2013年1月23日星期三

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If you don't want to know how to get to Columbia, then watch no part of this video, which Irrational Games released just this morning. It's the opening to BioShock Infinite, a mostly cinematic sequence that is plainly an homage to the opening of the original BioShock, which we've included below if you want to refresh your memory.

I didn't catch any "Would you kindly" or obvious ties other than the destination through which Booker travels to Columbia. Its entrance evokes the original lighthouse of BioShock but certainly not as secular in tone,atlantica gold.

For those who don't mind seeing how the game begins—there is essentially zero action here—have a look, I'm sure we'll uncover more similarities and callbacks to BioShock as this is deconstructed further.

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As I mentioned in last week's Devil's Advocate piece (yes, Devil's Advocate is officially a weekly thing now), I promised to discuss what I had originally called the “teardown generation” of MMO gaming. The teardown generation concerns people who tend to focus on the negative aspects of games online and say hurtful things about a game, warranted or not.I was planning on writing this later on, but the discussion of a negative mentality is more nuanced than you would expect, and I thought to tackle it now so people can at least think about it and move forward with the ideas I've presented.


For the most part, there is very little research here I can cite regarding how many Negative Nancies exist as opposed to Positive Paulas in the gaming sphere. If you have academic citations, I'd welcome your input.

What I can do, however, is explain my personal thoughts behind why a teardown mentality appears more likely to come out on a socially oriented website. Trust me, today's Devil's Advocate will be messy, and may end up causing you to hate me, but I'd appreciate it if you kept an open mind and accepted the possibility of what I have to say.

The Tipping Point Premise

One of the reasons I think a teardown mentality comes into being in a particular space (virtual or physical) is that the mentality presents itself through an the action of one person, and because others share that same sentiment, they become emboldened to share the feeling as well, making the feeling more common.

In movies, sometimes you see that scene where a war breaks out because someone with an itchy trigger finger or stupidly horrible reflexes fires off a shot and kills someone, and then all hell breaks loose. Well, that's , and that tipping point online can sometimes occur on a hot topic where no one wants actually wants to speak... until someone says something that reinforces the idea that it's okay to be negative or hostile or whatnot.

The Social Reinforcement Premise

Related to having a tipping point, the social reinforcement premise would argue that if a certain space has been designated a zone for hostility, then it becomes socially acceptable to be hostile in that space.

This idea takes its cue from research on psychological reinforcement, such as that done in the 1960s. Easier reading can be found , but a search for social reinforcement should give scholarly articles.

For instance, there is a general implied premise that MMORPG.com is filled with hardcore players who enjoy a certain game style. I have no idea if it's true, but the point is that a premise exists where X type of person generally visits this space.

Social reinforcement would thus tend to fulfill that idea, even if it wasn't true to begin with, because people began to perceive the area as filled with hardcore players. Eventually, it does get to be filled with the hardcore, because the socially reinforced idea is that they are welcome here.

If you extend social reinforcement to the perception of how a hardcore gamer should act, then we get into a mess of trouble, as some people unknowingly fulfill the socially okay premise (that of having a certain personality because you're a hardcore gamer) without meaning to.

The Online Disinhibition Premise

The Penny Arcade Strip on Greater Internet F**kwads is actually based off long-standing ideas on disinhibition, with the idea of being that because you are neither known nor seen (among other things), you are free to be a horrible person online even if you're nicer in person.

also has an excellent piece from 2011 on the idea of trolling. While the “teardown generation” can sometimes be misunderstood as trolling, the ideas in the write-up lend themselves well to the idea that our anonymity online allows us to be more free in criticizing.

The Customer Satisfaction Premise

Here's something I picked up from Keen at : the idea of dissatisfaction being caused by previous exposure. Basically, the idea as it relates to the tearing down premise is that we set ourselves up to hate things based on our expectations, as determined by past experiences. As Keen explains,

"If a developer aims for 100% enjoyment or innovation, then players will come to expect that level of enjoyment and innovation. That means next time you’re going to have to meet that same level of enjoyment and innovation or else you will fail to meet expectations, and a high level of disconfirmation will result and players will be unhappy."

The Crab Mentality Premise

One thing I remember well is an idea in Filipino culture called In a pot of crabs, the idea is that an individual crab can escape the pot, but other crabs will drag it back down in an attempt to escape as well.

If you couple that with the idea of disconfirmation, the possibility exists that some people might be so annoyed at the possibility of someone having fun in a game they're not having fun in, that the attempt to tear down a game is their way of dealing with someone else's enjoyment.

It's Okay to Not Like Things

Tearing down or discussing what frustrates us is actually healthy in a certain context: one of worthwhile criticism. If you have a smart, well-prepared premise explaining why something doesn't work for you, that's fine. In fact, I'd assume that tearing down in this case refers to a deconstruction of the aspects of a game in order to find its weak points.

A problem occurs when we invest too heavily in our disappointment, like I feel I did with my SWTOR piece published on November 23. As I mentioned before, regardless of how warranted I felt expressing my disappointment, I forgot about the other related stories to the issue (such as whether SWTOR had good measures in place for monetization or someone to work on the F2P transition).

I don't want to lose myself to the feelings I get when I want to properly criticize or be criticized. As that YouTube song goes, “It's okay to not like things, just don't be a dick about it.” The problem is, reversing the tide of negativity and replacing it with thoughtful criticism, on MMORPG.com or any other social site is difficult because the social mechanisms are already in place to reward a good trolling remark as opposed to a thoughtful comment.

That's probably where a paradigm shift needs to come into play to change the prevailing social landscape. It won't be easy, but it's certainly worth it. At the very least, treating everyone, including the things we criticize, with respect makes us better people and brings dignity to everyone's online bearing.


Read more of Victor's other Devil',Wizardry online Gold;s Advocate columns:

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    The race-themed weeks ArenaNet has been giving us have been a real treat. They gave us some additional insight into the different races, allowing us players to fine tune our plans to create our characters. I for one will be playing a Charr as my main, but I plan to have a few alts,cheap aoc gold, as any self-respecting MMOer might. One of them I plan to play is an Asura, which is the topic of the day. His name will be Amuro. He rides in a golem he calls Gundam. It will be awesome. Mark my words.


    One thing I love about the Asuran Race is despite the fact that they are tiny little guys, they have this look in their eyes that says they have the will to bring you down if they need to. I just love that combination of goofy and tough. A couple weeks ago we got to see the concept work that went into making their unique look. The concept artist’s first attempt has them looking like deformed goblins. It was an interesting design compared to your basic green-skinned, large-eared goblin, but I think ArenaNet realized they needed a race that would play a larger role in the world of Guild Wars, so it must have a more unique look.

    The Asura’s story was changed during game development, which required changes to the concept that transformed it into a very bizarre creature. The concept was very well done, but to me it looked more like something from Star Wars, and not from a fantasy-based story.

    The artist’s quest to create a concept that would give life to this race continued, which produced what I consider to be the first true Asuran. What I love about this concept is that the face really tells all. It has a “cute” look, with a hint of a person who is constantly disgruntled, yet happy about it. The eyes give off this look that there is some serious wisdom hiding in the mind behind them. The body structure, in my opinion, is what gives the Asura that goofy look. All these elements combine to form a very nice concept that gives us a race that is unique and fits in nicely with the world of Guild Wars.

    One article I am glad ArenaNet posted, deals with the concepts for the Asuran environments. The element of straight lines was used very effectively to create these concepts. Usually when creating buildings, you want to throw in some nice curves here and there, whether it’s for a window or an arch, to give some decorative quality to the piece. But for the Asura, everything has a straight edge to it. The artist also used this element to add decoration; giving the impression that everything the Asurans make is of the highest quality. So all the buildings have layers to them, which creates a depth and unique shape.

    Another really awesome element that gives an extra dynamic look to the Asuran design is the use of floating parts which adds some serious beef to the design. And let’s not forget about the lights. This element gives them a bit of a crossover from fantasy to sci-fi. Some of the buildings have what looks like holographic projections around them, which I am guessing is created by energy from crystals. The golems are also a group of parts that float together, being held by these glowing crystals. So we have a group of rocks and chunks of metal, but the crystals make them look like robots. This unique way of building gives off not just a fantasy vibe, but also one of sci-fi.

