Posts by Anti

    Some pre-guild wars tidbits I have saved from arenanet.com -- their team formed in 2000 and actually maintained a blog. They had a quiet period for most of 2003 after ncsoft acquired them but 2002 and 2004 are jam-packed with goodies. You can(or could) find it on way back machine:

    ArenaNet Begins Alpha Test


    25 April 2002

    ArenaNet is pleased to announce the start of external alpha testing for our upcoming game. With the completion of our core networking technologies that enable us to stream high-quality game content over a standard dialup connection to the Internet, ArenaNet is taking the unprecedented step of inviting external users to participate in real-time in the game development process. Alpha testers will receive the same streaming updates to the content as the development team on a daily basis. So, as new content and features are developed and refined, testers' opinions and feedback will shape the game. We are delighted about having achieved this milestone, and look forward to a highly successful and innovative alpha test. We aren't accepting any additional applications for alpha testers at this time, but we will continue to update our news page as the test progresses.

    Gaile Gray Joins ArenaNet Team


    25 April 2002

    In conjunction with the start of our Alpha Test, we are also pleased to announce that Gaile Gray has joined our staff. Gaile is a professional writer and gamer whose most recent projects have included contributing to the DiabloII.Net and WarCraftIII.Net websites, as well as writing for several other websites and game companies. She will be joining our team to assist in coordinating our Alpha and Beta Tests as well as managing our websites and fan communications.


    2002 article about making online games from Patrick Wyatt of anet:

    Display Spoiler

    Introduction

    As you've probably noticed among your computer gamer friends, on-line gaming has grown by leaps and bounds over the last few years. Many more homes have Internet connections, cable modem and DSL are expanding into more neighborhoods, and the number and quality of games that involve people in the on-line environment have also grown rapidly. While many quote statistics from Jupiter Media and other research firms, we've seen firsthand how fast on-line computer games are growing by being directly involved in creating and running a gaming network.

    As game developers, and as gamers, we're excited about this growth, and we want to satisfy the expanding market for on-line games. But as developers, we are acutely aware of the challenges involved in reaching our goals. In this article we discuss some of the issues involved with creating a good on-line game, and outline some of the challenges in making everything work.

    What Makes a Multi-Player Game Great?

    Depth: A successful game will be designed so that there is not a single "best" way to play. If there is one very effective "killer strat," or if one character or racial type is wildly unbalanced or has noticeable advantages over the others, then everyone will be tempted to play precisely the same way, which creates a dull play environment.

    The ideal game will offer many different ways of winning, and will encourage exploration of different characters and strategies. A good developer can incorporate elements of the "paper, scissors, rock" challenge, where for every in-game choice - be it strategy, character type, item use, area of spell research, point placement - the exponential rise of variable interactions is dealt with. Balancing two spell types against one another isn't remarkably difficult. But balancing those same two spells against one another, when used by a variety of character types, and when used in combination with a multitude of other spells and items, becomes much more complex. This is an effect of combinatorics, where adding more elements to the game design causes the number of possible combinations to rise on a massive scale.

    Ideally, no individual item, character, or strategy should be inherently better than any other. As an example, in StarCraft, if you run ten of the heaviest Siege Tanks into a base, you will nearly always lose in your attempted assault, despite that fact that the unit itself is very effective. Its effectiveness lies in the combinations you choose. If you layer your choice of Siege Tanks with other units - Vultures, Marines, Firebats - you'll have a far greater chance of success. So you have chosen one possibly successful strategy, and of course that strategy can be countered with a dozen defensive strategies. When we developed the game - and when we develop our future games - we have to consider all the combinations, singly and in multiples, so that any one choice isn't always victorious, but rather that a variety of choices are given a balanced opportunity of victory against different defenses.

    The large number of strategies, counter-strategies and counter-counter-strategies means that it's incredibly important to have a long testing cycle and to include the gaming public in the testing process. No matter how much testing is done inside the company, any game that's complex enough to have many strategies and counter-strategies is also so complex that the developers cannot exhaustively test every possible scenario. By publishing via the Internet we expect to be able to provide immediate, incremental patches to handle play-balance issues both large and small rather than waiting several years for uber-patches as is more common with retail titles; our long development process (two years and counting!) is partially due to the effort we've spent on automating every part of the patching process.

