Tuesday, March 15, 2016

Final Fantasy XV Is Coming Out In 2016, Get The Details

Today, as part of a new year's surprise, Square Enix posted on their official blog that they would be releasing Final Fantasy XV this year in 2016. GameSpot had posted a video in August exclaiming that Square Enix had given an official date for release, but it was only a window of sometime before 2017. We probably won't have an official release date for another few months. Many are excited to finally have a more precise window for release. With so many diehard Final Fantasy fans, it's rare to see anyone upset by this New Year's news. In 2013, Final Fantasy XV announced it was being developed for Xbox One and PS4 when it was originally announced at the 2006 E3 as Final Fantasy Versus XIII with Final Fantasy XIII, so it's fair to say Final Fantasy XV is a rebranding. It's obvious to see from former Final Fantasy games that creators have always taken their time with them. From the intricate details enhanced by the crystal-clear graphics and emotional storylines to the in-depth character development, a Final Fantasy game is never just a game. You have to remember, that interview was back in late 2014. Surely the game has more than surpassed that amount of time with additional content. Amazon Japan announced a June 1 release date, but that hasn't been confirmed and is only a rumor. The actual release date has not been announced yet and won't be announced until at least March.

Sunday, January 3, 2016

World Of Warcraft North American Arena Qualifiers Now Open For Sign-Ups

"Warlords of Draenor Arena and Battleground" PvP Season 2 contains some adjustments compared to its previous season. Blizzard Entertainment released details of the "World of Warcraft" North American Arena Qualifiers. The winners of the qualifiers will have a chance to compete at the North American Regionals and may even proceed to the World Championships at BlizzCon 2015. There will be three online cups that are produced in partnership with Global Cooldown TV (GCDTV). A single-elimination tournament structure will be used for these cups. Below is the schedule of the North American Arena Qualifier Cups. The matches will be best of three until the semifinals. On the semifinals round, the matches will be best of five until the finals. During the finals, it will be a best of seven series. Players are advised to use the 4-player team roster. Keep in mind that teams cannot compete again in the online North American Qualifiers if they have already qualified for the North American Regionals. This year, there will be a Macro and Script Whitelist that can be used by players from the Regionals up to BlizzCon 2015. If it's not listed in the Macro and Script Whitelist, it will not be allowed for use during the live competitions. Players from Latin American countries, Australia and New Zealand are eligible to compete in the North American Arena Qualifiers, but they are still encouraged to compete at their countries' regional qualifiers. However, should they choose to do so, they won't be eligible to compete for the North American Qualifiers anymore. Click here to learn more about the Australia and New Zealand 3v3 Arena. Buy cheap wow gold from http://www.6kgm.com/

Sunday, November 22, 2015

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Thursday, November 12, 2015

How do you feel about the volume of In Form's and promotions in Ultimate Team? Let us know in the comments.

Now don’t get me wrong, I love a Hero In Form as much as the next guy, but just a few weeks in to FIFA 16’s reign we’ve seen more Hero’s, promotions and TOTW In Forms than in any FIFA before at this stage. I’ve written a few articles in the past about the value (or lack of) that FIFA Points represent for gamers and therefore these recent developments concern me quite a bit.

The Hero In Forms are in fairness the result of some exceptional early season performances, which in turn set a precedent of sorts. As soon as EA gave Lewandowski a Hero In Form for smashing five goals in nine minutes, they had to do the same when Aguero did. Then when Ronaldo broke Real’s scoring record, it again seemed like a heroically neat fit. So perhaps this swathe of early Hero’s is merely coincidental?

That theory would hold more water if we weren’t also seeing an additional five players in the TOTW, and random promotional 2x chance offers to land FUT’s “top” players. Lets not forget that market stability and fairness were at the heart of EA’s vision this year, which doesn't quite tally with offering a double chance to land FUT's best players to anyone willing to spend big on FIFA Points, before even a month had passed since release.fut 16 coins

EA have always flirted with crossing the line when it comes to the volume of pack promotions, and one-off Informs. But on the basis that they remained few and far between, and came in volume later in the games cycle, they got a free pass of sorts. That at least allowed time for players to build up stocks of earned coins to spend, rather than having to rely on real money and FIFA Points to access those elite packs. Not possible for FIFA 16 if you wish to stay with the current curve.

