Posts Tagged ‘eu’

Hi-Rez Studios Storms Through eSports by Doing Their Own Weekly Tournaments

13 May 2013 | No Comments » | Mordil

That’s right! Hi-Rez Studios is breaking into the eSports scene by offering their own weekly NA and EU bracket tournaments every Saturday and Sunday.

The prize pool is $1,000 for each bracket, every week!

The games are organized so the casters can stream practically every match on SMITE’s Twitch.tv channel.

Those of you who want to sign up (good luck!) should head over to the new eSports hub, esports.smitegame.com.

For those of us who want to just watch, NA coverage begins at Noon EDT (7pm GMT) and EU coverage begins at 9am EDT(3pm CET).

In addition to EU being split off from NA, EU has different language coverage on different channels:

  1. German is on www.twitch.tv/smitegameDE
  2. Polish is on www.twitch.tv/smitegamePL
  3. French is on www.twitch.tv/smitegameFR

Read on to see the full rules!

Continue Reading

Aion EU Free-to-Play coming Feb 28th

23 February 2012 | No Comments » | Mike

Today, Gameforge revealed that the EU version of Aion will be going free-to-play on February 28th. Subscriptions will cease, and players will need to download a new client if they wish to continue playing after that date.  Players with active subscription’s lasting past Feb 28th will received premium currency as compensation.

Update 3.0, however, will not be released until this spring.

For North American players, they’ll have to wait until this spring for both the 3.0 update and the F2P conversion.

Currencies, Tokens, Commendations…Enough

26 January 2012 | No Comments » | LHStaff

In the real world we all use a single currency system, ok, maybe two for some of the EU countries that still accept their old currency, but for most of us there’s only one. If you travel to another country you’ll have to exchange your money for whatever currency that country uses, but you remain in a one currency system.

When MMORPGs first started showing up in the gaming world, they followed basically the same logic, one basic currency that players can use to buy and sell their items to other players or vendors. However over the last decade, this system has ballooned into a complicated multi-currency system where it seems everything you do provides you with another type of currency. Call it what you like, tokens, commendations, points, it’s all basically the same.

Today MMORPGs are more about collecting tokens than they are about role-playing or even just playing. They have become a sort of achievement list for players to brag that they played 1000 PvP matches and now have enough tokens to get that awesome weapon everyone wants. To me that’s not a reason to play a MMO.

An overload in currency systems was the reason I quit LotRO some years ago and I have no doubt they’ve crammed even more collecting systems into the game since. However it’s not just a few games that are at fault, nearly every game today follows the same multi-currency system, including RIFT and SWTOR.

The issue has become so bad today that the simple removal of a token makes entire portions of a game pointless and irrelevant. Developers use these token systems to etice players to participate in activities they normally wouldn’t want to. For instance if you want more people playing mini-game X, simply create some epic gear and a token system specifically for that activity.  Boom, you’ll have people flocking to that mini-game in order to obtain those items, but the questions is, should they?

As a developer wouldn’t you want players to participate in certain activities because they’re fun and not because they get rewarded every time they do? If players are avoiding some areas of the game maybe those activities should be removed or reworked until players will actually want to participate.

I personally believe all MMORPGs should stick to a single currency system and allow mini-games or game features to fail if they’re not fun. If mini-game X is boring and I can get the same rewards elsewhere, I will.  That should give developers incentive to make mini-game X better, but instead they take the forceful route and create high rated gear and hide it behind a secondary currency.

Blizzard: Countering Stupidity, One Pixie At A Time

4 May 2011 | 1 Comment » | pixiestixy

When I heard about the cute new Cenarion Hatchling pet that Blizzard released a couple of days ago, I was one of the first ones in line to get it. Not only do 100 percent of the proceeds go to the Japanese tsunami relief effort, but it’s also a darn cute little fellow (who happens to share a model with a rare Hippogryph Hatchling from the first TCG set.)

It was a pretty mindless set of actions of my part — Head to the Blizzard Store, click on the front page promo for the new pet, enter my password and authenticator info, verify payment via usual means — and, voilà, one cute new bundle of cuteness arrives on my account details page. With one slight problem. I go to attach it to my account, and get the following message (paraphrased): Region Code must match target account.

Ick. I had bought an EU Hatchling. My account is US.

I sighed and was annoyed at myself for not realizing that by default because of my location, Blizzard had automatically rerouted my Blizzard Store request to the EU store. And, in fact, for most customers living in Germany, this is indeed what they would want. But not me. Really, I had no one to blame but myself. The fact that the pet’s cost was listed in Euros should have tipped me off, but I suppose I’ve gotten so used to converting my currency that I didn’t even think about it.

I took a moment, momentarily considered contacting Blizzard support, but instead opted to shrug it off — it’s for a good cause, so I don’t really care about donating an extra 10€. In any other situation, I probably would have demanded my money back, but this was a special case.

I went back to the Blizzard Store, changed my region, and bought the pet again, this time in US dollars. Redeemed it onto my account just fine, retrieved my new bundle of joy in-game, and went on my merry way, vowing to learn my lesson.

The next morning, as I completed my wake-up ritual of checking my e-mail, Blizzard had sent me a little surprise, from the EU store. Continue Reading

Adventures Abroad: ‘Twas the Night Before Cata

6 December 2010 | 5 Comments » | pixiestixy

‘Twas the night before Cata, and all through the flat
Not a creature was stirring, not even a rat.
While others were waiting outside in the cold,
I knew just after sleep, what sight I would behold

Okay, enough with that exercise. I am giddy with excitement at what is coming live to U.S. WoW servers in a little more than 8 hours. Many of you in the Pacific time zone may be waiting up tonight to get to play Cataclysm as soon as it hits, at midnight Pacific Standard Time, and play through the night — or at least until you can stay up no longer.

