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Found 6 results

  1. The third Beta Weekend for The Secret World starts on June 15th, and for nearly three days you will get to explore and enjoy even more of the game than ever before. In this Beta Weekend you get to play as Dragon, Templars and Illuminati, and sample the starter experience in the Seoul, London and New York hub cities. If you have pre-ordered The Secret World previously you automatically have access to this Beta Weekend as well. We have also teamed up with several profiled gaming sites this week and these will be giving away keys for this Beta Weekend specifically. These sites are (list will be updated regulary during the week as the offers get available): NVIDIA MMORPG.com Ten Ton Hammer Gamers.at MMORPG Italia IncGamers AusGamers GameStar Computerbild Spiele GameReactor.dk MMOGamer.es ZAM Your adventures will also take you beyond Kingsmouth and into a massive new region known as The Savage Coast. Here you will soon discover that the very gates of hell have opened up, inviting you into an epic dungeon experience known as 'Hell Raised'. But that's not the only dungeon available; a wrecked supertanker known as 'The Polaris' has been spotted off the coast of Solomon Island, and both challenges and awesome loot awaits in this amazing outdoor dungeon. The Secret World Beta Weekend #3: Hell Raised starts on June 15th at 9am PDT (16:00 GMT / noon EDT) and lasts until June 17th at 11.59pm PDT (Monday June 18th, 06:59 GMT / 2.59am EDT). See you in hell! FREQUENTLY ASKED QUESTIONS 1. What is a Beta Weekend? Funcom will be running several Beta Weekends leading up to launch. During these weekends you will be able to sample a part of the content and gameplay in The Secret World. More content is added from one weekend to the next and character progress is also saved between each Beta Weekend. 2. How many will participate in this Beta Weekend? Thousands! In addition to everyone who have pre-ordered and all of those who have reached Secret Agent rank in our The Secret War social experience, we are also giving away thousands of keys through partner sites. 3. How do I install the game? Once you have your key, visit http://register.thesecretworld.com and either create a new Funcom account with the key or apply it to your existing Funcom account. After you have done this you will have a link to download the Beta Weekend client. Download it, install and run the game to patch up to the newest version and you’re good to go. We suggest doing this before the June 15th start date. 4. Where can I get a key to join the Beta Weekend? The best way to get a key is to pre-order the game. By doing so you are also guaranteed to be able to join all Beta Weekends not just this first one. 5. How long will the servers be open? This Beta Weekend will begin on Friday June 15th at 9am PDT (16:00 GMT / noon EDT) and lasts until Sunday June 17th at 11.59pm PDT (Monday June 18th, 06:59 GMT / 2.59am EDT). 6. Will there be a NDA for this Beta Weekend? No, you are free to tell anyone about what you experience in this Beta Weekend. We encourage you to spread the word and take both screenshots and video. 7. Is there anywhere we can discuss the Beta Weekend with other participants? There will be section in the official forums dedicated to the Beta Weekends. This will be open to everyone, not just those playing in the Beta Weekends. 8. What are the system requirements? OS: Windows XP, Windows Vista or Windows 7 CPU: Intel Core 2 Duo Processor 2.4 GHz or better, or equivalent AMD CPU RAM: 2GB (Windows XP) or 3GB (Windows Vista, Windows 7) HD: At least 30GB of free space VIDEO: nVidia 8800 series/Radeon HD3850 or better, minimum 512MB VRAM 9. Does the Beta Weekend represent the final game? No, it’s important to note that the Beta Weekend is still beta and there will be content, features and polish missing that will be in the version that launches on July 3rd. The content in the Beta Weekends is also limited. More content will be available in later Beta Weekends. 10. It’s not working! Where can I get help? If you are having issues in-game, please type /petition and this will bring up the support interface. You can also head over to Beta Weekends section on the official forums (available by June 15th) and ask your questions there. This forum will be frequented by members of Funcom Customer Service, but there is also a chance your fellow players might be able to help you. 11. Can I continue playing my character from the previous Beta Weekend? Yes, character data is always saved from one Beta Weekend to the next.
