Keep Getting Greener wow gold
edithdimo | 02 Mart, 2010 09:38
Keep Getting Greener wow gold
On Friday, the NPD Group released its extended top 20 all-format console game chart for U.S. retail in January 2010. As noted previously, the list is interesting for the appearance of several new properties. In particular, THQ's Darksiders appeared on the list for dimobiggest both the Xbox 360 (#10 with 171,000 units) and the PlayStation 3 (#14 with around 137,000 units, according to Doug Creutz of Cowen & Company). Sony's new PS3-exclusive shooter, MAG, placed #13, and below that at #17 was the Xbox 360 version of Platinum Games' Bayonetta with just over 100,000 units. (According to Wedbush's Michael Pachter, only 18 titles sold more than 100,000 units in January 2010.) Moreover, Ubisoft's Just Dance for the Wii is a new property, launched in November 2009, that made a strong showing in both December and again in January (#9 with 192,000 units).
This is a comparatively bad idea wow gold until you get to level 64 and finally obtain your
wow gold spec's primary spell, Arcane Blast. When I die, I will ask Jesus why Blizzard refuses to make this spell available earlier to the spec that relies upon it. Then the good lord will look down upon me and say, "LTP nub." But barring divine wisdom (or a blue post) bestowing upon me the answer, I suppose I will have to settle for my current state of perpetual bafflement.
It's not that arcane mage leveling is terrible, just that
wow gold you'll have an infinitely easier time of it if you spec frost or fire instead. Arcane's best spells don't come until much later in the game. Does 60+ levels of using untalented Fireball/Frostbolt as your primary DPS spell sound good to you? No? That's cool, you can always spam Arcane Missiles I guess. Because until you hit level 60 and can finally take Arcane Barrage, that's your sole tree-specific damage spell. Have fun with that.
Arcane leveling can be done, but it's simply not a lot of fun for the majority of the game. Switch to it at level 64, though, and you'll have a great time from Outland through Northrend. If you insist upon doing it, then talent your way down the arcane tree first, because you'll want Arcane Barrage as soon as possible, and make certain you fully talent into Arcane Stability right away. You'll want to make sure your Arcane Missiles are uninterruptible ASAP. Prismatic Cloak is another must-have leveling talent. Nothing saves a mage's life like instant Invisibility.
I've recently written an entire series
wow gold on mage leveling, so visit that if you want a more comprehensive guide.
Arcane's max DPS rotation is actually pretty simple: spam Arcane Blast forever. This will kill everything. Unfortunately, it will also kill your mana pool. It's an unsustainable rotation.
Your actual rotation should look
wow gold like this: Arcane Blast x 4-->Missile Barrage+Arcane Missiles-->repeat. Missile Barrage is the key here. If it doesn't proc after 4 Arcane Blasts, you have a choice. You can either get rid of the stack with an Arcane Barrage (also the best choice if you need to move), or cast another Arcane Blast in the hopes of finally proccing Missile Barrage. This can be rough on your mana pool, so you have to choose judiciously based on the current state of your mana and the time left in the encounter.
Use Arcane Power, Icy Veins, and Presence of Mind pretty much every time they're up, and when you run out of
wow gold mana (which shouldn't be happening very often, if you're being conservative about your Arcane Blast spam and Missile Barrage is proccing at a reasonable rate) Evocate. In fact, if you can, it can pay to time an Evocation along with Icy Veins or a Bloodlust pop by the Shaman.
For AoE: Arcane AoE sucks. I'm not saying, I'm just saying. Your best AoE spell is Arcane Explosion, which requires you to A.) be in the middle of lots of things
wow gold that like to eat mages, and B.) burn through mana like nobody's business. You're better off standing at range and spamming Blizzard, to be honest. Your AoE DPS is going to suck, but nobody much cares about that. Or at least, nobody who isn't a douche cares about that.
