FANDOM

Thursday, October 1, 2020
23:05
en-4 This user is able to contribute with a near-native level of English.
North America 70x40 This user plays for the territory of North America.
1 This user plays Campaign One,
Guild Wars Prophecies.
2 This user plays Campaign Two, Guild Wars Factions.
3 This user plays Campaign Three, Guild Wars Nightfall.

Moving

I allow any of my edits to be ported over to (aka not anywhere else...)

By the way, I'm the same user as

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
  • 8 skills at a time, not all the skills you ever learned
  • 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
  • Game made to "Look doctored" - Art director photoshopped a screenshot then artists then made it that quality
  • 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
  • No potions to supplement player skill
  • 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 40 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)
  • Devs cant cheat on live server
  • Implementation of data aggregated from players (i.e. skills overused)

Why the "Infusion" naming convention? (Etymology of the names)

Grammatically, an object or proper noun would be "Infuser". However, the word "Infuser" is usually used in terms of tea bags so I went for a more subtle approach, by using a reference to the action or method of "infusing" (delivering intravenously or process of infusing) rather than the source of the "infusing".

The definition I was going for was "the act of infusing or introducing a certain modifying element or quality." - http://www.thefreedictionary.com/infusion

Compare: Infusion: http://dictionary.reference.com/browse/infusion ; http://en.wikipedia.org/wiki/Infusions%2C_intraosseous Infuser: http://dictionary.reference.com/browse/infuser

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