Saturday, February 23, 2013

PvP Season 12 Ending Soon





Arena and Rated Battleground Season 12 is scheduled to end on Tuesday, March 5. At that point, we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Malevolent Gladiator's Cloud Serpent to refrain from transferring their characters to another realm or faction until after Season 12 ends. The awarding of Season 12 titles and mounts will occur approximately 2 weeks after the season ends.


At the end of the season, Conquest Points will be converted to Honor Points and any honor above 4000 will be converted to gold at a rate of 35 silver per point. The honor cap will remain at 4000. world of warcraft gold


All Season 12 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase.
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The next Arena and Rated Battleground season will begin approximately one week after the current season ends. During the break between seasons, all Rated Battleground and Arena matches will be unavailable. Team and Personal Ratings will be reset when Season 13 begins.

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Wednesday, February 6, 2013

Ragnarok Online II Review: A Story Told...


 
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Ragnarok Online II: Legend of the Second is a free-to-play fantasy MMORPG from Gravity and Asiasoft Online, and the sequel to the original Ragnarok Online. I'll start of by saying this is a completely first impressionist review to this MMORPG; I'm not going to pretend and lie to you as if I've played any games within this series, however it boasts some interesting features and definitely warranted my attention to at least give it a shot, and so should you!

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I'll begin by giving you a little bit about how the game tries to sell its self, what kind of MMORPG player it'd appeal too and some general features many MMO gamers need to know about before they jump in to a new virtual world.

Ragnarok Online II is (at least in my books) put in the stylized anime graphical department in the fact that it's cute to look at and almost like playing inside an anime; the game allows players to choose from five classes and take on quests and instanced dungeons, engage in crafting, participate in PvP, and many more activities. Ragnarok Online II: The gate of the world was originally cut due to bad feedback from it's community and Ragnarok Online II: Legend of the Second is something I'd like to see more developers do; decide that the product they planned to release simply would not make it out there and take some more time to polish and develop said product; that's what Legend of the Second hopes to achieve, but does it measure up? Ragnarok Online2 Zeny
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If you were a diehard Raganarok fan; you might be a little upset because pretty much all the progress made in The Gate of the World has been scratched and if you're scared of change; you might not like this game at all, but I implore you to take a chance and give it a shot anyway different attribute system, no novice system, different card system and a bunch of other systems changed and tweaked.
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The character customization was simple but cute; I got to pick from a few different eyes and hair and pick from quite a few colour options, nothing too crazy and no sliders but enough to at least make me feel I had made the character my own. It also shows all five class arch-types in medium-high level armour if you're playing for character progression you can get an idea of what you'll look like it you put a bit of time in to the game. buy or sell Ragnarok Online2 gold
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Ragnarok Online II: Legend of the Second features something called the duel-life system which you pick from one of four jobs at the character creation screen as of the moment there are four professions to choose from which are Alchemist, Blacksmith, Tailor, and Chef. You can switch to your duel-life outfit in-game, so it basically works as a job and a spare costume.

The game's gameplay is… while pretty standard; it's exactly what you'd expect jumping in to this game. WASD to move, space to jump and tab and click to select monsters and use your hotkeys to kill things. Nothing revolutionary but if it isn't broken, don’t fix it. While in previous Ragnarok games I hear they were pretty grind heavy, this game is a quest 'em up in the fact that you always have a quest to do in a variety of forms which was pretty nice, I always hated the feeling of being lost and just grinding for the sake of grinding, Ragnarok II shows you around the quest system very easily and is very pleasant for someone just starting out in the game which makes it easy as a party based experience; get in a party, everyone pick up the quest and go do it. There are quite a few types of quest types be it gathering, killing monsters or NPC quests, it breaks up just killing monsters repeatedly.
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The card system in Ragnarok is basically a cute little additional stat boost for your character, they're divided in to tiers, Gold being the rarest and bronze being the most common and every 10 levels or so you get an additional card slot so you can get cool benefits like +5 INT or something like that; nice and simply, fun as well as they're drops. You can also try and combine 5-6 lower tier cards to try get a higher tier card; and if there is one thing I love in MMO’s in RNG Gambling.

After spending a little bit in game and hitting level 15, I went to town to find where I can buy my mount; the mounts in this game are cute and there is no ridiculously long quest for them, just pay up and you can ride a tiger! This was amusing for a whole ten minutes and definitely felt like a decent purchase.

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Overall the game is smooth, easy to play has cute character models and mounts and a variety of features to keep anyone who's looking for a story-driven anime game to sink their time in too, RO2 might be for you!
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Saturday, January 26, 2013

Guild Wars 2 January Update: WvW Culling & Loading Changes




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Habib Leow, the Game play Programmer for Guild Wars 2, took to the official forums yesterday to discuss the first changes to WvW. It should be stated that these are the first of several intended improvements and have no doubt involved a great deal of work by the programmers residing in ArenaNet's offices. Rather than me attempt to detail what these changes are, I've posted below Habibs forum post, as well as the follow up response he made. I can't wait to see the changes in action!

In the January update we’ll be making a couple of preliminary changes to WvW.
The first of our engine changes will be coming on line to help improve character load times by using fall back models.We’ll also be switching over to the culling methodology that we trialed in December.

