Saturday, January 26, 2013
The Calm Before the Flame and the Frost
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I logged in today for my daily dose of doing my dailies in Guild Wars 2 and it struck me just how much I want the new achievement system to be in place. I don’t think anyone would say the currently daily achievement system is their favourite part of the game, but the recent reveal of the new system has really highlighted just how lacking the current implementation is.
I think the approach ArenaNet has laid to tackle some of the content issues in the game is smart. It plays to the strengths of the game, and rewards players for doing the content they already spent time creating. I think something overlooked by a lot of players is just how much content exists in the game between the levels 20 and 60. And level scaling makes sure the content is interesting at all times. Interesting, but not rewarding.
I've seen a few developers already speak to the issues of poor reward levels for downscaled players. This, to me, is probably the biggest reason downscaling hasn't been heralded as the saviour of MMO's the way I thought it might have been before release. Arenanet designed a system in which players could go back to any level zone and have fun, but they punished them for it doling out meager rewards and reduced drop rates. The chatter on the horizon seems to indicate they are aware of this problem and are seeking to remedy it. buy or sell GW2 items
If ArenaNet is successful at getting max level players to go out of their way to play level 20 content it could be a watershed moment in MMO's by finally overcoming the issues vertical scaling creates for content designers. Coupled with the new daily system, that if done right should shuttle players around Tyria, I can imagine a system where some of the better maps in the game finally get their time to shine.
An example is the southern parts of Lorner Pass. When you come out of the mountains and it opens up in the valley before you. The first time I reached this part of Tyria I literally stopped for a few moments just to soak up how gorgeous that spot of the world is. The storylines there are interesting as well. The pirate bands that roam about keep the spice interesting, and the little stories between them are all well written and executed.
Sadly, I usually keep an alt around that area since there is relatively good enemy diversity, and it helps my clear the current dailies. I know there are better zones for it, but I like that zone enough that the efficiency loss is worth it. My hope is that the new ever changing dailies will allow more players to see this part of the world, and come to appreciate it like I have.sell cheap Vindictus gold
So as we all wait for the Flame and the Frost update to hit, I recommend you get ready for your daily life to drastically improve. Because if ArenaNet gets the daily system right, and if the laurel reward system does what mystic coins should have done to begin with, we could all see our daily dose of Guild Wars 2 get a little bit sweeter.
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Wednesday, January 16, 2013
The MapleStory developers talk about the Root Abyss
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When dealing with international games like Nexon's MapleStory, it's a simple reality that updates are often going to be coming out later for US players. It's just the nature of the beast; new updates have to first be tested natively, then localized. But the upcoming Root Abyss breaks the mold, with the full version due to be released on the global servers on January 16th before the Korean servers get a live push of the update.
But there's more to the dungeon than just the release date -- there are four new bosses and a variety of updated prizes for everyone to earn. If you're looking for more insight into how the dungeon was designed, click on past the break for an exclusive developer diary from the Korean design team. You can also check out the dungeon's trailer, which features a quick preview of all four monstrous and disturbing bosses. Buy And Sell MapleStory Mesos Online
What is the inspiration behind the Root Abyss?
The story of the World Tree was completed a long time ago, but we never had an opportunity to reveal it. Root Abyss which is a great opportunity!
The team members stretched their imaginations and thought about how the World Tree would have spent its time after the Black Mage forced it to seek refuge deep beneath Sleepywood. Root Abyss is a place of darkness and energy, so we took inspiration from movies and games set in dark and gloomy worlds. Creating the look and feel of a place like Root Abyss was challenging, but we're very happy with the way it turned out.
How did Root Abyss change during development?
Early in development, Root Abyss's bosses were all going to be gigantic like Vellum, but after internal testing, we realized that while the giant bosses looked cool, they were all very similar and weren't as fun as smaller, more agile bosses. In the first iteration, one of the bosses was even larger than Vellum!
Needless to say, we rethought our boss encounters and created Von Bon, Pierre, the Crimson Queen, and Vellum, all with unique strategies and personalities.
How do Root Abyss's bosses differ from the other bosses in the game?
Root Abyss's bosses require a party with tight collaboration and a plan of action! The bosses are difficult to beat alone, but shouldn't be a problem for parties that work together. In Pierre's fight, you can only attack him when he transforms into a certain colour. If you're wearing the blue hat and he's blue, you can't hurt him, so you need a team mate with the red hat to keep on dishing out damage. Teamwork is essential, and death count and reward distribution have been changed to reflect this.
All the bosses have their own unique patterns, and if you take the time to learn these patterns, you don't have to be max level or decked out with perfect equipment to take them down.
The Global MapleStory Service is getting Root Abyss before Korea. Isn't it usually the other way around?
We're very excited to be bringing Root Abyss to the Global MapleStory first (which includes Nexon America's service territory)! We always planned for Root Abyss to be released after Tempest, and since the global release of the 3 Tempest characters was so condensed, we were able to launch Root Abyss there first.
Global Maple Story players have just created their Luminous, Kaiser, and Angelic Buster characters, and now we're giving them some powerful bosses to fight!
What do you think players will like most about Root Abyss?
The rewards, of course! Players can collect Yggdrasil Runes to purchase the Sealed Box, which contains many surprising items. The bosses also drop unique Hats and Chairs that can be worn as a badge of honor for conquering Root Abyss. On top of all that, there are also daily quests designed for players who want rewards but don't have much time to invest. MapleStory Mesos
As for the bosses, we expect the Crimson Queen to be quite popular... We look forward to seeing the reaction when players meet her for the first time!
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Tuesday, January 8, 2013
The background Story of Dekaron
DEKARON heroes !
For the eager to victory , Blood of brothers , Melting of the war , Mission and Values ! Let us embark on the journey of DEKARON world !
The game , Dekaron , a free-to-play action MMORPG developed by Game Hi , also is a fusion-fantasy 3D MMORPG set in a violent , Middle Ages based scenery . In this game no mercy for the weak: Dekaron is pure survival ! You must journey into this magical world with hundreds of other adventurers and explore perilous dungeons and fantastical cities in the world of Trieste .
The game already has localized versions for the Korea n, Japanese , Taiwanese and Chinese markets . The English version dedicated to the North American market by Acclaim is presently in its Open Beta phase under the name of 2Moons .
What are you waiting for ? Go to creat a account and begin your journey in the new world ... ...
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