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Wednesday, February 20, 2013
Les Sains Ballotins en jeu… et en dessins !
Le printemps n’est même pas à l’horizon que les premiers émois de l’année fleurissent dans nos vertes contrées ! Avant de vous rouler dans le gazon la fleur au bec, rappelez-vous qu’à la Sain Ballotin, c’est la Rosissure, maladie d’amour qui rend tout rose, qui vous guette ! Et en plus de l’event en jeu, un Concours de Strips vient pimenter cette douce saison : c’est la fête !
(1)
Elle court toujours... la maladie d’amour. Et si personne ne veut l’attraper, le Monde des Douze (et en particulier les Bouftous) y succombe chaque année ! Mais il faut voir le bon c?té des choses : à vous les ballotins de chocolat et les fées d’artifice invocatrices de c?urs ! Vous avez donc rendez-vous avec les Sains Ballotins dans DOFUS à partir du 12 février et jusqu’au 20 !
Il faudra consulter les quêtes d’offrandes de l’Almanax pour en profiter pleinement, notamment le 14 février, jour des amoureux, quand Duf, le Méryde du béguin vous accordera de l’XP !
Et ce n’est qu’un début…
La preuve que la Rosissure contamine tout ce qui l’entoure : les Sains Ballotins donneront lieu cette année à un concours ! Vous savez ce qu’est un ? strip ?
Alors à vos crayons (ou à vos screens en jeu) pour nous raconter en 3 cases une histoire dr?le qui a pour thème cette période de l’année où tous les aventuriers voient la vie en rose : les Sains Ballotins. Envoyez-nous vos ?uvres du 6 au 20 février. acheter des kamas
à l’issue des votes, deux gagnants seront élus dans deux catégories : le Meilleur Strip en Dessins et le Meilleur Strip en Screens. Puis, cinq autres gagnants, toutes catégories confondues. Les résultats seront communiqués sur ce site et publiés dans le DOFUS Mag No 33.
Envie de découvrir la liste des cadeaux et de participer ?
Par ici : le Concours de Strips des Sains Ballotins a déjà commencé !
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Friday, February 1, 2013
Devblog : les titres et ornements
Pour la seconde fois de la semaine, lichen nous gratifie d'un article de devblog traitant cette fois-ci des titres et ornements, débloqués après avoir réussis des succès. Voici de quoi il s'agit.
Dans la mise à jour 2.9.0, nous introduisons une nouvelle interface dédiée à la gestion des Titres et des Ornements.(1)
Les Titres :
Actuellement les Titres ne peuvent être obtenus qu'à partir d'objets équipés, ce qui est parfois contraignant pour le joueur qui désire les collectionner ou en changer. Nous avons amélioré le système afin de gérer l'équivalent d'un inventaire de Titres pour chaque personnage et ainsi pouvoir distribuer des Titres qui ne sont pas associés à des objets. acheter des kamas
Nous pouvons désormais donner des Titres en récompense de quêtes, de Succès ou lors de l'utilisation d'un objet (Titre associé à un parchemin à consommer par exemple).
Dans la mise à jour 2.9.0, vous retrouverez dans l'interface de Titres et Ornements la liste des Titres que l'on peut actuellement obtenir en jeu. Nous n'avons pas fait appara?tre dans cette liste les Titres spécifiques à certains serveurs ou certaines communautés.
Désormais, pour choisir ou modifier son Titre courant, il faudra utiliser cette interface et sélectionner le Titre désiré. équiper un objet avec un Titre associé n'attribuera plus directement le Titre au personnage, il sera uniquement ajouté dans la liste des Titres que le personnage possède. acheter des kamas sur dofus
Les Titres sélectionnés dans cette interface sont conservés entre les sessions de jeu.(2)
Les Ornements :
Les Ornements sont une des nouveautés de la mise à jour 2.9.0, ce sont des récompenses pour les principaux Succès.
Les Ornements sont des décorations qui s'affichent autour de votre nom de personnage lorsqu'il est survolé. Ce sont des récompenses purement cosmétiques, mais de prestige, elles symbolisent la puissance de votre personnage, votre connaissance et ma?trise de certains aspects du jeu ou même du jeu entier ! Elles permettent également de vous différencier des autres personnages et d'afficher par exemple votre spécialité ou votre domaine de prédilection (élevage, Métiers etc.).
