PvXwiki
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:Errant Venture on SF--[[User:TahiriVeila|TahiriVeila]] 13:06, 19 October 2012 (UTC)
 
:Errant Venture on SF--[[User:TahiriVeila|TahiriVeila]] 13:06, 19 October 2012 (UTC)
 
::Everyone was talking shit to me for picking sanctum of rall as a home server, we're heading to the top of the bracket this week because we stomped yaks face in. [[Image:They.jpg|36px|link=User:They]] 20:31, 19 October 2012 (UTC)
 
::Everyone was talking shit to me for picking sanctum of rall as a home server, we're heading to the top of the bracket this week because we stomped yaks face in. [[Image:They.jpg|36px|link=User:They]] 20:31, 19 October 2012 (UTC)
  +
  +
== n the first nine months of 2012 ==
  +
  +
Thanks to the magic of astromechs and aliens, BioWare could do some clever hacking of quests that turned out to be broken or nonsensical as the Runeacape game evolved. "Pretty much anytime you're having a conversation in our Runeacape game with a guy who's important, and out of nowhere, his friend the R2 unit pipes up? Yeah that's us doing surgery," Schubert reveals. The massive, multifaceted quests constantly in need of tinkering made keeping things in sync challenging enough but to make matters worst, writers originally wrote quests so that different classes were to go to different quest hubs at different times. Maintaining sync among those destinations became a priority, and subtle differences in mission length had huge social impacts. The philosophy of "class stories are done alone" definitely had to change.BioWare stories rely on the dramatic pacing of ambushing, when an unexpected approach changes the direction of the story. "Our writers were very, very cranky when they were told they had to do these things a lot less," says Schubert. Teleportation plays such a huge role in MMO, so Runeacape players could never be ambushed on the way out of dungeons, where they could often be expected to skip that exit process. Runeacape players have so much control over routes and destinations that it made it much harder for the team to conceal ambush moments and surprise the Runeacape player. The light side dark side divide made choices much more complicated. For example, love is considered a "dark side" value in the Star Wars universe, and flirting would add "dark side" points to a character trying to be on the light side, so the team had to communicate much more clearly. Overall the nuance of the two different sides made it more complicated to wrangle story choices so they were sensible for Runeacape players."The combat team had to change how the companion characters were, in order to make them more useful and give them more combat roles, and they pretty much gave every class a healer," says Schubert. The companion character was always meant to die, but in one case that character was the healer, which meant that story element had to see an 11th-hour edit. "We just could not take your healer away from you. We were actually afraid of the customer service cost involved in that."Ultimately the Runeacape game is a very mixed success its development costs have been estimated at $150 million, and it saw a subscriber falloff not long after launch from which it has yet to recover. The team has seen departures since then, most notably The Old Republic's lead writer, Daniel Erickson, while BioWare founders Ray Muzyka and Greg Zeschuk themselves decided it was a good time to explore new roles outside of Runeacape games.Schubert says he's pleased with the sales and the Runeacape game still enjoys a considerable subscriber base, but declined to reveal exactly how long The Old Republic spent in development when asked in the session Q A. Nonetheless, he says he's incredibly proud of his team and in particular noted that the Runeacape game's story is often cited as its strongest suit in its critical reception. A closer partnership with the writers and the world-builders earlier on might