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Archive for October, 2011

Mists of Pandaria: The myth of the talent tree choice

October 31st, 2011

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Blizzard played up the Cataclysm expansion as a groundbreaking expansion that would change everything, but the truth is that the Shattering was nothing compared to what is happening to class talent trees in the new Mists of Pandaria expansion. Those giant talent trees we visited every two levels are gone, replaced with six separate choices spread across the course of 90 levels.

To be fair, there are a lot of terrific ideas in what Blizzard is planning to do with our talent trees. Removed are the choices that everyone should make. And yes, Blizzard did say that in Cataclysm, but this time, the designers mean it. What shadow priest doesn’t take Vampiric Touch? What balance druid doesn’t invest that crucial talent point to take Moonkin Form?

But ultimately, if the goal here is to make things easier on the players, to make this a choice that players don’t need to extensively research, Blizzard totally missed the mark.

During the BlizzCon 2011 Class Panel, Greg “Ghostcrawler” Street (lead systems designer) explained the new philosophy for the Mists of Pandaria talent system. The basic points are this:

Blizzard wants you to be able to access new abilities and combinations that you never had before, like a shadow priest being able to cast the (now discipline priest spell) Power Infusion. Blizzard wants to move away from cookie-cutter trees. That means it wants to create a system where there is no wrong choice, where every talent is just as valid as the next. It’s hard to argue with the intent. It wants to make the game more fun (point #1), and it wants to make the game more accessible (point #2). It doesn’t want you having to head to Wowhead every time you ding, nor should you need to read a [your class here] 101 article on WoW Insider to find an already filled out talent tree to copy.

But guess what? These new talent trees they introduced are absolutely counter to the intent of simplification. And as much as Ghostcrawler wants you to believe that there are no wrong answers, there always will be. Always.

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Mustapha World of Warcraft

A critical examination for Cataclysm

October 31st, 2011

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At different points in the Cataclysm expansion, my opinions varied greatly. It’s negative first, then slightly negative, and then outright positive about it as an experience. I read a thread recently discussing the Cataclysm as a failed expansion. Frankly I agree with a lot of this post, disagree with some. While today I’m going to talk what I was thinking about the Cataclysm expansion.

1. My point view of Cataclysm
Those are some of biases about Cataclysm expansion:
 The revamp of the old world zones was extremely well done. Levels 1 to 60 are an astonishing experience.
 The word Cataclysm is hard for me to spell. catacylsm or cataclsym quite often spelled.
 Quest design in Cataclysm’s zones is, for the most part, better than it has ever been.
 As a raider, I felt adrift in the start, and the time between the launch raids and Firelands felt too long. The three launch raids also didn’t feel at all like a starting raid experience, as Naxx/Sarth/Maly did. Firelands is an excellent, extremely fun, extremely well-designed raid, but it’s also the only game in town for this tier and I’m starting to get tired of it. In general, if you’re a raider or if you’re not, endgame content felt thin on the ground compared to The Burning Crusade or Wrath, which had more dungeons and heroics and comparable raid content, as well as a lot more zones to level through.

As a result, this leads to my biggest criticism of Cataclysm: its 80 to 85 zones. There were not enough of them. But in Wrath of the Lich King when you hit level 80, there might still have several zones you had not yet really explored to come in, quest, grind up some solid quest items before starting dungeons seriously. They were value-added, effectively. But it’s also not an easy task to get them all. So, usually, I check out on SwagVault.

2. However, just because I can find flaws in something, it doesn’t follow that thing has failed. It’s not even the case that the developers haven’t already found flaws in it.

If I could sit down tomorrow with the game’s development team, the first thing I’d want them to know is how much I enjoyed the game and the points why I didn’t love all of it. But if you’re going to approach every discussion of the game with the people who work on it as an adversarial process, you’re going to miss out on hearing what they have to say.

I usually like to wait until the last content patch is out and we can reasonably be said to have experienced all of its content before I do so. There’s some awesome content coming in this last patch, and I don’t think it fair to discuss Cataclysm’s overall success or failure until that content is out. Quite frankly, the best really is yet to come. And I’m looking forward to play it. Only one main criticism I have for this Cataclysm at this particular time is that: It didn’t have enough endgame world questing content.

3. What is constructive criticism?
If I really hated Trial of the Champion/Crusader as a content patch, does that make Wrath a failed expansion? No, of course it’s not. The game isn’t perfect. It has never been perfect. It will never be perfect. Perfection is the end. Perfection means there’s nowhere to go. Going places and doing things is the entire point. No one wants the game to never be perfect. But this doesn’t mean that Blizzard shouldn’t strive for constant improvement.

