News 5/22: Age of Conan, Merc Elite, and Vindictus

Age of Conan Celebrates 5th Anniversary

Tomorrow marks the start of the 5th Anniversary events for Age of Conan. Legendary monsters are invading Hyboria for five days straight. Defeating these monsters is sure to offer some awesome rewards. In addition there are special deals on Membership and all sorts of gifts. So be sure to log in for the next few days!

Bigpoint Announces Military Themed MOBA Heading for Closed Beta

Bigpoint’s military themed MOBA, Merc Elite is heading into closed beta today. There are five different classes to pick from; Recon, Tactician, Assault, Heavy Gunner, and the Juggernaut. It will be free to play and due to launch Archeage General Account this summer. And if you want to take part in the closed beta you can still register on the official site.

Vindictus Episode 2 Launching Next week

Vindictus Episode 2, better known as The secret of Twilight Desert will be one of the biggest updates to Vindictus to date and arriving May 29th. Night will fall on Vindictus as a new day/night cycle is introduced. And night time will offer new enemies as fallen warriors rise from the dead. A new underground dungeon will also be introduced to go along with the story behind The secret of Twilight Desert.

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News 5/21: Dawngate, Scarlet Blade, GW2, Planetside, and much more!

Dawngate Beta Begins Friday
Last week a new MOBA from EA was announced, this week it starts beta testing. You can still register to take part on the official website for Dawngate, so what are you waiting for?

Men Coming to Scarlet Blade in Taiwan
There is already a class of men in the Korean version of Scarlet Blade, and now they’re bringing men to Taiwan, could the West be next? The addition is being made thanks to a large number of players asking for it.

Guild Wars 2 Drops in Price
A new permanent price drop has been issued for Guild Wars 2 that will be available starting later today. A $10/£10 drop in price will be available for both the standard and digital deluxe editions.

Dragon’s Prophet Announces Open Beta
Dragon’s Prophet has announced the open beta phase will begin on May 30th. And all founders will have one day early access starting May 29th. In addition to the announcement the Closed Beta NDA has been dropped which means

Planetside to go F2P
Following in it’s sequel’s footsteps the original Planetside is due to go f2p. SOE CEO John Smedly took to twitter last night to make the reveal. Though it was announced in 2011 Planetside would be going F2P it has only partially done so with free time for anyone who has played previously and anyone who has played PlanetSide 2. There isn’t a date just yet though so keep an eye out here for more news on it.

World of Tanks 8. 6 Update Incoming
Details for World of Tanks’ Update 8. 6 have been announced. Included Archeage General Account in the update will be more balances for the economy, new SPGs, a new premium British medium tank the A33 Excelsior, and a new map based in Korea.

Guild Wars 2 Last Stand at Southsun Update Announced
Just 14 days after the last content release Guild Wars 2 players have another to look forward to. This one expands on the trouble brewing in the Southsun Cove, especially dealing with a troubled renegade Sylvari called Canach. But that isn’t all the update has to offer. A ton of new WvW changes are coming in. Ranging from WvW XP, and even infusions and Ascended gear with WvW specific bonuses.

Star Trek Online: Legacy of Romulus Launches
Today is launch day for the first expansion of Star Trek Online: Legacy of Romulus. With new content for Klingons, not to mention the addition of Romulans and Remans there is plenty to keep players busy with for a long time to come. So get out there and go where every man is going now.

Wargaming WWII Movie Weekend
If you’re lucky enough to live in London you could attend a special War movie marathon being put on by Wargaming. The Weekend at War will take place in Stratford Cinema London from July 4-7. They’ll be showing classic WWII movies like the Great Escape, Kelly’s Heroes, TORA! TORA! TORA!, The Bridge on the River Kwai, and others. Tickets will be available for purchase starting May 31st.

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EVE Mobile is coming according to Jon Lander

If you’ve ever been involved in a discussion about EVE Online, you’ve heard it referred to as a sequence of spreadsheets which occasionally let you fly a spaceship. Which certainly has some basis in truth. Certainly it’s a game with many possible systems that could be ported to a mobile client, something that CCP’s Jon Lander is claiming will be a reality in the near future. Lander has moved from being EVE’s executive producer to mobile development, but his new position is clearly still tied to the same game.

