Kava Coins – Cryptocurrency for Social Casino Games
Kava’s CasinoLife is a social casino gaming platform for VR, Mobile and Web. CasinoLife features a new Stellar powered token called KAVA Coins (Symbol: KAVA) as its premium currency for players to purchase premium game content. CasinoLife’s first game titled “CasinoLife Poker” is highly rated on Apple, Google and Facebook App Stores. CasinoLife Poker rewards players with KAVA Coins for engaging with the game and building their social network.
Hey all, Is there anything like a poker mom but also with graphics? Sounds like a good concept and Zynga poker has it pretty cool since you got that leveling experience while also earning/loosing money. Is there something like this but as a 3D game that looks more realistic? Hope that makes sense :)
KTY is the native KittieFIGHT token that serves as a utility fee payment solution. KittieFIGHT is similar to a high yield casino or lotto game, as all lending on the platform is backed by combat in the CryptoKitties MMO game. #kittieFIGHT #KTY #DEFI @kittiefightHQ
KTY is the native KittieFIGHT token that serves as a utility fee payment solution. KittieFIGHT is similar to a high yield casino or lotto game, as all lending on the platform is backed by combat in the CryptoKitties MMO game. #kittieFIGHT #KTY #DEFI @kittiefightHQ
Call me a hater or a Baby. idc I checked out his stream today. The way he played that casino MMO and how he reacted to the outcome of some black-jacks and roulettes showed everyone, that he has no idea about gambling. I loved the part, where he gives lectures about roulette and black jack. He talks like he actually knows what he is doing. But if you understand the type of gambling games he plays, you realize that you cant win in the long run.
I found a fun new game, it's a great chance to get some BTC for free, every day!
This has been posted before here, but back then they had not updated the game to the current rates of BTC so no one really played it. There is a game called Dragon's Tale that is basically an online casino mmo. It had levels and a great community and runs on Bitcoin. It has no fee's and is free to play. I have not even put a cent into it, there are 'soldier statues' in the game that give free BTC, and a fair amount too! You can get the free BTC from the many faucet statues, and recollect the free BTC daily. Each day it gives you enough free BTC to play about 100 bets, and you can get more from other players buying you drinks, or standing around them when they smoke a cigar, hoping for 'whiffs' which reward in bitcoin. The link is dragons.tl It was made by the team that made A Tale in the Dessert, another good mmo that has been out for about 12 years. The game is trustworthy, and it deoesn't cost anything to try, its a lot of fun and you might win some good money. I am up to 20 dollars worth of BTC for free already. But I have been up and down a lot to get to this in the past 3 days I have played. All for free. When you lose all your cash and get to zero you just find more statues or hang around the bar. The players are very generous. Find me ingame, I am Venture. I recently became an affiliate for the game and have 16 special codes that allow access to special faucet statues in game that pay between 2BTM (0.002 BTC) and 20BTM (0.02 BTC) that is between 2 and 20 dollars! each! There are many of these faucets in the game!. But only to people who register with the affiliate code. This thread is not to get affiliates, just trying to let people know they can get some free BTC to try it out. It pays a lot better then most faucets even if you just collect the faucet statues and don't play the game at all. But if you are interested and think you might deposit your own BTC if you enjoy it, let me know and I will give you a code. These codes are very limited and special, you must not already play the game and actually have your own BTC to make bets if you choose to in the future. However you will still be getting between 20 and 100 USD in BTC guaranteed from the extra faucets using the code to decide if you want to put some money into the game to play.
Genshin Impact: Don't let yourself fall victim to a predatory monetization model
So I originally had little to no intention of making a thread like this, instead wishing to stay silent and watch as the storm inevitably blows over. However, a few recent events have convinced me to act. Just so you all have some insight, I’ve played MMOs and gacha games for basically all my life since I could get on the internet (over 10 years now), and have experienced things from Nexon’s horrible monetization models from Maplestory to Vindictus, to the casino rate odds of Black Desert lategame, to being actually respected as a consumer in Azur Lane. Guess which one I’ve spent the most money on? While I love this game, and fully wish to be able to support MiHoYo for their wonderful work, the fact of the matter is that the gacha rates in this game are beyond predatory, and this monetization model they’re currently running beyond exploitive, and as a result, I find myself unable to even give a cent of my hard earned money to support these dubious business practices. Yes, you can enjoy the game without premium characters. Yes, the exploration can be completed with everything they give you for free. You can sink tens of hours into this game without paying a dime. But you can’t have the full player experience, to sate your curiousity with new characters or just have fun with the characters whose design you love, without either shilling out untold and unreasonable amounts of money, waiting almost a year for a ‘pity pull,’ or spending countless hours rerolling until you get a starting roll that you enjoy, which isn’t playing the game. When a new 5 star character comes out, are players going to make new accounts and reroll to try to get them too, abandoning all their previous progress? At this point they’ll be more obligated to participate in this predatory gacha system, by which point so you know, the pull rate get the specific character you desire off banner right now is about 0.06% (estimated), while banner has about a 0.3% chance without pity. If you want an RPG horror story, just try to calculate how many rolls on average it will take to get a specific 5 star character that you want, and then convert the cost into whatever currency you use. Then realize you need 7 copies of said 5 star character to truly experience them at their full potential. Thinking about these costs unironically makes me shiver. But in this capitalist society with which we find ourselves, money speaks louder than words. This is why I come to you all with a proposition; I ask the community to please stop spending on this game until we, as consumers, are better treated and given the respect we deserve. Until the rates and the built in gacha system are improved upon, and we are seen as real people and not just a convenient source of income from which MiHoYo can trick into this terrible economic loop, I ask of you as a community to stop buying the ingame micro transactions and the various season passes, so that MiHoYo can get the message. Yes, whales will be whales and continue to spend huge, but even whales will run out of steam (and money), and a system that’s supported by a few whales is unsustainable in the long run. That’s not to say stop playing, but just stop spending. After all, this game can be enjoyed fully as F2P. Don’t be pressured to spend by big shot streamers and YouTube upstarts pouring thousands into this game. In a separate post below, I will include useful links with information regarding gacha comparisons rates and in depth calculations. I ask that everyone also approach this thread respectfully, and keep the discussion that is to follow respectful as well. Thank you for your time in reading my post, and I hope that it has been a constructive endeavour.
