Wednesday, February 20, 2013

Flame seeker Chronicles: The storm clouds are gathering in Guild Wars 2



 
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I really wanted to talk with you about jumping puzzles this week, but jumping puzzles last forever and there's been some super cool stuff coming out about Guild Wars 2's February patch. We can talk jumping puzzles some other time, and I dearly hope we will, but for now there's an oncoming storm and new PvP stuff and guild missions and it's all just so very exciting. Let's get to it, shall we?

We got an official release page not too-too long ago. It's got some pretty swell pictures and feature lists on it. Of course, the absolute coolest thing about the patch is that it's bringing preview to the trading post! (While that might not actually be the best thing in the update, it's something I've been anxiously awaiting.) Quality of life is on the rise, especially since the release page says we'll now be able to see weapons on their own, sheathed, and wielded. Anyone who uses torches has probably grumbled a time or 80 about the current preview's limitations, so it's good to see progress on that.

Something that is not on the release page is WvW. As Colin Johanson mentioned a short while ago, WvW changes are being held back because of the trickiness of testing content of that scale. I've seen surprisingly few fans pull out their sack cloth and ashes over that announcement, which is... nice. Schedule changes are one of the prices we pay for getting more transparent communication.
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People who like violently and virtually killing their friends to relax aren't entirely out of luck, though! Even though WvW is on a bit of a delay, sPvP is getting a brand-new map. This new map, Spirit Watch, takes place in and around some Norn shrines and is the love-baby of Guild Wars 2's traditional three-point control mechanic and good ol' capture the flag.

But wait, there's more! A new system is coming in to match two teams of well-matched players for a single match. As someone who's starting to dabble a bit more in sPvP (despite the constant cries of my low bies for ever more XP), I think this is super cool. It will hopefully help smooth over the transition from hot join able mayhem to automated and paid tournaments.

One of the real gems of this month's patch appears to be guild content. People have been complaining, not without merit, about the essential pointlessness of guilds in Guild Wars 2 game play up until this point. They've been a buff source and very little else for a lot of people, but that seems to be about to change. Johanson talked about what this new guild system is going to look like:
 The system allows people in a guild to work together to unlock guild upgrades that allow them to go on missions together. These missions can be kicked off by the specific guild that has researched that mission, but once they are activated, anyone can jump in and participate to help the guild finish the mission if they wish. The missions are designed such that some components of the mission can only be completed by the guild themselves, but each of them has aspects other players can assist with as well, so everyone has something they can do during the mission.

This is, uh, keenly interesting to me. Large group content in the open world is something that's been more or less relegated to a few meta events in a few specific zones. The Orrian temples and the dragon lieutenants are the only reliable way to see a significantly sized group of other players, and those (especially the dragons) are more often a somewhat raggedy collection of individuals than a true joint endeavor. This seems as if it'll also turn into something more on-demand than the meta events typically are; if my guild is all together and looking for something to do, this will be a nice alternative to sitting around until the start of something's spawn window. cheap Wars 2 gold

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There are going to be multiple types of missions and different specific challenges within each type. Regardless of guild affiliation, everybody who completes the event objectives will receive a personal reward of some type. Guild members will receive an extra reward, "which can be traded in for a new category of personal guild rewards." I'm kind of a little bit maybe interested to see this new reward system, as I'm pretty darn sure the release page's picture for this section shows guild emblems going on non-guild armor, and I really want to see what that's all about and what other goodies we can get.

Of course, we haven't addressed the gathering storm itself. We don't have the clearest picture of what'll be upcoming:
The situation worsens for the citizens of Wayfarer Foothills and Diessa Plateau. Volunteers have eased the burden, but more refugees hobble down from the Shiverpeaks. The storm there gains momentum, but the forces of good are beginning to rally. They're sending their heroes to defend the land and its peoples. Someone must hold back the gathering storm.
In Flame and Frost: The Gathering Storm, the second installment in this four-part series, the stakes are raised, and battles rage, in the foothills of the Shiverpeaks. sell GW2 items

Given that none of my characters' skills is much use against steam and storms, I'm assuming that at some point a real foe will appear. All the heroicness in the world doesn't help unless you've got something at which to swing your sword, so I'm assuming we'll see some substantial plot developments. We know from the MMORPG interview that the story really "takes off in March and April," so I'm not expecting too much.

While the living story has been pretty content-light so far, I've enjoyed the brush or three that we've had with it so far. The first two nights of the Prelude patch had a very special feel to them as I raced around Wayfarer Foothills with a couple hundred of my bestest buddies, looking for refugees to help and fires to kindle. I hope we keep that.