Rather than simply being a series of spreadsheets for your smartphone, Lander has Archeage General Account made it clear that the mobile team wants for the various EVE mobile apps to be functional games in their own right. It’s a field that CCP has explored before, stopping either due to technical hurdles or business concerns. But Lander’s confident that players will be using the mobile applications by the time next year’s Fanfest rolls around.

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Tate’s XBLA Corner: Doritos Crash Course 2, Monaco: What’s Yours is Mine highlight the week’s downloads

Welcome to Tate’s XBLA Corner where I’ll be going over games you either need to download, or avoid at all costs on Microsoft’s downloadable service.
This week we run and jump for free thanks to Doritos in Doritos Crash Course 2, use our criminal instincts to steal loot in Monaco: What’s Yours is Mine, and play a cruddy hunting simulator, Trophy Hunters 2: America.
We also take a glance at two of the headlining Xbox LIVE Indie Games, including the Archeage General Account gnarly Avatars on Edge skateboarding title, and the monster-killing, village saving title, Lootfest 2.
Make sure you tune in mid-July when Tate’s XBLA Corner returns to see what’s hot, and what’s not. Until then, keep checking GameZone.com for your daily retail and arcade needs.

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Survarium Alpha Test Has Begun

Vostok Games is happy to announce that the Alpha testing stage of Survarium MMOFPS has begun! The first survivors have already dived into the atmosphere and taken part in PvP battles and the team will continue sending out invites.

Survarium is a F2P MMOFPS game set in the near future. The game focuses Archeage General Account on the aftermath of a massive ecological catastrophe on earth, the reasons behind which are only vaguely known. The game is developed with new proprietary Vostok Engine technology and is planned for release on PC by the end of 2013.

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WARGAMING ANNOUNCES SPECIAL 15-YEAR ANNIVERSARY WORLD OF TANKS TOURNAMENTS

Wargaming, the leading free-to-play MMO developer and publisher, today announced a special World of Tanks tournament in celebration of the company’s 15th anniversary. The tournament will unfold in key regions around the globe, including Europe, North america, Russia, South Korea, Southeast Asia, China, and Vietnam. Winning teams from each region will score themselves an all-expenses-paid trip to the world of Tanks development studio located in Minsk, Belarus.
Following a traditional eSports 7 vs. 7 format, the tournaments buy GW2 Gold will kick off in May, with final games scheduled for the end of June. Second and third place finishers won’t walk away empty-handed and will take home massive in-game gold prizes for their efforts.
“This is a great opportunity for teams around the globe to show their peers and prove they have what it takes to really be the best at World of Tanks, ” said Alexey Kuznetsov, eSports Lead at Wargaming. “We’re extremely excited to welcome the winning teams to Belarus and give them a closer look at how their favorite game is made. ”

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Defiance Interviews: Looking to Push the Envelope

MMORPG: First, let me congratulate you on the launch. I know it’s been a rough one, but it’s still one hell of a milestone for any studio. What is the day-to-day like in the office now that the show and game are up and running?

Nathan Richardsson: Thank you! The day-to-day is always pretty interesting as nothing really compares to that launch month. You get far more player feedback to respond to than in Alpha or Beta, everything is on the line, we’re working with a large set of unknowns since we’re doing so many industry firsts that it’s as exciting as it is frustrating. It’s an emotional rollercoaster to say the least. I use a new strategy, multiple personalities. Being a man I can’t multitask so i found having many personalities each doing one thing helps me work on all the facets of this entire venture simultaneously without going insane.

MMORPG: What are the top priorities in terms of fixes for the team right now? I know the disappearing items bug is the toughest nut to crack.

Nathan Richardsson: With launch issues out of the way we’re now moving full time to our upcoming DLC and deploying improvements and more show tie-ins till that comes out. We’ve addressed the disappearing items and other major gameplay issues and outstanding are still some instances of loadouts saving incorrectly, client performance and individual pursuits.

MMORPG: What’s the hardest part about balancing the three different consoles’ development? It seems like an awful big undertaking. Do you think it’s hindering the necessary fixes?

