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Old Oct 26, 2007, 04:32 PM // 16:32   #41
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More nerfs! lameness...

Fading names in towns sucks ballz.
Snowman nerf was uneeded.
Siege Devourer nerf is lame. Try vanqing Sacnoth without them, it's doable but it's an execrise in frustration.

Another fine series of updates by Anerf!

gay...
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Old Oct 26, 2007, 04:39 PM // 16:39   #42
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Fixed a bug in the Courtyard map of Heroes’ Ascent that allowed the gate levers to open and close the gates faster than intended.
Gate spam was ghey
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Old Oct 26, 2007, 04:40 PM // 16:40   #43
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Fading text is gay stop ruining the game more and more with each update. balance pvp you idiots!!!!
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Old Oct 26, 2007, 04:44 PM // 16:44   #44
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lol pablo you are sooo clever.
Theres going to be so much people trying to figure how to do this now you've mentioned it. well similar exploits. im guessing Gaile doens't want us knowing incase we figure out how to do other things.
i was only thinking the other day about whether or not there was a way of acessing a merchant while in explorable areas. obviously i wouldn't break any rules and try and find a way wow i been playing this game for 2 and a half years and have never noticed the little arrows on the energy bar whilst in a town

Last edited by BenjZee; Oct 26, 2007 at 04:57 PM // 16:57..
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Old Oct 26, 2007, 04:54 PM // 16:54   #45
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This faded names bullcrap rivals the deep-wound colored cancel button they added to target bars in terms of overall fruitiness. It makes me laugh that there are so many things that could improve this game, and they work feverishly on ways to make it worse. At least make it a toggle option you fools, instead of making me squint at the damn monitor to find the storage witch.

Last edited by Lord Natural; Oct 26, 2007 at 04:56 PM // 16:56..
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Old Oct 26, 2007, 05:17 PM // 17:17   #46
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I agree with others that the faded name thing is unneccessary and kinda annoying, ESPECIALLY in towns and outposts. I now have to squint to find NPCs in large towns.
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Old Oct 26, 2007, 05:17 PM // 17:17   #47
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Quote:
Originally Posted by SotiCoto
So hold on now....

A-Net have nerfed Siege Devourers so they can't be stacked up for farming (good thing)...
A-Net have nerfed item names outside immediate aggro so they can't be seen (bad thing)...
A-Net have slammed special Hard Mode skills on Snowmen to make it more awkward to farm them (good thing)...


And what is all this stuff about duplicate skills and accessing storage in Pre-Sear (now fixed anyway)?

It sounds to me like A-Net just like making the game better...
The only good thing in all that is the fixing of the wireframe glitch.
Fixed for you, np.
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Old Oct 26, 2007, 05:31 PM // 17:31   #48
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fading names....interesting feature but OPTIONAL PLEASE
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Old Oct 26, 2007, 05:48 PM // 17:48   #49
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Originally Posted by Azagoth
Still no :-

Fixed a bug that caused players using dual-core CPU's to crash with looping sound unless they set the GW.exe affinity to a single core.

Come on ANet, fix this problem! It's not as if multi-core CPU's are the realm of computer geeks and nerds anymore is it? You added the problem with EotN, so either fix it or take out whatever's causing it.
Ah so that's what was causing it. I have a quad core, and mine was doing exactly that all the time last week. I figured it couldn't be because my system was too shabby...

Anyway,

I'd like to see a toggle for the fading names. I find it ok when fighting, better in some ways as I don't use c-space to fight, I rely on selecting targets and watching the minimap. But when you've got a complete cluster**** of enemies on the way the fading is better.

But in towns... no it's awful. Because everyone's displaying titles when you hold down cntrl and look for someone all the various shades of the background to the titles make it a complete mess.

/toggle please.
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Old Oct 26, 2007, 07:00 PM // 19:00   #50
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I have no use for the fading names feature, not even in the explorable areas (let alone in towns). Just one question: why was it needed?? It serves no purpose but to make the names harder to read. If you want to know how far away an enemy is, look at the radar. It gives you far more exact information on distances than fading names do and, oh yeah, it's easy to read, too. Using radar is a win-win. Change back please or at least toggle.
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Old Oct 26, 2007, 07:17 PM // 19:17   #51
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Quote:
Originally Posted by pablo24

