Honor Killing Service
We will play your character 24/7, getting you honor, PvP kills and helping you advance in the PvP rankings, obtaining fantastic rewards and titles of recognition. Level 58+ is necessary for Honor-killing Service. We do not include the time to join battles in the duration. As some servers may have a high number of players joining, wait times may be in excess of 2-3 hours. World of Warcraft Powerleveling(wow power level) is our primary service, and is on sale now for a limited time! You can purchase our service at a much lower price than any of our competitors. We don't use any Bots or Macros to powerlevel your character.
 
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Azeroth is home to a wide variety of beasts. From the new world of Lordaeron to the old world of Kalimdor, all manner of creatures can be found. Some are friendly, some are ferocious - yet they all have one thing in common. Each creature shares a special connection with Hunters. Hunters track, tame, and slay all manner of animals and beasts found in the wild. Whether they rely on bows or firearms, Hunters consider their weapons and pets to be their only true friends.
 
Ampers Favorites
Raiding Mods KLHThreatMeters submitted by Maqulvent KHLThreatMeters at Curse-Gaming "A simple, useful mod to keep track of threat levels throughout a party." Damage Meters Submitted by jbuchmann55 Damage Meters at Curse-Gaming "A lot of people like to know the damage and healing done, but it seems like a lot of people don’t have the damage meters. I’m always getting asked to post the damage info. So I thought I’d post this like to a good damage meter mod." In the World of Warcraft there are many events some of them represent real world holidays and others are simply something fun to distract the players from their usual experiences by providing something new and unique. This page is a sort of "guide" to those events. Also, be sure to check out the Events Calendar to find out when these events occur. And, remember to check back often because more events are constantly being added!
 
The Frozen Throne Storyline
Intro Movie Illidan: Betrayer. In truth, it was I who was betrayed. Still I am hunted, still I am hated. Now my blind eyes see what others cannot. That sometimes the hand of fate must be forced. -Several Naga arise from the depths. They stop before Illidan.- Illidan: Now go forth, unleash the tides of doom upon all those who would oppose us. Well hello everyone, and welcome to Mech Beta''s guide to the warlock, affliction spec. Playing a warlock 1-70 has taught me a lot, and now I would like to share, now, sit back, don''t relax, hunch your back over and read the guide!
 
The Ultimate MMOFPS Killer
So why hasn't a game like this been made already? Most of the problems of the MMOFPS genre boil down to servers and how much lag they can avoid. MMORPGers may hate lag, but lag is literally deadly in a MMOFPS. First person shooters are so intense and offer so little downtime that any type of lag is too disruptive to the game. The last thing that you want is to think you are shooting at somebody when that person has already moved from that spot and has now killed you! With a large number of player still on dial-up modems instead of broadband and the fact that large numbers of players will be in the same area at the same time, at least some amount of lag is pretty much inevitable. That said, the hypothetical MMOFPS described above may have to be for broadband players only or for a game with the right server technology that can handle thousands of broadband and non-broadband players at once without any lag.
 
Huxley
Without question, there is hope on the horizon for the genre due to a highly-anticipated MMOFPS called Huxley. Huxley promises to be the best MMOFPS to date with side and large scale battles, extensive multiplayer battle modes, high interaction consequences, continually updated quests, and combat style development. The features sound great and graphics look amazing, but the true test for the game will be how well it can handle thousands of players at once. Monthly fee or no monthly fee, look for the entire MMOFPS genre to swell in popularity if Huxley delivers on its tremendous potential.
 
The PvP of Nodiatis
The PvP of Nodiatis may be where it outshines other MMO's the most, but don't be foolish enough to underestimate the attention paid to PvE. In the land of Nodiatis all deity worship has been abandoned. Due to the extreme hardship of over 100 years of deceipt, corruption, and depravity, the people of Nodiatis have given up on worship after having received nothing but anguish in return. A thriving world once ruled by man has become a wasteland overrun by hordes or orcs, ogres, and even less sightly creatures. Faced with the constant threat of starvation, rape, and murder, the inhabitants of Nodiatis have only one goal in mind: to survive until tomorrow.
 
The moon is a harsh mistress
Overall, it's interesting to notice how this project came out form the blue and is now taking more and more respect in the game industry (although there is still doubt and skepticism). From the academic perspective, it's a bit similar, I haven't really found any research regarding Habbo and it's often studied as part of the Web2.0/user-generated/social software artifacts. Anyhow, we can possibly think about Habbo Hotel as a boundary object, something interpreted differently by different communities. One can see it as a boundary objects both for the industries (web vs games) and the demographics (teenagers vs grownups). And as every boundary objects, it's something worth to explore.
 
With most online arena games the price of failure is minimal
Often, it seems that the hint of the possibility of winning on the next go and perhaps a bit of smack-talk is all that is required to keep players coming back. In starker PvP games like Eve-Online, where losses can be horrific (e.g. player months of time investment can be lost easily in a single battle), the problem is compounded. Consider just one weekend campaign involving a thousand ships, say 500 winners and 500 losers. Ignoring that winners lose gear - try telling 500 participants in any other casual social organization that their efforts over the last N weeks or months has just evaporated. Eve-Online seems to not only have been able to recycle its losers; it has built an ecosystem to nurture them for another day. In its own way I think this speaks some to the ways social systems under stress can be resilient.
 
Corporations and alliances seem more easily graded by territory and kill boards
Individuals seem more willing to be graded by their tribal affiliations. Second, the Eve-Online game culture has also developed, I think, a number of narratives that allow players to more easily detach themselves from their losses: 1.) Conspiracy theories and the shadow-world stories (subterfuge) distance blame. 2.) The scale of the alliance struggle dwarfs individual losses. 3.) The "intel" / information superiority game introduces a helpful fiction (not bested, but undone!).
 
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