The engine change we’re making uses fall back models to represent characters until their detailed models are fully loaded. The fall back models are cached so that they can display without any asset load delay and there is a distinct fall back model for each race/gender/armor-class combination. As a result of this change players will be able to see characters represented as fall back models as soon as those characters are reported to the client. Once the specific, detailed model for a given character is completely loaded from disk the fall back model will be replaced with the detailed model. This visual compromise will help to ensure that players see other characters as quickly as possible in WvW. Please note that this change does not eliminate delays due to culling, it only addresses delays due to asset load times. Players on higher spec machines would therefore expect to see fall back models less often than players on lower spec machines. This change also lays the groundwork for more extensive uses of fall back models in future updates.  buy or sell GW2 items

In December we ran a one matchup trial of an updated culling system. Based on all the feedback we received, both during and after the trial, we will be transitioning to the updated culling system that we used in the trial. This update allows the culling system to handle allies and enemies separately so that being surrounded by a group of allies will not impact the culling of enemies (and vice-versa). The general consensus after the trial is that this system lead to a better player experience in WvW. We further saw that some of the issues people had with the new system were related to asset load times rather than culling issues so making this change in combination with our character loading improvements should lead to an improved overall experience. It is important to note, however, that while we believe this change is an improvement to the WvW experience it does not fully address the issues with culling and we are still working towards our goal of removing culling from WvW completely. This change is intended to give players an improved WvW experience while we continue work on our more comprehensive solution.

While this update only contains a couple of visible changes to WvW it lays a lot of important groundwork for future updates. We have some exciting changes coming and this update is just the beginning!

Second Response
Hi all, I think a little more explanation is in order.
First, let’s call the culling system that we’re switching to “affinity culling” just to make it easier to talk about. Under affinity culling the system handles enemies and allies independently. This means that the maximum number of allies that you can see under affinity culling is 1/2 the maximum number of characters (combined enemy & ally) that you could see under the original culling. Ditto for enemies. In exchange for that cost he benefit that we get is that running with (or through, or past) a large group of allies (e.g. a guild) won’t prevent you from seeing the enemies who are closest to you.buy or sell Guild Wars 2 gold



During the initial trial of affinity culling we found that a number of players reported asset loading issues that were highlighted by culling. Any time that your client is aware of another character at all (dot on the map, targetable in world, nameplate is visible, etc.) then culling is no longer a factor because that character has already been reported to your client. In that case if you can’t see the character the issue is one of asset load time. The fall back model feature which is shipping this month directly addresses those issues by providing a cached model to show immediately when the character is reported to the client.

The order of operations looks like this:
1) Character X enters player’s visibility
2) <delay due to the mechanics of culling>
3) Server reports character X to client
4) <delay due to asset load time>
5) Character X full model is visible on-screen to the player

Using fall back models we end up with this instead
1) Character X enters player’s visibility
2) <delay due to the mechanics of culling>
3) Server reports character X to client
4a) Character X fall back model is visible on-screen to the player
4b) <delay due to asset load time>
5) Character X full model is visible on-screen to the player

As you can see we've made the asset load delay unimportant (or at least less important) and allowed the player to be aware of character X sooner (in some cases quite a bit sooner).

The combination of affinity culling and fall back models provides a better experience than affinity culling alone. Even so, the affinity culling is not intended to be our last change to the system, but rather to hold players over until we can make more extensive updates to the system (which take time to implement and test). In future updates we’ll be making changes in an effort to eliminate the delay due to culling (step 2 above) and to tell each client about character X as soon as the server decides they have become visible again. We hope to do this by removing culling completely and preserving client performance though a mix of network and engine optimizations, the more extensive use of fall back models, and sundry wizardry. MapleStory Mesos  buy or sell Vindictus items

As I've said in the past our ultimate goal is to remove culling and we’re pushing hard to make that happen. This update represents the first steps in that direction and much of what it accomplishes is to lay the groundwork for our upcoming updates. The next few months are an exciting time for us on the WvW team and we’re very excited about the changes are coming.

Wednesday, January 16, 2013

Vindictus cuts out a place for new character Vella



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She slices, she dices, she eviscerates, and she's the newest character in Vindictus. Ladies and gentlemen, meet Vella and her dual blades. She's the star of the newest video from the game's team at Nexon, which shows off her penchant for quick maneuvers and swinging arcs of destruction.

In the game's lore, Vella is a mariner renowned for her skill with blades and her agility. In play, she more than lives up to the reputation, possessing a variety of attacks that either help her close the range with her opponent (such as Typhoon Slash) or help her get out of range as necessary (such as the spinning attack Slipaway). While she's obviously a melee character, her ability to dart in and out of range and vent around larger opponents should help keep her versatile on the battlefield. But don't take our word for it -- check her out in action just past the break.   sell cheap Vindictus gold

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Tuesday, January 8, 2013

Dofus Description




    Collect the six magical eggs and become incredibly powerful! As adventurer you roam the countryside, make wonderful friends and learn of many mysteries...



    Dofus is set in a manga-like animated cartoon world. The characters are animated in 2D and are extremely varied in shape. The avatar which you create at the beginning of the game, you can equip with various items to alter its appearance. Each character has very specific properties that determine the entire game. The profession you pick also determines your abilities in this massively multiplayer role-playing game.

   The game concept basically consists of wandering around the world, solving problems, collecting items and trading them. Along your way you will not only meet friends but also many enemies. You can duel individually or fight in a group. Various magical options will make the fights more interesting and add more possibilities to heal the character.

    If you want to be accepted as a visitor from Amaknas, you should choose a respectable profession. A good job gives you the opportunity to gather resources you need for life. There’s a wide range of professions to choose from. You can either exploit primary raw materials or become a craftsman to further process them. You can trade your goods with other players.buy dofus kamas

    Since you'll be traveling for a long time, you should find some companions. They can offer entertainment and help you with various tasks. Also, it is interesting to walk through the game with other players. You can talk with each other and master adventures together.

    Dofus is a game client. That means it is necessary to download a game client. It contains all the important files which are necessary to play the game.

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