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Old May 10, 2005, 03:54 PM // 15:54   #41
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Originally Posted by Aiwahead
For that matter, how does the storage follow you around the world?
Magic.
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Old May 10, 2005, 04:31 PM // 16:31   #42
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That one part about updating the missions, so does that mean there are more missions in those areas, or the missions themselves have been changed.
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Old May 10, 2005, 04:44 PM // 16:44   #43
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Yeah 1P really isn't that much once you hit lvl 20. I mean, you run out of things to really buy. Their only choice is to put in some money sinks that are worth it, or let the gold mount up, the economy go downhill, and watch gold get ebayed in droves.
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Old May 10, 2005, 04:52 PM // 16:52   #44
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Guild: and we all got a complimentary bumper sticker that said, "I helped skin Bob."
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Originally Posted by filter
That's cool stuff. It actually addressed several of the issues I was just starting to get "carpal tunnel thinking" about. It's kinda fun to play a game that still gets visits from the Doctor once in a while.
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Old May 10, 2005, 04:58 PM // 16:58   #45
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YES! Nothing was nerfed! None of the imbalance whinners got there way! Oh, this is great!
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Old May 10, 2005, 05:09 PM // 17:09   #46
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Hopefully the problems with PvP players being forced to grind through unnessecary PvE content will be addressed in the update after this one.

Aside from that the current update is ok even if it does seem a little off the mark given the current rift in the community over the system of obtaining elites.
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Old May 10, 2005, 05:25 PM // 17:25   #47
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Quote:
Originally Posted by Synthos
Im actually slightly concerned about the gold being allowed in the drop box, you could set your new charecters up for life with the amount of gold that you get later on in the game. If that really affects anything? Im not sure.
It just means that new characters can buy the 150g armor right after they get to post-searing, instead of the 50g. They could probably buy a nice weapon too, but if you have a high level character or high level friends you could get that for free right now anyway.

You still have to fight your way to the cities that sell better armor, after all.
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Old May 12, 2005, 06:02 AM // 06:02   #48
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Default Game updates are here

Update – Wednesday May 11
Quote:
Major changes to PvP Arenas! Previously, each Arena had a separate outpost. When you joined an Arena, you continued playing on that map repeatedly until you lost. Now, the various high-level Arena maps all share a common outpost. When you enter the high-level Arena, you’ll play on many different maps with many different victory conditions, and you’ll need to master all the maps to keep on winning.

After each consecutive PvP victory, the game now displays the number of consecutive wins.

A new screen at the end of PvP character creation allows you to choose the starting location of your PvP character.

We retired the old “Dazed," “Shock Sniper," “Divine Healer.” and “Trapper” PvP-only character templates, and rotated in some new templates, including three new templates created by guilds that won our April ladder contest. Additionally, we tweaked the skills of many other PvP character templates. These changes only affect the creation of new characters; existing characters created with an old template may continue to use that old template.

You can now store gold in your account storage vault! The vault can store up to 1000 platinum pieces, and individual characters can now hold a maximum of 100 platinum pieces.

PvP-only characters can now access the account storage vault for free.

Entering “The Underworld” now costs 1 platinum piece, the same as entering “The Fissure of Woe." Rewards in both maps have been significantly improved.

New quests! In Post-Searing Ascalon: “The Weaver of Nebo” and “Iron Horse War Machine." In “The Fissure of Woe:” “Tower of Courage," “The Wailing Lord," “A Gift of Griffons," “Army of Darkness," “The Eternal Forgemaster," “Defend the Temple of War," and “Restore the Temple of War."

Primary quests in Pre-Searing Ascalon now chain together, making it more straightforward for new players to complete Pre-Searing Ascalon and gain entrance to the Academy.

Increased drop rates for Uncommon and Rare items in Explorable Areas.

Implemented various minor fixes and clarifications to existing quests.

Implemented various tweaks to monster difficulty and loot balance.

Added new boss monster encounters in the “Ring of Fire” area.

Added new bonuses on certain collector and quest items.

Instituted skill changes: “Watch Yourself!” correctly affects characters who were already affected by another instance of the skill. “Firestorm” now continues to cast even if the target enemy dies during spellcasting. We’ll revise other area-effect spells to work this way in future updates.

The party window and account storage windows now correctly remember their position and size.

There are many new hints displayed in Pre-Searing Ascalon, and a new option to disable the display of hints.

When you gain a level, a button now appears prompting you to spend your newly acquired attribute points.

Quest destination points now appear on both the Map Area and Map Travel windows.

Most NPC text is now logged to the chat window, as well as being displayed in game.

Implemented various minor fixes to UI.

Fixed crafters recognizing high-level crafting items.

Fixed problems which caused excessive scarcity of Fur Squares, Linen, and Silk.

Implemented fixes for incorrect behavior when a player or party disconnects before the beginning of a competitive game.

Implemented fixes for miscellaneous rare crash bugs.

Added the ability to change postal mailing address on account.

