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In World of Warcraft into irons

Because of WLK, especially the big disaster, wow no more leisure. On the contrary, it becomes more core. I know this is contrary to what most game player to believe. So, please listen to me.
Five player content become those that tend to reward content externalism, leisure fun for players who played not satisfied. The epic was inadvertent grinding.
Flat field changes without recourse to the slippers. It is too boring, can do. This is changing the hardcore game player to another Twink don’t care about how boring, as long as it is fast. Ask any one whatever you know if he likes to change World of Warcraft level game.

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Some area is very hard. As the undead you cannot win even two small strange your level in the level of 4-6. Two thugs accidentally pull may seem impossible to give you, but it is certainly not impossible for a new player who still has to understand the scope and how the characters of hatred. Flat become not worth mentioning, only in lvl10.
Opening to the outside world, this is a fun game full of immediate action and the chance to get a useful random drop, became a newspaper is only minigame, so repeated, only the hardcore, who after the external incentives, participation. Logging in the daily grind of external rewards is casual.

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The leveling experience is not. In the professional or many tasks at. Or low level of the battlefield. Not to mention the transition of 60-61.
Jiabao is very effective to cater to the hardcore players. New and casual gamers are not enthusiastic, they now have to play a lot of in the end is the highest rank in the guild can buy Jiabao part. No biography of Jiabao you can not always in lower level compared to the PVP and the disadvantaged in many ways, hardcore gamers to upgrade to a new twink. Propose a new player, whether he believed the other players ran very powerful weapons, they must rely on the drop of fair.
Forced anonymous group seriously weakened wow’s ability to attract new players into the community. Only a portion of the players have been existing community can be neglected, they already know the other players are forced to anonymous group and group. Casual gamers, who is not a part of a guild, a group of anonymous in order to progress their magpie.
Attack with loot rules (BADGE / min), can be used for hardcore attack made Twinks attacks. But most leisure never finish a level RAID time. They are not at their own pace of RAID from the wrath of the Lich king.
Guild privileges given players a serious advantage. Enjoy the same advantages, leisure new players need to join the guild is not know. But because they do not know these guild players, they are often in the community, not for their work. No content (left) so that players get in to join their guild know other players.
Finally, if they really try to make world of warcraft more leisure, they lost. Since the beginning of WLK, decreased two MIO submarine annual growth to sudden zero. Play world of Warcraft, today you will not find temporary workers – the more you will find more of the core. If you want to see yourself doing a new cartoon.

The International 5: Groupstage and Wild Card Brackets Revealed

The International 5 is just around the corner and we’ve a lot of guaranteed entertainment coming along the way. But how can we know for sure if information regarding the group-stage and wild card brackets are not released? Fret not, for Valve has released the Wild Card and Group-stage brackets.

The Wild Card matches will be played between 4 teams namely, CDEC, Vega Squadron, MVP.Phoenix and Archon. The matches will be held in a double elimination best-of-three bracket wherein top 2 teams will advance to the group-stages while the bottom 2 teams will head home.

Meanwhile, the group-stage details have also been revealed. 8 teams each have been allocated to two groups, namely, Group A and B. Teams in their respective groups will play in a round robin phase in a best-of-two format.

At the end of the group-stage, top four teams in both groups will advance to the upper bracket of the main event whereas the other teams will be sent packing to the lower bracket of the main event. Teams in the upper bracket will have a second chance whilst teams in the lower bracket will have to play for survival.

Sixteen teams will play in a double elimination format over 6 days. Eight teams begin in the upper bracket, eight in the lower bracket. First lower bracket games are best-of-one, other games being best-of-three’s and the grand finals being a best-of-five affair.

Streams will start at 9am PDT each day from July 27th through July 30th whilst the main event will start at 10am PDT on Monday July 3rd with the grand finals being played on Saturday, August 8th, 2015. Further information can be found here: The Road to The International.

 

Diablo III Patch 2.3 Introduces New Adventure Zone Ruins of Sescheron

Blizzard has just announced a number of new features for Diablo III’s upcoming patch 2.3, including a brand new adventure zone. Ruins of Sescheron is a frozen land that once belonged to Barbarian tribes, but it fell to the mighty legions of Baal, the Lord of Destruction, in his march on Mount Arreat. The new zone can be found in Act III.

In addition, the legendary “Horadric Cube” from Diablo II is finally making its return, in an iteration known as Kanai’s Cube. Kanai Cube allows players to break down Legendary items and use their special effects as passive skills, convert crafting materials, and a number of other possibilities.

 

Albion Online Summer Alpha

Albion Online is a game I’ve been watching for some time now. Another one of the new breed of sandbox games coming up and hopefully offering a different experience for people. I doubt it will be perfect but there are a lot of mechanics within, and a focus on particular styles of gameplay that has me very interested and shows great potential.

