Jeudi 22 mai 2008
"Getting Around Transportation has not been neglected in Azeroth. There are ships, zeppelins, recall stones, teleport spells, flying creatures, mounts, and even an underground train. You need to visit points on the flight paths before you can use them, but the running you are required to do is never excessive. Flying between cities on a continent actually takes you on a fully rendered trip through the world, rather than simply bringing up a loading screen, which is a nice touch even though these become good opportunities for a bathroom break after seeing them enough times. Crafting and Trading As well as combat skills, characters in WoW can have a number of trade skills, which include things like cooking, mining, alchemy, and blacksmithing. Crafting with these skills is nothing particularly new; you bring up a crafting window and click a few buttons. Your trade skills are limited by the level of your character, so progressing through the game solely as crafter is not really viable, even if you're willing to purchase all the necessary materials at the auction. Several major cities have Auction Houses, which are integrated with the game's email system. You must be at the Auction House to put items up for bid and place bids, but the rest is handled very cleverly by Azeroth mail. Your goods or money can be retrieved at any of the mailboxes scattered thoughout the world. PvP. Given that the Alliance vs. Horde conflict is central to WoW, the player vs. player combat is somewhat disappointing. On regular servers PvP is entirely optional, and your PvP flag is triggered only by attacking an enemy NPC or by using a /pvp command. Once your PvP flag is up, you can be attacked by any member of the opposing faction. Your PvP flag will remain up until you go about 5 minutes without engaging the enemy.
On PvP servers, the world is divided into friendly, contested, and enemy areas. In friendly zones, your PvP flag does not come up unless you attack the enemy faction. This means that they can't attack you unless you attack them first. In enemy territory, you will be flagged for PvP, but again, they will have to attack you before you can attack them. In contested areas, all players are flagged for PvP, so both factions must be on their guard. PvP Battlegrounds, when implemented, will be available on both types of servers. Given that there are no level restrictions on who may attack whom, the PvP server system may seem an adequate compromise at first glance, but unfortunately, it has some serious flaws. Foremost among these is that there is really nothing to fight over. It would be much better if, for example, you could change the status of certain zones from contested to friendly, or from enemy to contested, by achieving a set of objectives. wow gold As it stands, territorial control in WoW is essentially static, and corpses can't be looted. Raids occur regularly, but regardless of the outcome, nothing vaguely significant is gained or lost. Another problem is that death is handled the same way on both server types. wow gold When someone gets killed they simply respawn as a ghost at the nearest graveyard, at which point they can try to recover their corpse, or be revived on the spot. The only difference between these options is that the latter results in a greater equipment damage penalty. The consequence of this in PvP situations is that casualities of the battle are often back in the fight mere seconds after dying, once again attacking characters they just killed. Getting revived in the graveyard can mean that you enter the world right next to a member of the opposing faction.
buy wow gold Under these circumstances PvP is not just pointless, it's downright absurd, and it makes playing on PvP server rather unappealing. Battlegrounds, which are to be instanced, may help, but the persistent portion of the world would still benefit tremendously from a territorial control system, an honor system, or at least some way to claim a graveyard. Frankly, the PvP in the game right now feels like a complete afterthought. wow gold " "No game has done more to make MMORPG a household word in North America than World of Warcraft (WoW). Since its launch in Nov. 2004, the game has been breaking records and receiving stellar reviews. mp3 players I think we can safely say that the world of persistent worlds will never be the same. Without repeating too much of what I've already said in previous articles on the game, here's a look at the current state of WoW. Just Another MMORPG. It's worth considering what has made WoW such an incredible success when at its core, it follows a formula many of us are all too familiar with. wow gold Killing NPC mobs and completing rather mundane quests to gain experience levels so that you can kill tougher mobs is really nothing new.