    Learning Curve: Another important factor is ease of use and the individual player's "learning curve." It's difficult to judge the quality of some games from an early view because the true level of game quality only becomes obvious after the investment of many hours of a player's time. Few players have the patience to master games with a difficult learning curve (myself included!), and the interest in those games quickly fades. Most good games, and most widely successful games, have a gentle learning curve so that new players aren't intimidated by the complexity of the overall game but can gain playing skills while having fun, while experienced players continue to add to their repertoire of tactics well after the game's launch.

    Games that have "startup missions" or "walkthroughs" are essentially guiding players up the slope of the learning curve while entertaining them, but of course there has to be a careful balance between "easy enough" and "completely unchallenging". We've found that adding fresh testers all the way through the game development process dramatically improves the quality of the early missions. One of the difficulties we regularly faced in developing both the 'Craft and Diablo series was that our internal testers rapidly became the best players in the world, because playing 8 to 12 hours a day is like going to gaming college. We had to be careful about setting the difficulty level to meet their rapidly advancing skill level, and we frequently added new testers to the mix to ensure that the game difficulty increased only moderately for the early game missions.

    Public beta tests growing from tens to thousands of gamers during the last few months of game development are an excellent means to squish bugs, validate play balance and check for hardware compatibility, but there is another form of trial that can be very useful as well, which is called "usability testing." This type of test requires watching individuals playing the game without providing any feedback to see how they navigate the interface, to learn how intuitively the interface works as they progress through the game. Standing back and observing a player move through the game for the first time is incredibly helpful to developers in discovering game areas that they need to improve in order to make things more user friendly or more logical to the average person.

    The final developer's challenge related to the learning curve is to create a playing environment that establishes viable player match-ups so that novices can fight against others with a similar skill level, grandmasters can find a challenging game, and players of every other skill level in between can match up with others of like ability. Ladder rankings help establish viable player match-ups, and difficulty settings are an assist as well. Allowing players to choose individual difficulty settings is a big win, because there is no right or wrong answer; the players can agree on the game balance among themselves.

    Fairness and Chance: Game balance should work in such a way that the better player usually wins, but the underdog always has a more than fair chance. Many games have a problem where the first few minutes of play determine the outcome, although it still takes a long time for the inevitable win. We called this the "Z-factor" at Blizzard, after the RTS game called "Z", by the Bitmap Brothers. While it was well-done in many regards, the game was generally a race to victory: as soon as one player captured one base more than his opponent, he would inevitably win no matter the strategy of the other player. With Warcraft and StarCraft, we tried to create a game where a good player will usually win over one who is average in skills, but where even the less-experienced player has a chance of winning from time to time with the use of novel strategies or even just a bit of game-generated luck.

    It is difficult to work in elements of fairness and chance, because even small advantages tend to compound over time. Having one more Peon unit is like compound interest: if you don't start "investing" early, you won't be able to retire! An example of the developers helping out the underdog can be found in many racing games, where the racer who is behind is given a slight speed boost. Sometimes, that'll be enough to zoom to the front just at the finish line. Of course, some players learned to capitalize on this "underdog advantage," but games are generally better for its inclusion.

    Another challenge is to create diversity rather than completely analogous units. A good game doesn't have units that are completely balanced one-for-one across the board, but it should have pairings that offer pluses and minuses that make them somewhat equal. Considering Warcraft's Archers versus Spearmen: we had tried to make them somewhat different, and so gave the Spearmen more damage points, but the Archers a bit more range. The problem is, of course, that the Spearmen can't do any damage at all if they don't get close enough to attack, and in a match of Archers versus Spearmen, the Spearmen are dead before they get a good chance to try to take out the Archers. In Warcraft II, we wanted the Paladin's Healing to be an excellent counter, pretty close to a "tit for tat," to the OgreMage's Blood Lust. However, due to the game mechanics and the spellcasting constraints of Healing (such as having to individually select each healable unit), Blood Lust will always take the day. It wasn't until we changed from Warcraft's "unit equivalence" to StarCraft's "race equivalence" that we were able to correct the most egregious play imbalance issues.

