Monthly Archives: December 2012

Content Preview – Rise of the Zandalari

The World of Warcraft dev team has posted a new blog entry giving readers a peek at Patch 4.1 and a content preview called Rise of the Zandalari. The article gives lore beind the Zandalari as well as some information about locations and a lot more.Our team provide professional wow gold, Power Leveling service and services for many other online games .It’s not wrong to choose us to buy wow gold. we would do our best to help you enjoy your game,our company  is the professional and efficient which leading MMORPG service company. We has been engaged in online game virtual items exchange for 6 years and has gained a lot of experiences

In years past, the Zandalar tribe, encompassing the wise and scholarly progenitors of the trolls, heroically assisted the Horde and the Alliance with thwarting the nefarious activities of their brethren in Zul’Gurub and Zul’Drak. Yet the chaos unleashed by the recent Cataclysm has reshaped the Zandalari’s philosophy about the world and the dwindling remnants of their race. Led by a mysterious prophet known only as Zul, the Zandalari have issued a call to Azeroth’s embattled troll populations: unite into a single mighty empire and save their race from extinction.


Blizzard has done a lot to enhance the social systems in the game

There are good and bad in the social aspects of Mists that bring the score to seven. While I find the community on WoW really has become Eliteist Jerks, like one of my favorite guild names, Blizzard has done a lot to enhance the social systems in the game. The group finder and open world group finder systems both add a lot to getting players into groups to run instances or explore new areas. It also adds to getting some of the quest lines done as you level up.  Add in Cross-Server zones (which have their own pluses and minuses) and you have the servers in WoW feeling alive again.

The thing that really falls short for me with Mists is the idea of Horde or Alliance players truly taking pride in their factions. While as a Horde player I began the expansion killing Alliance and creating more bad karma, it still did not give me a reason to take pride in my Horde bretheren. I think if Blizzard does do another expansion for the ten year anniversary, they should absolutely make this the focus point. It was hinted at in Mists, but the death blows were not struck to really push the Alliance and Horde into full all out war.  Here’s hoping 5.1and beyond bring this war to light more and more.


Nadirim Devs Reveal Game Info

Nadirim developers have announced some of the systems to be featured in the web-based title based on the Arabian Nights. In addition to the features, devs have also profiled the Mountain of Bells zone and the Nomad, one of five classes included in the game. Nadirim is set to go into closed beta in October but devs are promising weekly game information releases.The most competitive Price. By using a special price searching system to check the diablo 3 Gold prices of our 150 major competitors.We are able to maintain the most competitiveprice for players to buy diablo 3 gold,We guarantee 100% safe delivery method and take full responsibility for it, our company  have been completed thousands of transactions and meet over 1000 orders everyday, we successfully make all our customers delighted and satisfied.

The first zone to be revealed is the Mountain of Bells: a mystical place which is the centre of many eerie tales and rumours. Only a brave few dare to enter this remote region. Legends say that during the War of 1001 Nights, the army of the caliph was frozen by a mighty spell of the evil Nadir into the stone formations which visually mark the region. The hollow, eerie sound of bells calls to mind their forgotten souls.

Along with experience points, the various zone quests can also earn players achievements, reputation, or special items and will teach them more about the background story of Nadirim. In the Mountain of Bells zone, which can be reached after around 30 hours of game play, players must find the source of the mysterious sound of bells, which holds an important revelation.


A Review of Beta Patch 14′s Increased Difficulty

Last Monday Jay Wilson randomly announced via Twitter that they had doubled the monster damage for levels 1-13. This kindled a lot of positive feedback in the community as the most common complaint from beta testers seems to be how easy the game is. This notion forced Blizzard into making  promise players that in the later difficulties they will die,

The swift deployment of beta patch 14 caught us all by surprise as I expected to try these changes out around mid to late March at the earliest, not 3 days after the tweet. Not that I’m complaining, I was really looking forward to seeing how the difficulty has evolved with the sweeping buffs to all of the monsters in the beta.

My first go at the new patch was with a fresh Barbarian. Both the Monk and Barbarian received a passive 30% incoming damage reduction from all sources with this patch, which makes a lot of sense given that they will find themselves in harms way more often than the ranged classes. Blizzard has dabbled in trying to implement game mechanics that are more dangerous for ranged attackers (such as the Mortar modifier) which ultimately didn’t have the desired impact in practice, so this seems like an effective compromise. Although some may argue that 30% is overpowered, it’s likely an arbitrary number that will be adjusted as needed for balance if melee survivability ends up much higher than ranged.

