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Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

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Queuing and Cash Shops

One thing Disney does really well is queuing. The theme parks manage lines well and almost all have a “pre-ride experience,” something to do/see while waiting. For example, if you are waiting for The Little Mermaid ride, the line winds through a structure that looks like a rocky cove, children are encouraged to point out items for digital crabs to take to Scuttle, and later Scuttle is holding court with an extended routine about the items crabs are bringing him. The Haunted Mansion has a graveyard with humorous epitaphs, an area to take pictures with some sculptures, interactive musical and water-shooting mausoleums, cast members in-character as household staff of the doomed, and then several tiers of queues as there is an outside line, a room where riders are collected, a next room where the walls grow (copied from Disneyland, where an elevator was needed for space reasons, I am told), and then a final queue before the actual ride. You are still waiting, but it feels like there is something to do, and when the lines are very short it sometimes feels like you are missing something if you skip that content.

Disney is also starting to use a Fastpass system whereby you can schedule a time to come back and skip towards the front of the line. You are queuing virtually and can do other things, which moderates the lines at the most popular attractions.

Across town, Universal has some pre-ride experiences, but is instead trying to monetize their lines. They have an express pass system, whereby you can pay more to skip to the front of lines at popular attractions. The marketing for this is delicate, as they are explicitly advertising long lines as a reason to give them more money. As an MMO player, you are familiar with “pay us to skip the built-in hassles.” Of course, that same marketing encourages everyone to think of the park as having long lines, annoys the people paying the normal amount because of P2Win, and then they cannot even celebrate the express passes as being popular because skipping to the front just becomes another line if too many people are paying for the privilege.

: Zubon

[GW2] The Aetherpath

I ran the new path in the Twlight Arbor dungeon last night successfully with more or less a pick-up-group. I say more or less because Mrs. Ravious and a friend who plays Guild Wars 2 casually came along with two completely random strangers. Mrs. Ravious does not spend much time at all in dungeons, and my friend who has some dungeon experience exclaimed that this was possibly the hardest dungeon experience he’s ever had. Our winning combination was a necromancer (me), a ranger, an engineer, a guardian, and a thief.

The Coordinated 80

The first thing to note about the Aetherpath is that it is level 80 content. Twilight Arbor is a level 50 story dungeon with two other explorable paths at level 55. The Aetherpath is much more difficult at least in part because it does require a decently geared level 80. I am not talking ascended, but players that intend to hit the Aetherpath should have a “build” complete with prefixes, runes, and jewels.

The other piece of the difficulty is in coordination. Almost every bit of the dungeon requires some coordination especially with the boss fights. It is not enough that players understand the mechanics because there are still roles involved. It is doable with a random group, but that group has to be prepared to face content requiring a specific plan of attack. Somehow my group gelled last night, but I am honestly not sure how. Continue reading [GW2] The Aetherpath

[GW2] Twilight Assault Preview Thoughts

The limited preview a few fansites and press had last week for Guild Wars 2 was run by Leif Chappelle. He was part of the team that designed the new path to Twilight Arbor, but the team had already cut its teeth on the Aetherblade Retreat dungeon. Chappelle’s dungeon design experience stemmed from the Molten Alliance dungeon. This was a pretty good start to creating a team that would make the level 80 dungeon path for Twilight Arbor.

For some fans the decision to make another path would come at too great a cost because the new path replaced the much reviled forward/up path. Of course now to some the lovingly named TAFU (Twilight Arbor Forward Up) was the best dungeon path in the game. Chappelle already addresses these concerns with diplomatic aplomb on the official forums; although he acknowledges that some fans will not be happy regardless. Continue reading [GW2] Twilight Assault Preview Thoughts

[GW2] Tequila, Twilight Bitters, and an 8-bit Garnish

I am pretty excited about tomorrow’s update bringing a new path to the Twilight Arbor dungeon. Once Leif Chappelle broke radio silence on the official forums I knew that this update would be top notch. Chappelle worked on the really fun Molten Facility dungeon and he joined forces with the krewe of Aetherblade Retreat, which was also really well done. These folks, in my opinion, understand what should be a dungeon in Guild Wars 2.