    Social Opportunities: On-line gaming is a very social experience, and gamers want the chance to play in games with their friends, guild members, or acquaintances. Players sometimes desire to have places to meet outside the gameworld itself, which is why forums, chat rooms, guildhalls, and message boards are so popular. Multiplayer games should cater to these social desires, and make it easy to meet friends (new and old), and to keep connections with peers. The fewer barriers there are to this social interaction, such as divided game servers that separate people by geography, the better.

    The reason that most games split people into separate "geographic" groups is because it's (relatively) easy to write a standalone server, but much harder to have the servers communicate, as they have to be designed to share workload, minimize communication overhead and resource contention, and minimize the latency between users. While banking software can take 5 or 10 seconds to approve a transaction, having a conversation with another person with 5 second lag is an exercise in frustration. The reason that most companies don't make the effort to correct this is because it is difficult and time consuming. And certainly, if you don't design a system that will handle these challenges up front, it's very difficult to correct the problem later.

    Moderation: We feel - as gamers as well as developers - that expectations of a certain level of behavior are a good thing. Some level of anarchism in a game world is appropriate, but it's important that there's a fair set of rules so that antisocial players don't end up ruining other players' experiences. People can actually think their choices are "justified" by the amusing illogic of concepts like "I had to hit him because he was going to hit me first." While some games provide game moderators to attempt to correct "social injustices", it is a daunting task to successfully perform game moderation. There are probably a few thousand game developers and moderators in the world, while there are millions of game players, so the logistics of being able to create a well-moderated environment for a successful game are difficult indeed.

    So, how do developers meet the desire for free choice that the gamers want, while not allowing any one group to run amuck and spoil it for everyone? They offer choices. One choice could be a selection of environments or game types. For example, if you have a game that allows player-killing, decide whether to establish a separate world for those players, or whether to allow them to play in their choice of game worlds but with limits, such as mutual acceptance of PK Mode, or whether there are no limits, but there is a warning system in place. Do you want to allow back-stabbing, like alliance switching or hidden partnerships? Then give people enough choices that they know what they're getting into. Offer melee-type games which allow these changing alliance options, but also offer free-for-all games that disallow alliances from the outset so that those who want to play "every man for himself" and want to avoid betrayal by allies can choose that mode. For those who like to play in a group environment, offer team games as well as melee games. Team games will offer fixed alliances and remove the option for "teammate betrayal," where melee games will always contain that "edginess of the unknown" that some gamers enjoy.

    Giving gamers tools to choose play partners, including rankings and buddy-lists is a good start. A goal of ArenaNet is to give players the tools to perform a great deal of self-moderation by creating their own guilds. Each player will be able to select a guild (or several) appropriate to his or her own playing style, and have the expectation of playing against others with similar "social instincts."

    Player Choices: Any game requires a player to make choices. Whether it's what character class to be, what strategy to pursue, what technology to specialize in using, or what area of the gameworld to explore, there are many questions to answer. A player needs to feel satisfied with his game choices; this long-term satisfaction is essential to a successful on-line game experience. Developers need to create an environment where each person has the chance to feel like "the hero" and where choices made early on are not constraining later in the game. After all, does anyone really want to be an armor maker, or is it that the game world is not creating enough rewards for a more heroic play-style?

    This challenge can be addressed by considering what sorts of psychological rewards might inadvertently be given for unexpected behaviors. Do developers really want to encourage "spawn camping," where people spend hours a day in one spot, killing the same monsters over and over again, in order to level up or get great items? By rewarding players for trading items, do they want to encourage players whose sole occupation is making applesauce? These phenomena are preventable if the development team will forecast a consequence for each choice.

    Replayability: After you've handled the factors listed above, then replayability and longevity are definite considerations. No one wants to spend his hard-earned cash for a computer game that ends quickly and doesn't encourage replay. The best games are those that invite you back again and again, to learn a new character type, explore a fresh area, investigate a new group of skills or abilities, or to try a totally different strategy. Some of the simplest concepts are the most long-lived. Examining the rules of chess is easy, but the game itself draws lifelong dedication to learning its intricacies and mastering its art.