have taken the dev process further, Schubert reflects.Gamasutra is at GDC Online in Austin this week. Check out our event page for the latest on-site coverage. Runeacape players aren't the http://www.rsgoldshop.com only ones abandoning social Runeacape games investors are cooling off after last year's boom in the market, and are making fewer deals and putting less money into the sector in 2012.In the first nine months of 2012, investments in Runeacape game companies have generated $591 million, according to a new report published by digital investment bank Digi-Capital. That's on track to reach the same level as 2010's numbers but far behind 2011's record of $2 billion for the entire year.There have been 130 transactions this year so far, which isn't bad compared to last year's 152 transactions, but the average value of those deals in 2012 is $4.5 million, almost a third of 2011's $13 million average.Digi-Capital says that decline comes entirely from the Social Casual space. That sector accounted or 57 percent of last year's total investment value and 32 percent of its transaction volume, but Social Casual has only made up 8 percent of 2012's value and 11 percent of its volume so far.Cowen and Company analyst Doug Cruetz recently noted that social Runeacape game audiences have been shrinking this year, as many of them are jumping to mobile Runeacape games. A number of social Runeacape game developers like Zynga have noticed this trend, and have made efforts to adjust their output accordingly.Digi-Capital points out that Zynga's IPO last December was the apex of investments in the social Runeacape games market, and now VCs are "moving sharply away from that sector." It believes the social Runeacape games space is a consolidating sector, and that the wave of investments in that market appears to be over.The group identified a few other trends with investments, mainly that Kickstarter crowdfunding is now complementing traditional venture capital funding, and that free-to-play MMOs continue to attract backers they made up nearly a quarter of the year's total transaction value, though only a tenth of the volume .Meanwhile, mergers and acquisitions in 2012 are in the opposite position of investments this year companies have spent a record amount buying up studios, $3.6 billion, already more than 2011's $3.4 billion even though there's still three months left in the year.The number of mergers and acquisitions transactions has reached 71 this year so far fewer than the 113 reported in the entire previous year, but its average transactional value is $51 million versus 2011's $30 million average.Most of the recent and largest transactions have come from Chinese, Japanese, and South Korean firms. Similar to Western companies, those Asian firms have been primarily looking to make grabs in the mobile social, free-to-play MMO, and middleware spaces. This week, our partnership with Runeacape game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including why mini-roguelikes like The Binding of Isaac are "anti-BioShocks," deadbeat Runeacape games, and more.All of the party people were at Indiecade, so I am here to deliver some video Runeacape game writing to you. My name is Cameron Kunzelman. I like video Runeacape games. I like criticism. I like short, declarative sentences. I am not good at this.Anyway, video Runeacape game criticism is something that is really important to me, so I volunteered to take this week while Kris was off doing important things that I am not doing.The first piece for this week is one that I have gone back to over and over again as you can see in the comments . It is a piece by Kaitlin Tremblay about, well, "Borderlands 2 and the Surprising Feminism of the Siren Class." She writes that"The Siren class is a subversion of a stereotypical female trope that points fun at the token female in many video Runeacape games. Maya is not stereotypical as the Siren comparison initially implies.
   