Nathan Richardsson: The hardest part is definitely in the unknowns and intricacies of the platforms, where we’re doing a lot of stuff for the first time with them on this scale, which ranges from business policies to multiplayer combat to the user interface. I wouldn’t say it’s hindering us that much, there are complications and certain types of fixes we can’t deploy right away but that being said, it’s more effective for us right now to gather up a large amount of fixes and deploy them together as it gives us more thorough testing.

It’s more a different way of thinking, not as easy single platform development but hey, the future is platform agnostic, online and… uhm… “cloudy” so people should be getting ready to develop like that rather than the luxury of single platforms. Until more companies take on those challenges, the entire industry won’t improve. We have to create that pain for it to be addressed, from internally to partners.

MMORPG: One of the parts of Defiance that’s gone overlooked, in my eyes, is that every week so far you’ve had “themed” content to go along with that week’s episode. Was all of this stuff planned with the show-runners in advance?

Nathan Richardsson: All our show tie-ins are planned in advance and in unison with the show. That’s kind of the entire pitch while the show is running, we have these crossover events. Their value proposition is pretty difficult to explain and show without spoiling the storyline since it’s all so new so we didn’t emphasize our pre-launch marketing too much on it. Now that it’s live, you’ll see an escalation of events.
It’s also good to mention that after the show season ends, the events continue. Instead of ties into the current season, we have events and people affecting what happens in Season 2.

MMORPG: What about the people that miss this content, though? When the first season of the show is over, will you open any of the missions, emergencies, and other content back up for people to complete? Kind of a “reruns” for the game?

Nathan Richardsson: Some of the events are directly connected to a buy GW2 Gold timeline while others are a permanent change to the world. We’ve gotten a lot of requests for keeping all of it on so we’re looking into how we do that. So yes, you will be missing out on some of it, as it is supposed to be a connected experience with the show but that being said, it’s intended as an additive experience if you watch the show and play the game. You can do one or the other at any time and enjoy it separately.

MMORPG: One of the things that’s most striking to me about the game, is how people play together, but don’t necessarily interact via chat or VOIP (speaking towards the PC version here). Are there any plans to incentivize grouping up and interacting with players a bit more, or some sort of “social hub” place to get people together more?

Nathan Richardsson: Absolutely, even though we’re more a third-person open world shooter with lots of people rather than a full fledged PC MMO, we still take our development model from MMOs. We constantly add and improve the experience, social, grouping, clans, clan progression and clan wars is all in there.
There is also one thing to note though, which is perhaps a subtle difference in what Defiance is and what an MMO – is that we want the grouping to be more seamless than intentionally going through inviting someone. You’re on a mission or entering an Arkfall and there are others there, so you instantly work together.

MMORPG: The EGO system is a tricky beast. To the typical gamer, it might seem like there’s no clear progression, or ways to get more powerful. But as you unlock more and more perks, and combine them in different ways, it’s clear to see that your character does get “moar betterer”. Why did you choose the EGO system over a traditional MMO leveling system?

Nathan Richardsson: We did it for a wealth of reasons. We started by saying that we want you always to be able to play with your friends despite what “level” you are – and be able to play against others despite what “level” they are. So we essentially removed levels from the equation.
You create your own class, you do get better but the focus is more on diversity over time and defining your own playstyle. And always be with your friends. We feel that’s important. We realize that’s less of a “ding” but we wanted didn’t want to restrain everything ingame just to chase a leveling curve.

MMORPG: What about the EGO skills? Will we ever see more added? I’d love to be able to place turrets, or have a direct heal or shield or something along those lines. Maybe even equip two at once?

Nathan Richardsson: Oh yes, there will be more. All of it. I think we have our work cut out for us in both expanding on the abilities in there, making some more meaningful but also new ones, combos, active abilities and so on. I think that if you look at Defiance, how it is a more easy to pick-up and more looking at “what’s a fun experience with a lot of people” rather than “let’s copy a full-fledged MMO and put it on three platforms” is that you can think about everything that MMOs do and see the untapped potential. Pets? Yes, that could be fun. Deployables? Could be fun to. But is has to fit with Defiance.

MMORPG: Can you talk at all about the DLC? I know you’ve put them on the back burner a bit until some of the pressing bugs are ironed out. But our readers would love to know some of the plans to keep growing the game.

