Recommended Posts

Contrary to popular belief, there's nothing wrong with dying to be honest. I'll take challenge and death any day compared to WoW's leveling experience in which you cannot die under normal circumstances really... :p

Type /deaths to see how many times you have died.

I have died 40 times and I am level 27. Lol.

I'm pretty sure back when I played WoW, I could make it to max without ever dying once. (I'm not kidding.) So, it is definitely a nice change of pace to actually be challenged.

In the original Guild Wars you would get an Achievement if you reached level 20 without dying once. If you had one of those people in your group you hated them because as soon as there was any danger they would run away so they didn't mess up their achievement. I don't know if GW2 has the same thing but I hope not.

I take it you have to go outside the main city areas to get side quests and the dynamic stuff right? (I know, stupid question probably) because I'm doing the My Story stuff and the instance I'm going into now is recommended for level 11+ and I'm only level 6. Needless to say, it's not going well for me :D

Type /deaths to see how many times you have died.

I have died 40 times and I am level 27. Lol.

I'm pretty sure back when I played WoW, I could make it to max without ever dying once. (I'm not kidding.) So, it is definitely a nice change of pace to actually be challenged.

Not bad, my thief probably has more.....been playing my warrior more though, and didn't even know of the /deaths command (I forgot about it from GW1), my /deaths count on my warrior is 5, and I'm lvl 20 already. In comparison, I died 4 times in a single storyline quest on my thief.

That being said, just hit level 20 and wow is low level warrior OP. I have 0 precision gear and have 104% crit chance.....4 signets with 10 trait points in Arms (warrior precision tree) for Deep Strike (+40 precision for each unused signet you have equipped) + Signet of Fury (+30 precision). Currently have 425 precision and I'm stacking power.

At level 30 I get another signet unlocked (the elite signet) which is another +40 precision. I know crit will fall off eventually since I'm not using precision gear....but until then I plan to keep 10 points in Arms for that skill then stacking power and toughness/vitality.

You can switch weapons? :rofl: ... Wait, seriously. I've been going into my inventory mid battle attempting to change weapons.

You can always have 2 sets of weapons, that can be toggled. ie) My theif has 1 set as dual daggers (melee), and another set with pistols for the ranged, can switch between them with a keypress.

I think Engineers (?) and Elementalists are the only ones that don't, on the basis that Elementalists can switch between 4 sets of 5 skills per weapon (earth fire wind water) which more than makes up for not being able to switch weapons.

Every class can switch weapons. To do it mid battle hit the ~ button. It's easy. It's funny because that's the button most of us have probably fat fingered a thousand times while playing other mmos and now it's actually useful. :rofl:

Actually Engineers and Ele's can't switch mid-battle.....to quote the guild wars 2 wiki:

Because engineers are able to switch skills using backpacks and weapon kits, they're restricted to one weapon set in combat.

The flexibility of switching between attunements means that the elementalist is restricted to only one weapon set in combat.

On another note, the trading post is up, but the influx of people trying to use it at once crashed it...I assume once the hammering slows down (and people stop trying to use it constantly the second it went live), it will come back up.

Actually Engineers and Ele's can't switch mid-battle.....to quote the guild wars 2 wiki:

On another note, the trading post is up, but the influx of people trying to use it at once crashed it...I assume once the hammering slows down (and people stop trying to use it constantly the second it went live), it will come back up.

I could have sworn I switch weapons while playing an elementalist during the betas. Maybe I'm misremembering.

About the market, I get the impression that the market is cross server. Meaning if you put something up anyone on any server can buy it. This is part of the reason why it's getting hammered so badly when it comes up and can't handle it, I think.

Also anet has released some sales figures stating that GW2 sold over 1 million copies this last weekend with over 400,000 people on at the same time (at its height WoW only ever had 800,000 people on at the same time). However they did not specify if that is just for the weekend of it it includes prepurchases and preorders. I'm willing to bet it does but it would be amazing and awesome if it didn't.

I would say all things considered and despite the market being down GW2 had one hell of a smooth launch.

I just devised a scheme for infinite jute scraps. Create elementalist, take clothes off, salvage, delete elementalist, repeat.

Will that work? lol

It might but probably less efficient than going out and killing things and would actually end up costing you money on salvage kits in the long run.

It might but probably less efficient than going out and killing things and would actually end up costing you money on salvage kits in the long run.

Ah, true. With killing things, you acquire other items to help offset the cost of salvaging.

Edit: Oh. Didn't know you couldn't salvage it. I figured if they overlooked something as vital as a player to player trade system, it might have been possible. Haha. Hopefully trade post gets up and running! Man.

However once you get a bit of money one recommendation to get jute is to go to a low level armor vendor and buy cloth from them. Of course you can only do this with a character below 15 because the vendors level with you. That doesn't mean you can't send that character money though.

