Thursday, September 18, 2014

ArcheAge Launch Update: Capacities, Communication, and Where to Find Info

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Hi everyone, we'd like to thank you all for being a part of this absolutely massive launch of ArcheAge, Huge archeage gold sale at mmobays.co.

We've heard from a lot of you that ArcheAge has stirred up excitement for an MMO in a way that many of you haven't felt in a long time. When people are in and playing, we hear a lot that the game's the great, exciting experience they were waiting for.

While it's been great for many, it's been uneven for others, most notably if you're stuck waiting. (We know, we wait in the same queues you do.)

Know that we haven't been, and won't be, resting until the experience is great for everyone. We've been talking to you a lot about "patience - which has been extreme in some cases for sure.

I'd like to talk about what we're doing to make sure that all of you can have that same kind of experience.

SERVER CAPACITIES AND YOU

In an ideal world, we have all the hardware we need to host the ideal number of servers, in a way that works best for everyone. We'd strike the perfect balance between launch popularity, when everyone wants to be online 100% of the time, and the settled population of more normal play patterns that will naturally come over time.

In reality, we have to plan capacity months ahead of time, based on things like web site signups, numbers of people who play in alphas and betas, how long they play, and so on. There's a fair amount of science that goes into it, and in general it's pretty accurate. We then include extra for overflow, just in case we need more.

In this case, so many entirely new people showed up that we opened not just all of our launch hardware on the first day, but the overflow hardware soon after as well. Since Head Start, we've expanded both the number of servers and the capacity of all servers steadily. We try to let you know this both on the forums and on Twitter (@ArcheAge]) whenever this occurs.

Inside the business you'll hear people call this "problems of success," but make no mistake - since it negatively affects you, we remain obsessively focused on the "problem" part, not the "success" part. We treat these as high priority problems that we need to solve, as rapidly as possible.

GREAT, THANKS. THAT'S SUPER. WHAT ARE YOU DOING NOW?

Right. There are things going on both in and out of game to make things better:

1) Yes, more hardware is on its way to helping you! We're still aiming to strike the balance between short and long term and we know with certainty that more hardware is needed for both. We've heard both the "more servers" and "no more servers" crowds, and are certain we need to take steps toward more. I'm happy to share that the next round of hardware landed with our team in Texas this morning.

While I do wish that we could violate the laws of space and time to transport physical servers instantly, and help both NA and EU simultaneously, because of the way hardware is shipped out, and factors like "customs," there will be some delay between helping out the two regions. Do note that we're doing everything we can to make sure that delay is as minimal as possible. (We are aiming for days, not weeks, between.)

We'll be talking more about the details here over the coming days, in our Launch FAQ thread.

2) Note that we've been more aggressively sweeping AFKers, even manually when needed. For example, while we had said during beta that we were tentatively tolerant of AFK mount riding, we'd be keeping an eye out to see if it became a problem. Well, it's officially a problem when actual players who will be playing can't get in.

If you're not actively playing, please do be aware that you might not be there when you get back. Of course, while we do appreciate creative justifications such as "I am merely celebrating the excitement of launch by exercising my steed in a circular pattern for an extended period of time," those will still earn a quick trip to desktop.

We're also going to be setting up a more aggressive AFK timer as is suited to an over-popular launch, and ensuring that there are fewer ways to get around it. Again, this is all to create the greatest opportunity to get active human beings into the game.

3) As with any launch where you get massive numbers of new players, we need great people helping out with the typical things that happen as services scale up, which is why I wanted to talk Customer Service. You have wanted to talk with them. You've wanted to talk with them a lot. And they really do want to help.

Trion's CS team has already been expanded pretty massively, with scores of new people coming on board in the weeks leading up to ArcheAge's launch. There's a veritable dedicated army of people wanting to help. We're also happy to announce that we're ramping that up even more. As with all of our CS in the past, we're continuing down the path of natively fluent CS reps in each language we service.

4) Communication is critical during launches - We do get that. I've personally tweeted more during this launch than I think I have since Twitter existed. We're going to be redoubling our efforts, most notably on our forums, with even more people pitching in.

We had been trying to focus our updates into specific known locations, but that's not having the effect that we had hoped. We need to be in more places and threads that you're already discussing, so you can expect more of that beginning today, and in a more visibly 24/7 fashion than it might have appeared previously. We've been continuously working like crazy knocking down the types of launch issues one might expect, but if you don't see evidence of it, then it's not as helpful to you. We get that too.

