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Emner - Rage

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Hej allesammen.
Vi har i dag fået at vide at ESO holder en sidste beta-weekend inden release.
Hvis der er nogen der har lyst til at udforske dette nye MMO, så kan i hente en beta-key her :

MMORPG - http://goo.gl/GLtfXr

Redeem din beta-key her : http://goo.gl/wJiLBV

Vi har også en dansk ESO Facebook gruppe.
Her kan du finde danske/skandinaviske guilds, hvis det har nogen interesse :)
https://www.facebook.com/groups/TheElderScrollsOnlineDenmark/

/Rage

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Off Topic / The Elder Scrolls .... ONLINE ?!
« Dato: Februar 06, 2013, 08:28:08 pm »
Hey Ladies and Gents.
Håber i har det godt derude.

(udkommer her i 2013)
The Elder Scrolls serien har altid været meget populær. Zenimax Online Studio (ZOS) vil i samarbejde med Bethesda Softworks, nu gøre det til et Online MMOrpg.

Vi er en lille gruppe på facebook der følger udviklingen nøje.
Så hvis du vil være med til at følge udviklingen, i dansk fællesskab, så smut ind på http://www.facebook.com/#!/groups/TheElderScrollsOnlineDenmark/ og smid en anmodning. Vi poster alle nyheder vi snuser op (selvom ZOS holder deres kort tæt til kroppen ;) )

The Elder Scrolls Online - The Alliances Cinematic Trailer


Lidt om TES:Online .
(Historien spiller ud 1000 år før Skyrim.)

Imperials (NPC fraktion) truer Tamriel, og de 3 fraktioner Ebonheart Pact, Daggerfall Covenant og Aldmeri Dominion har erklæret krig imod Imperials. Trods de har en fælles fjende, så kan de 3 fraktioner ikke enes og bekæmper også hinanden. Dette sker i området Cyrodiil, hvor de massive kampe finder sted. (Open World-PvP / RvR område)

The Elder Scrolls Online: Alliances at War


De 3 fraktioner består af 3 racer hver:
Ebonheart Pact : Nord, Dunmer(Dark Elf) og Argonian
Aldmeri Dominion: Altmer(High Elf), Bosmer(Wood Elf) og Khajiit
Daggerfall Covenant: Breton, Redguard og Orc.

The Elder Scrolls Online - Gameplay Trailer


De startede op for closed beta nogle uger siden, "sign up" hvis spillet har fanget lidt af din interesse : http://signup.elderscrollsonline.com/

Og igen, smid en anmodning forbi os på facebook og følg udviklingen i dansk fællesskab
http://www.facebook.com/#!/groups/TheElderScrollsOnlineDenmark/

Best regards
Rage

3
Diablo 3: Reaper of Souls / Patch 1.0.3
« Dato: Juni 06, 2012, 06:09:15 pm »
Så skyder Blizzard snart den nye patch igang. Der sker en del ændringer i Inferno mht. til sværhed, rare item droprate og repair cost. Legendary items vil også få et boost, men ikke ved denne her patch (desværre).

AH vil endelig blive fixet!

Tjek link eller citat for mere info.

http://us.battle.net/d3/en/blog/6262208/Patch_103_Design_Preview-6_6_2012

Citér
Bridging the Item Gap
The ilvl (item level) of an item determines the statistical budget for its power. The way the game is currently set up, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below. Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. For a lot of people they would rather do something frustrating or boring in Hell Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a "top-tier" upgrade, rather than fight hordes of monsters in Inferno Act I. We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable.  If you would rather chain-pull elite packs in Act I rather than 3 minute cat-and-mouse in Act IV, we'd like you to be able to do that and know you can still find the best items in the game.
 Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. Note that the drop rates vary slightly by item type; the table below represents an approximate aggregated rate of all item types:
 
New drop rates for 1.0.3
(SE LINK)

As you can see, players who would rather murder monsters 4x as fast in Inferno Act I can do so knowing they have a chance at amazing items, and players who want a challenge can kill in Acts III and IV in Inferno and be rewarded with a higher drop rate.
 
You Keep Using That Word
As previously mentioned, we’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3, but it’s still something we’re actively working on. When we’re done, high level Legendaries should be flat out better than blue items, they’ll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. We’ll be able to share more information on the specific changes we’re making after 1.0.3 launches.
 
The Nephalem Difference
It’s no secret that our goal for the end-game item hunt is players hunting monsters packs, building to five stacks of Nephalem Valor, and then killing a boss. While we’re seeing a lot of that occurring, what we’re missing is people feeling like it’s worthwhile to continue onward after killing a boss. To help hit that goal we’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of Nephalem Valor from two guaranteed Rares to one guaranteed Rare (you still have a very good chance at multiple rares, it's just no longer guaranteed). In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks of Nephalem Valor. The change benefits players with more overall drops, and a reason to push to continue progressing.
 
You Into the Group Thing?
We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends. In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.
 
Oh Yeah!
Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place. Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.
 
Paying for Your Mistakes
 Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended gameplay – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness). Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about things”. We’re currently evaluating repair costs between 4x and 6x their current values. In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.
 
Whoa, Whoa, Nice Shootin’ Tex
We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options. There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing. We’re currently leaning toward the first solution, to simply reduce the value on items, but we’d be interested to read people’s thoughts on the problem.
 
Just Three Two Easy Payments
We previously hinted that Blacksmith and Jeweler costs are coming down, and overall it will be far more reasonable to train them up and craft items. The most dramatic reduction is on the combine costs for tier 2-8 gems.