Well in the next week,Albion Online will be heading into it’s Summer Alpha event which will be a month or more showing off the recent updates and changes. It’s the first event wherin those with the Elite, $50 pack gain access to the game. The pack I’ve pledged for so YAY ME!!

yes yes I backed into another early access mmo after swearing I wouldn’t… I am.

In case you haven’t heard much about the game I thought I give a few quick points about

Top down action style gameplay
Economy focus with regional marketplaces
In-depth crafting, many material types and gathering types
Full Loot and Degradable Gear
Housing, Guild Towns and Territory Control
PvP with an emphasis on 5v5 combat
Decent specialisation and personal progression
Cross Platform play and servers, including tablets

 

Albion Online: House or Home

Welcome To Albionville Online, AKA personal housing and unfortunately I can’t say I’m that impressed with it so far. There is just something about it that is entirely lacking and while it is certainly functional it isn’t that appealing. In it’s essence it’s basically what I was doing in Archeage. Gather materials, build a house. Farm Plants, feed plants to animals, ????, Profit but it just doesn’t feel the same. There is no charm to it, no personality and when I’m looking at personal housing that is an important facet to me. I don’t just want functionality I want something to personalise and make my impact with on the world.

The farming mechanics work, and are actually a rather important mechanic within the game. A needed function and when working with a guild it is something just about everyone is encouraged to be a part of. It works in the way you would expect of a mobile game. Click over the plot, plant and you’re shown a pretty little timer until it’s ready.

The animals take this a step further needing food, and a certain amount of food in order to mature within that cycle. It’s a nice touch that each type of food gives a certain amount of time, so you can feed them whatever is handy but there is just so little love there. Just the cold, sterile timers and restricted clicking – which makes it so much worse that I’m actually interested enough to, plan my planting and play times around it and also making alarms as to when my plants and chickens will be ready.

The housing is rather lackluster. There is an upgrade process of putting in resources, and better resources at each new stage of the process which rewards a bigger, more elaborate house with more room for activities but there is so little customisation. You can place in a few pieces of furniture, chests, and random rare trophies but there isn’t the range of placement, a range of furniture choices, or just ways to make this space feel like your own. Like most mechanics so far, it’s serviceable and that’s about it.

There is a space here as well to build you’re own crafting stations but then, you can only progress these so far, and not that far at all and also a huge tax cost a crafting…. HUGE. Big enough to ensure you will never actually craft on your own housing plot which makes the entire space pretty much useless. Just a house only used for storage of some produce, a few farms that you use with rigidity or not at all, and a whole lot of empty space.

There is so much more space there for something wonderful to occur. A whole world and a lot of zones with unused space that are just asking to be used as housing. Planting your flag on a little bit of land to make part of the world your own. Just as in Archeage. These Personal Islands are still a great idea, especially for people farming goods but should be more used more as a supplement for those that need or miss out.

It’s funny but thinking about it, the problem with housing is pretty much what’s wrong with the game as a whole. It is serviceable. There is a good foundation of mechanics and ideas there but the actual implementation is lacking that little bit extra to make it something more important, interesting, and engaging.

 

Monetization Models as a Gameplay Shaping Feature

One of the most ubiquitous debates in the MMO gaming community surrounds monetization. Games cost money to make, and as a result, it goes without saying that they need to bring it back in somehow. Near every forum on the internet has raged with debate over which way is the one true way, with posters, writers, and even businessmen weighing in as to why exactly their preferred way is the only way games should ever be made. As with any argument where a concept is applied as the ‘best’ option to a broad array of situations, I find these arguments to be both puerile and superficial; there are many variables in play that determine which model is best, and I find that they are almost never considered.

Different Strokes for Different Folks

At the risk of stating the obvious, not every MMO gamer is interested in getting the same experience from their game of choice; there is nowhere this becomes more clear than when examining the arguments for or against specific payment models. Take for example two of the most common arguments for and against the implementation of subscription payment models.

The subscription model is good because it fosters a persistent community where you can log in and see the same players over and over again.
The subscription model is bad because it makes players feel forced to log-on to take full advantage of the monthly fee.
Though these are both brought up in nearly every discussion by their respective proponents, their clear relation is rarely pointed out; the subscription model fosters a persistent community precisely because it makes players feel forced to log-on. These aren’t arguments about the way people prefer to pay, but rather about the way they prefer to play – and for them, the monetization policy can have real effects on their gameplay. In this way, pay-to-play games specifically attract players who are interested in that type of game experience, and repel those looking for a past time requiring less of a commitment. These players are looking for fundamentally different gameplay experiences that in all likelihood will come from different games.