    One final visual aspect of the Asura I would like to mention is not related to the concepts. I am referring to the entertaining animations that were given to the Asura. We were shown a small collection of animations. I especially enjoyed observing how an Asura swings a weapon. Because they are small in stature, they must put their entire body into the action in order to actually cause any serious harm to their enemies, who most often are 3 times their size or more. The intensity of force they display in their movements makes their actions seem far more powerful with a savage-like quality. Even though the Asurans are a very intelligent race, they seem to have over-sized egos. Sometimes their magnified sense of their own abilities causes them to forego using that intelligence and to engage in actions that are more impulsive. This allows these animations, in my opinion, to fit nicely.

    Overall I am very pleased with the outcome of the concept development of the Asura because of the uniqueness of their qualities. They even appear to have evolved somewhat since our encounter with them in Eye of the North. It will be interesting to see how their comic relief-like nature will continue to keep the Guild Wars story diverse and entertaining.

    The artist in charge of creating the Asura posted a video of him painting an Asuran character. I won’t post a video of me painting one, but I figured that we might as well have some fun while discussing the Asura, so I sketched out my own character. Tell me what you think about it and the Asura, and post your own character drawing or painting with your comment, if you would like to do so.

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    2013年1月21日星期一

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    Originally posted by jpnole
    Why does the download size matter in 2013?

    Thats a very good question. While many people are going for SSDs which are nice, although quite small, they're not really much use for games, at least I don',c9 online gold;t see a difference in games when they're either HDD or SSD. If you're a serious PC gamer,buy tibia gold, then one should have a 1-3TB drive for storage and games...

    Or they have a horrible ISP with monthly DL limits...there are many unlimited options in most cities to choose from so that shouldn't be an issue either, ah well!

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    Wurm Online has been a long time in the making so it will come as no surprise that we're working our way through the most current 'gold',buy Vindictus gold; build of the game building up to our final review in a few weeks. See what we've got to say about our earliest steps in Wurm Online then join the conversation in the comments.

    Lining up for the side of sand castles and dreams is Wurm Online. A fully transmutable, build-athon, with skills, thrills, and wild crocodiles that will give you many a "heavy bruise". Since 2003 this MMORPG has been in development, entering beta in 2006, and finally maturing into a fully fledged example of what one can achieve with Java, a few ideas, and a shovel.

    The concept of Wurm Online is simple. There are no heroes here, not a single evil terraforming dragon, or even a busty elf in sight: you are as ordinary here as you might be in reality. The goal is to simply survive, and maybe if you have time, do a tiny bit of flourishing to boot.

    Read more of Adam Tingle's .

    It's more of the same really from 50-60. I find myself barely able to even login and I'm only 55. Questing in the game has become, do your story mission and do these "carnage" and "onslaught" quests on the way. Which are literally just kill 16 of every type of monster in the zone. They try to hide it but meh. I will probably cancel my sub and wait till they nerf the leveling exp requirements.

    Zone events are basically the same, rifts are basically the same, quests are the same, dungeons are the same. There's just more new stuff now.

    Dimensions are cool for about 10 minutes unless you're REALLY into stuff like The Sims,buy cheap diablo 3 gold paypal.

    Instant adventures are more or less dead now while leveling unless you play during prime time.

    Completing a dungeon or winning a warfront gets you right around a bar or less exp. Storm Breaker protocol is the worst dungeon ever made in any mmorpg. While it's easy to most of us, it is pathetically impossible to others. And you need 5 people to complete it. Half the time it bugs out too and you can't complete the last boss.

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    A lost city with untold secrets, hidden from view for ages. The tales that are shared about this culture speak of powerful artifacts, guarded by fearsome beasts buried deep in dangerous lands both above and below water. What ancient mysteries are yet to be uncovered by the three realms that inhabit the land? That's the question to be in answered in Mythic Entertainment's latest expansion, "The Trials of Atlantis." I recently had the opportunity to participate in a walkthrough of the expansion with one of the Camelot's producers, Mark Davis and Becky Yung, a member of Mythic's marketing team,guild wars 2 cheap. Through the course of the walkthrough, I was able to see exactly what treasures and trials the lost civilization of Atlantis brings to the table for the Camelot universe.

    The back-story behind this expansion is fairly straightforward. Playing on the common knowledge that the citizens of Atlantis were extraordinarily innovative in the areas of magic and machinery, the story discusses the fact that they fashioned relics of great power for their use. However, the great minds of Atlantis suddenly discovered through prophecy that soon their society would soon be destroyed. Wanting to make sure that their technology didn't fall into "unworthy" hands, the Atlanteans devised a series of elaborate obstacle courses for adventurers to overcome, complete with powerful monster guardians. These tests of both cunning and bravery have since become known as the Trials of Atlantis. Though not an entirely new concept from a background perspective, still I felt the history revealed in the game design fit very well.

    Just as with previous expansions, Mythic uses latest major update to the gameplay to update the graphics engine as well. The new areas obviously take advantage of this update, but Mythic's improved engine also affects the prior zones on the game. What's been upgraded for the older areas relates specifically to the trees and terrain, bringing a richer and more life-like feel to the areas. The trees are especially detailed with individuals leaves making up their design now. Without even being told what was done to them, I recognized the trees had been upgraded the minute I logged in after installing the expansion. That alone should speak to the level of detail that's been added. Granted the updated engine will cause some "tree lag" as it is affectionately referred to by some players on the less-than-"screamer" PCs. Proof positive that the changing face of the gaming world is following suit with the latest hardware technology updates,buy d3 gold online. Though the older upgrades are eye-pleasing, the newer zones are nothing short of impressing. There are few games out there that illicit "wow" from me in a repeatable fashion when it comes to art in a game. I can tell you that these new lands deserved every syllable and then some. From the ancient temples of Stygia to the watery depths of Oceanus, the level of detail is astounding. Davis pointed out that a great deal of research was done on ancient structures trying to reverse engineer the possible "beginnings" of these structures in the Atlantean culture present in the game. Color me impressed yet again. Also of note was the updates to the GUI, which also allows players to create custom skins based on the original design. Though only one custom skin is supported at a time, this feature allows a greater level of customization then had been seen previously. The new lands also offer the players newer forms of travel in the form of sea vessels, both man-made, automated boats and of the animal kingdom. Players may also purchase boats of their own to navigate across the ocean in search of monsters to slay. Bringing new meaning to the term fishing, players can drop anchor and dive into the ocean below to hunt if they so chose.

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    2013年1月20日星期日

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    Early last year Trion Worlds burst out onto the MMO scene with their freshman debut Rift. Rift was arguably the best MMO to come out in a limited class of 2011. Rift would overwhelmingly be considered a theme park MMO in the same vein as Everquest and World of Warcraft; but has enough of a twist to it, with the addition of the namesake rifts, to make its mark on the MMO landscape. Trion has also released content for Rift at a voracious pace defining new standards for how fast a developer can publish new updates for their game. Late last month Trion released their first full expansion for Rift, Storm Legion. Storm Legion has brought with it a number of new features to the game as well as giving the players more of what they loved about the original game to begin with.

    Aesthetics: 8

    The new environments added in Storm Legion at times are nothing short of stunning: from the forests of Cape Jule, to the never ending valley of death in Seratos and Morban. These zones are expansive and varied in their presentation. Trion has also added in further atmospheric effects such as swaying trees to make the world feel more alive. Another place where the game has seen improvement in the art department is for the armor sets. The majority of player armor has gone from extremely bland when Rift was first released to unique and identifiable sets by the time Storm Legion was released. Some of the new armor released in Storm Legion is the most uniquely identifiable yet. Unfortunately the same cannot be said for the player characters themselves. They are very Milquetoast and this expansion has done nothing to change that.


    Gameplay: 9

    Storm Legion has more than doubled the current size of Rift. Adding two new continents riddled with quests to discover the lore and technological secrets these areas hold. Storm Legion has also brought with it 7 new dungeons that have both a normal and elite version that becomes available at level 60. Trion has bumped the level cap to 60. They also added in a 10 and 20 man raid on Storm Legions release. In addition to the PvE items they added in a new PvP Warfront. With the release of patch 2.1 they added in the chronicle and the second 20 man raid that was promised with the expansion. Four new souls have also been added to the game, one for each calling. Trion has also introduced a new type of rift in Storm Legion. These Hunt Rifts allow players to pull elemental commanders from their home plane to Telara where the ascended can bring them to justice.


