Saturday, February 23, 2013

World of Warplanes dev blog shows off 'massive visual improvements



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Wargaming.net's Dmitry "Overlord" Yudo has hinted at World of Warplanes' next major update on his development blog. The free-to-play World War II aviation shooter is due for some substantial upgrades including a new UI, "enhanced controls," and "massive visual improvements."

Yudo focuses on that last bit in his latest dev diary, and he even provides a series of before-and-after screenshots to showcase the game's upgraded aesthetic. World of Warplanes is Wargaming's free-to-play followup to World of Tanks, and it is currently in beta testing.

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Tuesday, February 5, 2013

ArenaNet details Guild Wars 2's living story



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   Guild Wars 2's latest content patch, the Flame and Frost prelude, went live this week, bringing with it the beginning of a new "living story." What is living story? ArenaNet narrative designer Angel McCoy is glad you asked, as she's written up a new blog post all about it.  buy guild wars 2 gold

   The living story team is responsible for adding new content to the story of Tyria -- new heroes, strange plots, and dramatic changes. The stories the team creates are played out over time in the world, following their narrative paths and slowly but surely changing the world of Tyria. Each bit of living story will only be available for a "Certain period of time," but carries lasting impacts. Players can look to special heralds in cities or a new achievement section for clues on where to head for the most recent bits of living story as they arrive in the game. buy or sell Guild Wars 2 gold   sell C9 Gold items COTN acheter des kamas sur dofus

Saturday, January 26, 2013

ArenaNet sells three million copies of Guild Wars 2, looks to the future


 
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We've got a whole passel of Guild Wars 2 news for you today, courtesy of ArenaNet Game Director Colin Johanson, who took to the company's blog to talk about some of the game plan for 2013. Johanson kicked things off by nonchalantly dropping the fact that Guild Wars 2 has now surpassed three million copies sold. (The last million milestone was hit in early September.) He then moved on to goals for 2013 -- specifically, to "build on areas of the game that were successful in 2012" and to "learn and apply lessons from things that didn't work as well."

ArenaNet has plans to add more events (since more events means fewer repeats all around), build new story lines, and give players of all levels a good reason to go back and re-examine content. Some of those good reasons will come in the form of tokens for achievements (which can be traded in for stuff like ascended gear and infusions), re-imagined daily achievements (and eventually, the option to complete only a certain subset of dailies to get the reward), and more vanity items.

Guilds will be getting more love with some new types of content, due "in early 2013," which will allow members to go on missions together. Over time, that system will be expanded with new rewards, missions, and tools to strengthen the importance of guilds within the Guild Wars 2 community. World vs. World will be seeing a lot of the same tweaks as the rest of the game, with the addition of improvements to culling and the introduction of paid server transfers.

PvP will also be getting some polish. Revamped reward systems, matchmaking based on skill, the ability to observe other matches, custom arenas, and leader boards have all been listed as part of the plan. In case that's not enough for the first half of the year, there are also plans to improve the looking for group tool, fix up the Fractals dungeon, set up leader boards on the website, redesign world and dungeon boss encounters, continue the war on bots, and otherwise tighten up the game as we know it.buy or sell GW2 items

Skip below the cut to let Johanson speak for himself.

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Wednesday, January 16, 2013

Precursor Scavenger Hunt - M.I.A




Colin “the destroyer of dreams” Johanson took to the official forums a few days ago to shed a little light on the precursor scavenger hunt.  Before you get your hopes up, it wasn't all good news.

Colin confirmed that the scavenger hunt isn't in development, but that they are looking at ways of increasing the gain and/or distribution of precursors. I don’t suppose this went down well with the vast majority of Guild Wars 2 players, considering they were led to believe it was in fact in development. You can read Colin’s original comment below or jump to the following link.

Hey guys,
Just a quick update on where the whole scavenger hunt system stands since I know that’s a topic many of you have brought up recently. We’re not currently actively working on building any sort of legendary precursor scavenger hunt, this is something we want to do in the future and we’re in the midst of designing how this would function, but no one is actively building this feature and you should not expect in the Jan/Feb/March releases at this point.