 
== n the first nine months of 2012 ==
 
== n the first nine months of 2012 ==

Revision as of 06:51, 30 November 2015

Archive

Archives


Archive 1Archive 2Archive 3Archive 4Archive 5Archive 6Archive 7Archive 8Archive 9 - last archive before wikia move

Archive 10Archive 11Archive 12Archive 13


Skill Descriptions

Theyre still wrong and its kind of annoying. Is there a process to fix them? Edeth 13:37, 16 January 2012 (UTC)

They will get fixed eventually, just give Toraen time to update them.--Relyk 13:44, 16 January 2012 (UTC)
Phen needs to get dev access again to sync the files, but I've already updated our copies. -- Toraen confer 15:56, 16 January 2012 (UTC)
I'm waiting on Curse currently. They're super busy at the moment. It's literally them pushing the repo to dev, me checking nothing blows up with the update and push it live, like 10-15 mins when we get started. ~ PheNaxKian talk 17:42, 16 January 2012 (UTC)

SOPA Blackout

I say we throw up a disclaimer. It affects us ;o — Skakid Rally- kupo!S9M 14:14, 18 January 2012 (UTC)

If you knock something together I have no objection to throwing something up. ~ PheNaxKian talk 17:19, 18 January 2012 (UTC)
ATTENTION: Two bills before Congress, known as the Protect IP Act (PIPA) in the Senate and the Stop Online Piracy Act (SOPA) in the House, would censor the Web and impose harmful regulations on American business. As this would severely impact sites built on user-generated content, PvXwiki is opposed to these bills. See this website for more information on how you can help.