Les Ornements se choisissent depuis l'interface Titres & Ornements. Comme pour les Titres, vous avez accès à la liste des Ornements présents en jeu et vous pouvez tester ceux que vous ne possédez pas encore.buy guild wars 2 gold
Avec ce nouveau système de Titres et d'Ornements, nous avons désormais une base solide pour ajouter progressivement d'autres Titres et Ornements. Nous n'avons cependant pas l'intention de banaliser ces récompenses de prestige, nous pensons que leur rareté fait également leur valeur et leur rareté dépend de leur difficulté d'obtention. C'est pour cela que les Ornements ne seront distribués dans la mise à jour 2.9.0 qu'en réussissant des métas Succès (ensembles de Succès à accomplir). Nous comptons donc ajouter d'autres Titres et Ornements au fil des mises à jour, mais ces récompenses nécessiteront généralement un investissement important de la part du joueur.(3)
Nous espérons que ce nouveau moyen méritoire de personnalisation des personnages sera une incitation supplémentaire à découvrir l'ensemble des contenus et fonctionnalités du jeu.
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Tuesday, January 22, 2013
Dual Mode Dungeons, "Guild Wars 2" optional exploration copies of
Tyria continent has a long history, many of the deeds have been lost in the course of history, and gradually became a mystery. Tyria continent in order to unlock these mysteries, we need in-depth, overcame hardships, and to explore the clues to solve the mystery. Tyria world is extremely dangerous in many places, even the most experienced, best-equipped team dare not enter, it is the underground city. Each underground city has a very unique story through these stories, you can learn more about Tyria continent. (1)
"Guild Wars 2" underground city that is specifically designed for adventure full of the spirit of adventure, while the underground city is unusually large, only a high-level team dare to challenge these regions. The underground city has two modes: story mode and exploration mode, as Tyria explorers, based on their own and the team's strength selectively explore. The underground city full of danger, but for those who dare to challenge the brave lucrative returns for all becomes worth. Each underground city allows a maximum of five explorers participation, and participants' behaviour can affect the dungeons event. (2)
Story Mode: exciting story
Tyria first explorers to enter the Underground City, the story mode will automatically open. The story mode has a gripping story, underground city through a series of cutscenes and instructions about the game story, to reveal edge about the fate of the status quo and its development, while the twelve members of the Blade of Destiny explorers will join the ranks of the guidelines through most of the area of ??the underground city. (3) buy or sell GW2 items
Explore modes: multiple choice challenge more difficult
The events in the story mode will lead to new challenges in the exploration mode generation, while also greatly increase the difficulty of the challenge, a test of the team will be more stringent. If you successfully complete the Dungeons story mode will unlock exploration mode, since you can freely enter. Explorers did not complete the story mode also do not have to worry about, just let team mates have completed the story mode into the underground city to explore mode, other explorers will be able to enter the exploratory mode underground city. From three routes you can choose your own route, a choice will have a different dungeons, new area, new challenges, and more terrifying monster. Explore modes of difficulty is higher with team members to clearance, so explore mode clearance time required is much more than the story mode. (4)
Dynamic events: the underground city full of unknown
"Guild Wars 2" underground city is not just ordinary underground city, because it dynamic event system into the underground city. Dungeons occurs in story mode and exploration mode dynamic events, these events will be triggered because of the player's choice, or other factors. Even if the explorers in the same dungeons to explore, choose the same option, will because these random trigger the dynamic events and get completely different gaming experience.cheap Wars 2 gold
Those who dare to challenge the "Guild Wars 2" underground city team, will face enormous risks, but the rewards are also huge. That each underground city has a unique weapons and equipment. Such as those obtained from the haunted tomb of Ascalon armor, will and armor sorrow owned underground city, and also different from the test Dix manor found equipment. These weapons and equipment, will be a powerful boost explorers adventure, the explorers to the best state to explore the unknown, all the mystery that unlocks the continent of Tyria.
