The Tourist: Becoming a F2P Convert

Published by in Aion on May 25th, 2013 | No Comments »

Not long ago, many MMO players saw free-to-play gaming as the bane of the industry. They talked about how misguided and segregationist it was, a cash-grab that tempted developers with profits over player interests. Contrary to the picture painted by this column, I was amongst those masses and even went so far as to label MMO tourism as outright harmful. Times have changed but many players have not. Today I’d like like to break from my usual format to talk about how I’ve come embrace the model as a free-to-play convert.

Before we do, let’s clear up something. There are two models that fall under the idiom of “F2P”: buy-to-play and free-to-play. They are not one and the same; B2P requires a box price and F2P does not. For the purposes of this article, however, let’s keep things simple and say that F2P assumes no subscription fee. Now, let’s move onto the first step.

Getting real
Without free-to-play, many MMOs would die. Take Star Wars: The Old Republic for example. Pre-launch, the developers were open about the subscriber numbers they would need to survive and then failed to hit them. The writing was on the wall: they needed to change or close-up shop. Today, Bioware has the second largest subscription MMO in the West. Free-to-play, at least in the short term, saved them.
LotRO is another example. Does anyone really think LotRO would still be kicking if they hadn’t opened up a cash shop? TERA? The secret World? Champions Online? When game’s can’t develop under a subscription model, free-to-play gives them a second chance. What’s more, if they do well, they can soar into an even bigger uptake than they achieved before.
Free-to-play is here to stay for years to come. Whether it works in the long-term is a different issue entirely, but if you haven’t made your peace, you’d better find a niche because the genre will, and is, leaving you in its dust.

Can i live with the model?
Second, and perhaps most importantly, it’s time we stop kidding ourselves: F2P games are anything but and they’ll encourage you to spend in a number of ways. If you’re set on playing for free, be prepared to spend longer or miss out on certain content. LotRO, for example, requires that you buy individual zones or grind for store currency. Champions Online and Everquest 2 put some of their coolest armors in the store. Fallen Earth sells XP and crafting boosters for cash and subscriptions.

This is where we draw our lines in the sand, so it’s important to know what we can live with. F2P models usually come in one of three flavors: convenience, annoyance, and piecemeal. Convenience is seen in game’s like RIFT and TERA: free players can access everything but paying up lets you make faster progress. Annoyance gets any clearer than SWTOR with their subscriber-only quest rewards. And piecemeal is your zone-buy ala LotRO or DDO and cosmetics/pets like Guild Wars 2.
Can i ignore it?
One of the biggest questions I’ve asked myself is what I really care about in the first place. I love talking about MMOs, so it’s easy for me to put on my critic hat and postulate on what each item or design note means for a game. But setting those discussions to the side, does it impact me if Bob earns 25-percent more XP than I do? No. It doesn’t even much matter if someone spent $50 on heroic gear if i can reasonably acquire through playing. Let’s not kid ourselves, unless we’re playing PvP, other people’s purchases are little more ideas.

There are legitimate areas that you can’t ignore, however, like when gear sales overcome content. RIFT is coming under fire for this for offering 5-man gear. That this community might dry up is an honest concern. It’s also Archeage beta account fear driven. The key here is to be honest. Will the items in question kill something or change it? Is the metamorphosis game-breaking or tolerable? In the case of RIFT, the reality is that so long as everything is available in-game, there will be people trying to earn it. (Note: this is assuming it is dungeon gear and not progression raid items).

My favorite trend in all of this is lotteries. Usually these take the form of lockboxes which need real-money keys to open and offer the chance at random loot. Players are drawn to them like scratch-offs tickets and they earn developers a lot of money. They are also the definition of ignorable content, have little impact on gameplay, and don’t take design time from the rest of the game. It’s win-win. Some people hate them and I find it hard not to see them as busybodies who value concept over reality. Do they picket corner stores and Take-5 machines too? Lockboxes are, in my opinion, wholesale good news for free-to-play gaming.

