Saturday, May 18, 2013

Trustware.com • View topic - USA’S PC online game market to hit twelve billion dollars

Trustware.com • View topic - USA’S PC online game market to hit twelve billion dollars

Diablo 3 will require players to be online when taking Diablo 3 gold - The Playground - CCL - COALITION OF CONCERNED LIBERIANS Forums

Diablo 3 will require players to be online when taking Diablo 3 gold - The Playground - CCL - COALITION OF CONCERNED LIBERIANS Forums

WonderMedia WM8505 :: The rank of online games’ trade-Diablo 3 gold is NO.1

WonderMedia WM8505 :: The rank of online games’ trade-Diablo 3 gold is NO.1

Magic revelation of Diablo 3 gold transmission mechanisms

Magic revelation of Diablo 3 gold transmission mechanisms
http://www.games.no/forum/ubbthreads.php?ubb=showflat&Number=389692#Post389692
http://www.surgerychat.org/general-discussion/diablo3goldtaker-guilddiablo-3-gold-i-love-gold/
http://ecaforums.com/node/1028083

How to turn a group into a team in Diablo 3

How to turn a group into a team in Diablo 3

Monday, April 15, 2013

Guild Wars 2 U.S. service the massive free trial activities open on the 15th

Guild Wars 2 U.S. service the massive free trial activities open on the 15th
Guild Wars 2 U.S. service free mass demo activities and come back! The the ArenaNet joint a few media sites ready to dole out a lot of demo activation code, still waiting to see, there is no experience Guild Wars 2 Gold players do not miss this opportunity. Massive hair code event will be held April 15 (Pacific Time to domestic should be the 16th), the Key of the demo next weekend for free play, which is April 19 to 21, the three days.
So make sure you again before the next you have the client, this code should be good to get the players who want to experience the must not miss this opportunity.
The >> download manager (http://file.sgamer.com/Download/gw2/game/Gw2Setup.exe)
The >> client download (http://gw2.sgamer.com/download/201207/1113.html)
The website of the Official Code of cooperation following a few:
● ZAM (http://www.zam.com/story.html?story=32156)
● TenTonHammer (http://www.tentonhammer.com/news/gw2-april-15th-giveaway)
● MMORPG (http://www.mmorpg.com/gamelist.cfm/game/473/view/news/read/27295/Guild-Wars-2-Free-Trial-Keys-Incoming-Next-Week.html)
● Curse (http://www.curse.com/) This is the Guru friends, their activities are seemingly not yet begun.
Front three point directly into it is the notice of their activities, and the 15th in the past should be able to receive code. This massive hair code may be a lot of Taobao profiteers like to take this opportunity to get money when formal Key or national dress may get these free code activation code to sell what are false! Do not be fooled!

Sunday, April 7, 2013

Pet dogs Department in Guild Wars 2.

Pet dogs Department
Characteristics to match

Masters Intimidation Training
Intimidation training Activated (F2) abilities for canines and spiders cause cripple
Dogs and spiders pet F2 skill additional effect of broken foot


Yellow Dog (tied to two seconds, two seconds before the broken foot, but wasted three seconds after the broken foot is still quite valuable)
Or white dog (ice slow 4 seconds, the skills are slow to cast distance becomes shorter speed slower big sword probably change from 1100 about 700
Barely walk with a broken foot ...)
With wolf (fear two seconds, if not with this feature is the fear will go ultrafast addition to difficult to hit the big sword
        Equal to the destruction of his Gw2 gold teammates guardian, or illusion pull people gathered together to fight the effects
        Unless singles and then do not close weapons, sword-for-ax + horn or longbow when).
The effect of this characteristic broken foot five seconds
These are the range of 500 distance

Min 20 with

Connoisseur Pet's Prowess
The pet the bravery the Pet critical-hit damage is On increased by 30%
The pet crit damage increased by 30%


Plus

Masters Quick Draw
Fast zhanggong Shortbow and Longbow skills recharge 20% faster
Shortbow and Longbow skills cooling time up to 20%


Anti-20


Expert ExpertiseTraining
Specialization Training Pets deal extra condition damage
Pet cause additional injury