    Crucia is an ugly beast, no wonder she is so mad.

    Innovation: 8

    One of the new industry buzzwords over the past few years has been dynamic content. Rift took dynamic content to a level that had not been seen before and took it even further with Storm Legion. Rifts that randomly spawn across zones, elemental foot holds that rise up and spawn invasions that can run amuck across your quest hub, as well as zone wide events that can set off both of these on a grand scale that demand you deal with them before you can continue about your normal business in the zone.

    Rift has also introduced Carnage, and Onslaught quests. Carnage quests are a bonus to help you along as you level through zones. Once you kill a certain enemy marked with a little red dot next to their name you will automatically have a quest added to your quest log to kill that mob x number of additional times. Upon completion, you will be rewarded with bonus experience and Empyreal Sourcestones which are a new currency that will allow you to purchase gear, or upgrades for your gear. Onslaught quests challenge your hero to defend a position from an onslaught of elemental invaders. Usually this is nothing more than fending off 20 waves of invaders from a particular point. There are also a lot of quests randomly spread throughout the new areas that you will not find unless you are out exploring and completing other quests in the area.


    It's not safe to travel alone.

    Polish: 8

    Storm Legion is a well polished expansion but not without its flaws. With the amount of content and new systems that have been released it was inevitable that along with it would come a few bugs. While Trion has not responded to these as fast as they have in the past they have still done a good job stomping out the most severe ones. Also the amount of in game systems that allow for player convenience is second to none.

    Longevity: 9

    One of the chief complaints about the original Rift is the lack of replay ability if you did not care for max level game play. You could level a character as either a Defiant or Guardian but after that there was really no need to create additional alts. You would have played through the story line for both factions and rolling another alt, even if it was a new calling, would not provide much in the way of a unique experience since you would go through the same zones and do the same things. While Storm Legion will not do much to change the 1 through 48 experience for players it does provide two divergent paths for leveling in the expansion areas (50-60). If you choose to go to Cape Jule you will traverse the Brevane continent and have an adventure that is based more upon exploration, if you travel to the Kingdom of Pelladane and the Dusken Continent you will have an adventure that is more combat focused.

    The single biggest feature that was added to Storm Legion that has the potential to offer the most longevity for the game is Dimensions. Dimensions are Trion's take on personal and guild housing. These dimensions are little instanced pockets of space that can be purchased by players or awarded through quests. You can find items throughout your time in Telara to add to your dimension. These dimension items can vary from boards and tables to dragon eggs and any number of things in between. Items can be purchased from NPCs, created by other players through crafting, come from quest rewards, and be offered from Trion through special out of game promotions. You can take these items and place them anywhere you desire in your dimension and scale them to almost any size,Lineage 2 Adena. This allows for limitless combinations on how you can set up your home. You can keep your dimension private so it can be your bastion away from everyone else, or you can set it up to where guild members or anyone from the general public can come in and view your dimension. You can also set permissions to allow other players to alter your dimension. Players also have the ability to up-vote your dimension and your dimensions score is shown on a leader board compared to everyone's.


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    Social: 9

    Trion has a few great systems in place to help foster socializing in game. First there is now open tagging on mobs. No longer do you have to be in a group with another player to benefit from helping them out. If you see a person in trouble and run to their aid you will get experience, reputation, and currency for helping them kill what it is that has them on the ropes. Second anytime you are working on a dynamic event unless you turn it off you will automatically be placed in an open group. Players will only have to click on the + sign above your character portrait to team up with you. This also works merging groups together which can be especially helpful in large zone events. Third there is a robust group finder tool. Most people usually only pay attention to the dungeon finder tab but you can also use this tool to form groups for group quests or rift groups. Fourth is Instant Adventures. The IA system will quickly toss you into a group in an area to take on a chain of quests with other adventures that could be pressed for time and want to instantly hop into the action, or people that just like to do Instant Adventures. IAs have a chain of quests that usually tell a small story through the zone. Lastly there is a guild finding tool. This guild finder makes it quick and easy to check of certain requirements you have for potential guilds you would like to join. You can then get in contact with the guilds officers and go through whatever recruitment process the guild has. There are a number of guilds that have little to no requirements for recruitment and are purely social with wonderful communities.

    Value: 8

    Rift is one of the last bastions of the subscription MMO. With The Secret World recently shifting stances and moving to a Buy-to-Play model (B2P), Rift and World of Warcraft are two of only a handful of MMOs left that are subscription only. (Both Rift and WoW do allow you to play to level 20 for free but in essence are truly only free trials). You can purchase a digital copy of Storm Legion from Trion for $39.99 if you already own Rift or $49.99 for a copy that includes the original Rift. You can also purchase a subscription for Rift as low as $10.00 a month. (All prices are USD). While none of the pricing screams out value, what really makes this a good deal is the pace at which Trion has squeezed out content updates. With 11 updates in 21 months over the course of the original game if Trion is able to keep up with half that pace in the coming years they will provide players with more than enough bang for their buck.


    This dude got lost on the set of Pacific Rim

    Conclusion:

    Storm Legion is arguably the best expansion to come out in 2012 for any MMO. If you have not already played Rift now is a great time to give it a try. With the introduction of Dimensions Trion has set Rift up to have a lot of interesting and unique player created content to supplement Trion's internal development cycle. Storm Legion does a great job of adding more of what the players loved in the original Rift but falls a little short in the PvP department. While they did add a new warfront they have temporarily suspended Conquest and shifted their focus even more to the conflict between the Telarans and their invaders and less on the conflict between the Defiant and the Guardian.


      Overview

      It seems many games these days are seeking to hearken back to a golden era of open PvP that many of us first knew in Ultima Online. Not satisfied with "carebear" servers that provide no player to player risk, or do so but with incredible cushioning to the victim, many games in recent years have sought to rekindle the flame of open-world PvP where no one is safe. R.O.H.A.N.: Blood Feud is one of these games; seeking to provide inspiring PvP combat without padded walls. Whether that has been achieved, however, is up for significant debate.

      Story and Immersion

      The story behind R.O.H.A.N. is one of many races,c9 online gold, abandoned by their creators and fighting for control of the precious resources of the world. As it seems is the fate of many other MMOs, this story unfortunately serves only a faint backdrop for the game world itself; it's a way of explaining the origin and conflict between races in a PvP game. There is little of the way of story-telling in the game itself. There is no epic storyline to follow through quests or events. Just as it seems the gods abandoned the races of R.O.H.A.N., so too it seems the game's lore has abandoned the play field.

      Indeed, the role-playing element of this MMORPG seems to be sorely lacking. Quests are mostly just errands based on the small whims of the NPCs that give them. Even as you progress into later ranks, there are no heroic moments or moods that make the character feel more than a fantasy-style machine gun in the player's hands.

      Interface

      R.O.H.A.N.'s interface is familiar for those who have played MMORPGs before. A typical character status HUD with health, mana, and experience lingers in the upper left. A minimap can be found in the upper right, and a skill bar in the lower-right. Along both the bottom-left and right side of the screen can be found a literal two dozen menu buttons, allowing players to pull up various interface screens from character and PvP status, to messaging systems and the item mall. There are, quite honestly, more buttons on the screen than any player would ever need; at least half could be removed and replaced with keyboard shortcuts.

      Both WASD and click-to-move can be used to direct your character around the battlefield, but what's truly nice is that the mouse has more use than simply clicking buttons on the screen. Mouse controls include being able to attack or follow a target, enter PvP with a target, autorun, and manipulating the camera. All hotkeys can also be remapped, except for the basic WASD/QE movement keys. The controls are rather intuitive for a gamer and don't ever become too clunky.

      Combat & Gameplay

      There is no denying that the purpose behind R.O.H.A.N. is PvP. The first thirty levels of a character's life, however, must be spent leveling so that they can participate in world PvP and Township battles (where guilds can combat for territory). This means, of course, that the only way to get there is via the typical RPG experience - quests and grinding.

