Following the recent launch of RaiderZ, we’re pleased to share a brand new trailer highlighting St. Fhannel Monastery, one of the monster-hunting MMO’s high-level instances. This multiple wing instance will find veteran hunters banding together to clear this sacred area of an unholy corruption.
“One of my favorite things about RaiderZ is its incredibly unique boss fights,” says Senior Producer Mark Hill. “It’s not unusual to face situations where players can break off limbs from bosses and equip them as weapons or instances that find players dodging and blocking over-the-top air attacks and dangerous grappling moves. But in addition to St. Fhannel Monastery’s deadly guardians, the layout and flow of multi-wing dungeon is also a great example of how RaiderZ manages to push the boundaries of what we’ve come to expect from MMOs.”
In RaiderZ, players must “Hunt Together or Die Alone” if they hope to succeed in battle against Rendel’s most deadly creatures. With its action-oriented combat system, flexible class system, unique and engaging boss encounters, and stunning environments, RaiderZ introduces a change of pace for fans of the genre. The best part: RaiderZ is free-to-play.
Summoners, how has the new honor system impacted your League of Legends experience, if at all? Has it helped you or others you know become a better person on the Fields of Justice? To what extent has it changed your interactions with other players during a match?These are the first few questions that come to my mind when I wonder what changes the new honor system might have had on players. I personally feel that the honor implementation caused a slight improvement in the player base. In the beginning, it felt like there was more positive improvement in behavior, but has since returned to normal or stayed slightly improved. It’s almost as if everybody has a new shiny toy and behaves until the brand new scent has dissipated and your left with what’s tossed to the side as a player’s attention moves on.
Have you found yourself or others simply attempting to accrue massive amounts of honor? Even if it’s not what they would normally do? I’m sure there is honor trading going on, but those that are misbehaving normally likely won’t be able to pretend for very long that they’ve turned a leaf and try harder. There’s got to be a few individuals out there that have honestly tried harder to communicate and keep their cool during a match though.Speaking of honor trading, have you heard of anybody getting a warning for supposedly honor trading? A friend of mine, who I know isn’t the type to blatantly honor trade, actually received a warning from Riot that he should be more careful with his actions in honor rewards. It’s funny though because he claims he doesn’t really even give out honor very often, so he assumes it was reported by another player. I was under the impression that Riot would only look into cases of honor trading based on statistics in honor granted and received. I hope that if a player reported suspicious honor trading activity that Riot would look into it before sending out a warning.
What drives you to give out honor points to other players? For me, it seems easier to award teammates due to the fact that I have more interaction with them throughout the game. This includes how they act in both chat and during important moments of gameplay. Furthermore it is easier to keep track of how your laning partner behaves, then the jungler, but I normally hit a roadblock when it comes to paying attention to other lanes. It’s all rather difficult to keep track of everybody on your team at all times while still performing well yourself.For example, if I notice that my laning partner has absolutely no grasp on the concept of last hitting and lane control, I know they don’t deserve any honor. They just aren’t putting forth any effort. There are times though when a laning partner will really come through for you when you need it and do the right thing, such as engage fully on the enemy or back off when it’s too dangerous.
Warding is also a key part in determining a player’s participation. I know most people believe it’s only the job of the jungler or support to put out wards but it’s not always viable. When I have the extra money and slot, I will also pick up a ward or two to help out.Junglers are a bit harder to keep track of, as they have to cover the entire map. They sometimes need to babysit other lanes more often than anything else and that can lead other lanes to believe they aren’t doing diddly squat. It’s not a simple task to be a jungler in the first place. You must not only support lanes that are in dire need of assistance but you must also keep up in experience and keep track of jungle objectives. I have gone through many games where the jungler can make or break the match. Sometimes it’s their fault for simply not paying attention to what it going on globally and other times it’s simply because they are getting counter jungled and ganked constantly. Of course, there’s still yet that one jungler who ignores everything and just camps the jungle minions, shows up into your lane to steal some creeps and then disappears again only to never bring anything to the table.
Team composition can mean a lot when it comes down to the bottom line of winning or losing. If your lane is matched up with enemies that are naturally counters to your champions, well then you’d better hope you have an amazing jungler who can turn the tides.As you can see there are many factors, just within your own team, that determines how you expend honor points at the end of the game. Even more important in your choice isn’t just whether you win or lose, but how your team handles strife. There’s been many times where I’ve been on a team that got completely demolished but all the players stayed positive through the entire endeavor. That in my opinion deserves some honor points. Deciding to report a person or honor them can simply come down to how they both perform and their attitude.
