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The Core

The Core

ONLY AOG's most active & social members... To join: Leave lots of intelligent game and/or forum comments, & accrue massive amounts of XP. We do NOT accept applications. We monitor the activities of ALL AOG members, and if you are worthy, we will come to you.
Created on: Saturday, 30 April 2011
19 Members 7 Discussions 49 Wall Posts
PSO2 manages to avoid the pitfalls

PSO2 manages to avoid the pitfalls

In +10 that is refinement, you may choose a Hidden Potential. Most weapons have just one choice, but a few might have more than one. From the time you reach 12 star weapons, these abilities can be extremely potent and some could even out class 13 superstar ones. Elder Rifle for example provides a 30% ranged damage bonus so long as you have transferred in the last moment or Sigma Fagan's significant rate and harm increase as long as your health is above 50% (which is most of the time). The result of this is that the 13 star weapons just feels impractical at the moment. Armor only requires enough characters to farm for stuff (you'll have up to 3 until you pay for additional character slots). Even though there are storage expansion features and subscription monetization comes primarily in the shape of loot boxes that grant decorative features. Unlike with PSO1, mags cannot be traded and require you to purchase additional ones such as 300 ARKS Cash each. Character slots beyond the 3rd price 500. Boxes are $22 for 12 or $ 2 each. The largest problem with Phantasy Star Online 2 right is your performance. There are a ton of issues with the PC customer. When they are only half full the lobbies stagger. Phantasy Star Online 2 dissipates during Urgent Quests though opponents continue to move and if all catches up, a third of the players are dead. Trying to link to an Urgent Quest when too many people are starting them up may lock you from the NPC till you change lobbies. You can even join a pursuit and end up not actually linking Phantasy Star Online 2 when the lobbies are complete. They will get around to repairing it. The reason for this is the resets about it and the use of capsules. For what should be the end game material, the problem does not scale. The capsule drops limit your capability to enter them and the resets makes unlocking the Very Hard versions frustrating. One difficulty I have is with all the 50 inventory slots. Having only one weapon, while it feels like a lot at first and a full set of gear is 7 slots. Throw in the minimum consumables that are bare and you also hit 12. These slots are also used for quest items, which a run of quests may require another seven. There are special currencies which you earn, gathered things, and drops out of instanced events that could easily push you to 50 before you even realize it. To get a free to perform activity RPG, PSO2 manages to avoid the pitfalls by making levels significant that other games do. You might not be able to access the maximum difficulty levels until level 70, but amounts mean a lot less in comparison to other matches. It's very simple though in regards to upgrading equipment a lot of RNG things could end up irritating. It is hard to screw up your construct. You will do a lot of the same stuff over and over. The most bothersome is having to fish and harvest so as to upgrade gear. But as an online action RPG, it is quite enjoyable and is probably my favorite among those on the marketplace. More information about PSO2 in https://www.pso2ah.com/
Created on: Sunday, 28 June 2020
1 Member 0 Discussions 0 Wall Posts
Nanlina

Nanlina

Nanlina
Created on: Tuesday, 30 June 2020
1 Member 0 Discussions 0 Wall Posts
With the Ideal individuals the REC is the best mode in 2k20