We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.

Some of these additions will come as early as the January release, and will get covered in more detail in the next week or two as well release all the details about this release once testing has signed off it’s all ready to go in January. (we’ll also provide a high level summary of our goals with reward systems, etc. in our 2013 blog post, which should be out next week)    buy or sell GW2 items

In some respects I'm pleased their isn't one in development as it might make legendaries a little too accessible, but on the other hand it feels like ArenaNet's PR is a little “off” at the moment, with the right hand not knowing what the left is doing. I think in some circumstances this is causing too greater community expectation that then falls flat when it (whatever that may be) doesn't come to fruition.

Are you disappointed at the news?

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Tuesday, January 8, 2013

Diablo III Community Manager Bashiok Back To World Of Warcraft




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      For most people, this is pretty insignificant news, though its implications dig pretty deep. I mean, how could it not? This is Blizzard we’re talking about here. Bashiok, aka Micah Whipple, has been a longstanding community manager for Blizzard, formerly as Drysc for World of Warcraft before moving over to Diablo III and changing his handle. It made sense for Blizzard. Diablo III was their big release for 2012 (and possibly for the foreseeable future), so why not move over one of the big names from World Of Warcraft‘s award-winning community management team to oversee the new release?

      Just yesterday, however, it became official that Bashiok has moved back to World of Warcraft. It’s been noted that he’s left Diablo III since the Mists of Panderia launch, but now it’s official. But now everyone is kind of wondering why.

      The prevailing theory is that he lost his handle on the Diablo III side of things. Some people say he started out bad and got better and others will say he kind of middling all the way (or consistently great), but most agree that he had some unfortunate encounters with the community. Perhaps it’s telling that one of the top Google autocomplete suggestions for “Diablo 3 Bashiok” is “fired.”

      Then, in an attempt to offer an olive branch, he would reveal little nuggets of information to fans. Nothing too major, but enough for Blizzard to say that enough’s enough and move him back to a stale property with nothing to break in terms of juicy news. I guess it also didn't hurt that he’s familiar with how World of Warcraft communities need to be managed.

      The other theory is that Blizzard recognizes that Diablo III has been kind of a failure. Well, not a failure in the absolute sense that it bombed and it’s terrible but a failure relative to Blizzard standards and the expectations everyone had for the game. Talking with some industry friends, the consensus seems to be that Diablo III is a great game but kind of a hollow experience, lacking the chutzpah of Diablo II. And with patches either breaking things, only marginally improving things, or being imperceptibly catalytic, things weren't looking up without something like a straight-up expansion. So then the logic follows (according to the Internet, anyways, so take that as you will) that save any community resources you've got like Bashiok, move them to where they can be effective, and throw up support tickets in their wake until that fix happens.

      Then again, who knows? This is all Internet conjecture, which is generally the worst kind of conjecture. It’s nearly always unfounded, uninformed, and, above all, slightly tin-foil-hat paranoid. Either way, this is actually some pretty big news, especially in the wake of the recently scrapped Team Deathmatch update for Diablo III. Some are assuming Bashiok's move is an indicator that game director Jay Wilson will similarly be moved away from the continued updating and maintenance of the game, what with some interpreting his PvP blog post as somewhat of a slap in the face, contrarian to June 2012 AMA and thus most expectations.

Anyways, carry on with whatever your feelings are on Diablo III!