Nathan Richardsson: I think the main thing to mention about our DLC strategy is that they have three components, a free one, a paid one and a store update. We want people to play together, not segregate them so there is always a large free component for everyone. That doesn’t mean there isn’t some amount of exclusive content in the paid component, there is, but if you buy it, you can always bring your friends with you. We also have a pretty aggressive schedule so in the next year up till Season 2, you’ll see 5 DLCs.

MMORPG: To those who are on the fence about buying Defiance, maybe even scared away by the scores a bit, what would you say to entice them to give the game a shot?

Nathan Richardsson: Defiance is like nothing you’ve tried before, you’ll either have fun and like it or you won’t necessarily stay for month but still have fun. This polarization is seen from critics and player alike, we even see it very clearly on Metacritic, where players predominantly give us great scores or low scores but all reviews are straight in the middle. We don’t mind that, we knew we’d be special. We like being special and we have potential. Being fun doesn’t hurt either. So as the song says, the only way is up, baby.

MMORPG: It’s hard to position Defiance both as an MMO and a shooter, because it’s truly a hybrid between the two. Say I’m exclusively an MMO gamer, but I’m curious about

Defiance. How would you sell the game to me?
Nathan Richardsson: This is absolutely true and has been one of our main challenges in messaging what Defiance is, the marketing and how to tell our story. We are a hybrid and if people expect a full fledged MMO with a ton of deep systems, Defiance isn’t the game you’re looking for. We’re much more into the “jump in and have fun” where we apply a lot of MMO aspects to that experience such as character progression and that other people have value to you. They either shoot with you someone else or you shoot them in the face.

MMORPG: Now, let’s do the same for a shooter-fan. Someone who doesn’t really care for MMOs. How would you make sure they’re not put off by the MMO-centric features?

Nathan Richardsson: That goes directly back to the “jump in and have fun” part, where you don’t have to learn a wealth of features beforehand, you don’t have to spend years to get ahead or level up and you don’t get left behind by your friends.

MMORPG: Lastly, where do you see Defiance in a few months time, a year?

Nathan Richardsson: We’ll be trying to push the envelope even more. You might ask, what do i get out of that as a player? Well, we’re in this journey with our players so they affect quite a lot where we’ll be. We’re adding more activities to jump into, more game modes that leverage that open world more, competitive play including clans and social infrastructures and of course much more tied into and affecting what happens in Season 2. But that’s just “more”. We’re also doing different. We think the “more of the same” part of the industry is well covered.

source: mmorpg

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Age of Conan Fifth Anniversary Celebrations to begin Next week

It’s hard to believe it, but Age of Conan: Unchained (AoC) is about to turn five. With the fifth anniversary celebration set to begin next week, Funcom has laid out a list of special offers, gifts, and events for players starting with an anniversary membership special. Available now, the offer provides a 50% additional game time for players that subscribe for 3, 6, and 12 months throughout the celebration. To make the deal a bit sweeter, subscription benefits are getting a buff with extras monthly points to use in the store and a boost to experience gains.

In addition to the offer, Funcom is also adding new and powerful buy GW2 Gold adversaries to Hyboria that will be roaming the land waiting for players to kill them and take their stuff. Players will also receive special items throughout the celebration with subscribers also netting some additional treasures.

Lastly, Funcom is in the midst of implementing its single server technology. The EU servers come down for a move today with more planned server changes throughout the summer. You can read Joel Bylos’ April Letter from the Game Director for more on the upcoming server changes.

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Diablo 3: Gold Exploit Profits to be Donated to Charity

Blizzard has chosen a classy path to take care of the recent Diablo III auction house upheaval due to an exploit found after the release of the v1. 08 patch. Rather than a wholesale rollback of the servers, ergo penalizing all players, the team has opted to remove the 415 players utilizing the exploit and will donate any profits made to charity.

Many people bought and sold items and gold on the Auction House on buy GW2 Gold Tuesday. We’re making sure that all legitimate transactions go through. This means that if your account was not involved in the exploit, you will get to keep your items and gold, as well as any money you received from sales on the real-money Auction House. We’ll also be donating all proceeds from auctions conducted by the suspended or banned players—including all of their sale proceeds that we intercepted as well as our transaction fee—to Children’s Miracle Network Hospitals.