In a sense, the entire fight against Deathwing is an objective correlative for this struggle to always improve the game. I’ve argued before that change has been good for the game for the vast majority of its existence, and Cataclysm has been some of the biggest changes the game has ever experienced. Our task in every expansion is to tell Blizzard what we want in a way that allows it to make use of that information.

And constructive criticism is the kind of criticism that informs us: what didn’t you like, why didn’t you like it, what did you like and why did you like it, what Blizzard did right as well as what it did wrong, and why those things worked or didn’t work for you. And any personal attacks or cynical interpretations of every statement won’t contribute to helping the game get better. I think everyone knows it.

Koeningsmark World of Warcraft

Ghostcrawler introduces you to the Pandaren monk

October 31st, 2011

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Mists of Pandaria is bringing us the new monk class as well as the new Pandaren race, finally making its way to World of Warcraft after years of speculation and wondering. Blizzard Insider, Blizzard’s own internal look at the wheelings, dealings, and development processes of the company, pulled Lead Systems Designer Greg “Ghostcrawler” Street aside and asked him a bunch of questions about the Pandaren, monks, and the newest expansion.

Ghostcrawler discusses the motivations behind the Pandaren and how they differ from the other races of Azeroth, how the monk class came about and was decided upon, and what monk players outside the Pandaren race will have in store for them when they travel the world. One of the more interesting pieces of information is how player character monks who choose to start as a race other than Pandaren will still have a heavy Pandaria-inspired kit and experience, since it is the Pandaren that bring the monk class to both the Horde and the Alliance. Of course, we have extra confirmation that DPS and tank monks will be sporting agility leather gear, and the healer archetype will don intellect-based leather gear.

I don’t believe that I am alone in this observation, but Blizzard has been out and about like crazy talking about the Pandaren and the monk class nonstop. Personally, I’m loving it. The more, the better. Over the years, Blizzard has gone from a very secretive company to pulling back many of the curtains for players and fans alike, with peeks into the development process and getting out ahead of the speculation machine. It’s learned a lot from The Burning Crusade and Wrath days. Hit the jump for the full interview with Greg Street.

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Kocherberg World of Warcraft

RuneScape dev panel highlights incredible success of bot bans

October 31st, 2011

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Over the past few weeks, we’ve heard a great deal about browser MMO RuneScape’s struggle against botting and RMT. The bot problem has become progressively worse over the past year, with bot makers countering every change developers made to stop their bots from working. This week developer Jagex celebrated bot-nuking day as it deployed a massive update designed to permanently stop all of the popular reflection and injection bots from working.

At this year’s annual RuneFest event, Jagex CEO Mark Gerhard presented a fantastic insider panel on the facts and figures behind bot-nuking day. Mark explained the company’s position — that normal players botting to speed up gameplay was counter to the goals of RuneScape. “We don’t want your computer to play with our computer,” he told attendees, “we want you to have fun with our community.” Before delving into facts and figures, Mark reminded attendees of the element of unfairness that bots create. “I want to know that if I’m putting in 30 minutes this evening, that that 30 minutes is equal to everyone else’s 30 minutes.”

Want to know how many million accounts were banned since bot-nuking day? Read on for a summary of the facts and figures from the talk and to watch the full video in HD.

The figures below are taken directly from the dev panel. While they aren’t all exact figures, they show the incredible success of Jagex’s new “Cluster Flutterer” technology in fighting bots.
New botting accounts created every day — 100,000 – 200,000
Gold-farming accounts banned on bot-nuking day — 1,500,000
Accounts being banned per minute right now — 9,000
Gold farming accounts banned since Tuesday — 7,700,000
Accounts created from China and Korea per week — Old: 173,000, New: 953
Decrease in player activity since bot-nuking day — 60%
Banned accounts that were paid members — 10%
Bots estimated to have been rendered ineffective — 98%