Do you just use the asura gates in Lion's Arch then to get to these areas? For example, I'm Norn so how would I go about doing other starter areas?

Yes, it'll take you to the home city for each race, and from there one of the exits will take you to the starting zone.

Someone had mentioned the sales figures on the previous page. Unfortunately you can't quote on the mobile site as far as I can see. Those numbers of 400,000 concurrent users were just the online pre-purchasers on the weekend.

Has anyone created a Neowin Guild? I've asked previously and didn't receive a response. If not, I'm going to create one in about 30 minutes.

However once you get a bit of money one recommendation to get jute is to go to a low level armor vendor and buy cloth from them. Of course you can only do this with a character below 15 because the vendors level with you. That doesn't mean you can't send that character money though.

You can't mail stuff to your own account. I've tried that with a character I created and later wanted to delete.

You can't mail stuff to your own account. I've tried that with a character I created and later wanted to delete.

You can't mail stuff, but your bank is account based. Just put it in the bank.

Since no one answered, and it's been about a half hour, I created Neowinians of Tyria. Just pm Harrisonh.2015 and I'll invite you. Remember, you can be in multiple guilds. You don't have to leave your current one.

You can switch weapons? :rofl: ... Wait, seriously. I've been going into my inventory mid battle attempting to change weapons.

Yep, just hit tilde key. In beta I was hitting the little button next to 1 skill (and before that was using the inventory). So much easier with tilde :laugh:

Ok, one more stupid question: how does WvWvW work? If Yak's Bend has such a large pop, how do the other worlds compete? I play on Sanctum of Rall, medium pop...what's the point? And does WvWvW reset every month or few months? Thought I read that before somewhere...

Most things in this game are game wide, not server wide. Things such as guilds, contacts, bank, trading center, etc. So yes :p

Thanks for invite. One great thing about this, whilst you can't chat in the guild if you aren't representing you can at least see who's online from neowin!

