Tuesday, May 7, 2013

Welcome to the Battle.net Discussion Forums

Code of Conduct

Welcome to the Battle.net Discussion Forums! These forums are here to provide you with a friendly environment where you can discuss ideas,d3 gold, give game play advice,rs gold,rs gold, role-play, and converse about any other aspects of Battle.net games with other players. Community forums are at their best when participants treat their fellow posters with respect and courtesy. Therefore, we ask that you conduct yourself in a civilized manner when participating in these forums,aion gold,tibia gold.

The guidelines and rules listed below explain what behavior is expected of you and what behavior you can expect from other community members. Note that the following guidelines are not exhaustive, and may not address all manner of offensive behavior. As such, the forum moderators shall have full discretion to address any behavior that they feel is inappropriate. Also, suspension or banishment from the game will always result in the same in regard to forum access,wow gold. Your access to these forums is a “privilege,” and not a “right,diablo 3 gold.” Blizzard Entertainment reserves the right to suspend your access to these forums at any time for reasons that include,diablo 3 gold, but are not necessarily limited to,d3 gold, your failure to abide by these guidelines.

We reserve the right to evaluate each incident on a case by case basis. The action we take may be more lenient or more severe than those listed under each category:

Monday, May 6, 2013

When the game was in development

We’ve seen a number of post letting us know that there are a lot of players who want to be able to customize how a piece of armor appears,diablo 3 gold, and the good news is that we agree. Being able to distinguish yourself from other players can be compelling, and it goes a long way to enrich Diablo III's experience. We don't have an estimate on when this feature will make it into the game, but it's something we're working on. Travis Day is one of the game designers on Diablo III, and this is what he had to say on the subject.

I agree, visual customization has a lot of value,runescape gold, people like to differentiate themselves from each other or sometimes just get bored of looking at the same thing all day every day. In fact we agree SO much that we have plans to add this feature in the future,runescape gold.


Back in March we posted a developer journal focused on itemization, and Travis made a brief reference to customizing the appearance of armor then, too. Here is a to the entire blog, but the section I quoted below is towards the bottom of the Gold Sinks Should be Exciting section.

"Other avenues we want to explore include providing players with vanity options or potential ways to differentiate themselves from their friends or other characters (i.e,diablo iii gold. character customization options in terms of gear)."


We’re also exploring ways to customize gear that isn’t just aesthetic, like giving players the ability to augment stats and sockets:

Don: Giving players more control and customization of their item stats is something we talk about a lot in our office. There have been a lot of ideas thrown around here and some great suggestions from the community, but we have not finalized any systems yet.

To give you an idea of what direction we're heading toward, though, here are just a few ideas that we're considering right now:
The ability to change a portion of a particular stat on an item to another stat of your choice
The ability to augment an existing item with a stat bonus of your choice
The ability to create an item with one or several fixed affixes―similar to the Rare recipes introduced in 1.0.7
We've also discussed adding other types of "socketables" with a wide variety of possible affixes that you can put in your socketed items instead of gems

All of these systems have their positives and negatives, so we want to make sure we make the right choice and consider all other changes we plan on making before deciding which systems we want to implement.

As far as the Mystic goes, she's a cunning lady. I’m sure we haven't seen the last of her.


Wyatt: When the game was in development, the Blacksmith had the ability to add a socket to an item. Adding a socket makes the item better, so you pretty much always wanted to do it, and we found adding the socket felt like a small chore that didn’t actually increase the gameplay depth. You already need to insert gems to a socketed item, and felt having to add a socket as well would be a step too many.

With that in mind, there are still some gameplay benefits to adding a socket that we’d still like to capture,diablo 3 gold. Although having to add a socket every time can feel like a chore, if there was a mechanic that made it a legitimate decision, that is something we could explore,diablo iii gold. Additionally, there’s something to be said for feeling more invested in an item―taking steps to improve an item increases your emotional bond with it,d3 gold, which is something we could definitely do better at.

