Tuesday, October 14, 2008

Canadian Plays Thirty-six World of Warcraft Accounts

You have to admire the tenacity / lack of social responsibilities that a fella must have to manage to play thirty-six World of Warcraft ( Buy wow gold ) accounts; me, I can’t even manage to play one. Gamer Prepared gets a few advantages out of this enterprise, he can run raids all by his self and is thus able to eliminate the need for social contact even in the popular MMORPG.
You might be wondering how much he spends on all that gaming action and what he gets out of it. Read on to here Gamer Prepared explain.
A lot have asked me, why create so many? The main reason is to invade Stormwind and Ironforge when they reach top level. I’m sure the
Alliance will put up a big fight when that happens. We’ll see how it goes. If they don’t make level 70 before Wrath of the Lich King, then it will be at level 80. That is my main goal. That will probably happen after I’ve got some PvP gear from the battlegrounds. I’m also planning to do some 25 and 10 man raid instances but that is secondary to my PvP goal. Of course I’ll be doing arenas too to build up PvP gear but I’m not expecting to do that great there because I’m way behind in gear right now. I need to get to level 70 first, then level 80 and by then I will probably have all green gear while most others have been doing the battlegrounds and arenas.
It costs me exactly $5711 in subscription costs per year with 36 accounts on the 6 month pay schedule. Not bad considering I’m looking at it like it’s a hobby and there are more expensive hobbies out there than world of warcraft.When Wrath of the Lich King is released, I plan to be at the store when it opens and will purchase 36 copies of it. With tax, it should be about $1500 for all of them. Then the shaman are on their way to level 80 along with the priest, druid and mage.
Best of luck with your quest, Gamer Prepared, with all those costs it would seem that you aren’t doing this 24/7 – unless you make a living selling gold. As for me, I will continue to deny myself the pleasure of WoW, because I know that once I go in I may never come out and the end result will be an assload of computers, a yearly $5711 subscription bill, the breakdown of my marriage and the loss of my job.
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Posted by JImmy at 03:14:48 | Permalink | No Comments »

‘World Of Warcraft’ Game Director Working On New MMO, Hints At Console Game

It’s no secret that Blizzard is working on a “next-gen MMO,” as evidenced by job listings on their website.
But during BlizzCon this past weekend, “World of Warcraft”( Buy wow gold ) game director Jeffrey Kaplan confirmed to MTV Multiplayer that he’s “definitely involved” in the project.
“I think the great part about a new MMO from Blizzard is that it doesn’t have to be ‘WoW’,” he said. “There are a lot of lessons we learned in making ‘world of warcraft,’ and some of those you can take and do things better than you ever did before.”
I asked if he was concerned about the new MMO potentially cannibalizing “WoW” subscribers. Kaplan said he wasn’t worried at all, and that the company was going to great lengths to make sure that the new game doesn’t directly cannibalize “WoW.”
But with the huge success of “WoW,” and now “Warhammer Online,” I wondered if there was any room for MMOs that weren’t inspired by high fantasy. “Oh yeah,” Kaplan said. “I only think [non-high fantasy MMOs] have a harder time because of the past games that have tried and the game design decisions that they made, not because of the [intellectual property] or the setting that they chose.”
He thought the secret to success was making a game that was both tailored to hardcore players and accessible to a broad audience. “Once people figure that out, your game world is going to attract a lot of people,” he explained. “But a lot of it has to do with art style, too. Are you going for realism or an inviting world? And once you learn those lessons, I think any type of [intellectual property] can survive. I’m shocked we haven’t seen more sci-fi, near-future, post-apocalyptic, historical MMOs; there’s all these completely different fantasy settings beyond the traditional high fantasy ones.”
So is Blizzard’s new MMO going to be sci-fi, near-future, post-apocalyptic or historical? “All of those combined!” he said, laughing.
I also mentioned to Kaplan that I recently spoke with Sony Online Entertainment president John Smedley, who said that he hopes that the company will become number one in the console MMO space. So is Blizzard behind on not making console MMOs?
“Well, we definitely aren’t adapting ‘World of Warcraft’ ( Currency: wow gold ) to the console at this time,” Kaplan replied. He explained that people think Blizzard developers only play and like PC games, but that’s not the case; the games they chose to make just happened to work better for the PC.

“So I don’t think ‘World of Warcraft’ would really work that well on the console,” he continued, “but that’s not to say that other MMOs couldn’t. And we have a pretty savvy group of console developers — a lot of the guys we inherited from Swingin’ Ape really know what they’re doing on next-gen consoles. So we might have a few tricks up our sleeves in that regard.”
Kaplan also added that the next-gen MMO is very early in development and, like all Blizzard titles, it’s “going to be a while” before we see it.
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Posted by JImmy at 03:13:50 | Permalink | No Comments »

World of Warcraft: Nihilum takes out fnatic

Nihilum advances to the Grand Finals with a solid win, 3-1, over fnatic, who is now sent to the lower bracket finals.

