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Monday, November 17, 2014
Tuesday, November 4, 2014
Playing FIFA 15 makes you gain the optimum pleasure
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Wednesday, October 29, 2014
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Thursday, September 18, 2014
ArcheAge Launch Update: Capacities, Communication, and Where to Find Info
Hi everyone, we'd like to thank you all for being a part of this absolutely massive launch of ArcheAge, Huge archeage gold sale at mmobays.co.
We've heard from a lot of you that ArcheAge has stirred up excitement for an MMO in a way that many of you haven't felt in a long time. When people are in and playing, we hear a lot that the game's the great, exciting experience they were waiting for.
While it's been great for many, it's been uneven for others, most notably if you're stuck waiting. (We know, we wait in the same queues you do.)
Know that we haven't been, and won't be, resting until the experience is great for everyone. We've been talking to you a lot about "patience - which has been extreme in some cases for sure.
I'd like to talk about what we're doing to make sure that all of you can have that same kind of experience.
SERVER CAPACITIES AND YOU
In an ideal world, we have all the hardware we need to host the ideal number of servers, in a way that works best for everyone. We'd strike the perfect balance between launch popularity, when everyone wants to be online 100% of the time, and the settled population of more normal play patterns that will naturally come over time.
In reality, we have to plan capacity months ahead of time, based on things like web site signups, numbers of people who play in alphas and betas, how long they play, and so on. There's a fair amount of science that goes into it, and in general it's pretty accurate. We then include extra for overflow, just in case we need more.
In this case, so many entirely new people showed up that we opened not just all of our launch hardware on the first day, but the overflow hardware soon after as well. Since Head Start, we've expanded both the number of servers and the capacity of all servers steadily. We try to let you know this both on the forums and on Twitter (@ArcheAge]) whenever this occurs.
Inside the business you'll hear people call this "problems of success," but make no mistake - since it negatively affects you, we remain obsessively focused on the "problem" part, not the "success" part. We treat these as high priority problems that we need to solve, as rapidly as possible.
GREAT, THANKS. THAT'S SUPER. WHAT ARE YOU DOING NOW?
Right. There are things going on both in and out of game to make things better:
1) Yes, more hardware is on its way to helping you! We're still aiming to strike the balance between short and long term and we know with certainty that more hardware is needed for both. We've heard both the "more servers" and "no more servers" crowds, and are certain we need to take steps toward more. I'm happy to share that the next round of hardware landed with our team in Texas this morning.
While I do wish that we could violate the laws of space and time to transport physical servers instantly, and help both NA and EU simultaneously, because of the way hardware is shipped out, and factors like "customs," there will be some delay between helping out the two regions. Do note that we're doing everything we can to make sure that delay is as minimal as possible. (We are aiming for days, not weeks, between.)
We'll be talking more about the details here over the coming days, in our Launch FAQ thread.
2) Note that we've been more aggressively sweeping AFKers, even manually when needed. For example, while we had said during beta that we were tentatively tolerant of AFK mount riding, we'd be keeping an eye out to see if it became a problem. Well, it's officially a problem when actual players who will be playing can't get in.
If you're not actively playing, please do be aware that you might not be there when you get back. Of course, while we do appreciate creative justifications such as "I am merely celebrating the excitement of launch by exercising my steed in a circular pattern for an extended period of time," those will still earn a quick trip to desktop.
We're also going to be setting up a more aggressive AFK timer as is suited to an over-popular launch, and ensuring that there are fewer ways to get around it. Again, this is all to create the greatest opportunity to get active human beings into the game.
3) As with any launch where you get massive numbers of new players, we need great people helping out with the typical things that happen as services scale up, which is why I wanted to talk Customer Service. You have wanted to talk with them. You've wanted to talk with them a lot. And they really do want to help.
Trion's CS team has already been expanded pretty massively, with scores of new people coming on board in the weeks leading up to ArcheAge's launch. There's a veritable dedicated army of people wanting to help. We're also happy to announce that we're ramping that up even more. As with all of our CS in the past, we're continuing down the path of natively fluent CS reps in each language we service.
4) Communication is critical during launches - We do get that. I've personally tweeted more during this launch than I think I have since Twitter existed. We're going to be redoubling our efforts, most notably on our forums, with even more people pitching in.
