Monthly Archives: March 2013

World of Warcraft (Part II)

During my initial tour of World of Warcraft, it was the game’s Associate Designer, Jeff Kaplan, who had control of the keyboard and mouse. He was using his own characters to take me around the different lands of Azeroth as he explained the ins and outs of the game’s content, item, and quest systems. Thank goodness I had my trusty digital voice recorder with me, because I’d never have been able to remember any of it. Put simply, even while Kaplan was regaling me with the wonders to come, all I wanted to do was get my hands on the game and actually play.

Finally, an hour into our discussion, Kaplan moved out of the way and said those magic words, “Are you ready to play?” I believe I broke a land speed record getting my butt into the chair, as did our own Managing Editor, John Keefer – better known as Warrior. Kaplan restarted the game with a new account and walked me through the character set up process. At this writing, the team is currently stress testing the undead, loading the servers with up to 400 players using undead content at the same time. So far, according to Kaplan, the test has gone remarkably well from both a stability and gameplay point of view.
That, however, meant that I would only be able to create an undead character. That was no problem for me, as it was what I would have picked regardless. I clicked my way through the character selection screen, eventually settling on an undead mage named (what else?) “Delsyn.” The game’s character selection screen allows some level of customization. Players can choose hair and skin colors, hair (or horn) styles, and can select from a large number of different faces. This was actually rather disappointing. I told Kaplan that I felt like there just weren’t enough character customization options; at the least, I should be able to tweak the design of my face. Kaplan said that that was the most common complaint about the game so far and the team was looking into adding new features.
Still, I wasn’t going to dwell on it. According to Kaplan, once you get in the game, World of Warcraft does have a number of cosmetic items that players can use to distinguish themselves. They range from guild tabards to armor, weapons and clothing that are functionally identical but visually different. I eventually settled on an appearance, as did the esteemed Warrior, playing a female undead priest named …”Puspuss” (aargh!). I apologized to Blizzard for my colleague and started up the game.

All undead characters begin in a tomb in the small town of Tirisifal Glades. The town, like many of the above-ground undead cities, is actually a ruin, a relic of the now-destroyed human nation of Lordaeron. When my companion and I ran out of the tomb, we were confronted by another walking corpse named Mordo who informed us that we were now members of the Forsaken — self-willed undead who are struggling for their freedom against the Lich King. He also offered me my first mission: explore the town a bit and find the Shadow Priest Sarvis, who would explain to me what was going on.
Sarvis wasn’t that hard to find — the town’s not that big. Besides, where else would you expect to find a zombie priest but in the ruins of a temple? When I reached him, Sarvis explained that Tirisifal Glade was under a constant state of low-level siege by Mindless Ones — basically some of the Lich King’s cannon fodder. He offered me a new mission: kill 10 of the Mindless Ones for a fee of 10 copper pieces. I accepted.

While I moved toward the crude fortifications I spoke with a few other NPCs in the town. It wasn’t hard to figure out which ones had missions — they were the ones with a gold exclamation point over their heads. Characters with a gold question mark were those who had business with me (usually to complete a quest), and a silver exclamation point meant that they would have a mission for me when I had gained some experience. On my way I acquired two more missions, a mage asked me to get her three bat wings and four scavenger paws for a spell she was working on, and the local garrison commander asked me to help clear a local gold mine of night spiders so the Forsaken could get it working again. 

World of Warcraft (Part I)

Blizzard is a really difficult company to find. It sits in an unremarkable office park in a bland Southern California suburb and doesn’t even have a sign on the front door to help you find it. It isn’t until you get inside and see the enormous Warcraft III banners, statues of orcs and humans, and see the huge notebook full of fan mail in the reception area that you understand why. Blizzard is a company that focuses inward. It’s not terribly interested in fancy trappings, showing off its talents, or putting on a show for the public — Blizzard’s games speak for themselves. And its latest, the hotly anticipated MMO, World of Warcraft, looks like it’s going to speak volumes.

