#Mobile Legends Alpha Gameplay
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scmoba · 2 years ago
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mobilelegends-biografi · 4 months ago
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ALPHA "Blade of Enmity"( FIGHTER )
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Biografi Hero Mobile Legends: Alpha - "Sang Cyborg Tempur dari Masa Depan"
1. Identitas dan Latar Belakang
Nama: Alpha
Role: Fighter
Specialty: Lifesteal / Burst Damage
Fraksi: Lab 1718
Julukan: "War Machine"
Alpha adalah hero Mobile Legends dengan desain futuristik sebagai cyborg tempur. Ia diciptakan untuk menjadi senjata pamungkas oleh Lab 1718, laboratorium rahasia yang menciptakan makhluk-makhluk eksperimental. Terlahir sebagai prajurit setengah manusia dan setengah mesin, Alpha memiliki tubuh bionic yang dirancang untuk mendominasi medan pertempuran dengan kekuatan brutal dan kelincahan tinggi. Bersama Beta, drone pendampingnya, ia selalu siap untuk menuntaskan misinya di Land of Dawn.
2. Kisah Awal Alpha
Alpha diciptakan oleh ilmuwan di Lab 1718, laboratorium yang terkenal karena eksperimen-eksperimen berbahaya. Bersama dengan Saber dan Beta, Alpha adalah salah satu proyek ambisius Lab 1718 dalam menciptakan prajurit biologis yang sempurna. Ia dirancang menggunakan sel manusia dan teknologi mesin terkini, menjadikannya cyborg dengan kekuatan fisik yang luar biasa dan kecerdasan analitis seperti manusia.
Namun, di tengah proses pembentukan kesadaran, Alpha mulai mengembangkan naluri kemanusiaan. Ia mulai menyadari bahwa Lab 1718 hanyalah alat penindas yang menggunakan ciptaan mereka sebagai senjata untuk tujuan egois. Berbekal kehendak bebas yang baru ditemukan, Alpha dan drone pendampingnya, Beta, memutuskan untuk melarikan diri dari cengkeraman laboratorium. Kini, Alpha berpetualang di Land of Dawn, bertarung untuk tujuan yang lebih besar: menemukan arti kebebasan dan identitas sejati.
3. Kemampuan dan Keahlian Alpha
Alpha dikenal sebagai fighter dengan lifesteal dan burst damage tinggi. Ia mampu memberikan serangan bertubi-tubi dan memulihkan kesehatannya berkat regenerasi dari skill-nya. Kombinasinya dengan Beta juga membuatnya sangat mematikan dalam pertempuran, dengan crowd control dan burst yang konsisten. Berikut kemampuan Alpha:
Passive – Beta, Advance! Setiap serangan Alpha akan memanggil Beta untuk menyerang musuh secara berkala, memberikan damage tambahan.
Skill 1 – Rotary Impact: Alpha menyerang ke depan dengan menyabet musuh menggunakan senjatanya, memperlambat mereka dan memanggil Beta untuk menyerang area tersebut.
Skill 2 – Force Swing: Alpha mengayunkan senjatanya dengan kekuatan penuh, memberikan damage area dan memulihkan HP-nya berdasarkan jumlah musuh yang terkena.
Ultimate – Alpha, Charge! Alpha melompat ke arah musuh dan menyerang dengan kekuatan besar, memberikan stun dan memanggil Beta untuk ikut memberikan damage tambahan.
4. Kepribadian dan Motivasi
Alpha adalah sosok yang penuh dilema antara manusia dan mesin. Meski tubuhnya hampir sepenuhnya mekanis, ia memiliki jiwa dan kesadaran layaknya manusia. Alpha sering kali merasa bahwa dirinya hanyalah alat perang yang diciptakan oleh Lab 1718, tetapi ia juga ingin menemukan jati diri yang lebih dari sekadar senjata. Perjuangan untuk kebebasan dan pencarian makna hidup inilah yang membuatnya terus maju dalam setiap pertempuran.
5. Skin dan Kostum Ikonik Alpha
Alpha memiliki beberapa skin menarik dengan konsep futuristik dan tempur, yang membuatnya terlihat semakin menakutkan di medan perang:
Bumblebee (Transformers): Skin kolaborasi resmi dengan Transformers, membuat Alpha berubah menjadi robot ikonik, Bumblebee.
Onimusha Commander: Skin bertema samurai futuristik, menampilkan perpaduan budaya dan teknologi dalam satu sosok.
Sea Gladiator: Skin bertema prajurit laut dengan armor yang kokoh dan elegan.
6. Gameplay dan Strategi
Alpha adalah fighter yang kuat dalam mid hingga late game, berkat kemampuan sustain dari lifesteal dan kemampuan crowd control-nya. Ia sangat cocok untuk inisiator serangan karena ultinya mampu melumpuhkan lawan, membuka peluang bagi tim untuk melakukan serangan lanjutan. Dalam pertarungan satu lawan satu, Alpha bisa mengungguli musuh berkat HP regen dan burst yang tinggi.
Tips bermain Alpha:
Gunakan Rotary Impact untuk memperlambat musuh dan mengatur posisi serangan.
Manfaatkan Force Swing di tengah kerumunan musuh agar bisa memulihkan HP lebih banyak.
Saat melihat lawan berkumpul, gunakan Alpha, Charge! untuk membuka serangan dan membuat musuh dalam kondisi tertekan.
7. Kesimpulan
Alpha adalah hero yang menggambarkan perjuangan antara kekuatan teknologi dan jiwa manusia. Dirinya bukan hanya mesin pembunuh, tetapi juga prajurit dengan jiwa yang mencari kebebasan. Kemampuannya dalam burst damage dan sustain membuat Alpha menjadi pilihan yang kuat di medan pertempuran, terutama untuk pemain yang suka bertarung agresif. Dengan kehadiran Beta sebagai drone pendamping, Alpha selalu siap untuk mengalahkan siapa pun yang menghalangi jalannya.
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ingamechannel · 5 years ago
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“Death is like the wind—always by my side.”
Yasuo is in assassin and fighter roles of
League of Legends Wild Rift
. Yasuo is a melee duelist champion that has high damage, dash, and airborne ultimate. Yasuo is commonly play in Baron or Mid lane.
Skills: Steel Tempest, Wind Wall, Sweeping Blade, Last Breath
Passive: Way of the Wanderer
Way of the Wanderer - Yasuo's Critical Strike Chance is doubled. Additionally, Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster.
Steel Tempest - Thrusts forward, dealing physical damage.On hit, grants a stack of Gathering Storm for 6 seconds. At 2 stacks, Steel Tempest fires a whirlwind that knocks Airborne.
Wind Wall - Creates a moving wall that blocks all enemy projectiles for 4 seconds.