Different Folks for Different Strokes

And that’s what it really comes down to. We all like to think that our way is the one true way, but that simply isn’t the case in most situations. When different consumers are trying to get a fundamentally different result from a product, the clear solution is to have different products tailored towards their separate demands, a philosophy that would be well applied to monetization strategies as well.

To take the example above, MMOs whose mechanics promote or rely on long-term community building would likely be best suited to a subscription model, while those focusing on quick, bite-sized gameplay sessions with community bypassing features like LFD may find their game performs better with a free-to-play system; it is no coincidence that the rise in free-to-play models has accompanied a design shift in this direction.

The Final Stroke

The prevailing logic that the subscription and free-to-play models are locked in battle for total dominance over the genre simply misses the point. As much as I would like to declare my preferred model the reigning king, the fact is that both are better suited to monetizing different products made for different types of players due to their ability to shape certain facets of the gameplay experience; there is no one-size fits all. The subscription model isn’t going anywhere, and neither is free-to-play.

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Crowfall: Eppur si muove

Early this morning the Kickstarter for Crowfall, ArtCraft Entertainment’s upcoming MMORPG, reached its close, seeing nearly 17,000 backers push it to achieve over double the requested funding, arriving solidly in place as the 15th most funded video game in Kickstarter history after earning total pledges just shy of $1.8 million.

Crowfall markets itself as “Game of Thrones meets EVE Online“, blending long forgotten features from past MMOs in the development team’s history like Star Wars Galaxies, Ultima Online, and Shadowbane. These are features for which many MMO veterans (such as myself) have clamored for over the past years, watching frustrated as AAA studios produced stagnant MMOs following the WoW-formula, unwilling to believe that any value lay in this and similar feature-sets. Eppur si muove.

For those that want to know what it’s all about, a full Hobo Gamer write-up can be expected within the coming days. However, I’ll first be writing up an article inspired by a recent Reddit thread that brought up some old memories, priming me for exactly the type of experience that MMOs once delivered, and that Crowfall promises to bring back.

 

New Content Coming to Magerealm

 

With its latest content update to Magerealm, GTArcade is excited to introduce the Colosseum, a new feature that brings two unique PVP modes to the game. In addition, players can now create their own PVP rooms to test their might with friends and rivals. Log in today and check out all the new features!

Welcome to the Colosseum
Mighty champions must train rigorously to have a competitive edge and the Colosseum will be their new proving grounds. Visceral combat is always the theme of PVP and players can seek out Arena Admin Bern to partake in the new Colosseum PVP modes. Players may choose which mode suits them, according to their prowess and tenacity.

Competition Mode:
To be called the best in Magerealm, players need to continuously prove themselves by challenging and defeating rivals. Players that still thirst for action after finishing the daily errands can compete with others in Competition Mode. This is a place of fair competition. With no level limit, players can pick anyone to duel. Rise above the competition and show the world who deserves to be number one.

Prizefight Mode:
If normal dueling is not enough excitement, players are encouraged to try Prizefight Mode in PVP. The rules are simple; both contestants place their bets and winner takes all. With the stakes ever so high, players need to do their best at controlling their team and utilizing their skills. In this mode, there’s much more on the line than one’s honor.

Players can join countless others in PVP and hone their skills to perfection. Bring your friends and see who is truly the best!

warcraftmovie

According to a post this morning, the Warcraft movie might become the first part of a trilogy.

warcraft orgrim rob kazinsky – Your source for MMOs & MMORPGs

The internet has been abuzz lately with speculation about Blizzard and Legendary Pictures’ recent collaboration, Warcraft. Aside from a couple stills, props, and costumes featured at last year’s Blizzcon, though, both companies have remained tight lipped about any of the film’s details or developments. Although all of that is about to change next week at San Diego Comic Con (where the film’s first trailer will premiere), anticipation for Warcraft has forced director Duncan Jones to discuss details about some of the franchise’s inner workings.

In a recent statement, Jones said:

Peter Jackson did a magnificent job of setting the table: for Tolkein’s universe with his first Lord of the Rings film,” he explained when asked if “World of Warcraft” movie will be a trilogy. “I know that my job in this first film is to establish certain characters, places and culture while telling a story that a broad audience can be excited by!

While news of a potential trilogy is exciting, Jones’ underlying statement is even more interesting. Video game movies have been notoriously bad. If Jones and his team can pull off a successful video game adaptation, other studios and game publishers might collaborate to make films. A Rachet and Clank collaboration is currently under works between Sony and Focus Pictures. Perhaps a new age in film is approaching.

Mortal Kombat X patch promises performance progress

Another Mortal Kombat X patch has launched, promising online stability, performance increases, a free costume, and more graphical options.

