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By on Nov 6, 2013 at 1:42 pm, in Buzz, SWTOR  |  Comments: 3 comments

FJ Dev tracker

I’ve gotten a report from a fellow Bastionite that the 50% off purchase is only available after he makes his first purchase.

Apparently he has never purchased anything from the website for real cash before. Since they had never made a transaction, the site is only allowing the discount on their next purchase.

While not necessarily a deal breaker b/c of the less expensive options for your first purchase, it’s worth noting.

Keep reading for the follow through.

By on Nov 4, 2013 at 10:45 am, in Buzz, GW2  |  Comments: 1 comment

class changes header

ArenaNet has major plans for the December 10th update, and as part of those plans, the development team is looking for player feedback on one issue that’s extremely important to all of us– class balance. Jon Peters, Game Design Lead, posted a list of all current class changes the team has in mind so far along with the specific goals they have for each class. He then asked for players to respond to the thread and give constructive feedback regarding the proposed changes. Here’s an example of the proposed changes for the Engineer, for example:

Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.

  • Explosives V – Incendiary Powder. Moved to Master tier.
  • Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
  • Explosives IX – Accelerant packed turrets. Moved to Adept tier.
  • Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
  • Inventions V – Energized Armor. Increased conversion from 5% to 7%.
  • Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
  • Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
  • Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
  • Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
  • Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
  • Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds.

Check out the full list of proposed class changes here.

By on Nov 4, 2013 at 10:45 am, in Buzz, GW2  |  Comments: 1 comment

class changes header

ArenaNet has major plans for the December 10th update, and as part of those plans, the development team is looking for player feedback on one issue that’s extremely important to all of us– class balance. Jon Peters, Game Design Lead, posted a list of all current class changes the team has in mind so far along with the specific goals they have for each class. He then asked for players to respond to the thread and give constructive feedback regarding the proposed changes. Here’s an example of the proposed changes for the Engineer, for example:

Engineer:
We wanted to maintain the engineer’s core roles while still increasing build diversity. We also wanted to take out some of the random effects for some of the class’s traits. The biggest change here is allowing Modified Ammunition to work with any skills so that an engineer, regardless of build, can look at putting 30 points into firearms. By increasing the swiftness duration on Speedy Kits, we hope to allow Swiftness to be maintained more reasonably without having to constantly be swapping between Kits. This change will also bring down the total up time for Vigor due to its interaction with Invigorating Speed. We don’t like classes having permanent Vigor, and this is one of the areas we needed to tone down the up time of the engineer’s Vigor.

  • Explosives V – Incendiary Powder. Moved to Master tier.
  • Explosives VI – Exploit Weakness. Increased the health threshold from 25% to 50%
  • Explosives IX – Accelerant packed turrets. Moved to Adept tier.
  • Firearms XI – Modified Ammunition. This trait now works regardless of equipped weapon.
  • Inventions V – Energized Armor. Increased conversion from 5% to 7%.
  • Inventions X – Autotool Installation. Increased healing percent from 1% to 5%. * Decreased interval from 10s to 3s.
  • Inventions XI – Elixir Infused bombs. Increased healing scaling by 50%.
  • Alchemy V – Blood Injection. Increased conversion from 5% to 7%.
  • Alchemy 15 – Transmute. Increased % chance from 8% to 100%. This effect can now only trigger once every 15 seconds.
  • Tools VI – Speedy Kits. Increased Swiftness duration to 10s. This effect can now only trigger once every 10 seconds.
  • Tools XI – Armor Mods. Changed this to now trigger on struck instead of on critical hit incoming. Reduced the cooldown from 25 seconds to 15 seconds.

Check out the full list of proposed class changes here.

By on Oct 31, 2013 at 9:00 am, in Buzz, RIFT  |  Comments: 1 comment

RJ Dev Tracker

Much to the surprise of many European RIFT players, Trion decided to open a brand new English EU shard on Monday after realizing that the shards players merged to– especially Zaviel– were experiencing major lag issues, queues, and performance issues due to the high volume of players. Many players expected Trion to simply reopen Argent, as this would alleviate a chunk of the population issues as well as make a whole community of European RPers quite ecstatic. Unfortunately, this did not happen. Trion wanted to ensure the new shard– Typhiria– attracted all types of players in order to immediately solve the performance/lag issues.

The lag issues are mostly solved thanks to players heading to Typhiria, but Trion is keeping a close eye on the situation. The team has also added an incentive for players who choose to transfer over to Typhiria– an extra 10% in celebration bonuses, totaling 30% to XP from kills, guild XP, prestige, plaque/mark bonus chances, favor, planarite, PA XP, and zone event currency.

For more information, check out Pithos’ update on the official forums.

By on Oct 30, 2013 at 1:00 pm, in Article, FFXIV, News  |  Comments: 6 comments

dev-tracker

If you haven’t already read the first compilation of dev tracker posts, be sure to check out some of the features planned for 2.1 and beyond. In addition to the list, we have some more in-detail information on housing and other implementations.

Though we still haven’t heard many details about instances other than primals and Crystal Tower, some searches through the dev tracker point to more details on upcoming features previously mentioned.  (It’s noted that some of these may be featured later than 2.1.)