Are we that committed anyway?
Finally and centrally, we need to admit to ourselves when we’ve become nomadic. I got to a point where I realized I had one or two long-term games (Wow, RIFT) and half a dozen more I simply checked-in with. I was as vehement with these on-again-off-again titles as i was with my regulars. Then it hit me: If I’m only stopping in once a week, the answer to my previous two questions was an instant yes.
As MMO gamers, I think we have a penchant for investment. It’s what the genre is predicated on, right? The rise of free-to-play adds a “but” to that answer. Yes, but now the barrier to entry is lower. Yes, but now people aren’t paying for it like a utility bill. Yes, but now players are no longer tied at the hip. Those are industry shaping buts.

Conclusion
Back in the early-to-mid-2000s, the MMO world was a different place. There were fewer of them for one, and all but the worst, most nickle-and-diming offered the subscription buffet. After all I’ve said, you might be surprised to hear that i don’t think F2P is a long-term solution. We’re only now seeing the beginnings of the model’s elder years in converted games. But it really doesn’t matter, does it? Free-to-play has arrived and tomorrow is yet to come. Here’s what I’ve found it doesn’t promise that i used to believe: low quality, pay-to-win, constant manipulation, and ignored content development. What it is is a stage of our genre’s evolution and a learning period we can actively contribute to. We can hate it and give up on MMOs entirely, find our islands in the sun, or make our peace and change. And when has close-mindedness ever been a good thing?

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Vanguard: Saga of Heroes Column: Wayback Wednesday: Vanguard Saga of Heroes

Published by in Aion on May 24th, 2013 | Comments Off

Last week on Wayback Wednesday we ventured into Vanguard: Saga of Heroes. Joining me on our journey was Sony Online Entertainment Game Designer Corey “Ceythos” Lefever. Corey has worked for SOE for the past 6 years and has spent the majority of that time working on Vanguard in one capacity or another. While he got his start as a GM he has spent the last two years as a full-time game designer

We started the evening off talking about one of my favorite topics in MMORPGs: Crafting. While not entirely unique, Vanguard has a very robust crafting system. It is so in-depth that it is almost a game unto itself. There are multiple stages to crafting to Vanguard and at each stage you are provided an opportunity to increase the quality of your output. You harvest materials, refine the materials, and then finish your item. While you are adventuring through the world, you can have fellow adventurers assist you in harvesting a node and increase the amount of materials that you receive and increase the chance you will receive a high quality item. While you are forging your base materials to create a finished item you can add components that will add resists or stats to your items as well as increase the Archeage beta account quality of the item. During the finishing process you will again be presented the opportunity to increase the quality of your output. Crafting also presents itself like a mini game requiring you to make choices as you work on your item. You will not find yourself just compiling a list of items and pushing a button to receive an output. There are even different items you can learn to create based on what continent you are on.

Something else that you don’t see every day in most western MMORPGs but is central to Vanguard is the amount of different equipment sets you have: Adventuring, Crafting, Harvesting, Diplomacy, Mounts, Appearance. All told there are almost 75 different equipment slots for you to fill on your journeys. You will almost always be able to upgrade one item your character has so you will be able to constantly improve yourself in some way.

Vanguard also features the Diplomacy system. Diplomacy plays out in the form of a dialogue but functions more like a card game. Throughout the game you can increase your skills in diplomacy and earn new cards that represent expressions or other various ways to make your argument.

During the episode we were afforded the opportunity to see some of the new areas that will be added to the game for 24-player raid content. While the zones were not populated we did get a chance to see what the environments were like. (You will start to see them about 45 minutes into the video). While I feel they should populate this lost lush oasis with dinosaurs, I highly doubt that will be the case. While Corey would not give a specific date as to when these areas would go live in the game he did say it would be sooner rather than later.

While Vanguard did have a lull in development it is clear from the tour that the team has a lot of content planned for the game. It is also true that Vanguard has had a few rough patches, especially at their original launch with a few more bumps transitioning from a subscription model to free to play, it has a number of systems that make it well worth your time to look at now. Like all of SOE’s other MMOs the client is free to download and you can play every class and race combination for free. With a vast open world home to plenty of places to explore and get lost in, this game is an explorer’s dream.