(SE LINK)

Nerf Them, Buff Me
Class tuning is not a major focus for 1.0.3. There will be a small number of skills changes, but for the most part we want people to continue experimenting and enjoy their skills for a while. Our goal was and continues to be build diversity, and though we see quite a bit of build diversity, we think we can do much better. Class tuning will be an ongoing process, and we’re targeting the 1.1 patch for most class tweaks, with a focus on punching build diversity up a few more notches.
 
But What About…
While these are a few of the larger systems adjustments we’re making, the 1.0.3 patch will include many fixes, quality of life enhancements, Auction House improvements, and other changes. We hope you look forward to the patch as much as we do getting it out there, and again we appreciate your continued feedback. See you in-game!


4
Diablo 3: Reaper of Souls / Error 108 .
« Dato: Maj 14, 2012, 06:56:16 pm »
Øv .. Fik en error 108 ..
En hurtig søgning på google fortalte mig jeg ikke var den eneste, og den eneste måde at få hele lortet installeret korrekt er ved at downloade client'en igen .... Det tager så lige 15 timer idag, hvor mod det tog 2 timer igår .. Hurra .!

Nu vil jeg gå op og træne og håbe på det går lidt hurtigere når jeg kommer hjem .

5
Off Topic / Guild Wars 2
« Dato: Marts 18, 2012, 07:55:19 pm »
Halløj D3x .

Som nok alle andre, sad jeg og ventede på beta'en ville gå online igen (buuh :'( )
Faldt tilfædigvis over GW2 på YT og det fangede mig instant .
Har aldrig spillet første udgivelsen, da det ikke rigtig fangede mig.
Gw2 ser rigtig flot ud, virkelig flot ! Mange fede detaljer og vilde effekter (maybe too much?)

Nuff talking .

Guild Wars 2 Manifesto Trailer [HD]

Trailer

Guild Wars 2 - Races Trailer

Races

Guild Wars 2: World vs. World PvP

et IGN fjols afprøver WvsWorld combat .

Machinima Realm - LFM: Guild Wars 2 Gameplay Footage

Var svært at finde en god gameplay vid. Men udover fjolset der holder kameraet, så var denne her god nok :)



Skal helt sikkert afprøve gw2, elsker pvp/rvr og GW2 ser ud til at have fat i noget af det jeg søger. PvE ser også mega godt ud, fed grafik og gameplay minder mig lidt om Rift og warhammer som jeg godt kunne lide.

Hvad synes i MMO'lovers ? Skal det på hylden ?

SMid gerne nogle flere vids op, hvis i finder nogen som i synes er gode :)


6
Diablo 3: Reaper of Souls / Beta virker nu . (næsten)
« Dato: Februar 27, 2012, 10:39:36 pm »
Eller næsten ..
Har holdt lidt øje med denne her hjemmeside : http://us.battle.net/d3/en/forum/topic/4079839022?page=69#1375 og lader til de randomly aktivere folk til beta .. så det er bare med at prøve logge ind med mellemrum :)

Synd de ikke har løst hele problemet for alle på en gang .

20 min til jeg går i seng, kan da lige nå at lave en wizz  ;D

7
Off Topic / Sammen med en kendt.
« Dato: Februar 23, 2012, 08:02:54 pm »
Hvis du skulle være sammen med en kendt i et døgn, hvem skulle det så være ?
Det behøver ikke være det modsatte køn .

Hvem skulle det være hvis du skulle vælge en fra Danmark ?
Og hvem fra udlandet ?


Mine bud  ;D

Fra Danmark - Lise Rønne, i mine øjne danmarks smukkeste ansigt !


Rosie Huntington-whiteley - Den nye Transformers chick . En lille lækkermås  8)



8
Off Topic / Druk Spil
« Dato: Februar 11, 2012, 07:06:54 pm »
Hvad er jeres kendte drukspil der lige giver det ekstra skub til stemningen og ikke mindst alkoholindtaget ?
Kortspil, terningespil, sidste finger på dåsen ... you name it ... we want them!!

Har selv lavet et som måske er lidt grænseoverskridende hos nogen, but none the less har vi haft det meget sjovt med det :)

Man skal bruge et sæt kort eller gerne flere:

Kort 1-3 :
Rød - Du skal selv drikke 1-3 mundfulde/shots
Sort - Du kan give kortet til en medspiller som selv skal drikke 1-3 mundfulde/shots
 
4: Konsekvens som dine medspiller bestemer hvad du skal gøre .
 
5: 5 ryk og en aflevering ..
Ta' 1 stort shot glas og bland derefter 3 forskellige genstande i, peg dine venner ud (spring dig selv over) og din nummer 5 ven afleverer du blandingen til.
 
6: Tha dirty one ..
 Rød : Afslør din vildeste sexfantasi
 Sort : Udpeg en ven til at afsløre sin.
 
7: Cold kiss
 Ta' en isterning og levere den til din sidemand med tænderne/munden . (Rød til venstre - sort til højre)
 Hvis man ingen isterninger har, så brug "sugekortet" .

8: Konsekvens som DU må bestemme hvad dine venner skal gøre.
 
9: Pis/ryge kort (vigtigt)
Dette kort giver dig tilladelse til at gå på wc'et eller tænde en smøg.

10: Gu bliver grebet af stemingen og skåler med alle.
 Alle drikker en gang.
 
Knægt : (alle) ta' din venstre sidemand på skridtet.
 Den sidste til at gøre handlingen skal drikke .
 
Dame: (alle) Ta' din højre sidemand på patten.
 Den sidste til at gøre handlingen skal drikke.
 
Kongen : Du føler dig højt hævet over de andre, de skal derfor hylde dig med et skål og drikke ud ..


Ja nogen vil måske ryste lidt på hovedet, men vi er sku lidt perverse her ved Hobro ^^

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