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22 décembre 2009

General Warrior Skills in RoM

Runes of Magic Spells for the Warrior Class

All of the listed skills and spells wow gold paysafecard are for either a Warrior primary or a Warrior secondary character in Runes of Magic.

The warrior has always been the class for pure supreme melee damage dealing and mob control. They are adept at maplestory europe mesos one handed and two handed weaponry and they are able to use skills to tank and handle aggro from mobs and elite bosses.

These general warrior skills are able to be used by those playing the warrior as a primary and those that are using the warrior as their secondary class.

Warrior General Skills, Active
These are the skills that will need to be hotkeyed and used to have the applied effect. They most all give offensive boosts to the warrior’s ability to take on an opponent.

Slash – A level 1 skill, this will do 80% damage per second for main hand weapon (plus an additional 4.8% for skill level). There is a chance for a Bleed if warrior is equipped with sword or axe as their weapon.
Enraged – A level 4 skill, this does an increase in the warrior’s rage by 20 points.
Whirlwind – A level 10 skill, this will make the warrior a whirlwind of damage with 70% damage per buy rappelz rupees second with main hand weapon.
Berserk – A level 12 skill, this will give a 3% increase to attacks and will decrease defense by 3% (plus an additional 0.6% per each level of skill) for the next half minute.
Defensive Formation – A level 16 skill, this gives the group the warrior is in a defense boost of 5% and a decline to their offense by 5% (plus 1% for each skill level) for a full minute.
Warrior General Skills, Passive
These are the skills that do not need to be activated to use, they are always “on” and boosting the playability of the warrior. While one doesn’t actually do anything but give the warrior a formidable weapon, the other will increase a stat. The skill of equip axe also is good for warrior secondarys that cannot wield an axe on their primary.

Equip Axe – A level 1 skill, this will let the warrior be able to equip a one handed axe as a weapon.
Brute Strength – A level 20 skill, this will increase the warrior’s total strength by 10 points (plus one per upgrade).
All of the passive and the active skills will make the warrior well rounded in his/her fighting ability. Passively increasing the ability of a warrior through strength while giving defense and attack boosts actively creates a character that is well equipped to take on a battle.

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10 décembre 2009

Mining Guide in Runes of Magic

RoM Gathering Profession

Mining, or ore collecting, in Runes of Magic is one of three gathering professions in the game.

There are but three gathering professions as of May 2009 in Runes of Magic. Those gathering professions are woodcutting, herbalism, and mining. With mining, the character will go around in search of ore nodes that will glow and show up as a chunk of ore on the minimap.

Gathering Ore in Runes of Magic

While questing or doing mob attacks rappelz rupees there may be glowing or glittery mounds of rock that are ore nodes. The character will find and go up to the node and use a mining pick (this does not take up inventory space in their backpack) to mine out the ore.

Left clicking the mouse will start the character to mine out the ore. There is always a small chance of failure. The player can keep mining for as long as the node remains and will disappear once the ore is all mined out. This ore is used in things like Blacksmithing. These will stack in amounts of 100.

RoM Ores
There are 15 ores that are currently in the game of Runes of Magic as of May of 2009. These are ores and their required proficiency level needed to mine them from the nodes.

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Zinc Ore (1)
Flame Dust (1)
Tin Ore (8)
Cyanide (11)
Iron Ore (14)
Copper Ore (20)
Rock Crystal (21)
Dark Crystal (26)
Mysticite (31)
Silver Ore (32)
Wizard Iron Ore (38)
Mithril (41)
Moon Silver Ore (44)
Abyss Mercury (50)
Frost Crystal (51)
Rune Obsidian Ore (56) – not game implemented yet
Mica (61) – not game implemented yet
Mining in Runes of Magic
After Eve isk there are stacks of ore in the backpack, the player may want to process it into bars. This process is called smelting and a Blacksmithing station will need to be used to smelt raw ore into things. Find smelting in the skill interface and click it.

