Posts by Neutral_CH

    As someone who has never used toolbox, I can say I have heard all about the sweet features but it never looked like the Iconic Interface for me so I never used it. That being said, people crying about the chest feature being removed and saying “I’ll never do this again until it’s back.”Well that’s just lazy. I’ve never known the silky blanket of opening a chest at a distance before you have to walk up to it. That doesn’t sound like how the game was designed to be. I’m glad it’s gone, it was probably used by every chest runner bot there was.

    The funny thing in this story is that, like ID dialogs, the function for opening a remote chest has been removed from TB++ and that .dll prior to the build change to Visual Studio 2022 in autumn 2024 are no longer compatible today. But that doesn't mean you can't use it in GW. Gamers who relied on TB++ to provide them with functions are (generally) unable to understand their meaning, and moreover unable to develop these functions themselves via in-house software or a plugin via TB++. I'd say they get what they deserve. And again I'm zapping, back when TB++ didn't yet exist, with players gargling with functions/bugs who didn't understand or people who buy third-party software without a graphical user interface, etc. etc.. No arms, no chocolate!

    Note from a player who opened +40k of chest without third-party software.

    Thanks for heads up, i never had any issues myself tho with any of these threads we have with millions of images here in legacy :p

    Strange, when I posted it was super slow to load, but not the other forum threads, nor the connection at home in general. Now the page loads directly without any lag (?) ?(

    Pleikki the images are very very very slow to load, so much so that you don't wait for them to appear.

    The weight varies according to the PNG images, but it's the number of images per page that should be the problem. You should add them in Thumbnail mode at the very least.

    Drugs, you say? Sorry, I was born in a nenuphare...

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    I'm wondering if this would have been possible all along or just because servers got better over time:/

    It was a thing for a while, but was reverted back to 'normal' because odd gfx issues in towns. This is a "we figured out the issue and re-increased the player limits in towns."

    I can't remember which update nerfed the old high player cap, but i believe it <honest truth> had to do with "flying Wintersday decorations." 😆 I think like 3-5 years ago.

    This was not notified via an update, but the outpost instances had seen the maximum number of players reduced (After testing for increased in 2018: update may 9 2018 "the player-cap in districts was increased on May 8th, the day prior to this update."). This was tiring and led to too many small instances.

    The beginning of this story took shape via a post by Stephen on Reddit, 7 years ago: here

    Update -- February 7, 2025

    • Fixed a bug that was causing some maps to use excessive CPU causing 'lag'.
      • The bug fix did not require a new build.
      • The bug would manifest more often during Festivals and/or when more than one build of Guild Wars was active.
      • This bug was fixed just before the recent Lunar New Year festival but not publicly announced as it wasn't clear how impactful the change would be.
      • The build on February 4th was to test how the fix performed with multiple builds during a festival.
      • The results so far are promising so as an experiment the maximum capacity of all Outposts has been increased.

    I experienced the opposite, no xp gain for more interesting drops. Maybe the 2 factors are right (gain or no gain of XP), but a third or more affects them. Not dying and covering X distance or the amount of time spent in the zone/dungeon... it all gets a bit twisted at some point. Especially since, without a real constant, it's easy to see noon at your door.

    PyroLobster could have done exactly the same and still not have half of these drops, without knowing why.

    I explained for the Zethuka items (here). With new characters and/or a new account, this systematically increased the chance for these items. I had compared this to Nighfall's treasure chest, which can also drop better items, the longer you wait before re-opening them, or also opening them with a new character/account.

    I think the elements that affect this are multiple in the game's source code (only 1 could be manipulated, it's not possible if the factors are multiple and numerous).

    But it's clear to me that the “virgin” + time factor plays a “reset” role, or at least allows for more luck, apart from other multiple factors.

    (I remember a few years ago, every day, over a period of 2-3 weeks, after 5-10 runs in Bogroot, my 3 accounts would drop a Froggy. And in the same order for the drop (account 1, then 2, then 3, etc). Which is a lot of Froggy and contradicts the logic above. But with the luck factor, why not? The only “new” element was an old account donated by an old player, whose new character, who had done nothing in the game and was not killing anyone, was simply opening the chest with group (3 accounts and heros). And I've also noticed it with my low LvL, which prevents any XP gain in the game, with chests on zones. The Terrorweb Dryders in Gate of Pain drop Ghostly staff and Eternal shield q8, but after a while (5-10 runs) this is very very very very rare, especially the Ghostly staff).