I never thought my work injury would cause me so many issues in PSO2 socially
The biggest problem I've ever had with MMO's? The other people. I started playing PSO2 back in May. Found a work around for getting the game here in the UK early, and what with being on furlough due to the current pandemic, I sank a lot of time into it. I'd played Phantasy Star 2 on the Megadrive and a little bit of PSU back in the 360 days, so was excited to give it a go. However, there was an issue... Last year I sustained an injury at work (an accident involving machinery...) resulting in my index finger and middle finger on my right hand being semi-paralyzed. Basically, I can very slightly move them sometimes, but I wouldn't rely in them to do anything. Occasionally my thumb seizes up too, so I can't exactly rely on that either. If I attempt to use any of those digits extensively, I get bad pains and cramps along the back of my hand. Isn't permanent nerve damage fun? I've had various physio sessions and am on a repeat prescription for painkillers, but I will never have full use of my right hand ever again, and yes, it was my dominant hand. It's an ongoing struggle to not let it rule everything I do, but obviously I've had to make a lot of lifestyle adjustments. The most relevant one here being how I game. I'm very much a console gamer. Turn based JRPG's are now my best friend. Classic Final Fantasy, Dragon Quest and Pokémon remain very much unchanged, just at a bit of a slower pace. Everything else... When I booted up a new game, usually the first thing I do (if the option is available) is to crank the game up to the highest difficulty. I just find games more fun if there's a fair challenge. Let me... try my best to describe how I use a controller now for the longest and easiest gameplay. I rest the whole controller on my thigh. So left hand, as you'd expect, left hand is fine. Right, I use the palm of my hand to control the right thumbstick (thankfully most games, just the camera). A thumbgrip on the stick makes this easier than you'd think. My ring and little finger do all the rest, so on an Xbox controller that's A,B, X, Y and the two R buttons. I'll use my left hand if I need to use the Menu button. It's really not easy, and whilst I'm learning to get used to it, it is still a struggle, and my days of hardest difficulty are long over. Now back to PSO2... There's many different ways to play and enjoy the game. Explorations and ARKS quests are no real issue for me, Casino sessions are a ridiculous amount of fun, I love the story, and fashion... DAMN, I love CASTs. Urgent Quests... For the most part, I'm actually OK with it. Mining Bases and Gone With the Wind and Rain were my first few UQs at max level (75 at the time). I play Braver. Initially this was because in games where you can choose a class like this one, I've always favoured bows and quick melee weapons. Braver appealed to me. I stuck to this class because Morning Mistreaver combined with the Katana Combat invincibility is very forgiving for my ailment. Dark Falz Elder I remember being the first one I died a lot in. I majorly ticked off my alliance at the time with how badly I was doing. I decided to explain my injury in the alliance Discord, hoping they'd just keep it in the back of their minds when they played with me. What happened next... My alliance basically split in two with me. Half I expected, the other half I didn't. So one half did exactly what I feared an shunned me. Wasn't allowed in any triggers, was never invited to the UQs, wasn't even allowed to come along for VHAQ and SHAQ's which I had no real issues with. I was sad but I can't expect serious end game players to bring along a player with a handicap. What bothered me was that people who I had banter with in the lobby now would no longer even talk to me. That hurt. The other half... I became a charity case, or maybe a challenge? People would take me, but encourage me to just be there. I was being prompted to be carried. UQs would come along, not even Elder, and alliance chat would have people telling me they don't need a 4th so I can 'tag along and watch'. Also, some people started talking to me in layman's terms, or over explaining things, talking to me as if I had a mental disability. No offence to people who do of course, but my disability is physical. I know how to augment and I research the market and drops to see what gear is best. I don't need someone telling me to 'imagine your weapon is a pet. You want your pet to grow big and strong, don't you? So you need all these vitamins to feed him to make him the best he can be! So get these other weapons with the vitamins you need, and you can get an even better weapon for yourself!'. I wish I was exaggerating... as I sat there with my Nemesis Cougar with 6 augments I did myself including ARKS Max and Apprentice Soul (which if you remember back then was a big deal). I left that alliance, switched the blocks I frequent and moved on. I joined a new alliance and told myself I wouldn't tell anyone else about my hand. I'd rather have people just think I was a bad player. I ended up just joining randoms for the boss UQs from now on. It stayed this way for a long time... until the Fellwyrm. Before the first time it popped up, I was already chilling with fellow alliance members in the lobby. My plan was to break off when the emergency announcement went up, but received a party invite from an alliance officer before I could. I decided what the hey and accepted, figuring I could play it off as a new UQ and that I'm not sure how it works if I died a lot. I made the mistake of saying as a joke 'Sorry if I die, new UQ, gotta learn it! XD', to have the officer say they're a JP vet, explaining the basic outline and giving a few tips. It was genuinely quite helpful, and I only died twice! Then I learned it was a 2 part quest... Yes, I had attempted Deus Esca with randoms before this one, and yes, I was responsible for 4 of the 5 deaths (2 of the people in the party blocked me afterwards). I told myself OK, not going to burden anyone with part two any more, that's unfair to others. I tried to back out of my party before the second half, saying I didn't want to do it, I'll make us reach the death limit, to be told there wasn't one. I left the party to be re-invited into it... So because (I thought) I got on well with the officer, I decided to go for it. We... ran out the timer. Granted, not just my fault (another member of the party wasn't fantastic either), but I got singled out by the officer for the blame on it as they noted I was pretty much just using one photon art (Morning Mistreaver. It does good damage and helps with aim and gap closing, genuinely so helpful) and rarely if ever used my bow. I met the ugly side of this officer and was asked to give a public apology and an explanation for my actions, as I had now 'deprived 3 members of the alliance a proper experience with the Urgent Quest'. There was even talk of me compensating them with Meseta. I tried to plead my case that I did say and try to leave (with one party member thankfully taking my side in that one), and even contemplated explaining my condition... but instead just logged off. I was pinged many times in Discord, but muted. When I logged into PSO2 the next day, I was no longer a member of the alliance, and had a Discord PM from the leader (who was offline during this UQ) saying they heard I had purposely gone out of my way to deprive my fellow members of a good experience, with logging out (to escape abuse) apparently solidified I did it out of spite. I decided to go at it as a solo player, and told myself I'd never do another UQ. I changed blocks again but... This time I found it hard to socialise with anyone. If people would chat to me, I would go quiet, bolt if asked to join anyone for stuff, and often pretend to be AFK and just lobby watch, forever torn between wanting to join the fun and not wanting to spoil it. I also made an Alt as Summoner class in hopes that maybe that class would work out better for me, and honestly it probably does but I find it such a dull class to play. Just a personal preference. I do log into this game everyday. That can be a full session, or can just be 15 mins or so to knock out the daily missions. One day whilst I was lobby watching in a popular block, I actually jumped on a conversation when people were talking about Phantasy Star 2 on the Megadrive. There's lots of players who have been playing Phantasy Star since the Dreamcast, but it's less common to find people from the old bit days. Turns out the people in the conversation were in an alliance together, one of which being the leader. They invited me to join. I hesitated at first, telling them I hadn't had much luck with the social side of things. They told me they were a chill alliance, and a bonus is the leader and a lot of members were UK based, so no problems with time zones matching up. I went for it... However I still had issues socialising. I often still lobby watched. I think subconsciously I didn't want to build up more social connections to have them severed again by my abilities. Honestly I'm not bothered about going to UQs, I'm more upset that the social aspect of the game is being hindered because of my ailment. We were in the second or third week of Halloween events when I joined this alliance, making Trick or Treat my first UQ since the dragon. It was a pretty easy one too, had a lot of fun with that one. This alliance liked to have characters of NPC players too, spurring me to make one and try out ranger class. As much as I love my braver, Ranger class actually works stupidly well for me too, and honestly I don't know why I didn't try it sooner. And yet despite this, I still couldn't find it in myself to properly be social again. I'd see events in Discord and say I was going to join in but then just didn't. I tried joining in with more NPC shenanigans but... It was like my mind was telling me to back off before I was shunned again. We had a lot of alliance drama completely unrelated to all that recently. It involved a rift in the officers and the leader leaving and taking most of the other members with them. To my dismay it was pretty much all the UK players that left, meaning I'd now often be logging out as all the alliance events were happening. I wasn't scouted for the new alliance. I guess I wasn't social enough, but to be honest I don't think I would've joined anyway due to my views on how the ordeal went down. I want a 15* fancy weapon, so I've been braving the Persona UQ. To be honest I think I'm definitely getting used to it all, I'm managing to get through it with no deaths on both my Braver and my Ranger. I even decided to run with the alliance again... which got me invited to a 4 man trigger. Yes, I died a lot, but I needed that void stuff. To be honest, the alliance reacted very well to it, not bothered at all that I was down a lot. I took myself out of the equation for future 4 man triggers, but was pleasantly surprised that there was no backlash. The only thing that's bothering me is I'm getting advice on skill trees and tactics that I can't pull off, but that's nothing major. Hope they're not expecting to see any improvements. This now small alliance is so different to the others I've been in. Maybe they'll react differently to my ailment, and I'm concerned that if I don't say anything that I may get pushed out. Should I tell them? I'm contemplating confiding in my alliance leader first and then seeing how they react, but then if they react negatively that could affect my position. I don't want to switch social blocks again, I'm enjoying the social atmosphere of the game again. Maybe I'm overthinking it, and these bad experiences I should just disregard as isolated incidents, but then I think of how well I got on with people in my previous groups before they found out about my ailment and/or how bad I was at the game. What do I do? I genuinely don't know any more. I guess what I'm trying to say is don't treat people badly for not being great at the game, and remember that the social aspect can be taken separately to the core game. You never know what your actions will do to people long term.
As someone who spends $1000+ a year on video games, here's my perspective on what is putting me off from spending money on RDO
I feel like Red Dead Online in general has highlighted some worrying trends in regards to Rockstar's design philosophy and I am concerned about the online experience in their future titles such as GTA 6.