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Monday, December 31, 2012

High segment Mat Road Battle occupational explain how to play the Warriors 1



About how to play the Warriors.
The Warriors this career, it was said weak, some say strong. To be honest, I have the perspective of Taoism, the Warriors still very strong.
First, Warriors grasping skills especially Warriors Pa skills general More Warriors of assault skills. So, for the Warriors, close grappling and Taoism comparable, but the style of play and tactics to be more variable. The Warriors certainly jump out to say close grappling how golf aisle surgery. Here to explain, given skill characteristics of the Warriors, the Warriors close grappling in fact, than the Juggernaut Mat Road, guardian slightly stretched a little distance. Why many warriors with poor grip technology, then hands up tightly against the others to play or distance began to punch, hit, and want to advantage. Encountered such a warrior, it can only be said that the Warriors will play in fact not very.
Of course, after the revision, I also encountered several Warriors to take advantage of the advantages of tightly control my level A and E, after all, out of Taoism enroll strokes slow, few, I admire. Because I like the flat A's players are aware, level A is a lot of time fighting to have the experience, can do not to play but also to advantage, only shows the the usage level A very sophistication. That Taoism how to play the Warriors!
Taoism playing the Warriors, lies warrior skills long cast time, although a recruit recruit (in addition to the roar of a lion, sweeping skills) are faster. Warriors close to others is really easy, spinning kick 2 under, plus pick flash step, the Idiom self-defense, sure you can do a full defense is really difficult to start. How to do it, only that the defense is difficult, you can only find in the skills he moves flaws chance to attack. We have seen the video of the teaching of Taoism, all know that the Warriors assault skills are broken. Why! Cast time is too long, you come over moves people are prepared to deal with you.
A good deal with 7-segment Warriors are generally EU hands. That the more high-end warriors how to play. No doubt, slowly approaching, the use of spinning kicks, air grasping Idiom three skills hands (of course not so absolute, maybe high-end warrior hands, such as red shield jump up then super that skills Pa). Why is this starting hands, that is to make full use of their own advantages the many Taoism and even other occupations are planted in empty grab above, no way, the Taoism-to-air skills coupled with the reaction time is generally too late to meet the skills of the players, and This skill sudden, fortunately, the damage can still be accepted, but you can fool us got up.
In summary, Taoism playing Warriors delicate that they must attack the decisive shot. Sipin the skills warriors General fight but you do not be intimidated by the momentum of his skills. Prompts that must attack! Some people say that not all career, I'm just telling you playing the Warriors the most suitable for this approach to other occupations several moves tentatively, the Warriors best obediently traditional play, the Warriors restrictions skills or more! Of course, due to fewer Warriors this career, so it was not able to come in contact with this career fighting. I'm talking about is a limited and one-sided hope that we can add a lot of our clothes on the 7-8 Warriors have been few, I can back out of their way to attack.
A good introduction to this core skill level to play the Warriors pick attack - Taoism the puncture - electric Hyun - Magic Shield - Black Swan Dance - collision chase (The Descent) - Wrath of the Black Swan, specific usage details.

Saturday, November 17, 2012

10H Magic Mountain Geist Zhegelaya milk Sa experience.




First, let me look at the BOSS, a full pressure of our three CD called equipment testing machine, is not false, when the team and equipment are more than 475 tried, but the gap is still around 4000W. Decisively abandon ordinary away, all fear of the heart opened, and equipment to enhance try again, and finally today, after pressing violent line.

Ado, share combat experience a lot of cheer to friends still fighting!
A. Team Configuration:

DK and FQ Tan, DD aspects: AM, destruction of surgery, cats Germany, hunter, JLM, FS * 2. Treatment: milk S and milk Q. That is, the legendary 2.5 treatment play.

We have here a 2.5 treatment of the main factors that ye have one, DKT DKT special mechanism, leading to even voodoo doll personnel with various know the truth of death, really miserable miserable. Conditional team try not practical DKT.

2.5 treatment of damage reduction will be relatively more, BOSS small violent group blood pressure is not so great, and JLM named as BOSS voodoo doll allocation will occupy one of those places. BOSS point voodoo doll mechanism every one will point a Tanzanian, a treatment and a DPS. The JLM certainly as a treatment places.

II. Attrition aspects

Tanks aspects: H mode new big strange mechanism (an only tanks able to see into the infield DPS can see) then need to enter the infield two DPS help T points out can saw the white strange, or when the time comes, T singled endless strange died.