If there is enough of the raw ingredients available to make what is needed, for example ingots or nuggets, the interface will inform the player how many can be made. There will be a craft button that can be altered to make 1, the maximum, or any number of items using the “-“ and the “+”.

Making Gold with Ore Gathering
Using mining in Runes of Magic to earn gold can be done by working the Auction House. Boost up the backpack with ore and then check at the Auction house to see where the cash is. This can be nuggets or ingots. Mostly the gold is going to be made by making ingots.

The player can then head to the Blacksmithing stations and smelt as many nuggets and ingots as possible, before going back to put the goods up for sale at the Auction House, and wait for the cash to come in.

Mining is a big money maker in the game of Runes of Magic, due to the ingots being needed by other players that do not skill up their mining ability. Creating all these nuggets and ingots will increase both FlyFF Penya the bank and the skill levels of the player.

18 novembre 2009

One Response to a WoW community question

Oh man, flamebait! My favorite! My opinion is that it’s a little from column A, a little from column B. While there’s still content in WoW that requires a significant amount of skill and dedication, most of the content is much easier than it was in The Burning Crusade (which I think was more difficult than vanilla WoW). On top of that, I do think that average skill level is higher now than it was in vanilla WoW. Players are better at multitasking with their abilities,tibia money they understand base mechanics better due to there being more reliable game resources out there, all of that sort of thing. So yes, the game is easier, but we’re also better at it.

However, that doesn’t mean there’s no hard content in WoW. Absolutely not, because there is. The problem is that the hard content is incredibly gated atlantica online gold and tucked away, and is made less intimidating by the fact you can do most of the hard stuff in ‘easy mode’ first. Anub’arak in Trial of the Grand Crusader is hard. Super hard. But if you can almost nap through the fight in the normal mode of the dungeon, the bite is taken away. Fights that are truly difficult in hard mode don’t form a reputation for being hard, because they’re ridiculously easy on normal mode. Everybody says, “Anub’arak is so easy!” when they really mean Anub’arak’s normal mode is easy. Kind of silly. I’d like to see more of the hard content be like Algalon: Legitimately hard, no matter how you approach it.

Blizzard could certainly make the content as hard as they want, sro online gold so player skill isn’t going to make or break the difficulty of the game. But I think that the average skill level is higher now than it was two or three years ago, and it’s something they take into consideration when designing encounters.

16 novembre 2009

Swagvault AION guide Chapter II

The Analysis of Class Selection in AION:
Firstly, eight classes are classified according to function:
Close Combat: Templar, Assassin, Gladiator
Long-range Combat: Sorcerer, Ranger, Spiritmaster
Healing: Cleric, Chanter (Cleric is inclined to Long-range Combat, Chanter is inclined to Close Combat)

If one class can do things that other classes EQ2 Gold cannot, I believe this class is valuable.

We should reach an agreement on some issues:

I. As to the toughness of class, skills come first, armor second. The difference between Templar and Gladiator not only lies in “a shield”. The reason for Templar’s strong resistance to attack is that it owns too many skill, most of which are related to the shield defense. Also, the dodging skills of Assassin and Ranger permit them to avoid more attacks at a crucial time in actual combat, and it become the important survival means for high dodging classes.

II. DPS and DPH are two important factors in DPS class. Sorcerer is a typical DPH-typed DPS class. Assassin can cause considerable Maple Mesos DPH through critical hit. For professional team plays, the key to victory in PVP lies in whether your DPH is powerful. Therefore, DPH is regarded a strong deterrent effect in a team. The essence of PK among teams depends on the number of players called, and the explosive force of DPH is the measure factor.

III. The ability to control the battlefield differs in PVP and PVE. Sorcerer is the main force in PVE, while Spiritmaster just play a assisting role. But in PVP, Spiritmaster becomes the main force and Sorcerer is on the auxiliary position. The skill difference lies in how long one class controls the battlefield and whether controlled objects can take action to attack.