Sweeping Blade - Dashes through target enemy, dealing magic damage. Each cast increases your next dash's base Damage by 25%, up to +50%.Cannot be re-cast on the same enemy for a seconds.If Steel Tempest is cast while dashing, it will strike as a circle.
Last Breath - Blinks to an Airborne enemy champion, dealing physical damage and holding all Airborne enemies in the area in the air for an additional n second(s).
#WildRift
#LeagueofLegendsWildRift
#LeagueOfLegendsMobile
#wildrīft
Dont forget to like the video and subscribe and turn on the bell icon 🔔
Yasuo In Game | Yasuo In Game | Alpha Test In Game | LoL Mobile In Game | In Game Channel
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secretcycle · 5 years ago
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calmevetlgreen-blog · 5 years ago
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thesevenseraphs · 6 years ago
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Update 2.0.0 Patch Notes
Service Announcements:
Destiny 2 Update 2.0 will bring many changes to the Destiny 2 experience in preparation for Forsaken. Some features may not be fully operational until September 4.
This is the final week of Season 3. Season 4, “Season of the Outlaw,” begins on September 4.
Player Character
General
Subclass screen updated in preparation for Forsaken
Weapons and Armor
Exotic Armor
Hunter
Orpheus Rig
No longer grants Super energy on bloom and damage sharing
Raised base Super amount that you receive from tethers to create a more consistent and less exponential experience
Super energy given is scaled up when more powerful enemies are tethered
When used with Moebius Quiver, grants additional tether shots
Does not grant ability energy on tethering targets
Celestial Nighthawk
Now grants 33% of your Super energy back if the target is killed by the shot
Wormhusk Crown
No longer starts regeneration of health and shields
Instead grants a larger health and shield bump at the beginning of dodge instead of at the end
Knucklehead Radar
Enhanced radar resolution while crouching
Lucky Pants
Extended duration of Illegally Modded Holster
Shinobu's Vow
Skip grenade returns some energy when it damages an enemy
Warlock
The Stag
Rift dropped from death now has standard rift duration
Eye of Another World
Ability recharge bonus increased
Nezarac's Sin
Increased duration of Abyssal Extractors
Rapid kills extend the duration up to 20 seconds
Skull of Dire Ahamkara
Increased Super energy gained from Nova Bomb kills
Killing higher-ranked enemies now rewards more Super energy
Transversive Steps
Enhanced mobility
After sprinting for a short time, your currently equipped weapon is automatically reloaded
Winter’s Guile
Tuned damage and duration per stack to be more consistent
Titan
Mk. 44 Stand Asides
Overshield granted by sprinting appears faster
Hallowfire Heart
Base cooldown reduction when Super is uncharged in addition to CDR when charged
Helm of Saint-14
Grants allies an overshield for a short duration when passing through Ward of Dawn
Mask of the Quiet One
Increased energy gain from incoming damage
While critically wounded, health is granted from kills
Crest of Alpha Lupi
Healing pulse is more effective
Peacekeepers
Increased movement speed when wielding an SMG
Wormgod’s Caress
Tuned damage and duration per stack to be more consistent
Weapons
Developer Insight:
With Forsaken, we've made a major change to the systems—the freedom to slot powerful weapons in either the Kinetic slot or Energy slot. This fundamental change necessitated a fresh look at a player’s damage output in both PvE and PvP.
Primary ammo weapons and Special ammo weapons may exist in either the Kinetic or Energy slot.
Heavy ammo weapons can exist only in the Power slot.
Ammo type and damage type are now fixed attributes of a specific weapon.
Ammo distribution models updated entirely to support weapon slot changes.
Energy weapons no longer deal bonus damage to active enemy Supers.
Ammo Economy
Primary Ammo Weapons
Hand Cannons
Scout Rifles
Auto Rifles
Sidearms
Submachine Guns
Special Ammo Weapons
Fusion Rifles
Shotguns, Sniper Rifles
Trace Rifles
Single Shot Grenade Launchers
Heavy Ammo Weapons
Drum-Loaded Grenade Launchers
Rocket launchers
Linear Fusion Rifles
Swords
The following Year 1 weapons have moved to the Kinetic slot
Baligant
Shepherd's Watch
Hawthorne's Field-Forged Shotgun
Alone as a God
Perfect Paradox
The Frigid Jackal
Silicon Neuroma
The following Year 1 weapons are now locked to Solar damage
IKELOS_SR_v1.0.1
IKELOS_SG_V1.0.1
The following Exotic weapons did not change slot and still use Heavy ammo
Tractor Cannon
The Legend of Acrius
D.A.R.C.I.
Whisper of the Worm
Developer Insight:
The tuning of Destiny weapons and abilities is inexorably tied to the systems that we build upon. Ultimately our goal is to still provide gameplay challenge despite a global increase in player damage output due to the new systems introduced. To properly support the higher uptime of Shotguns, Snipers, and Fusions, the following changes were made to all weapons in the game.
Primary Ammo Weapons
Increased precision damage output of Primary ammo weapons
Increased in-air accuracy
Decreased body shot damage in PvE 
Decreased Auto Rifle damage required to stagger enemies to compensate for reduced body damage
Special Ammo Weapons
Reduced damage output of Special ammo weapons
Increased damage of Trace Rifles
Trace Rifles now disintegrate defeated enemies
Heavy Ammo Weapons
Grenade Launchers:
Increased damage and blast radius
Linear Fusion Rifle
Increased damage
Reduced time to charge and fire
Reduced aim assist
Swords
Increased ammo
Increased damage mitigation when guarding
Exotics
Sleeper Simulant
Fixed issue where charge time was not displayed properly on weapon
Magazine size increased
Reduced base damage
Borealis
Bonus damage after breaking a shield increased on precision hit
Still grants bonus damage on body shots
Prometheus Lens
No longer generates Special ammo on kill
Tractor Cannon
Repulsor Force's Weaken effect now also increases non void damage by 33%, but no longer stacks with other weaken effects. (Shadowshot,Hammer Strike, etc).
Perks
Explosive Payload
Reduced bonus damage output
Ambitious Assassin
Increased time allotted between kills to earn bonus ammunition
Backup Plan
Decreased amount of time weapon must be stowed for perk to become available
Box Breathing
Reduced time required for perk to activate
Reduced precision bonus
Perk now resets after firing
High-Impact Reserves
Damage bonus granted earlier in magazine
Grave Robber
Now reloads your entire magazine
Primary ammo is granted directly to magazine
Heavy and Special ammo is transferred from reserves to magazine
Field Prep
Increased inventory reserves
Increased stow, ready, and reload speed when crouched
Auto-Loading Holster
Reduced time required for perk to activate when weapon is stowed.
Opening Shot
Increased falloff range (weapon does more damage at longer ranges)
Triple Tap
Grants ammo directly to the magazine; no longer pulls from reserves.
