Just after given that Mu legend is nevertheless working on our actions against offensive players, Mu legend could not open the trade method. Mu legend will preserve you updated on this topic. To get a lot more information and for further investigation, it is temporarily impossible to register a brand new item in the auction house. Mu2zen ask these questions form mu legend and list for mu legend fans
Q: Will there be a technique to receive blue/ red imprints in-game as their benefits are enormous and are so pricey for their rng aspect?
A: I think this query left unanswered
Q: When ah/trade capabilities are going to be back?
A: There is currently no ETA, although both Alex and Jason mention that the dev team work day and evening plus the solution must arrive inside a matter of weeks and NOT weeks or months, needless to say, there might be an announcement as quickly as they may have news form dev team
Q: When the dc/lag challenge is going to be resolved? (that’s for NA servers)
A: They mention they’re hunting the logs and the disconnects is a concern that impacts the minority and not the majority of folks, they nonetheless attempt their greatest to fix whatever is the fears that result in the disconnects currently
Q: When the fps drops challenge is going to be resolved?
A: The fps concerns could come from lots of different motives like CPU/GPU/ compatibility or far more. However, they are aware the game is not optimized, and they’re going to hold overall improving performance throughout the beta (its nevertheless a beta)
Q: Will there be compensation taking into account we spend for platinum service but we lose some of its functions?
A: They’re discussing achievable compensation within the future, unless the bot/ah repair arrive there’s no point of payment, just, however.
Q: Do you plan to add PVP/PK to the game?
A: They may be not positive about pk, but PVP will come pretty quickly and contains different formats of PVP possible 3v3 5v5 10v10 and faction wars (my guess guild vs. guild)
Q: When new content is coming/ there’s a lack of content material at the moment
A: They said they do not believe there is a lack of content material taking into consideration how young the game is. However, they will be naturally loads of new content coming in the future like new dungeons (epic I believe) a lot of new characters next one particular is spellbinder and after that phantom/falcon warrior (i did not catch that undoubtedly)
Q: Will you update the cash shop with new costumes, particularly Christmas costumes, bikini blader?
A: There might be loads of new costumes/mounts and so on and yes there might be Christmas costumes, even though no bikini blader costume for now
NBA 2K18 released on September 15, and the game’s fifth patch is nearing release. Some may say that’s a negative; others will see it as an example of 2K’s commitment to improving its product.In reality, it’s probably a little bit of both. In any case, the update is 5.382 GB on PS4 and should be a similar size for XB1. We’re awaiting more details on the PC and Switch versions. It’s available now for PS4 and forthcoming for the other platforms.
– Native 4K resolution at 60fps support added for the launch of the new Xbox One X console.
– Player action photos have been updated to include the players in their new uniforms.
– Custom created shoes are now a much higher resolution when viewed on players in-game.
– Authenticity improvements to Clippers, Spurs, and Magic 2017-18 uniforms.
– Authenticity improvements have been made to the ’07-’08 New Orleans Hornets uniforms.
– Fixed an issue on XB1 where GameDVR was not working for some users.
– Improvements to the audio ¡®pops’ reported by Switch users.
– Fixed an issue on the Switch where armpit hair was showing as white/grey on players that have it.
– Addressed an issue in Play Now Online where the incorrect trophy was unlocking when advancing tiers.
With the release of the Xbox One X, enabling the 4K support was imperative. Most of the other details in this section are relatively minor.
– Fixed an issue where players were being removed from online MyTEAM games for committing too many fouls when they had only committed a small handful.
– Users can now apply any brand of shoes to historic players.
– Setting up your lineups is now easier as player positions are now shown in the Edit Lineup interface.
– The Total Points tally at the end of a MyTEAM game will now always display the correct amount.
– Shoe boosts and added badges will no longer be incorrectly applied while in Pack and Playoffs.
MyTeam saw the fewest amount of changes, but the first one is key. Being booted from a game for no reason is the quickest way to insense an online gamer.
