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Wednesday, January 23, 2013
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We're revisiting Flying Lab Software's seafaring MMO, Pirates of the Burning Sea, in our latest official review. Has the game improved since switching over to the free-to-play model,dragonnest gold? Read on to find out!
I've always been a fan of piracy. Something about not having a destination or goal to speak of, doing jobs as you need it and the overabundance of easily acquired booty (in more ways than one). So when some of my friends got into Pirates of the Burning Sea, I liked the idea from the get-go. The game offered a level of freedom that I found desirable, while still giving a sense of direction before saying “here is the world, go out and have fun”.
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Originally posted by GoldknyghtReasons I beleive GW2 will be a failure is because its not as innovative as WoW was when it stole everything good from MMO's. When WoW did it there was 1 other MMO that was even worth playing and that was EverQuest. DAoC had its fan base it just wasnt on the level of EQ. By the time WoW came out, People were ready for something different. Today there are too many mmo's out there. I blame WoW for this.
WAT? How is wow innovative for stealing everything good from mmo's and Gw2 is not? You don't make any sense
Originally posted by Goldknyght"I know this" yeah right. You comparing GW2 to 2 wow clones (each with 1 redeeming feature and everything else bad)?GW2 will be a bust because its only fun because its the new girl or boy whichever is ur liking. In this world of MMO's we just look for the next one and lie to ourselves that this one is the one. I know this because its happened to myself with TOR and my friends with TERA. Once the newness wears off these threads like mine will become common.
Originally posted by GoldknyghtHow are the "quests" the same? the classes are the same? the grind is the same? you are still not making any sense.Graphics are good, the world is fresh, the quests are the same, the classes the same. the grind is the same. Only reason to purchase this game I can honestly say is because its free after purchase as long as the servers are still active that is and theoreticly it could possible be worth 60 bucks of entertainment if u put it in scales of taking a family of 4 to the movies.
Explain yourself instead
Originally posted by GoldknyghtYou mean you cannot explore in GW2?I wanted to like this game. IM FIENDING for a fantasy MMO thats worth playing,buy Wizardry Gold. This just isnt it. I compare all fantasy games to Everquest 1 and what seperates EQ from every MMO released is, it was a world you wanted to explore. No one guided you, you played a character in a game and created your own story. I'll save my money stick with Vanguard.
lolwut.
Well if you don't like it it's fine. Not every game is for everyone. I mean you even like Vanguard....
Originally posted by GoldknyghtGlad you guys who love the game love it more power to ya. I just wanted a thread so if someone was on the line about purchasing it and didnt buy it yet would have a non bias prespective.Only because of all the glory threads on this forum. Sorry for any typo's im tired and my head hurts.
Thank you.
(btw where is the non bias perspective? I'd like to read it)
Monday, January 21, 2013
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Marvel Super Hero Squad Online is a free-to-play browser MMO published by Gazillion Entertainment and developed by The Amazing Society. SHSO is based on the eponymous line of toys and the television series, and therefore aimed at a younger audience.
Players go about accomplishing missions and collecting heroes to form their own Squad. The more a hero is used, the more power they gather,dofus kamas, soon allowing players to unlock animated emotes for the game’s social aspects. Combat is a simple affair, mostly involving right and left mouse clicks, as well as a number of abilities accessed through on-screen icons, and players can even weaponize some objects in the environment.
Alright guys, 1Slice here telling you with the upcoming release of Mabinogi 2 arena, Korean servers and forums are bursting with rumors of the two game company groups are planning to collaborate as you will see in the video below you'll recognize Glas Ghaibhlean's (raid boss of Catacomb) brother “DafuqGlas.” Armor and weapons from Vindictus.
Right now you can tell some of the major changes of Vindictus as some of the armor like the level 70 pirate cloth armor are deprived from M2A (short). Same goes for the shark tail swords. Also Vindictus is converting players to familiarize the new open dungeon like 'Crescent Moon island' and 'Ship Graveyard.' where you pick what paths you take and fight boss that appear in those territories. There are even talks from Mabinogi website Gms; that we should be expecting to see a crossover from both games,cheap guild wars 2 gold. They're planning to reveal Tieve and Kheagan and some raid bosses from M2A in Vindictus Maps near the ending of Vindictus Season 2 episodes, a
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This week in our ESO weekly column, we take a look at the Ebonheart Pact and its effect on the game world. Read on and then join the conversation in the comments.
Let’s look at the story. Ebonheart is by far the oddest pairing in the game,Wizardry Gold. It is even described as such on the website. But damn,Acheter des Kamas, is it cool. All three races have good reason to hate each other from the start, but the alliance is said to be formed when the lands were attacked by Akaviri slavers. For those who don’t know, Akaviri is the Elder Scrolls version of Asia. In order to fight off the invaders, the races allied in a pressed situation. So the pact is clearly out of desperation, which immediately makes it exciting. Other factions may be driven by greed or expansion, but the Ebonheart formed for survival.
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Sunday, January 20, 2013
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Like techno and goulash, some things are just big in Europe. Residing in that same category of phenomena is Pride of Taern, an MMO that sits proud amongst Bjorn and David "the Hoff" Hasselhoff in the EU territory of "cool."
Aside from my crass stereotyping, this Polish online-'em-up has a lot to recommend, with a few glaring faults. Taern is a game of about 15 years ago, but in its own way utterly endearing to those looking for a different experience from the norm. Its traditional, it ain't pretty, but it sure is fun.