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Dungeons & Dragons Online Previews: Update 18 and the Shadowfell Conspiracy

Published by in Aion on May 23rd, 2013 | Comments Off

Turbine recently gave us an opportunity to check out some of the new content coming to Dungeons & Dragons Online today with Update 18: Disciples of Shadow, which serves as a prequel to the upcoming Shadowfell Conspiracy expansion. We were also given the opportunity to learn a bit more about said expansion and even sample Shadowfell Conspiracy’s first quest: Shadow of a Doubt.

We jumped into our tour as one of the new Bladeforged Iconic Heroes included in the upcoming Shadowfell Conspiracy expansion. Players who pre-order the expansion will get to start playing the Bladeforged immediately. For those who haven’t been keeping track, Iconic Heroes give players a chance to jump into the game right at the beginning of the Forgotten Realms content at level 15. Each Iconic Hero represents the paragons of their respective races, and the Bladeforged is essentially a super Warforged. Iconics all have their own unique looks (including custom gear and new character create options) and even a couple of new abilities to round out the package.

The Bladeforged begins his adventures in the forge of the Lord of Blades, an area (and character) that should be familiar to players who have participated in the level 20 raid that takes place in the same room. Your basic Bladeforged will start as a preset level 15 Paladin, however, you can actually choose to customize each of those levels or forfeit the entire thing and choose from up to three other available classes.

Having gone over the basics of our new Bladeforged, we were then whisked away to Eveningstar, the central hub of DDO’s Forgotten Realms content. From here, we learned of rumors of prisoners who have escaped from Wheloon prison and we are tasked with securing them and bringing them back. The series of events to follow are meant to give players a sample of where Turbine intends to expand into as part of the Shadowfell Conspiracy expansion.

Our adventures next took us to the foothills of the Storm Horn Mountains, where we were tasked with capturing Shar clerics that have been attempting to convert the citizenry to their side. We followed the cultists into a series of caves and captured our targets for later interrogation in the prison city of Wheloon. While we didn’t get to see the next step in action, we were told that players would be tasked with escorting their new prisoners to Wheloon aboard a river barge, and it should be obvious that this task will end up a bit more complicated than it sounds.

Even though we didn’t get to tackle the river barge quest, we did have a chance to sample the conclusion of events, which involves acting out the interrogation of our Shar disciple prisoners. Things quickly go awry in our interrogation of the Shar cleric, though. The room darkens and we find ourselves under attack by shadows from the Shadowfell. These creatures creep along the floor in two dimensional form and then pop up as three dimensional creatures we have to fight off. Those who are found Archeage beta account guilty and cast into the Wheloon city prison are there for life and as we exit the interrogation room we find ourselves in the middle of a prisoner revolt. The prisoners aren’t willing to find out their fate and are instead taking advantage of the Shadowfell attack.

We make our way through the town, saving the Dragon Knights and other folk from being attacked by the shadow monsters and eventually make our way to the prison gate in order to inform the gate captain of what is going on. In the interest of saving time, we skipped to the final boss of the dungeon, a Shadar-kai assassin. These assassins hail from the Shadowfell itself. The key difference, of course, is that these assassins are fully flesh and blood, unlike the only quasi-corporeal shadow creatures we had encountered up until this point.
If you find yourself jealous of how cool these Shadar-kai assassins are, you’ll be glad to know that they will also be available as one of the new playable Iconic Heroes coming with the Shadowfell Conspiracy expansion later this summer. Speaking of snazzy looking characters, it’s important to note that the iconic look for each of these heroes can be preserved by using a set of cosmetic armor provided to each hero class. In addition to the Bladeforged and Shadar-kai, players can also look forward to playing as the Purple Dragon Knight and Sun-elf Morninglord Iconic Heroes.
Update 18: Disciples of Shadow is now available on live servers and bumps the level cap up to level 25 in addition to the various new pieces of content. Turbine has also kicked off pre-orders for the upcoming Shadowfell Conspiracy expansion, which is set to go live on August 19, 2013, and this expansion will bump the level cap further to level 28.

