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Guild Commands

Thursday, October 9th, 2008

/gdisband - Disbands your guild (guild leader only). There is a confirmation dialogue when you attempt to disband your guild.

/g - Sends a chat message to all members of your guild

/gremove - Removes a player from your guild

/gmotd - Sets the guild’s message of the day

Note: most of these commands can only be used by officers and leaders.

/o - Sends a chat message to all officers of your guild

/gleader - Sets another player as the guild leader (guild leader only)

Guild Commands

/ginfo - Gives basic information about your guild

/gdemote - Demotes a player one rank within your guild

/ginvite - Invites another player to join your guild

/groster - Gives an entire guild roster (officers and leaders only)

/gquit - Removes you from your guild

/gpromote - Promotes a player one rank within your guild


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Mayson’s Musings: How to Kill a Giant

Thursday, October 9th, 2008

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What makes a giant is their intimidation and strength. Giants have strength and our current MMO giant ,World of Warcraft, boasts a staggering 8 million strong, which is, to say the least, intimidating! Most MMOs cannot compete with that but they can lure people into their brand of gaming by offering what World of Warcraft does not, risk and reward style PvP. Risk and reward style PvP is a concept that might be new to some players because of the fact that many companies avidly avoid it like the plague.

I want to make one thing perfectly clear, WoW has done something that is extremely good for the PvP community. It has injected the community with a passion and player based that will carry on for years. WoW has helped build the PvP community, and as irony would have it, it’s the same community that burns for a different structure of PvP. Concepts are the key to innovation in this business, and small companies who connect with their audience can be the small rock that smacks the head of the giant. The old adage holds true, “Do not fight fire with fire.” Fight this giant by creating a movement, a concept, an idea that captivates the millions who play MMO’s so that in the end, the rock that struck the head of this giant was created by the millions who were oppressed by it

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This concept does not work well in gear-based games like World of Warcraft. If this concept were implemented in WoW, it would crash because WoW requires an immense amount of time to obtain the gear that you need to progress. WoW is the epitome of a PvE game and it takes only seconds to see that the limited suppressed PvP that is implemented is structured in such a way that it becomes yet another grind for gear. The team at Blizzard has made strides to improve their PvP, but once a games concept is in place they cannot alter the game so drastically that it becomes something that was never intended. For the many who are now exposed to gaming because of World of Warcraft, you must understand that this is an exception to the rule, not a standard that games before it followed. If a company embraced the PvP community and give them what they long for then they might break the mold and chip away at the giant.

Eight million subscribers later and Blizzard is figuring out what we have said all along, “PvP is not a niche market.” For years now players have been saying that once they got a taste of the competitive nature of PvP, they wanted more. The truth of the matter is that the community is out growing the stale, redundant PvP that many companies are cramping down the throats of their players. Its no longer just PvP the community craves but it is the entire concept of risk and reward. If other games are going to compete with the giant of the mmo industry then they are going to have to think so far outside the box that they change the way people look and play games. This is done not by raising another giant but by neutralizing the giant’s assets.

Editor’s Note: This is a new opinion column penned by Keith “Mayson” Sarasin. The opinions expressed in “Mayson’s Musings” are those of the author and not necessarily those of MMORPG.com, its staff or management.

In this edition of his column, Keith “Mayson” Sarasin takes a look at how PvP could be used to try to kill the giant that is World of Warcraft with its 8 million subscriber base.

advertisement I stopped viewing PvP as a mechanic of a game a long time ago. Many people believe that PvP is something that is added to boost sales and try to strike at a market that developers believe is very small. I now view PvP as a sort of litmus test of the team that will be working on the game. When a guild makes a decision to move from game A to game B they look for certain criteria. I know many guilds that left games like Shadowbane and UO to move to World of Warcraft. They knew that PvP was an afterthought but what the developers still don’t seem to have figured out is that the PvP market didn’t just expand a little in the last four years, it exploded.

Risk and reward PvP is basically giving players the opportunity to risk their assets, whether they are gold, gear, towns etc by engaging in PvP. The spoils are given to the victor. This brand of PvP allows the player to change the face of the game by controlling their opponents and manipulating the economy of the game. From full out wars to guild-related political intrigue the players are given the ability to make the decisions and PvP is the center of the game not an addition to it.

