I wanted to join GW2 but when i got to download it it doesn't show the final download size and that would be a choice changer for me cause my internet is limited.. so what's the size of the first stander download of the game?! Not the total game size but only the very first download size! If someone has downloaded it lately!
(Actual size - not the "size on disk" which might vary depending on partition/sector size and stuff.)
So roughly 6.7 GB. (Above copy pasted from German windows version - we use the , do seperate decimals not the .)
EDIT #1 - that took a while allright
After downloading the data file from scratch it now takes 61992026456 bytes (not "size on disk).
So it's actually bigger by 14418080 bytes, roughly 13,75 MB, funny.
While perfectly playable on smaller displays, the "Small" Interface size appears to be designed for about 1400 pixels wide, and the "Normal" interface size for about 1550 pixels wide. On smaller displays than this, the Chat panel pops up out of alignment from the row with the skillbar and minimap. Resize it smaller from the upper right corner. However, at 1280 pixels wide, even with the interface size on small, the minimum width of the chat box does not fit in one row.
A party may consist of a single player; a player must even face certain quests alone. In PvE campaigns, the maximum party size starts at two or four, and progresses to eight at a rate dependent on the campaign. Two of the elite missions allow twelve. These are The Deep and Urgoz's Warren. PvP matches require parties of four or eight, or in the case of an Alliance battle: three parties of four.
All regular party management must occur inside a town or outpost. Here, an individual player can invite other players to join up. If both players are solo or leaders of same-sized parties (heroes included), the player who sent the invite will become the leader of the new joined force; otherwise the leader of the larger party takes the lead.
While in a town or an outpost, the leader can transport the entire party via map-travel, pressing the "enter mission" button or by speaking to certain NPCs with travel or mission options; a ten-second countdown will appear in the case of map-traveling or entering a mission, with the leader being given the option to cancel this action. Moving a party to a different outpost is only possible if all of the party members have the target outpost available and the target outpost's size restriction is larger than or equal to the current size of the party. If both conditions are not met a warning will appear, similar to the one gotten by party members attempting to map-travel.
Guild Wars has a continuously running automated tournament system.[3] Players or guilds elect to participate in the tournament by buying in-game tokens using their PvP faction points. The participants are divided randomly into groups of 32 that participate daily in up to six Swiss rounds held on a fixed schedule, and the top eight guilds continue on to a single-elimination tournament. Participants who are unable to field a full team automatically forfeit their round. Success in daily automated tournaments qualifies that particular guild for play in the monthly automated tournament, and the final victors of this tournament earn a number of real and in-game rewards. Players who do not participate in the automated tournament were allowed to place bets on the results of these tournaments for a number of in-game rewards prior to February 2010.
Many competitive matches may be observed by players by means of an observer mode.[2] Important PvP matches such as matches in the Hall of Heroes or between highly rated guilds may be observed (after a delay of fifteen minutes) by others in order to see the tactics used by successful teams and attempt to learn or counter them. Guilds may additionally observe their own Guild Battles for a fixed period of time.[4]
Guilds are a core element of Guild Wars, manifesting not only as social units but also being closely linked with the game mechanics. Although a player is not required to join a guild, it adds value to the gaming time and increases camaraderie. Often, joining a guild is a good way to get help from more experienced players as the in-game guild interface allows communication between guild members.
A guild leader creates the guild by registering a guild name and a tag (between two and four characters long) with a Guild Registrar, found in some major towns. The guild tag is displayed in brackets after the names of guild members. The leader also designs the guild's cape (from a large palette of shapes, patterns and emblems), and purchases a guild hall that serves as the guild headquarters and may be furnished with merchants, traders, and storage NPCs. Each guild hall is an individual instanced outpost located at the same spot on the Battle Isles, but they are not physically accessible to non-allied members as the only way to enter a guild hall is by "map travel". The guild leader recruits new players to the guild and can promote a number of them to guild officers, who can then help with the recruitment and further promotion of officers. All player characters on the same Guild Wars account belong to the same guild. Players may leave their guild whenever they please, but only the leader and officers can dismiss non-officer players from the guild; the leader has the additional power to dismiss officers and disband the guild. Guilds have a membership limit of 100 members; player communities with more than that many members generally create allied sister guilds, often named similarly and using the same tag and cape.