We should see more new titles like these in the coming months, along with several sequels, that were pushed out of the last quarter of 2009 to avoid competing with Call of Duty: Modern Warfare 2 from Activision-Blizzard. However, we think that the more telling trend visible in the January 2010 all-format chart is the apparent establishment of New Super Mario Bros. Wii as yet another evergreen title from Nintendo.
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Kotick Talks Passion For Industry wow gold
edithdimo | 02 Mart, 2010 09:38
Kotick Talks Passion For Industry wow gold
Activision Blizzard CEO Bobby Kotick has developed something of a reputation as the industry's newest big, bad executive -- but he says he's always felt like more of a rebel on board the Millennium Falcon. And yet, "suddenly I wake up and I'm on board the Death Star," he joked. In fact, as part of Kotick's dimobiggest whimsical, personal keynote at this year's DICE Summit, he mounted a defense of his alleged Machiavellian ways -- he says that keeping passion in game development is something that's important to him. He also announced a $500,000 independent video game competition for small indie developers working with new platforms. Kotick joined Mediagenic 20 years ago, after paying over $400,000 for 25% of a bankrupt company that wasn't even yet called Activision. He did this, he says, because he loved the earlier Activision games, from KaBoom! through the Infocom titles, and liked the heritage of the company's founding -- that "developers get to make the games they want to make." Kotick is himself a former developer, he reminds -- he created Apple II games for companies like EA starting in 1983, and "the idea that we could restore Activision" was really appealing to him. He said pointedly of taking over Activision in 1990: "These were properties that I really had a great affection for… [and there was a] great amount of opportunity, both financially and creatively." The exec also revealed that in 1987, he tried to buy Commodore in association with a hedge fund partner. He believed that taking the Amiga 500 and removing the keyboard and mouse would create a dedicated video game console that "would have eclipsed anything being sold at the time" -- even Nintendo's NES. Although it didn't work out, it made Kotick passionate about building a video game company.
In world of Dungeon wow gold Finder PUGs with overgeared
wow gold groupmates, when is enough DPS "enough"?
Sehvekah: Maybe I'm just weird, but I *like* topping the meters by (sometimes well) more than 1k DPS with everyone
wow gold else doing 1.5k-2k. Yes, it's an ego thing, but not like your knee-jerk reaction would indicate. See, when I'm in a group where *everyone* (including the tank and "healer") is doing 2.5k-5k+, I get my emblems, it's quick, sometimes I get an achievement -- but I never feel like I really *did* anything. Sure, nobody died, but even with emblems or the odd bit of loot from the IC five-mans, I walk away wondering what the point was.
When I'm blowing up the meters with a group of more-or-less fresh 80s, though, it really
wow gold feels like I'm *doing* something. I know I'm helping the tank hold aggro via glyphed TotT+FoK combo. I'm keeping the healer in mana by making things die faster before they cause too many problems. I'm helping the other DPSs by making their run that extra bit faster. Everyone (is) getting their emblems and sometimes upgrades from drops, there's the odd achievement, and damn it, the slower run makes it feel more like *something actually happened* beyond my getting two EoF for T10 and a few EoTs closer to kitting my 'lock out in heirlooms.
And that's without mentioning the fact that
wow gold these groups often have actual *conversations* and sometimes the awe of those new to the game, experiencing these "tired old dungeons" for the first time. Hell, it even gives me time to slow down a bit and actually *look* at the places I've been running though. So many times I've run Old Kingdom without paying attention to anything more than the loot pinatas scattered throughout, and that was really stupid on my part. A lot of these places are really awesome and deserve to be savored, rather than rushed through.
So to all the newbs, thank you. You're making my playtime that much
wow gold more fun, so I'll do my part to help you get the loot you need in return. To those who think recount/DPS means everything, go eat s*$@.
Where do you stand on DPS
wow gold thresholds? Do you believe that too much DPS is never enough?