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Taking Down Ragnaros In WOW

Wednesday, October 8th, 2008

Stage 2 is known as the Sons of Flame. When Ragnaros retreats, he spawns 8 small fire elementals to attack the raid party. They don’t do much damage to melee fighters, but they do have a nasty aura effect seen elsewhere in WOW that steals magic users mana, and damages them for it. Each warrior in the group, ideally four to five, should try to grab and hold two Sons. Healers need to keep the warriors alive, so they can hold them while the rest of the group takes out the Sons one by one. Ragnaros returns to the playing field after a minute and a half or when all sons are dead. It is a good idea to have a Warlock banish one of the sons, giving everyone a moment to get back into position before Ragnaros returns.

Hopefully in the transition between stage 1 and stage 2, many of the players survived. If too many died during either stage, the remaining portion of the Ragnaros fight becomes exponentially harder. When Ragnaros pops back up, it’s the same fight as stage 1. If the group was abe to get Ragnaros down to about 40% before he sank back into the lava, chances are they can do the remaining damage within 3 minutes. When Ragnaros dies, prepare for a lot of congratulations, great loot and look forward to a long raiding career in WOW.

The Ragnaros encounter has two stages that will repeat. The first stage is an all out brawl where Ragnaros will take as much damage as you can dish out. In this stage Ragnaros has a couple of attacks in his retinue. The Wrath of Ragnaros is signaled by speech and text saying, “Taste the Flames of Sulfuron.” This attack knocks back all players within melee range, potentially throwing them into the lava and out of the fight. All melee except the main tank back out before wrath occurs. Ragnaros will use wrath every 25 seconds. It can be resisted, so having the main tank in fire resistance gear is mandatory, and melee damage suggested. If the main tank resists wrath, the melee fighters can run right back in and join the fight. If the main tank is thrown, the off tank runs in and picks up Ragnaros, and the melee group gives him a few seconds to gather more threat. Ragnaros also throws a fire ball at ranged fighters, damaging then, and knocking everyone around them into the air. This attack does not affect the person it is casted on, but those around him, thus why the ranged units must be properly spread out. This first stage lasts for 3 minutes. If the group hopes to take down this powerhouse of WOW, he needs to be at or below 40% life at the end of 3 minutes.

The fight doesn’t start until a player, usually the main tank, talks with Majordomo Executus, the boss right before Ragnaros. This allows the leaders to talk about the strategies they will use, and placement of the group. The room is huge, after all, it is the domain of a fire god. There are rock outcroppings sporadically placed along the edge of a spiraling land mass surrounded by lava. As the spiral pulls towards the center, where Ragnaros will eventually be, it becomes very thin. The main tank and off tank both stand fairly close to each other at the tip of the spiral. The melee group positions itself further back on the spiral, near the last outcropping before the spiral begins to tighten. The ranged damage players spread out over the rest of the board, within range of the soon-to be target. The healers assigned to each group get close enough to heal their players. All players prepare for one of the most awe inspiring moments in WOW.

In the mythology of WOW, Ragnaros is know as the Firelord. In Ancient times, he fought in the name of the Old Gods against the Titans. Eventually, his power was sealed into the Molten Core. When a dwarf unlocked the bindings holding Ragnaros captive, Ragnaros began to create an army of living stone. The Molten Core is the easiest of the raid instances Blizzard has provided its maximum level player, but is by no means a push over. The key to many of the boss encounters in Molten Core is teamwork and cooperation. Getting forty players all on the same page in regards to who does what and when, can be a taxing task. It is essential during the Ragnaros fight that everyone is playing to their top game. If one player fails at their role, the entire raid can crumble.


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World of Warcraft - Learning from Past Releases

Wednesday, October 8th, 2008

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Without knowing too much about trade skills other than the crafting levels going up to 450 and quotes along the lines of “bigger and better stuff!”, the addition of inscriptions is certainly a new and extremely innovative idea. Not only does it mean bringing in tons of new spells which make the old spells redundant, but it means having sets of new spells along with increased old ones, giving spell casters a huge arsenal of potential spells to look forward to.