When it comes to deciding if you should honor an enemy teammate, it requires a great amount of scrutiny because you don’t know how they are acting in their team’s chat or how they are responding to their teammate’s needs throughout the game. I will only give out honor to enemies who react positively in all chat be it that they are losing or winning. I really don’t stand for people who get high and mighty over destroying my team and then bragging about it in chat. If they did well enough in battle then they should be humble and accept compliments instead of demand acknowledgment to their ego.Every match is different for me when it comes to the end of game scoreboard. Sometimes I end up giving honor to everybody for bringing forth an overall positive and fun match. Other times I find myself ignoring and reporting most, if not all, of the players I was queued with.
In relation to the honor system, what do you guys think of the banners you can get on the corner of your summoner’s card during loading screen and champion select? I personally think they look tacky and they don’t generally represent the truth to a person’s behavior overall.Not in relation to the topic, but I figured I’d bring this up. Any thoughts on the loading screen tips? I feel they really need a lot more variety and more that are useful, not just quirky statements.
According to Adhesive Games, the open beta of Hawken will start on December 12th when the game will be made available worldwide, and you can try Hawken at that time if you want to. Checking their fuel levels, re-supplying their Tow Launchers and generally priming their engines, Adhesive Games has done all the preparation for the release of their upcoming Mech FPS, Hawken. Having had a successful few rounds of closed beta testing also boosted the open beta date.
The term “Open Beta” has in recent years has in many cases unofficially marked the actual release of the game, with players able to start progressing without fears of further beta wipes. Hawken’s original release date was set for December 12th and now it seems the official launch will be delayed until early 2013.
The good news is Adhesive Games seems committed to staying in touch with the communities feedback. According to Hawken’s Lead animator Chris Lalli: “Open beta is our chance to implement all the good feedback we’ve gotten from closed beta players on the forums, and deliver the changes the community wants to see.”
Right on the heels of yesterday’s news that NCsoft had laid off part of its Seattle staff, Eurogamer reports that End of Nations developer, Petroglyph, has also been impacted by a round of layoffs. The report indicates that as many as 30 may have been affected. The report was reinforced by Twitter post from End of Nations Designer Adam Stevens who wrote, “Layoffs at Petroglyph. Looking like I’ll be Leaving Las Vegas.”
Naturally this led to speculation of the game’s cancellation, but End of Nations Community Manager Lance James took to the forums to indicate otherwise and announce that the game’s development is still pushing forward and has been moved in-house to Trion’s development studio in San Diego.
Hey guys, I wanted to give you a status update on End of Nations and let you know that we’re still moving full steam ahead with the game.
Since our last state of the game announcement we have been hard at work on getting End of Nations to where we want it to be. We are committed to making End of Nations meet our standard of AAA and we will continue to develop the game until it meets our standards. Rest assured that we are not giving up on End of Nations and that we are set on giving fans what they want.
To give you a little sneak peek into what we are working on, some of the changes you’ll notice will include improvements that ease the learning curve for new players, a revamped UI system, advancements in player strategy, and most importantly a more polished overall game.
As End of Nations was reaching the pre-launch phase in its lifecycle, we officially brought the game development in house to Trion’s San Diego Studio and will complete the development internally. Our team has been hard at work implementing many changes based on your feedback from the beta events. Keep checking back for more updates as we are looking forward to showing off some of the cool new things the team has been working on.
Over the course of the Closed Beta, and Open Beta season I have seen players quit Ghost Recon Online because they claim it was too difficult. With the cover system being the main feature of the game, along with special abilities for the three different class it is no wonder why players claim that it is too difficult. Difficult in a sense that this game takes a bit more strategy, skill and especially patience compared to the generic run and gun shooters. In Call of Duty, players run and gun all the time with no sense of hesitation, but being ghost recon is a bit different, running and gunning will get you killed (unless your a recon that has cloak). The cover system is what I think makes this game so difficult, it is either players learn to adapt to a new game setting, or players learn to quit a game so soon. But other than the games mechanics, the level up system is what I also truly see frustrating players. I do agree with the fact that higher level players shouldn’t have a major advantage over lower level players, but with time comes great opportunity. I know it is difficult versing players who have a higher level weapon (which often is considered better than the lower level weapons), with better armor, devices and a major experience gap but that just means it is more difficult to kill them. If you are a true “Ghost” then you will stick it out through good and bad times.