Once I got past the introductory camp phase and onto Old Tristram Road, it was clear that Jay’s tweet and the patch notes weren’t just hot air. This beta test that I could previously play by resting my head on one side of my keyboard and rolling my face to the other and back was actually demanding my attention. The trivial AI found in normal kept the mobs from attacking in any sort of coherant or threatening manner, but the damage output is clearly more dangerous.

e, even with my seasoned StarCraft 2 APM paying dividends in a swift and efficient striking of the Q key to consume a potion. Countless hardcore characters will weep and perish in similar unpredictable situations that different boss modifiers will throw them into, especially in later difficulties where rare packs can roll more than 1 modifier.


Will Diablo 3 Gold More Expensive

The gold in Diablo 2 was definitely worthless since the only uses for it were to repair your equipment, trade for gems and gambling and build up your character’s stash.But that would be much different in Diablo 3. You would not get any equipment from the vendor which could enchant your character in Diablo 2 while gears in Diablo 3 do really scale to the level of your character and you are still able to buy them from the vendors. So it is probable that you will spend a large amount of gold buying items purchasing weapon from a vendor in Diablo 3 if you ever forgot to trade upgraded equipment. And gold will also be farmed and sold for actual money in the Real Money Auction House just like the Potions, Tomes, Crafting Materials, Characters and Runestones etc. These will lead the appreciation of the gold in Diablo 3 because of the reduction of the gold available in game, thus it will be much harder to gain. The RMAH will do a favor to flourish the economy in Diablo 3.

An economic project named Gold Sink is set to decrease the Diablo 3 gold so that the game currency will be upvalued.The Stash in Diablo 3 comes to be a shared resource for your entire account. We can take its advantage to access all our items to each character on our account but meantime the space will be in short. So we have to spend some Diablo 3 gold to own more space by upgrading the stash and the expenses would be higher with each upgrade.

Each time you die some of the durability of your gears will be lost and cost you to repair in Hell and Inferno. The higher level of your gears, the more you spend. Luckily, this won’t appear inNormaland Nightmare.

The biggest Gold Sink should be Crafting. You have to buy the material to complete your crafting process to level them up if you do learn each of these artisans there would be more. So it is recommended that you focus on one artisan when you start this game. As good news, your leveled up artisan will stay leveled up for your whole account. That is to say, each of the character on your account will own the same artisan at the same level once you leveled them up.

The Real Money Auction House guarantees the safety and security of buying Diablo 3 gold. If you are going to sell gold in game for actual money, yeah, Diablo 3 gold will really have value. 

Along with a myriad of other enhancements to traditional MMO systems like combat and crafting

Along with a myriad of other enhancements to traditional MMO systems like combat and crafting, can require a bit of a learning curve for players who have cut their teeth on the traditional MMORPG model.  The basic elements of the game – WASD movement, talking to NPCs, fighting monsters – will be familiar to most, but understanding how ArenaNet wants you to play the game requires a bit of a paradigm shift.  If you’re continuously trying to find the next NPC questgiver while settling into a static skill rotation as you grind mobs, you’re probably not liking the game very much.  Guild Wars 2 requires, and in some cases, demands that you put aside your usual method of tackling PvE content and instead participate in regional events and explore Tyria to gain XP and rewards.

I mention the paradigm shift required by Guild Wars 2’s PvE because it is a stark counterpoint to the familiarity found in the game’s structured PvP.  Whereas the PvE areas, and to some extent, WvW combat require you to play the game differently than you would other MMOs, long-time player-vs-player enthusiasts will feel instantly at home in sPvP.  In sPvP, you don’t have to explore expansive regions in search of points of interest, cinematic vistas, and waypoints while completing tasks for renown NPCs, participating in events, and taking on skill challenges.  You just have to learn to play your class, understand the layout and mechanics of the game’s five sPvP maps, and coordinate your efforts with that of your team to punch other players in the face and control objectives.  It’s straightforward, crunchy, rinse-and-repeat PvP, with trappings that will be familiar to most players, but with enough depth and addictiveness to give it that one-more-match appeal. 

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Now Dragons aren’t the only ones with this problem

I’m not saying the fight is disappointing with any of the dragons.  I just feel the dragons should act more aggressively.  The game with the best dragon combat, for me, was Skyrim.  I know it’s not an MMO, and I know that its combat is very different.  But when a dragon takes to the skies and bombards me with fire and ice, I feel threatened.  While playing during the first press betas, I talked with some of the developers who also enjoyed Skyrim.  I’m not saying they need to do exactly what they saw there, but maybe expand upon those ideas.

