Posts by Marty Silverblade
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The story so far:
-Spell
-Not Monk or Derv
-Elite
-Nightfall skill
-Does not have an AoE
-Does not target an enemy
-Has a durationDoes it belong to a core profession?
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Is it a nightfall skill?^
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Is it a nightfall skill?
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The mod tools here are pretty similar to vbulletin, at least in overall feel. Naturally it isn't quite the same, but the transition is smooth. It's figuring your way through IPB that's the pain.
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The story so far:
-Spell
-Non-Monk
-Elite
-Not Core or Factions
-Does not have an AoE
-Does not target an enemyIs it a dervish skill?
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The story so far:
-Spell
-Non-Monk
-Elite
-Not Core or Factions
Question: Does it target enemies?^
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Everything I can find on Google indicates this is an issue entirely on your end; likely due to your outdated operating system. I'm running W10, which would explain why I'm not having issues.
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I'm not having issues with either firefox (my usual choice) or chrome. Are you sure you're using a https connection (this should be the default but it may not be happening for you)? Have you tried clearing the cache like you told me to last time?
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is it from nightfall?^
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Is it a factions skill?
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So that's what multi layered meansThat's not what Misty was referring to. Each question should aim to gain only one bit of info. To use Misty's example, "Is it a factions elite", involves both campaign of origin and elite status. You ought to ask whether it is elite OR whether it's from factions, not both.
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is it an elite skill?^
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Unfortunately that doesn't really work, because unanswered questions become less useful over time, e.g. if you ask "is it a warrior skill?" and I answer "is it a spell?" instead... well, if it is a spell, you know it's not a warrior skill for sure, so you would want your question to expire. That's an extreme example, but in almost all cases it's true.
Certainly not "almost all cases". There are a number of questions people could ask that don't interfere with each other, for example skill types, campaign of origin, profession/attribute, elite status, energy cost/recharge time, etc. Certainly some will become redundant but plenty won't. Your logic doesn't make sense anyway - why should it matter whether if a question is in an old post or not? Newer posts will contain more specific questions due to greater information and so you'd probably favour those, but the older ones can remain relevant. For example, do you really need someone asking if it's elite every single day? Requiring people to repost questions is of literally zero benefit.
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What does "run out of guesses" mean? Is each game only running for a certain number of days or something?
To prevent an unnecessary load of posting it might be better to have questions not expire if unanswered.
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Is it a core skill?
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DoA oftentimes will swarm you with big mobs and in these cases backing off and thinning them out bit by bit is the way to go, especially for people new to the area. There are certainly other ways of dealing with these situations but if you don't know what's coming it's hard to do. You can always check the wiki for such knowledge if desired.
Have you cleared any of the other areas?
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Bought this nugget from StueyG back in 2006. Was my first big purchase. Spent a good few weeks deciding on what skin and such to get. Cost 45k. Traded in Kaineng Center.
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Also, can we stop with the random centering of text? It serves no purpose but makes it harder to read.
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To quote you need to click the quote button on the post you want (you can click multiple posts if desired) then scroll down to the quick reply box and click the 'quote these posts now' link above the reply box. You can also manually type in the bbcode if you prefer; it's the same as it was on guru.
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Welcome back!
Actually not all that much has changed. The game has been in maintenance mode since 2012 so any feelings of directionlessness are largely going to be a result of loss of momentum and forgetfulness. Once you find something to do you should get back into the swing of things without too much effort.
-Can't say what's happened in the speed clear scene. That's not my thing.
-There was an Ele update in 2012, plus a Mesmer one in 2011 you may not have seen. The latter shook up the meta a great deal.
-There may be chapters of Guild Wars: Beyond that were added after you left. -
Since the announcement on Guru (and this thread being created) Curse have backflipped and said that they will be providing an archive. Everything on Guru will remain as is; we just won't be able to post. As such, mass migration of posts is no longer necessary. Do note though that as we almost certainly won't be able to log in, anything locked behind a log-in screen (most notably PM's) will be inaccessible and need to be manually backed up.
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TexMod modifies the way another application runs. This behaviour is fundamentally suspicious and so is prevented from running by some security software programs. You'll need to tweak it to allow TexMod to run.
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Tbh I'd prefer to do away with reputation. While it's nice to be able to give people a thumbs up for particularly good posts there are downsides too. It'd be ok if rating applied strictly to each post and not the user's entire account.
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I haven't tried UMod (have heard it is somewhat more difficult to get working, though whether this is true or not I don't know) but TexMod has always met my needs. Sometimes wrong textures will pop up in the distance but that's a minor cosmetic thing. Also turn off shadows (or something along those lines) to prevent a black box trailing your character.