Mods
Starting with 2.0.0.1 (9/4/2018), Year 1 mods can no longer be inserted into gear or weapons. You will no longer be able to insert any mods into Year 1 gear or change the elemental damage type come next week.
Misc
Fixed an issue where Rocket Launcher stability stat was not working as intended
Fixed an issue where the Impact Casing perk on Grenade Launchers did not function
Swords now have the ability to accept shaders
Abilities
General
Visual layout of perks has changed in subclass paths
Increased base Guardian melee damage
It now takes two melee hits to defeat an enemy Guardian in PvP
Increased the base damage of Seismic Strike, Hammer Strike, and Shield Bash
Adjusted active Super bonus damage resistance values
Added a timer to the status effect for Healing Rift, Empowering Rift, and Rally Barricade to communicate the time remaining before they expire
Grenades
Axion Bolt
Increased base damage
Increased the amount of time it takes for the tracking strength to lower
Flashbang
Increased base damage
Incendiary Grenade
Increased base damage
Storm Grenade
Increased base damage
Scatter Grenade
Re-tuned range and falloff ranges for the detonations for more reliable damage
Magnetic, Fusion, and Flux Grenade
Increased base damage
Damage is now the same whether a target has been stuck or simply walked over grenade when detonating
Magnetic Grenade now detonates a second time only if it's attached to a target
The second detonation no longer only occurs on the grenade itself and will now be applied to each individual target hit by the initial detonation
Skip Grenade
Increased impact damage of each Skip Drone impact for a higher total potential damage
Voidwall
Increased the damage of initial Void Wall wave
Hunter
General
Marksman’s Dodge is now considered a reload; it can interact with Kill Clip, Rat King, etc.
Gunslinger
Practice Makes Perfect perk now grants Super energy on throwing knife kills
Increased the duration of all versions of Golden Gun
Nightstalker
Once activated, the Shadowshot tether will find enemy targets more reliably within its search radius
Titan
General
Rally Barricade no longer requires players to take cover to reload—it now feeds ammo to your magazine over time
Striker
With Terminal Velocity enabled, the opening Fists of Havoc slam no longer leaves a lingering damage area
Lowered the health threshold for triggering Knockout so that it triggers sooner, to keep up with the PvP lethality changes
Increased the lunge range of the Fists of Havoc melee attack
Sunbreaker
Sol Invictus will now trigger on burn kills
Sentinel
Increased Ward of Dawn health significantly
Increased the amount of health provided by the Ward of Dawn overshield
Sentinel Shield Super
Increased Shield Throw projectile speed
Shield Throw no longer loses damage after bouncing or ricocheting off targets
Faster attack animations for grounded melee attacks
Increased Sentinel Super damage in PvE
Warlock
General
Increased Healing Rift effectiveness
Empowering Rift now increases precision damage (previously, bonus damage was capped at the weapon’s precision damage in PvP)
Stormcaller
Increased the PvP damage of Stormtrance
Increased Arc Soul’s projectile speed
Dawnblade
Increased Dawnblade projectile speed and base tracking strength
Voidwalker
Significantly reduced the length of time that Blink disables your radar and HUD
Chaos Accelerant no longer costs Super energy to use
Increased the damage bonus granted by Chaos Accelerant for each Voidwalker grenade
PvE
Daily Heroic Story Playlist
Year 1 meditations have been retired and replaced with a Heroic Story playlist
These will share modifiers with Heroic adventures and strikes
Forsaken campaign missions will be featured at 500 Power, while Year 1 campaign missions will be featured at 200 Power
Destinations
Wanted escapees from the Prison of Elders now roam the open world
They will not drop rewards until September 4, 2018
Increased the difficulty of Lost Sectors
Example: EDZ Lost Sectors are now 240 Power
Adventures
Replayable adventures have been removed from destination vendors
Heroic adventures have been added to all destinations
Destinations without Heroic adventures before Forsaken will have them available during their Flashpoint weeks
A random Heroic adventure will be available each day
Mercury and Mars Heroic adventures are unchanged
Heroic adventures will share similar modifiers with daily Heroics and strikes
Strikes
Vanguard Strikes
Heroic Strike playlists have been retired for all players and replaced with a single content-appropriate playlist:
Legacy 
Strikes playlist matches the legacy playlist that is currently available in Year 1
Recommended Power 200
Will have modifiers
Forsaken
Strike playlist has three difficulties to select from:
Recommended Power 300 (not available when your level is 40 Power higher)
Recommended Power 400 (not available when your level is 40 Power higher)
Recommended Power 500 (always available)
Will have modifiers
Nightfall
Retired Prestige difficulty
Increased base difficulty for Nightfall activities
Players can choose one of three Nightfall strikes each week
Players may select only the strikes for which they own the appropriate expansions
Legacy players will still be able to enable modifiers via the Challenge Card, but scoring will be disabled in the 270 Power Nightfall
General
Escapees from the Prison of Elders now appear in strikes, Lost Sectors, and public areas
Items & Economy
General
Collections (emblems and Exotics) that are found in the vault will be unavailable during the week of August 28–September 4, but they will return with 2.0.0.1 in the upcoming Collections tab
Exotics will now always drop at or above your Guardian’s Power level
Year 1 challenges will no longer grant destination materials or tokens
Destination materials can be earned via bounties, available from their respective destination vendors
Anything that previously granted destination tokens or Rare materials will grant Common destination materials moving forward
Destination tokens and Rare destination materials are no longer granted, but they can still be redeemed for reputation if you have them in your inventory
Xûr
His will is not his own
No longer displays a vendor icon on destination maps
No longer tied to Flashpoints
He has a clear purpose but cannot explain it—forgive him
Fated Engrams grant only pre-Forsaken Exotics
Tower
Increased vault size to 500 slots
Players can now dismantle shaders in stacks of five in Master Rahool’s vendor screen
Cayde-6
Cayde-6 has left the Tower to investigate disturbances in the Reef
Removed Treasure Maps and Scout Reports
Technical
Localization
Added Korean language support to consoles
User Interface
Updated title screen to reflect Forsaken launch
Director
The Director screen has been updated to reconfigure the way challenges, milestones, Flashpoints, and quests are presented:
Challenges
The Year 1 challenge system has been removed and converted into bounties, which will be available through their respective destination and activity vendors on September 4
Bounties are displayed in the Pursuits bucket of the inventory screen
In Year 2 (Forsaken), “challenges” now refer to the bonuses that grant rewards on a daily or weekly basis 
These can be seen in the Director via new indicators on a playlist or destination when available
Milestones
The milestone tray will now be limited to showing specific quests and quest steps
One-time completion objectives, such as campaign missions, subclass missions, and strikes introductions will remain as milestones
Players who do not have any active milestones will not see a milestones blade being displayed
Many Year 1 milestones have been converted into challenges
These challenges will continue to grant powerful rewards
Weekly and daily milestones
Previous weekly and daily milestones, such as strike completion and Crucible, will now appear as weekly or daily challenges on their associated playlists
Flashpoints
The Flashpoint milestone will now appear as a challenge visible on its respective destination vendor
Flashpoint progress has been expanded to include Lost Sectors and Heroic adventures
Exotic quests
Exotic quests are now displayed in the Inventory tab under the Pursuits bucket
They can be recovered at the quests’ associated vendor if abandoned
Exotic quests now correctly use Exotic coloring in the UI
Icons for Exotic quests are now appropriately represented with Exotic rarity
World quests
World quests are now displayed in the Inventory tab under the Pursuits bucket
Updated the Director with a new theme and layout to better represent destinations for Year 2
Presell is in the Reef location
The “Leviathan” raid and raid lairs have been moved to Nessus
Character Screen
Weapon slots
Weapon tooltips now display ammo types
White ammo icon – “Primary”
Green ammo icon – “Special”
Purple ammo icon – “Heavy”
The HUD will show a color based on the associated ammo type next to each weapon on the weapon tray
Subclass screen
The path name is now being displayed along the bottom of the character art
Collections
Collections are not available until September 4
Triumphs
Triumphs are not available until September 4
Gear tooltips
Perks are displayed by name only on tooltips for Ghost Shells, weapons, and armor
Exotic perks will display a short description
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ludosgd · 2 years ago
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Unfinity Update to the Un-tensity Scale!