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Sunday, January 13, 2013
Dynamic events don't work in their role as quest replacements
(1)
Quests are one of those things that have gone from being a brilliant new idea to an over sued idea that's indicative of lazy design. It's easy to forget the genesis of the quest, how the idea started in pen-and-paper games and MUDs and moved to Ultima Online's escort quests and then to Ever Quest (which was designed as a theme park in the modern sense of the word) and was improved to the point that World of Warcraft's use of quests was seen as ground breaking. It was content that you could control to some extent.
GW2 eschews quests, just as it eschews the trinity. The quests make up for the lack, and the game gives you a lot of things to do in any given area, but the part that's supposed to replace quests outright is the dynamic events.
Matt Daniel did an excellent job discussing this in his at-launch review of GW2; he quite eloquently stated that the game's dynamic events are really static events occurring at random times. But that's only half of the problem. The other problem is that these are meant to be the bread and butter of your leveling content, and in that they do not work for two reasons.
The first is that they get annoying when you want to do anything else in the world. Warhammer Online's public quests had a similar issue: When there are only a handful of them in a given zone, you're going to be seeing them repeatedly. The same is true if you have two dozen events in a given area. Stay around long enough and you'll see them happen time and again, with nothing more interesting the second time than the first. The game seems to assume you're going to be moving on to another zone by then, but dynamic events alone won't get you the levels you need because there just aren't enough of them.
And that leads to a connected issue and the other reason that the events don't work as designed: They're often reliant on someone kicking off the chain or a bunch of people being around. When that doesn't happen, the events don't work. Either they expect a bigger population to successfully complete the objectives or the series never kicks off. Or the event starts and stops before you know it's happening, meaning you walk in just as it's wrapping up. buy or sell GW2 items
The net result is that they feel as repetitive as RIFT's repeated, well, rifts, but with the sense that skipping one isn't optional. Instead of breaking out of the rut of going to various quest hubs and picking up another quest, they drive you into a rut of dashing around looking for events and eventually giving up while filling out maps.
If you go back and fill out maps, of course, you'll have no problem leveling. But that leads to a different issue.(2)
Area flow is problematic
The way that maps work in GW2 is a distinct sign of cleverness. The level 10 area doesn't become irrelevant when you hit level 50; your return to that area will level you back down so that you still have to face a challenge from enemies in the area. In theory, you could easily wind up hitting the level cap long before you have moved on to higher-level areas.
Unfortunately, this can be problematic, starting with the fact that the game never forces you to move on.
See, to do all of the work necessary to clear a map -- something the game explicitly encourages you to do -- you're going to be there for longer than the recommended levels, especially if you get lucky with zone events. Because of the way that level scaling works, you're going to keep getting experience rewards that scale nicely with your real level, avoiding the usual issue of diminishing gains. Factor in the rewards for the daily achievements, and if you feel like clearing all of the starter maps right away, you may very well be into your 30s before you head into your first zone above level 10.
This all sounds well and good, but then you realize that the karma vendors scattered throughout every zone are in place to help you get level-appropriate gear. Fill a heart, and you get access to gear that's reasonable for that level. Rather than waiting on the luck of the drop, you can just fill in blanks there, right?
Except that as you stick in lower-level areas, you get lower-level items... until you're utterly under geared for areas that are actually at your level. buy or sell GW2 gold
This also comes into play with relative power levels. While gear and trait bonuses scale down to your level, they don't scale down City of Heroes style, where you lose access to abilities much above your current level. They're just reduced by a percentage. And as higher-level gear gets more and more powerful and adds to more and more stats, you wind up with a much more robust and powerful character in the lower level ranges as it stands.
But let's assume that you're not worried about all of this. There's still an issue with the area flow, centering chiefly around the fact that it doesn't exist. Nothing is pushing you from one zone to the next except clearing the first zone. There are no breadcrumb quests, no reasons to move on, nothing but a vague need to fight higher-level enemies and get slightly better resources from harvesting.