– Fixed an issue that caused premiere players to wait until the end of free agency before signing a near-minimum level contract.
– Tuned the quality of draft classes at the default level to bring down some of the higher end prospects being generated. Ongoing work is taking place to improve this further and better balance the classes as a whole.
– A number of improvements to the editing of contracts, including that users can now properly edit contracts of players who have signed a contract extension while still on their previous contract.
– Fixed an issue where a valid Advanced Rotation would fail to load within the Rotation Timeline menu.
– The System Proficiency and Player Training menus will now list players in their proper lineup ordering.
– Fixed an issue where the portrait of the currently selected staff member would fail to draw after advancing days during the Staff Signing period of the offseason.
Tuning the quality of draft classes is a big deal for MyLeaguers who use the system-generated classes. It’s a tough task to have the system generate balance classes with storylines that aren’t all the same across the board.
– Fixed an issue where the Coach’s Clipboard would show the incorrect matchup for an opponent.
– Fixed an issue that allowed players to break out of a dunk and re-jump into another dunk after performing a drop step move.
– Adjusted shooting foul frequency, especially for well positioned and high rated blockers.
– Fixed several layups that would tend to hit the bottom of the backboard when performed by all players
– Fixed an issue with the shot clock on the broadcast scoreboard where there would still be a very small amount of time after it reached 0.
– All of the player icons should now be visible when reviewing the 3-2 Zone defensive set during a timeout.
The adjustment to the shooting foul frequency was a must, but we still haven’t seen any major changes to ball security and the amount of missed, uncontested or lightly contested layups from users.
– The user’s suggested lineup will no longer revert to reaching a 90 overall and setting it on the My Minutes menu.
– Fixed an issue where the VC balance shown at the end of NBA games wasn’t displaying the correct value (though you were actually credited with the correct amount of your account).
– Fixed a hang that would occur when attempting to leave the MyCOURT closet with a custom-created shirt equipped.
– Addressed an issue where the user was unable to equip the skateboard onto their MyPLAYER.
– Addressed an issue where the user was unable to equip custom-created shoes onto their MyPLAYER.
– The MyPLAYER’s headband will now properly colorize along with his teammates.
– Fixed a case where the user would be unable to enter a Team Practice when they had previously decided to switch to a different shoe company after shooting their shoe commercial.
– Fixed a rare hang where the game would fail to advance at the conclusion of the 3PT contest during All-Star Weekend.
– The MyPLAYER’s headphones should no longer unequip unexpectedly when performing various actions in the Neighborhood.
– The MyPLAYER’s accessories will no longer be seen unequipped during postgame interviews following played NBA games.
– Fixed an issue where an incorrect Defensive FG% of 0.0% would occasionally be shown during halftime, causing your head coach to give inaccurate advice.
– Addressed a case where the game could hang after the opposing team wins the Conference Championship in MyCAREER.
– Fixed a number of issues surrounding the starting and ending of MyCOURT games involving other human users.
These are mostly more auxiliary changes to MyCareer. Obviously, the ones that address system stability are major fixes.
– Corrected an issue where Bryan stopped texting the user regarding the picking up of earned endorsement checks.
– Users of the Switch version of the game can now join other friends in the Neighborhood by using the Friends app on your in-game telephone.
– Improvements to the T-Shirt Voting interface as well as the T-Shirt Purchasing interface.
– Fixed a bug where some users weren’t able to complete the Gatorade endorsement after winning 5 games on the Playground.
– Fixed an issue where thumbnails would fail to appear if the user moves between the T-Shirt Store and T-Shirt Voting pages too quickly.
– Fixed an issue where the 2K Cam would fail to flip in Playground games when previously playing a King of the Court game.
– Stability and performance improvements to the Dew NBA 3X event.
– Addressed an issue where the timer wouldn’t always countdown as expected during the Dew NBA 3X event.