      Unfortunately, you could compare questing in R.O.H.A.N. to walking out of a forest - the closer you get to the edge, the thinner the trees get. Before level 10, on three separate characters, I found myself forced to grind to another level for the possibility to complete another quest. In fact, the recommended leveling method from the community is group grinding - gathering together a group and killing monsters of a high enough level that there is little downtime matched with high experience gain. Contemplate this just for a moment: in order to get to the intended content of the game, you must spend not only hours, but days, grinding with interspersed quests to get there.

      So is it worth getting there? That's debatable. Almost any PvP is going to give an adrenaline rush, and each class has its own special niche in battle. R.O.H.A.N.'s PvP system is open, and death may result in loss of experience and equipment. It also follows the "red death" penalty system familiar to us since Ultima Online, e.g. players who PK too often will not penalize another player if they are killed, and risk the chance of dropping an equipped item, instead of one from the inventory.

      What can be worse is the Hit List system. This system allows players to look at a list of those who have recently killed them, and teleport instantly to their location, along with any party members. Sweet, they say, is revenge. However, in a PvP game, when you're as likely to be the killer as the victim, the possibility that an irate opponent will bring a beat-down team on you at any time is, well, a little disconcerting and bears a lot of potential for abuse.

      Ultimately, the PvP is nothing to write home about: there are class imbalances, and the action can sometimes lack the kind of intensity that gets the heart pumping. In fact, many fights are not only boring to watch, they're boring to partake in. For its main selling point, R.O.H.A.N. provides the right environment, but the wrong tools, to make a good PvP game.

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      As readers of this column undoubtedly know already, the past week brought two announcements about prominent MMOGs changing their revenue models. LEGO Universe will take the step earlier by introducing an F2P option in August. At first glance, the new scheme looks like a relatively limited version of “freemium,” including access to two adventure zones and one property area where the player can build his or her own models from virtual pieces. Those who want more can become members for $10 a month.


      While it was stated that "... there are no plans for micro-transactions at this time," I can't help but wonder if it's likely to happen sooner rather than later. This isn't a new thought by any means. Shortly after I first learned the title was in development, it struck me that the actual plastic bricks are available for sale in packs of various sizes and mixes, and can even be purchased individually. So why not create a parallel revenue stream for the in-game ones?

      Yes, I'm fully aware the "I'll never play an F2P game" faction would grouse. So? How much do their opinions matter? From a business perspective, they are important if they would lead to a loss of revenue. This primarily means either (a) the people are currently playing and would actually quit, or (b) they would have subscribed, but now won't. On the first of the above points, it's worth noting that to the best of my knowledge, the probable loss is quite small. As for the second, my admittedly less than fully educated guess is that the opportunity cost isn't much either. If so, the total is neither very large nor difficult to make up by increasing the overall user base, even after factoring in the near certainty that a majority of the newcomers won't pay.

      But even if the reduction is substantial, the broader picture includes another major consideration, which is the net result. If changing business models is likely to improve a game's profitability, and if the degree of risk associated with the shift is reasonable, there's obviously an argument for making the move. What's more, it takes on greater weight as the projected effect on the bottom line rises.

      Frankly, I've felt for a long time that LEGO Universe would have been better off if it had been designed to launch as F2P / freemium. So, part of me feels like it's merely moving to where it should have been in the first place. And if I had to bet, I'd put my money on the change working out positively.

      The second game in question is the re-branded City of Heroes Freedom, which will transition over at an unspecified time later this year. I'm not surprised at this development. In Korea, NCsoft has been dipping its proverbial toe in the F2P pool for a while now, albeit seemingly with some growing pains. So, it's not exactly a shock to see a similar approach in this part of the world, especially considering the company probably feels it gained some insights from its unsuccessful experience with Dungeon Runners.

      My suspicion is we'll see more hue and cry about this one since it probably has a more hardcore user base that is likely to be more vocal, particularly in places MMORPG.com readers are wont to visit. Still, my gut tells me this change will also have a net positive effect, although perhaps not to the extent we've seen with other prominent titles that have made the shift.

      A possible side issue is the possibility this change will have an impact on DC Universe Online, and whether it will be favourable or detrimental. If CoH has a meaningful number of the aforementioned "I'll never play an F2P game" types, they won't have many options if they want to play another superhero-themed subscription MMOG. On the other hand, DCUO may become less attractive to newcomers to the sub-category since it will still have a higher barrier to entry.

      Interesting Infobits

      Anarchy Online. It's hard to believe Funcom's game is a decade old. That it's still around is particularly notable since it looked for a time that it might not survive its launch issues. So, happy 10th anniversary to the company, the team past and present, and the players.

      Steam. I',buy diablo 3 gold fast delivery;m curious as to whether it's significant that only days after announcing support for five F2P games, Valve followed up by moving Team Fortress 2 to a business model said to be solely based on virtual item sales. Is there anything to this timing, or was it just a coincidence?

      EVE Online. CCP has reportedly put a number of rather high-priced new items in the game's store, to the point where it apparently costs more to purchase some virtual gear via micro-transactions than to buy real merchandise for cash. This has contributed to a new round of conjecture that it will be going F2P before long. I'm inclined to think it might happen, but perhaps not as soon as the rumors suggest. Then again... who knows?

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      where to buy buy Wizardry Gold

      To check it out yourself, go to

      official forums ----> Information and Discussion ---> dev tracker

      Some quotes:

      There are skills and they are used while gathering materials for crafting too:-

      There is a gathering system, but it's based off of classic D&D skills like Dungeoneering, Arcana, Religion, Nature, etc. instead of the typical mining/herbalism thing.

      PvP maps in foundry in To Do list:-

      I can't say a lot about PvP yet because a lot is still changing about it. I can say there will be battleground style PvP maps with large groups, capture point based maps,cheap atlantica gold, and... well no I probably shouldn't reveal that part just yet.

      We want to allow PvP map creation in the Foundry, but this will likely happen after launch because PvP is one of the last features being added and we need a lot of lead time to add it to the Foundry.

      Mounts:-

      3. Having worked on all previous Cryptic titles, I can happily say that no flying mounts are planned.

      6,buy Wizardry Gold. You can currently use mounts in PvP, but you can be knocked off if you are damaged enough and you auto-dismount when you interact or attack.

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      In this week's episode we cover a slew of news from WoW's, War Z's beta and pricing, Daniel Erickson's departure from BioWare, and more. Plus, in our community spotlight, we talk about whether Auction Houses are killing the sense of community in our MMOs. Check it out!WoW Sales - http://www.mmorpg.com/gamelist.cfm/game/792/view/news/page/1/read/25700/World-of-Warcraft-Mists-of-Pandaria-27-Million-Sold-the-First-Week.htmlThe War Z Pre-Sale - http://www.mmorpg,cheap c9 gold.com/gamelist.cfm/game/856/view/news/page/1/read/25698/The-War-Z-Closed-Beta-Dated-New-PvP-Video-Released.htmlDaniel Erickson Leaves BioWare - http://www.mmorpg.com/discussion2.cfm/thread/366507/Star-Wars-The-Old-Republic-Daniel-Erickson-Departs-BioWare-Austin,rappelz gold.htmlCommunity Spotlight - http://www.mmorpg.com/blogs/staffblog/102012/23999_Community-Spotlight-Do-Auction-Houses-Kill-Community.html"Pooper" by 5 Second Films - http://5secondfilms.com/watch/pooper []

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      The Elder Scrolls Online is a fantasy MMORPG from Zenimax Online Studios and Bethesda Softworks based on the popular Elder Scrolls series. The game takes place during the Age of Heroes, 1,000 years before the events of The Elder Scrolls V: Skyrim, and will feature classic regions of the Tamriel game world, including Morrowind, Daggerfall,Wizardry online Gold, and Skyrim. The Elder Scrolls Online will have solo and group questing, public dungeons, guilds, and massive PvP warfare that sets the game's three player factions against one another for control over the region of Cyrodiil and the throne of Tamriel,buy d3 gold safe.