Your personal story, in theory, helps direct you to your next destination, but in practice it jumps all over the place, and it's far easier to just ignore your personal story, for reasons that I'll address a couple of points down. It also will lead you to only a handful of places on the map, leaving you to just decide on wandering one way or the other until you get somewhere too high-level.
The fact that you can do that is awesome. The fact that there is nothing else to force movement? Significantly less awesome.
Crafting is a freaking mess(3)
My favourite crafting system of all time is the one in Final Fantasy XIV. (At least, the version of it that I've played; I've not yet tried the remake's alterations.) Despite that, it had some major issues. I bring this up because GW2's crafting inherits all of the issues of Final Fantasy XIV's system, strips out the most interesting parts, and then mixes in a whole bunch of other mistakes.
What issues? Well, you've got a set of recipes that require you to make four or five transitional items to get to the one thing you want to make, so that's awesome. But more notably, the game doesn't tell you how to fit those items together; it just leaves you to work through the Discovery interface. The idea here is clever, but the execution is lacking. You click items and hope to put together a working item from what you've got on hand, but that's literally all you can do here. FFXIV's lack of a recipe list of any sort was a major issue with the game; here, it's just improved by the fact that the game stores the recipe after you've made it once.
But then there's actively leveling a craft. And that's when crafting becomes an exercise in hair-tearing frustration because creating one level 20 recipe does not increase your level to 21 as it would appear. No, you get experience toward level 21, meaning that the problem of leveling up by making useless items is exacerbated.
Oh, and usually you can only salvage finished products, not parts. For one or two crafting items when you easily sank 10 pieces of raw material into the craft. By comparison, Star Wars: The Old Republic lets you salvage a reasonable portion of what you used to craft, levels your craft faster, and gives you several options to harvest needed resources whenever and wherever you need them.
The idea is that crafting is supposed to be an effort, but as it stands, it's more effort than it's worth. You can deposit crafting materials from anywhere, and that's nice, but you blow through stacks of materials ridiculously fast trying to just level yourself into competence. Short of buying gold and begging at the trading post, there's no way to actually harvest goods fast enough to keep up with the demands of the game compared to your level. Some resources even become nigh-impossible to harvest, especially leather: Since loot that drops is around your level always, you stop getting lower-level leather pretty quickly, and there aren't any nodes to harvest for it. cheap Wars 2 gold
In other words, if you want to craft, odds are good-to-definite that you will out level every single item you can make until the level cap, at which point there are a handful of relevant things to make and a lot of lower-level junk you don't need. You know, exactly like crafting in World of Warcraft or Star Wars: The Old Republic or several other games, except that the road to get to selective obsolescence takes a lot longer and winds up being far more obnoxious.
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Sunday, January 6, 2013
Diablo 3 Give Away Update
Our bumper Give Away spree is chugging along quite nicely. So far we’ve held six contests; you can view them and all the winners here. That page is updated as and when new contests go live/close and it’s linked from the Colorful graphic on the right hand side of the page for future ref.
The contest for the Book of Cain which asked which were the most popular skills of soft core and hardcore Barbarians was won by Lord OfS trategy. The answer was Soft core – Revenge (Best Served Cold or Vengeance is Mine) and Hardcore was also Revenge (Vengeance is Mine).
We held a couple of simple contests on our Facebook and Twitter pages for official authenticators and Diablo 3 T-shirts and those were won by Christopher Erickson and @QueenofHaiku. More to come there.
Fake it Baby!
We’re now giving away another signed Diablo III Collector’s Edition and we thought we would necro an old format we liked back in the day. Fake Screenshots. It’s really simple and you don’t need to possess any real artistic ability, just a soup?on of creativity.
Take one Diablo 3 screenshot or official art work (best not use fan art) and embellish it with images or effects. You can try to pass it off as authentic looking or obviously funny or silly – whatever you wish. You can submit as many entries as you want. We preserved some of the old ones from D2 days in the gallery which might serve as inspiration. Just have fun with it.
Once you’ve worked you magic in Paint, Photoshop or whatever add your image to this thread in the general forum. We’ll let this one run for a while to give you time.buy and sell dofus kamas
Wednesday, November 14, 2012
Continent of the ninth Juggernaut battle skills.
