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General Gaming News / ARMORED WARFARE PROMO CODES NEW!!!!
« Last post by Adams2102 on June 09, 2015, 09:40:19 am »
Hi everybody,  Click Here For Promo Code !

you most likely knew about the up and coming Armored Warfare amusement. For those, who have not – well, its essentially World of Tanks, but rather with advanced tanks. As of now, its in the alpha phase of advancement, with some footage discharged (taking a gander at you, World of Warships) and with engineer upgrades turning out once in a while. The engineers as of late discharged another feature, where they portray the way AW is moving – we should observe it and contrast it and World of Tanks.

Alright, here are the rudiments. No reason for sugarcoating it. It's a WoT clone. Be that as it may, before you go all "fuck that" – the mechanics are the same (WoT was taken as improvement benchmark), yet the pronounced point of the designers is to really assemble an amusement without the issues, that at present sickness WoT – particularly high RNG, vanishing tanks, current model of big guns and matchmaking. Whether they will succeed, well, that is a genuine inquiry, isn't it.

Dissimilar to WoT, AW really has an account. Essentially, its a cyberpunk backstory, where you play as a PMC (hired fighter shielded organization), getting contracted by different individuals. The designers are really American (Obsidian Entertainment) and they have past involvement with RPG's, so this may really turn out truly pleasantly. There's additionally the objective of discharging the diversion with a PvE story mode, something WoT is missing for clear reasons (and, seeing the "chronicled fights" disaster, likely will for some time more). As a reward, in this sense, skirmishes of T-55′s versus Abrams tanks are totally conceivable to fit into an account (dissimilar to WoT's Maus versus STB-1).

The motor is a rendition of CryEngine, yet don't imagine it any other way…  this won't keep running on the most noticeably bad poo the Russians are utilizing. Thus, the amusement designers obviously chose to concentrate all the more on western markets rather (take note of that the diversion distributer is really Russian, a juggernaut of an organization called Mail.ru), so I figure we won't see the moronic Stalin poo here. Indeed, even on feature, the motor looks better than the matured BigWorld Wargaming is utilizing – how well will that work is obviously the inquiry.

I really like how Armored Warfare makes it totally realized that the amusement is (for the time being, at any rate) a World of Tanks clone. This is totally not quite the same (as I would like to think) wrong course Gaijin brought with Ground Forces – with GF, they attempted to make them "reasonable" and "we are not WoT" no matter what and the outcome, while fascinating to some, did as I would see it not end up being fruitful. In any case, the genuine inquiry is – why trouble? Is it true that it isn't really more astute to duplicate what World of Tanks did right (and don't imagine it any other way, for every one of its defects, World of Tanks is a wonderful idea) and enhance it? I do trust it is.

In any case, the tanks have the upside of not being attached to one specific country, so you have a really wide concoction of different present day vehicles, from BMP's to Abrams updates and such stuff. Furthermore, yes, there will evidently be a BMPT Terminator – can't help it, I am an aficionado of that vehicle. Then again, everything accompanies a sticker and the cost here is that there won't be any "national" branches in WoT sense (WoT arrangement is really desirable over me), which makes it harder to relate to a certain gathering of vehicles and such. The "branch" attributes will be far more extensive (fundamentally, Soviet vehicles, US vehicles and the rest), on the grounds that there are three "arms merchants", where you utilize your "XP" (notoriety or something) to purchase stuff. This arrangement is presumably preferrable for a few individuals, yet not for me. On the in addition to side, as indicated by the sneak peak, every tank will have SHITLOADS of modules, more than WoT has and it will supposedly be conceivable to make "constructs", changed for one specific part by picking different module setups (not care for in WoT, where one setup – "first class" – is, aside from a few exemptions, the best).

What I don't care for on the feature… 

A portion of the devs are talking crap. On one hand, they say its "truly diverse" from World of Tanks, when its unmistakably a clone. I figure that is just PR talk, they can't extremely well say "goodness, we cloned WoT, look" – yet, here and there its better not to say anything as opposed to lying. Furthermore, the idiotic "mix of authenticity" poop… . its an arcade, for fucks purpose. The tanks don't even have sensible protection values, they have "resistance" parameters rather (which is really savvy, in light of the fact that it permits the devs to rebalance stuff without the "its unhistorical" component). I think they truly ought to drop the "authenticity" talk totally. Additionally, "valid areas"? That is NOT the way you need this to go – Syria and Ukraine re-authorizations, that is requesting inconvenience.

The way gunnery was indicated for like two seconds is the way it looks in WoT. It was however said on gatherings that this system will be reconsidered by one means or another, so AW doesn't wind up with fucked-up refined (it was specified they'd concentrate on AOE DPS rather than RNG oneshots). We'll simply need to see.