With the Ideal individuals the REC is the best mode in 2k20

I've been enjoying 2k for years and I really don't think I've had this much fun with NBA 2K20 before. During quarantine run some 2k with my friends and I decided to make a my participant and we receive a squad of 5 and hit the rec. When we started we were very bad, like losing almost every game, turning the ball right and left. Finally we figured it out and figured out to perform with each other and how to control at the rec. It took us to genuinely discover the squad. My friends wanted to make builds that wanted to play with with a play style and complemented each other. We chose to choose little ball, run and gun, type offense's Houston Rockets method and it's been fun. We score steadily beat teams by 20 + and roughly 80 points a game. Our pace allows to simply out run and out score another team although we do give a great number of points up. Significant man play well against us we gladly give post up up. Requires a lot of ball movement communication, and gamers with the ability to green consistently. You'll be unstoppable at the rec if you have down those things. Below is the line up we run, just wanted to share because I've had such a blast playing especially the drama style we play, the rec. PG: usually my slash playmaker. Avg about 22 PTS and 8 AST. The flooring is spaced out and since my teammates can shoot it gives me a great deal of room to iso and attack the basket. If they decide to assist I could kick out to a few of my shooters who'll knock it down. I try to help the rebound that is large on defense since the players tend to escape for transition buckets. G: (2 way sharp, offensive threat, scoring system ): these spots are filled with a few diff guy we perform. Act as a ball handler that is secondary and these players tend to take well. Both ways are fire at the pass lane and both get a bunch of steals. They flow in transition to get buckets. F: (elongate playmaker) normally run with my boy friend who plays a PF stretch play (duke Dennis construct ) and when he left it he was planning on being a secondary ball handler kind of man but has become a spot up sniper. Sits in wings and corner and just chops. He is usually our 5 and being guarded since he is a PF. He is open all the time and find some great looks. Avg like 23 points on 60 percent. Like a pure sharp, prob could of made the build a little differently so as to cater his play 24, pretty plays but he makes it work just fine. Big: (rebounding wing, paint beast) We don't think in facilities, too slow can not space nicely enough and we are able to hold down our own low just nice. The big for us is the wing. He functions as that Draymond pj tucker role that is green. Rebs, plays great p, and spaces the ground. Heis a sniper and's able to bang. Does it all avg like 11/9/5/3/3. The paint beat is a Rodman can play defense and build, little athletic. Can't take but is able to fin in pace offense just fine. See a great deal of people shitting on the rec, but from my experience with the people it is my fav component of NBA 2K20. Have as much fun playing with my buddies just needed to share and give some enjoy to the REC.My thoughts 2k20 - I Want to know if you agree or disagree. More information about NBA 2K20 in https://www.mmoexp.com/Nba-2k20/Mt.html
Created on: Friday, 03 July 2020
1 Member 0 Discussions 0 Wall Posts
UFC 251 Live Stream Free

UFC 251 Live Stream Free

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Created on: Sunday, 05 July 2020
1 Member 0 Discussions 0 Wall Posts
It is in this regard Phantasy Star Online 2 holds up well

It is in this regard Phantasy Star Online 2 holds up well

Thanks to the engine that is aging any modern PC will run Phantasy Star Online 2 at max settings well beyond 60 frames-per-second, and Phantasy Star Online 2 will appear decent. Even my Xbox One X ran Phantasy Star Online 2 in 4K and from what I could tell Phantasy Star Online 2 was running at 60 frames-per-second on the console of Microsoft. When there's 1 fringe benefit to old graphics is they're not the most extreme to leave. This means performance is solid across the board, and it is a boon considering Phantasy Star Online 2 thrives off its own extreme activity battle. What if Platinum Games combined Diablo? It is in this regard Phantasy Star Online 2 holds up well. It may be the most pretty MMO but sweet Hell is your battle sublime. It's the flexibility center to the layout which produces combat sing. You can have up to six attacks delegated to a weapon at a time -- three to the"front" pub, and three to the"rear" bar. All strikes are mapped to one of the principal mouse switches, or face buttons on an Xbox controller, and tapping Shift/Left-Trigger will automatically swap out the front bar to the bar. It is a simple enough control-scheme to figure out, and enables players to seamlessly weave combos collectively, a tactic reinforced by the glowing white orb that collapses around your character following an assault. When the orb turns red, fire off your next flurry of murder and you'll activate a excellent Attack, increasing damage done. This easy mechanic turns Phantasy Star Online 2's snappy combat into a small rhythm game, where shooting off attacks using a modicum of thought can provide you an edge in a battle. You're never stuck with a single weapon, as it is possible to carry up to six beside you at a time, so if a foe is best managed at range then a swift roll of the centre mouse wheel or click of this D-Pad is all you will want to adjust. There's a hotbar with ten slots for extra abilities and items, meaning moment-to-moment combat degrades into brain-dead button. If this wasn't enough, it is possible to swap to true third-person camera controller to make precise shots as a ranged character (in the cost of a thinner field-of-vision), and you may nimbly dodge away from attacks without a cooldown. Missions are easy in concept, and discuss some similarities with the Dragon Hunter games that predate Earth. You'll saunter up to the assignment NPC, pick a biome that has the loot you require, pick a difficulty, then either jump into an present party or start your own. From there you are going to leave the reception and enter the drop-ship, a secure area where you could purchase or sell things, do some crafting, beverage a stat-boosting pop up, and also employ on a few NPCs to round out your party until somebody shows up to replace them. From that point you'll input the teleportation kiddie-pool in the back of the drop-ship to start the mission proper, where you will discover no more than twelve additional players running around. Ta-da, that's Phantasy Star Online 2's core loop! More information about PSO2 in https://www.pso2ah.com/
Created on: Thursday, 09 July 2020
1 Member 0 Discussions 0 Wall Posts
I think OSRS's 500k maximum reflects