Pet bleed can probably change from jump 43 jump 60

Or
Expert Wilderness Knowledge
The field knowledge Survivalrecharges are reduced by 20%.
Survival class skills cooling time reduced by 20%


Can also be considered in this

Connoisseur Shared Anguish
Pain-sharing

 Incoming disables (Stun, Daze, Knockback, Knockdown, sink, float, Fear, Launch) are transfers to your pet.This effect can only trigger once every 90 seconds
Transfer control effects to pets, cooling time of 90 seconds


And
Masters Hidein Plain Sight
Vision obscured the Apply camouflage when you are dazed, knocked down, launched, pushed back, or stunned.This effect cant trigger more than once every 30 seconds.
Automatically triggered when suffered dizziness, knocked down, blow fly, repel or coma camouflage effect, the cooling time of 30 seconds
Many people think that the Rangers will not be invisible ... CD30 seconds is also OK

Masters Martial Mastery
Military training Sword the Greatsword and Spear skills recharge 20% faster
The Swords, Shuangshoujian and Harpoon skills 20% faster response time
I is reduced by 20% with Shortbow CD is the CD fast focus

Thursday, March 7, 2013

Question: Guardian (PVE, copy) in Guild Wars 2.

Question: Guardian (PVE, copy) in Guild Wars 2.
I practiced a guardian intends to bring to play PVE copy

But really do not know how to play

Climb the text crawl final decision equipment decided to play Gw2 gold with PPrT battle roar back to the blood of the crit

I trait 0/10/30/30/0

But this PPrT suit as if blood would rarely

So I want to ask practicing guardian PPrT suit you

Mix and match what equipment to support some of the blood? Jewelry what?

Weapons with which the attribute characteristics of how point would like to refer to

Reference answer:

The PTV + PTH Mashup more suitable for you
PTV => AC installed
PTH => I did not pay attention to manufacturing or temple (temple uncertain attributes)
Rune PTV copy just monks full set

Green water breathing gas is to get the cheaper one monk
(80 map card code buy)

The underwater weapon I personally recommend PPC better

Weapons 1 => the PPC or PTV big sword can

Weapon 2 => too much trouble PTH Staff 2 is moving with the blood in exchange for weapons

Weapons 3 => hammer shield PTH does not have to
In some FOTM target Yuancheng Weapon Staff attack less than
The memory the Askar Long pan Staff not hit
Double at the hands of the first stage of the memory fourth shut king also can not hit the wall.Tips:Buy guild wars 2 gold and know more about informations on Guild wars 2 item,check out http://www.gw2gold.fr

Friday, February 22, 2013

Guild Wars 2 has been long admired name.

Guild Wars 2 has been long admired name. . . . But understand very little, in considering whether or not into, so would like to ask you a pioneer in several issues:
1, ping or something serious? Need to use the agent? Agent how effective?
2, is said to play in the domestic title may? Title of it?
3, this game heavy pve or pvp? Balance (which is focused on the game into a sense of Elder Scrolls 5, competitive balance)?
4, is to join the global clothing to well, or wait for the Asian clothing and national dress?
5, to be fair, objective, this guild wars 2 gold game with wow comparative advantages and disadvantages of both?



http://www.easybookmarks.asia/Games/guild-wars-2-weapon-list-on-gw2gold-net/
http://bookmarks1.com/story.php?title=guild-wars-2-weapon-list-on-gw2gold-net
http://opensourcehealing.com/grove/topic.php?id=2511&replies=2#post-5511
http://www.wedspace.com/blogs/entry/Guild-Wars-2-will-modify-the-loot-rules
http://sick.comli.com/read.php?tid=214809
http://warham.hostsofamerica.com/guild-wars-2-weapon-list-gw2goldnet
http://usa167.web.7chost.com/viewthread.php?tid=1081339&extra=
http://www.knittinginstitute.co.uk/forum/forum_posts.asp?TID=12173&PID=16788#16788





Wednesday, February 20, 2013

Any class you disliked at launch yet delight in now?


At launch i tried a bit of every class & albeit I played all the BWEs i did not know the combat strategy incredibly well. Now months after release I have tried all classes to at least 30+ and have a substantially better grasp of combat & combos & playing support.

