MechWarrior Online : Bitchin’ Betty ReturnsMechWarrior Online : Bitchin’ Betty Returns

 

 
A big new update with land on MechWarrior Online servers today that will bring some fantastic customization options to players as well as the return of Bitchin’ Betty. We caught up with Piranha Games’ Russ Bullock to talk about the update. See what we discovered and then leave us your thoughts in the comments.
Yesterday we spoke to Russ Bullock, the president of Piranha Games. Russ explained that MechWarrior always has “more” to work with. He stressed the word more because with history, customization, lore and battle scenarios the possiibilities are infinite. One of the main areas Russ talked about was how important it is for a player’s mech to stand out from the crowd. To give people enough options that really make their warriors personal. The team is introducing a huge customization system into the game which gives players limitless options.

 

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Love exists in wow. Opening my mobile

Love exists in wow. Opening my mobile HD and recalling the days in blue sea, after raid several times, I climb up the gate of Grim Batol quietly. It has its own charm and I know the feeling can’t be expressed by any words.

In a day of 2006, my 20 level gnome warlock came to wetland first time. Just out of curiosity, I came to wetland alone to search, as a result, I went astray dragonmaw gate, and then OVER, but I always want to know what are at the east of wetland. Later, I finally did black dragon MM open task and came to wetland kill the dragon. At killing the last part, i witnessed the grim batol’s appearance. I am very disappointed, as there was only one unopened gate and sheer cliff. The only speciies was those red dragons. At that time, I was a druid, so I didn’t control myself and looked up the history. Dwarf tribe’s 3 hammer war was shrouded in here. Cunning black iron tribe forced the red dragon queen for their operations, but ultimately resulted in their own destruction. Maybe it was at that moment, here left a red dragon figure. In this fertile wetland, the red calm breeding for generations, until today.

Several years later, everything has changed. Deathwing returned and brought tremendous changes. Today’s grim batol has been conquered by nye surrey, evil stage would come back. With accompanied by justice is against. Maybe players who had done twilight highland are familiar with, there is not only bite forces and twilight forces of war, also scarlet dragons and twilight dragons battlefield. The road to the grim batol is a hail of bullets, fire smoke. Look at behind it is a way of dismembered.

I didn’t quit the team and came out copy after finishing the task. 6 years later, I stand on the top of Grim Batol’s gate. The change is big. Twlight clouds ripples in the sky slowly. A crowd of red dragons open wings to fly over the sky. Seeing the road lower, trees at the two sides of road have nearly lost all leaves. When I see to far direction and find the road is slowly extending without end.

Despair again and again, strong and again, fall down again and againl and then climb up. Wow tells us. In recent years, the reality let me lost to the bone. Occasionally, however, pen a little, it is a happy. Sometimes, I just a prodigal, even can’t solve my clothing and food problems. Above the door, the beautiful scenery let me happy, love, azeroth, step by step, shuttle, only more beautiful! And landscape have inherent pursuit, the pursuit of, is always beautiful. 

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The War Z : An Open Letter to the CommunityThe War Z : An Open Letter to the Community

Sergey Titov, Executive Producer of The War Z, has sent out an open letter to the community that addresses the most prevalent issues that have been revealed over the past several weeks. Sit back and relax. We’re posting the letter in its entirety.
Dear fellow Survivors,

It has now been more than two months since we launched public access to The War Z. We’ve definitely had our ups and downs, and I thought that this Holiday break was the right time for me to try to step back a little and think about our journey since it started. This may be a little long, but I would appreciate if you could stay with me for a few minutes as I try to go over the highlights of the game as well as some of the hurdles and controversies, how we have addressed that and what our plans are.

First of all a very big and sincere “Thank You!” to all of you. We are really proud of the community we have formed with you guys. Every day we have hundreds of thousands of players on our servers, and this is a life-changing event for the team and me. We are blessed to have you as members of the community and we are well aware that without you the game would be nothing.  Along with that thanks, though, I need to admit that we failed to effectively communicate some of our plans and actions to both our existing players and to our new prospective players. This failure to communicate resulted in some very negative feedback from some members of our community, but while it might be easy to label them as “haters” or some other dismissive term, in all honesty this is my fault.  I became arrogant and blinded by the early success and quick growth of The War Z, our increasing number of players, numbers we were getting from surveys, etc., and I chose not to notice the concerns and questions raised by these members of the game community as well as others.  This failure is entirely on my shoulders and if anything I owe thanks to that vocal minority and admit that I should have paid attention sooner. I chose instead to concentrate on the bigger picture – my dream of turning The War Z from being a game developed by a small indie team into a large online venture, instead of addressing small things first and staying focused on the game issues. At the end my arrogance led us to the moment, when all those small things finally caught up and created a “perfect storm” that affected all of our community members.  For that I’m truly sorry and apologize to all of our community as well as the larger PC gaming community that is not yet playing The War Z.