“Why an MMO?” was the first thing I asked Jeff Kaplan, the game’s associate designer, as we sat down for my tour of the World of Warcraft alpha. The obvious answer, of course, was that Azeroth (Warcraft’s fictional universe) is a world with an incredibly rich history, filled with fascinating characters, monsters, and places. Blizzard has created that world through a series of well-received real-time strategy games and that’s great, but RTS games don’t give the chance to do the kind of open-ended, intimate exploration of the world that an MMO
would.
What do you mean “You’re dead, Jim.”
Kaplan laughed, “The truth is, though, that Blizzard has a large contingent of MMO fanatics. A lot of us worked on MMOs in the past, and a lot more of us played them and had plenty of lunchtime conversations about what was right and wrong with them. Eventually, we realized that as a game company, we didn’t have to just talk. We could create the MMO that we wanted to play.”
As Kaplan fired up the game and ran me through the character creation process, he went on about Blizzard’s gaming philosophy and how they’re specifically applying it to World of Warcraft. Apparently, according to Kaplan, Blizzard’s game philosophy has always been that it’s all about the player experience, not the designer’s ego. Throughout the development process of any of their titles, they’re constantly asking themselves the same questions: ‘Am I having fun now?’ ‘Am I getting angry at the game?’ ‘Am I bored and watching the clock?’ In World of Warcraft’s case it’s, ‘Am I just grinding experience levels?’

Those questions informed the entire World of Warcraft design process. One of the biggest issues with the current generation of MMOs isn’t technological, it’s philosophical. An MMO is a game, not a social experiment. Creating a huge arena and expecting the players to generate all your content means you’ve forgotten why people play games in the first place — to have experiences, to challenge themselves. MMOs shouldn’t be about a designer playing god and seeing what all his little ants do in his digital ant farm. To extend the metaphor, MMOs should be a theme park — not a playground. 

From Blizzard’s first entry into the MMO genre.

Spotting so many trench coats, Stormtroopers, and fairy costumes in one place can only mean one thing: Gen Con is back in town! The convention that boasts that it bled the city of Indianapolis dry of Mountain Dew last year was back in full force at the Anaheim Convention Center here in Southern California over the weekend. While there was plenty to see and do at the show, the real action was taking place at NVIDIA’s booth where Blizzard was showing an alpha build of its latest project, World of Warcraft. GameSpy had the pleasure to spend several hours with the game and some of its designers. To say we left impressed would be a drastic understatement.

To begin, it is important to note the sheer amount of polish that already exists in the alpha build that Blizzard demoed at the show. To clarify, I’ve installed retail products on my machine that seemed much buggier than what was shown. The game, which was being demoed on two machines running at 1280×1024, looked incredibly detailed for an MMORPG. The models, scenery, and lighting were quite amazing, indeed. So when Blizzard Level Designer, Joshua Kurtz said, “Oh, why don’t we turn on the pixel shaders?” and I realized the game was capable of looking even better, I was astounded. To be blunt, World of Warcraft is gorgeous.

Each race has its own special abilities.
After recovering from my initial impressions, I set out to find as much information about the state of the game and its mysterious features as possible. I was especially interested to know: how unique and customizable would each of the game’s eight races be? In the character creation menu, each new model comes complete with options for hairstyle, facial features, skin tone, and facial hair. You’ll be happy to note that you’ll be able to create some extremely unique-looking characters complete with the option to add elements like mohawks, braided beards, spikes, and foot-long handlebar mustaches to your avatar. The race you choose also determines which languages your character will be fluent in. I soon found that my Gnomish partner could not understand my Dwarvish drawl, as the word “Hello” merely sounded like “Dur Otar,” to him. In addition, your character’s race will determine its home city.

Each race begins the game with different advantages over the others. For example, Tauren can perform a “bull rush” attack, Gnomes come with frost resistance, Forsaken can breathe water naturally, and Dwarves can use an ability to search for hidden booty called “find treasure.” I asked one of Blizzard’s Associate Designers, John Yoo, how much time it would take a new character to meet up with a friend of a different race? He said that around level ten — approximately five hours of game time for skilled players — will likely be the amount of time necessary before players will first encounter characters of other races.

Each race will also have access to different animals to mount. For example, the Humans will ride horses, the Forsaken will mount beasts called Nightmares, Dwarves will ride rams, and Orcs will travel atop wolves. When I inquired about what type of animal mount would be available to Gnome players, Yoo exclaimed, “We don’t know yet, but I am hoping its bunnies!” 

Will Assassin’s Creed 3 Do Right by its Native American Hero, or Repeat Gaming’s Past Mistakes?