Improved hardware compatibility.
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Old May 12, 2005, 06:33 AM // 06:33   #49
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Quote:
Implemented fixes to not require players to farm day and night to be competetive in PvP.
Oh wait, I was just dreaming
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Old May 12, 2005, 07:06 AM // 07:06   #50
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i don't like the 1k to enter the level. the levels are hard enough as is let alone penalizing us 1k just to enter. unlike some of you i don't have a super wealthy char. and yes im an ascended lvl 20. i think i might have 7 k right now. and thats from 2-3 worth of playing. 4 hours at least per day.
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Old May 12, 2005, 07:32 AM // 07:32   #51
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Quote:
Originally Posted by Shinsei
Oh wait, I was just dreaming
What are you complaining about? Is the fact that you can use the best weapons/armor in the game and mod them an unlimited amount of times FOR FREE after unlocking the parts somewhat unfair for you?

It would be nice to have a 15-28 damage gold bow with +damage above 50% health on my RP cherater, yes. But if I really, REALLY want to use that bow ingame, I can grab one automaticaly by creating a PvP character. Is that not enough for you?
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Old May 12, 2005, 08:30 AM // 08:30   #52
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What the... everything relating to these updates just like... disappeared form the website...
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Old May 12, 2005, 08:56 AM // 08:56   #53
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Quote:
Originally Posted by Miral
What the... everything relating to these updates just like... disappeared form the website...
Not really
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Old May 12, 2005, 09:47 AM // 09:47   #54
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After 5 runs in Riverside, noticed they nerfed the crap out of giants
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Old May 12, 2005, 10:12 AM // 10:12   #55
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Quote:
Originally Posted by Shinsei
Oh wait, I was just dreaming
I sincerly do hope you get banned from these forums aswell, as you were with Guild Hall..

Moving on to the actual topic.. Great patch! Quite a big one too.. Keep up the good work I can't wait for the next patch info to be released tho.. *snicker*
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Old May 12, 2005, 10:35 AM // 10:35   #56
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Does this mean rares will be more evenly distributed among the players? I play a 17 R/W and for one am sick of one person in the group getting 5 purple or gold items in a row, while I get a common cane that's 5-8 dmg. The only thing that seems to get distributed fairly is cash. Since I have been completing missions with pickup groups and not guild groups, my groupmates aren't exactly forthcoming in handing out items given to them that they cannot use. Small hint: Monk/mesmers do not use bows or swords very well. I hope that this has been or will be addressed in the future cause it's been bugging me since I saw the first rares drop in the ice peaks.
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Old May 12, 2005, 11:14 AM // 11:14   #57
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Quote:
Originally Posted by Shinsei
Oh wait, I was just dreaming
Perhaps you missed this:

Quote:
Increased drop rates for Uncommon and Rare items in Explorable Areas.
Loot drops have been redistributed, and over all it should now be easier for players to locate item upgrade and rune unlocks. It's just that players might need to adjust their farming locations.
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Old May 12, 2005, 11:23 AM // 11:23   #58
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Quote:
Originally Posted by Alex Weekes
Loot drops have been redistributed, and over all it should now be easier for players to locate item upgrade and rune unlocks. It's just that players might need to adjust their farming locations.
Ok, so this means we'll have to find a new spot to enter - kill specific mobs - exit - repeat. As oh so fun as that sounds, it's not my main beef. I find myself spending much more time entering - checking boss - rezoning, just to find the right boss with the right skill. Not to mention the time it takes to "rebeat" the game with other characters of 2 seperate classes to get the other skills I want.

Twinking the loot drops doesn't remove the grind it takes to become competetive. Far from it actually.
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Old May 12, 2005, 11:31 AM // 11:31   #59
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Quote:
Originally Posted by Shinsei
Ok, so this means we'll have to find a new spot to enter - kill specific mobs - exit - repeat. As oh so fun as that sounds, it's not my main beef. I find myself spending much more time entering - checking boss - rezoning, just to find the right boss with the right skill. Not to mention the time it takes the restart the game with other characters of 2 seperate classes to get the other skills I want.

Twinking the loot drops doesn't remove the grind it takes to become competetive. Far from it actually.
Shock!

You have to actually make an effort and spend a few hours exploring in an online game before becoming "1337 Pkz0rz?"

Try playing an mmorpg like Warcraft..I think you'll find that this requires you to (I've never played it, but this is just what I gather.) spend hours and hours levelling in order to experience the pvp side properly?

Well compared to that, I think you will find that there is minimal grind contained in Guild Wars, so stop whining and accept that you're not going to get an ultimate character from when you first install the game.

I used to play a game called Runescape..in order to get to the level of a true pker who could actually do some damage and make a profit in the process you had to spend around 6-12 months of pve, grinding out the levels..compare that to the, what..3 weeks of exploration required to get some decent runes and skills in Guild Wars?
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Old May 12, 2005, 11:37 AM // 11:37   #60
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Quote:
Originally Posted by Shinsei
Ok, so this means we'll have to find a new spot to enter - kill specific mobs - exit - repeat. As oh so fun as that sounds, it's not my main beef. I find myself spending much more time entering - checking boss - rezoning, just to find the right boss with the right skill. Not to mention the time it takes to "rebeat" the game with other characters of 2 seperate classes to get the other skills I want.

Twinking the loot drops doesn't remove the grind it takes to become competetive. Far from it actually.
Honestly, farming was way better then what just happened in terms of PVP. At least before this update happened, people who just commited perhaps a weeks worth of farming could be set for life, which is worth it in the long run as a casual player. Now that it's been fixed, superior runes are all luck. Pure luck. Want an example of who got screwed? Ask a ranger.
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