Which lane do I go to?

When it comes to deciding if you should honor an enemy teammate, it requires a great amount of scrutiny because you don’t know how they are acting in their team’s chat or how they are responding to their teammate’s needs throughout the game. I will only give out honor to enemies who react positively in all chat be it that they are losing or winning. I really don’t stand for people who get high and mighty over destroying my team and then bragging about it in chat. If they did well enough in battle then they should be humble and accept compliments instead of demand acknowledgment to their ego. Every match is different for me when it comes to the end of game scoreboard. Sometimes I end up giving honor to everybody for bringing forth an overall positive and fun match. Other times I find myself ignoring and reporting most, if not all, of the players I was queued with.In relation to the honor system, what do you guys think of the banners you can get on the corner of your summoner’s card during loading screen and champion select? I personally think they look tacky and they don’t generally represent the truth to a person’s behavior overall.Not in relation to the topic, but I figured I’d bring this up. Any thoughts on the loading screen tips? I feel they really need a lot more variety and more that are useful, not just quirky statements.

It will be cheap runescape gold as you buy

What drives you to give out honor points to other players? For me, it seems easier to award teammates due to the fact that I have more interaction with them throughout the game. This includes how they act in both chat and during important moments of gameplay. Furthermore it is easier to keep track of how your laning partner behaves, then the jungler, but I normally hit a roadblock when it comes to paying attention to other lanes. It’s all rather difficult to keep track of everybody on your team at all times while still performing well yourself.

For example, if I notice that my laning partner has absolutely no grasp on the concept of last hitting and lane control, I know they don’t deserve any honor. They just aren’t putting forth any effort. There are times though when a laning partner will really come through for you when you need it and do the right thing, such as engage fully on the enemy or back off when it’s too dangerous.

Warding is also a key part in determining a player’s participation. I know most people believe it’s only the job of the jungler or support to put out wards but it’s not always viable. When I have the extra money and slot, I will also pick up a ward or two to help out.

Junglers are a bit harder to keep track of, as they have to cover the entire map. They sometimes need to babysit other lanes more often than anything else and that can lead other lanes to believe they aren’t doing diddly squat. It’s not a simple task to be a jungler in the first place. You must not only support lanes that are in dire need of assistance but you must also keep up in experience and keep track of jungle objectives. I have gone through many games where the jungler can make or break the match. Sometimes it’s their fault for simply not paying attention to what it going on globally and other times it’s simply because they are getting counter jungled and ganked constantly. Of course, there’s still yet that one jungler who ignores everything and just camps the jungle minions, shows up into your lane to steal some creeps and then disappears again only to never bring anything to the table.


Team composition can mean a lot when it comes down to the bottom line of winning or losing. If your lane is matched up with enemies that are naturally counters to your champions, well then you’d better hope you have an amazing jungler who can turn the tides.


As you can see there are many factors, just within your own team, that determines how you expend honor points at the end of the game. Even more important in your choice isn’t just whether you win or lose, but how your team handles strife. There’s been many times where I’ve been on a team that got completely demolished but all the players stayed positive through the entire endeavor. That in my opinion deserves some honor points. Deciding to report a person or honor them can simply come down to how they both perform and their attitude.

Summoner Survey Says: Honor Points System

Summoners, how has the new honor system impacted your League of Legends experience, if at all? Has it helped you or others you know become a better person on the Fields of Justice? To what extent has it changed your interactions with other players during a match?

These are the first few questions that come to my mind when I wonder what changes the new honor system might have had on players. I personally feel that the honor implementation caused a slight improvement in the player base. In the beginning, it felt like there was more positive improvement in behavior, but has since returned to normal or stayed slightly improved. It’s almost as if everybody has a new shiny toy and behaves until the brand new scent has dissipated and your left with what’s tossed to the side as a player’s attention moves on.

Have you found yourself or others simply attempting to accrue massive amounts of honor? Even if it’s not what they would normally do? I’m sure there is honor trading going on, but those that are misbehaving normally likely won’t be able to pretend for very long that they’ve turned a leaf and try harder. There’s got to be a few individuals out there that have honestly tried harder to communicate and keep their cool during a match though.