DPS: the voodoo doll people suffer a variety of throwing knives, resulting in a milk on die. Is and DKT linked to the two Cooler, 1S DOT 30W, as well as affluent 10W there!

The whole group: infield mobs constantly refresh, DPS can not make up the infield knife kill outfield too much pressure, the nature of the collapse of the whole group.

The 2012 nature: BOSS6 whole hard-violent, no chance to escape, even if the whole group is full of blood, but also the whole regiment seckill.

III. Cycle on door


PS: the entire BOSS war just need to approach 7, re-entering the eighth represents going to die soon. We follow this cycle distribution of the entry and exit of personnel. Many teams are not only not enough DPS reasons lead to confusion or because the entry and exit.

Door DD-priority:

Priority: SS (destruction) and AM. (A screen full of fire, rain and a variety of multi-objective the infield discredited VIP). Remaining FS, LR, XD, belonging to the approach point to kill residual blood left by the SS and AM multi-target DOT mobs.

For example: the opening point of NQ, then I as the main treatment is certainly into the first root TT and SS and AM. So the three of us as a portfolio, certainly 1.3.5.7 owned by us.

2.4.6 approach:

Opening roll call order: must point 1 Tanzania 1DD1 complement. Then fill the opening roll call and DD is definitely enter the two totem. With the combination of our three 3 TT out, is to get to the fourth round of treatment to enter the point voodoo doll of two DD + opening has not been named.

In fact, the entire 1,3,5,7 a fixed set. The 2,4,6 the middle just to have a change. No choice, because voodoo doll must point 3 individuals and a 30S can not re-enter the infield DBUFF to choose from, it was not much.

IV. Battle TIPS:

Opening: Drugs in advance, opening SX, including treatment. Stations crowds collection. Fire Elemental, Flame Shock, Fireball, Lightning Bolt, (opening group blood pressure is not large, JLM Smite Healing Stream TT enough)

Points doll first approach: RL assigned to enter within the field of personnel, and ready to enter the second root TT personnel assigned opening (also named treatment and DD and arbitrary DD). This time you need to throw a heavy rain, I as 1,3,5,7 door treatment, blue no pressure

Throw back to blue TT before entering the first TT complement the flame TT to BOSS Shanghao DOT time to rub Lightning Bolt and Fireball. Remember team is always poor DPS. The pressure time into the infield, 10S This helps the door Tanzania beat 打怪, do not let him die infield.

Out of the second root of TT: arrange personnel approach seconds into, enter infield DD points out on a residual blood left by mobs, this time will find that the mobs fewer than 3.

My door brush blood: Riptide + Healing Bay, Greater Heal is too slow, or simple and crude means better speed pursuit, Swift also lost. Brush over directly out to ease the pressure of over-the-counter. DD to stay inside for a while, playing several several card on OK.

Three people when a third TT is the first round of the approach (NS, AM, SS), so out of the loop, 1,3,5,7 go hang DOT. Hit mobs residual blood out. 2,4,6 go up the knife.

RUSH stages:

7 TT came out, that is, when Baotuan RUSH. Infield mobs will be more and more, this time need to open skills RL assigned good damage reduction hood pull pull aura Vampire pull milk tidal pull, soul TT pull, leapt pull life insurance of all kinds of red and sugar .

Note that skills do not pay repeat relay to come. Keep BOSS dead are there a damage reduction cycle. Remaining rely on DSP

PS: milk S paved the heavy rain, after the milk tide throw brush chain. The TT then leapt up against the T Meng brush open the soul after the end of the milk tide. Basic damage reduction all the way to cover the past when the pressure is not particularly large.

V. A summary of the whole battle:

Our team overall DPS of all higher than 7.5W, as 0.5DPS the JLM for his output is 3W. Maximum 8.8W, minimum 7.8W. The fighting time about 5 minutes and 50 seconds, more than 10 seconds on the hard BOSS wild. Or pressure BOSS, sober-minded and hardware support. Hope fighting in colleagues refueling!