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Old Mar 30, 2007, 08:28 PM // 20:28   #21
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I'm totally excited about GW2, here are some things I'd be interested in seeing:
  1. Body shape options. GW has good options for characters, but I think could benefit greatly by allowing the player to choose a fat, normal, athletic or thin body type. I understand the difficulty of rigging this & the problems that come from armor & such, but I'm confident ANET could figure it out.
  2. Other things to do that fight. If our characters could pick non-combat jobs that would be cool: Craft your own items/weapons/armor, raise & sell pets/animals, build structures.. something. That way players could do something other than fight to make money. (note: I would not want this to be implemented if it would take significantly away from the quality of combat)
  3. Give my character a personality/reputation. It would be cool if my character responded differently to NPCs & NPCs responded differently to my character based on previous decisions. This basically would take the form of different dialog. So based on my reputation, the interaction would vary. Although you can take it to extremes and have it so that bad reps can get you killed. Reputation levels might be:
    • Revered
    • Respected
    • Liked
    • Peer
    • Unknown
    • Disliked
    • Hated
    • Feared

    (note: I realize the huge amount of extra dialog & voice-over work this may create, so it may be unrealistic. But I think it would add a LOT to character development)
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Old Mar 30, 2007, 09:28 PM // 21:28   #22
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Default Crafting Expertise

Maybe add the ability to craft (or at least modify the statistic) on a certain class of items.

For instance, if you build up you armoring skills maybe you could increase the armor level of your armor 1 level.

Or, increase the max damage of your weapon by 1 or 2.

Or increase a percentage chance of skills recharging in 50% the time

I think you get the idea. Maybe have a masters level where you could actually do it for others. At least for self and heroes.

This is very raw and would require some detail write up. But maybe allow some customization (maybe discover a new method that allows better weapons and get the right to have it named after your character (or a type of weapon), etc.)
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Old Mar 30, 2007, 09:33 PM // 21:33   #23
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Quote:
Originally Posted by AcidDog
Would ANet consider allowing multiple characters, from multiple accounts to embue a GW2 Character with traits and hall of monument contributions.

For example, if someone had two accounts, could they link both accounts to one GW2 account and obtain all the Hall of Monuments achievements from those two accounts on one GW2 character?

This would be a really nice way to tip hats toward hardcore (over zealous) players who bought two accounts before character slots existed...
Vote for this one...

I would love to combine my all collectors edition account with my original account (both of which have the exact same purchases as far as pre-sell, chapters, etc.) Except now I have added the $5 U.S. weapon pack to one.
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Old Mar 30, 2007, 10:44 PM // 22:44   #24
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Default Make All Non-elite Skills Questable

1. Make all non-elite Skills Questable
2. Require the player to have earned (and spend) a skill point on the quest in order to get the skill so that there are no free unlocks.
3. Leave Skill Trainers in town so that there are a variety of options.

Sometimes it's convenient to pay for a skill and most times it's not. I have a level 20 character with a million and 1/2 XP and 76+ unspent skill points because I cant afford the 1 platinum per skill cost. I have to pay 1 plat for character for every single skill in each expansion just because my character is from a different continent? NO WAY!! By the time I deck out my 11+ heroes with runes, insignias, weapons, and inscriptions and buy myself more than 1 set of armor, I'm constantly broke!

Eliminate the need to farm gold. Gold farming is boring and an indication of a lack. Lack of entertaining content, lack of balancing game mechanics, lack of gameplay design. Ideally players would earn enough gold to support the lifestyle of a character with their number of levels/heroes just by playing the content of the quests and missions. There needs to be more content that isn't strictly tied in to the main plot. Since almost every skill is tied to a specific profession and every profession is tied to a god, why not make the quests for those skills a sub-plot chain that gets players more familiar with the god of their chosen profession?