Speaking of honor trading, have you heard of anybody getting a warning for supposedly honor trading? A friend of mine, who I know isn’t the type to blatantly honor trade, actually received a warning from Riot that he should be more careful with his actions in honor rewards. It’s funny though because he claims he doesn’t really even give out honor very often, so he assumes it was reported by another player. I was under the impression that Riot would only look into cases of honor trading based on statistics in honor granted and received. I hope that if a player reported suspicious honor trading activity that Riot would look into it before sending out a warning.

Do enjoy good crafting systems in MMO’s

You get your first mount around level 19-20 from completing a specific main quest, it was fairly simple but one of the longest quests you would have done up to then as it involved killing some mobs in order to obtain 50 items (or it may have been just kill 50 mobs), after you had completed it you would hand it in to the NPC in which you would then go back to the main city and talk to some other NPC in which you would then receive your mount, I did like the idea that the mounts that you do get are different based on what race you are.


From the closed beta that I had played in the level cap was 35 and I ended up stopping about half way through 30 with good reason, one of them being that you only needed to get 30 in the CB to get some permanent poppet pet when the game goes into OB, but for gameplay reasons I just stopped because there was no point at all due to it getting wiped and leveling from 30-35 would take far too long.


The game is basically quest based all the way up to 30 (apart from a couple levels where you may need to grind the last bit of exp out) so it’s all smooth sailing and has a nice speed of leveling up so you don’t feel like it will take the next year to get to the next level…that is until you hit 30, the game goes into an epic grind mode and the exp difference to level from 29-30 and 30-31 is massive to the point where it’s practically x4 of the difference, so you’re basically left with no quests and some open dungeon to grind your levels through, luckily there was a lot of people usually going into the dungeon and wanting partys so it made that grinding aspect somewhat more fun, I’m just hoping that come OB/Release they will add much more quests into the game so it doesn’t turn into a grind fest as from what I’m currently aware of the game will increase it’s level cap, so if there’s still no new quests around that time then it’s going to be a major grinding game which I’m sure will be a real turn off to players these days.


PvP Note:

I’ll finish off with saying that I hadn’t yet done any PvP on the game, I had only watched a bit during one of the GM events and also watched one of the castle sieges that had went on, but from the looks of it there may be balance changes as for example the Warrior class seems to be somewhat over powered from what people are saying, one of the reasons being that they can keep spamming one of their skills that pretty much has an instant cooldown on the skill and if it is up against a sorcerer that’s in the fire tree (for DPS) then there’s a high chance that the sorcerer will just easily die, which is due to the fact that robe users like sorcs have a much lower defense rating, long channeling times on skills and no skills to really help them kite, it’s also really easy to close in on your opponents if your a melee character and it also doesn’t help the fact that range characters like sorcs really don’t have that much range on their skills, though I will quickly note out that due to the fact that this is all based around level 30-35 pvp and as far as we know this could change/balance out as the cap increases and we get more skills.

So is the game worth your time? the only thing I can say is just give it a shot and see for your self, it wouldn’t be a game that I would recommend to my friends simply due to how basic the gameplay is and it never really got any better, there’s no reason to party up apart from a couple quests pre-30, so what I’ll give is a rating with pro’s and cons.

Now I don’t know if this would be a pro or a con, there’s no real crafting system that involves leveling it up, all you need to do is simply take a manual of the weapon/armour/accessory that you want (you find the manuals from mobs) and the materials needed and then just craft them at the NPC, this kind of system can make some players happy and others unhappy as players do enjoy good crafting systems in MMO’s.

Dragon Knight online: Is this worth your time?

So since I haven’t really seen any proper detailed review or thoughts on the game that can give people a good idea of what the game basically is, I thought I would do just that to give those people an idea if your still pondering on “is this even worth trying?”.

Character Customization:

The customization is really basic for this game, I was originally hoping it would have more as we come closer to 2013 but I should really start remembering that not all company’s have the funds to make everything as great as possible, leading from customization of characters to the texturing of the game world.So anyway what we have is simply 4 things to work from, 5 selections of faces, 5 hair styles and 3 colours to them, 5 accessory’s and 5 face decorations (which seems to be some random face paint) and lastly you can choose from 3 different colours for your starter armour, also at the top right you can preview your future armours which seems to be an every 10 levels thing into which they change appearance.