Aesthetics 5/10
Let's be forthright about this: Taern is an ugly game. It is browser-based, Infinity Engine inspired fare, but it also lacks a certain effort. Menus are sparse and poorly finished, the combat sequences are less animated than a corpse, and your avatar looks like a robot hobbit.
But there is some charm here. As mentioned previously, the developers are quite clearly inspired by the Black Isle/Interplay RPGs of almost two decades ago, and as such their game exudes a certain character reminiscent of games such as Icewind Dale, and PlaneScape Torment.
Scenery is largely painted in, buildings are crafting in the same way you might see in Amn, and aside from the particularly poor character models, veteran roleplayers will find more than of a touch of nostalgia within the confines of Taern. You can't put lipstick on a pig, but you can dress it in MC Hammer pants, a "Frankie Says Relax" T-shirt, and give it a Kid 'n Play fade - passing it off as "retro."
Gameplay 8/10
The most endearing quality that Taern possesses, is that it is so different - and yet traditional,aion kinah cheapest. Rather than the standard X of Y quests of most MMORPGs, the game places you in the midst of an almost solo RPG plotline. Your town is under attack, your brother is missing, and your mother is being harassed by raiders: which is enough to get the goat of any would-be adventurer.
A few translation issues aside, what this Polish MMO manages to conjure is a charming, quirky,guild wars 2 power leveling, and engrossing plot. It isn't the greatest story ever told, but it manages to be more consuming than most of the genre. The almost single-player nature of the ride makes the "you are the hero of legend" tag, more bearable, and in all the balance between tradition and difference makes for a game that is easy to recommend.
There are also touches of morality, dealt with a more delicate hand than we have come to expect from BioWare. More in the vein of CD Projeckt and their Witcher series, there is no overarching gauge of good or evil, but instead simple choices: do you decide to kill someone who is rude to you? Do you decide to help out a damsel in distress for the deed itself, or instead the glory? This finesse, while it could be read simplistic design, makes the roleplaying experience far more engrossing, and adds to the charm of the overarching narrative.
But what of the rest of Taern? Well, aside from the an inspired storyline, the rest hits and misses in equal measure. Character customization is vast, offering a number of different roles, while also (shock and horror) asking you to role your own character with manual stat points. Such is blasphemy round these parts nowadays.
Classes are surprisingly customizable. The skill points put into attributes sculpt your individual role, and new talents can be learnt by engrossing yourself within the many tiered lists available. It doesn't offer the same types of freedom or design as say Ultima Online, but it hits a half way house between structure and something more akin to D&D.
As for what you do with your character progression - the age old haunt of combat grind rears its head. Interestingly, instead of sticking with the game's isometric view, Taern mutates into something less Baldur's Gate, and more Might & Magic: Heroes.
And this where most people will either love or hate this MMO. The battle system allocates 12 action points, which can be spent in all manner of ranged, melee, and magical ways. Each action, such as shooting with a bow has a dial to which so many points can be allocated improving effectiveness, and also there are number of panels for defence which players must leave points for. It is a fairly simple process, but at times it feels more than a little boring. The animations are poor, the overall design of the battle process is drab, and in all a bit more attention could be lavished upon this aspect.
In all, Taern is utterly surprising in that it doesn't particularly have any one stand out feature, but instead it has a narrative and a general vibe that resonates with a certain type of person. That type of person being a 20-something Black Isle mourner, who sometimes cries for 1997.
Social 5/10
While there are certainly other people pottering around the game world, striking up a conversation seems about as elusive as Tom Cruise's sexuality. Grouping is based upon harder quests, but most get round this with a verve for grinding and steely determination. Chat channels sometimes trickle with dialogue, but not often. Play this one on your lonesome or with buddies.
Polish 8/10
For all of its lacklustre visuals, Taern is a polished and refined game for the most part. Classes seem varied and balanced, there are rarely any bugs, and in all Taern plays how it should. A spot of spit-shine within certain areas such as translation wouldn't go a miss, and maybe a lick of paint over the UI, but in all, you get what you expect from this MMORPG.
Innovation 7/10
It would be unfair to simply relegate Taern into the catacombs of static, uninspired gameplay, because in its own this is an innovative title. Sure, the obvious influences of Baldur's Gate and the Ultima series are prevalent, but in a scene dominated by World of Warcraft-alikes, creating a challenging, narrative driven, old-school RPG is something of a feat in itself. You might not find the kind of "whodathunkit" innovation of The Secret World, but there is something here to admire.
Longevity 8/10
With a long and winding storyline, there is a lot to entertain yourself with in Taern. Couple this with the copious hours of grind, and gear gaining, and you have the formula of the average, time-sapping MMORPG. It perhaps isn't as content-packed as its peers, but its consumes you in an entirely different way.
Value 10/10
While just a few years ago, I would have decried F2P as "the dee-vil" now it is quickly becoming a staple of the genre. Taern allows you to enjoy its wonders, for very little. Of course there are caveats, such as premium keys to obtain certain loot, but there are few restrictions and many hours of gameplay to be had. This is the kind of monetisation I like.
Conclusion
Perhaps it's a love of the ugly retro duckling, or just because Taern's developers White Moon have dared to try something different - whatever the case may be, I just like this MMORPG. Its narrative, its traditional vibe, and its naivety, just make it a game you can't help but foster nice feelings towards. It isn't groundbreaking, but it is a good stab at recreating the RPGs of the 90's just on a multiplayer scale.
Someone go tell EA you don't need 100+ teams to achieve fun.