Hiya everyone! Some time ago I compiled the complete Un-tensity Scale for the un-cards from Magic: the Gathering. These cards don’t work under the normal rules, so I compiled the list to divide them into how close to being rules-compliant they are, from the ones that could work without a problem to those that require you to balance cards on your head. The latest unset, Unfinity, came out a few days ago, so I updated the list! In this post you can find the placements of the Unfinity un-cards, but you can also check out the complete Un-tensity Scale if you want!
Un-tensity Scale for Unfinity acorn cards:
Level 1: Basically Black Border — Cards that perfectly work under the current Magic rules.
White: /
Blue: Fluros of Myra’s Marvels
Black: /
Red: /
Green: Killer Cosplay, Tug of War
Multicolored: /
Colorless: Gallery of Legends
Level 2: Almost There — Cards that would require minimal amount of tweaking, either in their rules text or in the Comprehensive Rules, to perfectly work in black border.
White: /
Blue: /
Black: Scooch
Red: Goblin Blastronauts
Green: /
Multicolored: /
Colorless: Nearby Planet, Gift Shop, Push Your Luck
Level 3: Experimental — Cards with experimental mechanics, most of which have varying levels of rules issues, but are generally fine when played.
White: Far Out, Solaflora Intergalactic Icon
Blue: /
Black: Animate Graveyard
Red: Omniclown Colossus, Trigger Happy
Green: Icing Manipulator, Sole Performer
Multicolored: Claire D’Loon Joy Sculptor, Grand Marshal Macie, It Came From Planet Glurg, Truss Chief Engineer
Colorless: Urza’s Fun House, Centrifuge, Log Flume
Level 4: Printed-card Specific — From this point on, cards can care about things black border can’t: art, watermarks, lines of text�� Gameplay-wise, things start to get more silly.
White: Assembled Ensemble, Bar Entry, Jetpack Janitor, Katerina of Myra’s Marvels, Knight in ________ Armor, Leading Performance, Main Event Horizon, Park Re-Entry, T.A.P.P.E.R.
Blue: Busted!, Decisions Decisions, How Is This A Par Three?!, Treacherous Trapezist
Black: Disemvowel, Gray Merchant of Alphabet, Haberthrasher, Nocturno of Myra’s Marvels, Rat in the Hat
Red: Aardwolf’s Advantage, Don’t Try This At Home, Goblin Girder Gang, Ignacio of Myra’s Marvels, Vorthos Steward of Myth, Well Done
Green: Alpha Guard, Hardy of Myra’s Marvels, Jermane Pride of the Circus, Plot Armor
Multicolored: Angelic Harold, Lila Hospitality Hostess, Meet and Greet “Sisay”
Colorless: Greatest Show in the Multiverse, Park Map
Level 5: Physical/Vocal/Outside-the-game Requirements — Here, anything goes, from outside assistance cards to physical or vocal components to any kind of outside-the-game interaction.
White: Form of the Approach of the Second Sun, Get Your Head In The Game, Gobsmacked, Hat Trick, Impounding Lot-Bot, Now You See Me…, Surprise Party, Trapeze Artist
Blue: Animate Object, Astroquarium, Bag Check, Blufferfish, Focused Funambulist, Mobile Clone, Octo Opus, Phone a Friend, Plate Spinning, Super-Duper Lost
Black: Exit Through The Grift Shop, Knife and Death, Photo Op, Questionable Cuisine, A Real Handful
Red: Amped Up, Art Appreciation, Carnival Barker, Devil K. Nevil, Goblin Cruciverbalist, Juggletron, Opening Ceremony, Rock Star, Ticking Mime Bomb
Green: An Incident Has Occured, Mistakes Were Made, Pie-Eating Contest, Spelling Bee, Tchotchke Elemental
Multicolored: “Brims” Barone Midway Mobster, Pietra Crafter of Clowns
Colorless: Standard Procedure, Autograph Book, Blue Ribbon, D00-DL Caricaturist, Souvenir T-Shirt, The Big Top, Cover The Spot, Dart Throw, Guess Your Fate, Memory Test, Scavenger Hunt, Squirrel Stack, The Superlatorium, Trivia Contest
Changes:
Do-It-Yourself Seraph and Socketed Sprocketer go from Level 2 to Level 1, thanks to Exchange of Words and Centaur of Attention respectively being black bordered!
Thoughts on some placements:
Fluros of Myra’s Marvels (level 1): While this card technically works in black border, it is acorn because the whole partner cycle is acorn, as they decided to be consistent with this cycle’s acornness. However, I don’t think this one has power level issues.
Killer Cosplay and Gallery of Legends (level 1): Both can make copies of creature cards. While the mechanic can work in black border, it has slow play issues, because it asks you to have an encyclopedic knowledge of the 20000+ cards that exist in the game, and, especially in the case of Killer Cosplay, it is a dangerous ability to make legal in Legacy/Vintage.
Tug of War (level 1): another card that technically works within the rules, it’s acorn because now subgames are deemed acorn. I can understand that: subgames can be a logistical nightmare in black border games, where the participants probably want a less messy experience. In acorn games however, this card is a blast, just like all other subgame cards!
Scooch (level 2): Scooch can’t be black border because you can’t target dice rolls! However, in a wordier way it might work outside of acorn, so in level 2 it goes.