Now is there any class you played at launch that didn't click but now you love it?

For me it is readily mesmer. I have identified so far this is possibly the most versatile, customizable, & enjoyable class of them all. The points I can do on my memser most of my alts would have no chance at all(at my skill level that's heh)...I have changed my overall playstyle every 10 or so levels since I started playing it & closing in on 60 I have about 8 differn't builds I want to attempt once I open the last line of traits.

Also going the other way I honestly enjoyed warrior at launch although honestly find them the most boring class of them al nowl:P

First necro I made got to lvl 15 & I deleted. After the Mad King event, I re-developed a necro and lvled to 80. Still not my preferred, but I find it much better now.

My necro is getting more dull as I lvl. He got a huge strengthen at lvl 30 and he has been spinning his wheels since (75 now). My warrior is 30and a wrecking ball with fun weapons and seemingly fascinating construct choices. My 80 ranger is fun & has a nice range of develop solutions. I def think the necro and engineer need a big fun injection of all the classes Ive attempted (havent tried guardian or mesmer).


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Sunday, February 17, 2013

Guild Wars 2 - WvW: All new in February


With the end of the free server transfers the ranking in WvW resets. From 1 February, the world must contend again in the eternal struggle for dominance in Tyria. For details in this official forum:

Hi everyone,

approached during the end of the free world transfers, we observed significant changes to the server populations, as many GW2 gold players decide on a new home world. This has led to the passing of the different worlds to battle WvW teams have changed dramatically. Given this fact, and by the increasing stability of the server population by the chargeable transfers we have decided that the time has come for reset the server ranking.

A reset at this time ensures that the ranking and rating system that evaluated (almost) new WvW teams faster and more accurately.

Will run this reset:

We phase out the current line-up opponents. Since the free transfers available during the first part of this inventory, were we do not want to count the new ranking.
If the installation on Friday 1st Expired in February, we present the final vote, and ranks in the forum. The new arrangement will be deciding the grouping of the next line-up, as usual.
After the start of the new structure on 1 February we will all reviews (as well as deviations and measuring volatilities) back behind the scenes.
Because each world has a set back rank, the system counts the first list as such and calculates the ratings accordingly. The new rankings are then calculated in the same way, as you are already used to. We expect fluctuations over several weeks before the ratings are determined. However, we are sure that it will be more correct results more quickly than if we retained the current ratings. This also means that the next few months will be a fantastic time when we fought together with the rest of his world a place in the rankings!

In addition, we take advantage of the restart to give us the mathematics behind the votes yet a closer look. You will learn more about it as soon as we played with some numbers and made a few decisions.

Hmm is actually good that the rankings are reset again, but I doubt even that there will be big changes to the current level in the longer term.

Arborstone and Blacktide both handed down and having to climb Gunnars'Hold and Ruins of Surmia on a bit.

Change the setting with the costs for the server to my knowledge, has not led to another major migrations and whether PvE players xy is now changed quickly will have no impact on the ranking.

The most likely effect is simply the good server in the lower brackets more points will make for counterparties and thus come up suddenly. This will lead to quite imbalanced match ups over the next ~ 4-5 weeks. These servers are then suddenly have to compete against much stronger and thus make almost no points in the week -> they fall all the way down and the Guild Wars 2 gold game begins again. Chaos in the match ups so that MMN is inevitable.

However, change is good.

I doubt that the reason for the reset, the lack of variety in the top servers in terms of opponent's choice. What is the result then?

But only to the bad server on good servers make. That means one week get aufn bag for the bad server and a week no fordernen opponents for a good server.
I hardly think that anyone that is good.

Click to read more:


http://dosclic.org/article.php?id=59686

http://www.thenewcomers.co/article.php?id=216594

http://articles.wantyourich.info/article.php?id=134358

Thursday, February 14, 2013

Cosmetic Reward is not the finest carrot for an MMO


That is my opinion after playing GW2 for last a number of months since beta (2x lvl 80s - Ele & Guard & many sub-80 alts) and after playing GW1 massively since launch (champion of the gods, gwamm & phoenix).