By on Oct 29, 2013 at 9:15 am, in Buzz, RIFT  |  Comments: 7 comments

underwater content quest giver area

After last Friday’s news about RIFT 2.5 and the road leading toward 3.0 and the Plane of Water, Trion chose a pretty cool time to drop a new update on the Public Test Shard (PTS). Yep, the Ember Isle underwater content that’s going to serve as a prelude to what we may see in 3.0 is now available for player testing! The team is holding a special playtest event Today, October 29th at 3 PM PST, but the new content is playable outside of that time frame as well. Keeper Ivan in Tempest Bay (next to the porticulum) will take characters directly to the action and allow players to test out the new story quests, daily quests, carnage quests, rifts, and even a zone event that will be debuting during the test today.

Aside from that news, Daglar also posted a couple of updates for the PvP community regarding the new warfront matchmaking system and 5 vs. 5 matches that are currently in development. Keep reading to take a look.

By on Oct 25, 2013 at 3:14 pm, in Buzz, SWTOR  |  Comments: No comments yet

FJ Dev tracker

Bioware, this PvP Season 1 delay is a bugger for sure. If you let it stand, the late comers would have pitched a fit. Since you delayed it, the PvP veterans are going to be sadly disappointed.

Did they make the wrong call?

/shrug

Only time can answer that type of question.

Originally posted by Eric Musco(Source)

*DELAYED* Season 1 of Ranked Warzone Arenas | 10.25.2013, 03:22 PM
Hey everyone,

The last time we talked about Season One, we said that it was targeted to begin on Tuesday, October 29th. Unfortunately, we are going to be delaying the start of Season One.

I know that this is the absolute last thing any PvP players will want to hear, but we have good reason. We have discovered that there is a major issue with how ratings are being awarded in Ranked matches currently. This bug can cause some very serious “rating inflation” to happen. Basically, if we started Season One with this bug in place it could become near impossible for teams who get a late start to catch up.

Simply put, we couldn’t begin Season One with such a nasty bug in place and because of that, we are delaying its launch until we can get it resolved. The team’s new target date is November 12th. Like all dates we announce in advance they are subject to change if we find a show stopper issue late in the development cycle.

Thank you all for your patience. We are just as eager to get Season One started as you are but we want to make sure it is done right!

-eric

By on Oct 24, 2013 at 9:10 am, in Buzz, RIFT  |  Comments: 3 comments

auction house limit header

You may have noticed an interesting note in the patch notes for yesterday’s hotfix. Trion has added a 200-auction limit for the amount of auctions a character can have active at once. This limit will not take stack size into consideration, only the amount of separate auctions. After some investigation, the team discovered that the auction house was lagging on some shards due to the huge amount of separate auctions some characters had. They even found a few characters who had close to 10,000 auctions up at the same time.

The team hopes to eventually increase this limit of 200 after they get a feeling for how the change affects auction house performance. The performance improvements will most likely not be noticed until all current active auctions expire, which will be in a few days.

Keep reading for a dev tracker post by Pithos, who explained the reasoning behind the change.

Oh, and one more addendum to yesterday’s hotfix: Yes, the Autumn Harvest scratcher mini-game is back on the RIFT mobile app. However, it doesn’t seem to be correctly sending players their rewards through the in-game mail system. Trion is aware of the issue and plans on addressing it within the next couple of days. They are planning to divvy out the rewards that players are missing out on after it’s fixed.

By on Oct 22, 2013 at 9:15 am, in Buzz, RIFT  |  Comments: 3 comments

RJ Dev Tracker

As part of this week’s forced shard transfers and merges, the European roleplaying (RP) community on Argent is being migrated to the Zaviel shard, which is purely PvE. This decision has received a large amount of negative feedback from the RIFT community, and when asked about the possibility of turning Zaviel into an RP-PvE shard in order to maintain its RP flag, Trion answered the question by maintaining that the RP flag would not be moving.

This is rather unfortunate in an MMORPG universe where it’s often a little rough for roleplayers to find a safe, open-world haven to enjoy a bit of RP. It’s also rather unfortunate that it’s currently impossible for RIFT players to transfer between EU and NA clusters, as this would allow the RP community to relocate on Faeblight, the North American RP shard.

Trion finally delivered some good news for European RPers in a forum post made by dahanese yesterday. While an exact solution hasn’t been found yet, the development team is working on one and plans to usher one out as the shard internationalization process continues to unfold fully:

Originally posted by dahanese (Source)


We’re working on options for an RP shard for the EU when we finalize and rollout our internationalization plans but that’s something that’s still in progress.

As for Faeblight: it isn’t going anywhere. There’s a hefty population there.

Daglar and I talked about a State of the Game today (he needs to get it out to you!) and I’m going to keep you guys up to date on internalization and all other plans as they move forward and towards their live date.

In all likelihood, this solution will probably have to do with allowing players to finally transfer/hop between EU and NA clusters, since Trion’s grand internalization plans will allow players from various parts of the world to enjoy the game together while still playing RIFT in their own language.

By on Oct 18, 2013 at 10:01 am, in Buzz, RIFT  |  Comments: 13 comments

inactive name reset

After receiving a great deal of feedback regarding next week’s planned NA/EU shard merges and transfers, Trion told the RIFT community that the team would consider doing a character name reset to free up many names that have been inactive for quite some time. Last night, dahanese announced on the forums that Trion has decided to do just that. On October 23rd when the transfers occur, character names that have been inactive for a long time will be reset so players can have a greater pool of names to choose from when their characters transfer over.

Players will be receiving an email within the next couple of days if their names are at risk of being reset due to being inactive. They will then simply need to log in to keep those names. The exact time frame it takes to be considered inactive has not been announced yet.

Keep reading to take a look at the full post.

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