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Old Nov 14, 2006, 04:03 AM // 04:03   #61
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Quote:
Originally Posted by Kuldebar Valiturus
My Necro Minion Master build:

AUNARFb6UFOqTBqAaAoqIwDA

It's just a text file with that string.
Yep thats was what i was talking about, now is there a way for us to input that code in bold directly into the game, ingame or however without having to regenerate the .txt or get your .txt by some means? That was the question.

Edit: I never really check how the .txt look like, is that the only text in the .txt or is string the only text that is there and someone just need to copy and paste that/create a new .txt with that string inorder for the build to work?

Last edited by Thallandor; Nov 14, 2006 at 04:07 AM // 04:07..
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Old Nov 14, 2006, 05:15 AM // 05:15   #62
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If there was an option like the guild status text field with 8/16 lines I suppose it would depend on weapons and skills you could enter the code in that area.

1:-aa0a000rrr

2:-d0f0r040000

3:-df9fr9r90000

etc then when playing you could just tell your guild members

dave you use one

john you use two

etc

then you guild members could copy and paste into notepad and job done.
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Old Nov 14, 2006, 08:28 AM // 08:28   #63
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I think my suggestion is still the easiest to implement(and the most useful, because if you're not in the guild? Then what? ).

The algorithm is already in the game. All they need is to code something that will transfer the data. Should be around 1 hour of coding work ( if prepared ).

Quote:
Originally Posted by Kuldebar Valiturus
Geez, give me an Auction House first.
Geez, don't you already have a way of trading items in game yet?

Besides, if there is ever going to be an auction house, then I bet they can easily add templates in that system too!

Last edited by Yanman.be; Nov 14, 2006 at 08:33 AM // 08:33..
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Old Nov 14, 2006, 08:37 AM // 08:37   #64
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Last time i tried i wasn't able to create a text file with X name and entereing a string (an existing one)
The created template won't show up in your save templates list. (At least it didn't for me)
Coming back to that 1337 paint drawing.
This is all very good intheory but ther's a difference between player trade as we know it now and the thing you're describing.
First of all the trades now are ALL server based. (Period, no exceptions)
Should your computer/game now start to actually process data comin from your HDD that means Anet will have to imply a whole new list of code ONLY to be able to process the data.
Highly unlikely.
As i've already mentioned, storing it serverbased would create an imense load on the servers and tbh you can't tell me lag isn't bad as it it is already.
I had more Err=007's in the last 3 weeks than in my previous 7 months combined.

While it would be a very nice thing to create and have available the difficulty and issues arising with this are waaaay outnumbering the benefit we could make out of it.
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Old Nov 14, 2006, 08:51 AM // 08:51   #65
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Quote:
Originally Posted by Emik
Last time i tried i wasn't able to create a text file with X name and entereing a string (an existing one)
The created template won't show up in your save templates list. (At least it didn't for me)
It does work, and I've tried this on several occasions. What you need is a plain text .txt file placed into the Templates>Skills folder of you Guild Wars directory with a usable character string. It will then be available the next time that you run Guild Wars (I think it checks at startup and then only if you've saved one in game). If you enter a file yourself while the game is running, it WILL NOT see that file until you restart Guild Wars.

Quote:
Coming back to that 1337 paint drawing.
This is all very good intheory but ther's a difference between player trade as we know it now and the thing you're describing.
First of all the trades now are ALL server based. (Period, no exceptions)
Should your computer/game now start to actually process data comin from your HDD that means Anet will have to imply a whole new list of code ONLY to be able to process the data.
Highly unlikely.
As i've already mentioned, storing it serverbased would create an imense load on the servers and tbh you can't tell me lag isn't bad as it it is already.
I had more Err=007's in the last 3 weeks than in my previous 7 months combined.

While it would be a very nice thing to create and have available the difficulty and issues arising with this are waaaay outnumbering the benefit we could make out of it.
I think that your fears are a little misguided. Have you seen how large the template files are? They're like a k. 1k. How exactly does that create more server load? The game streams more data than that when you enter a city. Any city. Even one with no one in it.

As for making them server based, that's pretty silly. What Yanman is talking about here is basically a way to take a file on your computer and send it directly to another player. It's not like a classic "trade", it's more like file sharing. Hell, it IS file sharing.

From what I can see, your post is basically an uninformed rant about something that you don't like for some reason. I assume that you don't like people telling you what to do, and you see this as a way for people to force things on you. Well, 1) you don't ever have to listen to what others say (and on that note, who's telling you that you need to accept this download?), and 2) if you're not willing to be a team player and use what the team asks of you, then you're not going to make it far in this game.
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Old Nov 14, 2006, 08:52 AM // 08:52   #66
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Your points are moot, Emik. It has 0% to do with bandwidth.


The only bandwidth used are the following: The trade commando+reply, transfer of the actual build+reply, ending of the trade. The rest doesn't use bandwidth. Also, no templates are stored on the server's HD. I'm almost ashamed you're from Belgium.

Last edited by Yanman.be; Nov 14, 2006 at 08:58 AM // 08:58..
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Old Nov 14, 2006, 09:39 AM // 09:39   #67
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So you're sayi g that an average of 20 templates across 2 million players isn't going to cause serverlaod should they be save on the server?