    The technical hurdles of multi-player games

    A Lag-free Environment: Few things raise the hackles of on-line gamers more than "lag" in a game. Lag occurs when the multiple computers involved in the game become unsynchronized and fail to reveal the same worldview or begin to respond to player commands at varying speeds. The game must utilize as little bandwidth as possible in order to run on the widest variety of systems and to avoid the evil Lag Monster. In addition to real-world difficulties introduced by the light speed delay of packets sent over long-distances, re-transmission of packets caused by network "hiccups", and the narrowness of the pipeline through which packets are sent, developers have to avoid a whole slew of programming complexities that actually induce lag.

    First and foremost, a game must minimize the number and size of packets that need to be sent. Since each packet has a substantial amount of overhead in the form of a "packet header", sending two packets with one command each has twice the overhead of sending one packet containing two commands. Furthermore, every "large" packet that has to be sent delays all the packets "behind" it in the transmission queue because of the time required for the hardware to transmit the data.

    In addition, we need to search for induced latency, which is caused when the programmer has done something in the code that causes packets to be delayed, which is quite a bit more common than you might imagine. The bottom line is if we achieve greater efficiency in the code, and a more direct order of operations, lag will be reduced.

    Finally, the most important thing is to test the game the way it will be played! A lot of multiplayer games are tested, not over the Internet, but exclusively on the internal high-speed local area network. This is a recipe for disaster, as you can only find out how things will work in "real life" by doing "real life testing." At ArenaNet we've made a point of developing and playing our own game over the Internet to ensure that we suffer exactly as much as our users have to.

    Responsiveness: Once everything possible has been done to minimize latency, the next step is to minimize the appearance of latency (also known as "latency masking"). For example, the 'Craft engine "acknowledges" orders immediately with sound effects ("Yes, my liege"), and by changing the cursor graphic, for example showing a target reticule when you are in targeting mode rather than the normal selection cursor. But in both instances, it may be several game cycles before the order is actually carried out. Even when a serious network hiccup occurs, the game will still accept user input, and although the result of the input may be delayed, the game still "feels" responsive. Only as a last resort does the game halt temporarily to display a network timeout indicator.

    Conclusion

    While working on our first ArenaNet title, we're keeping our past experiences in mind, while working to build something even better in the future. The challenges of creating a successful multiplayer game pose interesting obstacles, but they also present fascinating opportunities. We consider ourselves fortunate to have the chance to build something we're really excited about, and we look forward to sharing it with you.


    No UI, which is a lot of what we are interested in looking back, but here are pre-release official screenshots on the WBM:

    https://web.archive.org/web/2005062801…ts/default.html

    Pre-release "blog" with fan questions, interviews, screenshots, info about stuff that did and didn't make it into the game...a gold mine:

    https://web.archive.org/web/2004080600….guildwars.com/

    And, starting in 2005, the Guild Wars page began having a lot of activity regarding the game we dearly love. You can still read/see basically everything pre-release. They were doing a TON of interviews and things at this time.

    https://web.archive.org/web/2005022304…ildwars.com:80/

    Its worth reading through these old fan site blogs, teasers, and so on.




    Early guru is a gold mine(though it started in 2005 not 2004) -- "build reviews" from pre-release/beta give insight into beta skills and ideas about builds.

    https://web.archive.org/web/2005031509…arsguru.com:80/

    ex: https://web.archive.org/web/2005051700…ew-4-id1206.php

    https://web.archive.org/web/2005040618…azon-basin.html First Guru "guild of the week" -- people spend so much for gold trim guilds, THIS is the guild you need to be trying to buy if you're a high roller. :)

    I have done an ungodly amount of research on q8 insc swords and cannot find a modern drop of where a wyvern could come from. I know one exists and I’m not writing off the possibility of more, but I am unsure

    Derailing topic some to go back a month(sent PMs to Fireball and you, decided why not post in public too):

    Wiki has drops allegedly from a level 20 Charr ranger in 2011. The guy who reported lvl 20 EoTN charr seems pretty reputable as he was a regular wiki poster ( https://wiki.guildwars.com/wiki/User:Ashlann ) and the report is from 2011 so it's close enough to the end of the update cycle that likely nothing changed. There are a lot of lvl 20 charr in Dalada Uplands. Maybe even something like floor 1 CoF could be a farm. That's where I would seek q8 Wyvern...

    https://wiki.guildwars.com/wiki/Talk:Wyvern_Blade

    Maybe I'll spend some time and try to confirm Wyvern drop from Charr. I suspect the reason we have not seen more q8 Wyvern is because they are so exceedingly rare as normal drops. They would probably be a valuable sword in general if not for dungeon chests dropping them more frequently than mobs.