Anaheim, California The upper bracket finals are finished, and Nihilum stands victorious over fnatic with a strong 3 to 1 win. For all four maps, both teams played Warrior Warlock Druid, so it was exactly what the fans have been waiting for — the test to see which continent plays it better. Fnatic, having the track record of two MLG wins, and Nihilum winning EM Leipzig and 2nd at EM LA, are both definitely the top WLD teams in their respective continents. BlizzCon 2008 brought these two together and now GotFrag takes a look at just exactly what went wrong for fnatic, and what went right for Nihilum.The first two matches between these two titans played out practically the same. Paperkat and Inflame from Nihilum went on the offensive extremely quickly, putting as much pressure possible on their opponents. Paperkat did an incredible job staying locked onto the difficult target of Hafu, which caused most of fnatic’s problems. From the start of both of these matches, Hafu was brought down to critical HP very early in the rounds, so she was playing the catch up game the entire time. The first match came down to Hafu sitting at 0 mana for about 5 seconds, allowing Nihilum to take Rhaegyn out with ease. The second match had Hafu with at least 1000 mana, but not enough throughputs to catch up with the damage that Nihilum had been outputting
At a decisive 2-0 lead, Nihilum was looking as strong as ever. Fnatic took their time between the second and third match to discuss what was genuinely going wrong, and what they could do to pull out a much needed win. With no comps changes in sight, both teams said they were ready and the start of round three came quickly.In match three, however, the play style of fnatic was much different than their first two. Glickz seemed to be attempting a “bait” strategy where he would move into the center and then as soon as he was attacked, pull back to the rest of his team. This seemed to start the match off in the right tone as Hafu was not the first target of Nihilum, but rather Glickz was. Switching the damage around here allowed Hafu to keep up with the healing with no problem, which allowed Rhaegyn and Glickz the ability to do their jobs as needed. A clutch fear from Glickz onto Carekoala left Nihilum without a healer at a critical moment and left Paperkat as stranded as could be. fnatic went on to take the match and their only victory of the series.The final match seemed to be the most exciting for the players and the fans alike. Straight into the action, as always, both Hafu and Paperkat dipped low at the beginning. Low enough for some swap-to-kill action, but neither team was able to react fast enough and both ended up getting away. Then came time for Paperkat and Rhaegyn to swap onto each other, and at which point, unleashing full rage bars meant trouble for both team’s healers. Much to the chagrin of one fan’s “You’re done Paperkat!” call, both warriors were brought back up in no time. Then, as quickly as Rhaegyn was brought up to full, Paperkat and Inflame laid back into him and he was brought into critical health range. Hafu seemed to have been caught off guard and without the needed healing, Rhaegyn was gibbed extremely quickly.

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Posted by JImmy at 03:12:58 | Permalink | No Comments »

World of Warcraft: New details, WotLK PvP Full Breakdown

Dynamic arena environments, massive PvP zones, and previously unreleased details on the future of World of Warcraft ( Currency: wow gold ) PvP were disclosed this morning at Blizzcon.