Sadly some of the things we’ve seen so far in FUT 16 feel to me like profiteering from the games launch period more than planned activity, and it’s not being done subtly either. If the idea was to include full 23 man FUT squads in the TOTW for FIFA 16 then great. But why do it from TOTW 5 and not from launch? Could it be a technical limitation, now resolved? I may be wrong, but that seems very unlikely given the speed at which EA have injected vast numbers of players in to Ultimate Team in the past. So why the sudden change if not to encourage more pack purchases?

Combined with that (as most YouTuber’s will attest), pack weights this year feel harder than ever, meaning that if you do go after some of the big guys on "offer" the chances of actually getting them are even less than in years previous. I’ve seen countless tales on Twitter of people blowing 150K+ and more on FIFA Points and not even finding a single Legend on Xbox. Whether they have the income to burn or not is irrelevant. Having a system that deals out probability on that scale so unfairly, just doesn't feel right under any circumstance.

Some of you are probably sat there thinking "well they've always done this, so why are you writing about it now?" And maybe you're right. But to me it always felt like FUT promotions had a legitimate reason. A MOTM was earned, a TOTW was tough to call or a big tournament was on. And yet this week we have our fifth Hero in Wijnaldum and 22 other In Forms which include Ibra and Neymar.

All players in TOTW 6 are I'm sure deserving of their spots for one reason or another, but the sheer volume that this stuff is coming out at is unrelenting. And if anything this new found thirst for unique In Form's actually diminishes their worth And how long before the bar for entry for a Hero In Form is low enough to accommodate a hat-trick? Or a brace? Or a great save? At this rate, I'd give it about two weeks.

The simple fact is, that every time a big or unique player gets released into Ultimate Team, EA's digital revenue spikes. So from their perspective why not release more Hero's? That strategy (if it is at play) is an incredibly dangerous one, and it's a very slippery slope once you get started. As soon as your profits break all known records (which they have) they always need to be bettered in the eyes of shareholders, and for us that only means more and more of this stuff happening in FUT. A self perpetuating spiral of doom if you will.

What worries me most is that these trends however insignificant they may seem to you personally, aren't the end, they're very much the beginning. And that in two or three years time, we could be looking at a shadow of the original FUT concept, which started off this craze back in FIFA 09. I guess the questions is, where will it end? Hero's every week? MOTM's every week? Some of you might wonder what's wrong with that, and perhaps it is okay to have more variety. But for me, these promotions undoubtedly increase the pressure on people to spend, and that isn't what FUT should be about.

The gaming industry as a whole is under the microscope right now with regards to the value proposition of its DLC, season passes and micro transactions, and I wonder how far we are away from FIFA's Skyrim'esq "horse armour" moment, which sends it tumbling in to the headlines for all the wrong reasons. I for one, will take no joy in reporting it, if and when that moment arrives.

FIFA 16 has been out for a few weeks now and continues to ride high at the top of gaming charts around the globe. As you know already, we quite like the new gameplay once you get used to it, and seeming, so do a lot of people. Others think it’s the worst football game ever made, and so, in many ways not much has changed in FIFA land.

Except however, for a few slightly worrying new trends in Ultimate Team.



How do you feel about the volume of In Form's and promotions in Ultimate Team? Let us know in the comments.

Wednesday, September 16, 2015

Top 20 Bundesliga Player Ratings - FIFA 16

Here are the top 20 players from the Bundesliga in FIFA 16.