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Artillery Revamped For World of Tanks Update 8. 6

Published by in Aion on May 22nd, 2013 | Comments Off

Wargaming today announced details for Update 8. 6 for World of Tanks. The new update will bring further changes and balance to the in-game economy, as well add new SPGs to push that armor line to tier X.

“Update 8. 6 is a major step in game balance enhancement and is really going to make SPGs players happy, ” said Mike Zhivets, producer on World of Tanks. “Artillery gameplay is going to feel a lot more balanced with a normal Archeage beta account ten tier structure, making advancing through that class of armor more comfortable for players. ”

Current tier 8 SPGs will be promoted to tier X, while the newly introduced SPGs in Update 8. 6 will take their place in the middle tiers. The American tech tree will be bolstered with M44 and M53/55 artillery units, while the Soviet line will be filled out with SU-122A and SU-14-1. The German tech line will be strengthened with three machines: 10. 5 GW Mk. IV(e), Pz. Sfl. IVb, and G. W. Tiger (P). Lastly, the French will receive AMX Obusier automoteur de 105 and Bat. Chatillon155 (55) artilleries.

Update 8. 6 will also introduce a new premium British medium tank, the A33 Excelsior, and will also introduce a new map based in Korea.

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Neverwinter’s Economic Meltdown

Published by in Aion on May 21st, 2013 | Comments Off

So for those of you that were hoping to get in some time with Neverwinter on a lazy Sunday, you probably noticed that all is not well in the D&D inspired Cryptic Studios MMORPG. Following the game’s social media outlets probably gave you a basic idea of exactly what was going on.

Without explaining the exploit in step by step detail, an exploit focused around being able to enter values in the auction house that really shouldn’t have been allowed was abused and thus astral diamonds were being duplicated. This quickly led to items being posted for absurd values so duplication could be completed on larger scales. Since Astral Diamonds can be exchanged for Zen (Perfect World’s Cash currency) in Neverwinter, this duplication had real life money implications in multiple ways.

In response to the exploit, Neverwinter disabled the in game auction house at around 11 A. M. PDT while the team at Cryptic starting investigating the reports. One hour later, Neverwinter stated on their Twitter account that the servers would be taken down totally so investigations could continue. The estimated down time was 1 hour.

At 11: 13 PM Pacific Time, the Neverwinter team posted that they will in fact be performing a server rollback of 7 hours. All progress made between 5: 20 AM Pacific Time and the time the servers were taken down would be reverted. Players are assured that all Zen purchases would remain in tact. Whenever the servers are actually brought back up, the Astral Diamonds exchange and the Auction house will be unavailable for an unknown time period.

Players will be receiving a free gift in recompense for the Archeage General Account rollback and the full situation FAQ is available here, and for those interested parties, you can check out the full announcement here.

Cryptic has stated that they have isolated the accounts involved in the exploit and is planning on taking actions up to and including the banning of accounts but, as is usually the case with these sorts of things, innocent players may find themselves banned from the game erroneously. If this happens to you, Perfect World Entertainment (PWE) has advised you to file a support ticket.

There are a number of concerns that this brings up for the fledgling free to play title though. Numerous exploits have already been reported (such as Foundry and Boss Fight exploits) and the fixes for many have been slow in coming. Closed beta players are also chiming in on the twitter discussion and the forums to advise that this exact auction house bug, and many others, were reported in closed beta yet still made it to an open beta that PWE is making money on.

What impact this whole situation has on Neverwinter‘s ultimate success still has yet to be seen, but having your Cat market bubble burst like the housing bubble can’t be good in the long run.

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Blade Symphony Preview

Published by in Aion on May 20th, 2013 | Comments Off

Blade Symphony is Puny Human Games’ sword fighting game. Puny Human Games is probably best known by their previous name, Team Dystopia of the hit Half Life 2 mod Dystopia. Blade Symphony has been in development in one form or another since 2008. In 2011, Puny Human Games turned to Kickstarter to allow them to self-fund the game. Back in February of 2013, Blade Symphony began sending beta keys to their Kickstarter backers and on April 30th, entered Steam’s Early Access program for beta games. Blade Symphony is currently available for purchase on Steam for $14. 99 USD and will be priced at $19. 99 on release.

