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Banished Newsfeed

New patch Notes

Macker, Nov 16, 12 11:42 AM.

Big Gratz To Kinsala for the Legendary Bow Kudzu

Macker, Nov 6, 12 6:27 AM.

The Lost Shores November 2012

Macker, Nov 2, 12 8:37 AM.

Facebook page is up! Like!

Lusiferinos, Oct 20, 12 1:23 AM.
We are happy to announce our brand new facebook page!

All guild members with a 
facebook account should go ahead and Join us. It would be nice to get to know each other a little bit better. Its good for the Community most of all.


Need Help on Gathering Orichalcum and Samplings?

Lusiferinos, Oct 17, 12 8:29 PM.
This website has detailed screenshots of all the gathering nodes of orichalcum and samplings in game.
Updated daily!

GW2 programmers answering questions right now!

Lusiferinos, Oct 17, 12 3:13 PM.
Users are asking about the "invisible army" issue, where one of the programmers analyse's exactly whats wrong with it.


The answer about "invisible army" problem:

"The issues with invisible players in WvW comes down to a couple of factors. One is to do with when the servers notify any given client about other characters in the game (I'll call this reporting/culling) and the other deals with the time it takes the client to present the character on the screen after it has received that notification (I'll call this asset load).

The asset load issue is all about how quickly the client can show you something it knows it should show you. We're looking in to ways that we can make that process faster, but it's always going to take non-zero time. However, that's not where the bulk of the invisible players come from. For that we have to look at the reporting/culling side of things.

In the situation where the local population density is relatively low, when another character comes in reporting range of your character the server sends a notification to your client with all of the data that it will need to track and render that character. That includes appearance data, race, gender, profession, weapon sets, etc. etc. It's an easy model to think about and works well, until the local population density goes up. When there are a lot of characters in reporting range we start to get into a situation where, under the current system, there's an overwhelming amount of data to send to the client (hello n-squared problem!) - after all, resources like client CPU/Memory/etc. and bandwidth are finite. In order to deal with this situation we elected to change the criteria for reporting characters slightly. Rather than just using a fixed range we instead also limit reporting to the closest N characters. By doing this we help to ensure that we're not overwhelming the available bandwidth and, since clients clearly can't draw or process characters they don't know about, we get some savings on client performance "for free". This works out pretty well in PvE and doesn't seem, at least as far as I can tell, to have a detrimental impact on gameplay.

Unfortunately in WvW, where large battles are quite common, we find that players are bumping into these limits quite often and the effect has a real, and unfortunate, impact on the gameplay experience. Do I like the state that it's currently in? No, honestly I don't. WvW has been my baby (though not mine alone!) for quite a while now and I really want to see EPIC battles play out in all of their glory. If there was a switch I could flip to just make this work then I would have flipped the hell out of it by now, believe me. However, when you're dealing with resource utilization issues like this there are rarely any easy answers. I'm currently, actively looking into what exactly our options are in this regard. The fix is likely to be large-ish in scope, with changes on both the client and server, but we have some ideas that look like they may work out. So, will it get better? I can't make any promises because we're still experimenting and building new tech, but as a person who works on this every day I certainly believe that it can and will do everything in my power to make that happen."

New Content patch mostly Halloween

Macker, Oct 17, 12 7:30 AM.

Latest Server Ranking 12 Oct

Macker, Oct 13, 12 9:42 PM.

EU Rankings

World Current Rating Deviation Volatility
Vizunah Square 2104.71 205.888 0.972
Far Shiverpeaks 1882.022 197.955 0.969
Elona Reach 1834.61 192.43 0.971
Riverside 1826.558 199.378 0.97
Arborstone 1812.717 194.807 0.975
Seafarer’s Rest 1700.644 190.66 0.968
Blacktide 1692.079 190.479 0.968
Augury Rock 1684.399 195.241 0.968
Desolation 1670.474 192.062 0.971
Kodash 1641.89 190.846 0.967
Gunnar’s Hold 1632.287 191.122 0.969
Baruch Bay 1603.561 190.559 0.968
Jade Sea 1557.761 191.526 0.974
Fort Ranik 1543.655 190.541 0.967
Aurora Glade 1539.555 190.999 0.975
Gandara 1500.694 191.433 0.969
Ring of Fire 1416.731 191.38 0.971
Underworld 1395.204 191.556 0.968
Miller’s Sound 1387.028 193.478 0.975
Abaddon’s Mouth 1370.617 194.597 0.97
Drakkar Lake 1355.224 196.702 0.98
Piken Square 1281.642 192.466 0.968
Dzagonur 1202.751 212.648 0.979
Whiteside Ridge 1190.306 193.113 0.969
Vabbi 1100.076 193.218 0.982
Ruins of Surmia 856.783 203.371 0.973
Fissure of Woe 726.043 210.703 0.974

Update Notes - October 11, 2012

Macker, Oct 12, 12 6:49 AM.


  • Fixed a recently introduced issue that could cause some players to getting stuck in loading screens primarily during PVP matches
  • Fixed a recently introduced issue that could cause some players to not see other characters models
  • Restored Asuran head sizes to the size selected during character creation
  • Fixed a bug with the Asuran character creation head size slider

Teamspeak Overlay Fix

Lusiferinos, Oct 11, 12 10:50 AM.
Overlay Support on TS allows you to see a small list of the current channel, the players in it and who is speaking at the moment without having to alt-tab. You get a small window in-game that has all the above features. A very nice and useful plug-in.

This is a small fix that will allow you to Fix Teamspeak's Overlay problem in-game. It seems that when you are enabling overlay support on TS, animations (including character's abilities, water reflections etc.) are not showing up in game.

Here goes:

1. Go to Settings->Plugins in TS3.
2 .Select Overlay and then Settings
3. Select GW2.exe in the Profile dropdown.
4. Uncheck all the Direct3D options, except for Direct3D 9 (which is what GW2 uses).
5. Switch to Input tab
6. Check "Enable Mouse Poll" and "Use in-game cursor"
7. Switch to extended, and check "Used ID3DDevice:present hook..." (This is what fixes the animations not showing in GW2)
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