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      It’s been a long week since I stepped off my flight home from the Eurogamer Expo, the duties of managing my own growing Empire in EVE Online consume most of my time. But happily I was able to take a step away from it all and get to hang out with a good friend and visit the beautiful city of London, ride the underground on a daily basis and visit the impressive Eurogamer Expo, held in the Earls Court Arena. Waiting outside we were queued up with other gamers, all hopeful to get a sneak peek at up and coming titles that they still eagerly await the release of. Countless other gaming media sites attended in their droves to get their hands on the locked-down goodies, and we were no different.


      Stepping through the doors of the convention centre we were greeted with all sorts of colourful displays. Gaming’s peacock-feathers were unfurled and they happily courted the would-be customers and reviewers, begging us to sample their ample wares. Developers, Marketers, CEOs and Senior Producers mingled with the masses, happy to stop and discuss their games, products or whatever other projects they were involved in related to the industry. Even OnLive™ was there, handing out FREE OnLive consoles in exchange for simply registering with the service.

      Right away myself and my associate Velyks set about scanning-down and locating the Guild Wars 2 play areas. When stepping into the building a giant banner read 'Play Guild Wars 2 here!' and even though we wandered around it in circles, for the life of us we couldn't find them. We wandered aimlessly for several minutes before, somewhere at the back of the hall; we saw the elegant, creative Guild Wars 2 logo summon us from our daze. Eagerly like school children we skipped, merry as poppets through the crowds, delightfully trouncing other gamers in our wake, standing on feet and making merry in the mayhem.

      Sensing our impending eagerness, we were happily greeted by a Guild Wars 2 developer, who unfortunately didn't have time for an interview, but did have time to usher us to several PC screens where we'd get to taste a relatively new feature being demo'd at gaming conventions around the world: Guild Wars 2 PVP.

      Quickly we were tasked with the goal of creating a character of whatever race and class that was available on the demo, other players were ushered into their respective booths and each one given a headset and nestled at their mouse and keyboard, revving themselves up like warriors before the fight.

      Once ready, the developers gave the all clear and we were all transported to what appeared to be a ruined town centre, or perhaps market area. The rain fell, the thunder clapped and the music brought it all together to provide an immediately satisfactory visually aesthetic experience. In my haste I had chosen an Engineer, and the rest of my group all seemed to have chosen Elementalists. Pressed for time I quickly read my skills. A heal, an auto-attack shot and a net-gun. There were other skills available though in the timely-pressured environment I felt that those were satisfactory.

      We wandered aimlessly for a short while, occasionally we'd see an enemy target, I'd web him down while my Elementalist companions viciously laid down bolts of elemental death upon our foes. From strength to strength we went, each time I pinned them down and my caster backbone summoned torrents of fire and ice to subdue and ultimately decimate our enemies. Once all was said and done, we'd claimed a sweeping victory, we'd killed and maimed and brutalized our way to the end.

      We happily thanked the Guild Wars 2 developers as they thanked us for participating and ushered us away so the next group could take part in the demo. Myself and Velyks then made our way to a seating area, where we reflected upon what we'd seen,swtor credit, and how we felt that it all came together. The combat felt comfortable. It was easy to step into, and provided a level of depth even though I'd only managed to wrangled my way around a couple of buttons. Each class’ individual heal restores a considerable amount of health and the cooldowns feel just right. The same can be said for the other cooldowns: they all feel 'comfortable', you certainly can't spam them, though they all felt like they were available exactly when you really needed them to be. While I didn't take note of the specifics, I think it was close to a minute or 45 seconds. That’s a solid quantity of time.

      The team could easily work together, it's not as though we were shouting at each-other at all, in fact few of us communicated vocally, and yet we were easily able to determine what others were doing based on clear spell effects performing clear tasks. Objectives were vague other than 'kill the enemies', but that was most likely due to my own personal negligence,buy diablo 3 gold items. Teams were color coded, red and blue, which meant it was fairly easy to determine who was who. This may all sound fairly basic to a Guild Wars player, maybe it doesn't. My flirtation with Guild Wars happened a long time ago, and while I don't play it actively now, I still step foot into the world every once in a while to experience its powerful aesthetic.

      Check back tomorrow to find out what happened when we got our hands on the PVE side of things, an altogether much more in depth look at the game since the demo was forty minutes long. Oh, and we play The Adventures of Tintin too.

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      2013年1月18日星期五

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      Though it’s been in development since 2002, the current version of Planeshift, Arcane Chrysalis, wasn’t released until late 2009. More than two years later, a lot has changed for the title, but the two principles upon which it’s built remain the same. Firstly,aion gold sale, this isn’t a themepark for gamers; rather it’s a playground for roleplayers, and this is ingrained in the title to its core. Secondly, though developers Atomic Blue do guide the creation of game content, the project is ‘open sourced’, meaning people from all over the world can contribute. With that out in the open many of you will already know whether Planeshift holds any allure for you, but if you’re still on the fence read on to see whether this is a sandbox you want to build castles in.


      Aesthetics – 5

      In terms of character creation, the number of races on offer is admirable. Male and female versions of every species don’t exist, so a fair few avatars rely on placeholders. The real problem comes when you’ve selected a race and start trying to tweak hair style, colour or any other distinguishing features though. Many races don’t have a large number of variable features, if any, which means a lot of characters end up looking exactly the same as each other and NPCs. When you’re trying to immerse yourself in the world, this feels really jarring.

      Graphically, things are pleasant but I wouldn’t say they’re worth writing home about; my avatar looked like a character from Tekken 2, complete with square biceps. Animations do the job fine, but there’s little to no variation in combat and movement can be stiff and jerky. It’s also a shame that there’s no facial animation to accompany talking with NPCs, as it really does feel subpar considering all the other MMOs out there at the moment.

      The world itself looks nice, though there’s a terrible draw distance. Time passes swiftly in Planeshift and a great job has been done with the lighting. A range of gradients help to suggest shifting periods of the day, but the biggest problem here is the lack of sound. There’s no music, no voiceovers, no ambience; nothing. I said in my Luvinia Online review that repeated sound effects destroy the construction of a world, but I have to say the absence of effects is far worse. Even if your emphasis is on roleplaying and deciding what’s going on around you, I fail to see how an accompanying soundtrack would hurt, especially if options were provided to turn it off. I know it’s open sourced but it makes the experience feel listless, which sucks the enjoyment out of playing.

      The overall sense I got from the game aesthetically was that a lot had been created, but little had been polished. Aside from glitches and tears, the bare bones that I got to experience were promising and most roleplayers used to using their imagination won’t struggle too much. But to justify a move away from text games or even real-world dice and paper role-playing, I’d expect more. Maybe it&rsquo,buy gw2 gold;s just the kind of guy I am, but I either want to make the entire thing up with friends, or have a fully fleshed out world before me. What Planeshift offers falls in the middle; it isn’t a blank slate that stimulates your imagination, and nor is there enough there to sink your teeth into.

      Gameplay – 7

      While a more apt title for this section would probably be ‘roleplay’, at the end of the day Planeshift does contain quests, crafting, guilds and combat like you’d find in most MMOs. Right from the outset though, it’s apparent you’re being schooled to think about your character more thoroughly. You’re asked to define their birthday, number of siblings, parents (with occupations), religion, childhood (including birth events, activities and home) and finally life events (including some weird ones, like finding out your significant other grew tired of you and sent their twin to date you instead). It all drills home one simple truth: gameplay comes second to roleplay here, without fail.

      The structure of the world makes this resonate too. If you’re one of those who have been complaining over breadcrumb trails, quest hubs and the general ease of today’s themepark MMOs then you may find this to your liking. In Planeshift NPCs give no indication about whether they have quests for you. To find out, you have to ask either by selecting speech options or typing your query like in the text-based adventures of old. If they then give you a quest, it doesn’t come with the location of the objective; you have to figure that out alone. At first this was refreshing, but as there’s no map it quickly turned into a nightmare. I got lost outside the main city of Hydlaa about three times and, due to sanctions being placed on anyone asking for out of character help, struggled to find my way back.

      The quests are nothing special, though they are angled more towards building narratives. As a result, I encountered an abundance of fetch and carry quests alongside missions that required me to listen to stories. There is combat here and you can craft your own weapons to use, or explore research to unlock the intricacies of magic, but don’t expect deep battles. The crafting itself is very varied and involved so I won’t go into it here, but whether you prefer fishing or blacksmithing, the game has you covered.