20. Thiago - FC Bayern Munchen

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19. Benedikt Howedes - FC Schalke 04

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18. Sokratis - Borussia Dortmund

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17. Bernd Leno - Bayer Leverkusen

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16. Mario Gotze - FC Bayern M��nchen

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15. Javi Martinez - FC Bayern Munchen

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14. Medhi Benatia - FC Bayern Munchen

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13. Xabi Alonso - FC Bayern Munchen

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12. David Alaba - FC Bayern Munchen

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11. Naldo - VfL Wolfsburg

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10. Mats Hummels - Borussia Dortmund

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9. Marco Reus

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8. Arturo Vidal - FC Bayern Munchen

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7. Thomas Muller - FC Bayern Munchen

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6. Franck Ribery - FC Bayern Munchen

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5. Robert Lewandowski - FC Bayern Munchen

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4. Philipp Lahm - FC Bayern Munchen

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3. Jerome Boateng - FC Bayern Munchen

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2. Arjen Robben - FC Bayern Munchen

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1. Manuel Neuer - FC Bayern Munchen

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Saturday, August 29, 2015

FIFA 16: Predicting Every Tottenham Player Rating

Tottenham Hotspur had a relatively positive Premier League 2014/15 campaign and finished in fifth place, just six points behind those coveted Champions League places. Essentially they did a Tottenham. Mauricio Pochettinos side looked brilliant at times but couldnt maintain their challenge for the top four, dropping points against Burnley, Stoke and Aston`Villa during the business end of last season.

FIFA-wise Tottenham represent a sturdy pair of hands who can do you proud against West Ham, Newcastle and Stoke but against the top teams they dont represent enough quality for you to continuously challenge your mate who has gleefully selected Man United. Spurs big-game players such as Christian Eriksen, Hugo Lloris and (this years) Harry Kane will guarantee you some luxurious button-pressing on FIFA 16 coins but have the North London side improved enough during the summer transfer window to begin to compete with big boys?

Not really. On a whole Tottenhams player ratings will definitely improve due to the number of young players who broke into the first team last season.Positive performances from Mason, Nacer Chadli and Danny Rose will give Pochettinos side a boost alongside new signings, Toby Alderweireld and Clinton NJie but the lack of big spending this transfer window means Spurs will be continue to be the best of the non-elite sides.

This article will look at each player poised to be in Tottenhams team next season and attempt to predict the rating that they will be given by EA Sports football brains. The algorithm being used takes the performances from last season combined with their FUT (FIFA Ultimate Team) card from last term.

Wednesday, July 22, 2015

The next characters to get scaled down to 16-bit sprites are from Final Fantasy XIV.

Y’shtola, a Miqo’te who made her debut in the first version of Final Fantasy XIV, is a veteran crossover character. In addition to being playable in Dissidia Final Fantasy for arcades, Y’shtola will be in Final Fantasy Record Keeper. She can cast ice elemental attack Aqua Aura, defense buff Stonraskin, and heal HP plus recover negative status effects with Medicara. Thancred, a male Hyur who plays a key role in Final Fantasy XIV: A Realm Reborn’s story, can join your Final Fantasy Record Keeper party too. He has skills like the Dual Blade Spin which does two physical attacks in one turn and Dancing Edge which hits for four consecutive physical attacks. A crossover event allows players to get these two Final Fantasy XIV characters kicks off today in Japan and ends on August 4. Read more stories about Android & Final Fantasy Record Keeper & Final Fantasy XIV: A Realm Reborn & iPhone on Siliconera. Final Fantasy XIV Heroes Go Retro For Final Fantasy Record Keeper Final Fantasy Record Keeper brings characters from the entire Final Fantasy series together. The next characters to get scaled down to 16-bit sprites are from Final Fantasy XIV.