What do you think? — Skakid Rally- kupo!S9M 17:44, 18 January 2012 (UTC)

Changed colours to make it more readable, and slightly re-worded to make it clear this is taking place in The USA. But yeah, it's up if you didn't notice. ~ PheNaxKian talk 18:07, 18 January 2012 (UTC)
<3 thanks. Looks much better — Skakid Rally- kupo!S9M 18:07, 18 January 2012 (UTC)

← Moved from [[Talk:PvX wiki/API]]

Any chance to get API re-enabled for actions such as opensearch? Unliketea 15:40, 6 March 2012 (UTC)

You created this in the wrong place. You should use the community portal talk, or even just make a section on the main page talk (as I've moved this to). We don't make new pages for each issue here. Also, Curse is currently trying to move us to the current version of mediawiki and is sorting out our rate extension (which has some conflicts with it). It's unlikely that other coding issues can be worked on until then. If by opensearch you mean this we do have a plugin. It just can't be added from our site at the moment. -- Toraen confer 16:15, 6 March 2012 (UTC)
Thanks for the link ... I'll take a look at it. When I say opensearch .. it is an action that is defined by the mediawiki software that allows for external sites to query the database and retrieve articles in xml or other formats ... for example I could do a curl request on something like: gwpvx.com/api.php?action=opensearch&format=xml&search=Build:A/any_PvE_Dagger_Spammer to retrieve that article only.
[1] the api never went? ~ PheNaxKian talk 17:16, 6 March 2012 (UTC)
Try going to the link I posted above ... that certainly is not what the API specification defines should be returned. Unliketea 06:39, 8 March 2012 (UTC)

PvP Section's dead

And the PvE section is flooded by untested builds. Now I can officially say the PvXwiki IS DEAD! Silen† 08:18, 26 June 2012 (UTC)

Unban minion provided that he tests all untested pve builds:). Sjan 08:53, 26 June 2012 (UTC)
This is how it's been for about the past year or two. Nothing has changed except the amount of drama in the PvE section. jī·gō·dǔ - 12:44, 26 Jun 2012 (UTC)

Guild Wars 2

Any decision on whether or not there needs to be a PvX2 yet? Danny 06:34, 14 October 2012 (UTC)

I can't find the exact bit.. but somewhere other than this there was a link to a site which wasn't wiki based + had effectively already taken the place of pvx2. (and was already being used.. just there weren't any talk pages to banter on.) Cɥıǝɟʇɐıu Alǝx 14:12, 14 October 2012 (UTC)
It was linked here. It's more of a place to share the builds you use rather than a place to document the meta (does the PvP in GW2 justify a meta doc site though?). -- Toraen confer 16:13, 14 October 2012 (UTC)
I haven't actually played GW2, so I'm certainly not going to be able to answer that question. Might be worth polling for opinions, though, from people who do play. Hopefully some of those people have this page watched. Danny 15:41, 15 October 2012 (UTC)
It's really fucking hard to document the meta because you can't see what anyone else is running any more. Panic was bitching hard last night because everyone he was encountering had "bullshit invulnerable builds" and he didn't know why. He was even playing the same class sometimes :> A new misery 08:16, 17 October 2012 (UTC)
There's already various sites for builds (can't find the one I normaly see people linking to because I don't really care), so I'm inclined to say there's no need for a PvX2, especially considering it'd require someone to code the back end (not difficult, just horribly time consuming). However if Danny/anyone else who can program is board by all means go for it. ~ PheNaxKian talk 09:13, 18 October 2012 (UTC)
I'd have to probably play the game to know what the site would need, but it should be trivial to code something. The bigger issue is: how do we document the meta? Is it even possible to do so? I'm not going to build some shitty build storage site since there seem to be plenty. If we can get some solid, meta builds I'd be happy to build out a quick site. Danny 05:51, 19 October 2012 (UTC)
See my previous comment. The closest you could get to finding out the meta is asking tournament players what build they used. There is no obs mode, so you can't watch yet as far as I know and you can't see skill activation even if you could or what traits they have slotted, although you might be able to guess in some cases, such as if opponents always catch on fire whenever a guardian blocks something. The closest you could probably come to meta storage would be "They ran 2 guardians with shield/mace and hammer, 2 mesmers with greatswords and staves and a warrior with mace/axe and a rifle." That doesn't really seem worthy of a website. A new misery 07:58, 19 October 2012 (UTC)
An update: The previously mentioned and linked build database is fucking terrible. A new misery 11:14, 23 October 2012 (UTC)