A short time ago we saw Assassin’s Creed 3 for the first time, revealing a dramatically different Revolutionary War setting and a Native American protagonist. It’s well and truly awesome to see the new guy flipping through the trees while efficiently dispatching redcoats with a tomahawk shaped like the Assassin insignia — but given gaming’s track record of depicting Native Americans, I can’t help feeling just a hint of trepidation. When Native characters show up at all, more often than not they’re cliches at best and deliriously offensive caricatures at worst. It’s tomahawks, feathers, fringed jackets, spirit animals, vision quests, and totem poles as far as the eye can see. There’ve been a few good depictions in there, though — here are some of the worst and best on record.
Fighting games in particular seem hellbent on cramming as many of these cliches as possible into a single character. Enter Street Fighter IV’s T. Hawk, a face-painted, fringe-jacketed, arm-circlet and feather-headband-wearing brave wielding “Thunderfoot magic.” Of course, Street Fighter is basically a parade of cultural stereotypes, from the Yoga-ninja Indian to the obese, sumo-wrestling Japanese guy and flag-waving American with ridiculous hair, but that doesn’t make Mr. Hawk here any less absurd.
Other genres games are far from innocent here. The Tauren in World of Warcraft take a grab-bag approach to Native culture, smacking together a plains tribal aesthetic with totem poles and NPCs that actually say “How!” when you click them. It’s not the most offensive — the Tauren are portrayed as a noble people and fierce warriors — but how would you like it if your culture was represented by the cow people?
Meanwhile, Gun was briefly notorious for including natives as simple cannon-fodder enemies that you’d kill by the dozen without so much as a backward glance at the moral event horizon. This one was nasty enough to spark some real-world outrage — the Association for American Indian Development spoke up to call for a boycott.

And then you’ve got an endless parade of minor, throwaway characters like Raven Speaker from Champions Online, who talks like he has a concussion and refuses to wear anything warmer than a loincloth and ribbons while hanging out in a blizzard.

Most of these are relatively harmless, and the developers who created them almost certainly meant no offense. The portrayal of Native Americans as one-dimensional cliches doesn’t necessarily ruin a game, but it does make me cringe a bit as I play.

  

MOBAholic: You Know More About How to Play MOBAs Than You Think

One of the most common criticisms I’ve heard about MOBAs, often from people who I suspect would thoroughly enjoy them if they’d only jump in and try, is that they’re too intimidating. There’s too much of a learning curve, too much new stuff to wrap one’s head around, and too many opportunities to terminally botch things for the rest of the team. But that fear shouldn’t deter you, because the reality is you probably know a lot more about how to play MOBAs than you think. Here are five sets of training wheels that lots of potential MOBA-lovers have been using for years without even knowing it.
1: Diablo (and Other Action-Role-Playing Games)
MOBAs are so similar to action-RPGs that I wouldn’t be shocked if Riot announced a co-op League of Legends adventure mode at some point. The two genres are superficially similar in a lot of ways: They’re both played from isometric viewpoints, you guide a single avatar around a battlefield, and you click around and use your abilities to accomplish cool-looking stuff.

Of course, Diablo is the go-to action-RPG staple — and even the upcoming Diablo III was initially set to include a very MOBA-ish team-based versus mode until Blizzard recently announced that it wouldn’t make the cut in time for the launch. In any case, anyone who digs action RPGs already has a pretty good reference point for what MOBAs are all about.
2: StarCraft II (and Other Real-Time Strategy Games)
Seeing as how MOBAs are offshoots of real-time strategy games, this one’s a no-brainer. In fact, the two mods that every modern MOBA is descended from — Aeon of Strife and Defense of the Ancients — were based on StarCraft and Warcraft III, respectively. On more than one occasion, I’ve succinctly explained MOBAs to curious parties as “They’re like a five-on-five Warcraft III, except you control a single hero, and the AI controls the cannon fodder.”

Of course, it’s more complicated than that, but the basic idea of controlling terrain and resources, tailoring your build order (or in the typical MOBA’s case, your item build) to counter your enemy’s strategy, and toppling a deeply entrenched command center are all very much rooted in real-time strategy games. And if you’re any good at games like StarCraft II, those skills are very portable to League of Legends, Heroes of Newerth, or pretty much any MOBA you take a shine to.
3: World of Warcraft (and Other Massively Multiplayer Online RPGs)
You’re probably sensing a “MOBAs are like every Blizzard game ever” theme unfolding here, but the truth is that Blizzard just pumps out some outstanding examples of each genre in question. Case in point: World of Warcraft. Or, more specifically, World of Warcraft’s player-versus-player battlegrounds. Or, even more specifically, the Alterac Valley and Arathi Basin battlegrounds.