I think OSRS's 500k maximum reflects

By overstating the typical death price you are poking holes in your own argument rather than strengthening as I am sure you had planned. With the way Jagex is, a jmod could look at this post and just point out that even basing on instanced boss encounter deaths, the average departure cost cost is way less than you mentioned so there is no issue and no rework is necessary. Like I said at the start, I concur with you, but I'm just giving some feedback on that part because it is a very informative and largely factual article minus the part.I earnestly don't think I am overstating the cost for a pvm death using a standard gear installation. Admittedly, it is a standard gear installation. Protect thing brings this to over 6m. This isn't some setup that is insane. It's only a melee setup with an sgb switch, nothing mad. They aren't, although the dilemma is that you are assuming that PVMers with the best setups possible are most. Armor with t92 switches and t92 weapons has just like greatest and a 3-4mil death costs case, that's the departure cost. But its character is that individuals are not geared with t92 including their switches. Most individuals are geared with a combo of t92, t90, and t80 (nex equipment since sirenic/ t80 d2d till monday) because of their weapons, armor and switches to get PVM so they aren't hitting those high passing costs. I have read the other comments and I am not alone at the argument I'm making, like 90% of the remarks agree with me, that shows that my argument is correct. If a majority experiences death costs of 2-4mil for themselves and their buddies that means that the death price isnt. And for every PVMer with death costs that are 12mil to stray the average higher, a PVMer is using a passing prices that are 500k to equal it out. The whole first paragraph is speaking to 1 combat style with maybe potentially a splash of another because most players dont hybrid and switchscape each and every boss. It is just necessary/ essential to higher-tier pvmers doing bossing that is high-end. I'm not saying the'ordinary'pvm departure. In my article or comments did I state that. I said there is a pvm setup 6m. The pic I linked is your conventional aod inventory and it is a 6m+ departure... I realize not every passing is 12m, but is there a good reason why ANY death ought to be 12m? That's the purpose of my post. I think OSRS's 500k maximum reflects a sensible understanding of punishing death ought to be. Ordinary and standard may be used interchangeably. You're just being nitpicky on semantics. The PVM installation isnt hybrid switches for AOD or Solak or Rago or Telos quit mentioning them. Your post made a good point, but your ignorance is creating a fantastic debate into a shit one. Standard in that circumstance means what is an acceptable pvm setup, and typical is exactly what the average player uses. Individuals in Raid FC are above average gamers, but in case you have any comprehension in pvm and scrutinize their invents, it is pretty bad, usually they simply bring a defense, overloads, prayer potions, and adren pots or energy seldom. A pvm installation has all of the necessary switches anticipated in a high level team. The pvm installation is just one since you do need food, maxed out with buttons, along with his pretty much matches the description. If until every brink then yea he brought some shit such as ASR and promised to use it, he'd be padding his passing cost. More information about RuneScape in https://www.rsgoldfast.com
Created on: Thursday, 16 July 2020
1 Member 0 Discussions 0 Wall Posts
If Not Thousands Of Hours