 

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After graduate from university

After graduate from university I have been working for one year and a half while playing world of warcraft for more than half a year, and also cost a lot of money to get ,and now suddenly I find that if the university student play world of warcraft before they have graduated from university will be very usefull,which at least can have some help to their employment after graduation.

Good one: how to treat choice

In recent years, no matter what major you fix in the university, you can face various jobs after your graduation,but what is actually the most suitable job for ourself can really be a big problem which make our head in a mess. Just as in the world of warcraft you can choose to creat different characters or use wow gold to buy different equipment. Choosing what kind of characters or professionals or using wow gold to buy what kind of equipment can also let people worry.Genelly,when people choose a job they always think of their own major in the university or their own interest. It’s just like that when you’re building a character, you have to first select a professional or first select a race.And before all that the most important thing is that you choose what faction, venture/part-time job, tribal/alliance.However,from the result’s perspective, there is little difference.And the difference only lies in that on one side you may be expected to be a President, but on the other side you may have hope to be a CEO,or you may become the shaman or also juest become paladins.While the other most of the majority are only just a dozen of the other. Again let’s back to the topic of choosing a suitable job, generally speaking,it is like this, according to their own specialty starting looking for a job, just as after you have chosen the racial and now to choose occupation then you are able to do tasks to get yourself wow gold.Let’s give some examples : you chose dwarves, roer specialization, that is to do a hunter’s material,and you choose the tauren, it seems, to prevent wars you are the most suitable one.However the results of this kind may be not always the perfect at last, because in fact different collocation often have unexpected advantages, such as gnome or dead that are generally considered not suitable to be warriors may just have advantage in melee professional control skills.And on the other hand, finding a work considering one’s interest is just like that to choose one’s favorite occupation, choose races that oneself is pleased with, and then they are able to play their own game happily and enjoy the full entertainment. 

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Guild Wars 2 : The Engineer PreviewGuild Wars 2 : The Engineer Preview

 

After spending a good number of hours playing the last Guild Wars 2 beta, our editors have some thoughts about each of the game’s professions. In today’s preview, we take a look at the Engineer. Check it out!
Most of my time during the recent Guild Wars 2 Closed Beta weekend was spent with my Norn Engineer. I couldn’t get enough of the guy once I realized how many wicked choices to lay down destruction he had. The Engineer is all about traps, bombs, things that go boom and ways to crowd control and burn down your opponents’ health over time. Basically, you’re like Batman but with a utility belt that makes Bruce Wayne look like an underfunded amateur inventor. The class is one that will require a lot of experimentation, but there’s a different flavor of Engineer for everyone too: from pistols to rifles, to turrets, bombs, grenades, flamethrowers, and more. It’ll take some time for you to find your niche, but the beauty is… you never have to pick just one. The ability to swap between toolkit load-outs makes you a roving death machine and it is glorious.

 

 

 

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Once I got past the introductory

I can’t wait for the OBT (Open Beta Test) to really begin my characters, especially after a taste of what dungoneering as a Lancer is like during PAX East. At the booth for TERA, we were brought into a secluded room with five individual PCs set up for one of five classes. I chose the Lancer, Mike chose the Slayer, a couple of other folks took the Sorcerer and Warrior, and an En Masse employee (Sam Kim, Producer) handled the healing. Thank God, too, because it turns out BAMs in high level dungeons aren’t exactly pushovers.

 

With the slow trickle of information and media for Funcom’s upcoming MMOG, The Secret World, today’s development is pretty huge. GameSpot has debuted a new The Secret World trailer, featuring the sleepy, and apparently zombie-infested town of Kingsmouth, which was

“Welcome to Kingsmouth…Welcome to Hell.”

Last Monday Jay Wilson randomly announced via Twitter that they had doubled the monster damage for levels 1-13. This kindled a lot of positive feedback in the community as the most common complaint from beta testers seems to be how easy the game is. This notion forced Blizzard into making  promise players that in the later difficulties they will die,

The swift deployment of beta patch 14 caught us all by surprise as I expected to try these changes out around mid to late March at the earliest, not 3 days after the tweet. Not that I’m complaining, I was really looking forward to seeing how the difficulty has evolved with the sweeping buffs to all of the monsters in the beta.

My first go at the new patch was with a fresh Barbarian. Both the Monk and Barbarian received a passive 30% incoming damage reduction from all sources with this patch, which makes a lot of sense given that they will find themselves in harms way more often than the ranged classes. Blizzard has dabbled in trying to implement game mechanics that are more dangerous for ranged attackers (such as the Mortar modifier) which ultimately didn’t have the desired impact in practice, so this seems like an effective compromise. Although some may argue that 30% is overpowered, it’s likely an arbitrary number that will be adjusted as needed for balance if melee survivability ends up much higher than ranged.