It can be downloaded from here: https://code.google.com/archive/p/texmod/downloads?page=2
Grab texmod.zip. I've only ever used the 0.9 beta version.Usage instructions: http://wiki.guildwars.com/wiki/File:RunMod_Tutorial.jpg
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What exactly would these guides contain? Combat can't really be a selling point because with the buffet of grossly overpowered build options available the game mostly beats itself. Ironically normal mode (assuming no heroes or pve skills) ends up being much harder than hard mode. Cartography is only tricky for a couple of spots per campaign and there's enough leeway that they're irrelevant. TexMod and individual questions about specific points cover carto troubles well enough that I don't see where this would go. Missions would just end up being a lets play.
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I don't know anything about gate skipping tricks and whatnot so I can't comment on that. As far as the war front goes, it's fully dependent on the results of Alliance Battle matches and moves every three hours, if appropriate. I have no idea how much impact a single person could have if they were dead set on pushing it one way or another.
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I can't personally vouch for them, but there haven't been any skill updates in four years. If there's something to be concerned about it's how optimal the builds were in the first place. At worst, they'll be a bit outdated. You can always try one and tweak things afterward if you feel the need. Don't forget the output of a build is also dependent on how well you play it too, especially in PvP.
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I completely forgot about the whole getting the skills part. If you're not having trouble surviving I highly doubt there's any incentive to switching to sword/axe, especially if Death Blossom is easily accessible.
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I agree that piercing damage would be your biggest concern re: insignia. The health penalties on higher potency runes are balanced on a full party so naturally they'll seem disproportionate in other situations.
You don't necessarily need to use daggers. If you're already going /W for Sprint/whatnot running a sword or axe will allow you to take a shield.
Insignia don't stack, but they affect only the armor piece they're attached to so you'll need to have them on all of your armor pieces to get full coverage. What you've suggested doing above will work fine.
As far as forums go, Plains of Ashford->General doesn't really fit but neither does Builds->PvE. Would lean towards the latter but that might just be me following Guru practices. Having one thread for each campaign like you did on Guru would work fine.
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A collection of thoughts in no particular order:
-If you do a good enough job of determining an average price, you're as likely to lose out from price fixing as benefitting. You'd pay more when the prices are lower as well as less when they're higher. It's like declining a double or nothing situation - there's no inherent benefit to doing so.
-In retrospect, having a player act as the price fixed merchant is unnecessary. You could just grab cash from storage to make up the difference if the current trader price is higher than average. You'd need to track how much cash you should or should not have by doing this though, even if the trader price is lower.
-Speed runs always have conditionals attached. 100% vs any%, glitches vs no glitches, etc. I don't see why price fixing couldn't sit alongside such things.
-In single player games the uncontrollable elements are self contained and are thus repeatable by anyone at any time. If I was to attempt to beat your Emerald time 10 years from now, I'd have the same chance to find random Pokemon, the same chance to critical hit, etc, so it's all fair and the attempt would be comparable. If I tried to beat your Prophecies/Factions time in 10 years it wouldn't be. The economy forces you to factor in external elements. The random/uncontrollable elements are of a fundamentally different type. As much as you can treat GW as a single player game, you'll always be at the mercy of the economy which I believe to be unfair. As you point out, you can have people - yourself even - deliberately manipulate the market prices prior to starting your attempt. You're taking actions that make your playthrough easier without the clock ticking. When is that ever ok? As far as I'm concerned it's this simple: if there was a single player version available where there was no impact whatsoever from other people would you prefer to run that or the online version?
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One more thing - now that Guru will remain in place adding a link to it somewhere (either as a forum redirect or in the handy links section) would be worthwhile.
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OP updated thanks to honnaja.
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The only interest I have in RPing is in single player games where there's reactivity, a plot and characters worth caring about, etc. Think Bioware. GW for me is about builds and having something to do with friends/family, not so much immersing myself in character. If there was some kind of offline version or pen and paper game where my/our character(s) influenced what was happening it would be something I'd consider.
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Maybe this would violate some kind of speedrunner code of ethics or something, but perhaps you could just determine the average prices of the relevant materials, then find a player who'll act as a merchant to buy/sell at those prices. I know speedruns always have random/uncontrollable elements that require luck to get the perfect run, but I wouldn't have a problem with someone fixing the economy like this. MMO's aren't typically speedrun material, afaik.
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That was what was going to happen. Curse said that they might be able to create an offline archive but that it would not be accessible to users, hence the mad rush to back things up and transfer them elsewhere. Since then however, they've said they can leave Guru in archive mode, leaving the content intact but with users unable to log in/post.
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What exactly did you want moved across? In case you missed the news, Guru is being officially archived so all the content there will remain as is rather than being lost forever. You'll be able to refer to them whenever you need, and you can always ask questions here. Carto questions nowadays are pretty much exclusively 'TexMod says I can get this spot but I don't know how' and that's typically easier to answer on a question by question basis rather than searching through other users posts. If there was a sticky containing all of the typically hard to reach places it would be good to move across, but there isn't.