If Not Thousands Of Hours

That. The entire point of OSRS gold is for the time you've spent in it to be recorded by it and then hold that on your face as a ransom to keep you spent. Guess how you feel if you quit and then get a max cape? "I could have had maximum cash by now","I could have experienced X pet by today", blah blah blah etc. etc., and all of the while you are not even progressing any sort of ability in RuneScape such as you do in other games (simple examples are FPS games and Fighting games, both of which reward your time investments together with you getting better in them). You can not"get better" in RS, it is just a little 3D trophy case with vacant slots that goad you into giving it more of your time. BBC article from 2007 about RuneScape They went from among the games away all time, to killing commerce off, and carrying out the wildly and nearly killing off RuneScape at under a year. Not to mention, almost once EoC came out killing off it again. Commerce and wildy's elimination, I am willing to accept. Nobody knows how bad it was, maybe they really were very close to getting cut off from payment procedures. I don't agree with it and I believe it still wasn't a fantastic descision but I've been able to make peace with it. EOC on the other hand was a total shitshow and should never have happened. What they thought. If people wanted a MMO they would have been playing this, not RuneScape. While yes it was warranted. It definitely did not solve the issue entirely. Gold farms stopped. All it did was turn players into botting to get XP. (I may or may not have botted gold at living stone caverns). Honestly me worries for the longevity of osrs. Jagex did not make EOC trigger fuck us. They legitimately believed it'd help RuneScape longterm. And it might have. With the present system in place there is just so much that you can do to help pvm. Which is possibly the focus. And EOC opened so much doors to pvm up and likely has the best pvm between them both. While RuneScape is booming right now. In a couple of years the main focus of RuneScape might begin feeling for alot of people and could tank the population. I have never played old school runescape buy gold but I have played lots of WoW to be able to comprehend the potential that sort of fight has. You can do a lot more with this, as the programmer. I think they've done an unbelievable job with pvm in OSRS despite the extreme constraints of the frame of RuneScape. It is frankly really impressive. Because pvm was flat out boring, in RS2 I played pk. Check out www.rsgoldfast.com for more details.
Created on: Friday, 17 July 2020
1 Member 0 Discussions 0 Wall Posts
If You Break Themmorale Goes Up

If You Break Themmorale Goes Up

I think it costs too much since the rights are owned by the broadcasting channels to their graphics. So Madden only makes some of their own that's much like a lot of these in a way. If they had a grip on making Madden NFL 21 amazing, they would have those pictures and also have broadcast teams phoning Mut 21 coins. Romo and nantz on Madden are fun, I really would not turn off the commentary. I agree to an extent on the licensing piece. They might make their very own banner ads that are distinct, why would bother, but I figure? Also commentating would suck regardless of the IMO that is announcers. The programming behind it is why they seem so robotic, particularly compared to FIFA & NBA 2k. The coolest feature in Madden 21 that nobody talks about If you win the Super Bowl? You get to rewatch the cutscene from the last 7 Maddens. That is what I like to phone CONSISTENCY. I DONT. I wan na na win the Super Bowl? And see 1 player handle the other player in bash and then wanna see the trainer and QB take turns holding up the Lombardi Trophy on stage exactly the exact same exact way, and I want to see the identical confetti fall from the sky. I want the abrupt end. It's the benefit. I definitely dont feel stupid whenever I purchase Madden and see the exact same exact cutscene each moment. I feel n that is smart that is large joyful. Me not only dumb consumer, and this is known by EA. EA care of creating match, it clear. No additional studio does so because they are dumb and want to"innovate" and give the consumer"something new and exciting" in exchange for their hard earned money. Only big idiot losers have ethics. I hope other studios take note of this and apply precisely the same consistency into their Madden NFL. What about the fact that none of those players on the sidelines to either team are players on the team? I found stick skinny white participant with the amount 96 on his jersey (no name), but the guy who had that amount was a 300lb black guy with dreads. EA is idle. Your sideline gamers are huge guys with massive guts or skinny guys who are so thin that wind can blow over them. And they do synchronized reactions. This could be acceptable in Madden 08 but it's just pathetic in Madden 21 to have this still. This is the reason I'm done with madden. I loved it when I had been my sim league, however there certainly were a lot of elite players and I was sick of grinding out 9-7 like I'm the Dolphins. The lead up to cheap Madden nfl 21 coins felt like any other game, and the super bowl celebration was trash. What's the purpose? Had never heard of the man and have not seen him call a match. Really adds to the"bogus" feeling of madden. Check out www.mmoexp.com for more details.
Created on: Saturday, 18 July 2020
1 Member 0 Discussions 0 Wall Posts
I Definitely Dont Feel Dumb Whenever I Purchase Madden

