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Sunday, July 20, 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!
Friday, July 11, 2014
Guy4game.co The golden age of hybrids
Talent possibilities exploded during The Burning Crusade. Ten more levels granted players ten more points to assign. Players could now combine abilities in ways that vanilla's trees had never allowed, opening up exciting new gameplay paths. Buy cheap wow gold & items from guy4game.co.
Players didn't choose a specialization like they do today. Instead, they assigned points to three different "trees." Each tree represented a spec, but each also had talents that helped the other two specs as well. So players could pick and choose just how far down they wanted to go in a given tree, and thus how much to commit their character to one spec. "Hybrid" builds were not ideal from a min/max perspective, but they were popular. And TBC was the golden age of such builds.
For example, paladins could combine some of retribution's DPS talents with the holy tree's Holy Shock to create a "Shockadin" build. (cheap wow gold sale The build allowed a ranged DPS spec for paladins. It wasn't great for endgame dungeons or raiding, but it was fun to play for questing and PvP.
"Swift Moonkins" could opt for a more resto-heavy build that gave them access to Nature's Swiftness for instant nukes and more healing capabilities, at the cost of their Force of Nature summon spell.
To create such a build, you had to sacrifice acquiring the top-end talents, which were most often powerful new spells. In many cases, however, those 41-point talents were not so amazing that you couldn't live without them. The versatility often made up for the lack of a spec's ultimate spell.
Article Source: www.guy4game.co
Email:sales@guy4game.co
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
Wednesday, June 25, 2014
FIFA 14 review: fifaservice
Apparently following an "if it ain't broke, don't fix it" methodology, the FIFA team hasn't introduced any large, game-changing features this year. Heading
into the next console generation, this is very much a "tune-up" year in regards to FIFA 14, and for good reason: It's pretty hard to top EA Canada's efforts
with the FIFA series in recent years. Each iteration of the soccer sim has gradually tapered off its impactful improvements, with the introduction of physics
in FIFA 12 and then First Touch Control in FIFA 13.fifaservice.net
Continuing the trend, the biggest on-field changes in FIFA 14 revolve around one of the first things players will notice: The game feels a bit slower. The
fact is, the game's actual speed may not be any slower than before, but the continual tweaking of passing and dribbling mechanics has lead to FIFA 14
becoming a much more methodical game than before. Your team's progressions seem to take a little longer since the defense plays your attackers tighter,
resulting in passing lanes that are a tad harder to find. The dribbling mechanics added in FIFA 13 have been altered – no longer requiring players to hold
the left trigger – and effectively performing some of the fun combinations from last year is more difficult and confusing now.
FIFA 14 (6/6/13)guy4game.org
The left trigger is now used mostly for protecting the ball from defenders. Holding the trigger causes your player to shield the ball, a strategy that seems
especially effective along the wings, yet otherwise ineffective against even a mediocre defense. Still, it causes your player to slow down and wait for
teammates to better position themselves to receive a pass, which also happened much slower than I would like. When sprinting, the ball gets knocked a little
further away than it did a year ago, lending more vulnerability to faster styles of play, especially when considering tweaks made to First Touch Control.
fifa14service.com
Introduced last year, First Touch Control causes more unpredictability in the ball's movements, and this year it's more sensitive to less skillful athletes.
This causes a much clearer differentiation in how teams play and how players effectively move the ball around the pitch. While I can't necessarily say that
Lionel Messi or Christiano Ronaldo feel different from one another, they certainly perform better than a no-name player from some two-star Chilean club. The
former two superstars might be able to get away with sprinting around the field a little and still avoid confrontation, but with the majority of teams you'll
need to employ a slower, more tactical strategy, as less skilled athletes are more likely to lose control of the ball.
gameusd.net
If EA Canada's goal is to eradicate the arguably cheap "sprint and through pass" tactic employed by some in the past, they've done an admirable job in doing
so with the game's AI alone. In the mid-to-high difficulty levels, the opposition snuffs out passes and makes tackles with ease, and then knocks the ball
around your challenges when on the attack. It seemed as if opponents, regardless of their supposed skill level, navigated the field and the openings in my
defense much easier than my team could. Additionally, don't bother trying to tackle a CPU-controlled player that is sprinting along the sideline while
shielding the ball; it seems downright impossible to get the ball away from them until they're already in the box and approaching the net. The saving grace
here is that slide tackling is more viable this year and no longer a guaranteed penalty, thanks in part to a slightly cleaned-up physics engine that doesn't
have players falling over one other as much.
UK charts: FIFA 14 on top again, a look back at a momentous year
2013 began with FIFA 13 leading the UK charts, and it ends with FIFA 14 crowned No. 1 for the second week in a row. The smart money is on EA Sports' MVP
making it a hat-trick next week; the opening week's charts for each of the last three years has had a FIFA at the top.