Third thing I didn't care for is that they are saying things WG as of now has (turrets being ripped off by blasts, dynamic suspension) as something new. No, that is not an element you boast about, that is something you HAVE to actualize with a specific end goal to discover up with Wargaming. However, then, Wargaming has like 30 HD models out of 300…  when this amusement is discharged, WG will in any case presumably have a large portion of its displays in SD.

The item obliteration looks a touch insipid on the feature as well (thus does the smoke impact), yet I figure that is only an alpha or something, whatever.

Conclusion

When I saw the first footage of War Thunder Ground Forces and when I've read about its mechanics, I was naturally repelled, yet I don't feel thusly here. Indeed, it looks extremely encouraging. Yet, it will be a hard occupation making something ready to beat World of Tanks as far as sheer fun. So – engineers, don't fuck it up. I am actually cheerful, we'll see. In totally most pessimistic scenario, it will at any ra
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General Gaming News / War Thunder Gift Codes
« Last post by Adams2102 on June 09, 2015, 09:29:00 am »
War Thunder gift codes - Redeem yours!
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In order to redeem yours, you have to follow only 2 steps:HERE
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General Gaming News / Smite Free Gems Promo Code
« Last post by Adams2102 on June 09, 2015, 09:25:32 am »
Special Event (ONLY 1 DAY LEFT!!): Our gift for you Guys! Get your free SMITE 800 Gems code at here
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General Gaming News / Mass Effect 4
« Last post by Adams2102 on June 09, 2015, 09:22:04 am »
4 Things All F2P Games Need
 
Pay-to-win in free-to-play games ain’t what it used to be – and that’s a good thing. In most “reputable” F2P games, it’s pretty much non-existent. Sure, there might be the occasional piece of “sidegrade” gear in the cash shop that offers -2 to this but +4 to that half the time – hey, that’s a total of +2! It’s pay-to-win! Sure, pal.
Still, P2W is something most developers are fully aware of, to the point that, when I interview someone about their new F2P game, they trip all over themselves to say, “We’re not pay-to-win!” Like most 800-pound gorillas, it’s pretty hard to miss.
But what else does a F2P game need to be successful? What are the less-obvious traits that separates a “good” F2P game from a “bad” one? “Don’t be pay-to-win” is a fine starting point, but there’s quite a bit more that can elevate a game from “also-ran” to “smash hit.”
Get off to a good start. Free-to-play games are really easy to get into – and just as easy to quit. If a game doesn’t hook you in your first play session, there’s a reasonable chance you won’t come back. With a game you paid $20, $40, or $60 for, there’s a chance you’ll suffer through a couple of dreary hours to get to “the good stuff,” since you’ve already made an investment. With a F2P game, there’s no investment, and it’s ridiculously easy to just classify a subpar opening experience as a little bit of wasted time and move on.
F2P MMORPGs – especially ones that started as a box+sub game – are the biggest culprits here. They want you for the long haul, want you to play your way up to max level and experience endgame, to the point that they make the leveling experience as simplistic and repetitive as possible, ostensibly saving programming resources for the “real game.” If the “real game” is endgame, is it a good idea to make you wait 30+ hours before experiencing it? Imagine an online multi-player FPS or MOBA  doing the same thing, forcing you into single-player action for 30 hours before you could play the PvP core of the game? Would you stick with that game? Probably not.
An hour or two holding your hand and teaching you the basics is fine, in my opinion. But if I’m not entertained by a F2P game after about two hours, I’ll generally quit it and never look back. There are plenty of other options out there.
 
Don’t divide your player base. Some paid players don’t like the F2P-ers encroaching on their space. The thing is, an online game has to include as many people as possible to keep providing active players for everyone to play with or against. Segregating free players from paid players, whether it’s by zone, PvP maps, or other means, carries with it two massive disadvantages: The free players don’t see what the paid players are doing, and are less likely to want to become paid players as a result; and all players have fewer people to potentially interact with, reducing the viability of the game as a whole.
Think of it like having a local group to play your pen-and-paper RPG. You and a few friends might have all the books, miniatures, dice, etc., and another friend might want to play but doesn’t want to (initially) make that monetary investment. You wouldn’t “punish” that player by forcing him to play a worse character or outright not let him play with you, right? You’d probably let him borrow your stuff and, if he enjoys himself, he’ll maybe buy some stuff of his own.
And while it’s true that some free players are jackholes, and might even be more likely to be that way because they figure their experience to be temporary and aren’t afraid of consequences, it’s not like players in subscription-only games, or paid players in a F2P game, are all saints. Plenty of people are idiots in the Internet, regardless of their financial situation.
 