For some people, the most important news will be that this patch includes the free Klassic Sub-Zero costume. Or kostume.

For most, though, I’d imagine that the promises of crash fixes, performance increases, and online stability are probably a bit more important. It also promises extra graphical options, which will hopefully be a nice little touch, as well as a bunch of fixes to more specific little bugs. And, for a select few others with the Kombat Pack, the early access to Jason Voorhees is probably also SUPER IMPORTANT.

The full list of fixes can be seen below. Hopefully the performance increases and fixes will turn Mortal Kombat X into a game that’s worth a lot more consideration on PC.

Added the free Klassic Sub-Zero costume.
Display drivers should no longer crash during online play.
A crash will no longer occur after a full rotation of players in the lobby during Round Robin matches.
Fixed a crash that some users experienced during the first QTE in the story.
Game no longer crashes when players attempt to join a game through Steam or in a room.
Fixed startup crash on high end systems (those with > 8 cores).
Fixed a crash that would occur during recorded match playback.
Save data safety check to try to eliminate save data loss.
Fix to prevent save game data from being corrupted while closing the game.
Walk away animations now appear at the end of the character selection process.
The levers in Shao Khan’s Tomb will now activate.
Shinnok’s Flick Trick Fatality no longer experiences a significant framerate drop.
Functionality is no longer lost while watching a match replay.
Pre-game lobbies will populate 10 players into Faction Battle matches.
Kombat Kards will now display correct Icons, Backgrounds, and Borders in a KOTH match.
Fatality inputs no longer change into QTE inputs during in Online Tower Battles.
Game no longer desynchronizes when a player selects a character that their opponent has not unlocked.
D’Vorah’s cape no longer moves when she’s killed.
Game no longer freezes when opponent in online closes the game.
Title remains responsive while story cinematics are loading.
Fixed leaderboards and kombat kards not updating past the top players.
After entering Replays with the controller the Player can use the keyboard when watching a replay from an online match.
Loading screens now display before progress bar fills up.
Diagonal arrows are shown instead of keys when Alternate Control is enabled.
Sometimes saving a Custom1 preset displayed as being saved for Custom1-4 in the character select and pause menu controls screens.
The UI arrows will now switch sides on a tagged move when the character switched position with his opponent.
Chat room names will now display properly (instead of SteamIDs.)
Fixed input callouts when switching between keyboard and USB controller after entering a KOTH match.
Additional graphical fidelity options.
General Matchmaking improvements.
Performance improvements
Improved online stability
Multiplayer invite improvements
Gameplay fixes and balancing
Various Kombat Kard fixes WB Play fixes
General bug fixes

Valve wants you playing at The International 2015

 

For the first time, The International 2015 – the biggest Dota 2 tournament in the world – will have an open qualifier.

Disclaimer: Valve probably doesn’t actually want you, specifically, at The International 2015. If they did, they probably would’ve sent you an invite directly. I mean, sure, if you do actually play for one of the invited teams, then they do want you! And I’m surprised you’re reading this! But if you’re Joe Public then, well, it’s more a to-the-point way of saying “you can fight for a chance to play there.” To-the-point except that I’ve had to include this really long disclaimer. Ahem.

Anyway: no. It’s more that for the first time, you actually have the opportunity to compete in TI5 without having to be directly invited.

From what I can gather there’ll be an open qualifier in each region, with the winner getting the 10th slot in the regional qualifiers for the tournament itself. This means 16 teams in the tournament itself: 10 direct invitees, four regional qualifier winners, and two wildcards.

There’s currently a countdown with the direct invitees being revealed one by one, which is really annoying for anyone who wanted to go to bed, but not so bad for me because I’m sick and I can’t sleep anyway. The teams heading to each regional qualifier will be announced after that, with the Americas qualifier teams being revealed in 50 minutes, and the Southeast Asia qualifiers being revealed last, in around 95 minutes.

Once all the teams are revealed I’ll write some sort of post about who’s invited and so on, so if you can’t be bothered hanging around, check back here tomorrow. For now, we’ve got Vici Gaming, Evil Geniuses, Team Secret, Invictus Gaming, LGD Gaming, Cloud9, and Team Empire – none of whom are particularly surprising. I suppose the big question is whether or not Newbee will get one of the 10 direct invites, as despite being the TI4 champions, their performance has been a bit lackluster of late.

If you’ve got a regular five-stack that wants to sign up for the open qualifiers, Perfect World are arranging the Chinese ones, and Faceit are dealing with the tournaments for the Americas, Europe, and SEA. If you’re in China and want to sign up, click here; if you’re anywhere else, head over here.

Finally, if you want to watch the countdown clock slowly ticking down for yourself, stroll on over to The International 2015’s announcement page.