IV. In PVP, the function of Cleric and Chanter are different except for healing

After being aware of the above issues, next we will analyze the capacity of different classes.
Apparently in PVE, “The iron triangle” refers to Templar/Sorcerer/Cleric, which are the foundations of a team in PVE.
In PVP, there are many issues to study. We might as well analyze what each class can do.
Templar
I. Templar is the toughest cheap kinah class. Templar is the best class to fight against NPC in PVP, such as raid and massacre a village.
II. Templar is capable of capture. Templar is important to help the DPS class to lock the enemy cleric and kill it.
III. Templar can use his protective skill to add buff to his team member, so as to protect the key class member
IV. In terms of movement speed, Templar is one of the fastest classes. Templar’s capture skill can capture the enemy and slow down his speed. Therefore, Templar is the key class to hunt.
V. Generally, a professional team will not try to kill Templar firstly when they plays in PVP. In fact, Templar becomes a free class in battle. It can harass enemy, can defend attack, also can hunt enemy. Although Templar’s DPS cannot cause fatal effect, it can attract enemy’s firepower, continuously harass enemy, distract enemy’s firepower or let the enemy temporarily lose his function through various means.

Sorcerer
I. Sorcerer can silent Mage and is the crucial class to kill the cleric of enemy team. 
II. Sorcerer can use instant skill to slow down enemy’s speed, and it is the key class to lock enemy.
III. Sorcerer’s 4000 DP skill can defeat all the classes (except for shield-wall activated templar) in a flash, and it provides deterrent security once every hour.
IV. The cool-down of Sorcerer’s 2000 DP is short. If the team keeps player killing, as long as DP is sufficient, Sorcerer’s DPS/DPH will show significant effect.
V. Sorcerer can assist to control the battlefield and participate in defense.
VI. Sorcerer can keep certain distance from enemy. It also can predicate how much magic power should release after enemy was decelerated. Sorcerer plays an important role in killing the key objectives of enemy at a time.

Ranger
I. Ranger can silent Mage and is the crucial class to kill the cleric of enemy team
II. Ranger can use instant skill to slow down enemy’s speed, and it is the key class to lock enemy.
III. The movement speed of Ranger is very fast, also can instantly slow down enemy’s speed. Therefore, Ranger is the key class to capture the enemy.
IV. Ranger can promptly control the battlefield. Compared with Sorcerer, Ranger can perform better in defense.
V. Fighting with Ranger, there is no chance for Mage to fight back. After Ranger killed the enemy Cleric, it will be able to suppress Mage in enemy’s team. And then it will try to begin the next killing.

Assassin
I. Well-equipped Assassin can defeat all the classes by its amazing critical skill, except Templar.
II. Even common Assassin can defeat fabric-wearing class.
III. Assassin’s combat mode belongs to Close Combat, and is almost like half Long-range Combat, because it spurt to enemy rather than walk up. Fighting in battle, it has strong ability to survive.
IV. Assassin can throw off enemy with the speed advantage. After a certain distance, it can become invisible in pre-testing edition. In battle, Assassin can become invisible and then log out. Assassin is the only survivor in the team.
V. Only Assassin can detect its counterpart hiding trick.
VI. Assassin always tries to kill enemy Mage.
VII.  Assassin may lurk beside its own key class. When a enemy assassin fly up to try to kill the important class such as cleric or mage, he will then show out and kill the counterpart.

Cleric
I. Firstly you should remember that only you can make yourself alive, rather than Cleric. You should prepare enough blood and the cool-down time of Immediate Life Potion in Abyss and PVE are different. In actual combat, Cleric can assist to heal when the two kinds of potion are alternately used.
II. Cleric’s healing skill is suitable for healing the first Mage in your team who is under attack.
III. Cleric’s 4000 DP is called “weapons of mass destruction”. In the latest version, although it can be cured by the healing potion. But this is just a playing issue. The healing potion have cool-down so this class still can work if two Clerics alternately use the DP skill. If the leader of a legion orders a great amount of legion member to push forward, This profession of Cleric is the opening show to promote PK among teams.
IV. Cleric is probably the first target in the eyes of enemy. In other words, Cleric is the key class to attract enemy’s firepower. Most teams’ defense proposals are operated directed against Cleric, including trap set. The more tough Cleric your team own, the longer time your team gain. It is difficult to kill Cleric. If enemy spends more time to fight against Cleric, they may be defeated soon.