I Definitely Dont Feel Dumb Whenever I Purchase Madden

Including updated and pass-rush mechanics that are elastic. Countering this is a brand new ability stick at when taking the ball ball-carrier system which will enable gamers more control. And countering this, is much more realistic something the series has fought, handling. EA details participant option and more liberty when it comes to celebrations, something players also have been asking for, and also something Madden NFL has trailed behind other EA sports Madden NFL for a little while now. Of course, this is just a quick and incomplete review. And of course, nothing is groundbreaking, which is the case with this franchise. In fact, we probably will not see upgrades until Madden NFL 21 is releasing only on next-gen platforms, which likely will not be for a few decades. Madden NFL 21 is set to release worldwide on August 28 via Xbox One the PS4, and PC. In the moment of publishing, there's been no word of a Nintendo Switch launch, however we do understand Madden NFL 21 is eventually coming to PS5 and Xbox collection X, and will even be free on those platforms for the ones that have Madden NFL 21 on PS4 or even Xbox One. As always, there is a myriad of ways to play with Madden NFL 21 ancient, including EA Access and special editions of Madden NFL 21. "Rise to fame from Madden NFL 21. A new creation is leaving its mark on the NFL," reads an official pitch of Madden NFL 21. "Can you rise to the occasion? Madden NFL 21: developed by Electronic Arts, the very game in the series released back in 1988 and has been one of the most successful game franchises to date. Madden NFL 21 has been named after Pro Football Hall of Fame coach and commentator John Madden and has sold more than 130 million copies.Just such as Fifa, it's customary at EA to come up with a new NFL every year. And after the success of NFL 21, Madden NFL 21 is on the way. It is the forthcoming instalment in the long-running Madden NFL series. And after months of secrecy, EA has officially revealed the details and if we could expect from the NFL 21. Ravens quarterback and reigning NFL MVP Lamar Jackson is set to be about the cover. So let's take a look at gameplay the launch date, Ultimate group, and a lot more details. EA has officially revealed the launch date for Madden NFL 21. Madden NFL 21 will be released on August 25. Madden NFL has fallen short every time concerning gameplay. It wasn't able to provide the user the level of control needed to appreciate Madden NFL 21. EA has revealed that Madden NFL 21 will have and inspire imagination. You are able to feel all-out control together with the stick skill ball carrier program. There will be a pass rush experience that is new. You will also have the ability to experience more open area realism with handle improvements. Check out www.mmoexp.com for more details.
Created on: Tuesday, 21 July 2020
1 Member 0 Discussions 0 Wall Posts
More RuneScape gold information on https://www.winrsgold.com/

More RuneScape gold information on https://www.winrsgold.com/

More RuneScape gold information on https://www.winrsgold.com/
Created on: Tuesday, 21 July 2020
1 Member 3 Discussions 0 Wall Posts
Dead Content To Be Eliminated

Dead Content To Be Eliminated

So here's an idea. I sort of like the idea of clans fighting with each other to control some of the best content in RuneScape. It compels against the societal aspect of the experience and provides interesting dynamics. What sucks is that due to the scenario NO ONE else could really do Revs. It would be fine if a lower risk was reward Rev that is lower cave. Like when the risk place that is high was retained by them as is and enabled for the ones that want to still experience the content to attend a place in singles where there is some PKing but it's far easier because ofc no multi. But as a transaction off the fall rates are worse than the multi player ones. I think that would be a compromise. Ofc the RWT facet is a whole nother story that has to be dealt with on its own. Put in single like they had been on forinthry dungeon release in rs2. Rev caves passed a survey in November 2017 and the dev site (oct 2017) stated they wanted it to be similar to the cave with a few"minor tweaks" - creating the whole dungeon multi rather than half and half is not a minor tweak. At the time after the caves were inserted to osrs, Jmods just said"oh can you provide us a copy of the map from back then? They assert theyre there for security but youre paying so you can use the world with no guys youre paying from killing you. Im not saying that"racketeering" in game is illegal. I only wanted to make a comparison but some folks thought I was implying their business is liek illegal in some way.It's racketeering. Clans hold an area and kill anyone who comes around unless you pay them not to kill you down. Thats different from the mob busting up stores. The question is whether this is appropriate behaviour. It's a multi place from the wilderness in a game which wishes to promote cooperation and clans. As Jagex anticipated/encouraged, just because it is racketeering does not necessarily mean the clans aren't behaving. I believe this view is most appropriate. It is racketeering... at a video game. A MMO for that matter, which is about interaction and collaboration with others. It is people who think it is ok to buy and market gp for cash that is real that's against the rules. I think that it's funny people are behaving like you are wanting players. I believe people forget because things like racketeering are acts that affect people in ways that are harmful IRL laws are in place. No, nobody will arrest you to do so in RuneScape. That doesn't mean it is a scheme. Yeah it was kinda odd but I guess my tone kinda seemed like I called these people scum. I think overall it is somewhat healthy for RuneScape because its better than clans just up locking average players out of the rev caves and gives people reasons to roam the seas and maintain the rev PvMers in check thus that there arent like 50 people on each planet and just further destroy the market for several of the rev drops.When the last Participant logs into RuneScape Check out www.rsgoldfast.com for more details.
Created on: Thursday, 23 July 2020
1 Member 0 Discussions 0 Wall Posts
Phantasy Star Online 2 is not lacking in that section