I think cosmetic rewards worked for GW1 beause the primary focus on GW was many formats of PvP with "looking outstanding" as the secondary aspect of the game to fill the downtime. Countless gw2 gold players collected skins while completing other PvE objectives like getting GWAMM, filling up HoM and so on. Also, we need to consider that concept of cosmetic only reward came in to being after factions was launched. With no increase in level cap and no substantial powercreep (with the exception of assassin splits in GvG), there was genuinely no want to introduce armor sets with distinctive stats.

But, in GW2, the assumption of cosmetic reward has been introduced during the launch itself. It might be an insinuation of the community although, that notion is prevalent & still makes me struggle a bit to fathom the reasoning of the introduction of the higher stat ascended gear in the game. I wonder if the devs are regretting because they allowed this "cosmetic only" concept to develop into a widespread notion in the community throughout the development without nipping it in the bud. Maybe they were afraid that they would lose a solid differentiator, something that sets GW2 apart from the other MMOs. So, they allowed that to continue.

As the game is new, it cannot offer as a good deal of objectives that one other established game can offer. As a result, several portion of the community feels that the game lacks content. I think, in other MMOs, gear grind is a substantial endgame content, if not the only 1. & that grind feels like content to the playerbase due to the fact the gear that you attain is in reality better in overall number, & not only in looks. To divert folks from that mindset, it'd require ANET to move GW2 in a absolutely exclusive direction if most of the rewards in the game remain cosmetic only.

&, that direction need to be not RNG driven pseudo-content. It will need to not be Korean MMO: ANET Edition. Possibly that direction must be emphasized focus in content that has more human element, more human interaction. Here are a number of thoughts:

Open Arena non-instanced Fights - Spars, duels and so on. Would you not like to see 2 players duking it out in a colleseum in Orr? Would you like to bet on the outcome of that fight for a chance to make many revenue? Would you like to prepare yourself for such duels rather than being a sideliner in the future & earn portion of the collected bets as reward for winning the bout? This can also be a respectable revenue sink instead of forcing Guild Wars 2 gold players to spend attrocious level of gold to obtain the looks of cultural armors.

World vs. World Competitions - How about gratifying the guilds that make the most impact in defending their own lands or lay waste of the enemies in the enemy territories in the course of monthly seasons? How about making more guild objective raids or fulfilling the guilds with tangible cosmetic rewards or temporary boons to the guild members?

World Bosses - How about adding arbitrary events where many of the current world bosses spawn adding more challenge to the inhabitants of the world to tackle. If the inhabitants prevail, reward them appropriately with something that could be used to accomplish their futire ambitions.

There can be a number of such suggestions, practical or impractical. But, the real notion behind all these is to let the community feel that they are spending time in the world & adding value to their account - not playing for the sake of fun only. I know, everyone play for the fun.. for sometime. But, without clear attainable objectives, motivation dries out. Adding gear treadmill can alleviate the problem temporarily nevertheless, in the long term content wins over pseudo-content. Real helpful rewards win over cosmetic only rewards.

These are my thoughts. What are yours?

tl;dr: Provide interesting objectives that motivate players to do something. In the event you are considering gear treadmill, you are viewing the wrong direction. That's my opinion.

My greatest challenge with GW2's present cosmetic rewards (specifically armor skins) is that there are not any of them that I find appealing. In GW1, there were numerous armor skins that I discovered attractive and I put in the essential work to get all of them that I wanted. Regrettably, most of the GW2 armor stylings appear to be intended for those players with a trenchcoat & buttcape fetish, and the minimal number of solutions don't include any styles I like.

In terms of the "carrot" concept, I'd be perfectly happy to do the work to chase a tasty carrot if there was in effect a tasty carrot for me to chase. Right now, all I'm seeing (and smelling) is an orange piece of rotting vegetable matter hanging on a string, & I've no desire to get any closer to it.

Playing for cosmetics in GW2 doesn't have any appeal for me personally, since I find the gw2 gold game to be pretty bland. Pretty much all of the passion I have for GW2 stems from the fact that it's the sequel to GW1, whereas the game itself fails to excite me.
I think that is best showcased by the reality that i am just reinstalling D3. In spite of my insane hate for vertical progression, I love the gameplay so much that I am willing to endure those moronic concepts. & regardless of how much I adore some of GW2's cute outfits, I am having issues gathering the will to play for them.

