User:Life Infusion9685

 Tuesday, August 27, 2024 Homepage Subpages   Builds  Quests Left Uploads 

=Moving= I allow any of my edits to be ported over to http://wiki.guildwars.com/wiki/Main_Page (aka not anywhere else...)

By the way, I'm the same user as http://wiki.guildwars.com/wiki/User:Life_Infusion

=Why Play GW?= It would be similar to building a deck in Magic: The Gathering: The more cards you own, the greater the number of different playing decks you can choose to play. When you buy the chapters of Guild Wars, you will acquire a larger collection of skills and abilities from which to build your skill set, but you will not gain more power. - Guild Wars FAQ In fact, we have likened Guild Wars' pre-mission strategy sessions to a game of Magic: The Gathering, where you may have hundreds of cards, but select a small number appropriate for a specific strategy. Like the Magic player, the Guild Wars player will have to think about what options he has for skills, what might be needed in a particular mission, and then take it a step further and consider what his teammates are bringing to the mix. From his inventory of skills - which may number several dozens or more - the player will select a small number to take into a mission. -IGN Interview
 * Joined because of gameplay similar to Magic: the Gathering (no overpowered things, regular balancing)
 * Business Model with no monthly fee, so when you are busy you don't feel compelled to play and end up screwed
 * Skill balancing and skill-based play: best balanced skill system besides MtG online, which is a CCG not 3D and doesn't have missions/quests
 * Eliminates grind of leveling skills and attributes
 * Decent level cap attainment, unlike some other games with lvl 60, 100+ level caps that take forever
 * Mission/Quest based Goal versus level goals
 * full 3D, not 3D on isometric background
 * minimal time investment (much like RTS/FPS)
 * Fusion of RTS and FPS elements: interrupts, resource control, capture the flag
 * World Championship based on skill
 * Observer mode to learn new strategies and to think of counters
 * No skill-leveling BS grinding such as "Fire attack Level 1 --> Fire attack Level 2" after zapping something 50000000 times with Fire
 * Vanity armor provides no extra stats, just appearance
 * Customization of weapons/armor
 * Instant PvP Characters
 * Only one "server" - server infrastructure allows playing with anyone via International Districts
 * Ability to choose male/female character regardless of class
 * Designate PvP areas, instead of random PKing
 * At least 20 skills per class
 * Banning of cheaters/hackers
 * Low server downtime
 * The developers play on a regular basis, and alpha testers play all the time (24/7)


 * References:
 * http://en.wikipedia.org/wiki/Comparison_of_MMORPGs ;http://en.wikipedia.org/wiki/List_of_MMORPGs ; http://en.wikipedia.org/wiki/Category:Massively_multiplayer_online_role-playing_games
 * http://www.mmosite.com/ ; http://www.ign.com/ ; http://www.gamespot.com ; http://www.gamespy.com/ ; http://mmorpg.com/index.cfm?bhcp=1
 * http://www.onrpg.com/ ; http://www.play-free-online-games.com/games/games_rpg.html ; http://www.freemmorpglist.com/

=GW Wiki Tasks=
 * Random grammar fixes
 * Make the builds at User:Life_Infusion/builds/ usable.
 * Revise pages according to Game updates.
 * Update stubs with new information from ingame.
 * Check to see if all the skills are properly labeled as elite
 * http://gw.gamewikis.org/wiki/Category:Stubs
 * http://gw.gamewikis.org/wiki/GuildWiki:Improvement_project

=GW Wiki Formatting=
 * Variables
 * Wiki markup
 * Magic words used in MediaWiki
 * CSS properties
 * Complete CSS Guide
 * Images and uploading files

=Essential Links=
 * Quests
 * Game updates
 * Elite skills list
 * Collectors
 * Research needed
 * Skills by Campaign
 * Attribute point spending
 * Hero skill trainer locations

Info

 * Weapon Damage and Req

Suggestions

 * Exp Siphon PvP characters
 * >3 sup rune notification
 * Armor Bag
 * Slot Marketing
 * Unlocked Skills Toggle
 * Away Mode activation with emote

Somewhat Offtopic
When you look at Guild Wars ...it isn't simply a game that's about beating each other over the head with damage and whoever wins the race is the winner. Instead it's a game about controlling the state of the battle, of finding or creating situations where certain types of damage will rock your opponent, while stopping your opponent from doing the same. It's about disrupting your opponent's strategy, by proactively screwing up his offense and setting up defenses that he isn't prepared to deal with. It's about shutting down your opponent's ability to do the same to you. - Charles Ensign

The status of the character should reflect the status of the player behind it. A high-level character isn't just a high-level character: it's a marker of player status. If it's worn by someone not entitled to wear it, that very seriously annoys those who are entitled to wear it. It says something about a player's achievements: it's non-transferrable.
 * Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier
 * Pitfalls of Virtual Property

<blockquote style="border-left:solid #000000 5px; padding-left:1em; margin-left:1.5em; margin-top:0.5ex; margin-bottom:0.5ex">my cat running across the keyboard could hit enough keys on a paragon or rit bar to defend your entire team well enough <blockquote style="border-left:solid #000000 5px; padding-left:1em; margin-left:1.5em; margin-top:0.5ex; margin-bottom:0.5ex"> Strength has a very minor effect...pity damage...but the skills in Strength are very strong- Izzy
 * Weapon of Choice GvG #10

=Oddball Builds, thought of on a whim= They may not be necessarily effective, they just are thoughts of how to synergize certain skills without being cookie-cutter, or as the dictionary puts it, "marked by lack of originality or distinction". Embrace the inner Johnny in you! <blockquote style="border-left:solid #000000 5px; padding-left:1em; margin-left:1.5em; margin-top:0.5ex; margin-bottom:0.5ex">Johnny likes a challenge. Johnny enjoys winning with cards that no one else wants to use. '''He likes making decks that win in innovative ways. What sets Johnny apart from the other profiles is that Johnny enjoys deckbuilding as much as (or more than) he enjoys playing. Johnny loves the cool interactions of the cards. He loves combo decks. Johnny is happiest when he’s exploring uncharted territory.''' ...R&D designs some cards for Johnny. Johnny cards are cards that have unique effects that Johnny can build cool decks around. In general, Johnny cards are the kind of cards with real potential. (Some of them will eventually excite Spike.) Good examples of Johnny cards are Holistic Wisdom, Radiate, and Battle of Wits. - Magic the Gathering R& D team


 * Submitted Builds: []