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Tuesday, July 22, 2014
One Month into WildStar
We're now one month out from the launch of WildStar – it seems like a good time to look back on our first month of being a Real Game. When you put as much blood, sweat, and tears into a game like this, you hope that when it's out in the public that it's well received. We've been fortunate enough to experience just that – fan response and buzz has been phenomenal, reviews and press coverage has been great, and the number of players rushing to get into Nexus has been strong. So strong, in fact, that we've had the need to add new servers to keep up with the demand and stabilize queue times.
Pulling off a smooth MMO launch is no easy task, but our dedicated team here has managed to make WildStar's launch month relatively painless, and I'm very proud of them for that work. We've dealt with the odd hiccup, but there haven't been any major issues preventing folks from enjoying WildStar (especially once we got the launch queues under control as rapidly as possible). The community has been great about identifying bugs they've encountered, and our team here has done an equally admirable work in providing hotfixes and solutions to these issues. We're working toward ensuring the best experience for seasoned players and new MMO folks just getting into Nexus.
This week we have the Strain Ultra-Drop hitting the live game, and this massive content offering will give fans a good idea of what they can expect from us moving forward. Players now have access to a new zone, new housing items, new gear, new mounts, new lore to discover… and that's not even everything!
When we launched WildStar, the buzz was that we were one of the most feature-rich and content-rich MMOs ever to launch, and we're doubling down on that: providing large amounts of new stuff to do, tweaking existing content and features, and adding and improving areas at a regular cadence with future drops. If you think there's a lot to do on Nexus now, cool – but really our goal is to have the best MMO on the planet over time, and our secret to that is to keep listening to our players, being responsive in real time on major issues, staying transparent, and growing and improving the game on a regular basis. If we can every month improve where we can do better and further grow the areas we're already strong, we'll win that race.
Stuff we'll keep working on: We just banned over the last few days 7200 botters and hackers; PLEASE use 2-factor authentication as the vast majority of these are hacked accounts using account names and passwords from previous games. We'll ban more (anecdotally this has had a good effect on seeing less mining bots in the game, but there will be more until they run out of hacked accounts) and add more tools and detections to help (in the same way we got zone spam under control). To help out we're dogpiling lots of folks (devs, folks from other groups, folks from other games) to help out our CS team with tools and bodies – they have to both handle bans and also restore the hacked accounts, which takes time. I suspect the next round of dev fixes that are incoming should make yet more major improvements, but I'll hold off standing in front of a 'Mission Accomplished' banner until we're sure. Since we're the popular game in the industry right now we certainly have the attention of all the RMT scammers/hackers, and we'll keep fighting that fight.
Many improvements on optimizations have gone in the last month and just before launch; many folks have seen big improvements from the various beta drivers as manufacturers have released those, and there are some new AMD fixes going in in this week and work continues on optimizing on all systems. We've also had, I'd say, a pretty rapid pace of bugfixes and class fixes going in; that of course will continue and we'll always work to tweak class balance as we gather data and folks figure out the optimal gameplay styles for the classes. And in the comment threads that follow you'll rapidly see a list of those issues we haven't hit yet – but of course we're always looking at the feedback and data and improving; we just addressed a lot with this update and we will always be responsive.
It's been a pretty busy time and we're pretty happy with where things are at, while (always) being transparent on what we want to do better. We want to thank you all for your time on Nexus, for helping new players get acquainted to the game (they're the hardcore of the future) and for sharing ideas and thoughts with our dev team on how to make our game even better. This has been a labor of love for all of us here at Carbine, and the response we've received from the fans has us bright eyed about the future of our game. We're on this journey together.
See you in the game!
Friday, July 11, 2014
Mygameg.com - Two specs are better than one
(Best Wow Gold Seller) - In Wrath, Blizzard doubled-down on talent trees. Wrath expanded the trees even further, with another ten points and another layer of talents added at the bottom of each tree.
However, Wrath also introduced Dual Specialization in patch 3.1. The dual spec ability was one of cheap wow gold in stock. Suddenly, you could switch from an elemental shaman to a resto shaman on the fly, instead of hearthing to town, resetting your points, respending your points, setting up your bars with the different spells, etc. Players could have separate specs for PvE and PvP. Raiders could set up one talent configuration for single target DPS and one for cleaving down adds.
Blizzard also added the Equipment Manager, which allowed you to save your different sets of armor and weapons for each spec or role. Most players already had an addon for this, but the official one was a great substitute.
Overall, players had far less incentive to use hybrid builds in Wrath. They could change their role to what the raid or the arena team needed with the click of a button. Some players stuck to their hybrid ways, but such builds became more and more fringe.
Meanwhile, the trees had become enormous: 71 points distributed over 11 tiers per tree. Classes had more than 80 different talents to choose from -- almost double the talent choices of classic WoW. Here's what they looked like back then:
Article Source: www.mygameg.com
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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
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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
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