This topic is now closed to further replies.
  • Posts

    • Trailer park trash “sport “, fits the current White House
    • KataLib 5.3.0.0 by Razvan Serea KataLib is more than just a music player — it's a complete audio suite designed for music lovers and creators alike. It combines a powerful audio player, a flexible metadata editor, a capable audio converter, and a music library manager into one streamlined application. Core Features: Audio Player Enjoy seamless playback of virtually any audio format or even streaming video files. DJ Mode lets you mix tracks with manual or automatic crossfades. You can also load and save WinAmp-style playlists for quick access to your favorite sets. Audio Converter Convert between a wide range of audio formats effortlessly. Trim or normalize your output automatically, and even extract audio from streaming video sources. Ideal for preparing files for different devices or platforms. Metadata Editor View and edit ID3v2 tags and other metadata. Batch edit multiple files at once, and fetch missing information directly from the MusicBrainz database. You can also apply or update album art with ease. Music Library Manager Organize your entire audio collection, search across tracks instantly, and download cover images from the internet — or use your own custom artwork. KataLib makes it easy to keep your library tidy and enriched with useful info. Supported Formats: KataLib supports a wide range of both lossy and lossless audio formats: Input: OPUS, AAC, FLAC, M4A, MP3, MP4, MPC, APE, AIF, MKV, AVI, MOV, FLV, WEBM, Ogg Vorbis, WAV, WAVPack, WMA, AC3, OGA, MP2, MPGA, MPEG, DTS, M4B, DSD (DFS) Output: OPUS, FLAC, M4A, MP3, Ogg Vorbis, WAV Under the hood, KataLib uses the trusted FFmpeg engine for audio conversion and media playback, ensuring compatibility with virtually all mainstream media formats. KataLib 5.3.0.0 changelog: Added Option to select the Zoom level of the Oscilloscope visualizer. The taskbar button of the app now displays the progress of its processing tasks. The metadata text of the Visualization Video can now be aligned by the user. We can now reorder the order of the Visualizers and Metadata, in the Visualization Video Setup dialog, by removing any item and adding it again. It will be added at the end. Changed The font size of the Visualization Video can now be more than 30 points. Updated yt-dlp library to version 2026... Fixed Opening the Visualization Video Setup dialog could fail if the settings were wrong. Sometimes there were false duplicates in the Rename Tracks dialog. Tracks without metadata appeared without title in the Recent menu. Download: KataLib 5.3.0.0 | 90.0 MB (Open Source) Links: KataLib Home Page | Github | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • EA Sports UFC 6 review: Brutal, satisfying, and surprisingly accessible to newcomers by Pulasthi Ariyasinghe EA’s UFC series of fighting games has been putting out games for over 10 years now, but it’s a series I have never spent any time with. As a PC guy, the series being console-exclusive is the primary reason for that. The latest entry to the series, EA Sports UFC 6, is still not coming to PC, but I have an Xbox now. When EA reached out to see if I could have a crack at the game and give my opinion about it, I finally got the chance to see what this franchise is about. I have spent about a week playing UFC 6 on the Xbox Series X. Despite my lackluster skill with fighting games, I still have fun with entries like Street Fighter and Tekken. I quickly came to realize this is a different kind of fighting game, not the arcade titles I am usually dabbling with. Most of the week that I spent playing UFC 6 was in the career mode, trying not to get knocked out while slowly improving my combos and reactions. The review below will be from the perspective of a newcomer to the series and an amateur fighting game fan, so please forgive any mistyped lingo or series-staple mechanics I am not comprehending. In the Ring Getting a solid hit in UFC 6 is satisfying. It’s probably the most satisfying impact reaction I have seen in a fighting game. The ripples in the muscles, the spray of sweat (and blood), the meaty sound, and the subsequent stumble all carry a lot of weight. If I miss a heavy swing like that, though, I already know that I'm in for a world of hurt from the incoming counters. The fighting is a real treat. The actions aren’t as snappy as arcade titles, so a miss feels like a much bigger mistake here. This slowness did take some getting used to, but I felt the improvement in my abilities even after a few drills with basic punch and kick combos. If I’m not deliberate with my actions in the ring, whether it be a hasty retreat or a flying punch, the possibility of getting instantly knocked out is always there. The head, chest, and legs all come with their own health bars, so guarding just one area is just asking for trouble. A few hits to the head, and it's game over. Meanwhile, you won’t even be able to stay on your feet if they get damaged enough, drastically lowering the total amount of stamina available for the rest of the match. I was also encountering a large range of fighting styles to customize my own fighter with. There are a huge number of real-life superstars here from multiple eras. It’s not as exaggerated as Street Fighter or Tekken, but the way they move, evade, throw punches, or even take steps is based on their real-life counterparts. I can see this being a big draw for any mixed martial arts fan. One feature I was surprised to see here was the 'Flow State' ability. As rounds progress, a power-up meter can give a temporary boost to the unique fighting style of the selected fighter, essentially boosting what they are good at. There is an entire visual effect that kicks in when activating this, too. The surprising part was seeing something like this in a game that feels like it’s aiming to be more of a simulator than an arcade fighter. My skill level is too low to use this exactly how the game wants me to, so I ended up triggering it whenever the opponent did it as well. Streamlined vs Authentic When I first started it up, UFC 6 asked me about my experience with the series. Being genuinely new, I took its advice and opted for a lowered difficulty level and 'Streamlined' controls. Quickly, I realized that this wasn’t for me. My chosen fighters were throwing random attacks, no matter what combination the game was trying to teach me. Win streaks were happening, and I was already getting bored out of my mind just a few matches in. Turning off this mode and switching to 'Authentic' controls fixed everything right up. I was now able to control my fighter with more precision than I expected. I could control each arm and leg, which body part my attacks would aim at, and the fully customizable controls for setting up unorthodox moves were a cherry on top. None of these made me an expert at the game, but at least I was being beaten up fairly. This is not a point against UFC 6, though. Giving the option for anyone to enjoy the game is always a good thing in my eyes. There is a lot of customizability in the difficulty, with everything from slow-motion reactions to specific assists being offered as toggles. If I had a friend coming over and wanted to try a quick 1v1, the streamlined controls option is one I’d consider to make it a light and fun fight. The one part of the fighting that did not click with me was the grappling. Being taken to the ground brings in an entirely new control mechanism involving mounts and submissions that feel more like quick-time events than the heavy, tactical fighting I had seen so far while standing. The game wants me to hold sticks in certain directions to change the position or pull off submissions, trying to do the opposite actions of the opponent. Even though I tried to get used to this gameplay, it just felt like a momentum killer, and I eventually just wanted to get back on my feet to get back into the action. Legacy and Career It was UFC 6’s career mode that I wanted to play the most when I started it up. I grew up with EA Sports games, and taking my team from the ground to the top has always been my favorite task. UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
    • No, Microsoft is obviously just spending money on maintaining a product with 0 users.
  • Recent Achievements

    • Week One Done
      ssd21345 earned a badge
      Week One Done
    • Contributor
      MarkHughes4096 went up a rank
      Contributor
    • Dedicated
      jordanspringer earned a badge
      Dedicated
    • Rookie
      Rimplesnort went up a rank
      Rookie
    • One Year In
      Markus94287 earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      486
    2. 2
      +Edouard
      173
    3. 3
      PsYcHoKiLLa
      138
    4. 4
      ATLien_0
      94
    5. 5
      Steven P.
      79
  • Tell a friend

    Love Neowin? Tell a friend!