Phantasy Star Online 2 is not lacking in that section

Missions are easy in theory, and share some similarities with the Dragon Hunter games which predate Earth. You will saunter up to the mission NPC, pick a biome that has the loot you need, select a problem, then jump right into an present party or begin your own. From that point you are going to leave the lobby and enter the drop-ship, a safe area where you could purchase or sell things, do some crafting, beverage a stat-boosting pop up, and even hire on a few NPCs to round out your party until somebody shows up to replace them. From that point you will enter the teleportation kiddie-pool in the back of the drop-ship to start the assignment proper, where you will find no more than twelve additional players running around. You will browse a rather generic chain of corridors murdering every poor bastard that gets in your way as you work towards the boss fight at the end of the zone. Gather loot as you go, bully the boss, then go home. That's Phantasy Star Online 2's core loop! There are little flourishes that set Phantasy Star Online 2 apart from its contemporaries. Rather than skinning beasts because of their bone and flesh to craft much better gear Phantasy Star Online 2 requires a longer Diablo-influenced approach to loot. Defeated enemies fall many different items which range from armor, to weapons, as well as more higher-ranked weapon skills. Bigger enemies will spawn a reddish crystal upon passing that explodes to a smorgasbord of loot, and often the best drops in Phantasy Star Online 2 are found inside. Each biome and difficulty will have drops attached to them, allowing gamers to sidestep some of their randomness for grinding. Throw in the variety of events which crop up throughout a mission (for example, killing a fixed number of foes, or even the Duels that spawn giant foes), and players soon find themselves totally drowning in loot. Obviously, a robust loot system generally comes with an equally complex update system, and Phantasy Star Online 2 is not lacking in that section. Weapons can be infused to weapons to improve their stats and level. There are numerous affixes attached to equipment, and you may attempt to tailor fit the ones you like on to your favored equipment, though the effort doesn't come cheap. It is this affix system where the Diablo comparison actually earns its own merit, and high-level gamers seeking to optimize their functionality to better tackle Phantasy Star Online 2's many difficult experiences will easily sink hundreds, if not tens of thousands of hours into amassing all their ideal affixes like precious stone. More information about PSO2 in https://www.pso2ah.com/
Created on: Friday, 24 July 2020
1 Member 0 Discussions 0 Wall Posts
Dull So You'D Have To Switch Over