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Jeudi 22 mai 2008
"With the arrival of World of Warcraft patch 1.5 in June, players got their first taste of game's PvP Battlegrounds; a major feature that was noticeably absent when WoW was released in late 2004. Battlegrounds are instanced play areas that allow Alliance and Horde to fight it out in a relatively balanced contest. They are essentially games within the game, complete with their own objectives, quests, NPCs, and so on. Here's a look at how the first 2 Battlegrounds play out, and a glimpse at what the future has in store. The Dreaded Queue Obviously, it would defeat the purpose of Battlegrounds to start them without a certain number of players on each side, so a queue system is used to organize matches. You join the queue by going into the Battleground entrance or by talking to a Battlemaster in one of cities. When there are enough players, a Battleground instance will begin, and you can go about other business in the world while you're sitting in the queue. Unfortunately, in practice, there are a few bumps on this road. Because the initial enthusiasm with which BGs were received by the player base has cooled off a little, the wait to get into a match is sometimes a very long one. You are presented with an estimated wait time, but it can be off by hours, so it isn't much help. Contributing to this issue is that there is clearly a significant faction imbalance on many servers. Typically there seem to be enough Alliance waiting to start several instances, but only enough Horde around for 1 or 2. Ideally, the queue would have an interface more like a lobby, where you could see who was waiting on both sides, just to give you some clue what was going on. There is talk of finding a way to let Battlegrounds accept players from different servers, which might help alleviate some of the problems.
wow gold Warsong Gulch Warsong Gulch is a fast-paced 10 on 10 capture-the-flag scenario. The objective is to get into the enemy's base, steal their flag, and bring it back to your flag. The winner is the first team to score 3 flag captures. wow gold This is a common type of gameplay many gamers are familiar with from multiplayer shooters. Looting a corpse grants you a little coin and prevents the dead player from being resurrected or revived on the spot. Dead players must then respawn in the graveyard, where a Spirit Guide brings players back to life at set intervals. cheap wow gold Each Warsong Gulch instance has a level range, so you don't have to struggle against characters that are double your level. Depending on your own level, you'll be fighting with players of level 21-30, 31-40, 41-50, or 51-60. There have been calls to restrict 60s to their own Warsong Gulch Battlegrounds, as they tend to be far more well-equipped than characters in their 50s. wow gold It's a good idea, with the only potential drawback being that it might make the wait longer for high level players. Any doubts I had about whether this concept was viable in an RPG were put to rest quickly enough. Following the flag carrier across the field as one team furiously casts roots and stuns, while the other team is healing and buffing the same player to beat hell, is so much fun it's sick. mp3 players The latency is minimal with only 20 players, and as long as both sides have a full team, you can expect a somewhat balanced contest. It usually takes 40 minutes to an hour to resolve, which makes it a great way to get a bit of PvP into a short game session.
Things can get ugly when you find your team outnumbered by 2 or 3 players, and there is no way to guarantee that characters on the 2 teams will have the same average level. wow gold Nevertheless, the group play makes up for some of the class imbalances in the game, and it's a welcome change from the ganking, dueling, and zerg raids that dominated PvP before Battlegrounds.


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Jeudi 22 mai 2008
"Once you've accumulated some experience, you might want to become a raid leader (especially since people are usually very lazy and prefer to endlessly type ""invite please"" instead of starting one themselves). Players are usually grateful when someone creates a raid and also fairly tolerant with the raid leader, so don't be shy. As an AV raid leader, your responsibility is to spend more time looking at the map, read the messages and direct people appropriately. Pay close attention to the messages describing which nodes are under attack, and if you're using AVBar (see below), make sure you keep your team appraised on capture times (I usually announce the three and one minute marks). Whenever you give directions, expect that only a small portion of your team will obey, so feel free to repeat at length. It also helps to use group numbers to give orders (""group 2 retake SF GY"") but again, I found that most players don't know enough about the game to even know what group they're in. On the other hand, something that works very well is to call out names. It takes a bit longer (you need to identify them on the map) and extra typing (you need to be a fast typist), but ""people in tunnel, defend FW GY"" doesn't work as well as ""xyzzy haru dozel, defend FW GY"". Try it and you will feel some great satisfaction when you see these players moving in the direction you asked them. Pay close attention to how both teams measure up in terms of captures. You can get a good sense of what team is ahead by seeing which buildings each one takes. For example, if your Horde team is still fighting around the Ice Wing Bunker while the Alliance has already taken the Frost Wolf Graveyard, you know you're rapidly falling behind and you should probably start allocating more people to the defense of your keep. Class considerations PvP is a very different game than PvE, and you'll need to radically alter the way you play if the battlegrounds are your very first contact with PvP.
This section is not about teaching you how to play PvP but just a list of a few battleground-specific thoughts that you might find useful. I'll start this section with a few general comments and then more specific ones depending on which class you are. I'm hoping to receive some help from the community to fill this section since even though I have three 60 characters, my Rogue is the only one I've ever PvP'ed with. The first thing you need to realize is that you will rarely be dealing deadly blows. That's right: very rarely. You'll land a few hits on someone, but you won't be the first one to hit them and you won't be the one finishing them off. Therefore, all the crit and combo abilities you have in store need to be revised in light of what battlegrounds really represent: teamwork. For this reason, I tend to focus a lot more on crippling and immobilizing enemies than killing them (I rely on my heavily equipped teammates to do that). wow gold DOT's are also a good weapon to use since a lot of human players will know when to run away to heal (especially paladins, which have the ability to ""bubble up"" when they reach 1% health and then heal themselves), but they will typically not know exactly the amount of DOT they have just received until it's too late. " "Alterac Valley is by far the most intriguing battleground, and it's the kind that you either love or hate. The reason is that there seems to be a general imbalance on every single realm that I've read about. On the one I play on (Draenor), the Alliance basically wins 95% of the games. wow gold It's the opposite on other realms, which probably tends to prove that Blizzard designed AV just right, and the imbalance is simply created by players for various reasons that I won't go into (gear is usually the main factor).
If it's any comfort to you, I reached Exalted status with the Frost Wolf faction after having only won one game. That's right, one game. wow We lost all the others I participated in (which I evaluate to around fifty). If I can make it to Exalted, anybody can... In the beginning, an AV battle is a massive rush: both sides head strong toward the enemy fortress and try to go as fast as possible. In a perfect (but boring) game, both factions will soon reach each other's fortresses and it will be to whoever is the fastest to kill the enemy general. In practice, it never happens this way. Very often, a midpoint encounter will happen and one side will prevail, slowly eroding the other's offense. After a while, one side will typically have 80% offense and 20% defense and the other team will have the opposite, guaranteeing a non-stop kill fest on both sides of the map. The first thing you should do when you enter AV is to check out your map and identify the main fight points (there are usually two). wow gold One will typically be behind you and the other ahead. Pick a destination and head there, while paying attention to the messages flying by. Typically, each landmark on the map has two buildings of importance: a bunker and a graveyard. mp3 player The bunker is defended by bowmen and an elite captain and the graveyard will also have an elite and five guards. Bunkers typically need to be taken by force, but graveyards can easily be ninja'ed by two players: one will ride on his mount and ""kite"" the elite and his guards, while the teammate runs to the flag and captures it. Ninjaing graveyards can sometimes be of value, but unless you have a stronger presence, it is very likely that the two ninjas will soon be overwhelmed by the other team that will try and reconquer it right away. When you approach the enemy fortress (Storm Pike or Frost Wolf), the first thing you should do is destroy the two towers defending it. wow gold This is not mandatory, but doing so will make future walkthroughs easier and it also impacts the number of war masters (assistants) the enemy general will have at his side once you reach him.