I don't expect this post to have any massive impact on the future of RDO, but I wanted to share my expectations and attitudes as a consumer in hope that it might help Rockstar gain a better understanding of their audience. After all I have money that I am willing to spend and they seem to be after, there just hasn't been a reasonable incentive to do so.
For a long time GTA:O was my main source of entertainment and I used to regard Rockstar Games as the best video game publisher in terms of quality and value of the experience their games provided.
When RDR2 released two years ago, I was excited by the massive step-up in terms of complexity and immersion from GTA:O. I was also quite burnt out with GTA so I was prepared to turn RDO into my main source of entertainment.
I didn't own a console so instead I decided to save and build a high end PC in time for the game's PC release. I was prepared to commit 100% to this game.
October 2019 came, my PC was ready and I pre-ordered the Ultimate Edition. I got the game, played Story mode through all of Arthur's chapters, but stopped when I reached the Epilogue - I was excited to get into Online and see how it felt. And then it all fell apart.
Meh, the game felt a bit GTAish at the start, but I didn't mind it so much. I think I experienced some bugs or technical issues that made me take a break from the game and wait for a fix.
I was away for the holidays and then travelling for work so I get back to the game in late January. I finish John's story too and then head back into online. At this point I'm greeted with a message that Outlaw Pass season 2 is in progress. "Great, so I've already missed one?" I tell myself. I was not aware at that point in time that Steam PC players didn't even have access to Outlaw Pass season 1. But this was already starting to become a deal breaker for me and I'll elaborate on it further:
What is the appeal of Rockstar's games?
Let's take a look at GTA:Online, Rockstar's most financially successful title, success which they are probably trying to replicate with Red Dead Online. I don't know what goes through the minds of other players, so I'll share my personal experience. Before I stumbled upon GTA:Online in 2017 I had been mainly playing World of Warcraft for 3 or 4 years, but I was at a point in life where I just started my first full-time job and no longer had the time to pour into an MMO. I remember I used to describe it as "I come home from my job and have to log onto my other job" on raid night. I was also fed up with 90% of the game's content becoming irrelevant whenever a new update came along. it was just the same gameplay loop in a different packaging.
So what was so special about GTA: Online?
The biggest aspect for me was the Sandbox experience. It's an open world environment, you can fuck around freely, there is no linear gameplay imposed upon you or other restrictions that limit gameplay for the purpose of "balance". You are also free to experience the game at your own pace. There is no FOMO (fear of missing out) mechanic dictating that you play now or risk being locked out of content permanently.
Another big element of GTA Online that appeals to me is Customization options for the purpose of immersion and roleplay. The game contains so many references to Hollywood tropes and it allows you to act almost any persona that crosses your mind: Pablo Escobar, killer clown, every Charlize Theron role I can think of, the list is endless...
One thing that GTA Online did well and I used to praise them over other games for it was the inclusion of Universal Reward/Currency. Any activity you carry out in the game rewards the same currency, it's always meaningful progress towards your next goal. You had the ability to purchase it via Shark Cards, but the microtransaction served as an alternative in order to save time, not as a means of unlocking content behind an exclusive paywall. With the Arena Wars and the Casino DLC it looks like Rockstar has been experimenting with new ways to milk both "player engagement" in the form of time spent grinding secondary currency and revenue in the form of microtransactions. They can go claim to their shareholders "our playerbase is more active than ever and also spending money on the game". It just feels very limiting and at least the Arena Wars currency comes across as an artificial incentive for people to engage in gameplay that R* is not confident about it being popular on its own.
So I've established what were the most appealing elements of GTA:O as a consumer: 1.Freedom of Sandbox environment 2.Immersion and Roleplay in the form of customization options 3.Unique Currency serving as the means of progression
In my opinion, time-limited exclusive content should have no place in a sandbox game. I like the Outlaw Pass as an idea, it gives people something to work toward. I am just not a fan of the thought that development time goes into creating the rewards, they're added to the game, take space on my drive, but they are just locked forever with no means of obtaining them. It just diminishes my perceived value of your product. "Oh great I didn't play from the start? Time for an incomplete experience." Not to mention the fact that PC players are getting an incomplete product by default because Outlaw Pass 1 was never available on their platform. Some would argue that it's rewarding players who have been playing from the beginning. At what cost? It's also penalizing new players. Players that would've easily spent money on the pass, they just picked the game up too late, so now they are locked out of features forever. As someone who has missed almost 3 Passes worth of content, this is my biggest gripe about the game and what's holding me back from committing to the game to the point where I'd be willing to drop real life money on it. And I'm not arguing about getting the rewards for free. I am arguing for making that content available through other less efficient means. I didn't play the game when I was supposed to play it and now there's less content available for me. Oh sure, that'll definitely bring me back to the game and not make me abandon it on the spot. You can still reward players who buy the pass by unlocking the rewards for them, but why lock content forever and devalue the experience for any future player that buys your game? You could add them on a rare rotating stock for a ridiculously high gold bar price. There's a gold sink for you right there, now you're giving people a reason to spend money on your game. Or I don't even know, sell the passes again at some later time. You probably have the technology to allow players to purchase multiple passes and keep one active at a time. Just make old passes no longer reward gold or whatever.
Rockstar, you're concerned with reducing people's means of obtaining gold while also falling behind on delivering meaningful content. That's cause you're digging your own hole with your shortsighted approach on FOMO, working on adding content to the game only to then lock it away. But most importantly, you're establishing your stance: "Monetization by all means, screw player experience, screw a quality integral product, pay us right now or risk the game becoming more incomplete."
Some would argue that the Outlaw Pass is just cosmetics. I would totally get that point if this were a MOBA or a FPS or any other genre where gameplay is the predominant feature. But have a look at what's the most popular GTA content on Twitch: roleplay. Immersion and Roleplay have always been defining features of Rockstar games. Time-limited exclusive content just detracts from the value proposition of a sandbox game. If not cosmetic options, what else is there to work towards in RDO? It's not supposed to be a competitive game. K/D has no meaning, high scores have no meaning, It's a Club Penguin with guns and horses. Also the whole point falls apart because with Outlaw Pass 4 and 5 there are actual gameplay upgrades that are featured as time-limited exclusives,
The perceived loss of value from missing one outlaw pass was what made me drop the game again back in January. I picked it up again a month ago and I was actually enjoying it to the point where I was prepared to buy gold for the Outlaw Pass. Inaccessible content was a minor issue that I was willing to overlook since it didn't look like I missed out on any gameplay impacting features from previous passes. But oh boy, Rockstar, you didn't even try to be subtle in the latest update. You just reinforced the statement that you're after my money at any cost. I get that daily challenges had to be addressed, but at least the nerf didn't lock away access to content. But now you're taking gameplay impacting upgrades and holding them hostage behind a time-limited paywall. To me that's a sign that you're willing to compromise the quality of gameplay for a Q4 financial boost. It's very hard to justify spending money on this game at this point when there is no sign of good will from its developer.
GTA Online didn't need all these extreme incentives of monetization and look how well it performed. RDO feels like monetization came first and the game was build around it. Every feature feels like it was designed to psychologically entice me into spending and that's its biggest flaw. Everywhere I look I see a price, but I don't see value.
This is an amazing game, but it needs some more lighthearted moments.