The Activision boss also talked about his love of the early game industry from the perspective of a player. That love, he said, underpinned his two-decade career at Activision. Now, as the company has grown, he "can't really get too involved" in individual games, he says, because he needs he game creators to have ultimate control. But, on the other hand: "When you're 50,000 feet above what's going on... you get insulated from that creative passion," he adds. In fact, Kotick says not being engaged with the creators on that level has cost him and the shareholders lots of opportunities. For example, Kotick recalls the sale of Maxis; although Sim City 2000 was the big company focus, Will Wright was quietly at work on Jefferson, which eventually became The Sims. The Activision execs never went to look at it, and ultimately passed on the deal. Kotick's also made another significant miss: choosing the wrong acquisition among the Guitar Hero co-creators. "We knew about Harmonix... [who had] lots of good ideas, but nothing that was really commercially viable," he said. Activision instead acquired RedOctane in 2006. According to Kotick, Activision believed if they gave the franchise's development to Neversoft, great games would result. But he said that if they had also gone to Boston to talk to Harmonix, things might have turned out differently, and "it would probably be a profitable opportunity for both of us."
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There's Cheese in Your Game! wow gold
edithdimo | 02 Mart, 2010 09:38
There's Cheese in Your Game! wow gold
I was lucky enough to attend the Austin Game Developers' Conference in 2007 (before it was inexplicably renamed "GDC Online" - what's up with that?), where I attended Mike Morhaime's keynote address. Near the end of his talk he mentioned how important it was to eliminate "cheese" from the game. "If there’s a most efficient way to play the game that will get you accomplishments faster, that’s what people will do, even if it’s boring and tedious. They’ll do it and think your game is boring and tedious and not fun –- try to eliminate those." I've run into a couple of instances of people talking about "cheese" that they've dimobiggest experienced recently. On one of my favorite podcasts, the Giant Bombcast, during their 2009 Game of the Year deliberations, Jeff Gerstmann complained long and hard about the gargoyles in Batman: Arkham Asylum. His complaint boiled down to this: he could beat all of the stealth areas by jumping onto a gargoyle, waiting for one of the enemies to walk under it, then hanging down and tying that enemy up. He would then move to another gargoyle and do that again until he had taken out all of the enemies and beaten the area without ever taking a hit from any of the enemies. (Of course he had to wait minutes at a time sometimes for the enemies to pass under him, so it could be extremely boring to play this way; but that didn't seem to deter him from this strategy, since it had guaranteed success and zero risk.) On another podcast, Idle Thumbs (in episode #7 I believe), Jake Rodkin of Telltale Games told of a time when he and his friends had just failed repeatedly to beat a Left 4 Dead Expert-mode campaign. They were commisserating about how hard the game was when a programmer walked in on the conversation and said "Left 4 Dead? Man that's a great game but it's so EASY, even on Expert!" Turns out this guy had realized that no matter how many zombies were around, if you just backed into a corner and used the right-click melee knock-back ability with the perfect timing, you could always knock back zombies before they did damage to you, while still shooting (between each push) to do damage to them. "Man, that game would be fun - I hope they patch that out," he said, "because otherwise the game's just too easy!"
Some teenagers wouldn't dream of playing a video game like WoW with their parents. Others enjoy wow gold being able to share an enjoyable pastime. And some
wow gold players discover that what they consider to be an appropriate level of familial togetherness changes as they get older.
Marita: When I was a teenager (now 24), I too thought the line was too thin and
wow gold preferred to have my parents away from my internet time. (No porn sessions or anything like that in my leisure time, just having fun.) But it turned out bad. Why? Because now they don't understand, want or respect anything I like/do that they don't know something about.
In this guide, it is a game the parent plays, but what about an activity the parent knows nothing about? Should they
wow gold forbid it and then ask? Or ask and then forbid? Neither.
Looking back, it would have been better to have them there with me, not always but on a regular basis. Because now they would understand me better, judge me less, and
wow gold be better parents, because they would have learned to be better parents, and to understand the world as it is today, and to respect me more in this context.