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Jeudi 22 mai 2008
"If you've never played any PVP, I recommend you start with Warsong Gulch, which is fairly easy to master strategically. The goal is to capture the enemy flag and to bring it back next to your own flag (which needs to be there in order to score the point). The first team to capture the enemy flag three times wins. The top of your screen indicates how many flags each side has captured so far and if a flag icon is next to it, it means that the flag shown is currently in the hands of the enemy. WSG games typically start with a rush on both sides toward their opponent's FR, capture their flag (since most of the time, 8-9 players rush in offense, only 1-2 can stay in defense, and they get quickly overwhelmed). Then each side will bring the enemy flag back to its base and try to hide in a ""safe"" place (see below). After that, the game is mostly about protecting your flag carrier while trying to spot and kill the enemy carrier. Depending on how confident the team is, it is common to leave the flag carrier with two or three defenders and send the rest of the team in offense to locate and kill the enemy carrier. If you see an enemy pick up your flag and run, immediately announce which way the runner is going, which is typically either ""gy"" (the graveyard), ""ramp"" (the ramp that leads to your base) or ""tun"" (the tunnel). Similarly, if you happen to pick the enemy flag, announce which way you intend to run so that your team can meet you there. Since ""tun"" alone is ambiguous (you might be talking about the enemy carrier), I tend to add a ""me"" for each of my announcements whenever I pick up the enemy flag: ""me tun"". Here are the various places a flag carrier can hide with his bodyguards: The roof.
Convenient because the access is a bottleneck, so enemies are easy to spot from far away. They also need to come through a long ramp, so you can prepare ahead of time and use Frost Traps to slow down their progress. It's also a good spot because you can drop down to the flag room if things start getting too hot for you (note: you should only do this as a last resort move. In general, always stick with your team. wow gold See below for details why). The side room (or the flag room). This is the room next to the flag room. It's convenient because the transparent wall lets you see who is coming via the tunnel. The graveyard. wow gold The obvious benefit is that freshly resurrected players will be there to defend you right away and the the only access is through the path (the bluff below the graveyard cannot be climbed). This is probably a tactic to save for when your team is badly outnumbered or out skilled. There are also a number of other places where a lonely carrier can hide, such as on the sides in the middle of the field. I've seen this happen when the game is hopeless (i.e. mp3 2 vs. 10). It's fun to see the opponent team get frustrated trying to find you, but they always eventually do... wow gold Here are a few random thoughts about tactics: You're the flag carrier, you have an escort of a few players and you suddenly get attacked: should you run or stay with your escort and fight. I tend to recommend the latter. First of all, running is almost guaranteed to fail all the time since you can bet that at least one of the attackers will have the means to stop you (entangling roots, frost nova, hamstring, gouge, etc...).
buy wow gold Second, it becomes hard for the enemies to target you when you keep moving around a group of your peers. Very often, they will commit the mistake to all attack you at the same time, which makes them sitting ducks for your escort (and even easier if you have an unthreatened healer making sure you stay in good health). Also, keep in mind that if you die, the flag can now be picked up by anyone, friend and if your bodyguards know what they are doing, they will have been monitoring your health and they'll be ready to pick up the flag before an enemy does. If an enemy flag carrier has a healer, always make sure that at least one person on your team is assigned to that healer (ideally a Rogue, who can not only stunlock this player but also interrupt their casting). wow gold Even a team of three has small odds of killing a carrier if he has a healer to back him up. Don't fight midfield for no reason.

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Jeudi 22 mai 2008

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