So,diablo 3 gold, to answer your question, it’s something that’s definitely on the table for the future,diablo 3 gold, but it likely won’t be identical to the system that was in Diablo II or the early iterations of Diablo III.

Blades sharpened and shields shined.

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Friday, March 29, 2013

rs 2007 gp

It',rs 2007 gp;s been a long while since Scary Booster has forgotten the basic necessities of life like showers and, oh, food. But with last week's release of Mists of Pandaria, well, it's happened again. Read on to see what Scary thinks before adding your own ideas in the comments.

As we all know, it’s been 8 years and 4 fabulous expansions for World of Warcraft. Over the years the game grew to an amazing 12.1 million subscribers just after Wrath of the Lich King. It might be on a slow decline, but the game still proves to be an excellent hobby for over 9 million people around the globe. That is defiantly nothing to sneeze at. It’s proven time and time again, it is the best MMO ever made to date. Time might take its toll on its numbers, but we can all look back on the 8 glorious years and reminisce. I remember the first time picked up WoW like it was yesterday…

[EDITOR’S NOTE: All of this may or may not have actually happened.]

Read more of Scary Booster's .

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rs 2007 gp Bill Murphy Column at MMORPG.com

-Column

In this new column at MMORPG.com, our goal is to take turns giving you glimpses at some of the games which just don’t get enough coverage. Many aren’t MMORPGs,rs 2007 gp, but almost all are MMOs of one form or another. The simple truth is that a lot of games fly under the radar. With The Game Hopper, we plan to bring you a new game every week that you might not know much about. Check out Managing Editor Bill Murphy's look into GLITCH and then leave us your thoughts in the comments.Posted Oct 13, 2011 by

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Sunday, March 17, 2013

runescape 2007 gold 5. Download Speed

There are a lot of hopes and expectations heaped on the heads of Arena.Net as the date for the release of Guild Wars 2 approaches. Will it measure up to what we hope? Only time will tell but there is no question that there are some utterly awesome things about Guild Wars 2 that I discovered during this weekend’s beta event. A lot of the things that I found very compelling and interesting aren’t necessarily the things that most players will notice. These are five things that just might get overlooked but are top notch features nonetheless.


Without further ado, here is my list of five potentially overlooked things to love about Guild Wars 2:

Runner Up #1: The Downed State System

I love the “downed state” system in Guild Wars 2. I know a lot of folks don’t and who think that it’s designed to cater to casuals. Don’t think that because it actually fits the world in which it’s happening. When a player is downed, it’s worth the time to work at getting back up again and rejoining the fight. And don’t think you can’t die even with the downed state system in place. You can. You will. But it’s fun to have a fighting chance *yuk yuk* to get back into the fray.

Runner Up #2: The Fast Travel System

There is little to say here other than you will not only love this but will probably thank your lucky stars each and every night that the Arena.Net team thought so much of you that they put in the fast travel system. The Guild Wars 2 world is HUGE and you're often sent running off to complete tasks that are of course as far away from you as they can possibly be. Hence the map/fast travel will become your best friend. Trust me. It will.

5. Download Speed

I know this doesn’t sound like much but in today&rsquo,runescape 2007 gold;s world of mega-sized game downloads it’s refreshing to see Guild Wars 2 continue where Guild Wars 1 left off. The download for the game client is very fast, well under two hours for me to grab while simultaneously downloading another game that, incidentally, took three more hours for a comparable sized client.

During the weekend, there were a couple of times when a new build of the game would become available. When we’d log in again, the download for the patched client was zippy quick and we were all back in game in no time.

4. The Music & Ambience

The music is astonishingly gorgeous right from the main log in screen and it's easy to overlook as it's one of those ever-present MMO features. Yet the music in Guild Wars 2 is something special. It’s haunting and refreshing and helps conjure up the right range of emotions in players. Jeremy Soule is renowned for his beautiful compositions and it shows.

The ambient sounds are good too. They’re not overpowering but when you’re walking around Divinity’s Reach, there are people walking about and chatting with their friends. These folks aren’t just standing looking at one another and gesturing to give the impression that they’re talking. They actually are talking and sometimes you can overhear some pretty amusing stuff.