The truth behind Ghost Recon Online is that it is a difficult game that require a lot of tactics, skills, and a whole bunch of luck. The cover system along with the use of abilities will either make the difference between an average player, to a highly competitive player. Anyone can go behind a wall and start shooting, but with the use of effective timing, and a little bit of luck a kill can be reached. I have always talked about luck, but with the critical system having a certain percentage to activate after every shot, it can really make the difference in a battle. Having a critical hit can relieve you from firing one more round into another player, which saves you time, ammo and sometimes your life.
With three classes to choose with from such as an Assault (Assault Rifles, and shotguns), Recon (Snipers and Sub- Machine Guns) and Specialist (Light Machine Guns and Shotguns) it might make it a difficult choice for players to choose from. But along with other variables such as the type of armor, health and even abilities players are always complaining about either other classes being too strong or too weak. Every class has their respective strong points and weak points and should be played accordingly for maximum efficiency. Perhaps it is the lack of knowledge of each class but when you are having trouble with a class, there is another player who excels at it. Know each class, guns, armor and even devices strong and weak points and players shouldn’t have a difficult time choosing. Whether you play the class the way it is suppose to be played, or play the class how ever you want it will be a difficult match if you don’t know what you are doing.
Leveling up and having access to better weapons is what players sometimes complain about. Also known as a leveling system, players are being frustrated with players having better access to weapons. Here is how difficult it gets facing a higher level player. I know the cheytac or dragunov is much better than the GI~level 10 snipers, or the f2000 having better control than the super fast firing sar-21 c assault but these weapons are much better (stat wise than the lower level weapons). The armor difference between a low level armor and a high level armor is huge. Players who have high level armor, either move faster, or receive more hits compared to a lower level. Devices can also be an issue as the squad device can give a little boost to players. Devices can range from faster device recharge, gunshot detector to more armor. Having a high level device ability can mean a player can use that ability more often, have better effects and/or be much more deadly than a low level using the exact same device. Other than the controls of the game, this is one huge factor that makes the game a bit more difficult. Facing a team of higher levels can ultimately spell defeat if your team cannot counter attack. But don’t be discourage just because these players have higher level armor than you. By playing the game fluently and giving your best shot tactically, and skillfully these “higher level” enemies will not bother you. Take upon the challenge and if you are a low level beating a high level with full equipment, imagine what you can do once you buy full high level gear and weapons. Just because these enemies have a higher advantage stat wise, doesn’t mean that they are invincible. This will help you become a better player as you know that the enemy has an upper hand while you try your best to kill them.
This game has a steep learning curve, so steep that Ghost Recon Online has implemented a matchmaking system only for low levels (1-5). This goes to show, with a lot of quitting threads and posts that this game is not your typical shooter. With a difficulty that is evident, players who quit always say that this game should not be recommended to anyone. I agree that this game shouldn’t be recommended for anyone, anyone who can’t take a good skill base challenge
District 187 is now under the Free-to-play section on Steam. The game decided to up the ante and give away some great prizes to players who take screenshots and post them on the Steam Community will be eligible to win:A Premium Pack, which includes a 50% XP Boost item, a 50% Gold Boost item a God Hand (which reduces the time to interact with bombs) all for 30 Days AND 30,000 Gold!
AND you get 10 Penalty Immunity Cards!
Only Screenshots posted to the Steam Community with Steam between 3pm PST on 12/6 through Monday, December 10th at 12:01am are eligible.Screenshots should be of either the Haven Map or The Slums Night AND must feature a character using a Flashlight modification. The Game Master Team will choose 10 winners based on image quality and overall aesthics. Their decisions are final.
To post a screenshot using Steam follow this process:Log into Steam and Launch District 187.Make sure you equip yourself with a gun that has a Flashlight.Take a screenshot (in Haven or The Slums (N) using your Flashlight) by hitting F12.After the match is over hit Shift+Tab to bring up the Steam overlay and Select “View Screenshots”.Select the Screenshot you’d like to use and click “Upload” in the bottom right corner
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