Long post with my thoughts on the tone and substance of the story: I’ve been playing this for a few weeks now, and it’s everything I thought it would be and more. A truly amazing game with incredibly unique moments. I’ve got about 80 hours in, finished the stories, have about 700 million credits, an S class capital freighter, multiple bases, etc. I really played it all and I’ve enjoyed the heck out of it. However, this post isn’t about that. This post is about how bleak the atmosphere is. Not just some of the time, but all of the time. I’m a fan of dark stories. Hell, I don’t think any of the great RPGs had a cast of characters without serious trauma. Usually what makes those things work out is a mixture of some light hearted experiences which help to alleviate some of the darkness. Without those moments a story becomes depressing or, perhaps worse, you become detached entirely and no longer care about the characters. Levity makes a story better all around as he contrast makes the lowest points more impactful and the he higher points more memorable. No Man’s Sky, for all its great points, has a big weakness in this regard. Everyone of the stories is dark and depressing. (Warning, will be posting story spoilers below). The Artemis path is an exercise in futility. Letting you know that no matter your choice everything will end and continue to end. The few acquaintances you have are either dead or will die (or maybe weren’t alive at all and don’t matter anyway) and there’s nothing to be done. The Atlas isn’t a god, but is struggling vainly to just survive, and it won’t. Everything will end and that’s all there is to it. The Atlas Path is honestly not flushed out that well, at least until you start checking out the remembrances. You’re creating a star, why? Because that’s what you do. There’s no reward for it. Do or don’t someone else will keep doing it and the cycle of futility goes on. Then, through the remembrances, you learn that the Atlas is scared. It’s creator abandoned it and it doesn’t want to die. It’s cried out over and over but heard nothing. So it tried to recreate its creator through the Traveller. In the end they will fail to help. It’s only positive thought is that at the end of its life some mysterious figure (likely you) will be there when it dies. It’s like a scared and confused child alone in a hospital desperately wanting a parent to hold them... who will never be there. So it created an imaginary friend just to comfort it while it dies. The Nexus story, which originally seemed like a way to add some lightheartedness, is even more depressing. Nada and Polo have died. They were the last two people alive left in their entire galaxy during the last purge and thus became friends. However, now they realize they will keep dying over and over. So they don’t even want you to talk about it with them. They, like ostriches, would rather put their heads in the sand and allow the cycle to repeat. Not even allowing you to discuss what you know with them. Their subconscious knows they will die so they just repress it. Effectively brainwashing themselves. Basically like this world’s version of the famous line from avatar “There is no war in Bah Sing Se”. All of the races have their own crazy depressing storylines. The Gek, who at first seem like the fun loving dudes of the galaxy, are apparently monstrous slavers who only became traders after being biologically altered by Korvax who chose to sacrifice themselves by spewing their life force into all of the Gek spawning pools. So, they have basically become slaves but are altered so they don’t even know it. Oh, and some Korvax are pretending to be the so they are spied on at all times. Then comes your base building helpers. They all seem so friendly at first! Finally, I thought, this is the time when we can start having a little fun and build a group of friends. Holy hell... I was so wrong. Where to even go with these guys? The scientist, by helping us, has been cut off from the convergence. So, with his mind wiped, tries to create his own mini convergence to survive. He creates life... then his mind is wiped again. The life he created that refers to him as “father” is seen as an abomination by him and he kills it. All the while refusing to listen to you about what he’s doing. The armorer is at the end of his life and only seems to find purpose in watching you kill some shit because he lives off of vengeance now. He juices up on some weird dagger steroids (which he needs to even keep on living), then invites a swarm of sentinels to your front door all so he can get joy from death one last time. The exocraft tech has been banished and is hunted by his people just for wanting to know the truth and for helping you. He decides the only way he can do that is by literally destroying his emotions and erasing his past. His last wish? To hear from his wife and children. You go to collect that message only to discover his people have murdered them gruesomely. The agriculturalist started the happiest of the bunch. Yes, here’s the guy I’ve been looking for! That’s until he doesn’t understand the purpose of farming anymore. He hates everything he’s doing and slowly over the course of his missions determines there’s no point in his passion. Oh, and he was kind of banished from your base (the one place he believed would be his home) because he wouldn’t do “something” the overseer demanded he do to you. He won’t go into details. Now he stays there, without pay, just to try and ensure the overseer doesn’t kill you. Lastly, the Overseer. Don’t trust the Overseer. He seems friendly at first, but then you learn he’s having you do missions for the sole purpose of causing you pain. Like gathering mordite from dead creatures just to remind you that anything you’ve built from it came from death. He is also probably poisoning you. He seems to be trying to ruin the lives of all the other people at your base, mainly for kicks. He’s locked in some sort of eternal slave contract and must serve you despite him knowing none of this is real and you’ll all die. So, he’s decided to burn everything down out of creepy ass spite. This cast of characters and their stories is the closest we get to real friends. This part of the game is not a positive experience overall. Give us SOME fun somewhere. Every mission doesn’t have to be terrible. Let us bring some flowers for a wedding. Let us help start a new colony for some settlers to live a good life. Let us make actual friends with NPCs who aren’t all totally depressing. Hell, give us a bar to hang out at, or even better, a Gek Casino! There are a million ways to add some lighthearted moments. I’d really enjoy some of those. TL;DR: There needs to be more in the galaxy than constant suffering for the people. The game can be dark overall, but it shouldn’t be entirely that way. Add some more friendly and fun NPC experiences. Edit: to clarify, there’s a difference between an entirely dark and depressing story and an entirely dark and depressing world. This is more than just a game. It is an MMO. It asks players to keep coming back. It’s hard to keep a player base alive if there aren’t positive experiences in addition to the dark ones.
I don't think I really fit any sort of category of WoW addict. I played a bunch as a teenager, but it was super timegated because I didn't have my own computer. It had a huge impact on me, but I lost interest some time after WOTLK was released and it always stayed in my mind fondly. I was never very good because I couldn't play as much as other people. Over the next decade or so, I barely played games. It was a conscious decision. I somehow knew that I was always going to play too much. I'd play the odd single player game here and there, and stay well informed about the scene as I always wanted to shift careers into game sound. When Classic came out in 2019 I thought I'd give it a try, and I did. I played till level 44 before realising that in order to really play the game i'd have to sink hundreds of hours in, at the minimum. Finally, when Shadowlands was released, I thought i"d give retail a try. I found myself suddenly playing 8 hours a day, sitting in my chair all day, stopped working out and to a large extent stopped being productive. I almost feel sad that I tried it, I should have left it in my memory as that beautiful game that just captured my adolescent mind. Instead the image I have right now is of a casino style MMO with such an incredibly toxic community, the whole experience really tarnished my memory. I feel a sense of sadness about it all though. The game had a huge impact on me, also on a creative level. It put me on the path I am right now ultimately. Maybe seeing it for what it is as an adult was what changed its image in my mind. Not sure why I'm writing this, just wanted to chime in on this great discussion. I feel a lot of WoW players are pretty closed minded over the real harms of excessive gaming and addiction and forums like this are super important as a result. Just don't give your life to a corporation like Activision. They straight up don't give a fuck about you and would rather see you languish in your own prison than stop playing and get healthy.
The problems with PvP and why planned 5th age probably won't solve them
I have been very into the PvP-style of this game starting from 2011, although I haven't been playing the game since 2014 until last month, but the execution has always been way off. There has been some progress and some tweaks here and there, but PvP will never be even remotely balanced or populated unless the following key points are addressed:
Crowns-only equipment from packs
- It is unbelievable that this game has been able to continue with its marketing, especially to kids, with such blatant gambling elements for so long, while some other larger game companies (like EA) have finally been called out for their practices. Wizard101's casino lootboxes are literally the worst thing about the game, and it seems like they are just going more and more into that direction. And unlike many other game companies nowadays thanks to the new laws, Wizard101 doesn't even disclose the odds of receiving a certain item (I bet they are so small that people would be too de-incentivized from buying). Anyway, if this all was just cosmetics and stuff it wouldn't be such an enormous issue, while still being blatant gambling. The problem really shows in PvP, as basically everyone who wants to do well, especially in the low end PvP, NEEDS to have the OP PvP-gear, at least if they haven't already previously got the warlord gear, which they will never get without the crowns gear. The plans for the 5th age are to remove the OP PvP-gear which you can get from tickets, but in that case the crowns-only gear will just become even more dominant, only moving the problem and not solving it in the slightest. Even if the crowns-only gear would be sold for a hefty price-point in the crowns shop it would be annoying, but still better than literally having no guaranteed way of ever getting it, as the lootboxes could just drain infinite amount of money without ever giving you what you want. Unless of course, there are some hidden "pity-timers" which guarantee certain loot after a certain amount of rolls, but that information is not disclosed to us. (of course it isn't..) This point is made far worse by the additional RNG-added to the crowns-only equipment, like may-cast wands, which completely ruin any kind of semblance of a competitive experience the moment they go off. You cannot strategise against random attacks. Solution possibilities: Remove the crowns-only equipment, nerf it to be in par with the normally attainable gear, give everyone easier access to the crowns-gear, or just limit it to be non-PvP.