Goblin Blastronauts (level 2): This card asks you to copy spells or abilities that already resolved, so it doesn’t work within the rules, even though it’s extremely intuitive and probably closer to black border than the level 3 stuff.
Nearby Planet (level 2): Nearby Planet has some rules issues from what I understand, but it’s acorn mostly because it might have been a dangerous card to put in tournament formats, as its level of synergy is super high.
Gift Shop and Push Your Luck (level 2): Both are level 2 just because the Teddy Bear token is pink. Literally just that. So, my thoughts about them are similar to those on Water Gun Balloon Game and Sword of Dungeons & Dragons: play them, and if you don’t like pink just rule it to be colorless or some other stuff ;)
Astroquarium and Juggletron (level 5): While these two cards care about their own art (and caring about art is level 4, not 5), the specific way they do is, I believe, over the line. First of all, they reward specific dimensions for the stickers, but most importantly they reward specific placement too, which arguably falls into dexterity issues. I can see the argument for them being level 4 though, and I would absolutely allow them in level 4 games.
Memory Test (level 5): Normally, in Magic, you can note stuff that is revealed and then hid again, as a memory aid: face-down creatures that have been looked at (Smoke Teller), cards revealed with a spell like Duress, the list goes on. However, Memory Test specifically asks you to play a game of Memory (which is the reason it’s acorn in the first place), so in level 5 it goes!
Conclusion:
Unfinity looks like a blast and I can’t wait to play it; thanks for reading! I hope you found this post interesting and I hope you have a wonderful day!
Enjoy! I will return now to my usual tomfoolery :D
Complete Un-tensity Scale
In-depth Explanation of the Un-tensity Scale
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scmoba · 2 years ago
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ilikepiner · 2 years ago
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Top 5 NFT Card Games
If you enjoy playing card games, then you will probably enjoy the NFT card game, Gods Unchained. Developed by the same team as the Magic the Gathering game, Gods Unchained offers some of the best graphics and gameplay mechanics in a free-to-play game. You start with a base deck and can combine cards to make them more powerful and rare.
Gods Unchained
Gods Unchained is an Ethereum blockchain-based virtual card trading series. The game is designed by Immutable, a gaming company. The game is free to play, requires no registration, and rewards players for epic fantasy battles. As the game progresses, players earn more Flux, which they can exchange for valuable NFTs. Players can then trade these NFTs for GODS tokens.
The economy of the game is similar to the one used in games like Legends of Runeterra and Hearthstone. While every card has the same value, some are more valuable than others. To earn more money, players can purchase cards from other players or sell them on the game's Immutable X marketplace.
Crypto Spells
Crypto Spells is a medieval-themed NFT card game. In the game, players fight battles and compete in tournaments for rewards. Their cards are crafted with magical spells, monsters, and weapons from the medieval age. The game has raised more than 600 ETH in a single day and has tens of thousands of players.
Players purchase cards using their digital assets. The game has four levels of rarity, each corresponding to a certain number of cards. These cards are stored on the blockchain and can be traded freely. The game uses a third-party service that allows players to trade freely and securely.
CryptoSpells is a turn-based card game that uses Ethereum to power its blockchain technology. Each card has a value and can be exchanged for virtual currency. Using these tokens allows players to get a higher number of cards, and if a player wins a tournament, they can increase their winnings. The game can be played on mobile and desktop. In addition to purchasing cards, players can also earn SPL tokens, the game's in-game currency. Players can purchase these tokens with Ethereum or other digital currencies.
Berserk
Berserk in the NFT card game has a number of different aspects that make it an interesting and compelling game to play. Its turn-based gameplay emphasizes skill over luck. Players can crush their enemies with brute force, or outsmart them with clever tricks. Each card has unique abilities and attributes, and the player can use these to make a powerful lineup.
Players can also build their own custom decks for Berserk. With the deck builder, players can add, remove, and customize each card. They can also assign a unique name to their deck. Then, they can select the deck they want to use before each battle.
Empire Warriors
Empire Warriors is a blockchain-based card game with a minimalist design. Each card has a unique ID code recorded on the blockchain system and contains information about its owner. These IDs are then used for trading and exchanging virtual assets. In addition, players can stake their cards to increase their value and take part in battles to earn $EMP tokens. These tokens can be exchanged for stable coins.
Players can purchase and sell virtual assets through the Empire Warriors Marketplace. These players can also interact with each other through PvP battles. The more you play, the more money you will earn.
Parallel Alpha
The Parallel Alpha nft card game is still in open beta, but it already boasts a few hundred players per day. It has also renewed its airdrop for its Manifest program, which is for people with eligible Manifest wallet addresses. The goal of this airdrop is to provide a chance for people to buy game cards with future value. This airdrop has also helped Parallel Alpha launch an open beta version.
Each Parallel has its own set of cards, and each player needs a suit of 40 cards, containing one of the 5 Parallel types and a "General Card." The "General Card" can be used with any set of cards, and the cards vary in rarity. There are also Prime cards, which are extremely rare and powerful but have not yet been approved for official competitive play.
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levysoft · 6 years ago
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Il 15 luglio, durante la finale dei Mondiali russi, Francia e Croazia si sfidano per il titolo. Alla mezz’ora di gioco il punteggio è fermo sull’1-1 dopo l’autogol di Mario Mandzukic e il pareggio di Ivan Perisic. Al 38’ la VAR assegna un rigore alla Francia per fallo di mano di Perisic in area: Antoine Griezmann segna dal dischetto e porta i “Bleus” avanti 2-1. L’attaccante dell’Atletico Madrid si porta la mano alla fronte con l’indice e il pollice in perpendicolare, mentre inscena la danza “Take the L”. È in questo momento che il grande pubblico internazionale scopre l’esistenza di Fortnite. In realtà, però, non è la prima volta che Griezmann sfoggia la sua interpretazione della  “Take the L”, dove la L sta ovviamente per looser. Nella stagione 2017/2018 all’Atletico Madrid è diventata la sua esultanza preferita, ripetuta più volte.
Come molti ormai sapranno, l’esultanza di Griezmann richiama la sua passione per Fortnite, il videogioco prodotto dalla Epic Games che a un anno esatto dalla sua presentazione sul mercato ha monopolizzato l’attenzione mediatica, anche al di fuori dal mondo dei videogiochi. Fortnite rientra nel genere dei Battle Royale: decine di giocatori si ritrovano su una mappa, tutti contro tutti o a squadre (da 2, 3 o 4) e chi rimane vivo per ultimo vince. Lanciato nel giugno 2017, non riscuote immediatamente grande successo, oscurato dalla cavalcata trionfale di PlayerUnkonwn’s Battlegrounds (PUBG), che da marzo dello stesso anno ha aperto il mercato dei videogiochi e degli esport ai Battle Royale.