Bottom line- provide the players multiple ways of earning skills. Keep skill trainers so we aren't forced to quest for EVERY skill, but make every skill questable so we aren't forced to pay (anything more than a skill point) for them either.
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Old Mar 31, 2007, 08:57 AM // 08:57   #25
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Default

Quote:
Originally Posted by Darksun
I'm totally excited about GW2, here are some things I'd be interested in seeing:
  1. Body shape options. GW has good options for characters, but I think could benefit greatly by allowing the player to choose a fat, normal, athletic or thin body type. I understand the difficulty of rigging this & the problems that come from armor & such, but I'm confident ANET could figure it out.
  2. Other things to do that fight. If our characters could pick non-combat jobs that would be cool: Craft your own items/weapons/armor, raise & sell pets/animals, build structures.. something. That way players could do something other than fight to make money. (note: I would not want this to be implemented if it would take significantly away from the quality of combat)
  3. Give my character a personality/reputation. It would be cool if my character responded differently to NPCs & NPCs responded differently to my character based on previous decisions. This basically would take the form of different dialog. So based on my reputation, the interaction would vary. Although you can take it to extremes and have it so that bad reps can get you killed. Reputation levels might be:
    • Revered
    • Respected
    • Liked
    • Peer
    • Unknown
    • Disliked
    • Hated
    • Feared

    (note: I realize the huge amount of extra dialog & voice-over work this may create, so it may be unrealistic. But I think it would add a LOT to character development)
Nice thoughts there Darksun, although your last one about reputation would be rather hard to implement - its a great idea though and certainly would add a lot to characters. I too am voting for the body shape options! My warrior is currently staying in Istani armour - why? Because it doesn't add a million lbs to his size like the others do - its not as if he has to be big because he's a tank, c'mon Anet - if you can make a tiny slip of a girl able to wield a massive hammer, you can make thinner male warriors.
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Old Mar 31, 2007, 06:20 PM // 18:20   #26
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Unhappy Please No High Level Cap!!!

ArenaNet and NCSOFT, I believe you wish to appease the casual gamer, and raising the level cap "100+" is ridiculous! What attracted me to this game is not having to spend hundreds of hours leveling up, instead of having fun!

I think 50 levels would be sufficient to work with the persistent world you are planning. This would still allow for a "sidekick" system. If my campaign character takes 100 or more hours to move out of "newbie" status, I wouldn't be interested in putting that kind of time in.

In the current Guild Wars system after level 20 you are still rewarded, and the campaign slowly gets harder as you get better. The world should adjust to you!

Another thing that I enjoy about the current Guild Wars system is how you are judged as a player. Your level is not looked at in Guild Wars, your titles and playing style is. A level 20 character is still a "Noob" even with the best armor, weapons, and skills(if he does not know how to use them). The highest level doesn't win, the best weapons don't win, the best combos and skills win in Guild Wars. Please keep it this way!

I cannot wait until the next era of Guild Wars comes! You have some great ideas, like events, persistence, and sidekicks, but if a higher level cap appeases the intense gamer, do not make it too high for the casual gamer!

Orrin Of Elona

Last edited by Orrin93; Mar 31, 2007 at 06:25 PM // 18:25..
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Old Mar 31, 2007, 08:44 PM // 20:44   #27
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Quote:
Originally Posted by Orrin93
ArenaNet and NCSOFT, I believe you wish to appease the casual gamer, and raising the level cap "100+" is ridiculous! What attracted me to this game is not having to spend hundreds of hours leveling up, instead of having fun!
Even though you have absolutely no idea how the level system is going to work.. I love the idea of a cap that is high enough to keep me playing for a very, very long time. I don't think it will be the focus of the game just a reason to keep going.
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Old Mar 31, 2007, 09:31 PM // 21:31   #28
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Default Gw2

I think GW2 also needs more of a focus on the side to the non-combat aspects of the game. Runescape is pretty good at this with the fishing, wood chopping, fire making and cooking aspect. Imagine going through the game doing your various hero antics but every now and again actually having the chance to do 'real farming' or hunting and then being able to concoct all kinds of meals and such. It would give a creative side to the game. More things like this would give you something else to do. Hey we all need a break from saving the world, maybe i just want to go to my guild hall and bake a few apple pies once in a while. Or get a fishing rod and see what fish i can get today.

Guild Wars is a great game but I think there needs to be more gold sinks and gameplay possibilities. Hey dwarven ale is good but what if you could brew your own brand. I also think this would then link to possibilities of proper guilds such as cooks and merchants.
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Old Apr 01, 2007, 12:36 AM // 00:36   #29
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Here is my Wish List in GW2:

- Customizable Guild Cape
- 6 Core profession with 4 chapter specific profs at the start of GW2
- Buyable slots (just like in GW1)
- Hairstylist
- Auction House
- Pet Zoo (Rangers can charm different pets and keeping them into a Pet Zoo, but only one pet is allowed to accompany in battle).
- Pet specific skills, commands, etc.
- Customizable Shield emblems
- Profession independent Armor.
- Armor upgrades after completing some major quests (eg new looks)
- More than 5 armor pieces, e.g. Necklace, Bracelet, Belt, Rings, etc
- Weapons customized to a character may be given a name
- Upgrades for Guild Hall (not only NPCs) like customized Guild Flag, Guild Banner, etc
- Horsebackriding/Mount
- Use of Vehicles/Chariots/Ships
- Linking multiple GW1 accounts to one single GW2 account
- Interactive quests
- More ingame Events/Mini-Games
- Reward for those GW1-players with CE (Divine Aura and such)
- Life skills ?