Thursday, July 16, 2015

Elder Scrolls Online PS4, Xbox One, PC: Tamriel Unlimited changes revealed

The new pack from ZeniMax Online Studios will launch first on PC on August 31, then Xbox One on September 15, followed finally by PlayStation 4 on September 16. The heart of the Cyrodiilic Empire has fallen to Daedric Prince Molag Bal and it is up to the three alliances to retake the Imperial City while still fighting amongst themselves. The Imperial City is the first DLC game pack for Elder Scrolls Online and has been promised to add hours of additional gameplay. New areas, quests, enemies, and exclusive items are set to be added, while pricing depends on the status of a players ESO Plus membership. The full Imperial City DLC game pack is included with an active ESO Plus membership, although if you are not an ESO Plus member, or your membership lapses, the Imperial City DLC game pack will cost 2,500 crowns in the ESOTU Store. The Imperial City will come in two parts-the DLC game pack, and the base-game patch, while everyone who owns The Elder Scrolls Online: Tamriel Unlimited will receive the base-game patch at no cost.

Tuesday, July 7, 2015

Lionel Messi and Cristiano Ronaldo feature in the worst FIFA 15 misses of the season

Even the best players miss goals.www.gmusd.com But probably not as spectacularly as these open goal misses on FIFA 15, which have all made the 'Misses of the Season' compilations from EA Sports. And even the likes of Cristiano Ronaldo and Lionel Messi feature, both guilty of some shocking misses.www.mmozt.com And some of them are hilarious; particularly Sebastian Giovinco's for Juventus who manages to hit the post three times in three seconds. What EA Sports haven't done though, is leave the gamer tags of those guilty of these misses, which is very kind. Watch the great video above and if any of these are you, be ashamed. Be very ashamed.www.gmusd.com

Thursday, July 2, 2015

Interview: Blizzard's Chris Sigaty and Alan Dabiri on Heroes of the Storm

blizzard has now released its next big new game which takes characters from their vast universes and smashes them all together in a massive team-based rumble. It doesn't stop there though, because they will be constantly updating the game with new features, game balances, and content like new battlegrounds and heroes. The best part about it is that it' Luke Lawrie, Stevivor: The last time I spoke to you guys at Blizzard was back in January and you were just going into closed beta. From the transition to that and into full release what was it that made you confident that Heroes of the Storm was ready to be put out there?www.gofifacoins.net Chris Sigaty: One of the primary drivers was battlegrounds; getting to our seven we felt like it was a great mixture of the variety we wanted to see. Our heroes too, we wanted to have a good representation across all of it. We actually slowed down on the release of Heroes in the last two major releases a bit. We wanted to really to get ready for it and focus a lot more on the polish, the stability of the entire online system and performance of the game, all of those things. So there was a lot more focus in that direction and wanting to pull it all together. But those last two battlegrounds were critical for us to step back and say, "This is the ground floor of where we want to be when we ship Heroes of the Storm to the world."s a load of fun and you can play it for free. We were invited back once again to chat with some of the creative developers at Blizzard, this time talking to Executive Producer Chris Sigaty and Technical Director Alan Dabiri.

Sunday, May 31, 2015

6.1 Hotfixes: March 23

Here you'll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.1. Hotfixes are updates made on our end without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require the realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.

Hotfixes have been listed by the date they've been implemented. Also available, hotfixes compiled by category for those wanting a quick summary of all hotfixes that have been applied since the start of World of Warcraft Patch 6.1.

Tags may be added to some hotfixes to denote a special condition.

[Requires a realm restart] means the hotfix will not take effect until after a scheduled rolling restart or maintenance.
[Hotfix in testing] means the hotfix is in early stages of testing and may not be implemented just yet. However, the change is important and is posted to provide as much advanced notice as possible.

Tuesday, May 12, 2015

FIFA 15 Pro Clubs: Perfecting the striker and forward build

EA Sports’ famed club soccer franchise, FIFA 15 was released just a few months ago and a couple of Orange in the Oven writers have spent some time playing Pro Clubs, the highly popular online mode. Over the course of the past couple of months, we’ve brought you a couple of articles focusing on the broader play style differences in FIFA 15 Pro Clubs over other past iterations. This week we wanted to bring you a bit more of a focused set of tips and tricks to help those who want to play as a striker or forward.