    Kind of like Darkwing Defenders: I think we all know where they drop low req, but for the many who have tried how many people have actually seen a low req Darkwing drop? Wyverns come from a more obscure place if they do indeed come from l20 Charr(because who has ever farmed NM EoTN charr?), so I'm not surprised to have them basically be undocumented. q8 inscr swords are so brutally rare in the first place, then you add heroes taking drops, and the small amount of time many of us spend in NM in the first place...a million normal playthroughs of EoTN could easily go by without anyone seeing a q8 Wyvern, then even if it drops are they the kind of player to understand what they have just seen and have it go onto the open market? I suspect we would all be mortified if we knew the kinds of drops that have been merched out of ignorance even in the last year, much less the 13 years since EoTN release.

    EDIT:

    Farming strategy to confirm the hypothesis

    Dervish with Onslaught/Vow of Piety/Mystic Vigor/Grenth's Aura/Metal Block/Aura Slicer/Reap Impurities/Ebon Standard of Honor at 12 wind(+1+2)/9 mystic(+1)/9 scythe(+2) does fine vs these Charr and has a speed boost built in. If you run from Doomlore towards the Grothmar portal, there are 10 Seekers right at the Grothmar portal. There is a group of 4 on the road, and another 6 surrounding a mound thing on the hill above. You can kill the 4 in under a minute after zoning from Grothmar, the 6 are harder to pull and took me another minute and a half or so. Maybe someone better w/ pulling mechanics can figure out how to ball them quickly. I think if you had an alt acct to gate you back and forth(since there is no town to resign to, you're zoning back into Grothmar->Dalada) it would be faster to just do the 4 and zone over and over again.

    Anyway...very clean runs(don't forget Vanguard title), 10 full clears(so 100 charr) on my lunch break ofc produced no golds or purples at all, so finding a Wyvern even if this is the place could take thousands of runs. I invite anyone bored to try it, the 4 on the road especially are very easy to kill so I imagine many builds could do it.

    Unfortunately, even if we confirm this location it's a functionally impossible farm. Unless ppl are out there willing to pay 2000a for one of these you are better off farming other stuff because of the odds involved. But it would be nice to confirm where they're possible for the history books, kind of like Colossal q8. We don't actually have to drop a q8 to confirm, just need a wyvern from these guys because they're the right level. :)

    Prophecies is my choice for campaign. The subsequent games solved game problems and are obviously parts of why we still play today though and all offer a great deal of value to the GW experience:

    Factions gets you max armor and level in 5 hours and is a comfortable length to rope in new players. Factions fixed the pacing of Prophecies. I know so many people who quit in 2005 because 25 missions with PUGs wore them down. Factions was a lot quicker and more comfortable. The Luzon/kurzick stuff and of course the alliance system are also core elements of gameplay even in 2021.

    NF has better pacing, a better story, more complex objectives/enemies…but doesn’t have the magic. NF is objectively the reason we still play today(heroes) and is objectively the best written campaign in terms of story. Even the existence of inscr weapons makes the game a lot more player friendly even if we all love our OS weapons. If I was picking the “best” campaign, opinions aside, I think it’s hard to argue NF doesn’t win. If they made a GW movie out of one of the campaigns, you would want it to be NF. The characters are far deeper, the motives and themes more complex. But NF lacks the exploration, diversity, and majesty that makes Prophecies so special.

    EoTN is also amazing — I’m not allowing myself to count it because it’s so short, and despite that it just might win, but I love dungeons! EoTN was so well designed to simply deliver us content. The story is well written(though it could have used more time), the PvE skills added complexity and power to PvE builds to differentiate them from PvP, and despite taking a few hours to beat EoTN has the most replay value/content of any GW release. So glad we got EoTN. I have done Slavers Exile so many times — 2008 tank and spank slavers PUGs are something I miss almost as much as Prophecies PUGs in 2005.