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Saturday, January 19, 2013
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League of Legends: The Proving Grounds
Over the weekend I found myself logging into League of Legends for the first time in a few months. It wasn't because I wanted to have a reason to start drinking more Jack Daniels,allods gold, a side-effect of playing LoL for me, instead it was because Riot managed to sneak a new map into the game under a lot of people's radar. Even when I'm not playing LoL, I still follow the game and their announceement forum to see what they are up to, and I was surprised because there was literally no mention of this new map to be found anywhere on there. After some fishing around,, but it's easy to see how this has been missed by a lot of people I know.
The new map being floated out there is called "The Proving Grounds" and you won't find it by playing through the normal queue system. In short, the new map is a single lane map much like the one found in the tutorial that is only available for custom games. Now at a glance the idea of a map with only one lane might seem pointless, that is of course unless you are into a fan favorite mode of play called ARAM.
ARAM stands for All Random All Middle, which was a fairly popular fan created way to play LoL. As the name suggests, all players would be forced to have their champion randomly selected and players are only allowed to use the center lane only. In addition to this,rs gp, players are not allowed to go back to base to heal or buy items. Now under the old system, all of thee rules had be known to all the players in the game and the enforcement was sort of an honor thing where you would hope everyone in the game would abide by them.
This is where the real beauty of the Proving Grounds comes into play. The map already being one lane automatically makes it so players are forced to abide by the center lane rule. Additionally, the map has the other rules basically hard-coded into it. Under the random options for the map, it prevents players from using the shop to buy gear unless they are dead or have just respawned from a death and haven't stepped off the base. Another nice little touch is the map also contains little healing packs on the ground spaced out down the lane for people to fight over since they aren't allowed to go back to heal.
In short, the Proving Grounds is a boon to anyone who loved to play ARAM. I'd highly recommend any current and formal player of League of Legends to head into the custom games and try out a game of ARAM. The only downside I can see is that I really wish this map and mode would be rolled into the normal queue options without requiring players to go through the custom game list. Regardless this is a large step towards that direction, and I think if Riot sees that ARAM and the Proving Grounds becomes popular, they will eventually make it into something bigger.
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After Ilet my Darkfall sub go, Iheard about an upcoming patch (they're calling it an expansion)that fixed/added/tweaked quite a few things that would probably make the experience much more enjoyable.
Iheard that there would be more PvE stuff added, but didn't find that as much as a few tweaks to the current mobs:
"We've been watching the PvE dynamic and taking in player and tester feedback while experimenting with the PvE/Monster balance on our test servers. We've decided to implement a massive re-balancing of monster hit points,rs gold, stats, and loot tables."
Hmm. Ihad hoped they would just ADDsome mobs around the landscape, but looks like they might just tweak with what they have. Of course, Imight be missing something. Still, the "expansion"has a ton of great features added to it:
Housing: (this looks awesome)
"Houses offer house recall and can be upgraded to offer you benefits such as the capability of sharing your house with friends, the option of having a harvestable garden or a private workbench, and much more. Many feature an open window you can use to trade through more safely."
Character specialization:
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The first stage of the character specialization system allows you to choose add-ons for many of your spells. Currently there are four customizations you can choose from: You may increase the damage your spell inflicts, its velocity (so it travels faster to the target), the range of the spell, or you can choose to be able to jump while casting it. You can choose one of the four options for each spell."
Hmm, very cool. Says they'll be adding similar tweaks to archery. Archery,darkfall gold, basically, rules all.
Then, one of my favortie parts:
"The new Darkfall Weather system is extremely sophisticated and it simulates a real world weather system. Some of the weather effects you'll be seeing include rain, wind, variable cloud cover, fog etc. depending on the season and local conditions. Other than enhancing the beauty of the world and player immersion, the weather can affect visibility, making it a tactical ally or an enemy depending on the situation. "
The weather in Darkfall was pretty good, but Iknew that if they added some more OOMPHto it, it would be grand. The shadows and lighting effects are already very nice, so I can't wait to see rain and other weather clouding up my vision.
Of course, Iam skipping quite a lot.
For all the notes,
The reason I quit Darkfall before was mainly because of lack of anything to do. Secondly, the bad apples in the community suck the fun out of it. But, community bad apples are easy enough to ignore, especially if you have something to take your play away from them. Also, the PvP in Darkfall was nothing special (up to the point I was playing at) and even though at higher "levels" or during mass battles the PvP might improve, I have played enough PvP (in all sorts of games) to know that fighting can only be fun for so long before it is rinse and repeat.
And yes, I know about the "politics" and the intrigue spawned by huge clans facing off with each other, I experienced that in EVE and other places enough to know that all that is not so exciting because there are no consequences if you do not participate. I have been camped on Sartok a few times, while players claimed I would be so scared that I would log and never come back ( I now have a level 38) and was warned that PvP in EVE would frighten me back to PvE land. It didn't happen. I DID grow bored, though.
So, if there might be enough distractions from PvP in Darkfall now, (or at least getting close) then the game might be worth looking at again. Despite the fact that players have argued with me that the game is not essentially just like a FPS multi-player map (while they tell me "This game was meant for PvP, quit looking for good PvE content!") , I think that PvE might be the only saving grace of this game, if there is one. Even in EVE most players do not PvP, and the PvE content is enough to keep them around.You need good PvE or all you have left is a multi-player map.
Anyway, the new website looks great. It looks like they decided to step out of, you know, 10 years ago. This is good to see. Underneath all of the chatter about "meaningful PvP" (as though that means anything) there is possibly a good game here. I thought so before, but I had to work too hard to find the good stuff. Maybe this new "expansion" will make it easier.