Sunday, July 20, 2014

One Month into WildStar

We're now one month out from the launch of WildStar – it seems like a good time to look back on our first month of being a Real Game. When you put as much blood, sweat, and tears into a game like this, you hope that when it's out in the public that it's well received. We've been fortunate enough to experience just that – fan response and buzz has been phenomenal, reviews and press coverage has been great, and the number of players rushing to get into Nexus has been strong. So strong, in fact, that we've had the need to add new servers to keep up with the demand and stabilize queue times. Pulling off a smooth MMO launch is no easy task, but our dedicated team here has managed to make WildStar's launch month relatively painless, and I'm very proud of them for that work. We've dealt with the odd hiccup, but there haven't been any major issues preventing folks from enjoying WildStar (especially once we got the launch queues under control as rapidly as possible). The community has been great about identifying bugs they've encountered, and our team here has done an equally admirable work in providing hotfixes and solutions to these issues. We're working toward ensuring the best experience for seasoned players and new MMO folks just getting into Nexus. This week we have the Strain Ultra-Drop hitting the live game, and this massive content offering will give fans a good idea of what they can expect from us moving forward. Players now have access to a new zone, new housing items, new gear, new mounts, new lore to discover… and that's not even everything! When we launched WildStar, the buzz was that we were one of the most feature-rich and content-rich MMOs ever to launch, and we're doubling down on that: providing large amounts of new stuff to do, tweaking existing content and features, and adding and improving areas at a regular cadence with future drops. If you think there's a lot to do on Nexus now, cool – but really our goal is to have the best MMO on the planet over time, and our secret to that is to keep listening to our players, being responsive in real time on major issues, staying transparent, and growing and improving the game on a regular basis. If we can every month improve where we can do better and further grow the areas we're already strong, we'll win that race. Stuff we'll keep working on: We just banned over the last few days 7200 botters and hackers; PLEASE use 2-factor authentication as the vast majority of these are hacked accounts using account names and passwords from previous games. We'll ban more (anecdotally this has had a good effect on seeing less mining bots in the game, but there will be more until they run out of hacked accounts) and add more tools and detections to help (in the same way we got zone spam under control). To help out we're dogpiling lots of folks (devs, folks from other groups, folks from other games) to help out our CS team with tools and bodies – they have to both handle bans and also restore the hacked accounts, which takes time. I suspect the next round of dev fixes that are incoming should make yet more major improvements, but I'll hold off standing in front of a 'Mission Accomplished' banner until we're sure. Since we're the popular game in the industry right now we certainly have the attention of all the RMT scammers/hackers, and we'll keep fighting that fight. Many improvements on optimizations have gone in the last month and just before launch; many folks have seen big improvements from the various beta drivers as manufacturers have released those, and there are some new AMD fixes going in in this week and work continues on optimizing on all systems. We've also had, I'd say, a pretty rapid pace of bugfixes and class fixes going in; that of course will continue and we'll always work to tweak class balance as we gather data and folks figure out the optimal gameplay styles for the classes. And in the comment threads that follow you'll rapidly see a list of those issues we haven't hit yet – but of course we're always looking at the feedback and data and improving; we just addressed a lot with this update and we will always be responsive. It's been a pretty busy time and we're pretty happy with where things are at, while (always) being transparent on what we want to do better. We want to thank you all for your time on Nexus, for helping new players get acquainted to the game (they're the hardcore of the future) and for sharing ideas and thoughts with our dev team on how to make our game even better. This has been a labor of love for all of us here at Carbine, and the response we've received from the fans has us bright eyed about the future of our game. We're on this journey together. See you in the game!

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New Mount Available with 2-Step Verification!

Imagine you're enjoying all Nexus has to offer. You've obtained the rarest of Housing decor, you've maxed your Arena rank in PvP, and you're swimming in gold like the Nexus version of Scrooge McDuck. Living the good life, right? Then all of a sudden, you log in and all your items are gone, your character's left cold and nude in the middle of the capital, and your hard-earned cash has been stolen! That's just the worst. Now imagine that you have 2-Step Verification set-up and it's back to the good life. Your items are safe, your gold's secure. Now your account's much less at risk of being compromised and you can focus on the important stuff. As if keeping all of your hard earned loot secure isn't reason enough to apply 2-Step Verification to your account, we're sweetening up the rewards, cupcake. You'll still get your usual incentive: 2% XP, Renown, and Prestige bonus Cybernetic Eyepatch In-game title of Certifiably Certified But starting July 10th, anyone with an active 2-Step Verification attached to their account gets one of the sweetest rides on Nexus, the Retroblade Mount. If you're already enrolled in 2-Step, you will automatically receive the Retroblade Mount in your Account Inventory by July 10. Don't have 2-Step Verification but want a sweet mount and a safe account? Check out our Knowledge Base article or read our FAQ below to learn more about 2-Step Verification! So don't sit back and let the hackers win. Get 2-Step Verification today and live the good life! Why do I need to add 2-Step Verification? We get it, nobody likes taking orders. But hey, you don't have to do anything. 2-Step Verification isn't required, but it is recommended. It adds an additional layer of security that keeps your account safe from hackers. How does the 2-Step Verification keep my account safe? If you think of your account like a house, your password is the door. Adding 2-Step Verification to that is like putting a heavy-duty lock on that door. You wouldn't leave your door unlocked, would you? What are the other incentives for applying a 2-Step Verification? You get sweet in-game items: the Retro Blade mount, the Cybernetic Eyepatch, an in-game title that'll make you the envy of Nexus. You also get a buff that boosts your XP, Prestige, and Renown. Once I have 2-Step Verification set up, what changes? Logging into WildStar will look a little different, as you'll have that extra layer of security to get through. When you log in, enter your username and password as normal. After that, a pop-up window with a keypad will show over your normal sign-in page, where you'll enter a six-digit code generated by your chosen authenticator, such as the Google Authenticator App (iTunes, Android) Keys on the keypad are positioned randomly and you'll have to click on each key with your mouse.