The game is still under intensive development, with the game undergoing some major balancing changes in response to the community’s recommendations. However, the game is currently in an extremely polished state. There are currently three characters with distinct fighting styles, four sword types, four duel maps, and two free for all maps. There are a variety of character and weapon customization options, but none of them affect the game’s balance as they are cosmetic only.

Phalanx is the high tech fencer who specializes in long ranged thrusts. Judgement is the armoured swordsman who could be easily mistaken for a tank based on how hard he hits, however such power comes at a cost of slow speed. Finally Ryoku is the masked acrobat who is designed out confuse and out-maneuver enemies with his capoeira and breakdancing inspired animations. I found the characters to be well balanced. Practically every player will find a character that will synergize well with his or her play style. However, Ryoku is still the target of heavy changes as developers are still not happy with the character.

Blade Symphony is a third person melee game. The gameplay reminds me of the first Bushido Blade on the original Playstation. Skillful gameplay is rewarded while random button mashers will get stomped on. Heavy, balanced, and fast are the three basic stances. Each character has a unique chain of moves that limit the amount of strikes that can be landed with Archeage beta account a single stance. However, attacks within stances can be chained together for longer, more devastating strikes. In addition, there are separate side sweeping attacks, air based attacks, charged based attacks with three separate tiers of power, grapple attacks, and thrown weapons. On the defensive side, players can parry attacks by attacking at the same time as their opponent or use their sword’s defensive ability. Each sword type has its own set of stats and unique defensive move.

I will admit that there is probably no word in the English language to describe how horrible I am at Blade Symphony. When trying to find words to describe my performance, words like atrocious, terrible, pathetic, and plain old bad comes to mind. Even then, I found myself having an incredible amount of fun playing Blade Symphony. I found the games mentally intensive and the learning curve to be steep. Over the course of many losses, I found myself creating a play style for myself and honing it in. Blade Symphony demands a lot of focus as one wrong move can result in a game-ending flurry of chained attacks. Currently, there is no training mode, so learning must be done through trial and error in the heat of the moment.

Free for all mode is fun, but Blade Symphony is at its best in 1v1 duels. Puny Human Games has a wonderful web based stat system that tracks player performance in duels, ranking players by skill, supposedly through the Glicko rating system. Duels are intense and are fought best out of three. Duel maps have three ongoing duel areas at all times and at certain angles, I could see other duels being fought through a window. I found the game did its best to try to pair duelists of similar skill levels, but since the community is so small right now, I often found myself being paired with much more skilled players at times and getting pummeled into the ground. The Blade Symphony community offset the sting of loss. Fights often begin with a polite bow and end with “nice fight” or some other polite compliment. Although the odd player with poor sportsmanship will always appear, I found the Blade Symphony community to be friendly in general.

Blade Symphony runs on the Source engine. The popular brown palettes are tossed aside for more intense colours. The maps are designed after popular fight locations inspired by films and television. Animations are excellent, with the acrobatic Ryoku’s moves easily stealing the show. Puny Human Games puts their previous Source engine experience to good use as the game runs smoothly while looking fantastic. Blade Symphony is also great to listen to, with an enjoyable soundtrack and excellent sound effects complimenting the visuals.

Blade Symphony is shaping up to be an excellent game. Combat is deep and intense. It is not a game for those not willing to experiment and learn the hard way as there is no solid tutorial or training mode to practice important skills. However, Blade Symphony is primed and ready to help expand the melee combat genre on the PC. The future looks sharp for Blade Symphony.

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Legend of Edda: Vengeance Open Beta Begins

Published by in Aion on May 18th, 2013 | Comments Off

GamesCampus has announced that Legend of Edda is returning with a new version, the Legend of Edda: Vengeance. Legend of Edda: Vengeance enters open beta on May 16th.