Prima di Fortnite
Ma neanche PUBG è il primo titolo di questo genere a presentarsi ai videogiocatori. Gli esempi precedenti più famosi sono H1Z1, Arma 2 e Minecraft, videogiochi che prevedono server in cui i giocatori si affrontano con armi e armature su mappe delimitatem finché non ne rimane uno solo: esattamente come nel film giapponese del 2000, diretto da Kinji Fukasaku e basato sull’omonimo romanzo distopico scritto da Koushun Takami, chiamato per l’appunto Battle Royale, da cui il genere videoludico prende il nome.
È però PUBG a sdoganare definitivamente la modalità raggiungendo un successo oltre ogni immaginazione fin dai primi mesi. Nonostante il costo, circa 30€, e l’essere ancora una versione alpha del gioco finale, il titolo è volato nelle vendite su Steam: nei primi tre giorni dal suo rilascio ha fatturato addirittura 11 milioni di dollari, e nel primo mese ha venduto un milione di copie con i guadagni che sono schizzati oltre i 34 milioni di dollari, superando i numeri di Overwatch e Counter-Strike: GO. A dicembre 2017, la stessa casa produttrice Blue Hole dichiara che i giocatori hanno superato i 30 milioni. Nel frattempo sono arrivate le versioni XBox, che in un mese diventa il quarto gioco più venduto di sempre negli Stati Uniti, e mobile, che ad agosto 2018 ha superato i 100 milioni di download.
Insomma, sembra che fosse lo stesso pubblico a chiedere  disperatamente un titolo in questo genere e la Epic ha capito alla svelta che poteva adattare Fortnite nella modalità Battle Royale.
Come funziona Fortnite
Fortnite prevede diverse modalità ma è il Battle Royale, manco a dirlo, quella più giocata. Epic Games ha deciso dopo poco di farne un titolo dedicato, presentandolo a settembre 2017. Le caratteristiche di base non cambiano: si gioca da un minimo di 80 a un massimo di 100, tutti catapultati sulla stessa mappa. La prima macroscopica differenza tra PUBG e la versione Battle Royale di Fortnite è che la Epic decide di rendere quest’ultima disponibile gratuitamente: nessun costo per il videogiocatore nella sua corsa verso la vittoria, solo la propria abilità. Qualsiasi altro contenuto oltre l’esperienza di gioco, però, è a pagamento: le skin, ovvero i costumi dei vari personaggi tra cui si può scegliere, decorazioni, danze celebrative delle vittorie (come la “Take the L”) e altri aspetti che migliorano l’esperienza visiva ma non sono necessari per vincere o dimostrare di essere i migliori. Sono le microtransazioni, un modello di business su cui si basa anche League of Legends, tanto per citarne uno.
La seconda differenza è lo stile cartoonato. Se la Blue Hole ha cercato di realizzare PUBG nel modo più realistico possibile, Fortnite è indubbiamente più semplice e più scanzonato dal punto di vista grafico. Uno spirito che si nota fin dalla prima esperienza: non ci si paracaduta da un aereo ma da uno scuolabus volante che si libra nell’aria grazie alla mongolfiera a cui è ancorato. Il vinder bus percorre una linea retta sorvolando l’area di gioco; i giocatori scelgono il momento in cui paracadutarsi e fluttuano sino all’area preferita. Una volta a terra, è il momento di visitare più strutture possibili: case, centri di ricerca, campi sportivi, tutti abbandonati ma colmi di forzieri e casse che contengono armi e munizioni, nonché pozioni per il recupero della vita e armature. Il solo piccone di partenza non può essere sufficiente, d’altronde, soprattutto negli scontri a distanza, ma è indispensabile per “rompere” tutto ciò che ci circonda.
Qualsiasi contenuto, che siano alberi o calcestruzzi o autovetture, può essere distrutto per ricevere in cambio materiali. È questa la seconda grande differenza con altri Battle Royale: la possibilità di ottenere non solo armi ma anche materiali per poter costruire strutture personalizzate. Legname, metallo e pietra sono le tre materie prime che è possibile raccogliere per realizzare rampe, divisori e varie strutture difensive: c’è chi costruisce torrette altissime, chi crea ponti da un palazzo all’altro. È come aver preso a prestito la componente “fai-da-te” da Minecraft che trasforma i videogiocatori in esperti di bricolage estremo.
Da questo punto in poi il gioco prosegue come tanti altri Battle Royale: eliminare più avversari possibili o attendere nascosti sperando che gli altri si uccidano tra loro. Ricordando, però, che rimanere nello stesso posto per tutta la durata della partita non sempre è possibile, perché a complicare il gioco è la presenza di una non meglio definita tempesta esterna, simile a quella presente su PUBG e con la stessa funzionalità: restringere la mappa disponibile sempre più rapidamente.
Un escamotage introdotto nei Battle Royale per evitare che rimanere sempre fermi nello stesso posto diventasse una strategia dominante. Rimanere nella tempesta è letale, con i danni che aumentano con il trascorrere del tempo all’interno della zona incriminata. Il restringimento obbliga così tutti i videogiocatori a muoversi a intervalli via via più brevi e in modo casuale: a inizio partita non si sa mai quale zona di mappa diventerà sicura. Le “safe zone” cambiano costantemente in modo circolare ma con centri sempre diversi: prevederle con sicurezza è pressoché impossibile.
Un altro aspetto che rende Fortnite un gioco differente riguarda il codice, in particolare la “fisica” che ne regola le interazioni. PUBG ha sposato il realismo a 360°: puntare il mirino in una determinata direzione, dal punto di vista della programmazione del gioco richiede che poi il proiettile arrivi in quel preciso punto desiderato. Fortnite invece ha preferito alleggerire il codice di programmazione, puntando su una fisica che potremmo definire quantistica: mirare in un punto non garantisce di colpire esattamente quel punto. Come per le nuvole di probabilità in cui si muovono gli elettroni, colpire in un punto della mappa su Fortnite si traduce nella probabilità di colpire un punto all’interno di un’area circoscritta all’obiettivo desiderato.
Un trucco utilizzato per alleggerire il codice ma che cambia significativamente l’obiettivo del gioco, che nel caso di Fortnite non è riprodurre la realtà nel modo più fedele possibile. Certo, non vale per tutte le armi disponibili nel gioco ma ha ugualmente un suo impatto determinante: significa aumentare la componente di fortuna a discapito dell’abilità individuale; ed è anche una delle principali dinamiche di divertimento, soprattutto per i cosiddetti casual gamers, cioè quelli che giocano una volta ogni tanto.
