Posts Tagged ‘ui’

SMITE Updates to 0.1.1459 Adding ARAM Match Queue, Balance Changes, and New Tribes: Ascend “Blood Eagle” Skin for Thor

11 April 2013 | No Comments » | Mordil

Clearly this patch is missing the new god, Ne Zha, which has been delayed.

Other than that, this was mostly a bug fix and balance patch.

Most notable this patch to me was:

  • Thor’s new skin, which is only for 300 gems.
  • New gamemode: Assault (ARAM)
  • The item store has a massive UI overhaul that people who have been playing since last summer will have to get used to
  • Anubis got his animations updated, so now his ult is a little less overpowered by terms of usability with aiming
  • Anhur also received the animation overhaul treatment that gives his abilities a little more particle effects.
  • Kali, Arachne, Cupid, and Apollo all received buffs this time.
Make sure to join us today at 4-6pm EST for streaming the new match mode at http://www.twitch.tv/lorehound

New Skins

  • Blood Eagle Thor — This skin, drawn from the lore of Tribes: Ascend, can be purchased for gems, or is free to anyone that buys or has bought the Tribes: Ascend Game of the Year Edition (from the Tribes Ascend Store or Steam).

New Gamemode: ASSAULT

NOTE: This mode will be available only for special MEDIA/STREAMING matches on Thursday, April 11. It will be available for all players beginning Friday, April 12.

The Assault gamemode features a single lane with 2 towers, a Phoenix and a Minotaur surrounding both a friendly and enemy base. Your god selection is random. No recalls are allowed and you cannot return to the fountain area after leaving it. (ARAM) Continue Reading

Exclusive Interview: Marvel Heroes New HUD, Powers & Customization

26 March 2013 | 2 Comments » | Patrick "iTZKooPA" Mulhern

The revamped UI.

Gazillion Entertainment Creative Director David Brevik and creator of Diablo II sits down with iTZKooPA to discuss the development progress of his latest hack-n-slash dungeon crawler Marvel Heroes. Recent beta improvements include a much cleaner heads-up display, the doubling of available powers and the addition of a new crafting feature. All are covered in the interview.

David discusses the design decision behind breaking away from the holy trinity, both for gameplay and IP reasons. The newly announced Motion Comics – lore presented before and during specific missions – were touched upon. Amazingly, there’s over an hour of these lore pieces.

Marvel Heroes will launch May 28 for Founder members and June 4 for F2P members.

Hit the cut for all the juicy details, including new gameplay of Thor and Storm.

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Phantasy Star Online 2 Gets Icy In Recent Beta Play

13 June 2012 | 1 Comment » | Patrick "iTZKooPA" Mulhern

Phantasy Star Online 2 beta was back in action recently, this time taking players to snowy environments of the planet Naberius with beasts to match. The latest screenshots dumps showcases the icy environments, beasts of legend and designer creation, group dynamics and combat, the standard UI, chat, targeting and tech.

Be sure to hit the jump for our full selection of  must see screens from the latest beta.

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An Opinion on Macros and AddOns in SW:TOR

13 February 2012 | 9 Comments » | Mordil

This screenshots expresses the magnitude WoW can change with addons.

As we close in on two months of the anticipated and well enjoyed game, by Beararms, Sephalon, and I, issues and bugs have come and gone with the normal development cycle of any new MMO.

Yes, some features have been missing that the playerbase has deemed “mandatory”. Features that are essentially assumed these days. Yes, there are bugs that are incredibly annoying. Although, some things latch on to people more than others. What has recently been a call to arms by the customers is the state of AddOns and Macros.

I have to admit; I’ve never spent as much time on a game’s forum to find the latest news and updates to the game or learn what my fellow players are experiencing as I do TOR’s. Sometimes what people believe and say is depressing, others, it’s quite enlightening.

Personally, I feel like Macros would be a great addition to TOR, while AddOns should remain out of the question.

I know you’re asking yourself “Why, Mordil? Why allow macros but leave out the possibilities of addons?” It’s simple, in my opinion. Continue Reading

TERA Closed Beta First Impressions

11 February 2012 | 2 Comments » | Mike

The first TERA closed beta session began yesterday, and today we bring you our first impressions of the game so far. This first session has a level cap of 22 and is limited to PvE only.

Character creation is above average when compared to other MMORPGs. There’s 7 races, 8 classes to choose from, and plenty of customization options. Although, nothing is really ground breaking. The guess work as to what type of class you’re selecting is effectively removed as everything is laid out for you at character creation, telling you exactly what role each class is capable of, as listed below.

  • Warrior – Evasion Tank / DPS
  • Lancer – Absorption Tank
  • Slayer – Burst DPS (Leather Armor)
  • Berserker – Burst DPS (Metal Armor)
  • Archer – Ranged Sustained DPS
  • Sorcerer – Ranged Burst DPS
  • Priest – Primary Healer
  • Mystic – Support Healer

The user interface is what you would expect, however coming from SWTOR, which had one of the worst UI’s ever, it makes TERA’s interface seem light years ahead. All windows can be moved around or resized, there’s 3 maps players have to navigate. A standard radar compass at the top right, a mini-map to the right and a full-screen map, which seems redundant, but are very useful.