Spiritmaster
I. Spiritmaster is indispensable member to PK among teams.
II. Single Fear and Range Fear of Spiritmaster is the key profession to fight against enemy’s first attack and also can be used to attack. When the two teams take the offensive to attack at the same time, whether they are Templar, Gladiator or Assassin, Range Fear can gain more time for your team after enemy’s first attack. Single Fear also can protect your key classes.
III. Spiritmaster’s 4000 DP is also called weapons of mass destruction. Unfortunately, the remedy cannot cure. Spiritmaster’s 4000 DP and Cleric’s 4000 DP are neck and neck in actual combat. Spiritmaster and Cleric are the key classes to promote PK among teams. It is said that 4000 DP is unpractical, because its cooling-time lasts one hour. But if there are six Spiritmasters, the cooling time will be only ten minutes. This is also a playing issue. If the site commander coordinates this, your team may advance and be absolutely irresistible.
IV. Spiritmaster’s summoned is quite powerful, at least not worse than Templar.
V. Spiritmaster owns a variety of DOT skills, which can make Assassin incapable of hiding until it fights to death. (not applicable in pre-testing edition)
VI. In pre-testing edition, Spiritmaster can call player on the same map, such as sorcerer. Without searching for specific space-time crack, the assassin team can enter any doors to transfer players, which will enhance the whole team’s strategic mobility. Therefore, Spiritmaster’s value goes without saying.
VII. In pre-testing edition, Spiritmaster can keep the whole team sneaking. In view of this skill, Spiritmaster tends to play function as Chanter. Although this skill does not present considerable effect, Spiritmaster is the key class to improve the whole team’s fighting strength.

Chanter
I. Chanter can heal, and also it is a DPS class in Close Combat.
II. Chanter’s halo and buff can comprehensively enhance the fighting strength of the whole team. Whatever it is Long-range Combat or Close Combat, they can benefit from Chanter’s buff. Chanter is a indispensable role for killing and anti-killing of every team.
III. The movement speed is one of the key factors in killing and anti-killing. The team’s mobility depends on the lowest not the fastest. In terms of movement speed, Sorcerer, Spiritmaster and Cleric is bottleneck of the whole chain. If a Chanter joins in the team, the movement speed of those three classes can be raised at the same level of Chanter. It is ideal that the bottleneck of movement speed lies in Chanter.

Gladiator
I. I am not optimistic about Gladiator, because of its medium attack and defence ability. Gladiator just is not easy to kill and can efficiently kill mobs. Accordingly, Gladiator is the first-choice class to use bots in AION (KR).
II. Double-Armed Gladiator is very popular. Equipped with plate armor, it presents well and generally its anti-hit capacity is stronger than that of Assassin.
III. The calculation of damage caused by Gladiator’s Critical Hit are different from that of Assassin. The damage caused by Assassin is two times as harmful as that of Gladiator. In terms of DPH, Gladiator is worse than Assassin.
IV. The viability of Gladiator is very poor. Basically it should endure the damage caused by hit, without other auxiliary skills. On the other hand, it cannot hide, let alone anti-hiding. It is not possible to compare Gladiator’s survival ability with that of Assassin.
V. The final highlight — Gladiator’s group attack comes. But other classes can realize this effect through other skills. Actually group attack is quite dangerous, Gladiator’s anti-hit capability cannot meet group attack. Only a herd of Gladiators can perform better.
VI. Gladiator is ordinary, because Gladiator can do things that other classes also can do. It will be more embarrassing in a team.