So I honestly don't think rewards are GW2's enormous concern.

Additional reading:

http://coolgamesgo.blogspot.com/2013/02/reviews-about-darkfall-unholy-wars.html

http://gameofgw2gold.blogspot.com/2013/02/character-resets-after-beta.html

http://www.gw2gold.net/news/97_5538_guild-wars-2-wvw-ranking-update-delay-to-march

Friday, February 1, 2013

Guild Wars 2 launches "Living Story", first arc available now


Guild Wars 2 has introduced a dedicated development team for the MMORPG's "Living Story" - brief-term events with lengthy-term impact on the game's world.

"The employment of the Living Story team is to bring the world to life. On an ongoing basis, we'll spin out story threads that will introduce you to new heroic characters, mysterious plot twists, & dramatic moments that impact the world," narrative designer Angel McCoy wrote in a blog post.

Living Story suggests dynamic events, much of which will "alter up what is happening in the world & to add to the improving story and challenge of the game".

McCoy mentioned Guild Wars 2 gold players will not be necessary to play the content, which will only be accessible for limited quantities of time, but are likely to be contemplating what happens to the characters subsequent.

Many Living Story arcs will take months to complete, but players won't know in advance how quite a few events will be part of the narrative chain - they'll just happen, as it were, instead of being showcased as a quest string. Arcs will feature recurring characters, are distinct from holidays or considerable events, & offer their own achievements strategy.

The first Living Story arc is called Flame & Frost and kicked off on January 28 with teaser content. Players can join in by volunteering to help the refugees from the Shiverpeaks in the Wayfarer Foothills and Diessa Plateau. Learn more concerning the arc on a devoted page.

Thursday, January 24, 2013

Update on Precursor Scavenger Hunt


It is been a while since we were told concerning the precursor scavenger hunt that ArenaNet wanted to implement in-game. Last night, with the intention of being as transparent as attainable, Colin Johanson has updated the community with its development timeline:

Just a swift update on where the entire scavenger hunt program stands since I know that's a topic loads of of you have brought up lately. We are not right now actively working on building any sort of legendary precursor scavenger hunt, this really is something we should do in the future & we're in the midst of designing how this would function, however no one is actively building this feature & you will need to not anticipate in the Jan/Feb/March releases at this point.

We are yet working on expanding reward strategies to make them more re-worthwhile across all parts of the gw2 gold game, making the open world more gratifying, and adding new ways you can earn precursors as rewards by means of new reward methods taking benefit of our open persistent world.

Some of these additions will come as early as the January release, & will get handled in more detail in the next week or two as well release all the details about this release once checking has signed off it is all ready to go in January. (we'll also provide a high level summary of our objectives with reward methods, and so on. within our 2013 blog post, which will need to be out next week)

Update:

To clarify since I think these 2 statements could be tricky without context, Linsey is indeed working on designing the method by which we'd add precursor scavenger hunts to the guild wars 2 gold game. We are not actively implementing that design but, it hasn't been finalized, and building it that will involve a much larger team.

No conflicting statements here, as a game designer when they are working on something, by and large that implies they are designing it, as that is their employment.

Marvelous catch & thank you for asking for clarity!

helpful resources:

http://www.leapzipblog.com/blog/read/91436/darkfall%3A-unholy-wars%3A-the-games-of-2013%3A-darkfall-unholy-wars/

http://www.webcosmo.com/listing/Details.aspx?postId=1514325

Monday, January 21, 2013

GW2 running into the same issues that Rift and WAR had


Dynamic events, Rifts, zone invasions, Public Quests... all fail once the games population out levels an area or the Guild Wars 2 gold games population dwindles.

I've seen this happen with three games now. First with WAR public quests. They were great at first and then after a month or two you were left soloing them or skipping them entirely.

Then Rift came along with its Rift events and even with population scaling they failed once populations dropped.

Now here I am... in a mid tier zone in GW2 and i can't kill a orange event/mob because no one is around. I find myself avoiding content as I level.