The first thing to remember for FIFA 15 Pro Clubs if you want to play as a striker is you need to figure out what style of striker you want to be. Are you more of a pacey, quick striker who burns defenses with balls sent in over the top to give you one v one opportunities against the opposing keeper or are you more comfortable playing as a stronger hold-up forward who focuses more on creating opportunities for your striker partner or midfielders?

I have found in my time playing FIFA 15 Pro Clubs my preference leans toward the stronger, bigger forward who is a playmaker. In fact, my preferred “build” is a 200 lb., 6’0″ forward. This build gives me reasonable strength, good height for taking headers on set pieces, but most importantly it gives me sprint speed and balance. I’m harder for defenders to knock off the ball when in possession, and when necessary I can still beat defenders on the dribble.

Not everybody will be comfortable with this build, but I can say since the switch, our Pro Club (Wombles FC) has been on an absolute tear through successive divisions. It helps having great midfielders capable of timing balls sent into the box, or passes played right where you need them for runs through the defense.

The other important tip this week, and you’ll see it a time or two in the video above, is to learn how to pace your sprint. Use it to get by a defender and into the box, then just as they approach you for a tackle, switch gears to a dead stop, turn and pass to a streaking midfielder or striker into the box. This one move alone is more effective than any dribble move in the game.

And getting teammates involved in the attack is honestly more fun than doing it all yourself as the celebration becomes about the team and not just one player. At the end of the day, that is what makes Pro Clubs the most fun mode in FIFA 15.

Feel free to subscribe to Wombles FC’s Youtube channel via the video above, and keep an eye peeled on Orange in the Oven for more FIFA 15 Pro Clubs tips and tricks as we try to figure out some useful midfielder and defender builds for you.

Friday, March 27, 2015

EA defends Fifa Ultimate Team transfer market price ranges

FIFA Ultimate Team developer EA Sports has defended its introduction of transfer market price ranges earlier this month.

The move was prompted by a rising tide of coin sellers who were destabilising the game's economy.

In a new statement and Q&A for FUT fans due to go live this evening, EA detailed its latest move to tackle the problem - tailoring its price ranges to fit individual platforms. You can see a spreadsheet of how prices have changed here.

"Since the introduction of Price Ranges, we've already made more than 650 adjustments to player pricing, with a focus on the highest value players available in the FUT economy," a FIFA spokesperson explained.

"Last week's introduction of Price Ranges has helped restrict illegitimate coin transfers on the FUT Transfer Market, and balance player item prices so they reflect the current marketplace, but finding that right balance will take some time - we have a team dedicated to finding that balance.

"On Wednesday, we made another important change that will bring better trading balance and fairness to the Transfer Market. We've introduced unique Price Ranges on each platform (Xbox, PlayStation, and PC) to reflect the values and dynamics in those unique economies. This will bring minimum and maximum prices better in line with the perceived value within those economies, and make transfers fairer and more enjoyable for all FUT players."

EA's transfer market now caps the minimum and maximum amounts of coins that items can be sold for via the popularity of players and other items on each platform.

Items include players, in-forms, consumables and club items.

The need for a minimum item price has angered some fans, something to which EA has now responded:

"Removing the minimum range would open Price Ranges to the movement of fraudulent coin selling transfers," the developer said. "Coin sellers are looking to use certain players with market values much lower than their maximum range in order to transfer set amounts of coins.

"We understand that the minimum price range has been a frustration for many of you, but it's a necessary part of eliminating coin selling in FUT. We'll continue to adjust Price Ranges for players in order to find the right balance for the Transfer Market."

By tailoring the market to each platform, EA hopes to avoid the situation where the upper range for an item on one market could be seen as too low on another - thus creating a situation where users were unwilling to sell players at all.

Monday, November 17, 2014

How to Use Right Method to Make FIFA 15 Coins

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It is good to buy cards during 1:00 am to 6:00 am. However, since there are fewer active gamers in market, its absolutely hard to sell. There are fewer cards you can buy while since the competition become lower, its possible to find out good opportunities. Well suggest you to bid some items that you find cheap even if youre not active during the period. Youll get chances to make FIFA coins from them.