Have a plan for gold sellers. Something that is more prevalent in F2P games is gold sellers, especially when a game is new. Being able to make an account for free means you don’t have to worry if your old account is banned – just register under a new e-mail address and start over.
Stopping gold sellers is a complex undertaking, and new games probably have lots of other concerns besides stopping gold spam. On the back end of things, I don’t really know what security measures or staffing requirements are most effective.
However, it always surprises me how many games make reporting gold sellers an arduous task. It makes sense that reporting players in general, for bad behavior, rudeness, harassment, and so on, should require a few clicks, and maybe some description of their acts, so that the game masters can get the right information to take appropriate action. But gold selling is a simple and obvious enough offense that it should have its own category, right from the start. Just right-click on a name and there should be the option to “Report as gold seller.” Make it easier for us to report these clowns and you’ll have fewer of them in your game.
 
Limit the grind. I know, online games are all about grind. And every F2P game that has some sort of repetitive task – leveling, acquiring tokens for gear, PvP ranks, etc. – can be perceived as grind, grind that almost invariably can be mitigated with just a small purchase or two in the cash shop…
But there’s a limit to how much you can reasonably expect people to grind and still enjoy themselves enough to want to keep playing – and, more importantly, spend money. Making the grind impossibly tedious without spending is the kind of negative reinforcement that drives people away from a game. You want people to spend money on things that make them like your game, not on things that they feel they have to buy so they don’t hate your game.
A corollary to this is the game that has a cash shop but promises everything in it can be earned through in-game action – so hey, the entire game is available without spending a dime! Look at how free we are! If it requires 20 hours of gameplay for an item that would cost about $5, though, or would take a subscriber about an hour to earn, then it’s not really free. Make it achievable through reasonable means or don’t claim that you’re “totally free.”
Those are just my thoughts on some of the more subtle elements F2P games need. What are yours?

For more details click here
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MMORPG - Games - Software Files / StoneAge 2
« Last post by Adams2102 on June 08, 2015, 07:10:53 pm »
---Einf�¼hrung in StoneAge 2--- StoneAge 2 ist ein in Japan entwickeltes MMOG (Massive Multiplayer Online Game), das in pr�¤historischer Zeit spielt. Erlebe eine Welt, die von Dinosauriern und anderen urzeitlichen Lebensformen behaust wird. In StoneAge 2 geht es aber nicht prim�¤r darum, gegen die Monster zu k�¤mpfen, sondern sie zu fangen, zu z�¤hmen und zu deinen Haustieren zu machen. Diese anh�¤nglichen Tierchen werden auch Pets genannt. ---Willkommen in der Steinzeit!--- Du spielst in einer liebevollen Steinzeitweit im schicken Manga-Stil. Die Steuerung ist so einfach und intuitiv, so dass auch Anf�¤nger sofort zu recht kommen. Triff dich online mit deinen Freunden oder kn�¼pfe neue Bande. In StoneAge2 findest du jederzeit andere abenteuerlustige Mitspieler, mit denen du zusammen auf die gro��e Jagd gehen kannst. Tauche ein in die Welt unserer Vorfahren und erlebe einzigartige Abenteuer lange vor unserer Zeit.Click here for more details.
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MMORPG - Games - Software Files / Linux Wrath : The end of klopysoft
« Last post by Adams2102 on June 08, 2015, 07:09:42 pm »
Linux Wrath is a rpg/first person shooter Goal: destroy targets. Created at aueb for the computer graphics course and took us 2 weeks to complete (we were 2 people). Project at:Click here.
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MMORPG - Games - Software Files / SWTOR Combat Log Analyzer
« Last post by Adams2102 on June 08, 2015, 07:08:24 pm »
A new version (1.2) is out now! Check it out. Eine neue Version (1.2) ist drau��en! Probiert es aus. Grouping the data (damage and heal) for each fight. Views with detailed data. Mit dem SWTOR Combatlog Analyser k�¶nnen die Kampflogs (gibt es seit SWTOR 1.2) ausgewertet werden. Viel Spass bei der Benutzung. With the SWTOR Combatlog Analyzer you are able to analyze the combat log of SWTOR (avaiable since 1.2). You must have Java 6 installed. Details are here
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MMORPG - Games - Software Files / Simple MMORPG
« Last post by Adams2102 on June 08, 2015, 07:06:55 pm »
A completely open source 2D MMORPG engine, written in C++ using SDL. Designed for beginner game developers, with little to no knowledge of game programming. Capable of producing multiplayer games with similar graphics to early Final Fantasy games.Click here for more details.
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MMORPG - Games - Software Files / Nacturnal Online
« Last post by Adams2102 on June 08, 2015, 07:04:29 pm »
Nacturnal Online Gaming Click here for more details
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MMORPG - Games - Software Files / AceExile
« Last post by Adams2102 on June 08, 2015, 07:02:12 pm »
Outil de gestion d'alliance pour le jeu en ligne Exile.Click here for more details.
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