1k*20*2.000.000=40.000.000kb that's 38,14 gig of additional data it has to carry. and that's only average.

Apparently none of you ever tried EVE Online
It's been an issue over there as well and that's why they've put limits to it.

I'm talking about an average of 100 BM's over a playerbase that's only 140.000 players large

lemme quote yourself.

Quote:
Also, no templates are stored on the server's HD
In order to trade in game the content has to be SERVERSIDE
see where i'm going at with the bandwidth issue?
You imagine 1000's of people simultaneuosly trading a template.

Last edited by Emik; Nov 14, 2006 at 09:47 AM // 09:47..
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Old Nov 14, 2006, 09:46 AM // 09:46   #68
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I'm not saying to save them on the server. Read again.
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Old Nov 14, 2006, 09:50 AM // 09:50   #69
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The content does NOT need to be serverside. Direct file transfer.

There is no server to store templates. That's stored on each player's computer.

Why do you keep bringing up baseless arguments?
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Old Nov 14, 2006, 09:55 AM // 09:55   #70
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Quote:
Originally Posted by Emik
In order to trade in game the content has to be SERVERSIDE
see where i'm going at with the bandwidth issue?
You imagine 1000's of people simultaneuosly trading a template.
Temporary, server gets build from player, sends build to other player, releases memory used for the build data. All in less than a second. 1000s of players tradeing simultaneously? That's ok, that's still only a few thousands bytes of memory needed.
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Old Nov 14, 2006, 09:59 AM // 09:59   #71
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And I don't think there will be that many template trades going on anyway.

Your average inventory will take up more space and bandwidth anyway. Everything is relative.


20 years ago, this was a /icecapwnage thing if they pulled this off. But this is 2006. C'mon!
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Old Nov 14, 2006, 10:19 AM // 10:19   #72
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K... to summarise...
I never once told it was a bad idea. Hope we got this cleared up now.
I just made some pointers out of personal experience.
If the gp isn't affected by this then whooptidoo.
But if it is...
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Old Nov 14, 2006, 10:28 AM // 10:28   #73
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I'm pretty sure this update will affect the server load as much as a fly would cause the moon to swing out of orbit.
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Old Nov 14, 2006, 10:32 AM // 10:32   #74
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Never understimate the power of a fly
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Old Nov 14, 2006, 10:33 AM // 10:33   #75
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But some people have the brain of a fly...
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Old Nov 15, 2006, 11:57 AM // 11:57   #76
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Quote:
Originally Posted by Yanman.be
Geez, don't you already have a way of trading items in game yet?

Besides, if there is ever going to be an auction house, then I bet they can easily add templates in that system too!
So, you really think a file sharing is something that ANet would wanna touch with a ten foot pole?

See, every how you phrase it, these are files that can be manipulated by the end user, unlike any thing else in the game.

ANet has never supported mons or macroes so I would venture to guess they wouldn't want their game acting as the broker in file sharing.

But, let's put the logistics and technical aside for a moment. I mean it's all very interesting but it's angels dancing on the head of a pin at this point.

See, we need to question "why" we need this service.

We now have saveable templates.

We can share them.

We just can't share them in-game.

But, is that really such a limitation?
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Old Nov 15, 2006, 01:15 PM // 13:15   #77
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Yes. This way, you can be sure there's no virus or malware being sent. If you don't like having .txt files transferred to you without confirmation that it is only a build, and nothing but a build, this is perfect for you.


If your gw client detects something else than a logical build, it'll end the template transfer.period.

It's safe, it's easy, it's logic.

It's not file sharing. It's template transfer, done quick'n easy.

It's a dissapointment really that A.net made a wondeful system, but we can do so little with it right now.
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Old Nov 15, 2006, 03:30 PM // 15:30   #78
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Quote:
Originally Posted by Yanman.be
It's a dissapointment really that A.net made a wondeful system, but we can do so little with it right now.
Arrrrrrggggghhhh!

LOL, we went from having absolutely no way in-game to store builds, to being able to store various builds, both attributes and skills. Is this not a measure of improvement by a large order of magnitude?

Yet, now, oh we must be able to swap builds with other people, in-game. o.O

Again, if ANet had all the resources along with your $14.95 a month, I'd say sure, do it...but come on, we are still waiting for a better trade system, in-game mail...

NOW there's an IDEA! In-game MAIL, simply mail the damn templates to each other and other things as well!


Problem solved, case closed, nothing to see here, move on please.

Yes, you.

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Old Nov 15, 2006, 03:43 PM // 15:43   #79
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Are you implying I play WoW?


So you're simply against the idea because? I still don't get your counterargument :s
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Old Nov 15, 2006, 03:57 PM // 15:57   #80
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Quote:
Originally Posted by Yanman.be
Are you implying I play WoW?


So you're simply against the idea because? I still don't get your counterargument :s
LOL I'm saying forget creating a separate system to trade Templates, just incorporate template sharing into an in-game mail system. In-game mail has been requested by users since forever and a day along with the other usual suspects.
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