The main reason I feel that this is an issue, is that ArenaNet has done a lot to make their MMO feel more like an action game.  The fights against lesser opponents have that action like feel with dodging.   But fighting against a dragon feels more like a more traditional MMO.  It breaks the flow the rest of the game tries to establish.

Now Dragons aren’t the only ones with this problem.  I feel giants also suffer.  A giant can take out half a group of people with one mighty blow, so I feel they translated its strength properly, but it follows a pattern with its attacks.  Giants also have a very limited number of attacks, so memorizing all of them is actually pretty easy.  I would love for the Giants to be revisited, and maybe gain a few more attacks.  I think it would be awesome to see a giant swing a dead tree round, or maybe picking up players and throwing them!

I loved the Karka from The Lost Shores event.  They looked like living chunks of coral reef, and had some awesome and unique attacks.  The best part is that they were big!  I felt ArenaNet did a great job with these enemies.  They moved around a lot, and could pose a threat to a group of players.  Well, except the Ancient Karka.  I think a champion was tougher to take down, and made for a more exciting battle.   Oh well, you can’t get everything you want.  At least not yet. 

Auction House clock exploits

You might think that Diablo III is an online game, definitely not an MMO like wow but definitely an online.

So why the hell Blizzard uses your computer’s system clock to determine Auction House transactions! Is

this a singleplayer game where duping doesn’t matter? Why do some Korean players have 4 billion gold,

yes, that is Billion, not million? So how do you dupe items? Well, it’s easy. You sell something, you go back

and cancel it. Note that abusing this to dupe items will probably result in a ban from Blizzard. Sending 100M

to your other account might work but I don’t encourage it. I’m just appalled at Blizzard’s stupidity who programmed

the damned local clock, with the foresight that this will allow duping 250 euro crossbows? This isn’t going to be a

rant that would be too easy. The point is to highlight how game designer mistakes snowball when designers don’t

play their own game (i.e. are informed about the game from data mining, not understanding).

Exhibit A – Attack speed nerf. The new patch promises to nerf attack speed as it led to “not supposed to be played”.

That could be the case (I play as a Demon hunter and have stacked as much IAS as possible). However,

two minutes spent on closer examining the issue will reveal that this is a direct consequence of INFERNO

difficulty design decision to make every mob one shot you, regardless of equipment.

Prior to inferno, I always bought/kept items with dexterity and vitality and I had a health pool of about 35,000 HP.

Come INFERNO, it doesn’t matter if I have 35K or 70K, I simply cannot get hit and survive. So I ditched all my vitality

and protection gear and stacked the only alternative attack speed. I’d be extremely happy to go around with no attack

speed but being able to withstand a hit. Dying from something offscreen is extremely frustrating and game designers

should address this and not the fact we stack attack s 

Player Perspectives : A Hankering for PvP

Then there are the balance issues. Balancing player classes and gear against AI abilities is one thing, but balancing player abilities against each other is a whole different kettle of fish. For instance: AI-Boss001 won’t care if the players keep him perma-stunned for 30 seconds straight (and it’s not too hard to code a ‘cheat’ for said boss to get around that), but you can’t take a player’s control of their character away for more than a few seconds or they will eventually quit in disgust. This is perfectly natural. We play to play, not to stand around drooling while some other player does unto us. Stuns (or any other ability that takes away player control) are one of the most hotly-debated issues in PvP that I’ve seen, and for good reason.
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While Thrall was liberating his brethren in Lordaeron, Ner’zhul continued to build up his power base in Northrend. A great citadel was erected above the Icecrown Glacier and manned by the growing legions of the dead. Yet as the Lich King extended his influence over the land, one shadowy empire stood against his power. The ancient subterraneankingdomofAzjol-Nerub, which had been founded by a race of sinister humanoid spiders, sent their elite warrior-guard to attack Icecrown and end the Lich King’s mad bid for dominance. Much to his frustration, Ner’zhul found that the evil nerubians were immune not only to the plague, but to his telepathic domination as well.

The nerubian spider-lords commanded vast forces and had an underground network that stretched nearly half the breadth of Northrend. Their hit-and-run tactics on the Lich King’s strongholds stymied his efforts to root them out time after time. Ultimately Ner’zhul’s war against the nerubians was won by attrition. With the aid of the sinister dreadlords and innumerable undead warriors, the Lich King invaded Azjol-Nerub and brought its subterranean temples crashing down upon the spider lords’ heads. Though the nerubians were immune to his plague, Ner’zhul’s growing necromantic powers allowed him to raise the spider-warriors’ corpses and bend them to his will. As a testament to their tenacity and fearlessness, Ner’zhul adopted the nerubians’ distinctive architectural style for his own fortresses and structures.