– Lineup improvements during Ruffles 4-Pointer Challenge games to ensure that similar positions guard each other where possible.
– Fix a case where some users were unable to join a friend’s Playground due to their name being flagged as inappropriate.
Slowly, but surely, the Neighborhood is becoming what it was meant to be. It’s functioning much better now and should be able to deliver the kind of experience 2K raved about when the game launched.
– A number of improvements to the Pro-Am Walk-On/Team experience.
– The correct VC earnings and the balance will now be shown at the end of Pro-Am games.
– Teams can now wear alternate jerseys in Pro-Am Team when they reach the Elite status.
– Users who foul out in Pro-Am games are now able to spectate the remainder of the game.
– Fixed an issue where users who had their commentary language set to Spanish were experiencing problems playing in Pro-Am games.
– The end of game stats overlay will now appear with the correct stats for users who foul out of a Pro-Am Team game.
– The 2K Card will now show the correct Pro-Am Walk-On stats.
Pro-Am was going through some under-the-radar issues with walk-ons and other areas. It’s great to see social media accounts like 2K Pro-Am Insider working with 2K to help communicate these problems and ushering in the fixes.
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Last week’s “The Legend Returns” patch for Final Fantasy XIV gives players a taste of Final Fantasy Tactics and Final Fantasy XII in a special 24-person raid event called “The Royal City Of Rabanastre.” If you’re a fan of the Ivalice setting but not an MMO player, here’s what you’re missing.
The adventure, penned by Final Fantasy Tactics and XII writer Yasumi Matsuno, basically shoehorns Tactics’ “Zodiac Brave Story” into Final Fantasy XIV, with some characters and creatures from Final Fantasy XII thrown in for good measure.
In Final Fantasy XIV ’s world of Hydaelyn, the land of Ivalice is a legend (hence “The Legend Returns” patch title). It’s a story passed down through the generations, involving the rise of a king and a mysterious figure, possibly another hero, helping him from the shadows. It’s the story of Final Fantasy Tactics.
From the event’s official description:
Recently, residents of Kugane woke to find hovering above their city an airship unlike any ever seen. Yet while of Garlean design, the vessel distinctly lacked the bleak outfitting common in the Empire’s warmachina. No, this was the Prima Vista, private stage for the Majestic Imperial Theater Company─a troupe having won acclaim across Garlemald for their timeless work, The Zodiac Brave Story. Which begets the question…why are they here? The answer to that question and more lies in the selfsame legend of which they sing. The legend of Ivalice.
The Prima Vista is the name of the airship flown by the Tantalus Theater Group in Final Fantasy IX, but there are no odd little tailed rogues running about. Instead, as players discover upon embarking on the quest leading up to the raid even, this airship serves as the home for a pair of siblings searching for their adventurous father, lost while exploring the dangerous city of Rabanastre for proof that Ivalice is more than just a story.
The Zodiac Brave Story
The player character is contacted first by Alma bas Lexentale, a character that looks suspiciously like Alma Beoulve, sister of the protagonist of Final Fantasy Tactics. What was his name again?
That’s right, it’s Ramza! Or at least Ramza bas Lexentale. This Ramza’s main concern is finding his missing father, Jenomis cen Lexentale, and perhaps uncovering the true Zodiac Brave Story in the process.
Whoever this Ramza and Alma are, they need the Warrior of Light’s aid to rescue their father, lost and possibly under the influence of Ivalice’s signature evil crystal, Auracite.
The Zodiac Age
While the main characters are from Final Fantasy Tactics, the setting for this first leg of the Ivalice saga is the capital of the Kingdom of Dalmasca from Final Fantasy XII. Rabanastre has seen better days, but it still looks pretty spectacular as the player and their compatriots approach from the sky.
And while the sinister figures who appear towards the end of the cutscene above aren’t fully revealed until after the raid proper, it’s pretty obvious they are Bangaa, the lizard-like race that first appeared in Final Fantasy XII.