Last edited by sakura75; Apr 01, 2007 at 12:39 AM // 00:39.. Reason: incomplete
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Old Apr 01, 2007, 05:05 AM // 05:05   #30
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I hope they make armor tradeble in GW2. Guild wars doesnt have the best economy. I mean the only thing you see people selling in game are weapons or crafting materials. Thats the only thing that still bugs me about GW. Not like make all armor tradeble, only like special armors.

Oh yeah and a auction house. so ppl dont spam every about WTB or WTS everywhere. I played FFXI for a month... the only good thing i like about it was the auction house.

Last edited by Ulysses; Apr 01, 2007 at 05:13 AM // 05:13..
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Old Apr 01, 2007, 06:39 AM // 06:39   #31
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1.) How about a hardcore mode, where dying means dead forever? Nothing beats the thrill you get when surprised by a big group that could permenatly KILL your 100 + hour character! Plus, you'd be surprised how quickly people make close friends, when they need reliable allies. Maybe have a way to earn a resurrection if your ping was under a certain amount as you died?

If we can't have a hardcore mode could we at least be punished for deaths?

2.) Make a PVE character's progression ONLY through non-purchasable actions (aka playing). I'd like to focus on playing the game and NOT collecting gold. GOLD = GRIND

3.) Learning skills would be better than buying them. Either through skill trainers (by doing quest), or by a more unique aquision method... hmm...

4.) Don't have FOW type items... they just encourage repeative farming type actions, in order to hoard resources faster than the normal accumulation by playing method.
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Old Apr 01, 2007, 06:44 AM // 06:44   #32
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Default GW2 - one request (hopefully coherent)

Please, for the love of all that is good in the world, put in an OpenGL renderer. Even better, put in an OpenAL engine too. I realize that they probably won't port over to Linux; but, with these two things, running it near-native through WINE becomes possible. There's even going to be a major re-factoring of OpenGL API's to boost its' capabilities, and keep it on par w/ DX10, coming in a couple months. I, and many, many more Linux users, are begging you!

Other than that, what I've heard sounded interesting enough to get me back playing, and looking forward to GWEN. So, keep it up.
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Old Apr 01, 2007, 01:50 PM // 13:50   #33
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I saw that they are deciding between 100 and no level caps (as the main possibilities at least) for GW2... well I was thinking, why even bother with levels and make something different than Levels: unlock skills: level determines how strong you are ?

why not have something completely different than that and the road every other MMO takes and do something like star wars galaxies had before SoE rammed it into the ground

lets say, you're a ranger and you chose ranger (as a primary atleast) you start out with maybe certain health and magicka depending on the class/race, but in the long run, you are as strong healthwise as a novice ranger, as someone who is a master ranger

Master Ranger


Master Trapper Master Marksman Master Survivalist Master ofExpertise
Trapping 3 Marksman 3 Survivalist 3 Expertise 3
Trapping 2 Marksman 2 Survivalist 2 Expertise 2
Trapping 1 Marksman 1 Survivalist 1 Expertise 1
Novice Marksman

of course, not exactly like star wars galaxies, but you get the idea.. with experience and an increase in XP to unlock each box and each box giving the player a couple of new skills or benefits .. and each mastery gives a title

learn what you want in the skill, save the rest of the points that allows you to learn each box for your secondary profession (if you can have one)

Last edited by Sabor_Wolf; Apr 01, 2007 at 01:52 PM // 13:52..
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Old Apr 01, 2007, 06:29 PM // 18:29   #34
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1.) be able to own things......farms, houses, shops

2.) better special effects in skills, huge explosions, wide scale effects from a spell

3.) time for the big armors, the master armor makers, the legendary weapon smiths......kind of like the picture of the male norn, that lower body armor ownz.....

4.) wolves cant live without food and water, i say we need a animal food chane/ life cycle. one day a pack is at a water hole, another day they are roaming near the trees.