So from what the game really has to offer in terms of PvE so far is all quite basic, it’s simply a pick quest up from y NPC, kill x mobs required for the quest/kill mobs for x item and hand it back to y npc (as you can see in the screenshot at the right hand side of the screen), since the quests wasn’t overly difficult I didn’t really mind doing them too much, what kept me interested to some degree was how you could build your characters skills since there’s 2 trees you can go down and you’re not limited to 1, e.g for the sorcerer it’s more of a Fire tree and an Ice tree (though the skills in each of them arn’t just limited to fire and ice skills only) and in order to unlock the next tier of skills below you would have to spend x amount of points in the tier above first, also from what I’ve heard is that when you fully complete 1 tree you will unlock a new one (may need confirmation but it looks that way anyway).

I did like the idea that you got some AoE skills to play around with when you eventually unlocked them as it made the game more fun to play when you could finally start gathering mobs and just blasting them with AoEs, which of course made the questing faster and grinding for exp much easier as well.

Hack N Slash MMORPG Devilian Online Debut

Ginno Games and NHN Hangame Korea just launched their new website for their upcoming new Hack N Slash Diablo style like MORPG called Devilian Online. With their recent website and game debut, they have also started recruiting for their first closed beta. It gets better than that because they also released a series of gameplay videos available in 1080p that can be viewed right after the cut. Ever wondered what kind of unique features Devilian Online has to offer? Steparu.com has made a short but detail preview of this game, let’s check it out right now!



Playable Classes

There are three playable classes the first one called a Warrior that wields two-handers, performs consecutive combos, and has a lot of HP. The developers say that the point of this game is to kill a lot of monsters using the combo system before your character dies. The second playable class is called Sorcerer, utilizing a lot of powerful elemental skills it is the ultimate damage dealing class except it has a very thin paper armor. The last playable class is the Assassin, a very ninja type of character that uses chain katars that can specialize in short and long range attacks. They are planning to add more playable classes in the future but as for the upcoming CBT there will only be three playable classes.

Debut Trailer

Aside from dungeon crawling players will be able to progress through the story line similar to the Diablo series. Devilian Online also offers field dungeons that is similar to normal instanced dungeons. Players will be able to choose the difficulty setting before entering the dungeon such as Easy, Normal, or Hard. The developers say that the game can be solo’ed on the hardest difficulty if the player is very skilled.

Absolute Force Online Announced Open Beta Date

Net Dragon has announced the open beta for the highly anticipated MMOFPS, Absolute Force Online will begin on December 19th at 5pm PST. Absolute Force Online has eight different realistic and intense game play modes available that will keep a players adrenaline pumping. Whether you are looking for the traditional game play modes like Bomb Mode, Capture the Flag, Zombie Mode, Team Deathmatch, or Squad Mode, AFO has it all. For both Arsenal and Vehicle Modes, which are exclusive to AFO, players are rewarded with better gear for every player killed or recreate your own Apache vs. Mi-24 battles. There are so many options available to players. Players will battle with players from around the globe to become the best of the best. Absolute Force Online is now available to all players and is free-to-play.

Since the successful launch of the closed beta on November 14th, currently there are over 10,000 players enjoying Absolute Force Online. The AFO Development team has been happily overwhelmed with all the feedback from current players. The feedback has been taken seriously and changes will be implemented into the game according to the player’s requests during the open beta. AFO development team is dedicated to continue the improvement of the gaming experience for the AFO community. New content will be available during the open beta including new maps and new weapons for players to enjoy.

During the launch of open beta all previous characters created during closed beta phase will be deleted to ensure that all players start off equally in the game. But characters that are created during the open beta stage will not be deleted once game is fully released.

RaiderZ – St. Fhannel Monastery Trailer

Following the recent launch of RaiderZ, we’re pleased to share a brand new trailer highlighting St. Fhannel Monastery, one of the monster-hunting MMO’s high-level instances. This multiple wing instance will find veteran hunters banding together to clear this sacred area of an unholy corruption.

“One of my favorite things about RaiderZ is its incredibly unique boss fights,” says Senior Producer Mark Hill. “It’s not unusual to face situations where players can break off limbs from bosses and equip them as weapons or instances that find players dodging and blocking over-the-top air attacks and dangerous grappling moves. But in addition to St. Fhannel Monastery’s deadly guardians, the layout and flow of multi-wing dungeon is also a great example of how RaiderZ manages to push the boundaries of what we’ve come to expect from MMOs.”