“Players of Legend of Edda have been faithfully waiting for the release of Vengeance. ” said Hubert Yee, Head of Marketing at GamesCampus. “The intense RVR, cute characters, and deadly moves will be a pleasure for players to execute. They will LOEV it! ”

Players new and old will get to explore brand new features of the game. Olympians and Titans can battle it out in Sacred Wars every hour to take charge of the sacred Relics, providing buffs to their entire realm. Watch the cherry blossoms, leaves, and Archeage beta account snow fall with the new weather system, providing different buffs each day, like increased upgrade rates, EXP rates, and more! Players can earn extra EXP while they relax and catch fish in town. The luckiest of anglers will find rare treasure boxes with special loot including the elusive fish mounts! Free supply packages with potions, power marbles, upgrade stones, and more are given every 5 levels to maximize momentum!

To celebrate Edda’s launch GamesCampus is holding multiple events to gear players up for the ensuing war. For the first hour players play each day during the $10K giveaway event, they will earn a ticket which can be found on the official event page. These tickets can be redeemed for entry in to raffles, with over $10k worth of prizes available. Prizes include a full gaming package with monitor, mouse, keyboard, and headset; 16GB ipad Mini Package; packages with hoodies, USB drives, mouse pads, key chains, and more! In addition to this huge event, players can also enjoy the OBT crafting event. Players can fish up Aqua Coins and earn Time Coins every hour. Aqua Coins can be used at the craft NPC for various items, including a 7-day Surfboard back piece, Frog Mask, and Fish Mounts. Time Coins can be used to craft functional items such as the Legend of Edda Cloak, OBT Hat, and 7-Day version of the Legend of Edda costume.

For those looking to support development, Special Veteran’s Packages will be available for the first 2 weeks of OBT in the cash shop, with special discounts available to players who spent in the original Legend of Edda US service. Each bundle contains a rare and exclusive Titan or Olympus God costume along with various helpful items.

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Chrono Tales 1. 39 Version Update

Published by in Aion on May 17th, 2013 | Comments Off

As reported last month, two new systems: Rune Words and Bounty Hunter will be added into Chrono Tales 1. 39 Version on May 22nd; also there will be adjustment of other systems and features.

Rune Words
After thousands of trials and failures, Forge Master Albert has finally acquired a long-lost forging skill – Rune Words. He can enchant the potential effects of the indecipherable words on runes and use special knives to carve sockets for these enchanted runes; When the runes are socketed as the formula requires, your equipment will acquire the epic power- the ancient Rune Words.

How? You need to find Forge Master Albert at Chroland Capital, and then talk with him and select ‘Rune Words’. After you decide which kind of Rune Words you want, click ‘Enchant Runes’ to start it. If your equipment doesn’t have the correct number of sockets, you need to reset the socket to meet the requirement in advanced too. Put the combinations of Runes in the correct order into the equipment with exactly that number of sockets and of the correct type. After embedded the runes correctly, your equipment will acquire extra powers that the Rune Words produced.

Bounty Hunter

PVE – Giant Thieves
At 00: 00 of every day, 6 Wanted Thieves will be listed in buy GW2 Gold the Wanted Panel. Based on the rarity, thieves are classified into 5 levels. The levels of thieves vary according to the levels of players. You need Arrest Warrants to arrest the thief. After the thief is arrested, he/she will drop rich loot to you. Blue and above thieves will drop appropriate medals. The higher the level of a player is, the bigger the chance to drop high level medals. Different medals can be exchanged into different treasures from Castellan and the emissaries at the center of Chroland Capital.

PVP – Bounty Notice
After reaching Level 31, you can click the button ‘Bounty Hunter’ under the mini map to open the wanted panel. You can post a Bounty Notice by clicking ‘Post Bounty Notices’ and then enter the wanted name and the reward. The notice will be displayed in the panel and last for 24 hours. It can be revoked too. Bounty Hunters can select ‘Arrest’, and then be teleported together with the wanted player into the battle arena. By defeating the wanted player, the bounty hunter will gain Prestige value as rewards. Once defeated, the wanted player’s poster will be shown at the ‘Apprehended’ interface. At the same time, the wanted player will be sent to the Dark Cage. He or she can only get out of there after collecting sufficient ores or being bailed with Diamonds

In addition, new world Boss, new regions and new instances, providing players with more daily quests with Coupon for free, are under development and are expected to be released in June.