Oh yeh, I have been warned that starting out in the new odd little half-man-half-demony guys starting area was a mistake, and that I should roll a human, dwarf or elf.
No, no elves. EVER. Maybe I'll try a dwarf this time.
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When I started playing again after a little bit of a break, I asked people what they loved about . I got a lot of different responses, some interesting ones, a few that honestly confused me, and still more that made a lot of sense. I agree with most of them and find a few interesting, but here they are, listed in order of highest frequency:
#1: The roleplaying.
I heard this from several people, and surprisngly only a few of them were notorious for being great at RP,asda2 gold. A few of them were really into PVP, and others were into PVE. A wide variety of people listed the roleplaying as the biggest reason they love Midkemia, it's just so easy to jump right in and start being someone else in an immersive world with rich (but not restrictive) lore backgrounds. This is one I agree with - I haven't found similar quality roleplaying anywhere else. Have you seen's emote system? Check out my previous blog post for more details on it, it's amazing.
#2: The people.
Maybe this ties into the first one (and maybe the next few) but something I've heard often is just how awesome the playerbase can be. We have our villains (of every city), we have our interesting characters, we have our PVP-heads,d3 gold, our crazy ritualists, then we have even more people. We have very original characters, some stereotypical ones, and ones that fall somewhere inbetween. I'd have to agree with this one too, most of the people in Midkemia are a blast to interact with, and there are exceedingly few 'angry 13 yearold' moments -- especially compared to games like CoD, WoW, Halo, etc.
#3 The PVP.
The mechanics in PVP (which I've already posted a little about) are simply different from everything else out there, even other IRE games. I'm a PVP vet from Achaea, and even I find Midkemia PVP mechanics a little more interesting. I know sometimes even something a little different can be preferable, but this is very different, and it's fresh. The amount of effort that has gone into the coding behind the scenes is obvious, and the concepts behind everything is spot on. The devs actually care about what the players think, which leads me to my next point:
#4 The admin.
Only one person said this, but it's still one of my favorites. He (paraphrasing) said the admin were approachable and actually care about players. I've seen this first hand - I've spoken to several different admins (both IC and OOC) and it's true. The admin really care about the players, and they actually put a lot of effort into everything - and that's not even touching the surface of what goes on behind the scenes. Can't say I've seen even a shred of comparable actions from any other dev team.
That wraps it up for now, but I'll be posting a few more later. Why not come try and add to this list?
Friday, January 18, 2013
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Originally posted by EvolvedMonkyI didnt know Planetside 2 had PvE and quests? I figured it was just pvp.
Thats what im saying, its pure PvP, but its still a themepark because your running on rails. You can go to different places and do different stuff, but in the end it comes down to devs placing a clicky somewhere and having players interact with it to change control etc. Its not that different from a quest driven system with phasing on an openpvp server(think wintergrasp).
You do know these types of games werent originaly called themeparks. It was a negative connotation put on certain games that were campy and shallow in a way,dragonnest gold. Just like a themepark you went from pre-defined events to another and your experience was pre-scripted and never changed.
I know what your saying, but there always was a human factor. No instance run was like the one before, not just because of different classes involved, but because of different skill levels and attitudes/gear. A run with a bad tank and two healers juggling aggro was wholly different from a run with 3 tanks and no healer if you know my meaning ;). Though that was vanilla wow time, things changed with automatic groups/gear matching later on imho. And in raids with 20+ people ... yeah apart from wipes one run was pretty much like the one before.
DAoC while i did enjoy the PvE it was all about pvp. You pretty much rushed thru pve just to pvp that was the main draw and goal of the majoiry of players. Realy wasnt themeparkish cause it wasnt played like that. Most the time, serious players grouped up and either grinded a dungeon (non instance btw) or grinded out in the wilderness. Also knowing good spots to grind mobs at and sharing it with newbie group members made you l33t in that game.
Daoc was like EQ and UO had a bastard kid and was given up for adoption. Plus the combat was amazing compared to early EQ and UO. You had to actualy pay attention as a warrior. As oppose to only magic classes(or builds in uo) gave you variety in combat.
Exactly, thats my point. Alot of recent themeparks have been pve heavy, but that doesn't mean themepark = pve. DaoC was/is still nothing like EvE, wether you choose to pvp or pve. The choice is lacking, and the progression is predestined. You can't be pure crafter, diplomat, scientist etc in DaoC without ever touching pve combat/pvp combat. Your forced to fight or your missing the point of the game,Dragon Nest gold. And what are you fighting for? Open your map, mythic was so kind to place markers for you where to go and to bash people that don't have the same color.
Don't get me wrong, its a great game, but its a themepark. And i don't mean that in a deragatory way. A game can be good or bad regardless of wether its a themepark or sandbox, and you don't make a sandbox out of a themepark by adding open pvp to it. Not even if its awesome.
Themepark games like Swtor, AoC, DCUO, War, and the like should realy be P2P like guild wars or F2P to start. The idea that they should be subscription based is why they failed. Swtor just like War wasnt a terrible game it just wasnt worth 15 a month and for playing month after month for years, Themeparks by there design and reason for the name should be played sparingly. Even Disney world would get boring if you went every day for months.
I agree. Apart from the disney part. I was in disneyland paris when i was 14 or such and it was horrible and boring from day one on. 45 minutes wating in line .... 5 min attraction. Go to next, 60 min in line ... 2 min attraction WTF. Even a kid notices something phony is going on.
Now Some will say what about WoW or EQ.