What is anyone's IGN on gw2 if they are playing? Add Rawr plays War, im on FS. Rawr 15:28, 18 October 2012 (UTC)

Errant Venture on SF--TahiriVeila 13:06, 19 October 2012 (UTC)
Everyone was talking shit to me for picking sanctum of rall as a home server, we're heading to the top of the bracket this week because we stomped yaks face in. They 20:31, 19 October 2012 (UTC)

n the first nine months of 2012

Thanks to the magic of astromechs and aliens, BioWare could do some clever hacking of quests that turned out to be broken or nonsensical as the Runeacape game evolved. "Pretty much anytime you're having a conversation in our Runeacape game with a guy who's important, and out of nowhere, his friend the R2 unit pipes up? Yeah that's us doing surgery," Schubert reveals. The massive, multifaceted quests constantly in need of tinkering made keeping things in sync challenging enough but to make matters worst, writers originally wrote quests so that different classes were to go to different quest hubs at different times. Maintaining sync among those destinations became a priority, and subtle differences in mission length had huge social impacts. The philosophy of "class stories are done alone" definitely had to change.BioWare stories rely on the dramatic pacing of ambushing, when an unexpected approach changes the direction of the story. "Our writers were very, very cranky when they were told they had to do these things a lot less," says Schubert. Teleportation plays such a huge role in MMO, so Runeacape players could never be ambushed on the way out of dungeons, where they could often be expected to skip that exit process. Runeacape players have so much control over routes and destinations that it made it much harder for the team to conceal ambush moments and surprise the Runeacape player. The light side dark side divide made choices much more complicated. For example, love is considered a "dark side" value in the Star Wars universe, and flirting would add "dark side" points to a character trying to be on the light side, so the team had to communicate much more clearly. Overall the nuance of the two different sides made it more complicated to wrangle story choices so they were sensible for Runeacape players."The combat team had to change how the companion characters were, in order to make them more useful and give them more combat roles, and they pretty much gave every class a healer," says Schubert. The companion character was always meant to die, but in one case that character was the healer, which meant that story element had to see an 11th-hour edit. "We just could not take your healer away from you. We were actually afraid of the customer service cost involved in that."Ultimately the Runeacape game is a very mixed success its development costs have been estimated at $150 million, and it saw a subscriber falloff not long after launch from which it has yet to recover. The team has seen departures since then, most notably The Old Republic's lead writer, Daniel Erickson, while BioWare founders Ray Muzyka and Greg Zeschuk themselves decided it was a good time to explore new roles outside of Runeacape games.Schubert says he's pleased with the sales and the Runeacape game still enjoys a considerable subscriber base, but declined to reveal exactly how long The Old Republic spent in development when asked in the session Q A. Nonetheless, he says he's incredibly proud of his team and in particular noted that the Runeacape game's story is often cited as its strongest suit in its critical reception. A closer partnership with the writers and the world-builders earlier on might have taken the dev process further, Schubert reflects.Gamasutra is at GDC Online in Austin this week. Check out our event page for the latest on-site coverage. Runeacape players aren't the http://www.rsgoldshop.com only ones abandoning social Runeacape games investors are cooling off after last year's boom in the market, and are making fewer deals and putting less money into the sector in 2012.In the first nine months of 2012, investments in Runeacape game companies have generated $591 million, according to a new report published by digital investment bank Digi-Capital. That's on track to reach the same level as 2010's numbers but far behind 2011's record of $2 billion for the entire year.There have been 130 transactions this year so far, which isn't bad compared to last year's 152 transactions, but the average value of those deals in 2012 is $4.5 million, almost a third of 2011's $13 million average.Digi-Capital says that decline comes entirely from the Social Casual space. That sector accounted or 57 percent of last year's total investment value and 32 percent of its transaction volume, but Social Casual has only made up 8 percent of 2012's value and 11 percent of its volume so far.Cowen and Company analyst Doug Cruetz recently noted that social Runeacape game audiences have been shrinking this year, as many of them are jumping to mobile Runeacape games. A number of social Runeacape game developers like Zynga have noticed this trend, and have made efforts to adjust their output accordingly.Digi-Capital points out that Zynga's IPO last December was the apex of investments in the social Runeacape games market, and now VCs are "moving sharply away from that sector." It believes the social Runeacape games space is a consolidating sector, and that the wave of investments in that market appears to be over.The group identified a few other trends with investments, mainly that Kickstarter crowdfunding is now complementing traditional venture capital funding, and that free-to-play MMOs continue to attract backers they made up nearly a quarter of the year's total transaction value, though only a tenth of the volume .Meanwhile, mergers and acquisitions in 2012 are in the opposite position of investments this year companies have spent a record amount buying up studios, $3.6 billion, already more than 2011's $3.4 billion even though there's still three months left in the year.The number of mergers and acquisitions transactions has reached 71 this year so far fewer than the 113 reported in the entire previous year, but its average transactional value is $51 million versus 2011's $30 million average.Most of the recent and largest transactions have come from Chinese, Japanese, and South Korean firms. Similar to Western companies, those Asian firms have been primarily looking to make grabs in the mobile social, free-to-play MMO, and middleware spaces. This week, our partnership with Runeacape game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including why mini-roguelikes like The Binding of Isaac are "anti-BioShocks," deadbeat Runeacape games, and more.All of the party people were at Indiecade, so I am here to deliver some video Runeacape game writing to you. My name is Cameron Kunzelman. I like video Runeacape games. I like criticism. I like short, declarative sentences. I am not good at this.Anyway, video Runeacape game criticism is something that is really important to me, so I volunteered to take this week while Kris was off doing important things that I am not doing.The first piece for this week is one that I have gone back to over and over again as you can see in the comments . It is a piece by Kaitlin Tremblay about, well, "Borderlands 2 and the Surprising Feminism of the Siren Class." She writes that"The Siren class is a subversion of a stereotypical female trope that points fun at the token female in many video Runeacape games. Maya is not stereotypical as the Siren comparison initially implies.