Conclusion

In TBC, the main arch villain was Illidan. You heard about the guy everywhere, weapons, quests, NPCs and monsters all named after the elusive Illidan. But the only time you ever get to see Illidan is to kill him in Black Temple. Rubbish! Blizzard admitted that they were too protective over Illidan. An important change in terms of perception is about to take place. For 99% of the World of Warcraft community, the story was never really started let alone finished, it just kind of started in the middle, and followed what can only be called fragmented quest lines. And the only way you hear about how it all ends is from the remaining 1% - hardcore raiders. With WOTLK, you will be able to learn about the main character – Arthas - as well as see him and talk to him from the second you step foot on the new continent. The quests will have smoother transitions and storyline that flows better. That with the background of Warcraft 3 : The Frozen Throne, means that we are in for a great story and some really interesting quests to dig our teeth into.

Raiding

Blizzard has been quoted saying that they are happy with how Auchindoun Spirit Towers and Halaa in Nagrand worked. Having PvP areas within a zone that benefit everybody for that particular faction worked really well. Realising the positive effect of such areas prompted adding an entire non instanced PvP zone, Lake Wintersgrasp in WOTLK. The new zone features siege warfare and destructible buildings, meaning players can enjoy a much more engrossing PvP atmosphere. That’s quite a step up from controlling a couple of towers. Hopefully further down the line, we will start to see more risk in PvP rather than simply a ghost or a lost objective.

Trade Skills

On the release of TBC, every player on every server had to go through one portal and battle through the same zone to kick off the levelling frenzy. In WOTLK, you enter Northrend via a Zepplin however you will not see a scene reminiscent of “how many people can you fit in a Mini Cooper”, because players will arrive in one of two zones; Howling Fjord or Borean Tundra, essentially cutting, in half, the massive number of players eagerly setting a precious first step into the new world. This is a valuable lesson from the release of TBC.

Release day blues

Blizzard is set to release a new expansion for its world renowned MMO and questions need to be answered. How big do you make it? What type of player do you cater to? Are there more raids, more mobs, more loot! However the real question should be, “What have you learned from The Burning Crusade?”

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What didn’t work

advertisement It’s clear that moving away from Azeroth, away from the lands of Dwarves, Elves, Goblins, Orcs and the like, was possibly a wrong move. It was a brave adventure that almost paid off. Moving away from traditional character backgrounds and giving a detached feeling from the mainland really was its failing. Wrath of the Lich King (WOTLK) has a big bonus; it’s ripped straight from Warcraft 3 and contains proven lore and strong character backgrounds. Die hard Warcraft fans will instantly feel comfortable on the new continent of Northrend. The team working on WOTLK is huge and contains personnel that have worked from as far back as the original game, this is really important in terms of deciding what works, what doesn’t working, and keeping a consistent feel across the expansions. But what about arriving there on day one, along with 9 million other people…

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Caverns of Time was a big success in the “what worked” department for Blizzard. Trapping various events in time forever is a great way to explain how past story lines come together to have effect in the current world. With WOTLK, the story of Arthas is retold in “The culling” using Stratholme as an additional “captured in time” dungeon. Using this way of telling stories from the past, players will find out just exactly what happened to Stratholme to turn it into such a forlorn place.

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What did work?

TBC introduced smaller raid zones. Originally raid zones were built for raid sizes up to 40, Blizzard reduced this to 25 and added two zones for a raid size of 10. It was quickly realised that the 10 man zones were extremely popular and had many of the complexities of 25 man zones (Take Zul’Aman compared with Gruul’s Lair). In order to take what worked for the new raid zones in TBC, Blizzard has created several raid zones that have the option of either raiding it with 10 or raiding it with 25, with the only change being the difficulty tuning. Essentially, the strategy will remain the same, with the same event scripts. This is a big step for the game that currently has a huge separation between guilds that can complete 25 man raids and guilds that continue to complete 10 man raids with no desire for larger style events. Additionally, if you look back on what I talked about with the quests, it will no longer be the 1% of the game that can witness the final demise of Arthas (assuming slaughter him). Instead, since it can be completed on a 10 man (again another assumption), then it opens the content to a lot more of the player base.

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This article is about lessons learned, not necessary about new content, which is why there is no mention of the hero class being added. WOTLK’s biggest success is going to come from Warcraft 3 : Frozen Throne, it’s a long time favourite with Blizzard’s core fan base. However, since it has proven to be successful, even those that do not follow the lore and storyline that closely, will still find an excellent expansion and part of this will be down to the lessons learned from its big and somewhat awkward brother, The Burning Crusade.