Once I got past the introductory camp phase and onto Old Tristram Road, it was clear that Jay’s tweet and the patch notes weren’t just hot air. This beta test that I could previously play by resting my head on one side of my keyboard and rolling my face to the other and back was actually demanding my attention. The trivial AI found in normal kept the mobs from attacking in any sort of coherant or threatening manner, but the damage output is clearly more dangerous.

e, even with my seasoned StarCraft 2 APM paying dividends in a swift and efficient striking of the Q key to consume a potion. Countless hardcore characters will weep and perish in similar unpredictable situations that different boss modifiers will throw them into, especially in later difficulties where rare packs can roll more than 1 modifier.In years past, the Zandalar tribe, encompassing the wise and scholarly progenitors of the trolls, heroically assisted the Horde and the Alliance with thwarting the nefarious activities of their brethren in Zul’Gurub and Zul’Drak. Yet the chaos unleashed by the recent Cataclysm has reshaped the Zandalari’s philosophy about the world and the dwindling remnants of their race. Led by a mysterious prophet known only as Zul, the Zandalari have issued a call to Azeroth’s embattled troll populations: unite into a single mighty empire and save their race from extinction. 

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The WoW Factor : Putting the War Back in Warcraft – Part 2The WoW Factor : Putting the War Back in Warcraft – Part 2

 

 

 

 

 

 

There are a lot of highly anticipated games coming down the pike this year and Blizzard Entertainment has had to start looking at World of Warcraft to find new, innovative ways to keep the aging game relevant in a changing MMO landscape. In today’s WoW Factor, we take a look at how Blizzard plans to do just that. Read on!
At BlizzCon when Chris Metzen began his talk, he started hinting at the phrase “putting the War back in Warcraft,” then suddenly changed his tune to Pandaria and the new expansion. I remember actually taking notes and writing down, PvP expansion for WoW! Sadly the topic has gone quiet since then. However, when Bill Murphy went to Blizzard for the press event to see Mists again, he got a taste of more ideas the team had been talking about in regards to Horde vs. Alliance PvP. Still, whispers and rumors are all anyone has heard for now.

 

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General : Waren Story AnnouncedGeneral : Waren Story Announced

 

 

Aeria Games has announced that a new MMO, Waren Story, is currently in development and that the team is beginning to accept closed beta tester applications. According to the press release, Waren Story is an “epic adventure and intense PvP warfare, the game’s striking scenery and imaginative detail will sweep players away to an exotic medieval world.”

 

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It’s been a grand few weeks of wow gold

This marks the fourth episode in our continuing journey through En Masse Entertainment’s TERA. In this installment, we take a look at questing, gear, the epic action and more. Read on and then leave us your thoughts in the comments.sometimes you can use the coupon code to enjoy a discount for your wow gold. All we do is to make the players enjoy more benefit of their buy tera gold and can enjoy more fun in the tera game. Then lets talk about Payment methods. We receive the paypal and the credit card and also western union. You can choose which you like to pay for the order. After you order the cheap wow gold you should go to contact the live chat immediately. Then they can help you with all the questions and also send you the order in 15 minutes. What a quick speed! YES?
This will likely be the last installment of our TERA Review in Progress before our final score is handed out and we let you all argue over whether I’m right or wrong in the comments (hint: it’s subjective). It’s been a grand few weeks of TERA, really. As you’ve seen from the first review in progress, all the way up until now, I’ve found myself pleasantly surprised by what Arborea has to offer, despite what roadblocks there were at first glance with the game’s beta. I’m now level 30, I’ve done my fair share of questing, dungeons, and sought after the BAMs of the world like a pro with my guild at my back. This week, anxious guilds are vying for position in the game’s political Vanarch system, and next week we all start voting for the first group of territory rulers. In short, I’m still enthralled with TERA. But there are some cracks in the veneer.

 

For those new to the PvP scene in ArenaNet’s game, Guild Wars 2 features five different sPvP maps, including Battle of Kyhlo, Forest of Niflhel, Legacy of the Foefire, Raid on the Capricorn, and Temple of the Silent Storm.  All of the scenarios are conquest-based, meaning that in addition to earning points for taking out players on the opposing team, your team will find its success by capturing, controlling and defending particular objectives on the map.  The scenarios are all also informed by Guild Wars 2′s larger fiction and narrative, and each of them incorporates secondary mechanics that mix up the action by adding new gameplay dynamics.

