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moncler outlet How Does The WoW Fell into Dilemma

 
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PostPosted: Fri 6:36, 18 Oct 2013    Post subject: moncler outlet How Does The WoW Fell into Dilemma

 


But now, WOW, there are too many skills that you have absolutely no way to deal with, very straightforward to use his heart, but was used by people are very angry, you have no way to have to deal with, you can only your hands off the keyboard : The most typical example is the rogue wave flow, sneak takes 3 seconds after coming out, smoke bomb attack Garrote shadow dance, which can make each other the entire team be done because there are two thieves while the current version is almost absolute success and can not disperse and break control skills. Besides thieves attack can definitely give it away within a short period of time to control the road, and the thieves in this occupational therapy skills can not be dispelled, a remote attacker is stronger than the professional hunter. Such a design thieves who use very straightforward, but it is used by thieves who will [url=http://www.hnxcxx.com/prev/E_GuestBook.asp]barbour pa[/url] feel the game is no fun, because he can not do anything, could do nothing but pray, no confrontational, uncomfortable feeling at this time of the game has been far far beyond what he should provide pleasure.
But the crab abhorred milk, his own experience first, unauthorized modification of milk power, even to the death domain DK added a hit, absorbing milk, which makes 85 starts milk! Role significant decline, and even appeared in a duel after a career never beat another profession phenomenon. Death domain is a stupid fight this skill set, people who use it do not feel how this skill, and was used by people but feel it is extremely OP, too much contrast.
Six, the designer's ideas dominated [url=http://www.osterblade.com]moncler outlet[/url] the players play









 
 
I do not know when it started, but the fact is now WoW is the case, you play PvE completely zero impact,for PvP ,not only on the equipment. A player, playing a career, for professional understanding, the first should come from PvE, but in PvE constantly exercise their # make technical and deepen the understanding of the profession after with people PvP, to verify each other between these kind for their professional understanding. No matter how to say or how to think, as the same game, PvE and PvP, although two categories of people are playing (this fact, I myself do not agree, because I think playing WoW is a class of people, as it is unnecessary pvE and PvP again subdivision), but can not allow players to feel like they are playing two completely unrelated games. I am familiar with in PvE their career, chosen for their value to the equipment, skills, talent mix; but found that this set came in PvP completely does not work, even the basic attribute selection should start at 0, This frustration, this experience is too bad ......
 
 


This tells us: When we have a lot of time playing the game feels to feel "user experience" is not good, but if you feel good user experience bring to the game, the result will only be more and more people feel that the user experience is not good.
This tells us: A design that only he knows how to play [url=http://www.mnfruit.com/airjordan.php]jordan[/url] the designer, unless the players see the Raiders or from certain non-gaming channels to understand, [url=http://www.tagverts.com/barbour.php]barbour online shop[/url] this design is definitely a failure.




This tells us: Do not go into the subjective players, players will find their own way of playing the game, if your game allows players to feel is divided into two, then the final user can accept this game will take a half half slow down, you can do just as much to provide play point. WoW is a fluke, two heroic battle proved this point.
 
 




Some say WOW old, want tosell World of Warcraft accounts. And many people buy WOW gold and buy WoW account which has broken the rules. I do not think so, WoW updates to keep him youthful, no doubt, but WoW since the crabs took over, there have been a lot of low-level design should not have mistakes, I think it is these mistakes let his subscribers by the shocking decline:


This tells us: in the design of the system, do not just turn on the "players can how how" heard the most stupid question than "How much time will the player how to how to?" My answer can only be "sorry, I do not know, "the designer never knows nor should know the player how to play a game, you obviously put out a machine gun allows players to pick up the killing, but he chose to pick up the edge of the opinion that you put away He will not choose the broom, it was so he would not go on playing, this design is stupid.




This tells us: A players only need to follow the [url=http://www.pvpserver.fora.pl/server-information,7/peuterey-sito-ufficiale-our-thoughts-for-2010-and,6919.html#7835]peuterey sito ufficiale Our thoughts for 2010 and[/url] order of pressing the button like a good plan, you can deprive other players of normal @ work, like this, so that the other party is extremely happy and can not find hope was completely against the design, destined resulting decline in the number of users (of course, fall within a group of servers, when hundreds of people are basically reach the peak).








Three, stupid reverse enhanced
If you have recently played WoW, played it PvE, go raid, you will find a copy of the current design of these Boss, if you are not optimistic about the Raiders advance or explanations, you have absolutely no idea how this is play. The most typical example is a Raytheon Throne eyes, he will release the rays of three colors, and a phase made of the maze. I still did not exactly say that they get to know what is the meaning [url=http://www.gotprintsigns.com/abercrombiepascher/‎]abercrombie pas cher[/url] of these lines, did not get what the Boss White skills against players in addition to damage outside what particularity.