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Friday, February 1, 2013

Diablo 3: Patch 1.0.7 bringt ?nderung an St?rke und Schadensberechnung von Rubinen


 

In einem neuen Bluepost auf der offiziellen Webseite zu Diablo 3 hat sich Community-Manager Vaeflare zum Thema Rubine und deren ?nderungen mit Patch 1.0.7 gemeldet. So sind ein Teil der Rubine nicht stark genug und die Schadensberechnung fehlerhaft. Ein Teil der ?nderungen kann bereits auf den Test-Servern angespielt werden, weitere ?nderungen sollen bald folgen.
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Diablo 3: Die Rubine im Spiel werden angepasst. [Quelle: Siehe Bildergalerie]
Im kommenden Patch 1.0.7 für Diablo 3 sollen die Rubine angepasst werden. Diese ?nderung gab Community-Manager Vaeflare in einem neuen Bluepost auf der offiziellen Webseite zu Diablo 3 bekannt. Neben der St?rke der Rubine wird zudem auch ihre Berechnung angepasst, sodass die im Tooltip angegebenen Werte auch tats?chlich zutreffen. Die Rubine sollen Eure Werte wesentlich besser beeinflussen. Verst?rkt werden dabei die Gl?nzenden Quadratischen Rubine, Sternf?rmige Rubine, Makellose Sternf?rmige Rubine, Perfekte Sternf?rmige Rubine, Gl?nzende Sternf?rmige Rubine und die Tr?nenf?rmigen Rubine. buy diablo III gold

Die neuen Rubine k?nnen bereits auf den offiziellen Testservern von Diablo 3 angetestet werden. Die Entwickler bei Blizzard behalten es sich jedoch vor, weitere ?nderungen an den Rubinen vorzunehmen, falls die ver?nderten Werte nicht ihren Vorstellungen entsprechen sollten. Da zudem die Schadensberechnung momentan noch fehlerhaft ist, arbeiten die Entwickler daran diesem Problem auf den Zahn zu fühlen und einige Ver?nderungen vorzunehmen. Dazu hat der Community-Manager versprochen, dass das Problem mit einem kommenden Testserver-Patch erledigt werden soll. Weitere Infos zu dem Thema findet Ihr auf der offiziellen Webseite von Diablo 3. Für weitere Informationen zum Spiel begebt Ihr Euch auf unsere Themenseite zu Diablo 3.diablo 3 gold

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Tuesday, January 22, 2013

Guild Wars 2


 


    Colin Johanson von ArenaNet war in der Sendung MMOFTW von mmorpg.com zu Gast und ging auf die kommenden Neuigkeiten für Guild Wars 2 ein. Wer das Livestream-Event in der Nacht von Freitag auf Samstag verpasste, kann sich nachtr?glich den Mitschnitt anschauen.

    Die Themen die der Game Director behandelt reichen vom angekündigten AoE-Nerf über die Klassenbalance bis hin zum Culling-Problem auf den WvW-Karten und bei gro? angelegten Events. Wer sich also den vergangenen Webcast von ArenaNet angeschaut und den Blogbeitrag von Colin Johanson durchgelesen hat, wird nicht mehr sehr viel Neues erfahren.

    Ein Thema ist natürlich die für den Januar-Patch angekündigte Gast-Funktion. Dadurch darf man in Zukunft t?glich zwei andere Welten mit einigen Einschr?nkungen besuchen. Der Wehrmutstropfen: Die kostenlosen Weltentransfers werden abgeschafft. Ein Transfer auf eine neue Heimatwelt kostet in Zukunft Edelsteine. Und was ist mit einer vernünftigen Gruppensuche-Funktion im Spiel? An einer im Spiel implementierten LFG-Funktion wird gearbeitet. guild wars 2 gold

   Bekanntlich kommen neue Errungenschaften, bei denen wir uns fortan Lorbeeren verdienen. Zun?chst werden die t?glichen und monatlichen Erfolge angepasst. Anpassungen gibt es auch für Orr. Dort werden neue Events eingefügt, Mob-Spawns und Wegpunkte überarbeitet. Aber generell soll sich in den bereits vorhandenen Gebieten Neues ergeben und neue Beute dazu kommen, damit die Spieler Lust darauf haben, sich alles anzuschauen.

   ArenaNet kündigte bereits Anpassungen an den Fl?chensch?den (AoE-Nerf) an. Der AoE-Schaden soll abgeschw?cht werden, zumindest was die Auswirkung auf einzelne Ziele betrifft, und dafür aber andere Angriffe auf einzelne Ziele verbessert werden. Generell werden noch einmal die Klassen und Waffengattungen unter die Lupe genommen und angepasst, um die richtige Balance zu finden.

   Auch am sogenannten Culling-Problem (Ladeprobleme, unsichtbare Charaktermodelle) auf den WvW-Karten und bei gro?en Events wird gearbeitet. Fortan wird die Aufl?sung der Charaktermodelle heruntergeschraubt. Das sieht zwar nicht sch?n aus, aber es ist erst einmal eine Zwischenl?sung. Gro?e Events wie das Karka-Event "Die Verlorene Küste" im November finden, bis das Problem bereinigt ist, nicht statt. Um beim WvW zu bleiben: Die Kommander erhalten neue Befehle und es kommen neue Ereignisse dazu. Colin Johanson merkt an, dass die Aufteilung in kleinere Gruppen die beste Taktik ist. Neue Titel und Erfolge sind ebenfalls geplant.  buy or sell Guild Wars 2 gold

   Ansonsten ?u?erte sich Colin Johanson noch zu weiteren Themen wie etwa Neuigkeiten für die Gilden. Für die Gilden kommen spezielle Missionen und Erfolge. Und was ist mit Gildenhallen? ArenaNet hat den Wunsch der Spieler nicht vergessen, aber so schnell dürfen wir mit der Ankunft von Gildenhallen nicht rechnen.