The newest scenario, Temple of the Silent Storm, for example, adds the ability for players to commune with different “meditation” points around the map, earning buffs like Meditation of Ferocity, Meditation of Stillness, and Meditation of Tranquility.  Meditation of Ferocity gives a +3 bonus to team points when a player earns a kill, while Meditation of Stillness makes captured objectives grant double points, and Mediation of Tranquility, only appearing once per scenario, captures all objectives simultaneously.  Like the other sPvP scenarios, Temple of the Silent Storm offers fast-paced combat with an incentive to work with your teammates to capture objectives, and the map provides for a lot of vertical spaces and nooks and crannies from which to attack or hide from opponents.

Join us for this week’s The List as we share our picks for our favorite Diablo III classes (so far!).our prestigious company will fullfill any diablo 3 gold transaction with fast delivery,any fraudulent misrepresensation or fake statement will exterminated from our company,any customer who purchase D3 gold will obtain extra 5%-10% gold as the remuneration for frequently purchase

I outright dismissed this class when Diablo III was announced. I’m not into the whole Ace Ventura voodoo motif, so I was mostly turned off by the outward appearance of the class. However, having played alongside a friend of mine who mains a Witch Doctor, I’ve come to appreciate the serious variety in spell effects and functionality that the Witch Doctor brings. It’s a visually interesting class to behold and there are simply tons of options to choose from.  I’m definitely going to have to give this class a closer look.  Also, you can create a tower of zombies as a Witch Doctor. SOLD!

 

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We use lots of real world

Nick Carpenter: We have a fairly standard process in place. It starts when the game teams and the story leads meet to discuss everyone’s basic expectations, as well as the main themes and motifs of the game. We often go into this meeting knowing the major ‘tent poles’ of the storyline, and can start building out the other story details from there. In the case of Diablo III, we knew how the game would begin — with the falling star crashing into the cathedral at New Tristram — and we also knew how the game would eventually

end [but we won’t talk about that just yet]. So we began by setting up the story with the intro and outro in mind, and those early meetings were really about creating themiddle of the story which would connect the two end points. Chris Thunig: Even after the initial story has taken shape, creating the cinematics remains a very fluid process. Good ideas can come from anywhere at any time, even very late in production, so we’re always on the lookout for ways to tweak things for the better. I don’t want to spoil the story, so I won’t go into too much detail, but I will say that we revisited the Act IV cinematic when the animators had some ideas about the way in which one of the characters performed a certain action, and how it needed a greater sense of defiance and heroism. We all agreed and decided to make changes to the action, even though we had progressed far into production at that point.

Once you have a rough idea of the story, how do you set about turning that idea into a cinematic?

Nick Carpenter: In addition to storyboarding all our ideas, we also focus a lot of time on the ‘animatics’ — moving 2D storyboards that give a sense of timing and pacing. We also like to score our animatics with music from other movies to enhance the sense of the mood at atmosphere that we’re ultimately aiming for. As Blizzard gets bigger, it becomes more and more important to avoid what we call the ‘grand reveal,’ which is keeping your work to yourself until it’s almost 100% done. By that point, it’s far too late to incorporate feedback, and there’s always plenty of valuable feedback. A much better approach comes from building rough versions of the footage early and sharing with as many teams as possible as soon as possible. Animatics are very effective in that regard. We can build them quickly and still convey a lot of the elements and emotions we hope to capture in the final footage.

Insider: How does the 2D animatic evolve into 3D footage?

Chris Thunig: Once we have the animatic in a place where we like it, we start blocking things out in 3D and layering in sound. Animators and artists start with simple skeletons and rough backgrounds to flesh out the space. The first 3D animatic is often called the ‘slap comp’ and from it we get a sense for how the cinematic is evolving into 3D space.

The slap comp goes out to many teams for feedback, and another round of iteration begins in which we start layering in more features, piece by piece. Details begin to emerge through rendering and painting, and eventually we start doing very subtle things, like supporting facial animations with muscle movement. These later stages can be very time consuming, which is why the earlier rounds of feedback are so vital. It’s important to start building all the meticulous details on top of a foundation that works.

How do you go about bringing specific characters to life? Where do all the details come from?

Chris Thunig: We use lots of real world reference. Early in the process various members of the team will act out the cinematic scenes on camera. This process works a lot like shooting live action, where actors take cues from directors and we get tons of takes. We even use props, as things like football shoulder pads can give actors a sense for the weight and bulk of angelic armor. People tend to move differently with costumes on, and you see this in their gestures and body language. All this footage goes to the artists

and animators to use as reference. When it comes time to create and animate the characters for the cinematic it’s a matter of getting the software to live up to the artistry. To aid the process we will sometimes look for reference to realize even seemingly trivial things. I remember we found a Blizzard employee with a haircut similar to Leah’s and we put her in front of a fan so the artists could study how her hair moves in the wind. Long render hours and many iterations later we head into the final polishing stage where a lot of tweaking and detailing takes place, and we try and give it that extra push that makes it a Blizzard-quality piece. 

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