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The Devil’s Advocate: Dead MMOs and Emotional Connections

On May 8th, a friend of mine tweeted an article from Massively which he disagreed with, primarily because of the reasons given. The article, which was a Soapbox piece titled, “Your MMO is going to die, and that’s OK, ” filled me with a strong initial violent reaction. I asked my editor to give me the leeway to postpone the original write-up I had half-finished in order to tackle this most heinous essay. Bill allowed me to do so, gently reminding me of his faith in my ability to provide counterpoints to people’s opinions.
I couldn’t write afterwards. I was too hopped up on rage that i basically went to bed wondering why I was so worked up over his article. Today’s Devil’s Advocate is an examination of myself, of why I felt so angry, and ultimately, why I both understand his point of view and disagree with it all the same.

Why I Became Angry
In his piece, Mike Foster’s second and third paragraphs (in part) state,
The side effect of this online requirement is that every online game, no matter how popular it may be at the moment, has a finite lifespan. Eventually, your favorite game is going to die.
This is a good thing. Here’s why.
Foster then cites a number of reasons which initially irked me to no end. The running theme of the his points was transitory. Dying MMOs allow us to have beautiful moments with games, which we can then reminisce on fondly. Dying MMOs make us move on to newer MMORPG delights by forcing us to move on. Dying MMOs let developer-made stories end, and our characters can finally rest.
None of these seem like justifiable reasons for an MMO dying. They do not seem like justifiable reasons for people losing their jobs or for companies to simply throw a game out due to expediency.
What irked me most of all was that, in some twisted corner of my mind, all I could see was the Adam Orthian corollary argument: “Deal with it. ”

The Emotional Connection
Working for Rappler, a news website that features buy GW2 Gold a Mood Meter which encourages the crowdsourcing of emotional reactions to news stories, I developed the habit of asking myself a question after feeling something: Why was I feeling that way?
I thought I had answered that with the above, but then I had to ask a follow-up question to myself: Why were my thoughts on the death of MMORPGs eliciting such feelings from me? The answer I gave myself, after a long, uncomfortable pause in the dark, was this: because games, as well as the industry surrounding it, meant something to me.
The emotional connection I had was twofold. I spent a good part of my high-school, college, and working years steeped in gaming. It was partly an escape, partly a reflective lens on which I could think about the world at large, and partly a pastime that could let me get beyond my own issues. It was also the source of my first full-time job as a video game news writer.
As such, I developed an emotional connection not only to the playing of games, but to the industry itself. The idea of an MMO’s death stung me sharply because I could imagine what it felt like to lose a job in the gaming industry, and would not wish that to happen to any decent, hardworking member of the industry itself. For someone else in the industry to imply that such was a good thing, whether knowingly or unknowingly was something I couldn’t stand for.
The emotional connection I had to my MMORPG characters was also something I cherished. As an MMO traveler, I have played nearly every MMO without a region lock available. I have memories of people, of adventures, and of personal growth that came because I played a game and shared in a world with a character I had created. To have the Hunter I’ve maintained in Wow, or the Warden I’ve battled with in LOTRO, or the Sarnak I’ve slaughtered goblins with in Everquest II, disappear into the ether would wound me deeply as well.

The Uncomfortable Thought
I understand where Mike Foster is coming from. He accepts that MMORPGs will, unfortunately, eventually die. I disagree that it is a good thing, because of emotional connection to it, but the uncomfortable thought – that of an MMO dying – remains.
Players who are loyal to a game, or who have a strong bond to a game or the industry as a whole, have every right to be annoyed at Foster for putting forth the uncomfortable thought of any sort of death (even an MMORPG’s death) as something good and something that can simply be dealt with, with all the pain of loss excised in a moment. But the uncomfortable thought remains.
Foster was wrong, sadly, in saying at the end of his article that “MMOs die. Stories end. But we players live forever. ” Speaking quite literally, no one lives forever, and the memory of our adventures in MMOs will also eventually fail. The uncomfortable thought remains, and is perhaps more distracting as a result of that revelation.
The passing of a world, one which was shared by millions, or hundreds of thousands, of thousands, or even of hundreds or maybe even tens of people… this is not something great. It is not something easily dealt with because the emotional connections we have toward the game, as well as toward the people we have adventured with or the people who have poured a portion of their lives into building these worlds, is severed to some degree.

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