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Originally Posted by onerabbit
i prefer the new one to the old one * (i got the old one) .. if only the new one lit up blue, it'l go with all my other stuff :P
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Haha, I am the exact opposite, I prefer V1 to the new one. It just feels much better IMHO. If you are interested in getting an old one though, gotta move quick, as they are on firesale right now limitedly.
I never really wanted to use macros in GW, but lately I have been wanting them for single commands. I believe (no proof whatsoever behind this) that as long as a key just does something that any combination of keys do without utlizing out of sequence timing, then you are good to go.
For example, you can set a macro to; key: select party member 3, Key: use slot 1 skill.
Which for me to macro would be to input for (Say on G1); NumPad3 + Num1
Or; key: select closest enemy, key: interact/attack
Simply C + Spacebar
If you chain together a timed sequence of non-player entered input, then I believe that can get you banned because it can easily be used to farm with one key setup.
Such as: Key: Run, Delay: 30 seconds, Key Press: Turn left 2 seconds, Key: Run, etc etc etc. This could easily be used to follow a predefined third-party system to farm/bot/etc etc without the need for player interaction or mediation (if studied the path needed enough like any program).
The key difference to me is the difference in real user interrupt capacity, as in, legal macros assist a player carrying out a mundane difference of keys where illegal macros would replace a player in carrying out a task. Basically, a macro can only me made of existing key-binds in the GW client. There are RUN FOR X AMOUNT OF TIME bindings possible, and if the macro allows a user to achieve something that a regular player could not with preferred, but limited, bindings, then it is an illegal macro.
There was another thread on this with a email quote from support (and very well detailed at that) regarding the issue but I can not find it atm.