Sure everyone loves open world content. its great when a game first launches and everyone is leveling together. WAR, Rift and GW2 were all great the first month or two.

But in hindsight was it really a good decision to put these mechanics into the game? Now that GW2 is mostly top heavy, even with down scaling people are left skipping events or begging for help in map chat.

I'm sure at this point A-net is second guessing their decisions now. Same as Trion and Mythic did back then when the gw2 gold game worlds became ghost towns.

You would think after watching two companies fail with on the fly open world group content that A-net would have design GW2 to be adjusted later on when populations dipped.

They didn't and now anyone thats leveling gets to suffer...

So what do they do? What could they do that Mythic and Trion couldnt? You guys have any ideas? because right now im at the point of wishing Gw2 was a tad more traditional with its leveling content and didn't entirely focus everything on massive zone popluation.

Wednesday, January 16, 2013

Guild Wars 2: ArenaNet announces new sales figures and plans


Guild Wars 2 months after the release still successful. Above all, the winter has driven the sales of MMORPGs on. Overall, pleased the makers more than three million copies sold.

Guild Wars 2 in August 2012, saw the light of the video game world. Even months after the launch, the Tyrian MMORPG still enjoys great popularity. Especially the severe winter has pushed revenues for the role play further up. Overall, the look of ArenaNet developers back to three million copies sold, while in September, could break the mark of two million.

You want to rest in the house of ArenaNet why but that does not, because Guild Wars 2 is to be further improved. The focus currently are improvements on achievement system and the ongoing development of safety in terms of hacks and digital attacks. When you can expect with the new Guild Wars 2 development is, to date not yet fixed. On our topic page for buy Guild Wars 2 gold we will keep you more up to date.

Tuesday, January 15, 2013

Details of some of the mechanisms governing the McM


Mike Ferguson participates in a thread on the official forum where he provides information on many of the rules that apply to WvW.

However, the exact number of gw2 gold players battling simultaneously on a card McM or the number of players per team per map remains a mystery. Since the launch of the game, ArenaNet has never wanted to communicate these figures.

Didji wrote on the forum dedicated to the World against World, an excellent summary of this information:

Siege
Laid siege weapons but unbuilt disappear after 10 minutes if no one built. Whenever refueling is spent to build the weapon, this timer is reset.

Built siege weapons disappear after 30 minutes if no one uses them. This timer resets each use.

This system is in place for each siege weapon is a small part of memory servers, which means that if the siege does not disappear, it would eventually clog the servers.

ANet working on the idea of ​​making visible the disappearance timer siege weapons ("working on the idea," says it all).

Each siege weapon or construction site siege weapon has a radius of 1000 in which it is possible to use four other siege weapons or construction sites. It is therefore possible to lay siege five within 1000.
There is a limit of 100 siege weapons (excluding rams) and 100 rams per team per map. Can not ask more than that siege.

Release plans for siege weapons that others can retrieve is expected behavior. This is not a bug / exploit. ANet would prefer to be able to directly exchange plans, but there are technical difficulties that prevent it. This situation is unlikely to change.

ANet tried to make plans siege weapons are linked to the account and not the soul, but it was dirty impact. So this change is not in the program.

The fact that some skills can destroy projectiles siege weapons is expected and normal.

Strengths / Tours
Reinforcements / fortifications (T2/T3) to the walls and doors not only increase their points, but their defense.

Being able to TP for attacking a fort because the timer has expired and the attack that takes 2 or 3 seconds to restart is a bug. This will be corrected.

Commander
No changes planned at this time.

Dead
ANet is working on a forced return to base if a player has been dead for some time. They do not like the idea that the body may spy.

Loot system
The bags will stay there again for a while, put the loot directly into the player's inventory can have bad consequences (if inventory is overloaded, the character slows down a lot) and nobody is working on currently.

Various
The player limit is evenly distributed between the three teams. ANet can not reproduce the problem where Guild Wars 2 gold players must go through a queue to get the buff inferiority.

Ranger pets or Necromancers do not count in the limit of players per map.

Players from other servers appear as "invaders Server" or "Server defender" to avoid harassment, strengthen the spirit of competition and quickly identify the server to his opponent.