5.) guild wars? now wouldn't this rock guild wars, become a Ascalon warrior work your way up in the ranks, if the king wants to fight ryta, hes gonna get that fight

6.)Body scales, weight, short, med, long hair, for each hair style

7.) pick the age of your character, the higher you go in age the older you look, if u get high enough u can only choose certian hair colors.

8.) if you changed your mind and want to be over wight.....just eat in the game, want to be skinny just fight and loose the weight.

9.) a walk button option

10.) mounts, duh, another easy way to get over weight and get to other places faster......

Last edited by Tide to Go; Apr 01, 2007 at 06:34 PM // 18:34..
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Old Apr 01, 2007, 07:58 PM // 19:58   #35
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Tide it sounds to me like your suggesting a GTA-type gw, and it sounds cool hehe.
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Old Apr 01, 2007, 08:11 PM // 20:11   #36
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tide, i really like that idea. that isnt GTA, althought it sounds like it. It is alsoGuild Wars PWNAGE!!!!! its awesome.
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Old Apr 01, 2007, 09:44 PM // 21:44   #37
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A few quick ideas, many mentioned above by tide
1)Mounts
2)Property in general
3)Age
4) another race idea, The Tengu
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Old Apr 02, 2007, 09:16 AM // 09:16   #38
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You know I was thinking about how GW2 could work. GW has some strong factors that really help it. Things that should be continued. One of which is teamwork.

I had a brain storm on how it could be done. The basic setup is given here with a summary of why given after.

Warriors: The main attribute would be that they can attract damage or you could say control it for a limited area and dish it out in melee. In this, melee would have the largest amount of damage to single targets.

Paladin: Main attribute would be the they can take damage and boost those around them with both a damage reduction to friendly targets and damage increase to their enemies. But would himself be weak on melee damage. But he would have the same or similar armor as warriors so that he can take damage and make a true tank.

Ranger: Main attribute is awareness and tracking. All other classes are limited to what they can see. The ranger in this case would have a "radar" as well as common ranger skills. Even animal companions that help with this skill as well as other things. Also he can help find targets that roam or watch for patrolling groups.

Mages: This class has the main attributes to altering the environment to be friendly to you and hostile to enemies. The skills in this case would be AoE more then effective against single targets. And from the stand point of amount of damage, the AoE would be the greatest when damage to all targets is added up. This includes the ability to create, let us say, a ring of fire the hurts anyone that attacks a friendly target. Or shake the Earth they are standing on to make it hard to hit friendly targets. It is a larger area of effect.

Monks: Main attribute healing. That is always important.


Now, why the above? Why set it up this way? In this setup every class has the ability to do all the basics -damage, defense and healing. Their ability to do these is not equal but can be balanced for a solo or limited party. The key is to let each class do their job by having their strengths in addition to solo like abilities. (As sometimes you will be missing someone.)

So why? the answer is in teamwork. This set up would give anyone the ability to solo. But the moment another class gets added to the party, everyone else in the party will see the direct personal benefit right away. Like, if you are a tank and you are close to a paladin, your stats get boosted and you become formidable. If you add a monk, you get healing above any other classes ability to heal. If you are a monk and you get a tank, he should be able to keep the damage off of the monk by adding him to your party. If you add a ranger, all party members gain an awareness of what is around them, the ability to find targets faster etc. And the mages have magic that helps put things in the favor of your party if the enemy is too tough.

This party build can also work up to any size. The bigger the party, the more area you can control. An example is if you have 5 enemy warriors that keep killing a monk, if you add more warriors, (they have the ability to control a small area as far as who gets damage) just adding warriors will do the trick. Get ambushed allot? Add a ranger so you know where to go and can stay clear of ambushes.

The key here is that everyone gets a direct benefit by adding another class to the party and being in range to receive the benifit. Or having enough of a class to cope with the size of problems that will be encountered.

Many people hate when it becomes too specialized. So no class should be deprived of skills and the ability so solo in areas that are lower than your level. But the key is their ability to shift to a party strength. Put two classes together and they both get a benefit. The amount of benefit and what the attributes of the benefit are can be things they have to learn and should be variable to some degree. But you can go to town with cool skills for all.

I hope you get what I am referring to. I can clarify anything if needed.

Last edited by ScottMana; Apr 02, 2007 at 09:42 AM // 09:42..
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Old Apr 02, 2007, 10:16 PM // 22:16   #39
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alot of the things i want are already listed, im gona relist them anyways...