Gaile doesn't want me to tell how exactly the exploit works though.
Let me guess, same basic exploit as your other one? Spoof the packets composing "I click on NPC X," where X = Xunlai Chest, and the server didn't verify NPC X existed in that instance? Am I close?
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Old Oct 26, 2007, 08:05 PM // 20:05   #52
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probably something to do with the "i am talking to bob [merchant]" but somehow changing it to xunlai agent or chest
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Old Oct 26, 2007, 08:36 PM // 20:36   #53
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Originally Posted by Chthon
Let me guess, same basic exploit as your other one? Spoof the packets composing "I click on NPC X," where X = Xunlai Chest, and the server didn't verify NPC X existed in that instance? Am I close?
Nope, it was not a basic exploit, otherwise Anet wouldn't have let it unfixed since Sunday.
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Old Oct 26, 2007, 09:14 PM // 21:14   #54
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Originally Posted by KamikazeChicken
Anet fixed things that were ALREADY intended to be present in Hard Mode. You're supposed to be moving at the pace of Anet, and I doubt they care if you're not.
So they say.
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Old Oct 26, 2007, 10:11 PM // 22:11   #55
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Originally Posted by Soulless Warhawk
[edit] Guild Wars Wiki notes
Caused duplication of several skills at the Priest of Balthazar[Rewards]:
Anthem of Weariness
Blessed Light
Burning Arrow
Complicate
Crippling Slash
Desecrate Enchantments
Enfeeble
Enraging Charge
Falling Lotus Strike
Flame Djinn's Haste
Glowing Gaze
Insidious Parasite
Liquid Flame
Natural Stride
Pious Fury
Reaper's Mark
Searing Flames
Shield of Absorption
Signet of Lost Souls
Smite Condition
Steam
Sun and Moon Slash
Tiger Stance
These duplicates could be equipped to your bar, excepting Searing Flames, Blessed Light and Crippling Slash, due to their being elites.
Huh? Duplicate skills?
Can someone fill me in?
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Old Oct 27, 2007, 12:30 AM // 00:30   #56
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I have to admit, we tryed this 1 time back when GWEN first came out. all 8 of us had a siege devourer and were just totally wiping out everything in site in the Char territories. Greens were dropping like water from the sky. When HM came out the very first thing I did was get PUG together and tried this again.. 8 Siege devourers Guess what? HM was a push over... I'm almost positive this is why this was nerfed... Was it fun. Ab so freaking lootly... Did it make the game a little too easy? Yea it did... Is it any different then Desolation with 8 Wurms? IMHO. No... But Anet didn't adequately plan for the zone to be 8 devourer balanced.. This was a creative and innovative Player discovery.

As to the Storage popup script. Yea. well That HAD to be stopped... Sorry. it was used in pre it was used in Duncans, it was used in Fissure... It was an exploit, and allowed for people to Rinse repeat farming without zoning back to towns. As well as allowing people access to elite armorers when they didnt have what was required to get what was there on them. They just uses the script to open storage and get what they needed or clear uot some inv space from ANYWHERE. Now I think there should be a chest in some places... FoW at the armorer, and in Duncans for the Destroyer weapons. For convenience sake. But if EVERYONE can not get access to it. the few exploiters should not either...

OK and the lacerate thing. lol I have to admit I sat on that one for a while... I never reported it. It was basically harmless, and I thought a rather ingenious for an otherwise useless Elite skill for rangers... Did I expect it to last? Nope.. Nor did I the devourer thing... But both were really harmless. However if it was causing complaints of ANY kind, then yea.. its a valid nerf.

However there is a significant problem in Polymock IMHO. After a round Both sides should start the round again on equal footing. Thats just me, But I think that should be the case. And if it had been that way all along the discovery of the lacerate bug would have been of no consequence, because both players would start at 100% health every round and it would not have worked.

Oh and the dup skill listing bug. that was anets fault with a minor DB error is all. for a short time people in PvP could use the priest to occasionally get double skills on their skill bar, Including in a few cases 2 elites... This has now been fixed...

Last edited by =HT=Ingram; Oct 27, 2007 at 12:35 AM // 00:35..
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Old Oct 27, 2007, 01:15 AM // 01:15   #57
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None compares to the grief of Dishonorable Hexes, Nerfed skills and Nerfed farming. GG Anet GW keeps on plummeting! G..... g.......
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Old Oct 27, 2007, 01:19 AM // 01:19   #58
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Pretty interesting update, in my opinion. The name fade is working alright for me, but I know it's bugging others.
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Old Oct 27, 2007, 01:27 AM // 01:27   #59
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from far away, it is impossible to know if npcs on an AB shrine is alive or dead by just pressing down cntrl.
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Old Oct 27, 2007, 01:28 AM // 01:28   #60
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Quote:
Originally Posted by Ht ingram
However if it was causing complaints of ANY kind, then yea.. its a valid nerf.
So any a valid nerf applies to anything that has been complained about for any reason, or are you just conveniently using it for your argument?
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