However, this is a level 80 dungeon. I noticed between school starting and a vacation right after school started (I believe corpocratic discussions amidst Disney-beings is more worthwhile for my daughters’ futures than grammar and recess) where was I, yes I had stopped writing the New Players Guides. Believe you me, this was not a conscious decision. Thankfully some part of my gray matter had seen the pattern before I did. ArenaNet has been mixing their drinks lately for end game players. Continue reading [GW2] Tequila, Twilight Bitters, and an 8-bit Garnish

[GW2] Tea Time with Tequatl – Dragon Hour Two

Jeromai comments on the lessening population concerned with Tequatl’s incursion on some south beach. Basically the Living World event focus is starting to blur. It’s to be expected since ArenaNet seems publicly aware that during the second week of something new player activity starts to diminish.

On the other hand, I am enjoying beating that rotten face every night around server reset. It all depends on community and personal focus. The people are there; it’s just a matter of finding them. Continue reading [GW2] Tea Time with Tequatl – Dragon Hour Two

Taking Advantage of the Disney Meta

There is a certain class of fan that treats a day at the park like a game. Most time on rides and least time in line wins. With the addition of FastPass, the strategy has become even more Serious Business.
TV Tropes on Disney Theme Parks

In one of KTR’s great missed connections, I am at Disney right now. Here, as in your game’s forums, you can take advantage of the people who very seriously study your form of entertainment.

Most of our readers are not serious theorycrafters who believe others are borderline griefers if they are intentionally being less than maximally efficient. Those theorycrafters, however, are really useful to the rest of us because they find the efficiencies, and that knowledge can spread freely. You need not be maximally efficient to learn how you can do what you already do better with almost no effort.

Enter tourings plans. People have already figured out which days at the park are the busiest and what order to ride rides to minimize your time waiting in line. You do not need to take the maximally efficient route to knock an hour or more off your waiting time, which is a good thing both for you and for the people who would be standing behind you in those lines.

Bonus note 1: in the off-season, all lines are shorter, so I have stood in perhaps an hour of lines over two days. Bonus note 2: if you are relatively sedentary, as gamers often are, practice walking and being on your feet for hours. After two not-full days at the parks, we have one member of our party who wants a day off. That leads to bonus note 3: schedule a day off amidst a multi-park trip, preferably Saturday.

: Zubon

[GW2] The Ebb and Flow of Tequatl

I was in Disney World when Tequatl hit.  It was interesting to see the race for world first from an out-of-game, and by the time I returned on Friday the meta had mostly solidified around the updated world boss fight. Across the weekend I felt I had a pretty good look at the event and the community surrounding it.

Stacking The Main Event

Tequatl of old required little thought. There was no danger of being near the dragon. In fact with the additional enemies roaming the exterior marshes it was more dangerous away from the dragon. There was a laser few people cared about, and I guess some turrets or something. Outside of a few fears there was not much to do besides press #1 and watch the nightly news before a rare popped out of Tequatl’s right arm. Some things have changed, and some remain the same. Continue reading [GW2] The Ebb and Flow of Tequatl

[GW2] Experience With the New Patch So Far

Guild chat does not work for some people. I am one of them. Sparkfly Fen, the center of the new content, is on perpetual overflow.

I cannot play the new content with my friends or even talk to them, but other than that and the bugs, it is going well so far. Reasonable expectations: in a few patches, the game will be back to where it was last week, and by the time I am on vacation, the new content will be playable.

: Zubon

[GW2] Tribulation Get!

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I beat Super Adventure Box, World 1 in Tribulation Mode. Where to even begin?

It’s not overly hard. Yes, there were spots where it took quite some time to get that right line and jumping precision. There were plenty of places I found “unfair”, such as Zone 1’s rock path right after checkpoint 2. Jeromai muses more on the the concept of “hard” in Tribulation Mode, and I think he comes to the right conclusion. It’s more about time than difficulty.

How quickly can a player find that right path? Going back to the rock path for the first few rocks I noticed that the rock’s response time seemed dependent on where I landed and what angle I came in on the platform. The less of the platform under my feet and the more precarious the angle seemed to make the rock unsure whether to ground pound with the resulting invisible shockwave of death. The later rocks were more easily foiled with a dodge aimed directly at the rock. I figured out that part of the puzzle, and all of the sudden unfairness was not an issue since I saw that narrow lane where it was very fair (and beatable). Continue reading [GW2] Tribulation Get!

Unrealized CoH Dreams: Origins

City of Heroes did great things with scaling that other games are still struggling to adapt, but its character origins were a vestigial feature that never panned out. The early designs made origins important, but that did not translate to the final game.

City of Heroes used “origin” where another game might use “race,” just as it had “archetypes” instead of “classes.” Continue reading Unrealized CoH Dreams: Origins