The good time to sell cards is during 4:00 pm to 10:00 pm. Despite the large competition, as the traffic gets to the most, the sales will increase dramatically. The phenomenon which happens in the category four will be stronger in this time. Its when the inexperienced gamers come and so great bargains appear.

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It is easy to use this Method. You could use it as frequently as you want. It will work well combined with some other methods. To be rich of FIFA coins is often an advantage in this game. Even if youve known market quite well, which is required, you might be harmed by the price fluctuation that happens suddenly. You should be cautious when the cards become too cheap. This market might have ever changed, you dont realize and you might think about that the low prices are the influence of the time that youre buying. Be careful and you will not lose your FIFA 15 coins.

Tuesday, November 4, 2014

FA Premier League inferior to La Liga Tough to Attract Star Players

Last summer time, FIFA Coins Suarez determined to leave Liverpool to join Arsenal. Steven Gerrard stated to him, Arsenal don’t deserve you. His comments turn out to be a heated discussion within the nearly two days the British media. The every day mail that Steven Gerrard is right; superstars like La Liga, German Bundesliga, English premier league do not leave them. Like the Adam Lallana, Jack Andrew Garry Wilshere these British preferred star, just pseudo genius.



Season of 2013-14, the audience individuals to FA Premier League is 13.94 million, last year, the London theater audience is 22 million people today. Just after the World Cup exit, Las Vegas became England international destinations, Wilshere where erosion life became public. As soon as we hope star, drink and smoke in the swimming pool – Daily Mail describe the premier league and representative Coins FUT Wilshere.



Steven Gerrard persuades Suarez never to join Arsenal, the key reason is: “I respect the Arsenal, but Arsenal does not deserve Suarez.” Each day Mail that Gerrard, this sentence might be “the premiership would be the world’s first league” false ripped to pieces. Arsenal is one of the major 5, the champions’ league, but leading center usually are not prepared to come.



Day-to-day Mail lament, when Spain, Germany, France become superstar habitat, even Serie A has signs of recovery, only FA premier league is extremely tough to attract world-class superstar. When persons are additional willing to visit London Theater in lieu of go to the stadium to find out the premier league, online –game-store the premier on the crisis to the actual. Premiership star with a high salary–the premiership players’ average attain 31000 pounds per week, although London actors, fifa 15 coins every 50 to 1 can earn a lot more than £ 20000.



Premiership star is overrated, media questioned Mourinho sold Lewis, Matta, Lukaku, but take a look at the Planet Cup, Mourinho is appropriate, simply because he clearly realized the premiership player of the bubble. Mourinho to travel to la Liga, Serie A and he knows the true value on the premier league players.

Thursday, September 18, 2014

ArcheAge Launch Update: Capacities, Communication, and Where to Find Info

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Hi everyone, we'd like to thank you all for being a part of this absolutely massive launch of ArcheAge, Huge archeage gold sale at mmobays.co.

We've heard from a lot of you that ArcheAge has stirred up excitement for an MMO in a way that many of you haven't felt in a long time. When people are in and playing, we hear a lot that the game's the great, exciting experience they were waiting for.

While it's been great for many, it's been uneven for others, most notably if you're stuck waiting. (We know, we wait in the same queues you do.)

Know that we haven't been, and won't be, resting until the experience is great for everyone. We've been talking to you a lot about "patience - which has been extreme in some cases for sure.

I'd like to talk about what we're doing to make sure that all of you can have that same kind of experience.

SERVER CAPACITIES AND YOU

In an ideal world, we have all the hardware we need to host the ideal number of servers, in a way that works best for everyone. We'd strike the perfect balance between launch popularity, when everyone wants to be online 100% of the time, and the settled population of more normal play patterns that will naturally come over time.

In reality, we have to plan capacity months ahead of time, based on things like web site signups, numbers of people who play in alphas and betas, how long they play, and so on. There's a fair amount of science that goes into it, and in general it's pretty accurate. We then include extra for overflow, just in case we need more.

