Post by x179396828 on Jul 29, 2013 3:32:57 GMT -5
WOW Raid and Battlefield Earth Times
5 copies, Raid and Battlefield Earth Times, there are game content, the core gameplay, they seem to have put this game completely generalize user interaction. Arena essentially can be considered as a simplification of the battlefield, but more of a rating set fixed. wow powerleveling player a slow start due to get equipment, they are able to feel the full interactive fun, but when to get equipment faster and faster, the interactive fun of it was cut, because essentially the interaction time becomes shorter. Perhaps you would have to run many times five copies brush enough a blue outfit, and ran many times Raid accumulate to meet the requirements of this epic, and then to get into the most exclusive events to go, now only takes relatively less time It can be done. A typical example is extreme TBC 3.0, one of the players never touched wow is possible within 2 to 3 weeks by consuming a certain amount of yuan, rapid access to the best equipment, and then he would know what to do, There may be moments AFK. Though on the surface the player's goal is to obtain equipment, but their behavior is realistic gaming experience in acquiring equipment during user interaction, there may also feel under the premise of the story.
The older players, in awe of this interaction is higher, because the early game where players are very difficult to survive and many wild elite task team must have at least three people, usually 5 team to complete and you can get equipped with blue suits based, but there are a lot of people to 60 who was also full of green. And in order to get the blue dress, the most important way is five copies, so you have to team up in order to get epic , almost the only way is to join the team, endured RL reprimanded, gingerly accumulate DKP, through good performance and improvement plans to fight for that coveted epic. living Earth Times players, mostly true.
This is a good user experience? May not be so Blizzard has been working to improve this experience. TBC piecemeal team size is an objective fact, wow powerleveling and it is because of hidden information Boss drop without a corresponding change in the number of players to get a result equipment faster by 37.5%, or even more, because the Boss is changed more often fall addition, TBC adds prestige reached epic after purchase, with the hero badge for epic, Arena + points in exchange for epic other settings (at the arena can not be seen as a unique system because it is not perfect, nor supporting the battlefield rating categories, namely PVP system is not yet fully established, fully established in an open field after the big battle Wintergrasp ), players get equipment pathway becomes more, more and more people realize their dreams. now the problem is that they get a purple dress, and then they want to do?
5 copies, Raid and Battlefield Earth Times, there are game content, the core gameplay, they seem to have put this game completely generalize user interaction. Arena essentially can be considered as a simplification of the battlefield, but more of a rating set fixed. wow powerleveling player a slow start due to get equipment, they are able to feel the full interactive fun, but when to get equipment faster and faster, the interactive fun of it was cut, because essentially the interaction time becomes shorter. Perhaps you would have to run many times five copies brush enough a blue outfit, and ran many times Raid accumulate to meet the requirements of this epic, and then to get into the most exclusive events to go, now only takes relatively less time It can be done. A typical example is extreme TBC 3.0, one of the players never touched wow is possible within 2 to 3 weeks by consuming a certain amount of yuan, rapid access to the best equipment, and then he would know what to do, There may be moments AFK. Though on the surface the player's goal is to obtain equipment, but their behavior is realistic gaming experience in acquiring equipment during user interaction, there may also feel under the premise of the story.
The older players, in awe of this interaction is higher, because the early game where players are very difficult to survive and many wild elite task team must have at least three people, usually 5 team to complete and you can get equipped with blue suits based, but there are a lot of people to 60 who was also full of green. And in order to get the blue dress, the most important way is five copies, so you have to team up in order to get epic , almost the only way is to join the team, endured RL reprimanded, gingerly accumulate DKP, through good performance and improvement plans to fight for that coveted epic. living Earth Times players, mostly true.
This is a good user experience? May not be so Blizzard has been working to improve this experience. TBC piecemeal team size is an objective fact, wow powerleveling and it is because of hidden information Boss drop without a corresponding change in the number of players to get a result equipment faster by 37.5%, or even more, because the Boss is changed more often fall addition, TBC adds prestige reached epic after purchase, with the hero badge for epic, Arena + points in exchange for epic other settings (at the arena can not be seen as a unique system because it is not perfect, nor supporting the battlefield rating categories, namely PVP system is not yet fully established, fully established in an open field after the big battle Wintergrasp ), players get equipment pathway becomes more, more and more people realize their dreams. now the problem is that they get a purple dress, and then they want to do?