Well EQ back then realy wasnt a themepark like it is today. Even though i perfered UO, EQ was a pretty cool game it was like a dungeon crawler or pve triathalon. There werent that many quest when it came out (we use to joke about that, how it was called Everquest but no quests) You pretty much were thrown in this large world and had a hell of a challenge leveling. If you died, you litteraly contemplated sticking your fist thru ur monitor or throwing your keyboard.
It was still a thempark, just one with not so many quests.I mean its not like you could make a SWToR not be a themepark game by removing most of the quests ...
WoW: I dont know if everyone is to young to know or to old to remember but computers, computer games, and mmos were something new to maintstream.
Back in the day the only people who had computers were rich kids and nerds. But with walmart and the like selling cheap computers and parents being told that computers were good for kids (more like buy this and you wont have to help ur kids with school anymore). Computers started to be a normal thing, which in turn computer games started to get more noticed. How many kids had nintendo vs a computer for gaming (mario vs loom or kings quest). After a few years computers were in every household. Then bam computer games took off with Blizzard being a very popular and old brand back then. And mmos well the only thing people knew about those type of games was EQ. The box art was pretty much softcore porn and in media kids dieing.
So when mainstream thought of EQ , popular mmo game at the time which in mmo world is like highlander there can be only one (reason why this all started but wont get into it), it was nerds/geeks who lived in basments with there mom and would end up dead surrounded by bottels of urine.
A few mmos came out by new developers then and the mmo market was growing slowly and steadly. Bam A popular company came out with a game called World of Warcraft and they would have commercials on TV and art that didnt have playboy like images and famous people who mainstream consider cool endorsing it and thats how WoW came to be.
Wow you talk about WoW and EQ like its some kind of ancient history. I started gaming on a C-16 where you had to load games with cassettes, you know the things you put into walkmans ... But your right that Blizzard had an excellent reputation back then, rightfully though.Warcraft 1 and 2 where extremely entertaining games, and the only studio having similar fame was Westwood studios. And they did deliver imho, whatever WoW turned into nowadays, we all loved it when it came out because for all the hate and stealing accusations heaped on blizzard later, WoWdid alot of things no other game was doing as well back then. We left our other MMOs for WoW back then, quitting AO, UO, EQ and even EvE to play the new MMO set in the universe we already explored in our childhood as RTS.
Sorry for the wall of text.
People to lazy to read shouldn't frequent forums, Twitter is there for a reason ;).
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Star Wars: The Old Republic’s Game Update 1.6 ‘Ancient Hypergate’ went live yesterday and brought with it a number of new content additions, including the eponymous new warzone and a set of heroic space combat missions. Of course, what’s any major game update to a free-to-play MMO without additions to the in-game store? SWTOR’s update 1.6 has these as well, and some of the additions have given me pause.
And no, it’s not the Life Day stuff. I don’t know about you, but Life Day just reminds me of the and that’s just not an association you want to reinforce. Plus, I’m just not into goofy real-life holiday stuff in MMOs. The new LD-1 snow blower of a speeder may be executive producer Jeff Hickman’s favorite new addition to the Cartel Market, but seeing that monstrosity in-game is an eyesore to say the least.
On to the cool stuff then?
The Cartel Market is now featuring a new ‘Blockade Runner’ Cartel Pack with the potential to reward players with tons of neat goodies. Dulfy’s got a great rundown of the offerings . The highlight is a new KOTOR-themed item set that allows you to acquire Revan’s full set of armor. At face value, this is a pretty awesome shiny to compile, but once everyone on your server has a set it’s probably going to get ridiculous quickly. The Blockade Runner pack can also contain a number of new blasters and lightsabers and even a cyan-blue color crystal, among other things. My favorite addition is the new Diplomat’s Meditation Hoverchair. I was genuinely impressed by this thing when I first saw it in-game,elsword gold. It reminds me of Yoda’s floating chair from the prequels and the floating holocrons are pretty awesome.
So, what really concerns me about the Cartel Market? Well, it’s beginning to look like BioWare is on a bit of a slippery slope and I’ve had these reservations since the initial free-to-play launch. The Cartel Market offers a number of conveniences,cheap aion gold, for sure, though some come at the expense of marginalizing some of the peripheral activities you can do in the game. For example, Cartel Packs can generate new high level resources and even actual credits from thin air, artificially inflating the supply of credits and resources (or companion gifts) in the game server’s economy at any given time. This negatively impacts the already dismal status of Crew Skills as an activity worth participating in.
In Game Update 1.6 in particular, the Cartel Market now features Level 50 ship equipment that when purchased will allow players to essentially jump right into the new Heroic space missions. It’s true, the Market has offered gear for some time now, but the gear on offer is either adaptive gear without any stats, or gear with pre-endgame stats (capping currently at Level 41). Introducing level 50 gear, even if it is just for ships, goes further down that slippery slope. I don’t want to say this is out-and-out ‘Pay to Win’, but this is a concerning trend to say the least.
If BioWare were selling commendations boosts or something to that affect, it would be one thing, but directly selling level 50 gear that must otherwise be earned in game via commendations is not a trend I’d like to see continue. This is especially true since players can use space combat as a viable source of income and even a means to earn Black Hole commendations to spend on other items for your actual character. There are no creditsinks associated with space combat, either. This makes it an attractive option for some players, so even this indirect interaction is quite troubling.