gmaxwell RuneScape

Look at Mists of Pandaria objectively

October 28th, 2011

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At the end of last week’s blizzcon, a new World of Warcraft expansion was announced, and it stirred up quite a ruckus, it can be said that this is a tumultuous week. Any time a new world of warcraft expansion is announced, a flurry of mixed feelings comes with it. Some players are very positive on the newly added Pandaren race, while others seem to have some pretty negative opinions about the pandaren and the expansion in general. The expansion is not released yet, it is too early to say for sure. Let’s look at the Mists of Pandaria objectively.
The new expansion, Mists of Pandaria should be a substantial addition to the game. An array of new features, content, and even a new class will be added to the next expansion. Unfortunately, for a variety of reasons, a few people see the pandaren as a joke. This is due in part to the race actually being a joke made by Blizzard on at least two occasions. Actually, the Pandaren have a long and storied history.
Early in 2005, the pandaren was first introduced in world of warcraft as a April Fool’s joke. The Pandaran were spokesmen for “Pandaren Xpress,” a service where players could buy real food in game. In fact, the Pandarens were, indeed, added to Warcraft III with the Frozen Throne expansion. Moreover, the Pandaren race can be found in the roleplaying game’s Manual of Monsters dating back to 2003. We can see that the new expansion is not a whim. Pandaren has always been in the world of warcraft.
Pandaren will be the first neutral race to explore Azeroth. Pandarens start at level 1 and choose to either side with the Horde or the Alliance at level 10. That’s a World of Warcraft first and should be exciting for lovers of the game. The new class monk will be specialized as a Windwalker while healers will be Mistweavers. These options make the class attractive to a variety of players. In a Challenge mode dungeon, players will be working toward completing the dungeon within a certain amount of time. The talent change coming with Mists of Pandaria is also a touchy subject, but as more information is released about the system more and more players start to realize that the change is probably a positive one.
All in all, Mists of Pandaria is an expansion full of features. The events of the pandaren campaign are so cool, and the pandaren are fascinating, they’re funny. Just think about the 85-90, new Asian inspired zones, Challenge dungeons, the pet battle system, and the new talents, new wow gold guide, if you still don’t like the idea, well, just skip this expansion. Ok, let’s cut to the chase, if you want to perfect your gaming experience, welcome to swagvault and pick up some cheap wow item and safe wow gold.

Kocherberg World of Warcraft

Bethesda appeal denied for Fallout Online, work continues by Interplay

October 27th, 2011

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Are you enjoying the game of Fallout Online? No, not the actual online game in which you adventure in a shattered wasteland, but the constant back-and-forth between Interplay and Bethesda over which company is allowed to work on the development. The game has been tied up in court for roughly forever, with Bethesda trying to block Interplay’s further development via legal tactics, and while the first injunction was denied, the studio appealed to have the development halted.

It turns out that the courts remained firmly on Interplay’s side, however, as the appeal has been denied and Interplay is in the clear to continue developing the game. Unfortunately, the game will still require express permission from Bethesda to launch, meaning that there’s still no end in sight to the legal fighting and name-calling by both companies. For the time being, all that fans of the franchise can do is wait and see… assuming that Interplay remains financially able to develop the game after all.

Castille MMOPRG News

Patch 4.3 PTR: New titles found

October 27th, 2011

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If you’re a titlemonger, then you’ll be excited for Patch 4.3. The latest update has added new titles, one of which seems to be a temporary title you gain for completing the Well of Eternity heroic dungeon. The new titles are:
Destroyer’s End
Savior of Azeroth
The Hand of Elune
The Savior of Azeroth title appears to be won by those who defeat Deathwing on heroic difficulty. The Hand of Elune title, meanwhile, is a temporary two-hour title one gets for completing the Well of Eternity dungeon and thoroughly mucking with history. Finally, Destroyer’s End is the title earned for killing Deathwing on normal or heroic difficulty.

So if you collect titles, you’d better get to work, guys. Patch 4.3 has two really nifty ones waiting for you.

dreadmage World of Warcraft

Patch 4.3 PTR: Heart of the Aspects and other new mounts

October 27th, 2011

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Patch 4.3 has a new mount we’re all very curious about, the Heart of the Aspects. What we’re curious about is how we’re going to get our grubby little mitts all over it. Is it a heroic Deathwing drop? Or do we get it for completing a raid wide meta-achievement? Is it for killing Deathwing without the aid of the Aspects, the way Mimiron’s Head dropped in Wrath? That last one seems unlikely to me, with the way heroic difficulty is accomplished now, but I can’t rule it out.

Also interesting to note is Experiment 12-B, also new in the most recent data push. What does he look like? Where does he come from? Is it for killing Ultraxion? Another possible meta-achievement mount, as we speculated the Life-Binder’s Handmaiden could be? At this time, I have no idea — but it’s new and shiny and I’m sure we’ll all want one.

We’ve included the video from MMO-Champion behind the cut, so you can get a look at the Heart of the Aspects mount in motion.

Mustapha World of Warcraft

RuneScape celebrates ‘bot-nuking day’ this Tuesday

October 25th, 2011

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Last week we reported that veteran browser MMO RuneScape was losing its ongoing war on bots. Players have begun botting on a massive scale, and it’s become increasingly difficult to distinguish bots from ordinary players. Developer Jagex asked for help from the playerbase in solving the botting problem and announced its intention to continue fighting legal battles against the creators of bot programs.

