and that is without acknowledging the impressive regularity of the game's updates. Although it isn't just external pressures that will make a decision whether Guild Wars two will live to see its tenth birthday; does the company have the drive to last the ten years it hopes to? Johanson thinks so explaining that, without a sub fee, the team has to work tougher than most to keep players engaged.
"If other games do not have that carrot or that factor that makes players log back in it can be dangerous for them since they can't get that monthly fee. We don't have that. Instead, our motivation has to be provide players with such an awesome experience in the game that they need to keep playing it.
"That's the only motivation we have got."
Site here:
http://wowplayi.blogspot.com/2013/03/what-you-can-do-with-ascended-rings.html
http://www.devclassified.com/are-ascended-items-restricting-versatility/26630
http://www.gruks.info/article.php?id=83687
http://zeem.me/index.php?do=/poll/11/are-ascended-items-restricting-versatility-want-to-know-more-at-http-www-gw/
http://www.irface.com/blog/9613/robert-hrouda-discusses-ranger-pets-in-dungeons/
Wednesday, March 6, 2013
Guild Wars 2 teases third part of Flame and Frost storyline for March 26
The next installment in the Guild Wars 2 4-part Flame and Frost storyline, The Razing, is set to begin on March 26, ArenaNet announced.
The Razing will introduce Guild Wars 2 gold players to new characters Braham and Rox, who are struggling to safeguard their homeland. Players will join the pair in battle against those would seek to destroy their home, following their philosophy of doing the right factor without calculating the risk.
A new group called the Molten Alliance, which incorporates the hazardous Flame Legion and members of the mole-like dredge race, has cropped up in the Shiverpeaks region. The group is robust sufficient to mow down any who would oppose them, & as they close in on their targets, razing the grounds settlement by settlement,GW2 gold players will join the resistance & meet them on the battlefield.
The Razing is the third part in an epic storyline unfolding across Guild Wars 2 this winter. The earlier part, The Gathering Storm, added a brand new PvP map, guild missions and bounties. Details on the contents of The Razing are forthcoming.
Click Here:
Sunday, March 3, 2013
Guild Wars 2 Beauty Cosplay
If you have an an oppertunity to dress up in a costume in Guild Wars 2, so what role will you want to dress up? People love the art and character direction that Guild Wars 2 has taken, and when fans love something, they want to show their appreciation in unique and interesting ways. Cosplay is one such way that fans show their love of the game and there are some really good cosplayers out there. In Guild Wars 2, Guild Wars 2 gold players used the dyeing system and through the equipment and weapons for dyeing, and tie-in hair and hair color, then show a beauty combination of COSPLAY.
Let's have a look at these beauty cosplay:

Clicking Here:
http://dismarks.com/GeneralDisney/Interviews_to_Chief_Designer_of_Guild_Wars_2
http://www.gmbase.com/bbs/Topic-B171-T12162.aspx
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http://phpfoxdemo.ceofox.com/asking/37/does-guild-wars-2-free-tournaments-is-opened-now-as-ive-heard-it-from-http-/
http://demo.phpfox.com/blog/52436/big-changes-to-pvp-free-tournaments-is-opened-for-all/
http://blog.bitcomet.com/post/3255990/
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