Talk:Game updates/20060920

I HATE the new armor sounds. This may actually make me mute my audio. --Fyren 01:46, 21 September 2006 (CDT)

Shit, I kinda like them. They're badly synced for warriors, but they sound neat on casters. 24.6.198.156 01:48, 21 September 2006 (CDT)

Oh god please no. Why did they feel the need to do this? From now on, we will never be free from clank clank jingle rattle clank. Please please let them think better of it, or at least include a mute option.... Arshay Duskbrow 02:02, 21 September 2006 (CDT)

it seems as if theres a bug that makes the music change a few seconds after it starts in the login screen, and im not sure if its new but the camera can no longer go underwater--Ofer1992 07:49, 21 September 2006 (CDT)

Kinda find it annoying that my Ranger wears nothing but leather yet he goes 'clink clink clink' everywhere. (T/C) 12:24, 21 September 2006 (CDT)

Emotes
They did some before, but Stefan busting into dance HAS to be new. 24.6.198.156 02:00, 21 September 2006 (CDT)
 * If THAT is the AI update then.... :( &mdash; Poki#3 [[Image:Poki.jpg|20px|My Talk Page :o]] 03:51, 21 September 2006 (CDT)
 * It is my impression that they also have greately improved the formation in which henches move and position themselves around the player. --84-175 (talk) 06:18, 21 September 2006 (CDT)
 * The positioning seems to be a point of contention among the henchmen - either the positioning logic needs some tweaking, or some of the henchmen are bickering over their spot in the line-up. :-)  Several times, I'll get two going to the same spot in the front row, after a short hesitation one will then move to an already occupied spot in the second row, where there's another momentary hesitation before the henchie that had been in that spot moves on to the back row. --- Barek (talk • contribs) - 10:56, 21 September 2006 (CDT)

I was getting mad at them yesterday while doing Sunjiang District for all piling up on the frontline, level 24 assassins do a lot of dmg with death blossom and explosion :( &mdash; Skuld 11:00, 21 September 2006 (CDT)

Earshot range
"Increased earshot range to the radius of the Danger Zone (the inner white circle on the mini-map Compass)." That will make paragons much more useful. --Xeeron 03:52, 21 September 2006 (CDT)
 * It was like that during the last preview. --Fyren 03:56, 21 September 2006 (CDT)
 * And I wonder what are they going to do when Nightfall is finally released, 'cause this looks like a temporary solution... &mdash; Poki#3 [[Image:Poki.jpg|20px|My Talk Page :o]] 04:14, 21 September 2006 (CDT)
 * I assumed it would become permanent then. --Fyren 04:21, 21 September 2006 (CDT)
 * ... they will be removed from the game again until the release of Guild Wars Nightfall. That surely means they will be readded when Nightfall is released. --[[Image:Gem-icon-sm.png]] (talk) 04:40, 21 September 2006 (CDT)

''Bullhorn Signet - Signet. For the next 10...20 seconds, all Shouts and Chants have double the normal range. (Attribute: Leadership) Activation: 2 seconds Recharge: 30 seconds'' :P Arshay Duskbrow 05:02, 21 September 2006 (CDT)

A dervish would probably be unhexable without the change to CoP. Kessel 07:33, 21 September 2006 (CDT)

Does this mean I can stop running upto allied spell casters and shouting "Watch Yourself!" in their faces? --SK  07:53, 21 September 2006 (CDT)
 * Means "Watch Yourself!" will get the nerf some time after Nightfall release. 83.159.9.78 11:54, 21 September 2006 (CDT)

Too much text..
The wording of the modifier "while enchanted" was changed to "while under the effects of an Enchantment" This sounds terrible.. Why do they always have to make it so complicated? ^^ Poke 06:34, 21 September 2006 (CDT)
 * Always? --Fyren 06:38, 21 September 2006 (CDT)
 * No but I don't think this is good for weapon descriptions.. [[Image:Poke.gif]] Poke 11:59, 21 September 2006 (CDT)
 * They don't keep making things complicated, they keep clarifying things. If that means descriptions have to become more wordy then so be it. The same thing happened to MTG, older descriptions were vague and became clarified through wordiness in newer sets or rules. [[Image:Chuiu Me Icon.png]] (T/C)  12:19, 21 September 2006 (CDT)
 * Then how about we change "While Hexed" to "While under the effects of a Hex"? That's just silly :( &mdash; Poki#3 [[Image:Poki.jpg|20px|My Talk Page :o]] 03:40, 22 September 2006 (CDT)

Henchman note..
I find this:


 * Henchmen are now much more proactive in following targets. They will initiate their attacks on the target as soon as the player initiates an attack, not after the player's attack hits. This makes coordinating an initial spike much easier. Henchmen will now also cycle targets with greater frequency: warrior henchmen such as Lukas and Stefan will often switch targets to spellcasters, hexing henchmen such as Dunham and Lo Sha will spread their hexes around, and interrupt henchmen such as Erys Vasburg will now use interrupts on many more enemies than previously, to give a few examples. Lastly, henchmen appear to be much more sluggish in breaking off their attacks when retreating; it is not rare to see the ranger henchmen continue attacking even after the player is an entire aggro circle diameter away.

To be incorrect. The first part about attacking when you attack was always true, the last part about using their skills on all foes, not just the one you called also seems incorrect (from limited testing of 2 hours). The part about breaking aggro was always there. If henchies start attacking, it's harder to get them to break aggro.

Any quantitative proofs would help restore faith in this. --Karlos 10:19, 21 September 2006 (CDT)


 * http://www.guildwarsguru.com/forum/showthread.php?t=10048404 84.19.182.23 10:21, 21 September 2006 (CDT)


 * This is a typical collection of henchmen horror stories. Nothing sounds new or different. That player X says "I've never seen that behavior before" does not mean that behavior is new. All they describe is stuff I have seen happening well before today's update.
 * I am mor einterested in facts. Namely, if Erys Vasburg uses an interrupt on a foe OTHER than the one you are attacking. Or if Sheena puts Lingering Curse on another foe... Then THAT is news. But henchie horror stories like these prove nothing. --Karlos 10:29, 21 September 2006 (CDT)

Call health and energy
i think not being able to do this anymore will be a pain espically energy, why change it anyway?-- Blade 18:28, 21 September 2006 (CDT)


 * I think this is a bug. --Karlos 18:34, 21 September 2006 (CDT)

From article:
An anonymous editor added
 * Fixed a bug that caused the luxon warrior armor hands not to move.

to the wrong section. I was going to move it to the GWiki notes, but I don't know how to rephrase it since I have no idea what it really means. People wearing Luxon warrior armor would never have their hands move? --Fyren 20:09, 21 September 2006 (CDT)
 * As in sword glued to the palm, no grasp :P &mdash; Skuld 20:20, 21 September 2006 (CDT)

New mission reward?
Look here, is that new with this update?


 * Not new. The Divinity Coast bonus has alkways rewarded the party with some money. --[[Image:Gem-icon-sm.png]] (talk) 06:59, 22 September 2006 (CDT)
 * The amount of money depends on how many Chosen you've managed to coddle to the endpoint. Kessel 07:05, 22 September 2006 (CDT)

Store Music
I think it's new that when you select a campaign from the shop, the music changes to that campaign's theme. EDIT: The music when creating a new character seems new to me, too. -- numma_cway 07:55, 22 September 2006 (CDT)