Maybe in Europe it's different (I'm from South America), yes, but they have more lonely people, thousands of lonely elders, people dying alone and found months later. I don't think that
wow gold kind of detachment is good. I don't think legal soft porn is good either!
Too much freedom gives nice opportunities to grow up, yes, but is that really the best? At 15 I would have said "yes." Now I know the gap is too big. And I regret it.
What a wistful reminiscence from a grown gamer. My own family plays some half dozen or more games separately, together, in all different combinations -- teenagers
wow gold included (or not included, as the particular case may be.) What about you? Do you play WoW with your family?
Like Rats in a Maze
So what is cheese? Well, think of both of these games as a possibility space - which is fundamentally what a game is, and what any game can be understood as. In the Batman example, the possibility space I'm talking about is driven by decisions like "Am I going to hide up on a gargoyle? Am I going to drop down and kick that thug in the face? Or am I going to wait until his friend isn't quite so close to him?" In the L4D example I'm talking about a possibility space driven by decisions like "am I going to stand out here in the open, or back into the corner? Am I going to fire right now? Or do a push-back? Or start reloading my weapon?" So both of these are - or should be - very interesting possibility spaces... meaning that the decisions on how we navigate through them should be interesting, meaning that (by Sid Meier's possibly-misquoted but probably-true-anyway definition), we have achieved Good Gameplay! And the reason it's good gameplay is because the player is going to jump into this possibility space, try various decisions at various times in various orders - in order to get to the "I win" node of the possibility space... which is always the player's goal. The player is constantly defining and honing their strategy for what decisions to make when, trying to figure out the best way to navigate the possibility space. Now, in any such possibility space, the player IS eventually going to find the "optimal path" through your possibility space: the perfect strategy of what to do in any given situation, which will always eventually lead them to the "I win" state. When this happens, the player has mastered your game; and although you can extend your game's lifespan with various tricks, sooner or later the player is going to get burned out, get bored with your game, and move on. They have solved the puzzle you created for them, and it's only fun to play with a system that you've fully mastered for a while. Though some games like Tetris and chess have a profoundly rich and complex possibility space which are extremely difficult to master (and perhaps there is such a thing as a game that can never be fully mastered, at least not in one human lifetime), I think that it should generally be regarded as an inevitable part of your game's "life cycle" that the player will eventually master it and get bored. The problem occurs when the player finds a "degenerate strategy." The book Half-Real defines this as "a way of playing a game that takes advantage of a weakness in the game design, so that the play strategy guarantees success." Personally I believe that there will always be at least one strategy that "guarantees success"; degenerate strategies are specifically ones that are simply much, much simpler than what the designer intended, and/or so simple as to make the game much less interesting to play than it should be.
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What Players Want wow power leveling
edithdimo | 02 Mart, 2010 09:37
What Players Want wow power leveling
I was recently asked to investigate the merits of immersive UI for the potential inclusion in future DICE products. Traditional HUDs live under constant scrutiny in ongoing efforts to make the UI as transparent as possible, allowing the player to immerse themselves into the game. DICE had already made bold moves into the territory but it's a risky and dimobiggest difficult endeavor, and seldom 100 percent successful. UI is one of the areas where great progress can still be made. My mission included understanding what "putting the interface in the game world" really meant. The easiest way to describe it to someone is to say "like they did in Far Cry 2" -- but what is it really and how can it be utilized? You can read the analysis of several games and my subsequent final conclusion in the article below.
Readers have been captivated by "Invincible," the sweeping wow power leveling new musical piece released by Blizzard
wow power leveling recalling the leitmotif of the Wrath of the Lich King trailer.
Kael: Oh man. I really didn't expect it, and this never happens, but that was actually very moving. I got choked up listening to that. It's incredible; I can't wait to listen to it again. That song is the pinnacle of video game
wow power leveling music in my book. Wow. Simply astonishing.