In a new community update this week, Jagex Chief Executive Officer Mark Gerhard announced the release of a new doomsday weapon in the war on bots. In an upcoming patch on October 25th, Jagex will be “launching our most formidable bot-busting weapon in our history, targeting what we believe to be 98% of the bots seen in game.” This update permanently prevents reflection bots from working and the effects should be immediately visible in-game. To celebrate “bot-nuking day”, Tuesday’s patch brings four days of events and minigame bonuses for regular players.

Castro RuneScape

Over the river and through the woods

October 24th, 2011

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Oh, if only it were that simple! And quick. ‘Cause I got my hiking boots on and am raring to go. Heck, I will even wade through rivers of enemy blood to get me some housing! Now you all know what kind of statement that is coming from PvP-challenged me. Sadly, there is still a long wait ahead as there is no real official word on the release of 3.0 and its accompanying features. To be honest, with my all-too-obvious love of housing, I am not entirely sure that the information that trickled out of Korea this past week was more exciting… or painful. TEASE!!

Either way, there is no ignoring the fact that the tantalizing information has come, posted front and center on the Korean Powerwiki for all to see. Thanks to some kind translating, those of us not fluent in Korean can also get a glimpse at what NCsoft has in store for us. Truly, I think that it is only fitting that last week’s focus on a major frustration is followed up by something many are actually looking forward to! In all, some of the information revealed is exciting, some is pleasantly surprising, and some is even disappointing,

Excited about Aion’s upcoming housing or maybe just curious? Cross the threshold past the cut and join Wings Over Atreia as we explore the impending housing opportunities in Atreia.

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Kocherberg Aion

GAME introduces centralized digital payment system for MMOs

October 24th, 2011

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UK’s largest video games retailer, the appropriately named GAME, is taking a crack at the ever-widening digital market. The retailer introduced a new feature for players looking to purchase content online called GAMEwallet, with plans to offer gift cards for the system in 2012.

By giving players incentive to focus on just one account that can be used to fund multiple MMOs and other games, GAME is hoping that GAMEwallet will become the one-stop shopping center for gamers. Several MMO studios are on board with the program, with titles like RuneScape and APB Reloaded fundable through it. GAME is targeting a majority of its customers who don’t use debit and credit cards to buy digital content because of security concerns.

GAME’s Tricia Brennan sees move as not just a smart one, but a necessary one: “The digital games market is growing fast, but two things are holding it back: the reliance on customers using credit or debit cards online, and the lack of a one-stop shop offering advice across a wide range of titles from different publishers. We’re about to change that.”

GAME is currently struggling financially, as it recently announced losses of over $81 million from sales.

Castillans MMOPRG News

Star Trek Online strengthening the fight against the Borg

October 24th, 2011

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Since launch, Star Trek Online has always used the Borg as a major threat. This is evidenced by the Borg’s position in several of the game’s Strategic Task Forces, top-end challenges for the best of the best in the Federation and the KDF. The conversion to free-to-play will include improvements and updates for these STFs, starting with a change explained in the latest installment of the Path to F2P blog series.

The first change is the shift to two separate difficulty modes, Normal and Elite. STFs are also being added to the PvE queue feature so that players can more easily assemble a group. Last but not least, the missions will feature special rewards that can be traded for a variety of anti-Borg equipment, allowing successful players the chance to better tune their ships for future runs. These updates won’t reduce the threat level of the Borg, but they should help more players face off against one of the game’s marquee opponents.

dreadmage Star Trek Online

BlizzCon 2011: Blizzard reveals new talent system

October 24th, 2011

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Greg “Ghostcrawler” Street got on stage at Blizzcon a few moments ago to unveil an entirely overhauled talent system for Mists of Pandaria, the next World of Warcraft expansion. After four expansions of “cookie cutter” talent builds, Blizzard has broken and reconstructed the entire talent system in order to put the choice for talents directly into the hands of the players. They strove for this in Cataclysm and made some good advances, but ultimately fell short of the goal.

Like the current talent system, players will choose their specialization at level 10. This specialization chooses what abilities you’ll be gaining as you’ll level up, rather than there being baseline talents. There will be a few baseline class abilities, but not nearly as many. According to Ghostcrawler, these spec abilities will be “anything your spec requires.” Spec abilities will be learned out in the field when you level; you only need to visit the trainer to choose a new specialization! In the preview at Blizzcon, the holy specialization for paladins received staple holy abilities, such as Holy Shock, Holy Light, and Beacon of Light. Some specialization abilities will be available to two specs, such as both ret and prot getting Hammer of the Righteous.