I don’t mind accelerated progression – but it should be done in a way that doesn’t disrupt the actual in-game activities the game features. As I said earlier, Crew Skills are already in a dismal state. It is my opinion that BioWare should be focused on enhancing the interaction of new items and features with things players can actually do in the game (such as Crew Skills) in order to improve their importance and foster a more player-driven economy. Instead, it appears the Cartel Market is being used as a valid means to directly bypass some in-game activities and almost marginalize those who do decide to bother with them.
What do you think of the new items on the market in Update 1.6? Do you feel that BioWare is on a slippery slope here? Why? Why not? Let us know in the comments below!
Thursday, January 17, 2013
where to buy Second Life Linden
well, that brief interlude was fun, but now it's back to work time!
if you remember, the dragon adventure trainer has sent you back to kerian for your next . this is a long one, so i will be breaking it up into at least 2 parts.
when you greet the dragon craft trainer, you are to first find and then harvest some dim essence. by now, if you haven't found it already, you should be familiar enough with the area to locate them easily. however, this quest requires trigger points - you will need to take the proper 'long' way, per instructions.
first step is to head to the sandstone field and . approach the pond and run around the shore until the tells you that you found the (the pond is located at the bottom of the screenie, if you aren't familiar with it already). run toward the edge of the and head down. if you have the gliding option enabled, you can jump off and glide to the clearing below, or you can just fall down and end up in the between the essence work station and the field with the dim wisps,9 dragon gold. harvesting the wisps is basically the same as gathering any other resource. choose a wisp (they move, so you have to stay with them until you start harvesting), activate your essence harvesting ability, harvest the wisps and use the convenient ews to make the needed orbs. your q and chat log will update when you have enough. return to kerian for your next in the quest.
see, you get to beat up on some beets while crafting something,Second Life Linden!! see you soon to show you how to get a beet carapace!
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Just to clear up any confusion that a lot of people are experiencing, there are actually TWO English language versions of Maestia in operation: the European version (where IP addresses outside Europe are blocked) and the US version at which is what I'm going to be reviewing below.
Now that that's out of the way...
Aesthetics – 7.0 / 10
In terms of graphical quality, Maestia looks suitably impressive. Player characters, monsters and game environments all look nice and sport an appropriate amount of detail in their textures. Outdoor environments are filled with an abundance of plant life and the scenery is pleasing to the eye. Character designs are a bit on the generic side though so you won't find much here that's particularly memorable in terms of visual flair. That said, for a free-to-play game (where expectations are understandably lowered), I'm pleasantly surprised at how good everything looks. The game engine itself is also resource friendly and didn't make my PC roar when I set everything to max.
Character creation options in Maestia are somewhat lacking and all we get are a limited selection of faces and hairstyles. There are also no facial attributes to adjust and no character voices to choose from. The choices here are definitely a lot skimpier than what you get in the big name MMORPGs like Rift or Tera. However, as if to make up for these shortcomings, the game lets you pick any colour you want for your character's skin and hair. And when I say any colour, it really is ANY colour. Feel like rolling a blue-skinned Pandoran who looks like he/she just escaped from Avatar? Go right ahead.
The game's user interface is similar to that of many other MMORPGs out there and doesn't stray too far from the formula. There are, however, two special slots exclusively for HP and MP potions but otherwise everything is mostly the standard stuff. Ability icons and the experience bar occupy the lower edge of the screen, the active quest list occupies the right side of the screen and the chat window takes up the spot at the lower left corner. The UI's panels and bars can be repositioned and the chat window's size & font-size can also be adjusted as well. Like I said, standard stuff.
At lower resolutions (e.g. 1280 x 720) the UI won't exhibit any problems, but if you're like me and get your game on in full HD (1920x1080), a few things are probably going to bother you. For starters, the game will (for some bizarre reason) resize the icons and fonts to microscopic proportions. The font is rendered almost unreadable and I was having flashbacks of EVE Online's teeny-tiny size 9 font at this point.
Fortunately, there are options in the game's settings (listed curiously under 'Others') to help keep the UI 'proportional' to the current resolution. Unfortunately, they don't really work as advertised. Hopefuly, the upcoming patch in September (which mentions UI tweaks by the way) will take care of this inconvenience. But for now, if you're a PvPer, I'd highly recommend switching to 1280 x 720 before getting into a fight just so that you can actually read the remaining time for your buffs from the indicator icons at the top of the screen.
Gameplay – 4.0 / 10
I don't think it's a revelation if I tell you that most of Maestia's gameplay involves the dreaded grind. Experience point rewards from most quests do help to make the leveling process a bit faster, but you and I know that there's no escaping the inevitable tedium of killing monster after monster after monster just to level up. Drop rates for quest items are abnormally high (or at least they felt that way) so the good news is you won't be wasting too much time during those get-x-items quests.
Many of the quests in the game are obtained via 'praying' (no, I'm not kidding) where the player simply hits the 'Z' key to commune with some unearthly apparition on the spot and undertake whatever new ones are available at your current level. It's a great idea actually, as it reduces the need for you to constantly return to the city or to certain NPCs to get quests/rewards.
What isn't so great though is the quality of the mind-numbingly stupid conversations your character holds with the ghost/shaft of light/NPC/floating rock that gives you your objectives. While I truly commend the localization staff for the typo-free translations, the dialogue in the game is so incredibly unnatural and stiff that it had the unintentional result of making me laugh every time I decided not to skip it. One particularly memorable conversation went something like this:
“Hero! I'm so sorry that I have to keep giving you such difficult tasks!”
“It's ok, this is part of my journey to becoming a true hero.”
“Hero! I have another task for you!”
To which my character replies “Yes, out with it.”