Dull So You'D Have To Switch Over

Location-based tackles can trigger at sideline, goal line line, and the pylon. Zone Drop has become a Coach Adjustment, which hooks, and overrides the drop depth curl flats, for flats. Feedback said the ball was"too speculative" in Madden nfl 20. Last year's solution for QBs throwing out of sacks was tied to abilities it's more of a physics/animation-based system. Result of a throw effort through a sack attempt is"completely determined by where in the animation you're." New attribute to Under Stress throws for deep (40+ yards) includes QBs speeding up throwing motions on deep passes to try to get out the ball, with Throw Under Stress modifying pass strength and accuracy. Together with comprise assignments more concentrated on averting QB work done to make contain + overload blitzes effective as pass rushes. New player personnel packaging comprises smarter matching of personnel (in terms of RB/WR/TE on subject ) to packages and configurations in audibles. Nerfing of OOP ball carriers to"introduce the concept of workload management,""making fatigue and endurance more of a variable." When"gadget" (i.e. non-RB players) players choose tackles, they get extra endurance declines. Ability balancing enhancements: A"first bit" of skill balancing is shown, with more coming very soon. Four major points, but just three cited: WR trail skills and coverage defender abilities and pass direct skills. WR route abilities will then be tied to regions of the field, e.g. a slant ability might now seem more like a"short outside" skill; same holds for DB coverage skills. Pass lead skills have been replaced with velocity enhancements, reduction of ability for defenders to produce plays on the ball. in July. Ball carrier Skill Stick revealed: Hurdle is upward on RS, dead leg down, juke on right and left, spin on down to left or right. Idea is to make"more athletic""ability game" from the running game, with"all evasive moves on the ideal stick." "Hurdle has replaced truck";"power moves" are now on the face buttons, with truck today on Y/Triangle. "If the beta goes live" affirms the occurrence of a beta out of an EA employee's mouth. "Only holding left activate down" is currently the on-field party trigger (rather than both activates and a face button). This replaces the"steerable" moves from decades past, with ratings today regulating how agile and fluid that a player should feel. Check out www.mmoexp.com for more details.
Created on: Saturday, 25 July 2020
1 Member 0 Discussions 0 Wall Posts
Reporting their income to the RuneScape Revenue Service.

Reporting their income to the RuneScape Revenue Service.

This is irrelevant to revs especially and needs to be dealt with much more generally. This is the main reason I stopped clanning - don't need to get associated with these kinds of people. It was fun, though. And don't get me wrong, many clanners are just there to join in on the fun, dismissing - as I was. There might be folks in a clan of 100 members. (but undoubtedly more who do minor matters like rwt). Jagex is currently doing nothing? About what? Any rules does not inherently violate. Individuals have paid for things like tbers, or to get general protection because forever.The largest problem is when the clans dont hold essentially scam the clients and their end of this deal. And also of course RWT is bad. And aren't those gamers gathering in 1 place a breach of social distancing orders? And I really don't know whether they are reporting their income to the RuneScape Revenue Service. And of course that the animal abuse and illegal take of weapons.Not actually, speaking from experience participating with these protection ccs, the caves are so active with pvmers competing for kills that it's literally (I really don't use the word lightly) impossible to pvm (particularly as an Ironman) some of the cc's are so efficiently run that you can pvm uninterrupted skulled as an Ironman for 17 hours a day with no disturbance from Arabian pvmers or pkers. It run that's it is unbelievably beneficial for literally everyone. There are nevertheless many rules to make it this efficient. If not for protection revs would not be worth the time. About Rev Cave Protection I learned By the moment, I thought there would be a end. I guess not. It is on a different level, although I understand that this is an RPG, and that this is part of that. In which this form of playstyle is the norm I have to agree, from my experience with games such as Eve Online. The biggest problem I see (besides the RWT and robots ) is the opposite mentality of the ordinary OSRS player. In Eve for example you want it and when resource or an area is held by a group, you assembled a group of your own and wage war. In OSRS though it appears that band or a clan claim a place the players simply complain about the mods rather than forming a group of their own to competition it. It appears to me the playstyle mentality for OSRS players' majority would be to be as possible that's why Ironmen are popular. Those which aren't ironmen nevertheless do not collaborate much they just like play to be sped up by the GE advantages. Granted this is not true for each and every participant. I believe they also promote their farm websites that are gold through drop party/giveaways in worlds that are favorite. Some time ago I was curious and checked out a fall celebration that went on and they picked the winners via discord. They made other discord chats are joined by each player in order to be entered for the next thing giveaway. When the wholesale price is 50 cents per 1m we are speaking $260,000.00 If that's just 1 clan and we are talking about 3 or 4 other big ones we could easily see this as a 1 million dollars a year business. You will get more OSRS iinformation on https://www.winrsgold.com/
Created on: Saturday, 01 August 2020
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Real money trading using server transfers