Let’s look at Alterac Valley. Two heavily defended bases? Check. Critical waypoints to take down along the way? Check. Branching paths between the two command centers? Check. In practice, this battleground tends to play out as a bit of a mad Zerg rush — as opposed to the average MOBA’s drawn-out laning phase — but the basic idea is very similar, and much more intimate given the drastic difference between a 40-man team and a five-man one. And if you’re familiar with Arathi Basin’s control-point system (wherein you try to capture and hold as many of the map’s five nodes as you can, slowly accruing points until time runs out), you know just about everything you need to about League of Legends’ Dominion mode.

And, ya know, the really successful battlegrounds teach an important lesson for any team-based competitive game: If you don’t communicate and cooperate with your teammates, you’re gonna be fighting an uphill battle.
4: Plants vs. Zombies (and Other Tower Defense Games)
This is a bit of an oddball comparison, but tower defense games teach a very important lesson that’s applicable to MOBAs: No matter what happens, nothing is more crucial than preventing the enemy from invading your command center. Sure, it sucks if one of your lanes gets shredded, but the absolute worst thing you can do is allow your enemies access to the heart of your base. If it’s a choice between that and letting some of your outer defenses get absolutely devastated, go for the latter.

At their hearts, both game types are more or less about spinning plates — or, in other words, putting off Very Bad Things for as long as possible, in as many places as possible. If you’re especially savvy (and, in a MOBA’s case, matched with equally savvy teammates), you might even figure out how to address problems before they get really serious.
5: Super Street Fighter IV: Arcade Edition (and Other Fighting Games)
Finally, we get down to something a bit more nitty-gritty. Fighting games are, of course, one of the most heated competitive genres out there. If you’ve played Street Fighter, Soulcalibur, Tekken, or any other fighter competitively for very long, then you probably know that “counterpicking” your opponent (choosing a fighter who’s strong against his) is an effective and sometimes necessary strategy.

This overlaps a bit with RTS build orders, but MOBAs share some common ground with fighting games in this respect, since (at least in a MOBA’s draft mode) you’re playing something of a chess game against the opposing team’s lineup before the round even starts. Suddenly, things like “match-up charts” and “team synergy” and “hard counters” become important watchwords. And really, if you’re inclined toward this kind of competitive spirit, MOBAs have all you can handle.

  

10 Things Learned From 4 Hours in World of Warcraft: Mists of Pandaria

I know a few of you will hate me for saying this, but I think I like Blizzard’s Pandaland. After the chaos of Cataclysm, such a bright and welcoming landscape feels like coming back to a remodeled home. My concern instead lies not with the Pandaren or their Asian-themed wonderland, but rather with a return of a sense of easiness and accessibility that was the hallmark of the Wrath of the Ling King expansion. This could work two ways: it could bring back the millions of subscribers that expansion brought to Blizzard, or it could chase away players already dissatisfied by similar moves toward the end of Cataclysm.

1: Pandaria is Beautiful

After slogging through a whole expansion that featured destruction of beloved landmarks, the vibrancy and sheer detail of Pandaria is staggering. Every square foot of the Jade Forest (the only open high-level zone) dazzles with color, and each new turn reveals Pandaren quietly at work or monks training in ancient courtyards. On occasion, such as your first encounter with the Temple of the Jade Serpent, new vistas took my breath away. Here, the doom and gloom of Cataclysm steps aside for a lush world of waterfalls, mists, and groves of cherry trees, and the expansiveness begs you to get lost and find little surprises waiting around each corner. And best of all, it’s all done tastefully. If you were expecting some bouncy, cutesy world of panda silliness, you won’t find it here.
2: It’s Good to Be Grounded