To kick off the second day of Blizzcon 2008 here in
Anaheim, California, members of Blizzards development team hosted an hour-long presentation on the upcoming PvP arenas, battleground, and zone featured in Wrath of the Lich King. The subjects discussed spanned a wide variety of features being implemented in every facet of PvP combat, and closed out with highlights of upcoming and previously un-disclosed developmentsRing of ValorMap Type: ArenaBackground: Utilizing the long ignored arena setting inside of Orgimmar, the Ring of Valor was designed to evoke a pseudo-gladiatorial feeling with the use of elevators to bring players into the arena and combat starting face to face in close quarters.The developers stressed that the overall theme in this arena would be dynamic choices. Forcing players to adapt to an ever changing, yet predictable setting and having them make choices between safety and consequence at multiple times during the match.Elevators Players will spawn underneath the arena floor and will rise up till even with the ground. Fences surrounding the elevators prevent preemptive strikes against the other team by blocking LoS until the animation of the elevators ends and the fence drops.Dynamic Pillars The first of two tangible features in the RoV are four pillars in a diamond pattern. Each of the four pillars feature a weapon icon on the platforms themselves such as an axe or a sword to aid groups in better distinguishing which one they’re referring to in lieu of the traditional and potentially confusing North, South, East, West that the dev team noticed in use during earlier testing.The rising and falling action itself will happen at a constant timed interval that will be predictable for players, enabling anticipation and therefore strategy that includes the pillars. This time will be in co-ordination with the wall of fire timer mentioned below so that the two alternate turns being active.The third and final issue addressed on the pillar obstacles was the confirmed Line of Sight or “LoS” disruption they will cause when active. Just as static pillars of the past were circled and put between a player and an opponent, these will operate the same way. In addition, players may “ride” the pillars and while on top can cast spells or heal as usual, albeit much safer from melee attacks. LoS will still be present, making opponents closer to the base of the pillar harder to hit from the top and vice-versa.Walls of Fire The twin dynamic element, and perhaps the more interesting of the two is the presence of two vents that extend from one wall of the arena to the other, spanning the diameter a meter or two from the center to the north and south, separating the circle arena evenly by dividing into thirds.At intervals that match the rising and falling of the pillars, whenever said pillars are down, a low wall of flame will rise about half a meter from the vents, affect a crossing player with a DoT that does 10% damage over three ticks. One of the most prevalent dangers in crossing the fire however will not necessarily be the DoT itself, the risk of exposing yourself to being locked down on the flame by opposing CC can quickly eat up your health.Also, LoS will be affected by the presence of the fire wall. This creates the dynamic situations and choices mentioned above. “Is it worth it to evade LoS and possibly pull off a heal in relative safety, or would the DoT and possible lockdown be too much of a consequence, maybe I should wait for the pillar.” This was the main objective for the team in the creation of Ring of Valor, how teams make adjustment as they become more familiar should be very interesting.Dalaran SewersMap Type: ArenaBackground: Compact, simple, and gritty. These were the focus themes for the arena team while working on creating the Dalaran Sewers arena. Inspiration was said to have come from the idea to include a “Fight Club” style environment inside the underbelly of Dalaran.Teams will spawn in sewer pipes and must jump down into the arena on opposite sides. To prevent camping of the starting area by casters, a stream of water with a knockback effect will flow out of the pipe after a few seconds and force anyone inside of the pipe out.LayoutWhile overall the arena walls form a simple square, the majority of the floor area is a raised section with two staircases at opposite corners to the lower level only about a meter below. While high enough to prevent players in the lower section from jumping up, they won’t be taking damage from a fall.The other two corners of the raised section feature LoS blocking crate stacks for a quick hiding position.Knockback Water PillarThe main feature of the Sewer arena you’ll find at the center. There, at an established timed interval, a wide pillar of water will fall from the cieling into a drain directly below. This creates a LoS blocking wall with a built-in knockback included for players that jump or run into the water. The knockback will not affect those simply near the water.Keeping the action close and fierce, this will be an arena where teamwork is paramount.
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Posted by JImmy at 03:11:53 | Permalink | No Comments »

World of Warcraft’s New Dungeons Debut (PC)

The World of Warcraft ( Buy wow gold ) design team walks BlizzCon attendees through a pair of the new dungeons players can explore in the Lich King expansion.
Compared to the PvP panel from earlier in the morning, the Raids and Dungeons panel at BlizzCon 2008 was packed, with attendees crammed shoulder-to-shoulder to get a glimpse at what’s in store in world of warcraft
‘s upcoming expansion. Judging from the crowd reaction, most of those in the hall were hardcore raiders, hungry for more raid content, more challenges, and even bigger loot.But Blizzard is focused on engaging a whole spectrum of players, and that means creating compelling five-man instances as well for the (relatively) casual players. To that end, Lead Level Designer Cory Stockton walked attendees through two unique new dungeons featured in the expansion and the design team’s thinking behind them.
The Halls of LightningFirst up was the Halls of Lightning, a level 80 dungeon nestled high in the
Storm Peaks. In the Lich King expansion, players will be learning more about the Titans who created the world of Azeroth. This is a central part of the lore, and Stockton explained that the design team is trying very hard to integrate all of their new dungeons with the history and backstory of Azeroth to help make the world feel more cohesive.Accordingly, the Halls of Lightning is a Titan dungeon, and it’s built on an immense scale. Stockton explained that the team wanted to create “a feeling of epicness … like nothing you’ve ever felt before.” The creatures are all huge and the environment is immense. Gilded gold ramps wind throughout immense chambers, some of which are filled with Titan statues lined up in even rows like a Chinese terracotta army. Big boss battles are foreshadowed — you can see one Titan construct looming above you, working away at a forge. Only later in the instance can you make your way up there to do battle with him.
As you’d expect from a race of superbeings who sculpt planets, there’s a celestial grandeur to the Halls of Lightning. Particularly stunning was a room of shimmering statues constructed of stars — these are Azeroth’s constellations, laid out in a glimmering golden art gallery. Another chamber is filled with models of planets swirling in the sky, some with translucent rings. Players can walk out onto balconies to breathe in breathtaking vistas of the surrounding Storm Peaks.Naturally every instance wraps up with a climactic boss fight, and Stockton stressed that the World of Warcraft ( Currency: wow gold ) team is taking extra time to custom-create models just for these fights. One such example awaits players on a golden throne at the end of the instance: His name is Loken, and this colossal figure was once a messenger to the Titans. It should be a spectacular fight. As Stockton puts it, “Epic Lore + Epic Gameplay = Awesome.”
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Posted by JImmy at 03:10:55 | Permalink | No Comments »