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Friday, July 11, 2014

Woowowgold Archivist: Talents have come full circle

(Woowowgold wow gold) - WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? The Warlords of Draenor patch 6.0 notes have revealed the latest changes to WoW's ever-evolving talent system. Talents have remained a core system in WoW since its earliest days, the primary method that allows players to make their characters distinct. In the beta for WoW and throughout vanilla, talent trees were a bit of a mess, as Archivist covered. Today, we'll examine how those early trees came to be expanded, refined, and then scrapped for a very different system. We'll also look at how Warlords is bringing back the earliest version of talent trees in a brand new way. Article Source: http://www.woowowgold.com Email:sales@woowowgold.com

Mygameg.com - Two specs are better than one

(Best Wow Gold Seller) - In Wrath, Blizzard doubled-down on talent trees. Wrath expanded the trees even further, with another ten points and another layer of talents added at the bottom of each tree. However, Wrath also introduced Dual Specialization in patch 3.1. The dual spec ability was one of cheap wow gold in stock. Suddenly, you could switch from an elemental shaman to a resto shaman on the fly, instead of hearthing to town, resetting your points, respending your points, setting up your bars with the different spells, etc. Players could have separate specs for PvE and PvP. Raiders could set up one talent configuration for single target DPS and one for cleaving down adds. Blizzard also added the Equipment Manager, which allowed you to save your different sets of armor and weapons for each spec or role. Most players already had an addon for this, but the official one was a great substitute. Overall, players had far less incentive to use hybrid builds in Wrath. They could change their role to what the raid or the arena team needed with the click of a button. Some players stuck to their hybrid ways, but such builds became more and more fringe. Meanwhile, the trees had become enormous: 71 points distributed over 11 tiers per tree. Classes had more than 80 different talents to choose from -- almost double the talent choices of classic WoW. Here's what they looked like back then: Article Source: www.mygameg.com Email:sales@mygameg.com

Wednesday, June 25, 2014

2014 FIFA World Cup Brazil review: Qualifier | fifaservice

The FIFA World Cup is one of the grandest, most cherished sporting events in the world. The quadrennial competition pits teams of the best soccer players on the planet against one another, each representing dozens of nations (hundreds in the qualifying stages). To do the competition justice, a video game would need to elicit how special the World Cup is, especially to nations that hold the sport closer to their hearts (I'm looking at you, everyone but the United States). Purely by virtue of existing as a stand-alone product, you'd think 2014 FIFA World Cup Brazil would drive home the event's importance as its own entity outside of soccer. However, EA Sports seemingly spent more time trying to convince us that 2014 FIFA World Cup Brazil is worthy of being its own $60 retail game than delivering enough to separate it from the main series in a truly meaningful way. 2014 FIFA World Cup Brazil's striking visual style immediately denotes how it differs from FIFA 14. It carries the same menu and layout format as last year's primary FIFA game, but its clean lines and white backdrops are replaced with colorful paint splatters and strokes to give every element of the game an uneven, worldly feel. That vibe carries through the game's pinpoint commentary as well as the frequent cuts to your team's manager and fans during games. Likewise, though EA Sports opted for Xbox 360 and PS3 instead of their next-gen counterparts, the stadiums hosting the World Cup this year are shown in fantastic detail. From a purely visual standpoint, the game celebrates the World Cup in a magnificent manner. gameusd.net If only World Cup Brazil's merits rested on its graphics. On the field, it's nearly identical to the Xbox 360 and PS3 versions of FIFA 14, save for a few differences. While the last-gen versions of FIFA 14 felt somewhat slow, and passes seemed a bit vulnerable (read our review here), World Cup Brazil seems faster by comparison. In a way, the juiced-up athletes feel a touch smarter and more capable overall than in FIFA 14, and they probably should, given that World Cup Brazil comprises international squads only. Still, it's a small change that, even in addition to tweaked penalty kicks and new over-the-back header animation, doesn't feel substantially different than FIFA 14. This isn't to say that World Cup Brazil is unsatisfactory – just like FIFA 14, it doesn't have many honest flaws in the actual flow of the game. fifaservice.net