   Weitere Details k?nnt ihr dem Mittschnitt entnehmen. In der Sendung war nicht nur Guild Wars 2 ein Thema, unter anderem gibt es auch Ausschnitte zu Wildstar und anderen MMORPGs. Der Beitrag zu Guild Wars 2 beginnt ungef?hr bei Minute 18. Leider ist die Ton-Synchronisation etwas verzerrt.

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Sunday, January 13, 2013

Where Guild Wars 2 goes wrong



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I'm not going to lie to you, people: Guild Wars 2 is a darn good game.

Hard-hitting truths, I know. The game won our 2012 Game of the Year award for good reason. There's a lot to praise within that package, from the art direction to the game mechanics to the flexibility. Many parts of it push the design paradigm in interesting ways and could lead to a much better understanding of what can be done with online games.

And then there are places where the paradigm pushes back.

I come here not to praise Guild Wars 2 but to look at the game after the honeymoon has ended and we've all had a chance to settle down. It deserves its status as the best game released this year, but man there are some places where the game is an irritating piece of work. And there are lessons to be found here both for future development on the game and for anyone thinking that it's a gold standard.

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Some people have a major issue with the trinity set up in games. I don't, but I can understand why some people do. Guild Wars 2 took on the trinity in a manner reminiscent of a man discussing his ex-wife. It seemed at times that you literally could not read a single promo piece from the company without at least one or two mentions about the game not having a traditional trinity set up.

That's fine. If you want to yank out one of the fundamental engines that people assume MMOs are built upon, points for you. But those points are immediately lost when you decide not to tell anyone how your replacement works.

Digging around on Arena Net's site, I can't find a single discussion of how the game actually intends to break down roles. The closest I can find is an old installment of our weekly GW2 column, Flame seeker Chronicles, talking about something entirely different. There's certainly nothing explaining exactly what you're supposed to be trying to build for or look for when crafting your character.

Is this an issue? I'm not the only person to find that the game's actual group dungeons lack much in the way of structure, and group combat feels more like a mess of people trying to overwhelm events and enemies with numbers instead of finesse. And there's literally nothing in place meant to imply what you're supposed to be doing -- trait lines enhance stats, which suggests one play style, but sometimes the abilities offered by that trait line don't suggest a similar style.  buy or sell Guild Wars 2 gold

There's nothing to answer the question of "what in the world should I do with my character?" The game and the website alike provide nothing in the way of guidance. And the tired old chestnut of "what do you want to do?" doesn't help in this situation because there are clearly right and wrong ways to play. What weapons work well with a venom build? Which healing skills fit better here? Should I go down one trait line or another if I want to focus on damage?

It's not the lack of a trinity that causes these problems; it's the fact that all of this works just fine in the minds of the developers but doesn't ever get explained to players. And not only is this a problem in and of itself, it also leads to some major issues with the game's group dynamics as a whole. Groups are frequently beyond messy; there's no clear way to understand how someone else's character is supposed to work and formulate a strategy based on that.

In short, the whole thing would almost have worked better with a trinity set up. If the game had, for example, allowed any class to perform any role or given each member of a party a role and granted abilities accordingly, that might have accomplished the net goal (not shackling players to having a tank and healer) without the current issue. But even if the designers just take the time and effort to explain how they want the game to work now, that would be an improvement.
  

Sunday, January 6, 2013

The Year’s Biggest Gaming PR Gaffes




     I enjoyed this article just posted on Inc Gamers, about the year’s biggest PR snafus in the gaming industry. As you can imagine, a certain Diablo 3 game director makes an appearance. That was certainly a juicy week or two of drama, but since I was a part of that as it happened, I found the other stories in the article more interesting.

    There are Hit man Absolution fan insults, a Borderlands 2 “girlfriend” mode, and the debacle of a non-launch that was War Z. Quote:

    Then, on 17 December [War Z] appeared on Steam. It was accompanied by a features list that bore little resemblance to reality, and included several items (such as private servers) that were not even implemented in the game. Nowhere on the title’s sales page did Hammer point give even the slightest hint that The War Z was still very much in beta.

    On 18 December the features list was altered to somewhat (though not entirely) fall in line with reality, but on 19 December Steam pulled the game from sale and offered full refunds to any dissatisfied players.

    In between those two dates, Sergey Titov put out a disgraceful non-apology (on a thread that no longer exists on the War Z forums) in which he said he was sorry if anybody had “misread” the Steam features list full of outright falsehoods and that the list was open to “multiple interpretations.” It was not. It was open to one interpretation, which was “many of these features are not present in the game that is being sold to me.”buy and sell dofus kamas

    I don’t know that the Video Game industry is the hardest/worst PR field in the world, but it’s got to be up there. Hugely competitive, very fast-paced, lots of overlap in products and audience, high fan expectations and demands, and haters galore. Given all that it might be a surprise that we don’t see more such blowups.buy RS/Runescape Gold