In conclusion, Everyone has their own positions, show their own existential value.

It is not necessary to build a single professional team, such as Ranger Team and  Mage Team. In actual race combat, commander should coordinate to fight and there is no need to transfer some powerful players. If every member does their own things, the whole team will perform perfectly.

This is not quite rigorous to say Abyss is dominated by Long-range Combat. Now I only say one point (I will explain in detail later.) Close Combat to move close to Long-range Combat on land or in air under the same distance, which one is easy? Although walking and flying are not comparable, only shoes can raise the movement speed of walking (besides halo and various speedup buff scroll), and the rate is not allowed to exceed 22%. While hat, garment and pant can raise the movement speed of flying, and the speeds are different according to different items. So that Close Combat to move close to Long-range Combat will become complicated. In AION (KR), I encountered many cases that Flying Frenzy + Uncanny Close Combat. It is essentially a PK tactical issue.

It is advisable to select talented person for the core classes, such as Templar and Cleric, Because those two classes are the key to build a powerful team in PVE. Furthermore, the person who has strong sense of responsibility can be competent for a leader. The leader are done and also can select many commanders. This is just like chain with another chain. In my opinion, many tactical things need analyzing in PVP, which is a golden opportunity to train a commander for a guild.

The followings are team composition of Ranger of SPEED, just for reference.

Team 1: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 2: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 3: Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter
Team 4: Assassin, Assassin, Assassin, Assassin, Assassin, Assassin
In fact, only 3 teams comprise this 24-player team. The team 4 were divided into 3 branches to look after other three teams respectively if need be.

The followings are team’s actual composition:
Templar, Sorcerer, Cleric, Ranger, Spiritmaster, Chanter, Assassin, Assassin

Every team should grasp one point — catch the ball before the bound, and first killing is the key to victory. It is hard to save up someone who falls in battlefield. Because other players may be either fighting or defending. Even if the player is saved up, he/she still needs some time to return back, but he/she is too weak to be easily defeated.

Team-Tactics:

Offence -STEP 1:

Templar, Sorcerer and Ranger in your own team should firstly kill the enemy’s Cleric/Chanter. If they have many Clerics/Chanters, you should continually to do this  next round.
Assassin in your own team should firstly try to kill the enemy’s DPS of Long-range Combat and Player killing follows the order – Spiritmaster, Sorcerer, Ranger. The Player Killing continues next round.

Offence -STEP 2:

If enemy’s all classes of Healing are done, Templar, Sorcerer and Ranger and Assassin should annihilate the remaining DPS classes. According to allelopathic effect, you should adjust the strategy (attacking on enemy’s weaknesses). Templar VS Assassin, Ranger VS the remaining mage or spiritmaster, Sorcerer VS Gladiator, Assassin and Spiritmaster do the assist attack if need be, finally your team should make enemy’s Templar die.

Defence:

Spiritmaster of your own team should defense the other side’s first attack. Single Fear  should focus on Cleric unless he is killed by enemy’s Assassin. The importance is to harass enemy’s Assassin.

Cleric of your own team should be in charge of healing Sorcerer or Spiritmaster. Furthermore, it should also pay some attention to Templar.

Chanter of your own team should be in charge of healing for Assassin or Ranger. It also should pay some attention to Templar.

Additional:

If there is too much pressure on defending against first attacks, Sorcerer and Ranger should quickly get back and assist Spiritmaster to defend.

Two Assassins should detect the hiding trick in tandem.

If fight goes bad, Assassin should keep alive through hiding or withdrawing.

If own quests are done, all members should return to assist attack enemy’s dying classes

Team tactical coordination is worth studying.

4 novembre 2009

Warhammer Online: Age of Reckoning: Taking Another Look – Post 1.3.2

Jon wood has re-entered the world of Warhammer Online to bring us his initial thoughts on the changes that have been made since he last left the game, with special focus on the recent 1.3.2 update.