The other part of the talent system is that there is now one talent tree for every class. At every 15 levels, you get one talent point, which can be put into one of three talents for that level. You can’t go back and take previous talents. These talents are looking to be abilities, not boring things like passive healing or damage buttons. There are no ranks for these talents. The goal is for there to be no mandatory talents, and that you should choose what you want on a per fight/per content/per choice basis. Retalenting should be as accessible as reglyphing is right now.

So, for example, a paladin will choose holy for her spec, and as she levels up will gain all her core holy abilities. When she hits level 15, she will gain her first talent point, which will be usable on either Speed of Light, Long Arm of the Law, or Pursuit of Justice, which all sound like a speed boost to me. Once she makes this change, she won’t be allowed to choose the other two talents when she gets her next talent point, though she can later choose to retalent if she feels she chose poorly.

The three choices you have to take at any level will all share a same theme in common. In the previous paragraph, you have three talents that will be mobility based. (Warriors also get mobility talents at 15, their choices being Juggernaght, Warbringer, and Double Time.) The idea is that you don’t forego a mobility ability for a dps ability, or a cc for a survivability cooldown.

An important point to note is that even though these abilities have the same names as current talents in the game, they will not have the same effect. They are being redesigned to try to appeal to all three specs in a talent. The point of new talents is to offer a form of utility that you can customize for your playstyle, and not mandatory choices for maximum DPS/HPS/Survivability.

All in all, it’s looking to be a simplified, better, and ultimately more choice-driven take on talenting, and I couldn’t be more excited.

Castro World of Warcraft

BlizzCon 2011: Dungeons and Raids information

October 24th, 2011

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If you’re not at BlizzCon, or watching the live stream, then worry not for we’re liveblogging the events and the Dungeons and Raids portion of the Mists of Pandaria preview had some interesting news all told.

For starters, there will be 9 new dunegons, six across Pandaria itself and three heroic versions of classic instances, namely Scholomance and two updated wings of the Scarlet Monastery. The new dungeons will include the Stormstout Brewery, where you work alongside Chen Stormstout himself.

There will also be three raids at launch featuring the Mogu and the Mantid races, and Raid Finder will be integrated into every raid at Mists of Pandaria’s launch. World raid bosses will also be included, as Cory Stockton says “There were problems … we’ve got solutions to those problems.”

Stay tuned to the Raid and Dungeons panel which will be liveblogged by us.

Mustapha World of Warcraft

Blizzard discusses Mists of Pandaria details

October 23rd, 2011

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The big day-one BlizzCon announcement is that Mists of Pandaria is going to be the next World of Warcraft expansion, and we’ve got some new details on what players can expect from the new content. For starters, Blizzard is once again reworking the talent system, as the studio feels that the current system hasn’t aged well and has been plagued with cookie-cutter builds. Instead, each class will have a single talent tree, and every 15 levels players will choose one of three available talents. Talent builds can be changed as easily as glyphs, meaning it’s possible to customize your talents mid-instance in order to tune for a specific fight. Outdoor raid bosses are making a return, and Blizzard is aiming to allow players to choose their own paths through the content rather than forcing them onto a set path.

For more details, head on past the cut!

As far as Pandaria itself is concerned, the continent consists of five “really large zones,” containing new content for Horde and Alliance alike. A number of new creature types are being introduced, such as the mischevious, monkey-like Hozu (who are allied with the Alliance) and the water-dwelling Jinyu (who take sides with the Horde). Unsurprisingly, Asian themes permeate the new continent. Blizzard has announced that the first zone players end up in is the Jade Forest, where the Horde and Alliance have set up camp on the North and South sides of the zone, respectively. This zone is host to Pandaria’s first dungeon, the Temple of the Jade Serpent, where players are tasked with removing the Sha (a manifestation of negative energy) from the temple.

There are also some details on the Pandaren themselves. Pandaren will have access to the Hunter, Mage, Monk, Priest, Rogue, Shaman, and Warrior classes. They will be granted double stat benefits from food due to their Epicurean racial ability, while the Gourmand racial increases their cooking skill by 15. The zen-like Pandaren also possess a strong Inner Peace, which causes rested experience to last twice as long. Rounding out the racials are the Bouncy passive ability, which reduces the Pandaren’s falling damage by half, and Quaking Palm, an active ability that puts a target to sleep for three seconds.
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gmaxwell World of Warcraft