Ranked PvP costs to attend (to non-subscribers)
- I have played hundreds, if not thousands of games during my short life, as I think games, video games especially, are one of the greatest man-made things ever created. I also have a Master's degree in game design, and I'm currently studying a PhD-related to the topic, and I have NEVER, I mean NEVER EVER, come across another game which would charge their players for attending the competitive scene, and not offer a permanent way of unlocking it somehow (this does not include games which are completely pay-to-play, with the paying including everything, as well as PvP, like World of Warcarft). It not only does not make any sense, as you really want to have people growing a PvP-community around any kind of online-game which wants to stay active when the main PvE content runs stale, which always happens between expansions in MMOs, but paywalling a game mode will cause even the players who do play to get a sub-bar experience due to lack of players, especially new players. I completely understand that the point is and always have been to attract people to the subscription-method of paying. Well, I have to say that I personally hate subscription method as a customer, but I know that a lot of people think that's alright. To me it just feels like I have to rush and play as much as I can during a subscription, even when I don't really even want to, causing the time spent to be less enjoyable than if there was no fixed time. This is one of the main reasons WoW never attracted me, as I can't stand subscriptions. Thankfully, wizard101 has another option, paying by area. The cost of the areas is so high, and there is more added after every world, that the game would not actually make any less money by attracting people more towards the area-buying option. It would also truly incentivize developers to create new worlds more often, as the payout would be more clear. For subscription-players, adding Karamelle did not really cause a reason to spend more, as they already had access to it, so creating worlds more frequently only serves to lure back players who have stopped playing completely after their memberships ended and they maxed out the content, as the game didn't offer enough to do as a "temporarily f2p-player". This could be solved by letting everyone compete in the ranked PvP (and why not derby too) even when they are not members. This would give players a reason to login to the game when they are not subscribing, and to players who seek to mostly play PvP, it would provide more opponents. I mean seriously, what game which has this many players online for the PvE has such a ridiculously small PvP-community? Even back in 2011-2013 when the game was fairly young and I played in the UK server (had to migrate to the US this year as the server there is dead), it was basically impossible to find 3v3 or 4v4 ranked games, and even the practice games weren't that common. While I really enjoy 1v1, I think the strategic difference in other modes is something players cannot and have never been able to explore due to the lack of players. And that is a very sad thing for a game that is already 12 years old. So basically, the ranked PvP needs to either be completely free, OR there needs to be a way to permanently unlock it (preferably with gold, or at least with a reasonable crowns fee). This way players who are not members, or who (like myself) don't want to be members can still participate and bring more players to the table. You can see this change already in the tournaments being free: during the time I played ages ago and tournaments came, I never got to play a single tournament despite trying many times, as there were never enough players willing to pay the crowns fee. Now, nearly all of the tournaments start, at least for some level players and that is great. I fear though, that KI has learned nothing and will switch the cost back up with the start of the 5th Age. What some larger game companies for some reason don't understand, is that f2p-players are not worthless, they are the reason why most online-games stay online: they create the incentives for people to spend in the first place, and if you manage to keep the f2p-players happy, you will get a lot more paying players just through word-of-mouth, than if you only try to keep paying players. (We can see a terrible example of how not to do this already by how limited the new f2p experience is, still after 12 years.)
Spellments and unobtainable spells
- I'm sure no one reading this was surprised about this next topic, but as well as basically unobtainable gear, unobtainable spells and spells which are stronger than the normal versions of those and can basically only be upgraded through packs also break the "harmony" of a competitive experience. There are currently some spells which cannot be learnt other than through packs, and while not all of them are game-breaking, they can still in certain circumstances offer an unfair advantage, or even if they would not now, they certainly will in the future with the direction we are going towards. The solution for this is simple, but KI won't do it, as they are too invested in milking children for that undisclosed chance of getting some of those spells. (I won't buy a single pack personally and I will attempt to estimate how much disadvantaged I will be now and in the future for as long as I remain interested.) For the unobtainable, another part is the spells which can only be got through luck while farming. That sure is a lot better, as technically the farming doesn't cost anything as long as you have access to the area and you will get other useful rewards while doing that. The problem arises though, if those spells, especially the infamous Headless Horseman, are so strong, that you NEED to have them in the PvP to stay competitive. And to make matters worse, of course the intended way to get these spells as well is to buy packs instead of farming. (I have been testing the lorefarm, got one spell which isn't useful to me after around 100 tries. I think that's a bit much just to get prepared to be on even footing on PvP, talk about new player PvP experience.) Now then, spellments, are another kind of monster added to the game. I naturally enjoy the concept of upgrading spells, and making low-level spells more useful in the late game is not a bad design choice, it's just that it revolves around the same problem that everything I've been talking about this far, lootboxes. I know that there are some ways of farming spellments technically for free, but apart from a specific few, those are barred behind skeleton key doors, and there are no other ways to get those than farming, and.. yes you guessed it, randomly from packs! You see the theme here? And even though some of those only give minor damage enchants which won't matter too much on the average eye, the utility buffs (namely the myth's troll minion summon upgrade) are just blatant forms of p2w gambling. Solution, make spellments available to everyone more easily, not just randomly to select few whales. If KI would actually do this, despite all odds, then their purpose would actually come to reality and they would enhance the game experience, letting people experiment with different kind of combinations in the late game. Also there needs to me many more paths, only two kinda makes the whole combination idea pretty pointless. Alternatively, restrict spellments to PvE only. SUMMARY JUDGEMENT: I liked the changes to the crit system, restricting more previously necessary cards and enchanted TCs outside of PvP , and turn-based system, those are a good start, but won't make a difference if the above three points stand unchanged. The main problem in the monetization is the gambling in the form of lootboxes, which is like the worst kind of cheap mobile game experience. The game has beautiful world and animations and the basic idea behind the combat is simple, yet interesting, and it can lead to very interesting situations. Nerffing and buffing spells/items won't make a difference while the OP-items/spells from lootboxes remain as KI's main interest. Also for anyone to be able to experience something other than 1v1 ranked PvP, the first step needs to be removing the barrier of entry, or creating an option for permanent unlocking at least. I have very little hope for them suddenly changing their 12-year course and giving up lootbox-p2w from PvP, but this has been quite a year so I guess nothing is impossible. Here's for hoping. Signing off.
So I originally had little to no intention of making a thread like this, instead wishing to stay silent and watch as the storm inevitably blows over. However, the recent removal of a controversial (but in my opinion, necessary) thread that generated much discussion due to a cherry picked violation of rule 1 has convinced me to act.Just so you all have some insight, I’ve played MMOs and gacha games for basically all my life since I could get on the internet (over 10 years now), and have experienced things from Nexon’s horrible monetization models from Maplestory to Vindictus, to the casino rate odds of Black Desert lategame, to being actually respected as a consumer in Azur Lane. Guess which one I’ve spent the most money on? While I love this game, and fully wish to be able to support MiHoYo for their wonderful work, the fact of the matter is that the gacha rates in this game are beyond predatory, and this monetization model they’re currently running beyond exploitive, and as a result, I find myself unable to even give a cent of my hard earned money to support these dubious business practices. Yes, you can enjoy the game without premium characters. Yes, the exploration can be completed with everything they give you for free. You can sink tens of hours into this game without paying a dime. But you can’t have the full player experience, to sate your curiousity with new characters or just have fun with the characters whose design you love, without either shilling out untold and unreasonable amounts of money, waiting almost a year for a ‘pity pull,’ or spending countless hours rerolling until you get a starting roll that you enjoy, which isn’t playing the game.When a new 5 star character comes out, are players going to make new accounts and reroll to try to get them too, abandoning all their previous progress? At this point they’ll be more obligated to participate in this predatory gacha system, by which point so you know, the pull rate get the specific character you desire off banner right now is about 0.06% (estimated), while banner has about a 0.3% chance without pity. If you want an RPG horror story, just try to calculate how many rolls on average it will take to get a specific 5 star character that you want, and then convert the cost into whatever currency you use. Then realize you need 7 copies of said 5 star character to truly experience them at their full potential. Thinking about these costs unironically makes me shiver. But in this capitalist society with which we find ourselves, money speaks louder than words. This is why I come to you all with a proposition; I ask the community to please stop spending on this game until we, as consumers, are better treated and given the respect we deserve. Until the rates and the built in gacha system are improved upon, and we are seen as real people and not just a convenient source of income from which MiHoYo can trick into this terrible economic loop, I ask of you as a community to stop buying the ingame micro transactions and the various season passes, so that MiHoYo can get the message. Yes, whales will be whales and continue to spend huge, but even whales will run out of steam (and money), and a system that’s supported by a few whales is unsustainable in the long run. That’s not to say stop playing, but just stop spending. After all, this game can be enjoyed fully as F2P. Don’t be pressured to spend by big shot streamers and YouTube upstarts pouring thousands into this game. In a separate post below, I will include useful links with information regarding gacha comparisons, rates, and the deleted thread that urged me to act and create this thread. I ask that everyone also approach this thread respectfully, and keep the discussion that is to follow respectful as well.Thank you for your time in reading my post, and I hope that it has been a constructive endeavour.