3. Character Customization

Character customization is a definite high point for Guild Wars 2. Folks who don’t care much about that can run through the options and select from presets for each race. But those who want to take their time to make this character truly theirs will find a lot to do. There are the usual head options for hair, eyes, nose, mouth, scars, etc. But Arena.Net has gone a step further by allowing players to even customize their starting armor set colors. Players can customize the main color and two highlight colors for helm, chest piece, leggings, and boots. It's the little things that matter and the team has given players a lot of ways to tweak their characters into exactly the right "look".

There is quite simply a lot to do in customization for those who like that sort of thing. Given that this is your story, you’ll be seeing a lot of yourself so taking the extra time to make a pleasing to the eye and personalized to your liking is worth the time and effort.

This brings us to #2.

2. Armor Dye

One of the things that always rather annoyed me in Guild Wars 1 was when I had to purchase additional armor dyes every time I acquired new gear that I wanted to use. It seemed like every time I turned around, I was running off to Lion’s Arch for a new dye load. And of course I wanted black dye which was always prohibitively expensive to buy once, let alone repeatedly over time.

So enter Guild Wars 2: Now when you acquire a new piece of gear and put it on your character, it automagically adopts the color of the piece you’re replacing. The first time that happened, I almost fell out of my chair since I’d spent a lot of time picking the right color combination for my Human Warrior and I wanted to keep that look, at least color-wise. It’s a small but brilliant touch and something that I can honestly say ranks right up at the top of my list today.

The other nice thing is that the great dye money sink from Guild Wars 1 is gone. Simply open up your character sheet and change the look of your character's armor on the fly. No more black dye at a bargain price of a billion gold.

1. Open World Events

While this isn’t totally earth-shatteringly unheard of or even a "little thing" as the article implies, it’s quite clear that the Arena.Net team has put a lot of effort into giving players a lot of things to do in order to help them level up to the personal story events.

I know that most of my personal story events would come along at a time when I was 2-3 levels too low to do anything other than run into the instance and die. So I’d head out into the world and explore. Each village or town usually has one or two events happening nearby that players can join in and work together to defeat. Take that, you evil Centaurs!

In some ways, it’s similar to the way Rift operates but without the necessity of literally “joining” up with the team working on an event. You’re simply told that there is an event happening nearby and you start heading that way. When there, you fight through it with anyone else who happens to be in the same vicinity and everyone shares in the XP boon equally. Believe me when I tell you that there is a LOT going on in the Guild Wars 2 world!

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runescape 2007 gold AdventureQuest Worlds (AQW) Screenshots - MMORPG.com

writes:Last March this year, 500 gold credits in World of Warcraft executive shelled out $200 a popular massive multiplayer online role-playing game. The game Gyromancer is rumored to become the most addictive game of all time, which is hard to believe in the era of World of Warcraft. PopCap Games and Square Enix are releasing the game, and it's slated for release in 2010. The game is essentially Bejeweled with a fantasy/MMORPG and a few additions. (You know, elves and warlocks and talking trees,runescape 2007 gold, that kind of thing.) Essentially, teams of players meet online and solve puzzles akin to Bejeweled in order to complete aspects of game play. (Essentially – fill in this crossword puzzle and this bad guy blows up!) Still, Bejeweled is one of the most played games of all time. This means that a lot of people will line up to buy Gyromancer and keep it up online. Tue Oct 06 2009 5:36AM
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runescape 2007 gold One server, two server. Red server, blue server - MMORPG.com Blogs

Sometimes you're pleased to find out a co-worker or classmate plays the same MMO as you do, only to find out they run on another server and that in order to play together you'd have to either re-roll or transfer. If you're both in established guilds this makes things even more of a dilemma, since neither of you may want to pack up and leave your established group for someone you may not ultimately play well with.