Being able to fly while leveling from 80-85 in Cataclysm seemed cool at first, but it wasn’t long before you realized how much that approach took away from the simple joys of exploring the landscape. In most cases, you might as well have just been looking at a map. Blizzard’s decision to remove flying mounts until players hit the level cap allows us to appreciate the surprise of coming across a quest hub that you didn’t see until you were almost right on top of it, and unforgettable landmarks such as the Dawn Bridge have a visual impact that would be lost if you just flew over them.
3: Pandaria has a Sense of Coherence

Unlike Cataclysm, which had zones spread all throughout the world that you could flit between with convenient portals, Pandaria is a complete landmass akin to Wrath of the Lich King’s Northrend or Burning Crusade’s Outland. While many of us love the old Azeroth of WoW’s first few years, returning to it and its increasingly outdated models and textures reminded far too many players of the age of the game itself. Pandaria is different. I wouldn’t dare compare its visuals to those of, say, Guild Wars 2, but the models mark a noticeable advancement over previous content. Better yet, almost all of them are new. Exploring Pandaria brings back that old desire to see what’s over the next horizon, and to go running through zones before you’re the right level for them. Unlike the hodgepodge zones of Cataclysm that demanded that you finish your quests and leave, Pandaria invites you to stay and enjoy it.
4: The Available Dungeon Is Beautiful, Too

At the time of writing, the only dungeon available is the Temple of the Jade Serpent, which easily counts among the most beautiful instances WoW has seen to date. The same level of detail that awes in the world outside continues inside the instance, and likely with greater effect since the technical demands of dealing with dozens of players in one area aren’t an issue here. Each row of scrolls and codices seems individually designed, and each boss room has its own ambiance that does much to contribute to a sense of working your way through an important religious landmark.
5: But It’s Also Short and Only Moderately Challenging

Remember how challenging Cataclysm’s dungeons were when they first came out? Remember how many players welcomed the renewed need to use crowd-control abilities and think before each pull? If the Temple of the Jade Serpent is at all representative, those days are over. The Temple instance contains only a smattering of “trash” NPCs, and most of the instance is a rush from one of the four bosses to another. If you remember the Azjol-Nerub instance from Wrath of the Lich King, you have some idea of what to expect here in terms of length. I only ran this dungeon through the group finder (and thus with people I didn’t know), but even then we were out in no more than 30 minutes on each try. There is, of course, a possibility that later dungeons will be longer, but for now it looks like short and simple is the norm.

6: Bosses Aren’t Hard, But They’re Not Quite Easy, Either

The bosses in the Temple of the Jade Serpent require a smidge of thought if you’re completely new to the game, but they shouldn’t pose a problem if you’re familiar with bosses from previous expansions. The first one, for instance, harkens back to the Burning Crusade’s “Lurker Below” in Serpentshrine Cavern, and another requires juggling damage between two enemies while the other one is immune. All in all, the dungeon itself is hardly tank-and-spank (since the first one required my warrior to try to damage the boss while constantly moving), but, as my dungeon group shows, it’s nothing that a few random players can’t finish together.
7: Questing Is Much the Same

Or, at least, much the same as it was in Cataclysm. That means that many of the quests still revolve around killing a specific amount of wasps and bringing back a specific amount of stingers, but with fun little touches that spice up the grind. In one case, for instance, Alliance players dig around a shipwreck and find clues about its owner and its cargo, and then they plant bombs around it in order to hide the evidence. In another case, you’ll heal some wounded soldiers with some animations other than the “crafting” one used for similar quests in the past. In short, quests follow the same pattern that has always worked for the game, although a touch of dynamism would have marked a welcome improvement.
8: Well, Except for a Few Unique Story Quests

One of the better breaks from the grind is a series of quests that allows you to live experiences from characters other than your own. Cataclysm’s revamped leveling process featured a couple of quests like this, and it’s good to see them here so close to the beginning of the long journey to 90. Here, you’ll relive the actions of three characters who recount how one of their members came to lie dying in a camp filled with cautious natives. While none of them are exactly challenging, it’s somewhat fun to play as a rogue in one fight and target tigers for a sniper in another. Not only do they kind of give you an idea of what it’s like the play another class, but they also relieve tedium of going through your own rotations over and over.
9: New Talents Get Rid of the Clutter