  2. http://www.dailymotion.com/video/xrhvx0_vvv-rinzler-guild-wars-2-beta-2-thief-pvp_videogames?from_fb_popup=1&code=AQBKuMq7w_X5fWgOovyBFGa1A3xnTiEUy9-2pOQDjW-2LZO5ReCZue6vsN1uAGIw1jT1dCofyzM0Eix2IAexiMunH058OBR_vamnCdUAOHi6vKcLDHVL4gUYxbBGcj9rZc7KIrzVSc24T_hMa4XIVWusPq-vC392wDZr1CuawjqU23CsKqaROO-AK9LbZeYMA9g#_=_ Beta video is finally live! Go drop a like for more content and tell me what you think, even if you live in Mississippi
  3. The Price of Progress #3: The Flynn Effect In order for our attitude about class optimization that we discussed last Thursday to be successfully digitized, we need to dig deep into the chemistry and synergy between particular skills and classes in given engagements. Having covered our previous talk about working ourselves into the mentality of "Don't settle for less than what we do best", that leaves us with is the rubix cube that will never be perfect, the abbacus that will never align, and the indefinite, polymorphic forumula that will ultimately lead to success or failure in the Guild Wars 2 world, choice. Biodigital jazz, man. In the end, this theory we will be concocting is useless without the skill and communication required to execute it, but we'll leave that to time and the future professionals meddling with it, and throw caution to the wind in order to brew the most divalent of builds. There's that word again.. Heavy. Let us begin by discussing the intial core of our team, which we'll call "The Users" for the sake of irony and variety, consisting of a Warrior, Guardian, Elementalist, Mesmer, and Thief. We find our initial tank and spank engine that every team needs in our Guardian/Warrior mixture, giving us both a sense of pressure and defensive fallback if necessary depending on the role of the guardian. Our overall map control and burst will be generated by our hitsquad, consisting of the remaining three, Elementalist, Mesmer, and Thief. While The Users will be splitting up in their own individual groups throughout the match to accomplish certain tasks, in order to reach that point you need to get ahead in the early game with a consistent, deadly and accurate to the milisecond complilation of ultimates that will result in your group getting the potential all-kill they need to secure the high ground point on the map. In order to accomplish this goal, builds must be synergized to not only work well individually, but with the team fight in mind as well. We'll call this, "The Flynn Effect". Are you ready? Say you're a Thief, and your main goal is to make someone panic into wasting their heal or all of their endurance, into a Signet of Shadows, and subsequent Caltrops or Needle trap + Thieves Guild. Now let's take that and apply it on a larger scale in the context of a team fight. We see an opening, and the signet claims its first victim. When this occurs, a few things need to happen in rapid succession. Thief uses Death blossom over target causing bleed, upon landing drop caltrops/needle trap to keep them cc'd if the Signet wears off before another teammate can capitalize. Elementalist picks a side it's comfortable with, and uses Burning Speed to get into position for a Tornado ultimate. Warrior throws bolo's right before the Signet immo wears off, into Bulls Charge, followed up with a quick step behind the immo'd target into a Stomp to send the opposing team trying to recover from the Tornado to the ground, most likely landing them on or at the base of the stairs. Guardian teleport strike on top of the immo'd opponent, dropping Sanctuary and Purging Flames upon completion of the teleport. Thief makes a well mannered call to some old chums that know people that knew some people, and the immo'd target dies. Ways to nullify an opening strategy like this : Stun/immo lock on Elementalist before tornado can be put into position, but it would require the other team to know exactly what's happening at the start. The time between burning speed from start to finish and Tornado being cast is about 0.75 seconds, and thus would require your cursor or tab target to be on top of the Elementalist from the start of the dash. Well timed Moa Bird onto Elementalist or Warrior at the beginning of the engagement, or when your team is regrouping from a Stomp to come back up the stairs leaving the opposing team without a tank. Direct mirror, i.e being Stomped or Tornadoed before the rest of your team can get in position on the capture point. When theory crafting situations like these, try to stay practical and in the realm of remotely realistic, as becoming too conditional with statements and timings detracts from your ability to execute. For instance, when certain events are tied to one another, it becomes a matter of sequence and availability of cooldowns rather then standing at a specific point in space in order to achieve a goal. When I say for an Elementalist to move towards a flank of their choosing in order to disperse the team with their tornado ultimate, that leaves the Elementalist with the ability to choose when and where, but gives a rigid detail as to how to accomplish the goal. Leave things open ended and able to be chosen by the user, but rough strategy must be compiled. While this may seem like an ear full and an unrealistic amount of things to be happening concurrently in a single engagement, it will become a standard of competitive play with severe emphasis on the construction of cohesive and parabolic builds that are designed to climax at a certain point in the fight. I assure you I'm out of KY jelly. After these collapses occur and a kill is guaranteed, your positioning should secure the objective, and if the other team is smart they'll cut losses and head back to the middle of the map, handing you the temporary two to one on capture points. However in regular ladder play there is a solid chance that the enemy squad will give less than a single damn, and continue to push into a severely shattered attempt at a 4v5, giving you free control of Svanir or the high ground in the event that we're playing on Clocktower. Execution means nothing if you have nothing to execute. Converse with your squad, mesh your builds, and make sure a win is not left to chance. As always I hope for your feedback on the theories and issues discussed, and until next time, fight for the user. - vVv Rinzler Comment Question of the Week: What are your favorite builds emerging from the Beta and stress test weekends? Open Beta : Stress test : @vVvRinzler Last weeks blog: http://www.vvv-gamin...s-optimization/
  4. Good news!First Beta Weekend Event will be from April 27-29. We will let you know once the client is ready for download
  5. http://www.arena.net...elopment-update
  6. Does anyone have an Diablo 3 beta key that they are willing to give me? If so will someone contact me on here in a pm, or on skype at gage.goodman. Thanks, Gage Goodman vVv Genocide

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