In this case, so many entirely new people showed up that we opened not just all of our launch hardware on the first day, but the overflow hardware soon after as well. Since Head Start, we've expanded both the number of servers and the capacity of all servers steadily. We try to let you know this both on the forums and on Twitter (@ArcheAge]) whenever this occurs.

Inside the business you'll hear people call this "problems of success," but make no mistake - since it negatively affects you, we remain obsessively focused on the "problem" part, not the "success" part. We treat these as high priority problems that we need to solve, as rapidly as possible.

GREAT, THANKS. THAT'S SUPER. WHAT ARE YOU DOING NOW?

Right. There are things going on both in and out of game to make things better:

1) Yes, more hardware is on its way to helping you! We're still aiming to strike the balance between short and long term and we know with certainty that more hardware is needed for both. We've heard both the "more servers" and "no more servers" crowds, and are certain we need to take steps toward more. I'm happy to share that the next round of hardware landed with our team in Texas this morning.

While I do wish that we could violate the laws of space and time to transport physical servers instantly, and help both NA and EU simultaneously, because of the way hardware is shipped out, and factors like "customs," there will be some delay between helping out the two regions. Do note that we're doing everything we can to make sure that delay is as minimal as possible. (We are aiming for days, not weeks, between.)

We'll be talking more about the details here over the coming days, in our Launch FAQ thread.

2) Note that we've been more aggressively sweeping AFKers, even manually when needed. For example, while we had said during beta that we were tentatively tolerant of AFK mount riding, we'd be keeping an eye out to see if it became a problem. Well, it's officially a problem when actual players who will be playing can't get in.

If you're not actively playing, please do be aware that you might not be there when you get back. Of course, while we do appreciate creative justifications such as "I am merely celebrating the excitement of launch by exercising my steed in a circular pattern for an extended period of time," those will still earn a quick trip to desktop.

We're also going to be setting up a more aggressive AFK timer as is suited to an over-popular launch, and ensuring that there are fewer ways to get around it. Again, this is all to create the greatest opportunity to get active human beings into the game.

3) As with any launch where you get massive numbers of new players, we need great people helping out with the typical things that happen as services scale up, which is why I wanted to talk Customer Service. You have wanted to talk with them. You've wanted to talk with them a lot. And they really do want to help.

Trion's CS team has already been expanded pretty massively, with scores of new people coming on board in the weeks leading up to ArcheAge's launch. There's a veritable dedicated army of people wanting to help. We're also happy to announce that we're ramping that up even more. As with all of our CS in the past, we're continuing down the path of natively fluent CS reps in each language we service.

4) Communication is critical during launches - We do get that. I've personally tweeted more during this launch than I think I have since Twitter existed. We're going to be redoubling our efforts, most notably on our forums, with even more people pitching in.

We had been trying to focus our updates into specific known locations, but that's not having the effect that we had hoped. We need to be in more places and threads that you're already discussing, so you can expect more of that beginning today, and in a more visibly 24/7 fashion than it might have appeared previously. We've been continuously working like crazy knocking down the types of launch issues one might expect, but if you don't see evidence of it, then it's not as helpful to you. We get that too.

Sunday, July 20, 2014

THE PUBLIC TEST REALM IS OPEN!