      The reason I mention those three aspects together is to make it clear why Planeshift has so much to offer the roleplayer. Many would argue why you don’t just roleplay in a title like World of Warcraft; it has a distinct aesthetic but a better infrastructure and a vibrant land. The answer is because you’re shackled into being the hero in those games. Here, becoming a hero is no mean feat. There’s room for blacksmiths, tanners, farmers, scholars and all manner of other professions that never require you to take up arms. It almost feels closer to something like Second Life than an MMO, though consummate sandboxers can still find bits to enjoy.

      There’s a wealth of skills you can learn which is great if you enjoy that type of thing, but personally the entire thing felt like a chore. There’s a huge amount of freedom, which I found intimidating, but many will be captivated by. It does seem more like a life simulator than anything else though. Crafting takes place in real time, so dropping ore in the forge requires you to vigilantly keep an eye on it lest it burn to slag and NPCs wander around the city, meaning rogue disconnects are more annoying than ever.

      The inclusion of manual typing to talk to NPCs feels like a mistake too; in older games it was there because the text was the game so it was a necessary evil, but now it’s frustrating to be unable to communicate easily. It doesn’t offer the freedom to say what you want; it creates frustration over having to phrase sentences correctly.

      Ultimately the gameplay seems to be there simply to enable players to live out their fantasies in the world. While there’s a lot you can do, it really does suffer from a lack of polish. It’s definitely a game that will appeal to the sandbox enthusiast more than those who like themepark MMOs, but in all honesty if you have even the slightest ounce of hostility for roleplaying then do yourself a favour and stay away. You’ll get nothing from the game, and it won’t be improved by you.

      Innovation – 7

      What Planeshift offers people is essentially Second Life in a fantasy setting, replete with basic MMO features. How well it works is highly debatable, but points are definitely earned for effort. The crafting and magic systems in particular deserve recognition as they’re games in themselves, and completionists will struggle to tear themselves away. Having said this, the game is essentially halfway between text-based adventures and modern MMOs, and there’s a reason that that’s a chasm largely left unpopulated. The fact it’s open sourced also earns it some slack from stronger criticism, and it’s pretty cool to see such a large project come together this way.

      Polish – 3

      Before I detail my myriad technical problems with the game, I need to explain how wonderful the support staff are. As well as having contact forms on the website, GMs are present in the game world and very active. Within my first 10 minutes one confronted me for calling my character “MMORPG dotcom” and insisted it be changed to “Morrpe Dommoc” as this was more fantastical and thus less likely to ruin the immersion of others. I’ve asked Bill to change the site URL as a sign of solidarity, but he’s being stubborn. Despite this, there are solid support staff on hand as well as an extensive number of guides on the website to help you understand what’s expected of you, and how to solve most issues.

      This is NOT intentional.

      But there are problems. My God, there are problems. My number one recurring experience in the game was crashing to desktop when I entered new areas, with this happening seven times in an hour at one stage. Alongside that I struggled with missing graphics, getting caught on uneven scenery and a speech UI that failed to update. All of these issues and more hit me within my first hour. Now I know it’s open sourced, but this version has been going since 2009. My advice is that they stop worrying about adding new areas and zones and instead polish and consolidate. Everything seems to have been made, chucked in the game, and then forgotten about as the developers move onto their next task. This isn’t a project, tech demo or even a roleplaying tool; it’s supposedly a game. The fact that parts are almost unplayable then is pretty appalling, regardless of how strong in-game support may be.

      Longevity – 5

      How much enjoyment you get from Planeshift and for how long will vary hugely depending on your interests. While there’s a vast world to explore and even the option to contribute to it if you’d like, if roleplaying isn’t for you then you’re going to struggle to stay interested. As all in-game interaction must be from your character’s perspective (see the Social section) then it’s going to be a very lonely journey if you’re not into it. Seeing as that will arguably destroy the multiplayer part of the game for some, the mechanics alone aren’t really strong enough to hook anyone. If you’re a roleplayer and can create your own fun, this seems like a great framework in which to do so. If you’re into progression, loot and dynamic combat then this is not the game you’re looking for.

      Social – 4.5

      The only social interaction allowed in the game is roleplaying; breaking character when talking to others will lead to some pretty hefty sanctions. This is the crux of the game; if you don’t mind this then come and join in, but if you do then just accept there’s no way round it and look elsewhere. While guilds are available my problem with the focus of the game is that in other MMOs you can choose to roleplay or not. In Planeshift if you don’t like it, you’re out. Whilst I believe all people should be free to play the games they love their way without dealing with griefers, it’s upsetting that a game with decent sandbox potential is being kept away from those who could enjoy it.

      Value – 8

      Everything about the game is free, from download to playtime and there’s no premium content on offer. What stops this getting full marks here is the fact that the project is so buggy. Some people may claim that penalising anything free is ridiculous but if you’re handed a vomit flavoured lollipop gratis, let’s see if you wolf it down.

      As I round up this review, I’m wishing more than ever that we didn’t have to give scores, or that I could give two. The fact of the matter is for a niche section of the MMO community this game could rock your world. It provides a great and expansive framework in which to build and develop your characters, with a rich lore to boot. But I’m not just writing for them, I’m writing for fans of MMOs as a whole.

      The vast majority of you guys won’t take to Planeshift through no fault of its own; it just doesn’t cater for you. If you can’t wrap your head around roleplaying then look elsewhere. But whatever your preference, the lack of polish in the game really holds it back. It’s not helped by how it combines elements from the era of text adventures with modern MMOs, and falls short of capturing the magic of either. I suspect it will have strong niche appeal for a certain group of roleplayers and sandbox fans, but the vast majority will be left like me; bored, lost and longing for a good old fashioned dungeon master.

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      Q. Introduce yourself for us.
      Greeting! I am a Ran Online Development Team Manager Brian Kim of Min Communications Inc. My job is to manage project schedules and human resources of Ran Team.

      Q. Ran Online has quite a unique theme which is ‘school’, how did you first think of this concept?
      Fantasy games were the majority in game market when we first started to build Ran Online. Therefore, we wanted to create a game with a theme which could be very unique and enjoyable for younger people and no repulsion for older generation. So, we narrow down the concept to modern and school for Ran Online.

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      Q. What would be the most unique system (or contents) of Ran Online that you can think of?
      Ran Online has various systems which were nurtured and developed from its modern and school concept. Amongst all, ‘Lead Club Battle’ system would be the most unique feature of Ran Online. Lead Club Battle is a system which benefits the winning club for the war between the clubs (alliances) to conquer and rule certain area of Ran Online world.

      With the background time set in modern, if the dueling between characters and clubs has the strongest impression in the game then the next specially featured system would be the attendance book. Literally, attendance book system benefits characters which log in to the game every day. You can say that it fits the school concept of Ran Online really well and familiar to everyone who ever attended school.

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      Q. Ran online has been mostly serviced in Southeastern region, what would be the pros and cons of servicing a game in many countries?
      First, Pros can be stabilized system which we have learned through many years of service experience. All of our efforts would be for nothing if any of the things such as registration, client download & installation, connection and play goes wrong even if many users log in with great interests. So, we are very focused on system stabilization when servicing. Also, the optimization of the game for the low spec PCs attracts more users.

      Also,cheap aion gold, I would like to mention the Ran Online Global Tournament the global ceremony of Ran Online,dfo gold. Ran Online GT is an offline convention of Ran lovers to play Ran Online together. You can say, Ran Online GT is a ‘Ran Online Day’ to enjoy ran online with all the Ran Lovers from many different countries. I guess, if we are ever going to have the 3rd GT then users from North America and Europe would have chance to participate also.

      Wealso provide a chance to present each country’s culture in the game with various contents. Such as “Map of Shibuya, Tokyo” can be a good example, including various traditional clothes and cultures from each country.

      Ran Online, Cons? We consider the graphics which we have created in the early stage of developing Ran Online is a bit shabby. Therefore, we are trying many ways to present Ran Online with better graphics by applying it to the new contents.

      Q. Tell us what are your goals for the Ran Online GS OBT?
      Ran Online GS is being serviced to give excitement of Ran Online for the users from North America & Europe. Currently, Ran Online GS is getting lots of attention with participation of users from more than 80 different countries. However, the game has the oriental feeling and I wonder how the users from many different countries feel about it.

