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By on Nov 5, 2013 at 9:42 am, in MOBA, News  |  Comments: No comments yet

With Season 4 of League of Legends fast approaching we have more information coming to us everyday. First, FeralPony has a preview of the new mastery changes. There aren’t any significant changes, but we some some movement of existing masteries to different tiers or combining their effects. Most importantly, we see the cooldown reduction, at max rank, changed from 4% to 5%. This helps all of our OCD readers out there hit 40% CDR instead of 39%.

By on Oct 2, 2013 at 2:41 pm, in Breaking, MMORPG, WildStar  |  Comments: No comments yet

Wildstar’s beta phase ended a few months ago, and they are ramping up to enter their new phase. With today’s Wednesday update we get a few details on what they have been working on. The developers were concerned players were bored with level ups, so they implemented a new system for that.

A common piece of feedback we heard during beta was that leveling up was, to be frank, boring. You dinged, there was a cool little animation that played, but then what? Is it worth making the trek back to town to purchase new abilities from the ability vendor? Did I unlock a new dungeon? What did I just earn for reaching a new Path level?

The game now answers all of these questions for you through the new Level Up interface. When you level, you’ll be able to click to pop open a window, showing you all the new class benefits, game features, and so on that you’ve unlocked with your new level.

The update also includes a preview for the Loadouts UI that allows you to create different sets of abilities that are stored in different presets. The last includes an update to their quest system which was your typical run-of-the-mill treadmill of kill and story quests that lead you through a zone.

Quest objectives are no longer listed as “Kill 6 Squirgs.” Instead, you gain progress across a bar the more creatures you kill. I can already hear most of you saying “So what? Big deal! You just changed it visually so that you could mess with our minds, this doesn’t actually change the fundamentals of questing.” Well, sure, I guess the cynics could look at it that way, but the true benefit becomes clear once we add in two extra features

Find out more about the latest update on the official website. Do these updates get you excited?

By on Sep 18, 2013 at 11:46 am, in Buzz, GW2  |  Comments: 2 comments

tequatl update world first blackgate

Guild Wars 2 launched a new update yesterday called “Tequatl Rising“. In this release, Arenanet introduced a new public event that, for the first time, challenged players that resulted in many failures. Often times, the large dragon events were easily overcome by players. These events were recently retuned, and this new event offered plenty of frustration for much of the population.

From the update:

Something’s gotten into Tequatl the Sunless. This ancient dragon, scourge of the Splintered Coast, has become more formidable than ever with an arsenal of new attacks and lethal tricks at its disposal. To stop this rampaging beast, players will join forces with old friends and new allies in a desperate battle where failure is a very real option. Tequatl has risen, and it will take an army of players to bring it down!

If you follow the GW2 subreddit, you’ll know that it took 120 players in teamspeak to overcome this challenge.

We had 120-130 people in our teamspeak, coordinating through it.
After many arduous attempts we finally did it and had 2 minutes to spare.
Biggest factor = DPS down to 75% life as fast as you can, and getting people in positions every time teq is about to get stunned (abandon batteries with 15-20 seconds to spare, they can tank abit of damage)
Beastgate!

Source: Reddit

For those that have not played GW2 for a while, it may be time to return to take up this challenge. Watch the fight in the video below.

By on Sep 18, 2013 at 11:45 am, in Breaking, MMORPG  |  Comments: 1 comment

Guild Wars 2 launched a new update yesterday called “Tequatl Rising“. In this release, Arenanet introduced a new public event that, for the first time, challenged players that resulted in many failures. Often times, the large dragon events were easily overcome by players. These events were recently retuned, and this new event offered plenty of frustration for much of the population.

From the update:

Something’s gotten into Tequatl the Sunless. This ancient dragon, scourge of the Splintered Coast, has become more formidable than ever with an arsenal of new attacks and lethal tricks at its disposal. To stop this rampaging beast, players will join forces with old friends and new allies in a desperate battle where failure is a very real option. Tequatl has risen, and it will take an army of players to bring it down!

If you follow the GW2 subreddit, you’ll know that it took 120 players in teamspeak to overcome this challenge.

We had 120-130 people in our teamspeak, coordinating through it.
After many arduous attempts we finally did it and had 2 minutes to spare.
Biggest factor = DPS down to 75% life as fast as you can, and getting people in positions every time teq is about to get stunned (abandon batteries with 15-20 seconds to spare, they can tank abit of damage)
Beastgate!

Source: Reddit

For those that have not played GW2 for a while, it may be time to return to take up this challenge. Watch the fight in the video below.

By on Sep 10, 2013 at 4:41 pm, in PC  |  Comments: No comments yet

If there was any game that absolutely killed it as a Kickstarter, it was HEX. HEX is a TCG or Trading Card Game that is out to rival the likes of Magic: The Gathering. The main difference is that it’s completely lives in an online space. When it was launched earlier in the year, people were furiously buying up $250 and $500 packages. What got a lot of card game ethsuiests excited was a game that promised a fully fleshed out, easy to use and fully accessible online client. Cryptozoic was quick to show off it’s game in action over various live streams and most recently at Dragoncon.