Fortnite è il primo videogioco Pop
Ma la forza di Fortnite risiede soprattutto nell’essere probabilmente il primo videogioco veramente “pop”. Secondo Wikipedia per cultura popolare si intende “l’insieme di idee, punti di vista, atteggiamenti, immagini e altri aspetti che hanno a che fare e che rientrano nel cosiddetto mainstream di una determinata antropologia culturale.” Significa riuscire a diventare oggetto comune, di massa, conosciuto non solo dagli addetti ai lavori ma di dominio pubblico, permeando la vita quotidiana della società in ogni suo aspetto, cambiandone persino il linguaggio, a prescindere dalla provenienza sociale: è trasversale e riesce a entrare nelle case di tutti, anche in modo marginale, come nel caso dell’esultanza di Griezmann (nel frattempo passato dalla Take the L al Saludo Real).
Solitamente a influenzare la società in questo senso sono i mass media. Fortnite deve invece la sua popolarità a due media atipici. Nella prima fase è stato lo streaming il mezzo che ha dato il via alla diffusione del titolo targato Epic Games: sulla scia di PUBG (fino a novembre 2017 il più seguito senza pari) Fortnite ha iniziato a spopolare su Twitch, prima, e su Youtube, poi. Passando cioè dal pubblico di videogiocatori e appassionati di Twitch, ai casual gamer di Youtube. Non solo partite da seguire in diretta ma anche gameplay con giocate divertenti o creative, che causano reazioni inaspettate e divertenti dei protagonisti.
A livello generale una delle fortune di Fortnite è il suo essere inclusivo. Altri videogiochi o esports come Hearthstone, League of Legends, FIFA o NBA 2K hanno un pubblico molto settorializzato e si rivolgono a una fan base ben determinata, difficile da ampliare coinvolgendo nuovi curiosi. Fortnite, invece, è molto più accessibile, semplice e adatto a ogni casual gamer: una volta scaricato, passare dall’accesso alla prima partita è praticamente immediato. Le partite, poi, durano anche meno di mezz’ora, intervallo di tempo ottimale per chi cerca un’esperienza breve ma al tempo stesso divertente. Non si vince? Pazienza: in meno di un minuto si è di nuovo in pista pronti a ricominciare.
Il secondo step di traino del gioco è poi arrivato dalle celebrities, sempre più attirate dal mondo dei videogiochi. Se in Europa a iniziare sono stati i calciatori, da sempre vicini alla PlayStation nei momenti liberi, guidati da Griezmann e Dele Alli, dall’altra parte dell’Atlantico gli endorsement sono arrivati da cantanti, produttori e cestisti. Drake, Chance the Rapper, il giocatore dei Los Angeles Lakers Josh Hart, addirittura l’attrice e conduttrice televisiva Roseanne Barr, 65enne, dice di vantare 20 vittorie su Fortnite. Che sia vero o meno rappresenta ugualmente l’esempio di come il videogioco si sia insinuato nella cultura popolare americana.
A sintetizzare al meglio il fenomeno Fortnite è stato Brian Feldman sul New York Magazine, che ha raccolto decine e decine di esperienze di giocatori che lo hanno condotto a definire Fortnite “The Most Important Video Game on the Planet”. Una sentenza impegnativa ma chiara, che trova giustificazione, secondo Feldman, nell’accostare Fortnite ai social network: «È simile a un qualcosa a cui accedi ogni giorno per passare del tempo, proprio come un app che cerchiamo costantemente di refreshare alla ricerca di qualcosa di nuovo da vedere», dice Feldman «In tal senso, come una piattaforma social crea contenuti freschi, solari, esteticamente ricercati per incentivare gli utenti a tornare, permettendo loro di costruire una propria identità specifica sulla piattaforma, Fortnite vanta numerosi punti in comune rispetto ad altri videogiochi. È un videogioco colorato e popolato da amici e celebrità, con il successo sempre dietro l’angolo, costantemente aggiornato, un profilo altamente social, utilizzabile ovunque, che rilascia dopamina ed estremamente competitivo. In altre parole, il paragone più corretto per pensare a Fortnite non è Halo o Call of Duty, ma Instagram e Snapchat».
Per le celebrità dello star system Fortnite è un altro modo di essere sul pezzo, di essere vicini ai loro fan, di condividere con loro uno spazio comune, anche se virtuale. Emblematica in tal senso la discesa in campo di Zlatan Ibrahimovic in soccorso di Keks, all’anagrafe Aleksander, uno streamer svedese semisconosciuto che ha raggiunto enorme popolarità ospitandolo sul proprio canale Twitch per una partita. Un episodio simile a quanto successo, ma con proporzioni superiori, tra Ninja e Drake negli Stati Uniti.
Il caso di Ninja
Ninja (al secolo Tyler Blevins) è un ex giocatore professionista di Halo 3 per organizzazioni esport di primissimo piano come Cloud9, Renegades e Team Liquid, che ha iniziato a giocare i Battle Royale prima su H1Z1, passando poi a PUBG e infine a Fornite, il titolo che lo ha reso una celebrità di internet.
Attualmente è lo streamer più seguito su Twitch con 11 milioni di follower, 10 milioni di iscritti su Youtube, 3,5 su Instagram e quasi due milioni su Twitter. È stato lui, nel marzo 2018, a segnare il record di Twitch dello streaming non torneistico con più spettatori contemporanei: complice l’ospitata di Drake, Ninja è arrivato a 635.000 concurrent viewers, superando il record precedente di 388.000 appartenente allo streamer Dr. DisRespect’s (nemmeno lontanissimo dal record generale, detenuto dall’ELeague Major di Boston del 2018 con 1,1 Milioni). Un mese dopo Ninja ha superato il suo stesso record alzando l’asticella a 667.000 spettatori.
Il tweet di Drake che “crea” Ninja.
Durante la diretta, 90.000 persone lasciano il proprio subscribe, ovvero l’iscrizione a pagamento al canale che consente di avere contenuti extra in chat ma soprattutto permette di sostenere il proprio streamer preferito. Secondo Forbes i soli ricavi di Twitch ammontano a più di 870.000 dollari mensili, escludendo Youtube, i cui video raggiungono tra i 2 e le 5 milioni di visualizzazioni, e i tornei competitivi a cui partecipa.
Ninja è un fenomeno di costume, non più appartenente al solo mondo videoludico, e ottiene persino la sponsorizzazione da Red Bull Esports. Una figura talmente pop da meritare la copertina di ESPN Magazine, storica rivista sportiva, che lo definisce “The biggest gamer in the world”.
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A lungo ci si è chiesti se Fornite potesse diventare anche un eSport, oltre a un videogioco. Fortnite ha una sua evidente componente competitiva, ma è un esport totalmente diverso dagli altri. A giugno 2018 Epic Games ha deciso di esporsi in prima persona lanciando sul piatto 100 milioni di dollari di montepremi per la stagione competitiva. Per fare un semplice paragone, il più alto montepremi mai proposto nella storia dell’esport per un singolo evento è di poco più di 25 milioni di dollari, record detenuto dal The International di Dota2 e considerando anche gli eventi minori dell’intera stagione, si arriverebbe a un massimo di 38-40 Milioni, ben lontani da quanto proposto da Epic Games.
