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Flame and Frost: Prelude - January Update 2013


Arenanet has just announced the information and created the event page for the January update, Flame and Frost. This update is a prelude, meaning it is meant as a preparation for the upcoming months. The update will go live on January 28.

The update also brings new features, such as achievement updates, laurel currency, guesting,
new utility infusions and ascended amulets, and overall enhancements and updates. Make sure to check out the event page for the full details!

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The sky falls and the ground shakes in the lands of the north. Charr and norn refugees crawl from the wreckage of their homes in the Wayfarer Foothills and Diessa Plateau, struggling to find shelter in the south. The call goes out for volunteers to assist the victims in this time of need, when earth and sky seem to have become the enemy…

Flame and Frost: Prelude is the prologue to a multi-stage narrative that will bring big changes to Guild Wars 2 in the months to come.
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Another week, another batch of leaderboard updates. Did you make the cut this time around?

NA Qualifying Points

EU Qualifying Points
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Recently, ArenaNet pointed out that they have been uploading various music and sound clips to their SoundCloud page. You can check out their uploads here.

If anything, you should listen to the voiceover outtakes. Poor Logan, INDEED. Also, I think Zojja has a serious drug problem. Back to Top

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This week we had two live interviews - one on the official Guild Wars 2 livestream and another with MMORPG.com. Today we'd like to highlight the two transcripts that dulfy created for them:

Guild Wars 2 Dev Livestream (Jan 17th, 2013) - Link

MMORPG.com Livestream with Colin Johanson (Jan 18th, 2013) - Link
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Tomorrow, January 17th, systems designer Matt Witter, game designer Jonathan Sharp, and lead content designer Mike Zadorojny will be hosting a livestream chat on Twitch to discuss the game's design as well as chat about various topics present in the community. The stream begins at noon PST and, after a short break, will continue at 2 pm for a Q&A session based on questions submitted on the official forums. These developers play a big role in the design and development of the game, so you definitely are going to want to tune in to hear the insight they have to offer.

Keep in mind they haven't posted the actual thread that they'll be using to pull questions from yet, but we'll keep an eye out and update you all when it's up. Back to Top

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As one of the most anticipated features to date, guesting will finally be implemented in just under two weeks on January 28th. Since launch, in order to play people who were currently on another home server, players had to take advantage of map overflows or dungeon instances that shared the same region. Now that restriction is being lifted and players are now able to be a guest on another world. Specifically, two worlds every 24 hours.

However, there is something to remember here. Much like the regional restrictions that currently prevent NA and EU servers from playing through dungeons together, guesting will only allow accounts of the same region to guest to each other. To quote Martin Kerstein,

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"Because (different from a world transfer) we are not moving your character between data centers, you may only guest on worlds in the same region as your home world. Players on North American home worlds cannot guest on European worlds or vice versa."


With guesting comes the end of free server transfers. After the guesting update, transfers will require a tiered gem fee based on the current population of the desired server. Less populated servers will be less expensive to transfer to than a high population server. Transfers are still limited to once every seven days.

Remember! This update happens January 28th! If you are a chronic world-switcher, make sure you're snug tight in your home server before it lands to prevent getting stuck. Back to Top

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As promised, Colin Johanson has takent the time to outline what we can expect from Guild Wars 2 in the first half of 2013. It's a big post with lots of exciting new information, so below you can find the highlights of the article to find what was mentioned quickly. You can also read the preview in its entirety here in order to get a more detailed picture of what ArenaNet has planned. There's a lot of new content here, so let us know what you're looking forward to the most!

General
  • Expansion of the achievement system and its rewards.
  • No new gear tier between Ascended and Legendary in 2013
  • New guild missions.
  • Guesting.
  • Redesigned boss encounters.
  • Improvement of "looking for group" tool.
  • Improvements to Fractals of the Mists.
  • Paid server transfers.
World vs World
  • Continued work on "culling".
  • New reward/prestige system.
  • Visible titles.
  • The final game score for the week will not be the only reason to be "winning".
PvP
  • Reward system re-haul.
  • Allow less competitive players to find matches with players of a similar skill.
  • Custom arenas, "observer mode", visible rank leaderboards.
  • Major tournaments are mentioned as a long-term goal.
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Gamebreaker TV's armor guide


Gamebreak TV's Richie Procopio and team have assembled a Guild Wars 2 armor guide featuring the coolest looking armor for all professions and races.  The guide also covers how to earn them, if there are any restrictions, and what the statistical benefits are of every armor set.  You can check it out on their website.

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In most MMORPGs, acquiring loot is a key motivation for the players, and it’s no different in when it comes to Guild Wars 2 armor.  We want our avatars to look as bad-ass as possible, so we’re willing to go on massive quests, farm endless materials, and trounce the most malignant forces in search of shiny baubles.  In Guild Wars 2, obtaining gear is mostly a cosmetic affair.  Once you snag the best stats with level 80 exotic armor, the hunt begins for armor sets that will make you stand out and turn heads.
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Over on the official forums, Mike Ferguson has shared some of the lesser known details about World Vs World. First off he explains the despawning aspect of siege equipment. Unbuilt siege currently has a timer of 10 minutes before it is automatically destroyed, while completed siege has that limit upped to 30 minutes. That timer is reset every time a player interacts with it, so it's important to keep a good portion of your siege refreshed throughout your matches.

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Completed siege weapons will despawn if they haven’t been manned for 30 minutes.

Secondly, we have the siege limit. In a single 1,000 unit radius players are able to throw down five siege weapons. Any attempts to place more than that will be met with an error and force that siege equipment back in your hands to be placed elsewhere. We also have a total siege limit that covers the entire map. Mike explains that the details are tough to explain in a simplified form, but notes that there is a separate limit for Flame Rams and a separate limit for any other type of siege equipment.

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[..]for the purpose of this explanation, each team can have up to 100 of these types of weapons out at any time per map. Each team can also have up to 100 rams placed on a map.

The topic of the player limit in WvW as well as various stats such as class percentage and k/d ratio also came up, but exact details and numbers were unavailable. However, there is mention of their desire to allow players to trade siege equipment rather than resort to the less traditional method of drop-trading, but coding issues prevent that at this point in time. Back to Top