      I really would like to find out that what are the thoughts of users from many different countries, how do they feel about it and what are the things that they really want by communicating with them a lot. We will be putting a lot of efforts to understand and study each country’s culture to be able to create contents more familiar to all of them. Through Ran Online GS OBT, we are trying to learn more to make a better game, so please do not hesitate to give us your ideas.

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      MMORPG.com Correspondent Mike Balent writes this At A Glance look at the java-based game Wurm Online that apprently holds more than some readers might expect.

      Recently, I decided to try out Wurm Online. I went to the site, made a free account and began my adventure. Wurm Online has both premium ($16USD every two months) and free servers. The game is Java based and is being developed by an Indy developer. The game is skill based,9 dragon gold, and is a refreshing change from the countless clones that flood today&rsquo,buy habbo coins;s market.

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      Originally posted by dotdotdash

      As the NDA has been lifted, or abandoned, or whatever, I thought I'd take the time out to share some impressions I have gathered from Wizardry Online.

      I should start out by saying that after only a short while playing the game, it has utterly charmed me. It's mixture of modern MMO combat with an old school RPG twist is, frankly, brilliant. Wizardry may not be anything new (certainly the franchise itself is quite old), but the novelty of an MMO that doesn't pander to the type of player looking for easy access or an easy ride is pleasant in and of itself, and makes me keen to progress through the game yet further.

      That isn't to say that Wizardry is perfect, because it isn't.

      Character creation is a breathe of fresh air for an MMO. Over the years, homogenisation has led to a character creation process scant on hard decisions. We tend to see this more as a chance to "pick the race we like the look of", rather than the first set of crucial decisions that we will make to shape our character. Wizardry Online unashamedly brings back decisions making with vengeance. Certain races favour certain classes, as the base stats for each race differ wildly. Humans, for example, are a neutral class with a fairly balanced distribution of base stat points. Elves however come with high Int, making them ideal Mages but not-so-ideal fighters. Obivously this decisions is largely rudimentary; most of us will pick the race that best favours our class, but you can always pick a race that doesn't favour a particular class just to see how you get on. The point is that your very first decision has an active impact on your character.

      Once you've chosen your race, the game will then roll a random number of bonus stat points for you to spend. That's right; a dice roll! You may get 7, or 4, or 8, but regardless of how many you get, where they go is entirely up to you. You may choose to stack a particular stat (such as me stacking int on my elf mage), or you may choose to spread the points out amongst stats that are underpowered (such as balancing int stack with some vit, for example). The stat system is fairly easy to understand, as it runs on the same style as any DnD ruleset. Again, it's nice to be able to have a choice here that allows you to tweak your character to favour whatever style of play you're going to attempt.

      Next in the character creation process is your alignment. Alignments come in the form of Lawful, Neutral, or Chaotic, and your choise of alignment has far reaching implications for your character. Some items in the game, for example, enjoy alignment restrictions, and alignment also dictates which classes you may roll; you cannot, for example, create a Lawful Thief.

      The actual customisation options for your character's look are limited at best, but as a stat fiend I really don't mind this at all. The fact that the few decisions you do make have such impact on your characters actual and tangible performance in the game is more than enough to make the character creation process involving and compelling, without the need for endless aesthetical options.

      The tutorial element of the game requires a LOT of patience; the inability to skip cutscenes, combined with snails-pace text scrolling during cinematic and in-game conversations is off putting, to say the least. You will find yourself leaving the machines - as I did - for pretty significant periods of time whilst you wait for whatever boring and uneventful cutscene to play out to its end. You'll also thoroughly enjoy the tediousness of the tutorial missions, which will see you running around, talking to vendors who will explain to you what they do and how you use them. As if that wasn't enough,cheap swtor credit, the game will then pop up a tutorial window re-explaining what the NPC you just spoke to has already explained. I personally found myself spam-clicking through the conversations in favour of reading the tutorial panes. After playing through the tutorials and getting to the post-tutorial content, I really don',cheap aion gold;t think the opening cinematics are required. Clearly it's designed to give the game some sort of context, but - and much like Dark Souls before it - the story is so loose and flimsy that I couldn't really care any less about why I'm doing what I'm doing: I just want to get on with it. Whatever it may be. That said, the tutorial IS required; Wizardry Online isn't your commonal garden MMO, and the time should be taken to thoroughly absorb the information provided to you. Perhaps it could have been executed more succinctly, but the information the tutorial imparts is well worth know (and will save a huge amount of head scratching later on).

      Once you get into the game, you'll realise that Wizardry Online is really just a dungeon crawler in the same category as titles like Diablo 2 and Dark Souls. Every mechanic and system seems to have been built around the idea that the game is supposed to be hard, and you're supposed to think about what you're doing. Fighting monsters isn't simply about spamming a particular ability to the inevitable end point, but also about environmental awareness, strategic decisions making, and learning. There are techniques to dealing with particular types of monsters, and you will learn these techniques as you fight. This, again, is a breathe of fresh air in a genre that doesn't enjoy huge variety of game play from game-to-game; whilst Wizardry may not totally depart from that formula, it does add a lot of novel ideas to the mix to make things a little - sometimes a LOT - more interesting and entertaining. One such idea is the lack of health and mana regen, something you can only accomplish by leaving the dungeon you're in to rest at an inn. A point about the combat that is worth noting is that it isn't too hard at the start, but it is apparent that the game is building to being quite difficult. I look forward to that, as the combat system lends itself to hieghtened difficulty.

      The itemisation in the game is also great! Items that drop in the field are generally unidentified, and you have to return to town to identify them. The nice thing is that you can still equip these items, and gain from their stat points (even though you don't know what they are). There's a flip side to this, however: some items are cursed, and will negatively impact your stats or abilities in a myriad as well. Wearing unidentified gear is a gamble, one that may pay off or backfire... but yet another important choice the game gives you.

      Having to return to an inn simply to level up - where we are used to levelling in the field - may seem like an obstructive mechanic, but it's actually quite charming... especially with the "room" mechanics it has in place. Basically, there are several different rooms you can rent at an inn when you rest. The more expensive the room, the better the benefits you get to health regen and mana regen and - if you're levelling up - stat gains. The game encourages you to make yet more decisions: do you go for the more expensive of the rooms you can afford, or do you scale it back a little so that you have cash to spend on something else? The choice is important, and it yet again prompts you to think about what you're doing.

      And now to the sticky issue: permadeath. Permadeath in Wizardry is always in the back of your mind, and you're aware that it CAN happen. Again however the game utilises some well placed RNG to make things a little different. Instead of simply dying when you... die... you are turned into a ghost. As a ghost, you must make your way to a Guardian Stone, where you will be given the chance to perform a resurrection roll (more dice!). At the start, you will mostly find yourself rocking a 100% res chance by default, but as you move through the game this will lower. Eventually you will actually have to start spending items and currency from your inventory to increase your res chance. I've been told that this isn't that hard, but it CAN and WILL catch you out. If you fail the roll, this is when you'll suffer permadeath. Permadeath is an ever present threat, but it is tactly handled and presented. You yet again have choices and decisions to make that can favour or hamper you, even in death.

      The running theme here is this: Wizardry Online is all about choice and decision making. Instead of taking the approach that players don't wish to make the hard decisions, and simply want it all done for them, Wizardry Online sets out to make you think about what you're doing all the time.

      Frankly, it's a great addition to the MMO genre. Even with some clunky combat problems, I'm having a HUGE amount of fun with the game... and I think I'll continue to have a huge amount of fun with the game. The guys at Gamepot have succeeded in delivering content and mechanics that SHOULD be infuriating and frustrating, but are actually well designed and implemented.

      Right now, in its current state, I'd give it 8.5/10. I'll be playing this for a while.

      Nice review and thanks for the details :)

      I am more keen to try this MMO after your endorsement

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      where to buy RuneScape Gold

      I’ve said it before, and I’ll keep saying it: Vanguard is a gem of a game that could use a little developer love, some aggressive marketing, and a change in revenue model to achieve its potential. Sony Online Entertainment’s four-year old game is not perfect, but it has come a long way since launch and is definitely worth a try for anyone who relishes in extremely deep PvE content and a huge open world to explore.