Rather than focusing on a top ten that's so static you'd think it'd just stuffed its face with Christmas dinner, let's look back through the rear view mirror
of statistics at what's been a momentous year of UK charts-ery. We've had two console launches in the space of two weeks, an absolute ton of games, and as
ever plenty of Call of FIFA in the charts.
24 different games topped the UK charts in 2013, including one-week wonders like Ni no Kuni, Resident Evil: Revelations, Aliens: Colonial Marines, and
Payday 2.fifa15guide.com
The Last of Us spent the most time at the UK's peak, earning six successive weeks as the numero uno in the summer. Pats on the back to FIFA 14 and Call
of Duty: Ghosts for each racking five weeks in total, and to four-in-a-row hit Saints Row 4.
Talking of successive No. 1s, six games kept top spot for three weeks running or more: BioShock Infinite, Dead Island: Riptide, The Last of Us,
Minecraft: Xbox 360 Edition, Saints Row 4, and Call of Duty: Ghosts.
While Minecraft: Xbox 360 Edition did eventually rack up a run at No. 1, it took a good long while to get there. 4J Studios' port spent four weeks in The
Last of Us' shadow, before finally taking over the No. 1 spot in its fifth week at retail.
Grand Theft Auto 5 became the UK's fastest-selling game ever when it launched in September, running off with a staggering 2.25 million sales or so in its
first week.
No surprises that FIFA 13 stayed in the top ten the longest: It dropped out just before FIFA 14 arrived, making it 37 successive weeks in the top ten
across 2013, and 51 in total since its release in September 2012. Special mentions go to Tomb Raider, which departed the top ten after an impressive 25
weeks, and to Minecraft: Xbox 360 Edition, which was only pushed out on the week the Xbox One launched, some 22 weeks after release.
Some things will never change: Between them, the Call of Duty and FIFA series led the UK charts for a quarter of 2013, including 8 weeks at the end of
the year. Keep on shooting and kicking stuff, UK!
fifaservice.net
Top 10 UK Software Sales (All Formats); week ending December 28
FIFA 14
Call of Duty: Ghosts
Assassin's Creed 4: Black Flag
Battlefield 4
Grand Theft Auto 5
Need for Speed: Rivals
Lego Marvel Super Heroes
Just Dance 2014
Minecraft: Xbox 360 Edition
Gran Turismo 6
2014 FIFA World Cup Brazil review: Qualifier | fifaservice
The FIFA World Cup is one of the grandest, most cherished sporting events in the world. The quadrennial competition pits teams of the best soccer players on
the planet against one another, each representing dozens of nations (hundreds in the qualifying stages). To do the competition justice, a video game would
need to elicit how special the World Cup is, especially to nations that hold the sport closer to their hearts (I'm looking at you, everyone but the United
States).
Purely by virtue of existing as a stand-alone product, you'd think 2014 FIFA World Cup Brazil would drive home the event's importance as its own entity
outside of soccer. However, EA Sports seemingly spent more time trying to convince us that 2014 FIFA World Cup Brazil is worthy of being its own $60 retail
game than delivering enough to separate it from the main series in a truly meaningful way.
2014 FIFA World Cup Brazil's striking visual style immediately denotes how it differs from FIFA 14. It carries the same menu and layout format as last year's
primary FIFA game, but its clean lines and white backdrops are replaced with colorful paint splatters and strokes to give every element of the game an
uneven, worldly feel. That vibe carries through the game's pinpoint commentary as well as the frequent cuts to your team's manager and fans during games.
Likewise, though EA Sports opted for Xbox 360 and PS3 instead of their next-gen counterparts, the stadiums hosting the World Cup this year are shown in
fantastic detail. From a purely visual standpoint, the game celebrates the World Cup in a magnificent manner.
gameusd.net
If only World Cup Brazil's merits rested on its graphics. On the field, it's nearly identical to the Xbox 360 and PS3 versions of FIFA 14, save for a few
differences. While the last-gen versions of FIFA 14 felt somewhat slow, and passes seemed a bit vulnerable (read our review here), World Cup Brazil seems
faster by comparison. In a way, the juiced-up athletes feel a touch smarter and more capable overall than in FIFA 14, and they probably should, given that
World Cup Brazil comprises international squads only. Still, it's a small change that, even in addition to tweaked penalty kicks and new over-the-back header
animation, doesn't feel substantially different than FIFA 14. This isn't to say that World Cup Brazil is unsatisfactory – just like FIFA 14, it doesn't have
many honest flaws in the actual flow of the game.
fifaservice.net
Monday, June 16, 2014
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