-auction house
-stronger pets
-make pets like a hero, you give them beast mastery skills, but they are affected by youre beast mastery.
-able to do some quests solo, or just 2 or 3 people.
-warriors can weild a sword as a offhand
-keep the holiday celebrations i like those ( it's how i make money :P)
-passive skills (no upkeep)
-keep pvp balanced
-larger team arena teams.
-PLEASE keep luxons and kurzicks. and mabye add another faction
-push-ups emote
-able to interact with things in the world..sit on the bench... or the rock...blow the gate up etc.
-stealth! GW needs stealth, if there are going to be these "big fight" world versus world kinda thing, we need stealth.
-more reasons to have a guild hall.
-you can change between your heros... like you become your hero and your hero becomes your chrecter you made. then you can switch back. ect.
-in towns, your weapons are showed, unless you choose not to show them, like the option to show or not show your cape in certain areas.
-property
-custom armor
-larger variety of appearance
-1v1 arena
-i want a skill that "converts" an enemy and makes him attack his allies
-assassins able to function in pve
-a way to make quick money besides selling greens and farming
-more then just fighting, like live a life outside fighting, be a farmer, or be a builder or whatever
-more enemies, not as strong
-mounts, wagons, that chinese cart thing when a guy pulls a wagon thingie
-mounts can be more then horses, like a giant dog or a dragon
-more ways to spend skill points, not just on buying skills.
-a title for spending balthazar faction, like the kurzick and luxon titles(if we still get balthazar faction)
-giveing kurzick or luxon faction to the guy who give u amber or jadeite shard goes to the title.(if we still have luxons and kurzicks
-3 way ab type thing
-a arena where waves of NPCs or monsters are sent against you.(no instance between waves like)
-guildwars own teamspeak type thing, just join your group and turn on your mic
-NOT WoW clone
Quote:
Originally Posted by Orrin93
ArenaNet and NCSOFT, I believe you wish to appease the casual gamer, and raising the level cap "100+" is ridiculous! What attracted me to this game is not having to spend hundreds of hours leveling up, instead of having fun!

I think 50 levels would be sufficient to work with the persistent world you are planning. This would still allow for a "sidekick" system. If my campaign character takes 100 or more hours to move out of "newbie" status, I wouldn't be interested in putting that kind of time in.

In the current Guild Wars system after level 20 you are still rewarded, and the campaign slowly gets harder as you get better. The world should adjust to you!

Another thing that I enjoy about the current Guild Wars system is how you are judged as a player. Your level is not looked at in Guild Wars, your titles and playing style is. A level 20 character is still a "Noob" even with the best armor, weapons, and skills(if he does not know how to use them). The highest level doesn't win, the best weapons don't win, the best combos and skills win in Guild Wars. Please keep it this way!

I cannot wait until the next era of Guild Wars comes! You have some great ideas, like events, persistence, and sidekicks, but if a higher level cap appeases the intense gamer, do not make it too high for the casual gamer!

Orrin Of Elona
orrin, you dont need to spend hours of playing to level up, because the highest level wouldnt win, because you will always be leveling, always getting better, and somebody who is level XXX could be beaten by someone who is XX if this person is better. if there is no level cap, increaseing by one level wont have much affect on your stats, so a level 50 and a level 60 could still be a pretty even match

Quote:
Originally Posted by Sabor_Wolf
ah BUT, if there is no level cap, someone whos played hour on end for a year or 2 since GW2's release, they could be level hundred's vs the casual 50's and that would be a great leap, i would make skillpoints/attributes/powers capped at a certain level, but the rest of the levels = titles/prestige and for show only
i see what your saying....but those "worlds" they are talking about might be balanced, like world one are level 1-20 world 2 21-40 etc. and there are other ways to balance too, thats just one of the ways. and in pve it doesnt matter wat level your teammates are. (how are they going to balance pve? because monsters wont level i think...)

i will edit this as i think of more things to suggest. or comment

Last edited by a_somebody; Apr 14, 2007 at 01:56 PM // 13:56..
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Old Apr 03, 2007, 03:08 AM // 03:08   #40
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ah BUT, if there is no level cap, someone whos played hour on end for a year or 2 since GW2's release, they could be level hundred's vs the casual 50's and that would be a great leap, i would make skillpoints/attributes/powers capped at a certain level, but the rest of the levels = titles/prestige and for show only
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