Today, the the Juggernaut fight career tips and to walk around the back pass, now Juggernaut revision for most people to have an impact, now revised the Juggernaut fight no sense of rhythm, not bold, get up fight no previous passion.
Competitive 4000 field experience, tips for playing various occupational and around back to pass, some people say that playing PVP to practice real technology, personal achievements in the high-end of the road do not think playing PVP to playing PVP just winning or losing pay more attention to the psychological scores. psychological tension sent bit wretched unrestrained playing PVP more you will find that you sent will be wretched and occasionally small imaginative. Absorb their strengths in multi-and high-end of the arena constantly learning to play, play more NPC PVP just test your strength at what stage in the really high-end will not use wretched sent, the high-end are suppressed traction opponents, if you wretched will be the opponent chasing run all over the suppressed, you have no chance to fight back to get rid of the habit of the Juggernaut counterattack, with the bad on the wood you. (1)
Form good habits Saint anti-Q, continue Retaliation can block others depended on themselves to play more and more practice to grasp more. Got up skills are very important, and sometimes got up to decide the outcome, you got up and skills to make good use of close fight strokes invincible tyrants body is benevolent, such as stab kick January is also a good blast skills to good use can comeback. Version blast tipped the edge you direct crush, best not to play 3 knife stream of high-end play 3 knives court death, hands skill blast, assassination, flash moves do not in the same line as much as possible, in the side to play can playing around the back to play, let opponents off guard, the premise to go the bit coquettish around the back sent is king.
Playing guard personally wretched is to court death, personal pass hands assassinate blast lie to get up, get up with the first, there is up and fight back, to see you, such as deliberately ran back to flash, or inflammation chop flash, plus the holy anti or Q to master other routines, probably know what the timing of the release of what skills, guardian of attention to their red shield, roar, step on the floor, general roar are floor blast and ran away from as quickly as possible before the end of the knife put impact floors seven seconds closing strokes can start, the guardian of the personal preferences around the back playing, pay attention the Guardian fell to the ground after he got up and can directly shield rushed around the back can take advantage of resourceful opponent side after point pick.
Sunday, November 4, 2012
C9 Mo Jianshi Detailed plus point dedicated to playing the end of a friend
Today on the train, at the inn, so what hair skills no diagram. Full hand to play instead.
I end mixed PK field some day, not necessarily the end of PK best career, but it must be one of the most powerful professional in PK end crispy, but the output is high, and some will lose.
The say play Ranger thought of as high-end, first battered 1000 games, I play now battered and 1000 +, the end of this requires a high-end operation of vocational play is the nightmare of all occupations. Want to play a good end to a lot of the number of abused, so do not be discouraged. Slowly practice, there is always the day God king. Everyone says that the end of the pit that is the end of the short time, have not seen the end of the high-end, but the Chinese servers, individual competition of the Korean server first not that the end of this?
Let us talk about the advantages of the end: the end of high mobility, breaking anti skills the broken shocks skills to escape the more skills and ability batter, speed, floating skills avoid Retaliation features multi. (1)
The end of the disadvantages are: crispy, even strokes difficult really to do pay attention to every detail, floating to what position to launch what skills. Fewer hands skills, hands on three usable. Wind rave, instantaneous implicit to arrest people fallen angel. Suixin by. But Suixin Q anti-occupation and guardian warriors still very difficult skills of hands to play. Also a man named pure waste technology skills fallen angel, hands even strokes not considered, unless the opponent still residual blood, react available.
Choose the end of the soul: the end of the head, I added the intelligent soul G is also intelligent, shoulder There IAS hand clothes the 15CD, shoes, mobile speed is more controversial choice of pants, I chose 15 physical defense, the end of itself on Picui the, wartime impossible drop of blood that does not cost increase defense be able to increase the weight of your victory, live on the opportunity to have a comeback, and the speed of the end, if without 5:00 to move enough.
And then talk about the skills of the plus points:
The cyclone's ready. Opponent lying on the ground hands skills, the main output skills.
Fierce spin kick plus a low skill growth, plus without destruction of super tyrants body has super tyrants body react with only broken strokes and floating.
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