I tell ya, this is pure comedy gold.
If you're looking for a great story with lots of game lore, you're not going to find any of that here. The story in Maestia is as generic as it gets and a lot of the things in this game don't really make sense too (e.g. both rival factions starting out from the same city and zone, multiple varieties of monster all defying nature's rules co-existing happily, 'giant' versions of monsters that look the same size as normal ones, etc). Unless you want to give yourself a headache, I'd recommend that you try not to think too much about these things while playing.
Unimpressive PvE aside, players looking forward to participating in PvP will be pleased to know that all of the classes in the game have large skill trees. Perfect for those of you looking to shoehorn your character to a certain build. Other customization options include Weapons and Armour that can also be upgraded, as well as Magic stones (similar to Aion's Stigma stones) that can be equipped to grant special abilities. There are also plenty of ways to get into a fight with someone else (e.g. PvP arenas, Guild vs Guild, dueling, etc) and there's even a certain high level zone which comes with a day-night cycle that alternates gameplay in the zone between PvE and PvP.
I do have one complaint in particular regarding Maestia's PvP though. More specifically, my complaint is about the bland soccer pitch style design of one of the PvP arenas. In this particular arena, players spawn from camps on opposite sides and clobber each other in the middle. There are no alternate routes, there are no teleports, there are no AI creeps (like DOTA) and there are no gimmicky machines to assist you on the battlefield. Sooner or later, you'll have a situation where one faction's players are going to overpower the other one, and plant themselves right outside the competition's spawn area.
Not exactly my definition of fun.
And this is coming from someone who was on the winning side. I did shoot up from level 9 to level 12 after that match though so it wasn't all that bad. But still, you get the idea.
OK... if clobbering (or being clobbered by) other players in an arena is not really fun, how about beating up monsters in an instance dungeon or taking on daily quests? I'm then pleased to inform you that from level 10 to level 22, there's a grand total of ONE instance dungeon that you can enter. Granted, there are a few different modes (e.g. Normal, Hard, Time Attack, etc.) to choose from but seriously... only one? As if that wasn't exciting enough, the only daily quest for the first zone also takes place in this very same dungeon. Wow... now ain't that something.
Well, if instances and dailies aren't your thing also, there's always the more docile activities like harvesting and crafting. The harvesting ability is (strangely) a quest reward you acquire around level 16 after defeating a boss-like skeleton. As if that wasn't weird enough, you can only choose to harvest ONE out of the three elements in the game. Let's say, for example, that you picked Water. Your character is then going to be stuck with this choice for the rest of the game. While it's always possible that you can create other characters to harvest the other elements or head to the Auction House to grab what else you need, I found this 'one element only' thing kind of idiotic and backwards compared to what other MMOs have been doing for years.
The crafting in this game takes a similarly unconventional approach too. In this game, you don't get a big book to store all the crafting recipes you've learnt. Nope. The recipe scrolls in this game aren't even supposed to teach you how to craft a certain item. Instead, these fellas are used to open up the crafting window for that item itself. I'm sure a lot of players (like myself) are recipe hoarders who buy first, learn now and craft later. Unfortunately, that mentality ain't gonna work here. Maestia's implementation means that you either go back to the city to craft or let the scroll take up valuable inventory space as you head out into the field to craft outdoors.
Innovation – 6.5 / 10
Despite all the trash I heaped on Maestia's gameplay, there are a few innovative things about the game that doesn't make it feel like it came from 8 years ago.
The first, and probably most noticeable, are the slider bars underneath your HP and MP bars. Once your HP or MP goes past either one, your character will automatically use a corresponding potion from the 2 special slots on your UI. It's a great idea, and it let me focus more on fighting the enemy than having to constantly monitor my remaining HP/MP during combat. I still ended up getting hammered a few times though but that's another story.
Aside from the auto-potion, there's also an auto-looting ability. New players will get a scroll for this ability at the start of the game. The effect lasts 24 hours and as the name obviously suggests, it makes characters pick up their loot automatically. While it may not sound like much at first, the auto-looting was helpful enough that I honestly felt inconvenienced at having to pick up my own loot after the effect wore off. Call it a hunch, but I'm pretty sure that these babies will be making a special guest appearance in the item shop sooner or later.
Next, we got auto-leveling. Well OK, it's not really auto-leveling but it's certainly close enough. Maestia lets you sign your character up for mercenary duty (while you're offline) so that others can hire you as an AI henchman. You'll get to earn 20% of the exp taken in by whoever hires you, provided someone pays your asking price and hires you of course. It's an interesting take on the AI henchman system popularized by Guild Wars and benefits both the hirer and the hired. In case you're wondering, there are generic AI henchmen that can be purchased from vendors as well.
PvE conveniences aside, Maestia happens to feature one of the strangest in-game features I have ever encountered: an in-game commenting system. Doesn't sound like much really, until you realize you can just Ctrl-Alt-click and comment on anything in the game. Be it a NPC, monster, patch of ground, item or player character, a comment box will appear for you type something inside. The original idea (as described by a NPC who breaks the fourth wall) was to let players leave comments behind so that future players would benefit from the experiences of those who came before. Well, at least it sounds great in theory, the actual thing is more of a minor disaster though. Most of the comment boxes I looked through contained juvenile stuff like “Squishy”, “Hard to kill”, “W00t!” and everyone's favourite “It's over 9000!”. You can't delete comments, so those typos you made are going to be there till the end of time, for everyone to see and make fun of. Then there's also that other question you have to ask: if you're playing an online game, how hard is it going to be for you to Alt-Tab/window-mode out of the game and look up a wiki/guide? Not really hard actually. And that's why, to me, this system just falls flat on its face and comes across as a waste of resources.