What makes a popular fast paced FPS? mythbusting with Krunker comparisons
So I learned about this game krunker.io that has been pretty popular on twitch and has an esports scene that currently supports 1000$ weekly prize pools and averages like 900 - 5000 viewers on twitch depending if theres an event on, a respectable size community that dbt would be happy to have. The game is similar to DBT in that it's a very fast paced fps with cartoony graphics, and I think it's useful for busting some myths about why DBT still has a pretty small community. Myth #1: cartoony graphics turn ppl off Krunker's graphics are absolutely horrible. it's basically minecraft on a modded server. and yet zoomers love it. Myth #2: advanced movement mechanics like strafe jumping alienate casual players Krunker has a movement tech called slide hopping that started as a glitch. you have to spam crouch and jump with pretty exact timing to execute it and it takes some practice. It's also currently FPS dependent and you need more than 60 to really do it well. not only does this seem to not alienate their casual player base, it's highly coveted knowledge that a lot of streamers and youtubers share. one streamer said something like **"if counter strike is a tactics oriented FPS, then krunker is defined by movement"** that should make quake players cringe lol.theres lots of custom parkour maps available to practice too, just like DBT. Unlike DBT there is no slide hop cooldown and you can zoom all around the map. in some ways this makes it a faster game on vanilla settings. this fast paced movement became so popular that in the latest season they added wall jumping to make it even more challenging. compare to dbt nerfing dodge lol Myth #3: putting experienced players and new players in the same games is a recipe for disaster Krunker pubs are mix of all skill levels and it's mostly just accepted. often times one player will finish with 40/2 and the rest of the players will have under 20 kills. In fact there is a whole clan wars system in Krunker that is based on clans farming pubs for kills to score more points than one another. they also have a reward for getting 25 kills in a row with no deaths that is highly coveted. Myth #4: ranked modes have to be the same as casual modes Ranked modes in krunker are the standard 1v1 2v2, 3v3, etc but the casual modes are different. they have FFA, TDM, CTF, Point Capture, Confirmed Kill with coins, and so forth, there are tons of modes. but the one difference is that the casual modes are all in one votable playlist while the ranked modes are separated. you also join a match the moment you load into krunker. Myth #5: a game has to be heavily marketed to have a successful community, and only has one chance to succeed at launch. Krunker was once your average .io game without much of a community but became a cult sensation over time as the devs adapted to the community and supported it with features like a streamer partner program, referral links, community mods, cosmetic marketplace, user content contests, esports events, and so forth. theres still not much in the way of mainstream advertising but it manages to succeed enough that now its getting a steam release. Some other things Krunker does that I think keep its playerbase strong:
you earn in game currency based on your performance in matches.
you can trade cosmetics and gift this currency to other players.
cosmetics can be purchased from loot boxes with drop rates, very heavily designed according to f2p addiction principles. there were even straight up casino maps where you could gamble your ingame currency (which can also be purchased with real money) until they were banned recently. people get very excited about the rarities of cosmetics and there are the usual youtube crate opening videos and soforth.
there are seasons with new updates and limited edition cosmetics each season.
the in game clan system works like a guild system in MMOs where the clans have management roles that decide how to spend and divy out the clans stockpile of ingame currency. this incentivises clan members to stay active
there is a built in map editor like DBT and a way for people to host a public lobby with a map they have created. these lobbies are in a separate custom game tab. you can also make "mods" for the graphics and crosshairs and hitsounds which are listed in game and instantly installable.
they use a class system and recharging health instead of weapon and item pickups. you pick a character which has a primary and usually a secondary weapon and a knife. players enjoy arguing about which class is OP and so forth. some ppl specialize in sniper trickshots, or trolling with the character that only has a knife and fast speed.
There is a CHALLENGE MODE setting for pub farming where, if you check it, you have reduced health and no health recharge, but you get more ingame currency for your kills. i think this is a brilliant way to incentivise better players to adopt a handicap.
the time to kill in the game is so high that its almost like instagib but still allows some variation in aim and balance between different weapons. it makes it easy for even new players to get a kill once and a while. theres headshots, etc.
Overall I think DBT and Krunker have a lot in common. I've seen several Krunker players trying DBT out on stream, someone even made a krunker mod with the pncr gun from dbt. however, the community in krunker is so strong. while I was streaming krunker to try it out, I had new players coming into my chat offering to teach me and play 1v1, asking for follow for follow, sharing their referal link and trades and so forth. I rarely ever have this experience streaming DBT... of course being in the browser and playable on very low spec machines is one advantage that krunker has that quake live also had once. but now krunker is preparing to launch on steam. I think a lot of their playerbase would be very into DBT as its a similar game with more advanced mechanics. if anyone wants to be diplomatic and start a DBT clan in krunker hit me up lol
[Beta](PC/Mac) The Four Kings: Casino & Slots. A social MMO on Steam.
http://store.steampowered.com/app/260430/ My team and I have been working on this Free-To-Play game and it's been in Early Access since February. It was originally $9.99 and all chips (in-game currency) was free to purchase, but now it's free to play and we are still offering chips for free. Here is the description: The Four Kings Casino & Slots is a social MMO that allows you to immerse yourself in a simulated casino experience. You will start off by creating a personalized 3D avatar that represents you in the online world. As you play, you will be rewarded with more extravagant and prestigious clothing to further customize your look. As soon as you enter the casino you will be able to participate in the most popular casino games like Texas Hold’em Poker, Slots, Blackjack, Roulette, Video Poker, and more. The Four Kings Casino & Slots is a living, breathing world that is constantly evolving with new events, clothing, and games. At The Four Kings Casino & Slots you can play at your own pace. You can socialize and play at low limit tables, or you can work your way into the VIP section and play for high stakes. The top ranked players at the end of each season in the casino are awarded with exclusive in-game rewards. Seasons last 3 months and the Number 1 ranked player will get their picture posted in the Hall Of Fame.
It's time for holiday festivities! In addition, there are big changes to Elite and Boss monsters in this update. There are also revisions to the Ice Magic and Deer skills. And, of course, various other things as well. Read on for more info.
The holidays are upon us! While Alharth doesn't celebrate Christmas, it does celebrate Ri-Shin Day, and New Years' Day. Townsfolk who are your Friends will offer you gifts when you speak with them. (Make sure to have your favorite combat skills active in case they give you a piece of randomly-generated gear!) There's also a Ri-Shin festival waiting to happen in each city and township in the land, but they will need your help getting their trees assembled. Look for townsfolk in festive red Ri-Shin hats to get started. This year, there's also a new way for the community to work together. This is an experiment -- we've never tried anything like this before. You'll receive an introductory quest for this part of the event after you've assembled a few Ri-Shin trees. (If you're a Druid, you'll be briefed immediately upon login.)