ANet has no plans to introduce a system of "classification" ratio killed / dead. The disparity in classes played McM program is not either.
ANet working on the usefulness of badges, new armor and McM by McM drop rate (or gains compared to PvE), among others. It should arrive in the coming months.

Thursday, January 10, 2013

Guild Wars 2 Snowflake Jewelry exploit punishable with perma-ban


A Guild Wars 2 exploit which allowed players to generate as a good deal of prized ectoplasm as they wish has resulted in permanent bans. The exploit was introduced by the MMO's recent Wintersday event & has since been patched, with ArenaNet enforcing a relentless, no-excuses-accepted policy. In a thread on the official Guild Wars 2 forum (spotted by VG/247), ArenaNet Support Liason Gaile Gray justified the policy.

"Any time you take 1 factor & can make two, after which 4, after which sixteen... ya gotta know that is just wrong. (I won't quibble on the odds, having said that overall, that form of doubling was not outside the realm of possibility.) & to perform that action hundreds & hundreds of occasions? That is known as "exploitation," and that's against the User Agreement, the Rules of Conduct, and all that is holy."

She signed off her post with the following words of wisdom: "Exploit closed. Worst offenders terminated. That's what has to take place to make things right for all of us."

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http://zone.aimoo.com/blog/RoxannSpicer/blog/464680

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Saturday, January 5, 2013

Dev Tracker: Culling Update & Improvements


Thank you, Grit, for posting that link. It points to a post in which I describe the culling concern in a number of detail and discuss a few of the troubles involved with altering culling. An even more in depth explanation of what culling is can be identified here https://forum-en.guildwars2.com/forum/pvp/wuvwuv/The-real-dilemma-here-is-invisible-enemies-Give-their-algorithms-time-to-match-servers-effectively/page/4#post356817 (make certain to read each that post plus the subsequent - my description exceeded the post size limit).

As you understand we've been working on this issue for a while yet what I think we haven't ever said before is that our objective is to remove culling completely from WvW. So that you can remove culling thoroughly we are obliged to address three troubles:

1) Bandwidth out of our servers/datacenter (traffic would grow without culling)
two) Bandwidth in to each client (traffic to each client would also boost without culling)

3) Client performance difficulties associated to rendering (potentially) all the players on a map at once. (Note that we base our performance requirements in this case on min-spec buyers. We don't want to cease anybody being able to play the game after all.)

Till all 3 of those difficulties have already been taken care of we cannot turn culling off due to the fact doing so would cause something to break or perform poorly.

Ok, now let's speak about what progress we've made!

Concern #1 was the easiest to deal with for the reason that we can actually just throw income at the circumstance. When we first began down the road toward removing culling from WvW I took a bunch of bandwidth measurements after which went to the executives & stated, basically, "Hey, if we disable culling our network traffic will boost by X%. Are we ok with that?". The answer I got was a clear & unambiguous "yes!" So situation #1 isn't a problem after all.
Concern #2 is a modest tougher. We have to ensure that folks with a min-spec network connection will not be overwhelmed by the facts we send them & we certainly can not just acquire a better connection for all of our players. So we put our heads together & came up with a plan to reduce the bandwidth required for WvW (and Gw2 in general) as much as attainable. Those alterations are in testing now & will be rolled out as soon as we're convinced that they're solid. Let's say we're able to get everything working the way we'd like (& I'm fairly confident that we will) then this will address concern #2.

So that leaves us with issue #3: client efficiency. A number of time ago the WvW team acquired an engine programmer who's focused 100% on this challenge (and he is being assisted by an additional engine programmer who is not officially on the WvW team). They are working on many honestly remarkable optimizations and engine modifications which we hope will allow even min-spec prospects to render all the gw2 gold players on a WvW map. We'll be talking in more detail concerning the distinct alterations they are making when points get just a little more nailed down, but I can say right now that I'm incredibly impressed with the work they've done already.

So that's where we're. Engine programmers are working their magic even now and we're assessing the networking changes that will be needed. I believe that our objective of removing culling from WvW is achievable and I'm looking forward to the day that I can announce to you all that we have pulled it off!