When Warhammer Online first launched, I was Tibia Gold excited. When MMOs aren’t the focus of my time in front of the computer, highly competitive PvP FPS games are. So, in watching the development of WAR, I was excited about the prospect of a PvP MMO in such a familiar and iconic setting.

When the game launched, I wasn’t one of the people who railed against it from the beginning. I actually quite enjoyed my time in the game, levelling a shocking number of characters through to the middle of Tier 2 while my primary character worked his way through T3.

Then, over time, something happened and I just lost interest in the game. I think it had a lot to do at the time with a less than stellar experience with my primary in T3, performance problems, an increasingly predictable open RvR experience and dwindling scenario play that resulted in my eventual abandoning of the game. At no point did I get “fed up” or angry, and leave. Instead, my play time just dwindled until it faded out all together.

Now, with all of that said, a while back, I was reading the patch notes for update 1.3.2 and the changes and improvements that were being made. So, being the easily swayed individual that I am, I decided to pop back into the game to aion kinah check it out and see how it had changed, at least in its early stages, since I left.

My time back in the game has consisted primarily of T1 and T2 play, and what I’ve seen in terms of changes so far, I’ve liked. Below, I’m going to talk about some of the more glaring things that have jumped out at me:

Servers

There are fewer of them. Way fewer. Seven for North America at the moment. Servers have been a point of contention with this game since launch. People have made a big deal out of the closing of servers, but I for one feel like this is the only way to make the game feel vibrant again. As the game’s overall population dwindles, so too should server numbers. It’s only a good thing if players who get into the game rohan online crone do so with large populations. WAR thrives on quantity of players and it doesn’t do anyone any good to spread those players thin across servers.

Performance

The difference in performance is like night and day between when I stopped playing and today. When I stopped playing, I would have performance issues in any number of annoying instances: Any time my camera was aimed directly behind my character, in war camps, between cinematics, every time I entered an RvR combat situation, in scenarios, and more.
Those issues, at least for me, simply don’t exist anymore. I can play at full resolution, wiggle the camera around in any which way I bloody well please, run into RvR and do pretty much anything else without worrying about stutter.

The Map

The map, one of the most useful tools in any MMO, has actually become more useful than it was before. First, it seems to be more accurate in telling you when and where RvR is happening and second (and possibly more importantly for the flow of the game), the map actually highlights active Public Quests. This means that players no longer have to bob in and out of PQ areas to find out if anyone is in them. Now, the PQs light up gold when they’re active and scrolling over the icon will tell you how many players are currently engaged. It’s a great tool that draws players toward the PQ areas instead of discouraging them.

Tutorial

I’m actually digging the new way that the tutorial is laid out in terms of popup screens. They’re well designed, well executed and don’t look too out of place within the world while you’re playing. The developers actually managed to pack a decent bit of starting info both into the tutorial and onto the loading screen.

Overall, it’s just a more inviting way to enter the world of Warhammer and with this whole new “play tier 1 for free” thing they’ve got going on, I suspect they will be seeing at least a small influx of new players.

City Sieges

The developers promised that city sieges would happen more often, and by golly they weren’t kidding. Over all of the time that I played Warhammer Online in my first go-round, I think I may have seen an alert that a city was open for invasion, maybe once. I was back in the game only an hour when one of the cities opened up, and then it just kept happening so that it became more or less a regular occurrence.

New Player Guild

Part of the new player experience is placing new players all into a guild. Presumably this is being done to encourage guild play and to introduce players to it, but the whole time I was playing, I think the only guild interaction that happened revolved around a notification that my guild was now Rank Two. Other than that, I just really didn’t see any real purpose to it. Well, I suppose it also opens up to a new player guild chat along with an ever-preset staff member to help answer questions and such. That’s handy, but there must be other ways of accomplishing that without going to the trouble of sticking everyone into a guild.