Frank: /agreed! I was surprised to find myself getting choked up, too, which is even more amazing because I have (of course) NO clue what they are singing or the context for the music. A piece of music worth an epic event, for sure. Behold the power of music! Hats off to all responsible for this one.
Killchrono: Leitmotifs are my favourite
wow power leveling musical convention, especially when used in media like games, movies or shows. You know a song has great power when it becomes synonymous with a character, an emotion or even an entire franchise. Think Darth Vader with the "Imperial March," or the main Star Wars theme.
I got shivers hearing the "Arthas, My Son" leitmotif in this song. It convinces me that this'll be the song that plays during the
wow power leveling epic finish, perhaps when Arthas takes his dying breath. It's so sad and moving that it's making me wonder whether Arthas feels the last tinge of humanity in his heart as he dies. Regardless, this song would be an amazing piece to see off one of Warcraft's most influential characters.
Brett: There were excerpts of this in the 3.3 trailer, when the ghosts appear around Arthas while Terenas is talking to him. Such a heartbreaking and evocative piece of music.
Naraxis: Wow, just wow. I have never heard anything that beautiful in my whole life, was absolutely amazing. Before, my motivation for getting to the Lich King to
wow power leveling kill him was so I could hack off a piece of his throne for Shadowmourne, but now my motivation for getting to him is to hear that song.
At our house, game soundtracks (including WoW) are a regular part of the mix of our daily music. While my son
wow power leveling sometimes queues up a more pumping rhythm when he PvPs, we otherwise all seem to prefer keeping our game sounds on so we can soak up the atmospherics. (Except for Molten Core, back in the day. I think I would have had a seizure listening to that for very long. /twitch) Do you ever listen to the WoW soundtrack or music outside of the game? Do you keep the sound on while you play?
Terminology
Before reading further in this article there is some terminology you need to be familiar with. Diegetic: Interface that is included in the game world -- i.e., it can be seen and heard by the game characters. Example: the holographic interface in Dead Space. Non-diegetic: Interface that is rendered outside the game world, only visible and audible to the players in the real world. Example: most classic heads-up display (HUD) elements. Spatial: UI elements presented in the game's 3D space with or without being an entity of the actual game world (diegetic or non-diegetic). The character outlines in Left 4 Dead are an example of non-diegetic spatial UI. Meta: Representations can exist in the game world, but aren't necessarily visualized spatially for the player; these are meta representations. The most apparent example is effects rendered on the screen, such as blood spatter on the camera to indicate damage.
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NetEase's WoW Chief Resigns wow power leveling
edithdimo | 02 Mart, 2010 09:37
NetEase's WoW Chief Resigns wow power leveling
Online game operator NetEase, which has faced a number of issues running World of Warcraft in China due to issues with local government agencies, revealed that its WoW director Li Riqiang has resigned. He joined the company in 2003 and led its marketing department. NetEase announced dimobiggest the project chief's departure in a formal, written statement sent to the press but did not detail for his replacement, according to a report from local financial newspaper National Business Daily translated by China-focused research firm JLM Pacific Epoch. A representative added that the operator also had no plans to appoint another employee who would be responsible for speaking to the press. Since taking over WoW in June 2009 from former operator The9 as part of a new deal with Activision Blizzard, NetEase has faced a number of challenges launching the MMORPG. Transferring the title to its servers required two months of downtime and an extended closed beta, which analysts say costed the company a significant amount to sustain without player revenue. The operator then fell into more trouble when China's General Administration of Press and Publication (GAPP) ordered to take WoW offline and refuse new account registrations due to "gross violations" of regulations. With the Ministry of Culture's (MOC) blessing to run the game, NetEase refused GAPP's request. MOC followed up that refusal by holding a press conference chastising GAPP.
How many WoW players does it take to change a lightbulb?
Last week's bizarre e-mail of the wow power leveling week kicked off a whole new meme: how many X
wow power leveling does it take to change a light bulb?