Real money trading using server transfers

This is sadly a matter of game design and individual psychology that I can not even fathom answering. That having been said, here are the problems we confront with transfers: Skewed Alliance/Horde ratios leading to wow classic gold boom-bust servers. (Stalagg, Skeram, and now Incendius).Real money trading using server transfers. Transferring low level personalities for $25 from a deceased server where funds are simple to farm to a higher pop server which is more aggressive. People today use these transfers to mule around big ticket items like edgemasters and cloudkeeper legplates in an effort to increase a gold seller's inventory of gold on servers which are more difficult to farm gold that the conventional way. Botting and Multiboxing (This is already a huge post, and I think this one deserves attention, just not here). The third point deserves some explanation, and that I hope that the Devs are taking appropriate steps to eliminate this possible issue. There will be hosts that have the materials ready to turn daily 20, when the war effort begins. This is nothing but. And with forms and spreadsheets it makes it super simple to track all the materials that are necessary. For instance, Firemaw (EU) has projected turn ins every day and goals that they need to hit before July 15th. It is looking quite promising for them to be able to do it on day 1. Why are they doing? Because they are players playing a game which was our for years now. Because they could. The reason for concern is that you are looking at an expected boom-bust scenario again if we use history as some guideline. The gates open on Server A inside the first week - Many alliance/horde guilds move there - High Queue times ensue - free transports open up along with the lower faction leaves instantly. The only answer to this is really a warfare attempt that is time-gated. It appears so obvious but I've a feeling it will be shouted down with small but vocal minority of #nochanges WOW players. I'm all ears, if there are different options. Quite frankly, much more care needs to be taken when discharging transfers that are free. It's torpedoed two servers I have played on now, and I'm tired of losing sleep because I have to play 4D chess with server selection on a regular basis. That which I see as a remedy is faction based server locks. You cannot transfer to a server with a personality that is part of the faction with more 60 percent of the total participant population. Full servers are secured indefinitely. And there's buddies. Should they wish to move to a locked server then make a very simple necessity of being Actual ID friends for more than a month. Another solution could be restricting the amount of logged into accounts from one location. This goes more after problem 4 outlined previously. That is why it actually can not be considered. Bring layering. Layering somewhat created the problem we still have now with many full servers. It created a false sense of buy classic wow gold what the server's people was. When it came to crunch time with phase 2 it then became obvious that layering kept too many people about the server. Everything seemed fine because there wasn't a queue so people kept making characters there. That is why layering is just kicking the can down the road. More mywowgold information on https://www.mywowgold.com/Wow-classic-Gold.html
Created on: Wednesday, 05 August 2020
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Alpha Clone by way of instance

Alpha Clone by way of instance

That's all without touching on the further ships inserted to pad over holes in progression (though they tend to get upgraded models of existing ships), some of the ships introduced, the compact Planetary Production (which will be a passive harvest in Echoes), plus more. In bringing eve to cellular both NetEase and CCP have been in a position to bring a magnifying glass to the foundation expertise located in Online to better recognize the minutia in need of adjustment. In doing this they've made Eve Echoes that isn't only faithful to the source material, but in some ways better. Certainly this is where everything implodes, correct? Mercifully not, since EVE is by-and-large the same as eve Online. Players will have the ability to buy and trade PLEX, the real-money money, for ISK, which may then be used to purchased a small number of things. First off would be the Omega Clone subscription which increases skill point acquisition time (I.E. lessens the time necessary to learn abilities ), and has a few attributes locked behind it to discourage RMT scum from ruining eve's famously intricate economy. You can not sell things on the marketplace as a free Alpha Clone by way of instance, but you can readily farm up enough ISK in-game to buy the PLEX required for a sub. The only sticking point may be the gating of advanced/expert abilities and Tier 8 and above ships behind Omega Clones, but those all take so damn long to reach that many gamers will be able to purchase the PLEX for their Omega Clone sub without issue by the time they reach those factors. Even still, at $5 a month for the fundamental Omega Clone subscription it isn't a dreadful price-point if you decide to pay for it with cash. Additionally, there'll be up skins for grabs, all available for sale with PLEX. Players not interested in spending any real money on Eve Echoes can easily avoid doing so due to the PLEX platform, and whatever may break the economy (such as direct sale of ships) is off the table (at least for today; NetEase said they would alter this if the community overpowering wants it, so we'll only have ourselves to blame if this occurs). The base game will remain free-to-play, and outside the Omega Clone limits you won't be bombarded with drives begging one to make a buy. All stated, EVE is refreshingly devoid of the typical mobile game bullshit. For more information about EVE ECHOES ISK, please click https://www.fastisk.com/
Created on: Thursday, 06 August 2020
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