n the first nine months of 2012

Thanks to the magic of astromechs and aliens, BioWare could do some clever hacking of quests that turned out to be broken or nonsensical as the Runeacape game evolved. "Pretty much anytime you're having a conversation in our Runeacape game with a guy who's important, and out of nowhere, his friend the R2 unit pipes up? Yeah that's us doing surgery," Schubert reveals. The massive, multifaceted quests constantly in need of tinkering made keeping things in sync challenging enough but to make matters worst, writers originally wrote quests so that different classes were to go to different quest hubs at different times. Maintaining sync among those destinations became a priority, and subtle differences in mission length had huge social impacts. The philosophy of "class stories are done alone" definitely had to change.BioWare stories rely on the dramatic pacing of ambushing, when an unexpected approach changes the direction of the story. "Our writers were very, very cranky when they were told they had to do these things a lot less," says Schubert. Teleportation plays such a huge role in MMO, so Runeacape players could never be ambushed on the way out of dungeons, where they could often be expected to skip that exit process. Runeacape players have so much control over routes and destinations that it made it much harder for the team to conceal ambush moments and surprise the Runeacape player. The light side dark side divide made choices much more complicated. For example, love is considered a "dark side" value in the Star Wars universe, and flirting would add "dark side" points to a character trying to be on the light side, so the team had to communicate much more clearly. Overall the nuance of the two different sides made it more complicated to wrangle story choices so they were sensible for Runeacape players."The combat team had to change how the companion characters were, in order to make them more useful and give them more combat roles, and they pretty much gave every class a healer," says Schubert. The companion character was always meant to die, but in one case that character was the healer, which meant that story element had to see an 11th-hour edit. "We just could not take your healer away from you. We were actually afraid of the customer service cost involved in that."Ultimately the Runeacape game is a very mixed success its development costs have been estimated at $150 million, and it saw a subscriber falloff not long after launch from which it has yet to recover. The team has seen departures since then, most notably The Old Republic's lead writer, Daniel Erickson, while BioWare founders Ray Muzyka and Greg Zeschuk themselves decided it was a good time to explore new roles outside of Runeacape games.Schubert says he's pleased with the sales and the Runeacape game still enjoys a considerable subscriber base, but declined to reveal exactly how long The Old Republic spent in development when asked in the session Q A. Nonetheless, he says he's incredibly proud of his team and in particular noted that the Runeacape game's story is often cited as its strongest suit in its critical reception. A closer partnership with the writers and the world-builders earlier on might have taken the dev process further, Schubert reflects.Gamasutra is at GDC Online in Austin this week. Check out our event page for the latest on-site coverage. Runeacape players aren't the http://www.rsgoldshop.com only ones abandoning social Runeacape games investors are cooling off after last year's boom in the market, and are making fewer deals and putting less money into the sector in 2012.In the first nine months of 2012, investments in Runeacape game companies have generated $591 million, according to a new report published by digital investment bank Digi-Capital. That's on track to reach the same level as 2010's numbers but far behind 2011's record of $2 billion for the entire year.There have been 130 transactions this year so far, which isn't bad compared to last year's 152 transactions, but the average value of those deals in 2012 is $4.5 million, almost a third of 2011's $13 million average.Digi-Capital says that decline comes entirely from the Social Casual space. That sector accounted or 57 percent of last year's total investment value and 32 percent of its transaction volume, but Social Casual has only made up 8 percent of 2012's value and 11 percent of its volume so far.Cowen and Company analyst Doug Cruetz recently noted that social Runeacape game audiences have been shrinking this year, as many of them are jumping to mobile Runeacape games. A number of social Runeacape game developers like Zynga have noticed this trend, and have made efforts to adjust their output accordingly.Digi-Capital points out that Zynga's IPO last December was the apex of investments in the social Runeacape games market, and now VCs are "moving sharply away from that sector." It believes the social Runeacape games space is a consolidating sector, and that the wave of investments in that market appears to be over.The group identified a few other trends with investments, mainly that Kickstarter crowdfunding is now complementing traditional venture capital funding, and that free-to-play MMOs continue to attract backers they made up nearly a quarter of the year's total transaction value, though only a tenth of the volume .Meanwhile, mergers and acquisitions in 2012 are in the opposite position of investments this year companies have spent a record amount buying up studios, $3.6 billion, already more than 2011's $3.4 billion even though there's still three months left in the year.The number of mergers and acquisitions transactions has reached 71 this year so far fewer than the 113 reported in the entire previous year, but its average transactional value is $51 million versus 2011's $30 million average.Most of the recent and largest transactions have come from Chinese, Japanese, and South Korean firms. Similar to Western companies, those Asian firms have been primarily looking to make grabs in the mobile social, free-to-play MMO, and middleware spaces. This week, our partnership with Runeacape game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including why mini-roguelikes like The Binding of Isaac are "anti-BioShocks," deadbeat Runeacape games, and more.All of the party people were at Indiecade, so I am here to deliver some video Runeacape game writing to you. My name is Cameron Kunzelman. I like video Runeacape games. I like criticism. I like short, declarative sentences. I am not good at this.Anyway, video Runeacape game criticism is something that is really important to me, so I volunteered to take this week while Kris was off doing important things that I am not doing.The first piece for this week is one that I have gone back to over and over again as you can see in the comments . It is a piece by Kaitlin Tremblay about, well, "Borderlands 2 and the Surprising Feminism of the Siren Class." She writes that"The Siren class is a subversion of a stereotypical female trope that points fun at the token female in many video Runeacape games. Maya is not stereotypical as the Siren comparison initially implies.