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Star Wars: The Old Republic Column: SWTOR 2. 1: Color & Collection Chaos

Published by in Aion on May 16th, 2013 | Comments Off

Hoo-boy! BioWare deployed Game Update 2. 1: Customization yesterday and like just about anything else SWTOR, the update has already been fraught with controversy. Update 2. 1 is mainly a Cartel Market-focused update that adds the Cathar species, the ability to dye armor using consumable dye modules, for-pay new character customization options, and a Collections feature which enables players to spawn infinite numbers of Cartel Market (or other special) items on the character they were acquired on (for free) or account-wide (for cost).

Let’s start with the existing pre-patch controversy (yup! )#) though. Players have been concerned about the basic idea that the update would be focused almost exclusively on Cartel Market content. With updates coming to the game every six to eight weeks, I honestly wouldn’t fault anyone for being upset that an entire game update was dedicated to features that mostly required players to open up their wallets. Fortunately, BioWare has explained that another Game Update is scheduled for release shortly after the launch of 2. 1, and this update will be focused more on content or other systems unrelated to the Cartel Market.
In short: you won’t have to wait another six to eight weeks for more content, so crisis averted, I suppose!
Dyes
BioWare’s implementation of dyes in Star Wars: The Old Republic hasn’t been much of a hit with players so far. According to much of the feedback I’ve seen, and I’m mostly inclined to agree, the system is needlessly convoluted. Players can dye non-lore armor pieces on their primary and secondary color layers using consumable dye modules that can be acquired in a couple of different ways. The most basic way to acquire dyes is to buy Dye Kits on the Cartel Market, and these are essentially Cartel Packs that focus exclusively on dyes. By Dulfy’s current count, 25 of the 46 dyes found so far are available through these packs and the dyes you receive from these packs are random, though you do have a chance for some of the rarer, more coveted colors, such as black/black, white/white, and so on. A couple of dyes can also be purchased (for credits) from the Collector’s Edition and Security Key vendors and Artificers can craft a number of basic dyes as well as some rare dyes using schematics acquired through the Galactic Reputation system.
Players seem to be mostly unhappy with the current array of dye combinations that BioWare has provided, but more about the fact they need to rely on these combinations at all. This has mostly to do with the curious decision to use combination primary/secondary dyes for the lion’s share of the currently available options, while only making a small amount of colors available as primary/secondary only options. For example, if you want to dye something black and pink, it’s not currently possible to do so. Black, as far as I can tell, is only available in Black/Black combinations, and pink is only available in a Pink/Purple combination.

As i mentioned earlier, it’s a bit of a needlessly convoluted system. ArenaNet tackled this whole thing in a much more elegant manner with Guild Wars 2. Similar to SWTOR, players can acquire dyes through regular play methods or at random from shop packs, but the way to use and manage them in GW2 is far more intuitive. In Guild Wars 2, once a dye is consumed it is permanently added to your character’s dye palette and you can then go ahead and simply modify each piece of armor with whatever colors you have available through said palette. It’s simple and it works. BioWare can address the availability of primary and secondary colors and add new color combinations over time, but the system for actually using dyes is pointlessly frustrating.
Oh, and my fear of pink Jedi running around? That’s already happened, too. Blech! I love customization in games, but I’m always apprehensive of dye systems. Many players often use dyes just to create the most ridiculous combinations they can, and in a game like Star Wars: The Old Republic, it’s going to be even more of an eyesore to me. I’m sure this is unpopular, but I would have honestly been happy to just have certain color patterns available for different armor sets and to leave it at that. On the plus side, at least the lore armor is off-limits. There won’t be any players running around in purple/pink Revan armor, at least not yet.
Collections
I don’t know if i just didn’t read up enough about it or what, but I was equally caught off-guard along with the rest of the playerbase by the fact the new Collections feature would force me to pay to unlock acquired items account-wide. It’s true, you can freely spawn as many copies of an item you want on the character it was acquired on, but the usefulness of this is somewhat limited. For example, I was pleasantly surprised to find out that the color crystals found in Cartel Market packs can be duplicated freely. For someone who dual wields or wants to match colors with their companion, this is certainly a welcome addition. But if you want that cool speeder buy GW2 Gold you unlocked available on another character without purchasing it again, you’re going to have to pony up for an account-wide unlock to do so.
In many cases, it’s still a preferable alternative than trying to acquire the item again. The pod racer mount, for example, is available for 1800CC on the Cartel Market. It will only cost you 600CC to make that mount available account wide. If you want to have a pod racer on each of your characters, this is a much cheaper alternative. Fortunately, the costs to unlock many of these items account-wide appear to be pretty fair overall. Yet, this decision has definitely drawn the ire of many in the playerbase, and it doesn’t end there, either.