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MMORPG.com’s World of Warcraft Correspondent Darren Bridle files this report that takes a look at what Blizzard could learn from their first expansion, Burning Crusade and apply to the upcoming Wrath of the Lich King.


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Best Practices For A Warrior In WOW

Wednesday, October 8th, 2008

A large part of effective tanking is outside the hands of the warrior. One common fallacy held by the players of WOW is that if a tank loses control of a monster, he’s a bad tank. While this very well could be true, the case could actually be quite the opposite. There is a limited number of things a Warrior can do to generate threat on a creature. Assuming that the skill, talents build are in place and the gear collected, he can build a lot of threat. There is an upper limit to the threat obtainable. When a character is assigned to tank, he will not be generating the majority of his threat from dealing damage to a target. Outside of the Warrior class, dealing damage is the best way to increase threat on a monster. Over a period of time, the threat from damage caused by another character can overcome the threat generated by the tank. In such a situation, as long as the warrior was using all his abilities to their maximum effectiveness, there’s nothing else he could have done to keep the focus of the enemy. A party who knows this, and can manage their own threat makes the tanks life that much easier. At lower levels, the group tends to blame the tank if he loses control of the monster. In the end game forty man instances, the smart groups tend to blame the player who pulled the target for not managing his own threat.

The Job of the Warrior in WOW is to get relentlessly beat upon. While there are a handful of classes in WOW that have the capability to tank, the Warrior stands above them all with more talents, abilities and equipment geared for the role. In a group setting, if the warrior dies first, they died knowing they did their job to the best of their abilities. Some players are better at holding the agro from the monsters than others, but it’s a common adage that effective tanking is 10% gear, 10% talent build and 80% skill.

Of the 51 talent points WOW offers its players, eighteen of those should be dedicated to the protection tree. For a tank to excel at his job, it is in his best interest to send points on the talents Defiance, Toughness and Last Stand. Neither five point talent on the first tier of talents a warrior can access truly outdoes the other, one raises the chance to block with a shield, the other raises the characters natural defense. Both are good options, yet not required for optimum tanking. On the second tier, five points in Toughness gives you ten percent more armor contribution, and at the high armor ratings a warrior can achieve this talent can decrease all incoming damage by up to five percent. Also on tier two is the Improved Bloodrage talent. This two point talent is useful, but not required to tank. It is required to gain access to the tier three talent Last Stand. Last stand increases the warriors current and maximum hit points by thirty percent for twenty seconds, great for the times when that heal is coming just a second too late. Lastly, the Defiance talent raises the threat generated by the warrior by fifteen percent. Without all these talents, the warrior is not able to tank to the best of the class’s ability.

The gear is in place, the talent build is good, but the most important thing to tank effectively is the skill. Its not hard to tank. It just takes knowledge. Sunder Armor is the staple of every tanks retinue. It is the most efficient way to gather rage early in a fight, and it makes the enemy easier to kill by lowering its armor rating. Another ability widely used is Heroic Strike. Some tanks use these two abilities and they manage to control the monster. In a prolonged fight, this will not be enough. There are three abilities other than sunder armor that allow the tank to gain as much agro as possible. Shield block, while not an threat generating ability in itself, it guarantees a block, which in turn allows the tank to use the Revenge ability. Revenge is the lowest cost and highest threat generating ability in the game. Finally, Shield Bash, a high threat producing ability used primarily to stop a spell caster from casting can be used liberally on non-magical foes to generate high amounts of threat. Each of these abilities should be used when they are cooled down and available. Once the basics of tanking are understood, each individual player can add their own flavor to the game and improve on their own abilities.

Warriors are very dependant on the sort of gear they use. If the goal is to play the higher intensity raid instances, a lot of time will be spent gathering up the equipment. For a tank, there are three main things to look at while gathering gear: Stamina, Armor Rating, and Defense. Stamina gives the character ten hit points per point. That may not seem like a lot, but just like pennies in a piggy back, it starts adding up. Armor Rating lowers the incoming damage percentage. Defense ups the skill of the same name, and lowers the chance that enemies will critically hit the tank by a percentage point for every twenty five points of defense. Thankfully, WOW offers many different dungeons to crawl in order to gather equipment with all of these perks. On epic pieces of armor, players will find bonuses to blocking skill or dodge percentages, and those are nice too, but those will only come after time spent tanking. There will be a long time when the characters will be relying on uncommon and rare equipment that is much easier to obtain.


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