I’ve heard some concerns that Blizzard’s redesign of the talent trees “dumbed things down” to the point that players will only have a few abilities (as in The Secret World), but rest assured, my action bars are still largely full. Instead, Blizzard removed or redesigned some elements that seemed redundant after seven years of patches and expansions. The need for Warriors to use a separate “Rend” ability to start a bleed effect on enemies, for instance, has been removed because abilities because other abilities apply a similar effect automatically. And since all specs can now choose certain abilities that used to be bound to a particular specialization, Mists of Pandaria allows for such uncommon sights as Fury and Protection warriors with the AoE ability Bladestorm. It all seems refreshing right now, but I’ll reserve any judgment until we can see how it works at the level cap.
10: The Beta Has a Long Way to Go

Normally I wouldn’t even bother bringing this up, but the current build for Mists of Pandaria still has a lot of bugs and placeholders. That’s been true of previous closed betas, but Blizzard’s decision to let a huge chunk of their playerbase see such a rough draft may be a bad move. Some quests require multiple resets before they work, the new area of effect looting results in all the creatures you’ve slain turning to look at you (which is more than a little creepy), and portals won’t work unless you happen to have a Rune of Transportation in your inventory. I have little doubt that Blizzard will release a polished game as they’ve done with every expansion since Classic, but the hundreds of complaints in chat from players who’ve obviously never been in a beta before indicate that such an open look at a work in progress could lead them to believe the final product will be much the same. 

World of warcraft shocked China

Comprehensive public beta launch Chinese enthusiasm to shake the world
When needle crossing on April 26, 2005 at 2 a.m., blizzard and 9 cities jointly launched the “world of warcraft” comprehensive public testing. That night, Internet cafes, packed; Residential, brightly lit; While azeroth, lit the fire of life, the first excited the world because of the existence of players and become infinite brilliance! This night, how many sleepless night, how many people are there in tears, how many people the world of warcraft and crazy, it is difficult to statistics, but the fact of experience tends to make people excited.
First open the two regions on April 26, 96 set of server in the morning opened less than a few hours after fully packed. During the rush hour, and each group of nearly 2000 the number of waiting in line, the server players all can enter the world of warcraft as soon as possible to enjoy fun and excitement. We fight day and night, three days later, prepared to open the third district, in a short span of 1 hour, is fully packed. Circulating in the Internet bar, the phrase “is not installed in world of warcraft Internet bar is not a good Internet cafe!” ;Between players, also with the phrase “without ever played world of warcraft will be lifelong regret!” . World of warcraft perfect charm only has shocked the whole China in a few days, let tens of millions of players have a boiling passion! At the moment, China shocked the world!

We service our ideal
“500000 online at the same time” is just the beginning. Each player are the leaders of the world of warcraft. So we are well aware of our responsibility, dare not slack off. In order to allow more players to have a good game environment, solve the existing server queue crowded phenomenon, new fourth district already in place in preparation. We will also timely open more servers, for players to enjoy a steady and fast game environment to provide the most solid guarantee.
At the same time, in order to meet the demand of the game, we will continue to improve the renewal speed of game content. Much-anticipated latest honor system and world of warcraft battle system and more game content also has entered the testing phase, after everything is ready to meet with you soon!
In the face of more and more players and more demand, we know we have much to improved, so we will further improve the professional service level of the game. We want to thank you again, dear player, whether you are criticized or incentives, comments or Suggestions, will supervise and urge our continuous efforts, continuous improvement. The future road is long, we hope that we can more understand and support us, together to take care of our world of azeroth!
Warriors, magnificent chapter in azeroth has just opened the first page, and the world of warcraft in the future waiting for you to write. Let us work together to create a more perfect world of warcraft! 