We had been trying to focus our updates into specific known locations, but that's not having the effect that we had hoped. We need to be in more places and threads that you're already discussing, so you can expect more of that beginning today, and in a more visibly 24/7 fashion than it might have appeared previously. We've been continuously working like crazy knocking down the types of launch issues one might expect, but if you don't see evidence of it, then it's not as helpful to you. We get that too.
Tuesday, July 22, 2014
THE PUBLIC TEST REALM IS OPEN!
As we move towards testing out our bigger content drops, such as the upcoming Strain drop, we are going to be opening up a new server to test on called Nexus or Public Test Realm (PTR for short). When the PTR becomes available there are a few things that you should know about it:
The PTR will be located in the Dallas Data Center
As long as you have an Active WildStar subscription (NA or EU) you will be able to access the PTR.
Note: This required the team perform magical technical manipulations to make this possible.
“Boost” NPC's will be available in Nexus that will level you up and give you gear.
“Boost” NPC's will only be available for players who have earned a level 50 on a Live Realm before 6/12.
We typically take time stamps prior to when the next drop will hit the PTR. Example: Before Drop 2 hits the PTR, we'll take another time stamp.
We are planning on leaving the PTR up and available 24/7, similar to any other Realm, for the remainder of the time that Drop 1 (Strain) needs to be tested.
Do note that you shouldn't approach this server as a new “home” for an ongoing basis as we might have to take this Realm down at a moment's notice for updates.
Please consider the PTR a place to visit and check out some new exciting content, not live.
Character wipes may be needed on the PTR from time to time and your progress on this Realm may be lost, this is a fair warning!
In-game localization of Drop 1 will not be ready for Day 1 of PTR, but we work to make it available in a future update.
We've set up forums specifically for the Nexus Public Test Realm, they are:
Game Updates
Update notes for the PTR will live here
General Discussion
General talk about the PTR can take place here
Bug Reports
If you come across a bug, specific to the PTR content we'd appreciate you submitting them here!
Finally, the Team truly appreciates your early participation in finding and submitting any issues or bugs with the new Strain content you find while on Nexus. Thank you!
Article is written by www.Mmomi.com, if you want to buy cheap wow gold & wow items, please visited our website.
Sunday, July 13, 2014
What You Must Know To Buy Wow Gold - Mmomi.com
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Article Source: www.mmomi.com Email:sales@mmomi.com
Article Source: www.mmomi.com Email:sales@mmomi.com
Friday, July 11, 2014
Woowowgold Archivist: Talents have come full circle
(Woowowgold wow gold) - WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?
The Warlords of Draenor patch 6.0 notes have revealed the latest changes to WoW's ever-evolving talent system. Talents have remained a core system in WoW since its earliest days, the primary method that allows players to make their characters distinct.
In the beta for WoW and throughout vanilla, talent trees were a bit of a mess, as Archivist covered. Today, we'll examine how those early trees came to be expanded, refined, and then scrapped for a very different system. We'll also look at how Warlords is bringing back the earliest version of talent trees in a brand new way.
Article Source: http://www.woowowgold.com
Email:sales@woowowgold.com
Monday, June 16, 2014
Monday, March 24, 2014
Wednesday, February 12, 2014
Monday, February 10, 2014
PvP Power Nerfs in 5.3, and Other PvP Stuff for 5.4.
PVP Season 14 arrives with Patch 5.4, which means a few different things. First, Season 14 Grievous gear will become available. Elite versions of Season 14 Grievous will also be available as a mark of prestige for players that reach a personal rating of 2,000 and earn 27,000 Conquest Points over the course of the season, and the non-Elite pieces will no longer be a pre-requisite to purchase them. The prior season’s Season 13 Tyrannical gear will be available for purchase with Honor Points, while Season 12 Malevolent gear can now be crafted. Finally, equipping any pair of PvP trinkets from Season 12 or later will grant a 10% reduction in damage taken from other players.
As of Aug 27 patch 5.4 is still in the PTR, but here are the changes that are likely to happen when it goes live on Sept. 10.
Base Resilience now reduces damage players deal to others players by 72% (up from 65%). This gives damage (DPS) classes zero reason to gem for Resilience. Remember that PvP Power was nerfed in 5.3 (see below) and that the value of the PvP gems was cut in half in 5.3. They now provide stats at the same rate as Str or Int or Ag.
Battle Fatigue now reduces healing for players that are engaged in PvP combat by 55% (up from 45%).