      If you’re not already familiar with the game, Vanguard: Saga of Heroes is a high-fantasy themed MMORPG originally developed by Sigil Games Online and acquired by SOE. It was billed as a truly massive game experience, with a huge explorable game world and three “spheres” of gameplay, but as we mentioned in our original and , it didn’t initially live up to players’ expectations and had a pretty rocky launch. Its plethora of bugs, lack of polish and end-game content, and rapidly diminishing player base discouraged a lot of people from checking out what was considered to be an unfinished product.


      We’re happy to report that most of the performance issues have been fixed, and a ton of content has been added since launch. In addition, while the community remains small and SOE hasn’t done much with the game for the past year and a half or so, the player population seems to be slowly growing and the developers have begun a new content and balancing push. We can’t say exactly how much support the game will be getting in the coming months, and will be basing our re-review on the game as it currently exists, but we can say that Vanguard is very much well-worth checking out and has the potential to become even better if SOE can continue improving on its strengths.

      Gameplay 9/10

      Vanguard’s gameplay is one of the deepest available of any MMORPG on the market. With the exception of games like Everquest, few MMOs provide the sheer amount of variety in character classes, races, and gameplay options as Vanguard. The game has 15 classes and 19 races to choose from, and a ton of character customization options. You can make your half-elven druid as short and squat as you like, or choose from a number of colors for your raki (fox-person) rogue’s fur. The best part about creating your character? You can change her/his look anytime from the character select screen, without having to deal with bothersome “phials of shifting nose hairs” or in-game stylists.

      Most of the races have their own starting areas, which is great if you’re an alt-oholic like we are and like trying out different classes without having to run the same beginning quests. The game originally shipped with three huge continents, each having their own distinct style, ranging from the Western-themed forests of Thestra, to the Eastern islands of Kojan, and the desert sands of Qalia. Since launch, the Isle of Dawn newbie and 14-day trial starter area was added, which provides a much more streamlined tutorial experience for all races and classes, and is much appreciated for a game that can be overwhelming if you’re just starting out.

      Vanguard has three “spheres” of gameplay: Adventuring, Diplomacy, and Crafting. Adventuring encompasses questing, combat, dungeons and basically everything you’d expect from most MMORPGs. The types of quests range from pretty standard kill and fetch quests to more interesting quest chains that have long,RuneScape Gold, lore-driven story arcs. Combat is very standard MMO hotbar stuff, with a plethora of skills and abilities, and has some archaic skill progression components, like having to train in multiple versions of Skill X as you level, rather than having your abilities automatically progress with you.

      Diplomacy is a kind of collectible card game that is completely distinct from the other two gameplay spheres, and has its own quests, rewards, outfits, and items. You have a deck of cards that you can choose from to build your “strategy,” and can engage in conversations with NPCs to achieve different quest goals and even affect city-wide attribute bonuses. If you’ve ever played any kind of CCG, you’ll instantly be able to see how the system works, as you have to collect different kinds of cards and strategize accordingly to out-diplomacize your NPC opponents. It’s very deep and addictive, and is a great way to learn more about Vanguard’s lore and intrigue between its different factions. We’re very happy to report that Diplomacy feels much more balanced since we last played.

      The third gameplay sphere, Crafting, is also very complex and satisfying, letting you collect all your raw materials through your harvesting skill and complete different mini-games that affect the quality of your crafts. It’s an interesting take on traditional MMO crafting and also has its own quests, gear and rewards, but can feel tedious at times as the mini-games aren’t nearly as interesting as Adventuring or Diplomacy. The crafting rewards are pretty righteous though, as you can make your own houses, themed by whichever continent you’re on, and boats – seriously, your own boats! – alongside your standard arms and armor, items and so on.

      It should be mentioned that as the three spheres are completely distinct, you can level your character to level 50 in Diplomacy without even shaking a fist at a monster or crafting a pair of shoelaces, although you might need some friends to help you get to high-level quest givers.

      Vanguard has all of the trappings of a traditional MMO, with questing,buy aoc gold, classes, and the like, but has such huge, explorable continents that it’s easy to get lost and see the game’s more open world elements. If you’d like to run or ride your mount from one side of the continent to the other, you can, or rent/purchase your own flying mount and check out Telon’s topography. You can also use the “Riftway” system, which will teleport you to different locations in the world for a small fee. Exploring Telon is really fun and probably one of our favorite aspects of the game.

      There are a fair amount of dungeons and raids in Vanguard, almost all of which are also open world, meaning that you won’t find any instanced content here. The most popular ones seem to be the Tomb of Lord Tsang at lower levels and the Ancient Port Warehouse and the Pantheon of the Ancients at higher levels. They each have very interesting designs and players are usually actively looking for groups to run them, and while some of the lower level dungeons can be completed with a couple of people, you’ll need a full group or raid to accomplish everything in the endgame dungeons. However, there isn’t nearly as much endgame content here as in other games of the same type, so if raiding is your thing, you may want to look elsewhere.

      While Vanguard is an excellent PvE game, a fully featured PvP game it is not. There’s a dueling system that you can try out, and that’s pretty much it. If you’re a hardcore PvPer, there’s not much here for you in the way of battlegrounds or open world ganking.

      We should also note that there’s a bunch of soloable content in the game, but some classes will fare much more easily than others due to the way balancing works. Classes with the ability to self-heal and some of the hybrid classes have a much easier time of adventuring by themselves than casters and rogues, for example. We’ve been told this might change with the upcoming balancing fixes, but as the game stands right now, your solo experience might be less or more challenging based on the class you choose.

      As deep as the gameplay already sounds, there are several other systems available that enhance the experience, such as Caravans, which allow groups to travel across the world together even if some players are offline, and Brotherhoods, which allow you to share experience that you gain with friends who are offline. And there’s fishing! Vanguard has some of the deepest gameplay experiences out there, and you can be sure that if you pick it up, you won’t be bored.

      Innovation: 7/10

      Vanguard innovates in a lot of ways, and shows its age in many others. On the one hand, having three fully detailed spheres of game systems is really refreshing in a genre that seems to promote cookie cutter gameplay. Combat may not feel like anything new to veteran MMORPG players, but Diplomacy is a lot of fun and Crafting is a new take on the MMO standard build-your-own chicken costume (we haven’t seen any chicken costumes yet, but who knows, they might be in there). At the same time, there are the archaic skill progression systems that we mentioned, and the game isn’t really driving the genre forward with its features.

      The world of Telon itself is fantastically realized in ways that many other MMOs are not, but you really have to go looking for Vanguard’s lore to experience its depth. At first glance, the game looks like your standard Tolkien-inspired fantasy, but once you really get into meeting the different factions and playing a lot of diplomacy (we play a LOT of diplomacy), you start to get a feel for how creative Vanguard’s developers are at crafting the world. Still, the MMO genre is ever-evolving, and Vanguard hasn’t pushed any boundaries since its launch four years ago.

      Polish 7/10

      The best thing we can say about Vanguard’s polish is that the game works. This is probably great news for people who played it at or around launch, when the game felt like an unfinished product with all of its bugs and balance issues. Most all of the major bug issues have been fixed over time, with a lot of balancing, and the game feels much more cleaned up.

      There are still a fair amount of small bugs and open-world jank in the game, like quest text repeating itself or objects clipping through the environment. And for the love of all that is good and wholesome about raki, can someone please do something about the pixilated monster and NPC name font?! It makes the game look really low-budget and has got to be easy to fix.

      The user interface is pretty good looking and you can customize it easily. Likewise, the map and quest tracking work just fine, although we’d like to have a bit more detail in the map so we don’t keep getting lost in the major cities. Also, while the world is completely seamless, meaning that there is very little instancing in Vanguard, you can still tell when you’re entering a new zone, as the game will slow down to load all of the textures. It’s not a big deal, and better than it was at launch, but is definitely noticeable.

      We appreciate that there are things like an appearance/outfit system and attribute points that you can earn and spend on your character, but more information on how to use them (or even that they’re there) would go a long way. Even with the Isle of Dawn starter area, there’s not a lot of in-game explanation for a lot of the different layers that Vanguard has, and you might find yourself overwhelmed with all of the options available.

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