I selected my favorite class for the closed beta, an Archer, and have to say – combat is pretty fun so far. TERA uses an action combat system, no tab-targeting, so players will have to actually aim and hit their targets.  There is an auto-face which I was very glad to see. A lot of melee players don’t understand why it’s such a big deal, but it’s really meant for ranged classes. As an Archer, if there’s no auto-face, I’m as good as a standing attack dummy in PvP verse melee classes, because Archers cannot move and attack at the same time. Melee players who decide to run circles around an Archer are unhittable without auto-face, and I would suspect it would be even worse in TERA, since again, Archers have to aim themselves; so auto-face is really a necessity.

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First Impressions: Continent of the Ninth Seal

3 February 2012 | 1 Comment » | Pherephassa

I’ve always been a fan of action games, it seems that no matter how badly I suck, no matter how many times I get my ass handed to me, I’m just unable to resist picking the controller up one more time. So it’s only natural that I’ve tried my hand at various action-styled MMOs; I’ve played many of them, from Vindictus and Dragon Nest, to sidescrollers like Dragonica and Wind Slayer. I’ve never really managed to improve beyond passable, but that still hasn’t deterred me from having fun.

I’ve had my eye on Continent of the Ninth Seal for a while now, and was lucky enough to snag an early entry into its global closed beta test. My account even had the ability to jump my character straight to level 50, so I’ve spent the day running around various zones pounding on low leveled monsters, and getting stomped by the high end content. But hey, if you’re going to die, getting killed by an ice breathing dragon is definitely an exciting way to go.
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Patch 4.1 “Rise of the Zandalari” Megapost

22 April 2011 | 3 Comments » | Amatera

Whether you need a refresher or just haven’t been keeping up with it, Blizzard has put up a full post detailing every nook and cranny of the upcoming content patch. Despite my current disappointment with the state of World of Warcraft, I can’t deny the fact that packing 4.1 with new features at least partially redeems the lack of a new raid dungeon (it certainly shows they’ve been working on something). Here’s a quick summary of what to expect, with the full notes on Blizzard’s site:

Rise of the Zandalari

The days when great troll empires stretched across ancient Kalimdor are long past. Millennia of war and internal strife have stripped these nations of their power, lands, and glory. As Azeroth recovers from the destruction of the Cataclysm, the world’s divided troll populations face a bleak future. These dark times have spurred the trolls of the Zandalar, the historically wise and scholarly tribe from which all trolls originated, to take drastic action. They have embarked on a bold crusade to save their race by uniting trolls into a single mighty empire. With the Zandalari’s aid, the fallen capitals of the Gurubashi and Amani nations—Zul’Gurub and Zul’Aman—are already rebuilding, replenishing their forces for a bloody campaign to expand their territories.

Yet Vol’jin and his Darkspear trolls are not aligned with the Zandalari. They have sworn to stand with their Horde comrades—and even work with the Alliance—should the trolls ignite a new war on Azeroth. Soon, Vol’jin might be forced to act on his promise, for if the Gurubashi and Amani are left to their own devices, the world will know the legendary strength and savagery of the ancient troll empires once again.

Guild Challenges

Built into the Info panel of the guild user interface, Guild Challenges are weekly tasks guild groups can tackle for additional guild experience, achievements, and gold. At the top of the guild user interface Info pane, a new Guild Challenges section is displayed and broken into three categories: Dungeons, Raids, and Rated Battlegrounds. Any guild group will qualify for Guild Challenges credit and there is a set number of times each challenge can be completed per week.

Guild Finder

Guild Finder is a new system designed to enable easier and faster guild recruitment. Guild leaders and players who are looking for a guild to call home will use the Guild Finder to meet one another and begin communications that can lead to a prosperous membership. Whether you’re a guild leader looking to fill your ranks or a player looking for a guild that meets your strictest requirements, the Guild Finder provides an easy way to make new friends!

Dungeon Finder: Call to Arms

A new system intended to lower queue times, Dungeon Finder: Call to Arms offers additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you’ll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/potion, a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount

Clearly the most important thing, though, is that this is a good indication Blizzard is ready to release the patch itself. There is a high chance we will see “Rise of the Zandalari” this coming Tuesday.

Waiting (Impatiently) on Patch 4.1

20 April 2011 | 14 Comments » | pixiestixy

It’s been more than a couple months since we started talking about World of Warcraft’s Patch 4.1 around here, and all the chatter is starting to make me antsy.

I think I’m not the only one. Perhaps its just a spring lull, but I’ve been seeing more and more of my friends, including myself to a certain point, falling out of love with WoW. Yet with something big on the horizon, I can’t help but be hopeful that some revamped old content mixed with a splash of new will reintroduce a bit of that magic that always draws me back in to Azeroth.

Sure, there’s no Firelands raid (and no Ragnaros to beat up on), but the rise of the Zandalar tribe through revamped Zul’Aman and Zul’Gurub are a huge draw to me. What can I say, I’m a sucker for trolls. Plus the Call to Arms feature should be interesting to see in action, as should a whole new caveat of balance, PvP, class and profession changes to consider. It’s a major content patch — and we’ve had many of these before — but somehow this one, for me, just seems to carry more weight.

I suppose in-game boredom can be an obstacle for all of us at one point or another, especially the hardcore players who zoom through the new content too fast for developers to keep up. The wait for them stretches even longer.

Heck, for a lot of us there’s still new content to get through from other release of Cataclysm nearly 5 months ago. Personally, I still have questing to finish, revamps of old zones to see and professions to cap off. But I’ve also been less hardcore of a player as of late. I’m hoping that 4.1 brings something that inspires me to turn that around. We’ll see — and hopefully soon. Not sure how much longer I can take the suspense!