    PvP titles:

    - Gives you more Balthazar faction max. than you can accumulate (max. 250.000pts). See also Hero Panel for infos.

    - Allegiance rank (Kurzick & Luxon) give you more faction cap max (max. 70,000pts) and more Imperial faction max (max. 140,000pts). Also via Hero Panel.

    - The rest of the PvP titles don't change your account/character status. Except emotes for Hero and GvG titles.


    PvE titles:

    - Account titles: The luck/unluck title, Treasure hunter and Wisdom, changes the way you recover your lockpicks (% luck) as well as when you recycle an item in your inventory (% luck).

    - The Nightfall and Eye of the North titles (Lightbringer, Sunspear, Asura, Deldrimor, Ebon Vanguard, Master of the North and Norn) change the power of skills linked to these peoples (PvE skills). And apart from Sunspear, they change the power of the associated rank, when the title is selected.


    If I forget nothing the rest offers no advantage once finished, apart from the satifaction of having completed it and for the HoM of course.


    The advantage in Eden is with Vanguard quests: “Characters with an active Vanguard Quest in their Quest Log will receive an armor boost while in any explorable area. Those traveling with quest takers will not have the bonus.” After, if you do it the old-school way, you'll be at a disadvantage in terms of multiple suicides. But who still uses the old-school way and these 100,000 deaths, to increase the LvL of Charrs, in order to reach LvL20 (I would have done it a 3rd time :D).

    q9 inscr chan ghostly is 2-10a range, wait for someone who needs one in kamadan and try to sell in that range, they are pretty rare because they drop only in dryders chest in nf

    If several players fight over it, prices can rise to over 5a- 10a (for channeling, earth and domination, the most sought-after requirements). But if not, the price drops steadily and we regret having put it up for sale. :*

    For those who knew the Ultimate Breaks and Beats vinyls. I bought my first vinyl of this series in 1989 (I'm fucking old!)

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    Hi,

    If you want to find information on selling prices, you can look at the subject in my signature (even though I have nothing to sell at the moment).

    I should post a video and refresh this tutorial, my technique is more evolved and faster today. But the place I'm targeting is the best place for it. If you want to get Eternal Shield q8 blue inscr. you can farm the first 2 groups of dryders from the Gate of Pain co-op (a video should be made there too). But with this farm, forget the Ghostly Staff, it's just for the shield and bows low req.

    I calculate the number of people who will use this function and who will know of its existence... :/ :/ (and 2 seconds later) I'm done!

    Update -- January 23, 2025

    • Added new command line parameter "-log" (or "/log")
      • Off by default
      • Writes "Gw.log" to the Guild Wars install directory
        • Clobbers existing "Gw.log" file (i.e., does not append to an existing file)
      • Steam integration logging is highly preliminary
      • "Normal" errors, which have existed for years and can be ignored:
        • Error: Client pathing data out of sync with server. You may observe your character 'warping' during movement.
        • Various texture errors
    • Server maintenance build

    All items are cute, its depends of perspective, chaos axe blue ins are awesome, purples shadow blade insc awesome too, magma shields ins blue eternal shields blue ins are all awesome, is you only like gold well too shame you only focus in just a color and max stats, this game brings alot of perspectives also its all in your mind.

    Okay, but that doesn't mean that every time you drop something you have to post it here as cute, you can keep it to yourself. If you post here, you accept that others won't find it cute. Has force that's ridiculous or indicative of an IRL person in need of recognition (?)

    I can be so mean sometimes I even surprise myself mouahaha :evil:

    Update!! ...

    :mouse:

    Edit:

    Update -- January 22, 2025

    • Download and initialize steam_api.dll. This is a preliminary step to better integration with Steam.

    NOTE: Guild Wars on Steam is a legacy version. As far as I can determine, Guild Wars was first launched on Steam on April 22, 2009. We only sell game keys through the Steam Store and do not utilize any other Steam features. Consequently, significant effort is required to reconcile Steam purchases with our internal sales system. Due to the lack of previous integration between Guild Wars and Steam, certain development tasks will be more efficiently performed on the live servers. That is why this update is being implemented today, even though it does not include any user-facing features.