 


 
Five, one game is actually become two games
 


Today, there are some very funny WOW settings, resulting in more powerful players (equipment), but more difficult to use some of the skills. A typical example is the warlock fear, gave such a warlock skills, his role is to control targets, and compared to a lot of control skills, it should have the advantages: the control objectives can still be hurt without interruption control effect, But the fact is, your equipment well, very powerful, and your fear of being touched on the broken. This design is very stupid, more classic example is the early swordsman 3, an online 20 hours a day player, he would even better than two hours a day online players, because every day you can do the effort is too limited, and, in turn, [url=http://www.lcdmo.com/hollister.php]hollister france[/url] strength (determined production skills) must be offline to get.


This is a barrier to understanding the problem, WoW is no longer as "eliminating the time to know", and now a lot of design, from start to finish are difficult to rely on your own understanding fathom thoroughly, this is a very stupid design. This design from where the three [url=http://fzxpf.com/guestbook.asp]woolrich o[/url] hegemony two projects appeared, someone designed a puzzle, eight have a former stone circle colors, players need to follow rules designed to go the circle, but you do not feel [url=http://www.shewyne.com/woolrichoutlet.html]woolrich outlet[/url] completely to anywhere in the [url=http://www.shewyne.com/hoganoutlet.html]hogan sito ufficiale[/url] maze has implied or prompt you how to unlock this circle, only designed this map themselves know how to get there.




 




 




 


 




In the early WOW, we each skill for each occupation, in PvP reasonable use, can produce good results, the user will not only be proud of, the affected person is convinced. The most simple and common, popular examples are: Priest's groups fear, you can put it to use in the attack when to keep his fight for their time, but also can be used when the offensive involved in the control, no matter what time use, as long as the Coincidentally can bring miraculous, affected people though it was very uncomfortable, but they can also [url=http://www.sandvikfw.net/shopuk.php]hollister sale[/url] understand that this is because their own hands although there are many solutions, but then failed to prepare adequate or can not use the temporary restricted on.




Four, the setting of extreme




From one version, the player must point at least 31 points to a series of talent to the point of the other lines, and depending on the system [url=http://www.sandvikfw.net/shopuk.php]hollister outlet sale[/url] you choose not, will determine your ultimate direction, such as priests, you choose a dark, animal husbandry = damage increased by 20 %, precisely because there is no other two lines pastor this 20%, and even hit mobs are difficult. In fact, this is a planning ideas have dominated the player's behavior. WOW now you can feel the most serious is that all games are played and crabs are thought to be in line, double blood DK hit 22 crab thought, so you can double-lock disc tray 25 minutes. A game designer too much like a good player how to play, players play either obey, or to leave. Do you think the number of users that can not or do?




A lot of people like to analyze the success of others, in fact, I personally do not agree with that, because a lot of the "success" winners themselves have never even thought about, we do not have to put belated and even wanted to imitate, have any success where he can not be copied, if such factors combine to give a short name, then it can be called - luck. Of course, I do not deny that those behind! Hand their tough, but as a professional R & D personnel, have done for 11 years, and the amount in the future there is [url=http://www.rtnagel.com/airjordan.php]jordan pas cher[/url] need to do more than 11 years of R & D personnel, I am more [url=http://www.fayatindia.com/giuseppe-zanotti.html]giuseppe zanotti[/url] concerned about is how to game well, although it may be in the businessman's eyes this is how naive. There are a lot of unexpected success factors, but failed its inevitability, a product out on the sink did not take long, it may be the server unstable and may be subject attractive enough, no matter how analysis, a summary of this lesson is always accurate , because failure can be copied completely, there is no factor. So what kind of error, or insufficient - WoW fell into the dilemma of it now?
WOW now with the previous biggest difference is that most of the skills lost confrontational, and some serious skills resulted in a pattern - some of the skills of unhappy people far beyond the game should be fun.


 


This tells us: When you design some settings, it can [url=http://www.shewyne.com/moncleroutlet.html]moncler outlet[/url] not only consider normal circumstances or good for the players to think about what stage the most appropriate, while ignoring the players when the accumulated value of the objective fact increasing. And the effect of such intensity is inversely proportional to the fun things that will cause the game to fall significantly.
 
 




Two, people ‘s unhappy far beyond fun brings by the game setting
 




 






 






In fact, in many of the above six o'clock primary planning is very common, in fact, this is not just due to conceptual problems, please do not use the "meet the market", "analysis of user’s heart" to act dumb, stupid design bones will always be stupid.
 
One, too many barriers of understanding


 
 
 
We note that the WOW in the late 80's, when milk too OP, but the fact is that although a milk nurse may save the world, or will it be a good teammate DPS controlled wave away. In those days there is not a career never beat another possibility, since the outbreak of attacks never exceeded the upper limit of the blood.
 


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