Clydtsdk-Rivendare: How many Soviet Russians does it take to
wow power leveling change a lightbulb? Doesn't matter, the lightbulbs change them.
How many Titans does it take to change a light bulb? Two: one to change it and one to clear out an Old God infestation a few thousand years later.
How many WoW players does it take to change
wow power leveling a light bulb? 1,002: one to actually change it, and one to berate the first thousand others for not having the 5k GearScore necessary to change his light bulb.
How many Kael'thas jokes does it take to change a light bulb? It depends if the burnt-out bulb was merely a setback
wow power leveling or a stepping stone to a much greater plan.
How many raiders does it take to change a light bulb? Three: one huntard to shoot (and thus break) the old bulb, one to replace it, and one to ninja all the epics found on the broken bulb's corpse.
How many Gnomes does it take to change a light
wow power leveling bulb? Ten: Nine to stand on each other's shoulders and one to replace it.
How many light bulb jokes does it take to change a light bulb? *asplodes*
Hey, Clydtsdk-Rivendare -- get back
wow power leveling here and sweep up these broken pieces, eh?
Despite the public power struggle over China's burgeoning online games business, both government bodies eventually settled their differences last month and reportedly decided on a punishment and fine for NetEase, allowing the company to continue operating World of Warcraft. Riqiang's resignation follows just a couple weeks after NetEase temporarily suspended new user registrations, a move likely designed to appease GAPP, which announced shortly afterward that it would accept the company's license reapplication for the operation of The Burning Crusade, World of Warcraft's first expansion pack, in China.
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GDC 2010 Deadline Nears wow power leveling
edithdimo | 02 Mart, 2010 09:36
GDC 2010 Deadline Nears wow power leveling
As Game Developers Conference 2010's online pre-registration nears its end, GDC organizers are highlighting talks on Borderlands, Mass Effect 2, and Unreal Engine 3's iPhone port, among others. The conference, taking place from March 9th-13th at the Moscone dimobiggest Center in San Francisco, is closing its discounted pre-show registration at 1pm PT on Thursday, March 4th. With nine notable Summits - spanning iPhone, social/online gaming, indie, GamesBeat@GDC and beyond -- and multiple tutorials on Tuesday 9th and Wednesday 10th, followed by three days of Main Conference content from Thursday 11th through Saturday 13th, there are now more than 450 sessions in total. The final set of highlighted sessions, including recently announced lectures and relatively unpublicized talks, include the following notables:
- In 'Where Did My Inventory Go? Refining Gameplay in Mass Effect 2', BioWare's lead gameplay designer Christina Norman "will discuss how a small vision shift lead to radical design changes in Mass Effect 2’s combat gameplay and RPG systems. Lessons learned will be presented, including the challenge of communicating gameplay changes to the existing player community."
- The audio track now includes a Rock Band Network postmortem, with Harmonix's Matthew Nordhaus and Caleb Epps discussing the creation of the still-in-Beta system which allows any musician to record and then sell their music in the Rock Band franchise, thanks to a complex user-created content pipeline.
- In the amusingly named 'Borderlands and the 11th Hour Art Style Change. Or: Kids, Don’t Try this at Home!', Gearbox's Randy Pitchford and Brian Martel will discuss, regarding the 'first successful shooter-looter', why "the company made the decision to change the art style of the game... not in the concept phase, not in preproduction, not at the midpoint, but three quarters of the way through development" -- and how the change was marshaled through.
- An iPhone Games Summit lecture called 'Bringing UE3 to Apple's iPhone Platform' sees Epic Games' Josh Adams discussing "the methods Epic used to bring a large-scale game engine over to a mobile device in only a few months time. Important points include what we had to change in Unreal Engine 3 to target the iPhone, what we were able to leverage directly, and what features we cut to overcome limitations of the hardware."