Other time zones in the U.S. are less fortunate, and my friends on the east coast must wait until 3 a.m. to log on.  On the flip side, that gives those of you in that situation plenty of time to get to any local midnight release parties, get your grubby hands on a copy of the expansion, get home and get your computer prepped for the coming onslaught of gaming goodness. Or perhaps you’ll take a brief rest and continue with the actual gameplay in the morning.

Living abroad (but still playing on a U.S. account) and 9 hours away from that magical Blizzard time zone, in this case, is a happy medium. Soon, I will go to my bed (while visions of Deathwing dance through my head). And in the morning, I will awaken fresh and prepared to take on a day that is sure to be epic.

Yes, this is how I am preparing for Cataclysm; by sleeping. As far as I can tell, EU players (with accounts that reflect that, unlike mine) already should have access to the game. In fact, as I write this, there are currently two midnight launch parties taking place in this small German city.

If you’re not one of the lucky ones already playing or attending a launch party, how are you spending the last few hours?

Happy Cataclysm to all, and to all a good-night!

Lore Hound WoWcast Episode 12: Longer Does Not Mean Better

6 July 2010 | 2 Comments » | LHStaff

Logo

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Join Juggynaut, pixiestixy, and Amatera as they discuss the latest WoW news. Topics include:

Click the player above to listen, download the podcast, subscribe via RSS, or Subscribe via iTunes.

Get involved with our podcasts! E-mail us at podcast@lorehound.comor leave us a voicemail on our Lore Line by using the button below or simply calling (304) 884-LORE. We look forward to hearing from you.

And don’t forget to follow us on Twitter for a chance to win a Celestial Steed mount!

Ruby Sanctum Up, Heroic Mode Cleared, QQ Ensues

30 June 2010 | 8 Comments » | Juggynaut

In a somewhat controversial move, Blizzard opted to activate the new Ruby Sanctum raid yesterday afternoon for North American realms. Not only was this before EU realms received patch 3.3.5, it was also during a 24-hour maintenance period for 74 North American realms. This act was somewhat contrary to an earlier announcement that seemed to express the desire by Blizzard for more parity when it comes to world and region availability of new end-game encounters. It also allowed guilds on roughly one-third of worldwide servers to have a head start on defeating Halion, both normal and heroic, before the other two-thirds of the servers were even accessible.

Premonition of Sen’jin-US, the guild that happened to be featured at the Live Raid event during 2009’s BlizzCon, managed to get the first kill of heroic Halion in both the 10- and 25-man versions last night. Since then, according to wowprogress.com, there have still only been a few guilds that have downed either version of the heroic mode.

While it’s easy to claim that this kill is not a major deal due to the short instance length and relatively low difficulty when compared to Heroic Lich King, Cataclysm’s trend towards shorter and more accessible raids, along with the combining of 10- and 25-man lockouts, may end up stopping EU realms from garnering as many world-first boss kills as they have in the past. In addition, there are some players who are extremely upset with Blizzard for releasing the new raid during the 24-hour maintenance period, effectively blocking that large handful of realms from even attempting the instance.

I heard from a few players who were on the realms that were down during last night’s Ruby Sanctum Heroic 10-man stream, but I want to hear from more of you. Are you upset about how Blizzard handled Ruby Sanctum? Do you pay attention to world firsts? Do you think it’s all just a bunch of QQ? I really believe all of this will blow over pretty quickly, but I also hope dropping short instances for North American realms to get world firsts doesn’t become a habit for Blizzard.

Is Hellgate: London the Next Diablo 2?

5 November 2007 | No Comments » | LHStaff

So last Wednesday, Halloween, I decided to go out and pick up Hellgate: London. Obviously, there was more at work here than just me wanting to be festive and grab a game that fit the mood of the day. Hellgate: London was largely being touted as “the next Diablo 2″. So, now that the game has come out, and I have had at least a few hours to toil around and play within the world that Flagship Studios has created, is it the next Diablo 2?

Well, there are a lot of reasons why I would say yes, and a lot of reasons why I’d say no. The game is, in story and game play, very similar to Diablo 2. Imagine, if you will, Diablo 2 had been 3D and placed in the modern day and you’ll basically get the same concept as Hellgate: London. Which is a good thing, don’t get me wrong. Diablo 2 was one of the high-points of PC gaming of all time. You’ll instantly notice when you jump into the game that some of the classes are very similar to their Diablo 2 counterparts (Blademaster is like the Barbarian, Guardian is like the Paladin). In addition you’ll also notice, about an hour into the game, that their is massive amounts of loot being thrown around, also very Diablo 2-esque. Overall, the surface of the game is almost shockingly similar to Diablo 2, which is to be expected since the game was created by the original Diablo 2 game designer.

Once you start to delve a little further into the game, however, you’ll begin to notice some stark contrasts between Hallgate: London and Diablo 2. Obviously, there is no battle.net to run your games. Everything is run off of a single U.S. server or EU server (depending on where you live, naturally). This means there is no out-of-game “lobby” area where you can assemble your team and head-off into a game with your buddies. This also means you won’t ever get any unexpected guests in your game. Everything about Hellgate: London’s instancing zones screams Guild Wars. You’ll find yourself in a “town” area where the players gather, and from there you’ll gather your quests and acquire your team members and head into the zone.

Overall, Hellgate: London gives it’s own unique feel for the Online RPG game, one that does not take the place of Diablo 2. Although their are some similarities, the overall gameplay management makes this game feel much more unique than if it were a direct Diablo 2 clone. Now bring on DIablo 3. . .