Sola butyl battle

25th afternoon, arathi highlands ignited the fire, in order to honor, honor digital accurately for the group, their alliance and tribal fights, believe that the honor system, almost all of the PVP server do the fighting bitterly.
When I at 3 PM to join league has hit the town of drop hammer, the outside door, after a moment of confrontation some alliance warriors rushed into the town, but, but, almost every behind the warriors out of the group of guards. Squad in the league so broken, originally to tribal refuge to rushed to the valley, because the league team scattered everywhere, quickly occupied by tribal refuge valley! Because of asylum furuuchi alliance guard constantly refresh and league team to collection, and will be back to the town of drop hammer home tribe. Union, however, some people repeated the last error into the town, and so the alliance and horde offensive and defensive with each other, from kill shy away from difficult valley town of drop hammer, refuge from valley back to the town of drop hammer. About 10 o ‘clock in the evening, tribe gave up the highlands, turned against the town of the south China sea. Until 26 at 2 o ‘clock in the morning, before I go to bed, the two sides still too dark. Here also have each attack, from the town of the south China sea to tribal farm, from the farm to play back to the town of the south China sea, constantly repeat this scene seesaw battle, just like that.
Although I am a league member, but here I want to boast a boast, in a few times to shelter when the valley was so wonderful, refuge valley are almost razed to the ground. To fend off several times in the town of the south China sea, tribe alliance is to adopt a few wizards are entering into alliance with wild group magic method, I have is ice art or arcane, anyway, is the body of a transparent bubble of several sizes of that kind of, I 39 warlock, 1600 blood (don’t laugh me, my whole body waste equipment), were they hang up, put three times the process more than 2 seconds. It also raises the very depressed for the alliance of two things:
Level 1, a great disparity in the guard, I 39 see hammer town guards, guards at the farm, are in class 1, guards in the town of call drop of drop hammer (ha ha), killing people is a group of, like of guanyin, I call him thousand shadow guard, and guards asylum valley high level is 43! No wonder valley was razed to the ground by them easily, but the union wants to harder into their small farm.
2, mage like Peter pan, in their team into alliance, there are so two necromancer, like fly, my mouse is very difficult to them, so I want to write down their names are difficult.
By the war, the sola butyl two camps have a preliminary impression:
1, relatively speaking, playing than tribal alliance, but it is full of level, I casually point to each other, are in class 45, and we are a large group of six teams, a total of 30 people, only three level 45!!!!
2, don’t fight! Especially alliance, teams are scattered, and battalion, lack of core of leadership to direct the war, nobody give me a shield! I died N times, and no one others for my resurrection! The most critical moment, no one give me a blood! No organization and discipline, even in comprehensive propaganda are reminded don’t enter the town of drop hammer, the inside of the guard is very abnormal condition, but there are some people repeated mistakes, lead to league rout of again and again. That is to say, in the melee, everybody did not strictly according to the people who should be rushed in front, and those who keep behind, only those people responsible for plus blood and shield strategy, tribes, scattered, everyone is running around.
3, alliance, tribal, play is a lot of people, no necessary to despise each other! 

Great WOW Account

Japan has “one thousand people chop”, is a beautiful girl in China is the world of warcraft “# ten thousand”, is really have enough jokes…
World of warcraft account how much red? Maybe in a few words do not all too easy to say, but it is said that in network site, there are already 2000 yuan purchasing price. More and more recently, a player give a test account to publish on the network, the account will immediately become a “ten thousand”!
Today in a world of warcraft players group, has been a critical about the number “ten thousand” strong dialogue, visible warcraft popular degree.
Dialogue is as follows:
Rain man:
Today into a no. Ten thousand, the progress bar is a play by t. Because this number is released, all account of the person all know. There are hundreds of people at any time send a connection request to the account.
Condition:
You at 3 o ‘clock at night and have a look, because this can take a few minutes.
Rain man:
Someone in 3 minutes, luck also good. I just see the number in all level 1 small, even LianJi to 2 time all have no. 

The only way an MMO could topple WoW

Before you read any farther, let me first tell you that this is not a post about how WoW is king and everything is a clone. I don’t play WoW, I’ve never played WoW, I don’t want to play WoW.
1. The current Status of WoW
People who play WoW will not move, not even if something completely mind blowing comes out. Most WoW players do not play other mmos and do not wish to play mmos. In order for a new mmo to topple wow, it has to not focus on gaining these subscribers.
2. The game can not have subscriptions
Subscriptions =/= quality. The truth is, non mmo players are going to be the target to this game. Most gamers will refuse to pay a monthly fee to play a game. Instead, the developers need to rely on revenue from box-sales, expansions, and other item shop items that do not overpower characters.
3. The game can not play like the typical mmo
People who don’t play mmos don’t like mmos. Period. Developers thus need to blend RPG elements with Action elements. It needs to appeal to everyone.
4. The game needs to be cross-platform
Not every gamer is a PC gamer. Deal with it. If you want a game to topple WoW it needs to be playable on a 360 or Ps3. This also opens the doors to players who do not own a computer with the power to run a high-end PC game.