The real sticking point for most has to do with the way armor is duplicated. In order to be able to duplicate an armor set, players must acquire all pieces of that set. It is currently not possible for players to duplicate individual pieces. This is understandably annoying for players who like to mix and match looks and don’t necessarily acquire all items in a set. It’s also especially frustrating when it comes to sets that feature extremely rare pieces, such as the mask in the Revan’s armor set. Honestly? BioWare just dropped the ball on this bit and I expect a mea culpa to come shortly with a promise for a forthcoming change to the system to allow for the duplication of individual pieces.
Despite the controversy, I’m mostly pleasantly surprised with the Collections feature. Really just about anything you can get through the Cartel Market can be duplicated account-wide for a small fee and there are way more pros than cons to this system overall. Ideally, I’d love for the ability for subscribers to be able to duplicate these items at will on whichever character they want without having to pay for an account-wide unlock (a common suggestion), but it’s pretty easy to imagine how this would play out. Many players would drop $15 on a month’s subscription and duplicate everything they could want and be done with it in one shot. On the plus side, subscribers receive a stipend of Cartel Coins each month, and the costs on many of these account-wide unlocks would probably be covered or mostly covered by that stipend. Is it enough of a balance? I guess feelings on that will probably vary from player to player, but I’m generally pretty satisfied with the Collections feature other than the armor bungle.

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ChinaJoy 2013 Help to Boost Mobile Payment in China

Published by in Aion on May 15th, 2013 | Comments Off

Thanks to the maturing mobile Internet and the wide use of smart phones and tablets, mobile game has been enjoying a rapid growth. Figures indicate that the number of China’s mobile game players amounted to nearly 300 million by the end of 2012, and the market is expected to be worth over RMB 7 billion by the end of this year. Meanwhile, 43% of the players have either considered using or used mobile payment.

As the controversy over the mobile payment standards came to an end, the application of mobile payment in China is being accelerated. In 2012, multiple mobile payment applications were launched by banks, operators and third-party buy GW2 Gold payment institutions, indicating that mobile payment is ready to ramp up.

However, a contradictory fact is that the number of mobile payment users has not seen an explosive growth yet. Figures indicate that China’s mobile payment totaled RMB 151. 14 billion in 2012, a great leap from the previous year but still insignificant in the multi-trillion e-commerce market. In such a huge market, the promotion cost for mobile payment applications is set to increase. Therefore, the industry is in an urgent need to find a cost-effective and sustainable profit model.

As a professional exhibition platform boasting the most comprehensive business functions, the most diversified exhibitors with largest exhibition area and most professional visitors in Asia’s game industry, ChinaJoy B To B Area provides a professional platform for copyright trade, copyright cooperation, joint development and joint operation, equipped with an advanced online business matching system to facilitate online and offline business interaction between the exhibitors and trade visitors. It will provide multi-function one-stop business services for domestic and international companies with different needs, aiming to promote cooperation between domestic and international companies.

So far a number of e-payment companies have expressed interests in cooperating with game industry players at this year’s ChinaJoy. The direct communication between them is expected to lead to a great breakthrough in the e-payment industry.

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