In RaiderZ, players must “Hunt Together or Die Alone” if they hope to succeed in battle against Rendel’s most deadly creatures. With its action-oriented combat system, flexible class system, unique and engaging boss encounters, and stunning environments, RaiderZ introduces a change of pace for fans of the genre. The best part: RaiderZ is free-to-play.

Ragnarok Online 2 Closed Beta Begins

Asiasoft Online has announced the launch of the long-awaited blockbuster MMORPG, Ragnarok Online 2: Legend of the Second, at the Licence2Play 2012 gaming event held at Marina Bay Sands, Singapore.

The launch marks the arrival of the world’s first English service of this unexpected sequel, from the globally-renowned Ragnarok MMORPG franchise, after a long wait. This is also the first time in Asiasoft Online history where a game launch announcement directly precedes the start of Closed Beta Testing, allowing gamers across the region to immediately access the servers to play the game.

The original Ragnarok Online revolves around the heroes with fragments of the powerful Heart of Ymir implanted within them. Now, these heroes follow the path of their forefathers through a world of adventure in this dramatic new 3D MMORPG. Developed by Gravity Co., Ltd. and powered by Gamebryo Engine, Ragnarok Online 2 continues the charming and cheerful original storyline, with familiar, well-loved characters such as the Porings and Peco Pecos, all in a glorious 3D environment.

In addition to vast improvements made to traditional game features such as the Card and Kafra Systems, Ragnarok Online 2 has new game highlights such as the Dual Life System, Social Emotes and the Khara System, all specifically designed for gamers of today. The 3D-rendered gameplay allows players to perform visually stunning in-game actions such as combating and healing, in a smooth and precise way that can rival any MMORPG in the market today.

“We carefully gathered and implemented plenty of feedback from gamers and fans of the franchise during the development of Ragnarok Online 2, and we believe this game will provide the best MMORPG experience for today’s new generation of gamers,” said Jeon, Jin Soo , the CTO of Gravity Co., Ltd. who was present at Licence2Play 2012 to meet and greet with gamers. “We are excited to have Asiasoft Online as our publishing partner in this historical launch and we will continue to work closely with them to provide the best Ragnarok Online 2 service in the region.”

“We at Asiasoft Online believe that Ragnarok is the biggest blockbuster gaming franchise of its time. We wanted no less than to announce Ragnarok Online 2 with a big bang at Licence2Play 2012, and to have it immediately available for all gamers to enjoy,” said Sherman Tan, Chairman of Asiasoft Online. “We are proud to be the first in the world to launch the English service of this title and we are privileged to partner with Gravity Co., Ltd. in our continuous effort to provide the best MMORPG services in the region.”

Ragnarok Online 2 Closed Beta Testing runs from 7th to 12th December 2012, with servers open from 1100hrs to 0200hrs (+8 GMT) daily. Once the game client has been downloaded and installed onto their PCs, gamers can login to the game using their Facebook ID or Asiasoft’s one-stop PlayID.

There is a plethora of exciting activities for gamers to earn exclusive rewards during Closed Beta Testing, and gamers will be given the chance to retain their In-Game Nicknames for the Open Beta, which starts on 27th December 2012.

Guild Wars 2 Review

You expect to see only fields of grazing deer and idle monsters but when you turn the corner, there’s chaos. Crowds crush together, jumping around and blasting spells and swinging huge weapons. You join in, and though all possibility for any real coordination is lost in the frenzy, a sense of community, of belonging, solidifies as everyone strives to destroy a shared target. In Guild Wars 2, ArenaNet builds these events into every single zone, teasing you to explore by instilling a sense that despite Tyria’s colossal size, another surprise isn’t far away.

There’s no global player versus player combat in main zones where you’ll level up to the 80 cap. Like Turbine’s The Lord of the Rings Online, Guild Wars 2 establishes a friendly, inviting atmosphere by setting everyone on the same path to vanquish a seemingly invincible evil, and effectively removes many of the genre’s tedious restrictions on cooperation. There are no long lines to wait in, no cliques of high level players lording their seniority over the rest, no wristbands required to see the most interesting stuff, everyone can easily take part in the cyclical, world-spanning party.