As we move towards testing out our bigger content drops, such as the upcoming Strain drop, we are going to be opening up a new server to test on called Nexus or Public Test Realm (PTR for short). When the PTR becomes available there are a few things that you should know about it: The PTR will be located in the Dallas Data Center As long as you have an Active WildStar subscription (NA or EU) you will be able to access the PTR. Note: This required the team perform magical technical manipulations to make this possible. “Boost” NPC's will be available in Nexus that will level you up and give you gear. “Boost” NPC's will only be available for players who have earned a level 50 on a Live Realm before 6/12. We typically take time stamps prior to when the next drop will hit the PTR. Example: Before Drop 2 hits the PTR, we'll take another time stamp. We are planning on leaving the PTR up and available 24/7, similar to any other Realm, for the remainder of the time that Drop 1 (Strain) needs to be tested. Do note that you shouldn't approach this server as a new “home” for an ongoing basis as we might have to take this Realm down at a moment's notice for updates. Please consider the PTR a place to visit and check out some new exciting content, not live. Character wipes may be needed on the PTR from time to time and your progress on this Realm may be lost, this is a fair warning! In-game localization of Drop 1 will not be ready for Day 1 of PTR, but we work to make it available in a future update. We've set up forums specifically for the Nexus Public Test Realm, they are: Game Updates Update notes for the PTR will live here General Discussion General talk about the PTR can take place here Bug Reports If you come across a bug, specific to the PTR content we'd appreciate you submitting them here! Finally, the Team truly appreciates your early participation in finding and submitting any issues or bugs with the new Strain content you find while on Nexus. Thank you!

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Sunday, July 13, 2014

What You Must Know To Buy Wow Gold - Mmomi.com

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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 Email:sales@mygameg.com

Wednesday, June 25, 2014

FIFA 14 review: fifaservice

Apparently following an "if it ain't broke, don't fix it" methodology, the FIFA team hasn't introduced any large, game-changing features this year. Heading into the next console generation, this is very much a "tune-up" year in regards to FIFA 14, and for good reason: It's pretty hard to top EA Canada's efforts with the FIFA series in recent years. Each iteration of the soccer sim has gradually tapered off its impactful improvements, with the introduction of physics in FIFA 12 and then First Touch Control in FIFA 13.fifaservice.net Continuing the trend, the biggest on-field changes in FIFA 14 revolve around one of the first things players will notice: The game feels a bit slower. The fact is, the game's actual speed may not be any slower than before, but the continual tweaking of passing and dribbling mechanics has lead to FIFA 14 becoming a much more methodical game than before. Your team's progressions seem to take a little longer since the defense plays your attackers tighter, resulting in passing lanes that are a tad harder to find. The dribbling mechanics added in FIFA 13 have been altered – no longer requiring players to hold the left trigger – and effectively performing some of the fun combinations from last year is more difficult and confusing now. FIFA 14 (6/6/13)guy4game.org The left trigger is now used mostly for protecting the ball from defenders. Holding the trigger causes your player to shield the ball, a strategy that seems especially effective along the wings, yet otherwise ineffective against even a mediocre defense. Still, it causes your player to slow down and wait for teammates to better position themselves to receive a pass, which also happened much slower than I would like. When sprinting, the ball gets knocked a little further away than it did a year ago, lending more vulnerability to faster styles of play, especially when considering tweaks made to First Touch Control. fifa14service.com Introduced last year, First Touch Control causes more unpredictability in the ball's movements, and this year it's more sensitive to less skillful athletes. This causes a much clearer differentiation in how teams play and how players effectively move the ball around the pitch. While I can't necessarily say that Lionel Messi or Christiano Ronaldo feel different from one another, they certainly perform better than a no-name player from some two-star Chilean club. The former two superstars might be able to get away with sprinting around the field a little and still avoid confrontation, but with the majority of teams you'll need to employ a slower, more tactical strategy, as less skilled athletes are more likely to lose control of the ball. gameusd.net If EA Canada's goal is to eradicate the arguably cheap "sprint and through pass" tactic employed by some in the past, they've done an admirable job in doing so with the game's AI alone. In the mid-to-high difficulty levels, the opposition snuffs out passes and makes tackles with ease, and then knocks the ball around your challenges when on the attack. It seemed as if opponents, regardless of their supposed skill level, navigated the field and the openings in my defense much easier than my team could. Additionally, don't bother trying to tackle a CPU-controlled player that is sprinting along the sideline while shielding the ball; it seems downright impossible to get the ball away from them until they're already in the box and approaching the net. The saving grace here is that slide tackling is more viable this year and no longer a guaranteed penalty, thanks in part to a slightly cleaned-up physics engine that doesn't have players falling over one other as much.