- Several signature GDC microlecture and rant sessions round off this year's show, including Uncharted 2's Richard Lemarchand leading the second GDC Microtalks session, with CMU's Jesse Schell and Denki's Gary Penn; The Indie Game Maker Rant at the Indie Games Summit, including Captain Forever's Jarrad Woods and Thatgamecompany's Robin Hunicke; and the Game Design Challenge, this year including Portal's Kim Swift and Flower's Jenova Chen and focusing on 'real-life permadeath'.
Blizzard quite clearly believes that players wow power leveling should not be skipping through heroic instance bosses to get to the
wow power leveling last boss ... But do the players?
Qot: I'm wondering if there might be a role division on this topic. If you're DPS, you spent 15 minutes in the queue. Spending 10 extra minutes clearing trash and doing the optional bosses isn't awful and bumps up your badges/hour. If you're tank/heals, you spent a minute or less in the queue. In the 10 extra minutes on optionals, you could've finished this dungeon, gotten your two completion badges and be half way through a Nex or DTK random.
Gamer am I: It's sad that heroics have become so easy
wow power leveling that people feel entitled to skip to the last boss. I think that's one of the new emblem system's failures: giving people raid-quality gear without giving them the content to use it in. As such, they get bored with heroics but don't run anything other than them, so they just want to get them over with quickly.
Docp: I think the problem is, is that people are being forced to do something they don't like
wow power leveling in order to achieve in another aspect of the game. I think giving Frost as an incentive was a mistake; it should have just been two extra Triumphs and left at that. This way, you'd only have people who actually want to run heroics going. I'd rather have longer queues than be forced to team with grumpy people who really don't want to be there.
uncaringbear: @Docp I think you have a legitimate point there. The original idea of rewarding Frost emblems in heroics was to give incentive to high-end players to
wow power leveling participate in heroics and help newer/less-geared players progress through heroics and build up their emblems. Instead, what has happened is that heroics have now become a farming ground for the high-end players who have no desire at all to run them, except to get the two Frost emblems. Many players who genuinely need to run the heroics end up being abused and criticized by the raiders for wearing level-appropriate gear and making honest mistakes.
When you force people to play a part of the game that they don't want to play, this is bound to happen. And yes, these raiders can opt to not run heroics -- but for them, that is not a choice they would ever make for fear of falling behind in progression.
Here is a suggestion: Remove the Frost emblems from
wow power leveling the random heroics. This will ensure that the people who run the heroics are the ones who really need to run them. As an alternative, make a series of daily quests that need to be completed that will reward a total of two Frost emblems. One of the quests can be a group quest. The people who want the Frost emblems can get it on their own time without making others miserable.
Are you a speed-runner, or do you like to savor your heroics? Do you think removing
wow power leveling Frost emblems from the daily heroic would help alleviate the teeth-grinding, "let's get this over with" attitude of some players?
Other recently confirmed GDC 2010 talks include Civilization V and Chris Hecker lectures, plus Blizzard design, Shadow Complex and PS3 Motion Controller talks. Other notable talks have been announced on Deus Ex 3's "cyberpunk renaissance" look, Silent Hill producer Akira Yamaoka's ethos, and Batman: Arkham Asylum's art direction. Organizers also detailed a talk by Metroid creator Yoshio Sakamoto, confirmations of Peter Molyneux and Pixar lectures, and a keynote from game design legend Sid Meier (Civilization). More information about GDC 2010 -- run by this website's parent firm -- is available on the official Game Developers Conference weblog, and the GDC Schedule Builder has a complete list of lectures for the event. Regular discounted online registration for GDC 2010 is only available until Thursday, March 4 at 1pm PT.
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Tebrikler!
edithdimo | 02 Mart, 2010 09:36
Yeni Bloğunuz açıldı, bu yazıyı kontrol panelinizden kaldırabilirsiniz. Aktif blog yazarları arasında görünmek için hemen yazmaya başlayabilirsiniz.