Anyone who’s played Warhammer Online: Age of Reckoning and Rift should be familiar with the idea of public questing, which ArenaNet utilizes to achieve spectacular effects in Guild Wars 2. More than serving as simply another bit of busywork, the events fill out the fiction of each zone, requiring those present to do things like aid Asuran scientists in a fight against colossal fiery destroyers in a volcano’s superheated stomach or defend a drowsy mountainside shack from rampaging steam-powered creatures. Events are often linked, so what begins as a simple kill quest could eventually turn into a full-on centaur invasion of an otherwise peaceful township, making each task more exciting because it could be lead to some sinister and undiscovered threat.

These events serve as Guild Wars 2’s primary form of quests. They activate in every zone regularly, and at low levels involve kill, escort or collection tasks. While the initial event goals may not be especially memorable, they effectively bind your cause to everyone else’s and set the tone for the rest of the experience. There are no hoops to jump through to participate in an event. You don’t have to group up and make sure everyone’s on the same step. There’s no waiting around for a group that’s already engaged the enemy to finish up so you can beat up the mob when it respawns. Instead, when something happens, you just show up and play.

Need help in Guild Wars 2? Check out IGN’s wiki.In higher level zones the events become more complex in nature, until, in the level 70 through 80 areas, you get zone-wide stories culminating in thrilling climactic encounters in ominous coral-lined battlegrounds. Even before reaching those, the outcomes of events beyond the starting zones gain significance as entire in-game structures can be destroyed and rebuilt, and waypoint travel through contested territory temporarily blocked. These events never seem to cease, making Tyria feel chaotic and vaguely plausible, a place where the forces of good and evil don’t simply wait around for your permission to act.

You get experience and virtual currency for partaking in these roving battle parties regardless of which stage you happened to walk in at. By stripping away restrictions to join and generously blanketing all involved with rewards, ArenaNet provides ample motivation to bunch up and share the storytelling experience as NPCs shout orders and crack jokes while monsters attack. It brings the whole world together so naturally that there’s rarely a lonely moment, and anytime the in-game interface lights up with notifications and you see a big cluster of players, it’s always a joyous event.

One drawback of this system is, though the social experience and spectacle of the bigger event chains can be exhilarating, the gameplay doesn’t really match up. After running an event multiple times and learning the story and its mechanics, the initial sense of wonder melts away, and most are left doing the same old dull skill rotations over and over. Often such a big crowd gathers at an event that it’s easy to get lost in in the fireworks of spell effects and slashing of giant weapons, making it difficult to tell what effect you’re really having in the overall battle. As social storytelling devices the events are brilliant, but in making the experience accessible to all, sophisticated gameplay is sacrificed.

Still need help in Guild Wars 2? You can also check out IGN’s iOS app.Aside from events, the world of Tyria is dotted with quest givers represented by hearts on the world map, and the tasks they offer are more standard MMO fare. There’s still no quest log associated with these NPCs; their demands can be met by simply standing near them and completing specific tasks like rousing lazy workers, mending fences, killing enemies and retrieving artifacts. Compared to the hyperactive pageantry of the event system, the gameplay of the heart tasks feels tedious, despite ArenaNet’s frequent implementation of alternate skill bars to add variety. They’re something to do instead of something worth doing, which even ArenaNet appears to recognize because heart tasks appear nowhere in the post-level 70 zones.

Still, event chains and heart tasks are often built to overlap, so not too much time must be spend taking care of Guild Wars 2’s chores. Better yet, nearly everything in Guild Wars 2 awards experience, from mining to jumping up the sides of mountains to reach vista points to leveling your crafting skills by discovering recipes for stuffed mushrooms and cheese pizza. If someone else in the world is already attacking an enemy, you can attack too and still claim loot and experience. If someone is already mining ore, that doesn’t prevent you from mining it as well. So not only are other players barred from attacking and killing you in the PvE world, they’re prevented from inconveniencing you, which casts off a significant amount of unnecessary tension usually associated with MMO play. You’re constantly showered in positive reinforcement, given items or experience or currency or all three for nearly everything, and yet it never seems excessive to the point where the rewards lose their significance.