Polish – 7.0 /10
As I've already mentioned, Maestia really is a decent looking game except that the UI resizing is a little whacked at higher resolutions. Stiff localization job aside, I've also been trying hard to look for typos and have come up empty-handed so far. The game is bug-free and, despite some rather annoying game design decisions, plays rather well. The PvP experience can get a bit unbalanced at times if one faction has a lot of long range attackers but that's more in the realm of balance than an actual issue with the game itself. That said, I have encountered a bit of lag sometimes (even with very few players around) and characters/monsters will sometimes teleport short distances while moving forward. It's distracting, but nothing that's particularly game breaking. All in all, the game is mostly a well-polished experience.
Longevity – 5.0 / 10
After playing for a while, most people will realize that there really isn't a lot of content to keep you entertained in this game. I have this saying of mine regarding MMORPGs: if it doesn't grab your attention within the first hour, it probably never will. Lots of games keep this rule in mind, and will throw a tonne of magic tricks in your direction during the opening hours to keep you playing. In Maestia's case, I didn't feel quite a lot of magic at all.
After creating a new character, you're immediately tossed into a hub city and thrust into a conversation with someone who looks like he's a fugitive from the north. The city itself was basically a boring hub with a lot of vendors plus 4 portals leading to the major game zones.
The starting zone is, despite its beauty, similarly uninteresting. The place really made an impression on me too, seeing as I couldn't move on to the next zone till I dinged 14. All 10+ different types of monsters for the various quests up until level 16 are located here and they're really packed in like sardines.
There's a fair bit of competition for monsters, especially when more than one player has the same quest targets as you. And because each group of monsters is so small, there aren't a whole lot of them for the players to fight over. Respawn timers aren't exactly fast too, so this just makes things even worse.
Of course, aside from PvE there's always the various PvP options as well as high level endgame content. For starters, there's a very enthusiastic PvP community and there are also lots of new players joining the game due to its relative 'freshness'. Competition between the guilds is actually encouraged (and rewarded by the game) so PvPers do have something to look forward to. Just bear in mind that to hit the level cap and fully spec out your character, you'll need to put up with all nonsense I've mentioned previously.
Social – 7.0 / 10
In terms of social options, there's not much in Maestia that differs from the other MMOs out there. You got standard chat window options that let you send people private messages, add them as friends, follow them, trade with them,9 dragon gold, duel with them or block them. Nothing out of the ordinary... except for that one called 'View Equipment'. I'm not really sure whether any other game has done this before, but Maestia gives you an option to view another player's gear through the chat window. You don't even need him to be standing near you: just right click on their name and select the aforementioned option to check em out.
At level 20, players can set up their own guilds for the (somewhat high but manageable) price of 50,000 gold. The game has a ranking board of sorts that grades the various guilds on their accomplishments in PvP and Highly ranked ones can claim prizes from the NPC in the city. If you're like me and content to just be a participant, there's a menu that lets you check out the descriptions of guilds that are recruiting as well as and submit membership applications.
Value – 3.0 / 10
For what it's worth, Maestia does look good. But we all know that looks alone won't help much if the underlying gameplay and systems are a mess. The PvE in this game is what I've been focusing most of my complaints on so far, and rightfully so. What's the point of having an awesome endgame when the first 75% of the game is not fun at all?
The story is laughable and doesn't make much sense, the developers didn't even bother to give each faction their own unique city/zones/quests, the harvesting and crafting systems are more inconvenient than most MMOs I've played before, monster placement in the zones are not optimal, and, to top it off, all the zones have level restrictions. Yup, that's right. No tourism for you. And even then, just by looking at the world map, it's kind of obvious that there aren't even a lot of them for you to run around in right now.
Like I mentioned previously, the zones in this game are packed with so many varieties of monsters that all my quest targets were practically within spitting distance of each other. Now, I'm all for convenience and making player's lives easier but this is completely ridiculous. You have a situation where a bunch skeletons, in all their undead glory, are pacing about on top of a tiny hillock while there are a group of spiders just a few steps away. Next to the spiders are goblins and golems, and next to the golems you have mantises. The whole zone is like a freaking zoo! When's the last time you've played a MMORPG that',rs gold sale;s done something as crazy as this? There's no sense of believability in the game world and everything just feels like a shooting gallery with a flimsy story.
In Conclusion
I think it's pretty obvious that I'm disappointed with Maestia. Despite the beautiful graphics, there's not nearly enough content and variety to make this a meaningful investment of your time. It's unfortunate, but for most of the time I spent playing, I couldn't shake the feeling that the developers were doing just the bare minimum to get the game out the door.
Maestia's story, as previously mentioned, is nonsensical and unintentionally hilarious. There's no sense of attachment to the game world and the only memorable thing I took away was that I was always talking to a ghost and obeying him like a mindless nitwit. For all I know, this fella was probably teaching me how to destroy the universe, what with all the magical seal stones he had me wreck.
The gameplay is passable and not anything I'd really shout about. If you're planning to focus on harvesting/crafting, please read what I said earlier and think about whether its worth your time/patience/energy to put up with the way these systems are implemented in this game.
If you're intent on playing Maestia just for the PvE and story content, I'd seriously suggest you look for your fix elsewhere. But if you're planning to get in on some of the endgame PvP action, bear in mind that there'll be plenty of shortcomings to put up with while you grind your way to the end.