Advice Chat Channel

There is now a chat channel called “Advice.” Presumably, this is what it’s supposed to be used for… soliciting and getting advice. However, I can honestly say that I don’t think I’ve ever seen a more useless tool in an MMO. My entire time playing was plagued with spam from this channel with such intelligent advice as “My advice – GTFO.”
Basically, those people who join MMOs just to be a pain in the virtual butt to as many other people as humanly possible without having the guts to do it to someone face to face, have found a new home. That’s about as useful as the new advice chat has been for me.

UI

The UI didn’t show any really glaring differences this time around other than to say that when you’re in a party of a Warband, the UI will now tell you when another player is too far away to target. It’s a very useful little change, especially for healers.

All players starting in Empire / Chaos starting areas

I’ve questioned this move, but starting a new character makes the benefits of this change pretty obvious. Centralizing all of the early players in one area makes it easy to start a game with a friend of another race, makes it easier to find groups, makes the world feel more populated right out of the gate and more. It’s a good change, even if the other former starting zones now feel a bit desolate.

Other things I noticed

The Lost Lagoon, the battlefield objective in the Empire / Chaos T1 RvR lake seems to have been removed. Probably because it was always a bit out of place, so far removed from the other BOs.

The servers still feel a bit under populated. At the risk of being unpopular, I think cutting the number of servers down even a bit further might be in order.

Scenario statistics are now much easier to read.

Overall

Overall, the effects of 1.3.2 are apparent right out of the gate for any new or returning player. It would be hard to argue that Warhammer Online isn’t improving over time, with all of the changes that have been made since launch, and 1.3.2 is a great example of that improvement. That being said, I don’t know if the second time is going to be a charm for me. I mean, the new bells and whistles are holding my interest for now, but will they keep my in the long run? Only time will tell.

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2 novembre 2009

Peter Molyneux on WoW’s reward system

You probably know Peter Molyneux’s name if you’ve been playing video games for any significant amount of time — he’s the mind behind such classics as Populous and Dungeon Keeper, all the way up to Black and White and the current tibia items Fable series. He recently gave a talk to the British Academy of Film and Television Arts, and early on his talk (part 1 is here, part 2 and part 3 are also online), he speaks out about our favorite game, World of Warcraft. Specifically, he mentions it as an influence on his game design, and says the most brilliant thing about the game are “the steeds,” or the mounts you could pick up at level 40 (nowadays, of course, they’re available at level 20). He says that in his own games, he tries to give everything out to the player as soon as possible, but the fact that Blizzard made you wait to ride a mount around, made you work up a few levels for it, really stuck with him.

Now, of course, he’s taking away his own lessons here — Blizzard’s philosophy with the game as a whole seems to reward the player as much as possible, and especially lately, with emblems and the different modes and all of the aion items other daily and weekly quests they’ve come up with, they’re making you do less waiting for prizes than they ever have before (in fact, compared to MMOs when they first started, much, much less waiting). And Molyneux’s own games are very “rewarding” — I don’t think more than two minutes went by in Fable without me getting a level or a new spell or a new item to play around with. But his point is still good, even after all that: anticipation of a reward can be just as strong a motivator as the reward silkroad gold exchange itself.

27 octobre 2009

“A Shantotto Ascension” Now Available for Advance Purchase!

It is our pleasure to announce that registration codes for “A Shantotto Ascension—The Legend Torn, Her Empire Born” are now available for aion kinah purchase. The official site has been updated to mark this momentous occasion, so head on over and see what’s in store!

Follow the “A Shantotto Ascension” banner on the PlayOnline Viewer’s main FINAL FANTASY XI page to purchase your registration code.

Detailed Tibia Gold information can be found at the official add-on scenario site.

*Purchasing users will be able to access the new content with the release of the next FINAL FANTASY XI version update, currently scheduled for November 9.
*One registration code will grant all characters within a single PlayOnline account access to “A Shantotto cheap maplestory mesos scension.”

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