Season 14 Grievous gear is now available. (What an awful name, but not as bad as “dreadful.”)
Elite versions of Season 14 Grievous are now available as a mark of prestige for players that are able to attain a personal rating of 2000 and earn 27,000 Conquest Points in the current season. Pricing per piece remains the same, but the previous piece requirement has been removed. The Elite gear is just a cosmetic change, the gear isn’t actually “better” than the other gear.
Season 13 Tyrannical gear can now be purchased with Honor Points.
Season 12 Malevolent gear can now be crafted. For the Crafters: I assume the recipes will have to be researched and that previously learned “Dreadful” recipes will not be upgraded.
Equipping any pair of PvP trinkets from Season 12 or later will now grant a 10% reduction in damage taken from other players. Note that this will give players a reason not to use PvE trinkets.
Arena: There’s been various changes to the Arena system. The most important part is that players will no longer need to create or join an Arena team to compete. Similar to the Rated Battleground system, players in a party of the appropriate size (even cross-realm!) can queue for an Arena bracket of the same size as their party (2v2, 3v3, or 5v5). Go here for more: Patch 5.4 Arena Update.
Here are the official 5.4 pvp patch notes.
There’ve been some changes to PvP in patch 5.3.
This will change your gearing, gemming, and maybe enchanting choices. It seems to me that this will make high level PvE gear valuable in some PvP situations, if it’s significantly higher level than the PvP gear that you have. Go raiding, get the hot gear, hop into the BGs and be competitive.
Resilience
Resilience has been removed from most PvP gear.
All characters now have a base Resilience of 65%.
Resilience gems and enchants will continue to be available. PvP gems have been nerfed by 50%. See below.
4-piece PvP set bonus for all Season 12 and 13 armor sets that granted 1000 Resilience now grants 1000 PvP Power instead.
Tauren Paladin in Brutal Gladiator gearPvP Power
PvP Power will remain exclusively on PvP gear.
PvP Power conversion ratio to obtain 1% damage at level 90 has been changed from 265 to 400. Basically this means that PvP power is worth 2/3 of what it was before. Along with the PvP gem nerf this will give you good reason to use pure stat gems Vs PvP Power gems. Your 160 Int/Ag/Str will be worth much more than the 160 PvP Power on blue gems.
PvP Power bonus to healing is now based on class and specialization.
Healing specializations (eg: Resto Druid) receive a 100% bonus to healing from PvP Power.
Damage specializations (eg: Feral & Balance Druids) for Druids, Monks, Paladins, Priests, and Shamans receive a 70% bonus to healing from PvP Power.
All other specializations (eg: Guardian Druid) and classes (including tanking) receive a 40% bonus to healing from PvP Power.
Enchants and Gems
The amount of PvP Power and Resilience on gems and Mystic Cogwheel have been reduced by 50%. PvP Gems are now the same value as gems with your primary stats.
Stormy gems
Mystic gems
Glorious Tyranny weapon enchantment now grants 600 PvP Power instead of 400 PvP Power and 200 Resilience. The Res. portion has been eliminated.
New weapon enchantment: Bloody Dancing Steel is functionally equivalent to Dancing Steel, shares the same visual effect as Glorious Tyranny, costs a scroll of the base Dancing Steel enchant, and requires a 2200 rating. The only difference is in the visual effect.
New weapon enchantment: Spirit of Conquest is functionally equivalent to Jade Spirit, shares the same visual effect as Glorious Tyranny, costs a scroll of the base Jade Spirit enchant, and requires a 2200 rating. The only difference is in the visual effect.
PvP Gear
Tyrannical weapons no longer have a conquest-earned prerequisite to purchase them.
Tyrannical Gladiator’s Tabard and Tyrannical Gladiator’s Greatcloak are available as new prestige items at 2500 rating for 1000 Conquest Points.
Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493. Weapons and shields/off-hand items remain unchanged at ilevel 498.
Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512.
Misc.
Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
Big Zokk Torquewrench has returned from his leave of absence.
Glorious Conquest Quartermasters (Acon Deathwielder, Ethan Natice) have returned after refitting their wares.
As of Aug 27 patch 5.4 is still in the PTR, but here are the changes that are likely to happen when it goes live on Sept. 10.
Base Resilience now reduces damage players deal to others players by 72% (up from 65%). This gives damage (DPS) classes zero reason to gem for Resilience. Remember that PvP Power was nerfed in 5.3 (see below) and that the value of the PvP gems was cut in half in 5.3. They now provide stats at the same rate as Str or Int or Ag.