    So now with all of that praise for the others, I have to defend my choice:

    What Prophecies lacked in game comfort, in writing, in player friendliness it made up for in variety, mystery, and visuals. While the overarching story leaves a lot to be desired, from Pre to the Shiverpeaks Prophecies is packed with weird, wild, and fascinating scenery, side quests, and so on. You can run anywhere and accidentally end up against enemies you weren’t supposed to fight. There are numerous zones that exist essentially just to be discovered -- places tucked away with no real reason to visit other than pure exploration. Your rewards are elusive and abstract, you visit The Falls just to see The Falls. Your reward for discovering the Temple there is simply that you have now seen the temple there. There is such a magic to that, something lacking in new games that try to over-explain everything or more likely just do not include elements like this. The lack of an intense theme gives the enemies so much variety — you’re fighting charr, then dwarves, then skeletons, then white mantle, then forgotten, and so on…and it all feels seamless. The bonuses, while often annoying to solo these days, were so fascinating. The underlying tone of PvE being training for PvP makes for some really cool objectives like Aurora Glade, Thirsty River, etc.

    If you were picking a single campaign to get lost in, Prophecies is the one. I have been lost in it for about 16 years now. :)

    Favorite mission is probably Gate of Madness(HM) if I’m being honest with myself. I want to be a cool guy and pick Dunes or THK, but GoM is the one mission I will always put stuff aside to help with when people ask in alliance chat. It’s fun and it’s challenging. Many others are more nostalgic but GoM is the one I enjoy the most purely for challenge/fun.

    I used to do the Wajjun Bazaar farm vs jade brotherhood in ~2008-9 and I got at least two gold paper lanterns that I remember. The farm isn't very heavy on enemy volume but I always found the drops to be quite reliable when I put time into the farm.

    FWIW, I got dozens of bladed shields/Bo staves in the time it took to get 2 lanterns, so I concur with others that they are super rare.

    Newer(Winds of Change) farms may be strictly better for these skins, not sure. The Jade Brotherhood have shockingly good drop tables though!

    1e/stk for all remaining party pts (not sure how many are left after others bid)

    40 stks Choco bunnies 40e

    and 40e/title for enough to max drunk(since you have a mixture of low and high pt alcohol I’ll let you choose)


    5 winters day grab bags bid 2a for the lot or 160e

    Total here would be 240e+1e/STK for all remaining party if you like my offers :)

    I sold an Echovald with identical mods for 200e in-game recently to someone standing in Kama advertising "buying OS shields", so I imagine this has some value being the same mods from the same place. I think Echovald is probably a more popular skin, but not so much so that the price should be much different...it's just a matter of finding someone who wants to buy a mostly useless shield outside of collection that is not perfect.

    Just sharing my anecdotal experience since this is a bit odd to PC.

    Hi all, Have a few inscr items I would like to buy.

    They are as follows:

    Q8 earth 11-21 wand insc any skin

    q4-6 max AR command shields - lmk your skin and we can discuss!

    Note: Regarding non-max spears, I am aware many of these are very rare. I am interested in anything close. Basically, if you have a q4-8 spear with dmg that is within a few pts of any of the listed values I may want to buy it. offer me any gold, non-max, below req 9 spears please! I’m buying blue and purple, but any gold below r9 is really of interest!


    q8 14-26 spear any color
    (may consider slightly different dmg range depending on skin)

    q7 13-25 spear any color (may consider slightly different dmg range depending on skin),

    q6 13-23 spear any color (may consider slightly different dmg range depending on skin)

    q5 12-21 spear any color (may consider different dmg range depending on skin)

    q4 11-19 or close. very interested in this. Any color.

    q8/16ar gold Shield of The Wing or Aegis (must be gold, have several blues) -- interested in tactics and command.

    q7/15ar and q8/16ar Vabbian Bastion either req any color


    q7/15ar and q8/16ar Vabbian Tower Shield either req any color


    contact here or in-game The Vasty Deep :)

    Ty to the people who have contacted me so far -- still more to buy! :)

    Hi all. Bumping my thread up. All of the shields will go to the highest bidder pretty soon after the first bid, so if you're interested in one try me.

    Caster items I'm a little more picky with and all have R/Bs. I have a few more storage panels to get to, so by the end of the week I will be putting all of these items into storage character purgatory and putting up a new set of items.