High-Level Elite/Boss Changes
As mentioned in the last patch's notes, we're working on making high-level combat take longer. This will eventually include both solo and group combat, but we're focusing on group combat right now. Some of the big-picture details are in flux a bit as we experiment and see what's going to work (e.g. "how many Elites is a tank supposed to be able to handle at once?" answer: "we're not sure yet"). We've been improving the "tanky skills" in preparation for these longer fights, but it's been hard to get good tanking data because most high-level Elite monsters simply haven't needed a tank: a group of players could blast them to death in seconds. So it's time to make Elites live longer and see what happens! In this update, Elite/Boss monsters have a lot more health and armor, and Bosses deal less damage. We'll be watching your feedback (and our combat data logs) to try to figure out where to go from here. We may need to temporarily revert these changes, reduce them, increase them, or add more systems into the mix to address specific problems. Bosses (but not Elites) also deal less base damage than before. The actual amount varies by boss-tier and the bosses' personal stats, so it's hard to generalize, but at level 80 an "average boss" deals about 25% less base damage. Both Elites and Bosses deal less damage with their Rage attacks, also. The median reduction in rage-bonus-damage is about a 40%, but again it's hard to generalize too much. Here's some more details about the implementation.
Prior to level 35, elites/bosses have about the same overall health+armor, but some of their health has been switched to armor as a side-effect of the formulaic changes. This will make them a bit harder, so be careful!
Starting at about level 35, elites/bosses gain more health and armor than before. This increases fairly gradually until level 50, then it starts going up more quickly. By level 80, the total health+armor of most elites and bosses has almost doubled! (And a lot of that increase is in armor, which means the monster has more mitigation for longer.)
Elite/Boss Loot Changes
We've also added some additional rewards for killing Elites/Bosses. When you loot an Elite, you'll now automatically "find some Councils" on the corpse. The amount is based on the monster's level, with some random variance. Bosses also drop extra money in the form of Council Coinpurses. (And bosses with curses drop more money sacks.) Finally, the most deadly tiers of bosses have a higher chance to drop high-rarity gear. (These quick generalized changes were made because we didn't want to revise every monster's custom loot table just yet. But hey, maybe it's fun enough to remain permanent. Let us know what you think after you've had some time to try it out.)
Ice Magic Changes
Ice Magic is supposed to be a versatile wizarding toolkit: it can provide exceptional crowd control, potent survival tools, and decent damage, depending on which abilities you use. Its crowd-control abilities were already top-tier, so we've focused on other aspects of the skill in this update. There's a few nerfs and a lot of buffs. Fire Magic Over-synergy The biggest nerf to Ice Magic is actually a change to a Fire Magic treasure mod:
(Chest, Hands) "Calefaction causes target to take +45% damage from Cold for 12 seconds" => now +16% damage
We realized this mod was overpowered shortly after it was introduced, but it was a "let's wait and see if this is actually a serious problem" scenario. A lot of accidentally-overpowered treasure turns out to be fine, and sometimes an accident like that can really make everything "click" and help define a skill. But not this time. It was hamstringing our ability to make Ice Magic more powerful on its own, so it had to be reduced to a more reasonable level. (And it's still probably the most powerful cross-skill synergy mod in the game.) Cryogenic Freeze Cryogenic Freeze needs to take its rightful place in the Ice Magic survival toolbox. It has TREMENDOUS mitigation, and it's intended to be something of a "freebie" for Ice Mages: it's useful without needing to invest lots of treasure mods into it. The only cost is that you have to make room for it on your ability bar. (And treasure makes it more versatile and useful.) Of course, Cryogenic Freeze has the extreme down-side that you are completely frozen and cannot move. But now instead of a forced 10-second lockdown, you can control the duration precisely.
Cryogenic Freeze now lasts 20 seconds or until dispelled by using the ability again. The reuse timer is 20 seconds, which begins as soon as Cryogenic Freeze ends.
Power cost increased; all treasure effects recalculated in potency
Ice Armor, Ice Veins, and Shardblast Ice Armor has been buffed up a bit. We've also worked to make Ice Veins and Shardblast more useful. You can now use either one to reset Ice Armor's timer, allowing you to immediately put your armor back on. Which, in turn, allows you to take advantage of Ice Armor's healing mods again! This "Ice Armor loop" technique can be very powerful but requires a lot of treasure mods to reach full potential. It's also possible to use Ice Armor in a more passive role, and there are mods to support that style also (such as the ones that boost Cold damage).
Ice Armor: highest tier of ability has slightly higher mitigation (+27 vs crushing, slashing, piercing, and ice), and all tiers now grant extra mitigation from Elites (+54 additional at highest tier)
Ice Veins: power cost and base damage increased. All treasure potency recalculated
"Ice Armor restores 80 Power over 30 seconds" => "Ice Armor costs -19 Power and restores 51 Power after a 6-second delay"
"Ice Armor restores 170 Armor over 30 seconds" => "Ice Armor mitigates +16 Physical and Cold damage, and mitigates +32 more against Elite attacks"
"Ice Armor boosts Cold attack damage +34" => +50
"You regain 44 Health when using Ice Nova or Shardblast" => "Ice Nova and Shardblast deal +61 damage and cost -12 Power"
New treasure (off-hand): "Ice Veins heals +16 Health and resets the timer on Ice Armor (so it can be used again immediately)"
"Ice Veins heals 120 Health over 10 seconds" => 180 health over 10 seconds
Ice Veins is now marked as a Minor Heal ability (making it eligible for equipment that boosts Minor Heals).
New treasure (head): "Ice Armor instantly restores 80 health"
"Shardblast resets the timer on Ice Armor (so it can be used again immediately)" => "Shardblast deals +X% damage and resets the timer on Ice Armor (so it can be used again immediately)" *
Cold Sphere Changes Cold Sphere's old Rage attack (at high level) was a 10-second root. This was too much of a good thing and it's now a 5-second root at all levels. We've tried to make Cold Sphere useful in two different scenarios: for Ice Mages who are using a different skill as their primary damage source, they can invest in Cold Sphere mods to get a bit of extra damage on the side (plus its innate root is always handy). For players who ARE using Ice Magic as their primary damage-dealer, Cold Sphere's damage-boosting mods are often not worth using, but there's a new mod that gives it a Cold-vulnerability debuff. This makes Cold Sphere an interesting (but not mandatory) option for any Ice Mage.
Cold Sphere: increased base damage-boost of all pets level 50+. The "root" effect from their rage attack is reduced from 10sec (!) to 5sec
New treasure (chest): "Your Cold Sphere's attacks deal +24 damage and cause the targets to suffer +12% damage from future Cold attacks (non-stacking)"
New treasure (head, hands): "Your Cold Sphere's attacks deals +170 damage, but their Max Health is -80"
Other Ice Magic Changes Added a bit more damage overall. Nerfed one of Frostbite's mods, but don't be misled: it's still an extraordinarily good debuff. (And it will only become more powerful as combat duration increases! In fact, we may need to tone it down some more later.)
Ice Nova: power cost and base damage increased. All treasure potency recalculated
Frostbite ability: ability base damage increased slightly
"Frostbite deals +154 damage and raises the target's Max Rage by 79%, preventing them from using their Rage attacks as often" => "Frostbite deals +176 damage and raises the target's Max Rage by 33%, preventing them from using their Rage attacks as often"
"Freeze Solid resets the timer on Ice Spear (so it can be used again immediately)" => "Ice Nova deals +110 damage and reuse timer is -2 seconds" *
"Freeze Solid restores 161 armor to you after a 15 second delay" => "Freeze Solid restores 112 armor to you"
One-Tier Mods Changed\* You may notice a couple of asterisks above. Those are treasure mods that previously only had one "tier" of effect. The revised versions add more tiers to each mod, allowing the mods to become slightly more powerful at high level. This resulted in a slight quirk: pre-existing items with these mods are still stored as having the first tier of the mod. This means even high-level items will have the lowest-tier version of these mods. This isn't really a huge deal in terms of potency, but if you want to fix it, you can Transmute the mod off the item and then Transmute it back on -- it will be the appropriate tier when it's re-added. (And this month, Transmutation is cheap for the Ice Magic and Deer skills.)