Persino il confronto con gli sport tradizionali sembra impari. Secondo quanto dichiarato dal giornalista Chris Pursell, dalla metà di ottobre Epic Games avrebbe iniziato a chiedere ai propri sponsor, attuali e potenziali, un totale di 25 milioni di dollari per figurare nella Fortnite World Cup. Per continuare con i paragoni basti pensare che acquistare uno spot in una partita di NBA nel 2018 costa al massimo 900.000 dollari, mentre la richiesta per la pubblicità del proprio brand durante il Super Bowl di febbraio è arrivata ad un massimo di 5 milioni di dollari.
Lo stesso modello di competizione di Fortinte è totalmente diverso dal resto. Il montepremi di 100 è diviso tra le varie competizioni stagionali e gli eventi stand-alone. La prima fase, il Summer Skirmish, ha previsto 8 milioni di dollari nell’arco di otto settimane, con 250mila dollari al primo classificato di ogni settimana. Per il Winter Skirmish il montepremi è addirittura salito a 10, incentivando la partecipazione, come se ce ne fosse davvero bisogno. La particolarità principale di queste competizioni è che si disputano totalmente online, cercando di ricalcare la favola americana dello zero to hero: non serve appartenere a una squadra professionistica, non serve essere un pro-player, non è necessario vantare risultati precedenti. Chiunque può iscriversi al torneo e tentare la fortuna: quasi come un biglietto della lotteria.
Nel 2018 le favole le racconta Samsung e la principessa diventa campionessa di Fortnite.
A Fortnite, però, mancano letteralmente le basi: non esiste una modalità classificata vera e propria che stila un ranking dei giocatori sui vari server, il che significa che ogni partita è fine a se stessa. L’assenza di una modalità dedicata crea delle difficoltà anche nei tornei in quanto i partecipanti non necessariamente si scontrano fra loro. Ogni giocatore, o ogni squadra, disputa diverse partite pubbliche, solitamente tre, contro avversari del tutto casuali magari senza mai incontrare i propri avversari: i risultati finali di ogni partita determinano il punteggio complessivo della competizione.
Da questo punto di vista, quello di Fortnite è un sistema determinato in parte da una componente di fortuna. Non essendo le partite bilanciate da un matchmaking che tiene conto delle prestazioni passate, i giocatori hanno le stesse probabilità di giocare in una partita di alto o basso livello competitivo, influenzandone la posizione finale. Un discorso simile alle batterie dell’atletica: con lo stesso tempo in una manche con avversari di livello inferiori arriveremmo primi ma in una di livello superiori magari non troveremmo la qualificazione.
Una prima contromisura è stata introdotta recentemente con la presentazione della tanto richiesta modalità Torneo. Ogni giocatore potrà così partecipare a competizioni online, temporalmente predeterminate, i cui risultati saranno immagazzinati e registrati per i successivi tornei. Il piazzamento di ogni evento permetterà anche di guadagnare punti e raggiungere obiettivi, utili per la qualificazione alle fasi più avanzate delle competizioni future.
Ciò che è più importante, però, è che la Epic Games ha creato un fenomeno di costume che ha ormai una sua identità casuale: renderlo elitario per i pochi professionisti potrebbe però non essere la scelta giusta. Fortnite potrebbe serenamente rappresentare il primo esempio di eSport per casual gamers: per vincere servono indubbiamente preparazione, tante ore di gioco, impegno e sacrificio. Per partecipare, invece, è sufficiente scaricare il gioco, connettersi e paracadutarsi sulla mappa.
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blog-gametv · 5 years ago
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diversegaminglists · 7 years ago
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Assassin and Ninja Games
(I’m not including games that are solely based around sniping as that’s not really the same thing as an assassin.)
Assassin Games
Æon Flux
Aerannis
Alekhine's Gun
Anaksha Franchise
Assassin’s Creed Franchise
Deadly Venom Franchise
Dishonored Franchise (though non-lethal is usually the better option)
Golgo 13 Franchise
Gunpoint (you can also play non-lethal)
Hitman Franchise
Hotline Miami
killer7
Manhunt
No More Heroes
Oddworld: Stranger's Wrath
Robert Ludlum's The Bourne Conspiracy
RONIN
SCUD: The Disposable Assassin
Shadwen
The Ship Franchise
Splinter Cell Franchise
Stealth Assassin
Styx: Shards of Darkness
Ultimate Assassin Franchise
Velvet Assassin
Wanted: Weapons of Fate
Ninja & Kunoichi:
(Only the original, murdery kind of ninja.)
Aragami
Don’t Move
Draw Slasher
Inindo: Way of the Ninja
The Legend of Kage Franchise
Mark of the Ninja
Ninja (1986)
The Ninja aka Ninja Princess (1986)
Ninja Avenger Dragon Blade
Ninja Gaiden Franchise (the more recent games)
Ninja Masters
Pixel Shinobi Nine demons of Mamoru (Early Access)
Rain Blood Chronicles: Mirage
Red Ninja: End of Honor (This game is objectively terrible with one of the worst game cameras I’ve ever seen, but I find the gameplay interesting because the PC’s main weapon is a wire with a series of different weights on the end before console tech could cope with it.)
Saboteur (1985) & Sabateur 2: Avenging Angel
Shadow Blade: Reload
Shadow Knights
Shadow Ninja: Apocalypse
Shadow Tactics: Blades of the Shogun
Shadow Warrior Franchise
Shinobido: Tales of the Ninja (Translation patch only, no official English release)
Sword of Honour
Sword With Sauce: Alpha (Early Access)
Tenchu Franchise
Games with Assassin/Ninja classes/optional quest lines:
AdventureQuest
The Age of Decadence
Aion: The Tower of Eternity (MMO)
ArcheAge (MMO)
Avalon: The Legend Lives (MUD)
Baldur’s Gate Franchise (Assassin thief class kit)
Blade & Soul (Assassin) (MMO)
Borderlands 2 (Zer0)
Bravely Default (Ninja)
Bravely Second: End Layer (Ninja)
Conquest Age
Diablo II: Lord of Destruction
Discworld (MUD)
Dragon Age Franchise (a specialisation for the rogue class)
The Elder Scrolls Franchise
Excalibur (mobile game)
Final Fantasy XIV (Ninja)(MMO)
Forge (MMO)
Guild Wars (MMO)
Puzzle Quest 2
Ragnarok Online (MMO)
Star Wars: The Old Republic (Bounty Hunter) (MMO)
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