Server divisions seem to have their purpose, by all means, asI understand they take pressure off the game's hardware, and also allow for more people to use the same name. Not that it seems toreduce the number of "Killer45467"s Iencounter. WoW's floatingcity would have sunk like an over-burdened ship if it was one-server. People would be packed in there like Japanesesararimen on Monday's first bullet train.

Server splitting also allows for different servers to have tweaked settings... PvP or PvE, despite having "RP" servers they actually seem like a moot point to me. I think that giving people unlimited ignore lists, including global (account level) ignore, and an RP chat channel with some sort of automated ability to mute people who chat in it OOCly based off other players requesting it may be more useful. Even if tools have the potential to be abused, it doesn't change the fact that most people on an RP server are nto RPing anyway. Would I still consider having RP servers? Certainly, maybe two of them. i'd want to be able to flag repeat RP breeching accounts from being able to log onto those particular servers, though.

Preventing them from accessing two particular servers doesn't deny them the ability to play, in my opinion, if they still have access to the other servers. To clarify, I support the idea of being able to travel to other servers after character creation. So even if someone rolls initially on a PvE server does not need to pay or re-roll to go to a PvP server, and if after trying PvP for a day or two they decide they hate it... they're not stung again with transfer fees or the like in order to go back to PvE.

I think a method like this would also allow friends who have different preferences to still hook up and play together... without re-rolling etc... for things like holiday events and other social elements. It also considers the boyfriend/girlfriendissue... where by if one partner is an avid PvP player they can do thatand"come home" to relaxon a nonPvP server with their partner who may be more interested in crafting. (I'm not saying which partner is which, my own gamer girl friends were damn blood thirsty)

I don't think this will stop different servers fromdeveloping their own "feel", as people will still gravitate and frequent areas where the community suits them the best. They would be more like neighbourhoods you can drive between than completely seperate entities.

So seperate servers but not isolated from each other. I wouldn't have people toggling between worlds where-ever and whenever,runescape 2007 gold, mind you. If already in-combat you wouldn't be able to jump, so no cut-and-run bull shit when you've started some PvP... most likely you'd click on a cross-road post or a border gate sign and select to change servers from there.

I'm a huge dork and would likely colour-code the servers based on the type of rules they had. "Warm" colours would be PvP and "cool" colours for PvE. I'll explain the difference between how I see "full loot" and 10% loot, plus explain my take on safe zones after my Rainbow Brite episode passes.

RED: PvP Full loot, no "safe zones"

ORANGE: PvP Full loot, has safe zones

YELLOW: PvP 10% loot, has safe zones

-

GREEN: PvEFull loot (occurs only if killed in optional PvP)

BLUE: PvE 10% loot (again, cannot be looted if killed by Mobs, only players)

INDIGO: RP Full loot

VIOLET: RP 10% loot

Wasn't that pretty? Pfft.

The only ones who can loot you is the player or group of players who killed you. PvE mobs cannot rob you of items... although I do think an NPCthief should be able to steal per the 10% rules.

"Full loot" means that for those few seconds before you can release and go revive, the player(s) who took you down can pull items out of your bags, or off your body to either dump them on the ground to take their time with stuffing in their bags, or to pocket immediately. They can also completely empty your coin purse. Clearly, this means I don't think it should take too long for the dead to release. Just a few seconds, makes the act of looting a challenge in itself.

"10% loot" means they can only take from your on-person cash, anything you've banked is obviously safe, they can only take 10%of the cash you're carrying. Only 1 person can take the funds, in a party that would be determined by whatever their group loot setting is.

"Safe zones" on an PvP server would merely be areas where you can toggle off your PvP flag and take a break. Major cities, or inns, basically.

The difference between PvE and RP worlds would,I think, mostly come down to chat differences. RP servers would not support City-chat or zone-chat features, no broadcasting "LFG" or the like. Accounts which have been flagged a certain number of times for breech of RP standards would be barred from accessing the RP servers. Such a restriction is no reason to demand a refund if they are a paying subscriber, they still have two other PvE servers they can access so their use of the game has not been denied.

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runescape 2007 gold News & Features Discussion - General Discussion Forums at MMORPG.com

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