Battle Fatigue now reduces healing for players that are engaged in PvP combat by 55% (up from 45%).
Season 14 Grievous gear is now available. (What an awful name, but not as bad as “dreadful.”)
Elite versions of Season 14 Grievous are now available as a mark of prestige for players that are able to attain a personal rating of 2000 and earn 27,000 Conquest Points in the current season. Pricing per piece remains the same, but the previous piece requirement has been removed. The Elite gear is just a cosmetic change, the gear isn’t actually “better” than the other gear.
Season 13 Tyrannical gear can now be purchased with Honor Points.
Season 12 Malevolent gear can now be crafted. For the Crafters: I assume the recipes will have to be researched and that previously learned “Dreadful” recipes will not be upgraded.
Equipping any pair of PvP trinkets from Season 12 or later will now grant a 10% reduction in damage taken from other players. Note that this will give players a reason not to use PvE trinkets.
Arena: There’s been various changes to the Arena system. The most important part is that players will no longer need to create or join an Arena team to compete. Similar to the Rated Battleground system, players in a party of the appropriate size (even cross-realm!) can queue for an Arena bracket of the same size as their party (2v2, 3v3, or 5v5). Go here for more: Patch 5.4 Arena Update.
Here are the official 5.4 pvp patch notes.
There’ve been some changes to PvP in patch 5.3.
This will change your gearing, gemming, and maybe enchanting choices. It seems to me that this will make high level PvE gear valuable in some PvP situations, if it’s significantly higher level than the PvP gear that you have. Go raiding, get the hot gear, hop into the BGs and be competitive.
Resilience
Resilience has been removed from most PvP gear.
All characters now have a base Resilience of 65%.
Resilience gems and enchants will continue to be available. PvP gems have been nerfed by 50%. See below.
4-piece PvP set bonus for all Season 12 and 13 armor sets that granted 1000 Resilience now grants 1000 PvP Power instead.
Tauren Paladin in Brutal Gladiator gearPvP Power
PvP Power will remain exclusively on PvP gear.
PvP Power conversion ratio to obtain 1% damage at level 90 has been changed from 265 to 400. Basically this means that PvP power is worth 2/3 of what it was before. Along with the PvP gem nerf this will give you good reason to use pure stat gems Vs PvP Power gems. Your 160 Int/Ag/Str will be worth much more than the 160 PvP Power on blue gems.
PvP Power bonus to healing is now based on class and specialization.
Healing specializations (eg: Resto Druid) receive a 100% bonus to healing from PvP Power.
Damage specializations (eg: Feral & Balance Druids) for Druids, Monks, Paladins, Priests, and Shamans receive a 70% bonus to healing from PvP Power.
All other specializations (eg: Guardian Druid) and classes (including tanking) receive a 40% bonus to healing from PvP Power.
Enchants and Gems
The amount of PvP Power and Resilience on gems and Mystic Cogwheel have been reduced by 50%. PvP Gems are now the same value as gems with your primary stats.
Stormy gems
Mystic gems
Glorious Tyranny weapon enchantment now grants 600 PvP Power instead of 400 PvP Power and 200 Resilience. The Res. portion has been eliminated.
New weapon enchantment: Bloody Dancing Steel is functionally equivalent to Dancing Steel, shares the same visual effect as Glorious Tyranny, costs a scroll of the base Dancing Steel enchant, and requires a 2200 rating. The only difference is in the visual effect.
New weapon enchantment: Spirit of Conquest is functionally equivalent to Jade Spirit, shares the same visual effect as Glorious Tyranny, costs a scroll of the base Jade Spirit enchant, and requires a 2200 rating. The only difference is in the visual effect.
PvP Gear
Tyrannical weapons no longer have a conquest-earned prerequisite to purchase them.
Tyrannical Gladiator’s Tabard and Tyrannical Gladiator’s Greatcloak are available as new prestige items at 2500 rating for 1000 Conquest Points.
Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493. Weapons and shields/off-hand items remain unchanged at ilevel 498.
Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512.
Misc.
Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
Big Zokk Torquewrench has returned from his leave of absence.
Glorious Conquest Quartermasters (Acon Deathwielder, Ethan Natice) have returned after refitting their wares.