Since the Kickstarter ended, Cryptozoic has been giving us an update each Friday that previews two new cards among other updates.

By on Sep 6, 2013 at 6:46 pm, in FFXIV, FFXIV Exclusives, News, Patch Notes  |  Comments: 2 comments
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This morning, Yoshi made this post announcing the result of the September 4 maintenance along with SE’s immediate plans for further server and system improvements. Here is your tldr takeaway:

  1. Individual server size boosted to 7,800 – monitoring for lag.
  2. 325,000 users logged in – a pretty impressive number for a game that hasn’t even been available to buy for the past week.
  3. Incoming “substantial” amount of new servers, a third duty finder group (that’s a 50% increase right there from where we are now), and AFK kick, all of which should help enormously with logging in and running instances.
  4. Transfers: whether free or paid we will have to wait and see, but likely for a small fee from more populated to less populated servers – what this means is that if your group is currently split on two worlds, there is a very good chance you could join each other on one, and failing that, all transfer to a new server.

So what does it all mean for me, you ask?

By on Sep 5, 2013 at 9:47 am, in MMORPG  |  Comments: 1 comment

There is a rumor floating around that was revealed at the Seattle Community Cantina. According to TORWars, a SWTOR Fansite, according to “goodies found on the flash drive, the “Super Secret Space Project” was revealed.”

Currently in SWTOR, there are space missions that you can take that can earn you daily experience and points, but it’s pretty much a mini game that has no real effect on your character (outside of experience gain). Even then, your ship is stuck on rails, and allows very little freedom. People have been clamoring for real-time space combat for years, dating back to the Star Wars: Galaxies days. SWG players finally got their update, but will SWTOR fans get theirs soon?

By on Feb 6, 2013 at 10:43 am, in GW2, News  |  Comments: No comments yet

Originally posted by ColinJohanson (Source)


Hey all,
I wanted to quickly give an update on where we stand with upcoming releases for WvW to help give a sense of where we’re at, and set expectations for the coming months. We’re in the midst of finalizing our February release, which I know had been discussed as a potentially large month for WvW additions.

Because of how broad the WvW game type is, and how large testing for features for this area of the game can be we’re going to hold off on any major WvW updates until March to allow a bit more time to test and polish.
March will see the release of the WuvWuv progression system, new ranks you can earn in WvW visible to all other players, and new DubVDub specific abilities/bonuses that you can earn as you rank up. Our team working on WvW will discuss this system in more detail as that date approaches.

Other major systems currently in the works, which will see updates in the future, include:

  • Continual work to re-build the way our game loads models and compresses data, to allow for more visible characters/names in WvW in the long run as we build towards removing as much culling as possible from the game.
  • Expanding on reasons to be winning in WvW beyond the total weekly score, providing stronger incentives for specific objectives and additional short term goals/rewards for winning minute-to-minute in the WvW maps.
  • Providing additional ways for WvW players to earn various power-progression rewards available across the game currently in PvE for participating in WvW content.
  • Exploring ways to help get more people playing WvW, as well as dealing with queue issues that come with those inherent issues of player population and demand.
  • And of course additional polish and cleanup features to make the general experience in WuvWuv more fun and exciting.

We’ll discuss timelines and more details for the projects for 2013 listed above as they get closer to being finalized and we can safely say we know for sure when they will be released. We’ve recently expanded the staffing on our WvW team to build up and expand this core part of Gw2 even more, and we look forward to sharing with you more details and features in the coming month as this group polishes and grows the WvW experience.

By on Jan 28, 2013 at 6:25 pm, in GW2, News  |  Comments: No comments yet

GW2J Dev Blog

Hey folks, I’m Robert Hrouda, a content designer on Guild Wars 2. In the coming months, we’ll make some changes to dungeon mechanics to make them a more fun and challenging experience. I wanted to give you a heads-up on our plans for phase 1 of our dungeons evolution—specifically, the removal of “res-rushing”—as well as a brief overview of our plans for phase 2.

“Res-rushing” is when a player uses a waypoint to resurrect immediately after being defeated in a dungeon and then runs back to the fight, instead of waiting for their party members to resurrect them.

Dungeons were designed to be highly focused on teamwork. The current res-rushing mechanic discourages the type of behavior we intended when a fellow player goes down. We hope that by eliminating res-rushing, we’ll bring dungeons more in-line with our original design goals, which are based around team play and strategy.

By on Jan 18, 2013 at 9:18 am, in Article, GW2  |  Comments: No comments yet

GW2J Internet News

During this live stream, a lot of questions were answered in regards to the 2013 update blog that Colin Johanson wrote this week. We got confirmation on a few things and there are a few others items that we learned.

The highlights concern a nerf to AOE damage across the board. Arenanet will attempt to rebalance the usage of AOE attacks. The example they gave was that if your single target attack did 10 damage, and your AOE did 8 damage to 5 targets; a player would most likely use the AOE all the time. They do not want this to be the case, so expect some major nerfs to this in the future.

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