The earliest animal forms were all experimental designs, and Deer was originally the prototypical "off-tank" skill. Then we decided that off-tanks weren't useful in a game without raids, so Deer was revised in a few other directions. But the most recent revision made Deer fairly tanky again, so let's build on that. Here's a fresh idea: what if Deer was like an "off-tank"? In old-school MMO terminology, an off-tank can act as a tank for an elite enemy (or multiple solo enemies), but may have trouble tanking some bosses -- although dedicated healers can help there. What makes them unique, though, is an ability to take over aggro for anyone... including a tank! (Hence the name "off-tank", because they can pull monsters off the tank.) We'll try to give Deer that ability and see what it's like. There's new treasure that gives you a new sidebar ability "Feign Injury", which "temp taunts" a target. Temp taunting works like regular taunting, except it decays at a rate of 20% per second. So a temp taunt of +10,000 would be 10,000 Taunt at first, then a second later would be recalculated as 8,000, then a second later as 6,400, etc. So this ability should help Deer get aggro from anyone, anywhere... at least for a few seconds. An off-tank should also have solid taunting and survivability, and deal decent damage. So that's what we'll try to do here. In addition, the Deer skill has always had incredible mobility (which is what makes them an interesting off-tank), and we want to keep that too. Rethinking Deer Pet Deer players can summon an ally deer to aid them. Previously these deer had an innate 300% taunt multiplier and were intended to be sort-of off-tanks themselves, sharing tanking duties with the player deer. We recently gave these summoned deer the benefits of our experimental genetics system, which could randomly give these pets incredible health and armor. Better for tanking! But yet... at high level, a well-equipped player deer can easily out-taunt and out-tank a pet deer. This just feels like an unwieldy design. We've dropped the idea that these pets are tanks, and focused them on damage. They no longer have an innate taunt bonus or souped-up genetics. However, they have higher base damage, and the pet's taunting-related treasure effects have been changed into a damage boost. There are also new treasure mods that summon additional deer for a few seconds at a time. This makes for a fun solo build, although it's somewhat mod-intensive and also pretty chaotic. But a fun kind of chaotic! (For those who don't want chaos, we've also bumped up Deer's more traditional murder methods.) It's useful to know that every attack your pet deer makes is considered a "deer kick". This is relevant for one specific treasure mod:
(Hands, Necklace) "Deer Kick implants insect eggs in the target. Future Deer Kicks by any deer cause target to take 310 Nature damage over 5 seconds"
This mod is unchanged, except that it no longer stacks more than four times: twice for each piece of equipment it can show up on. (That's *not* a limit of 4 stacks of damage, it's 4 stacks of the debuff that applies the damage!) Also, we've reworded the effect to clarify that pet deer can trigger the damage. Removed treasure mods We've tried hard to avoid breaking existing equipment by repurposing obsolete Deer effects with new ones. However, in one place this was impossible. A head-slot mod was removed without any replacement. If you had this mod on a piece of head gear, that item has become "Legacy", meaning it will stop working after a month. You can fix this by using a Transmutation table to remove the mod off of your helm, or you can speak to the Legacy Golem in Serbule to receive a randomly-generated replacement item. (Transmutation of Deer treasure is much cheaper this month, to help you adjust to these changes.) Specific Deer Changes
Doe Eyes: Power cost increased. Ability now resists more physical damage, especially against Elites, and lasts for 24 seconds instead of 10. (At level 77 it now gives 36 mitigation, plus 72 more vs. Elites)
"After using Doe Eyes, your next attack deals +169 damage" => "Doe Eyes reuse timer is -2 seconds, and after using Doe Eyes your next attack deals +190 damage"
"Doe Eyes heals 80 health" => "For 10 seconds after using Doe Eyes, you mitigate +36 from all attacks, and a further +72 from Elite attacks"
Ability "King of the Forest": base damage and Power cost increased slightly; all treasure stats tweaked slightly as a result
"King of the Forest gives you +15 mitigation of any physical damage for 20 seconds" => this effect was available on two slots, but only applied once. This was intentional at the time, but now we're trying to make all treasure mods stack together when possible. New (stacking) version: "King of the Forest mitigates +14 physical damage (Crushing, Slashing, Piercing) for 10 seconds. Against Elite enemies, mitigates +28 more"
"Cuteness Overload heals you for 114 health" => "Cuteness Overload Damage +270"
"Combo: Deer Bash+Any Melee+Any Melee+Deer Kick: final step hits all enemies within 5 meters and deals +100 damage." => deals +240 damage
Summoned Deer no longer have the benefits of the experimental genetics system, but have higher base damage
Summoned Deer no longer have an innate 300% taunt bonus
"Antler Slash has a 50% chance to restore 48 armor" => this effect has been replaced with an entirely unrelated effect. (head, chest): "You can use the Deer ability Feign Injury, and it temp-taunts +11300. (Equipping this item will teach you the ability if needed.)"
(Hands, Feet) "Deer Bash deals +120 damage and knocks the enemy backwards" => "Deer Bash has a 15% chance to summon a deer ally for 30 seconds"
New (ring): "Cuteness Overload deals +160 damage and knocks the target backwards"
New (Head, Necklace): "Pummeling Hooves deals +45 damage and has a 8% chance to summon a deer ally for 30 seconds"
"Antler Slash deals +X% damage" => "Antler Slash hits all enemies within 5 meters and taunts +Y". NOTE: this effect used to be available on two slots, Head and Hands. It is now only on Hands. See above about Legacy items.
"Psychic Mitigation +34 while Deer skill active" => "Psychic and Nature Mitigation +34 while Deer skill active"
"Nature Mitigation +34 while Deer skill active" => "Burst Evasion +8.5% while Deer skill active"
"Deer Kick Damage +85" => "Deer Kick Damage +45 and grants you -10% Fire Vulnerability for 10 seconds"
New: (main-hand) "Combo: Forest Challenge+Any Melee+Any Melee+Any Epic Attack: final step deals +150 damage and summons a deer ally for 30 seconds."
Live Event Token Prize Changes
We've revised some of Riston's special prizes so that they use abilities instead of items. For those that have already purchased a Vendor Fox in a Box or the Small Box of Space, the summoning item in your inventory has been converted to a skill book that will teach you the new ability. This skill book can only be used once, so use caution if you must transfer this skill book to another character on your account. Also with this change, you will have to purchase these items per character now if you wish to have it on more than one character on your account. Other important notes:
Once you learn the Vendor Fox in a Box ability, the ability requires you to have some type of crate in your inventory. Any crafted storage crate and most pet crates (when Animal Husbandry is released) will work to allow use of the ability. The crate will not be consumed. The cool down timer on the ability will reset in 2 real-time hours, but you still need to spend 2 hours in-game before you can use the ability again. (You can see that timer in your effects bar under the effect 'Boxed Fox'.)
Once you learn the Small Box of Space ability, there are no other requirements. Just use the ability to summon your storage box. The cool down timer for this ability has been extended to 90 minutes (from 60 minutes). The cool down timer on the ability will reset in 90 real-time minutes, but you still need to spend 90 minutes in-game before you can use the ability again. (You can see that timer in your effects bar under the effect 'Spaced Out'.)
As time goes by, we will slowly be adding more and more items, abilities and services to the game that will require Live Event Tokens. For this update, we have added a new 50 token prize! Find Riston in the Red Wing Casino to check it out!
Other Changes In This Update
Bug fix: Rabbit: "Bun-Fu Blast deals +80 damage and restores 44 Power after a 9-second delay" => this did not add damage to Bun-Fu Blast as expected
Bug fix: Rabbit: "Bun-Fu Blast deals +78 damage and hastens the current reuse timer of Bun-Fu Strike by 3 seconds" => this did not add damage to Bun-Fu Blast as expected
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If not, is there a company i can contact with the idea to get it started? i'm not looking for a business venture i'd just liked to see something like this exist.
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