Sunday, February 9, 2014
uswowgold.com-The Next World of Warcraft Expansion
An Ethereal Ponders the New Expansion IdeasThe author’s idea is a very Alliance centric expansion. I’m not sure why Horde would want to participate, since sabotaging the renewal of Gnomeragan would be more their speed. Of course, if the Gnome bosses were threatening Horde interests then I’m sure they could be persuaded to assist in some way. ;)
One of the comments (ZacharyBrandon) is Descent into Madness, which looks pretty cool to me. Another idea, The Path of the Titans (by Tott_Donetta) looks good to me. It adds no new levels, but has a lot of story and involves us (at level 100) with the Titans.
Cartre offers Rise of the Damned where Sylvanas leaves the Horde (!) and makes offers to high level player to join her new faction. Several others have something to do with the Burning Legion.. There are a lot of good ideas in the comments. Hopefully the Powers that Be in Blizzard are listening!
I’m pretty easy as far as the story and lore, meaning that I’d be happy with any number of possibilities. Here are some features that I’d like to see:
Assaults by various factions and enemies. So Ok, the Burning Legion invades. I want to see them take something. A server wide event could have the BL, or some other invader, attack and take a particular town or area. The invaders then have to protect it against players. If players can react quickly enough they can repel the invasion. If they’re coordinated enough then can retake the town. If they ignore the situation then eventually bigger cities fall. This could also run with an NPC Horde or Alliance army. Players could join in. Naturally a system would have to be set up so that one site isn’t effectively locked out of the game.
Perhaps players with appropriate factions could get rumors from the bosses (eg: SI:7,) or themselves be the spies gathering info, and then warn the appropriate people of the upcoming invasion (spread the word to the playerbase.)
New races are fun, but maybe there are enough? I’d like to see Ethereals, perhaps as a neutral race. They could earn faction rep if they choose, which might lose then rep with the other faction. IE, get the Horde to like you and the Alliance will come to hate you. Much like the Aldor on the Scryers.
Ogres?? Maybe…
Some reason for players to be in the lower level zones, and be doing something useful rather than just ganking low levels. Maybe get missions form the faction bosses. Perhaps they get word that such and such town will be invaded and they heroes need to stop the invasion. That could be instanced or phased and would be different from the server events above.
Optional class quests for all classes. Completing the quests would give rep with a class appropriate faction and perhaps some minor perks. There used to be a number of these, I’d like to see them come back.
One of the comments (ZacharyBrandon) is Descent into Madness, which looks pretty cool to me. Another idea, The Path of the Titans (by Tott_Donetta) looks good to me. It adds no new levels, but has a lot of story and involves us (at level 100) with the Titans.
Cartre offers Rise of the Damned where Sylvanas leaves the Horde (!) and makes offers to high level player to join her new faction. Several others have something to do with the Burning Legion.. There are a lot of good ideas in the comments. Hopefully the Powers that Be in Blizzard are listening!
I’m pretty easy as far as the story and lore, meaning that I’d be happy with any number of possibilities. Here are some features that I’d like to see:
Assaults by various factions and enemies. So Ok, the Burning Legion invades. I want to see them take something. A server wide event could have the BL, or some other invader, attack and take a particular town or area. The invaders then have to protect it against players. If players can react quickly enough they can repel the invasion. If they’re coordinated enough then can retake the town. If they ignore the situation then eventually bigger cities fall. This could also run with an NPC Horde or Alliance army. Players could join in. Naturally a system would have to be set up so that one site isn’t effectively locked out of the game.
Perhaps players with appropriate factions could get rumors from the bosses (eg: SI:7,) or themselves be the spies gathering info, and then warn the appropriate people of the upcoming invasion (spread the word to the playerbase.)
New races are fun, but maybe there are enough? I’d like to see Ethereals, perhaps as a neutral race. They could earn faction rep if they choose, which might lose then rep with the other faction. IE, get the Horde to like you and the Alliance will come to hate you. Much like the Aldor on the Scryers.
Ogres?? Maybe…
Some reason for players to be in the lower level zones, and be doing something useful rather than just ganking low levels. Maybe get missions form the faction bosses. Perhaps they get word that such and such town will be invaded and they heroes need to stop the invasion. That could be instanced or phased and would be different from the server events above.
Optional class quests for all classes. Completing the quests would give rep with a class appropriate faction and perhaps some minor perks. There used to be a number of these, I’d like to see them come back.
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