Up to ten individual guilds may ally together to form an alliance. Members of an alliance may communicate over a shared chat channel, and visit the guild halls of the other guilds of the alliance.[5] Each alliance has a leader guild that initiates the alliance, the leader of which is also the alliance leader, who may admit or dismiss guilds from the alliance. Each alliance must be devoted to either the Kurzicks or the Luxons, the two Canthan factions (from Guild Wars Factions) locked in perpetual conflict. Players can accumulate faction (reputation) with either the Kurzicks or the Luxons, which can either be "donated" to the alliance or redeemed for certain in-game rewards. The alliances with the highest total amount of donated faction are given control of certain in-game outposts on the Canthan continent; controlling an outpost gives the alliance members access to restricted areas of the outposts, containing, among other things, merchants who sell at a discount.
In addition to membership in guilds, a player may be a guest of any number of other guilds. Guest privileges are limited to visiting the guild hall and participating in guild or alliance battles. An accepted invitation expires after 24 hours.[6]
Below is a Google Drive link to the full size posters, they are made in A3 poster size BUT! I would suggest printing them at A4, because some of the assets used might not scale that will to A3 size and maintain good quality. But you can check them out and decide for yourself, they might be ok. Inside the Google Drive folder are the full size Movie Poster Trilogy images, I also did variations of the HoT and PoF posters without elite specs and with the full logo.
We here at Massively love to lurk on gaming forums. Aside from the occasional breaking news bit or entertaining discussion, we sometimes stumble across something so interesting that we can't help but share. In this case, a discussion concerning game world size over at GuildWars2Guru.com piqued our interest.
The thread, originally started to discuss a preview article on ArenaNet's forthcoming Guild Wars sequel, quickly veered into new territory, namely the sizes of various worlds both online and off. A user by the name of IceD'Bear even produced a couple of images showing direct map comparisons of games as diverse as the Elder Scrolls series, Grand Theft Auto III, Lord of the Rings Online, and of course Guild Wars.
Now, we know what you're thinking. A game's map size doesn't automatically translate into playable area, and therein lies the rub with these types of comparisons. That said, it makes for a nifty trek down memory lane with regard to old games, and it might add a few onto the list of titles to check out if you're of the explorer persuasion. You can view the map comparisons here and here, and be sure to let us know what you think about the largest game world to date, as well as any games you'd like to see measured against those listed.
To me, a small guild that is largely composed of a friendship-group really suits only those specific people as their established bonds and shared history make it very hard for an outsider to infiltrate its ranks. To expand, such guilds need to slowly adapt their processes and must have a good reason for such expansion other than chasing the prestige or vanity that sometimes accompanies belonging to a large, well-known guild. Without that, new members will feel second-best to the established roster and will soon be on the hunt for a more accommodating guild.
I was very detailed when explaining exactly what content we would tackle collectively and when that would happen, and the management structure of the guild changed to suit our needs as the guild grew. As we expanded we created more raiding teams, having four 10-man teams running concurrently to ensure that those who wished to raid were largely catered to. We also rotated our leaders between teams and had almost continual group switch-ups so that each member developed a relationship with all the leaders and a larger number of his or her guildmates, which prevented cliques from taking over the guild.
Players in the world of Guild Wars 2 can explore the world and join up to accomplish quests. With the Heart of Thorns expansion, players can create and build their own guilds to claim areas to establish guild halls. Battle for control of these areas, or participate in different modes, including the MOBA-like Stronghold PVP mode. Battle in the Borderlands! Use siege weaponry! Or simply come together in high-level raids! Guild Wars 2 awaits you!
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