Once the lengthy opening cutscenes are over, it’s time to raid Rabanastre. This 24-player raid is a series of four difficult boss battles with some interesting trash mobs to clean up along the way.
It all kicks off with a fight with Mateus the Corrupt, who some may remember as the ice-aligned Esper from Final Fantasy XII.
Next up is Hashmal, Bringer of Order. Another Final Fantasy XII Esper, Hashmal represents the element of earth.
Bucking the Esper trend, the raid’s third boss is Rofocale, who’s a bit of an odd duck in the Ivalice setting. Also known as Rophochehe, this enemy references one of the Zodiac-based Lucavi demons that did not appear in Final Fantasy Tactics, though its name was listed in the background of the game’s save screen. It’s a cool little callback to an unused idea.
The fourth and final boss fight of The Royal City of Rabanastre is a real treat for Final Fantasy Tactics fans. Argath Thadalfus is one of the most unlikable characters in Final Fantasy, a whiny, entitled snob of a nobleman who looks upon those below his station with raw contempt. It’s really nice to get another chance to beat him down.
Check out the full battle below, courtesy of Hinkles on YouTube. Stay til the very end to hear a familiar victory theme.
Note that Argath is excited about fighting against “descendants of House Beoulve.” He’s not quite right.
The raid is over and Ramza and Alma’s father is recovered, but not before a familiar scaly face makes an appearance. Ruthless Bangaa bounty hunter and arch-enemy of Final Fantasy XII’s Bathier, Ba’Gamnan and his brothers capture Jenomis before he can be rescued, offering to trade him for a piece of Auracite.
The trade is made and the Bangaa escape into the sky on an airship. The Warrior of Light and Ramza gather up Jenomis and return to the Prima Vista, where the ties to Final Fantasy Tactics are finally revealed.
Though evidence of Ramza and Alma Beoulve’s involvement in the story of Delita Hyral’s rise from peasant to king of Ivalice was stricken from the historical record, Jenomis found proof. In order to ensure he never lost sight of the truth, he named his children after the forgotten heroes.
As for how Jenomis came across this informati0n, get ready for the kicker. The story of Final Fantasy Tactics is framed as the research of scholar Arazlam Durai. He is the descendant of Orran Durai, who chronicled the true story of the War of the Lions in the “Durai Papers.” but was branded a heretic and burned at the stake before they could be published. Well, guess what?
Ramza and Alma’s father is Arazlam Durai, author of the “Zodiac Brave Story”.
As the adventure ends, Ramza and his father vow to continue their quest to bring the true story of Ivalice to the people of Final Fantasy XIV’s Hydaelyn.
But Is It Canon?
Not really, no. Final Fantasy XIV loves to take concepts, characters and places from other Final Fantasy titles and present them in the context of its massively multiplayer setting. It’s the legends of Ivalice as projected into FFXIV, and nothing more.
There was a lot of winking and nudging when the MMO Final Fantasy XIV introduced three new poses for dozing a year ago. And behind the closed doors of virtual houses and apartments, much more went on after that.
If you’re a connoisseur of online role-playing games, you know that icky feeling when you stumble upon a crowd of scantily-dressed, silent avatars standing a little too close to each other somewhere public. In /whispers and /tells, probably, they’re having cybersex. Online erotic role-playing, often abbreviated to ERP, has existed as long as online games have, and well before that in chatrooms. Avatar bodies gave voice to the less vocal parts of it, but simply standing together and talking isn’t totally evocative for more visually-minded gamers. With increasingly vivid emotes for avatars to express themselves, cybersex in turn has become increasingly vivid.
A FFXIV player by the handle of Asami Hanasaki met me on a bench in the virtual city of Ul’Dah to tell me how she gets it on in the game. If I walked over to the nearby Quicksand Tavern, she said, I’d see a few scantily-clad cat girls leaning against a banister. (When I swung by, I did find this, and words like “daddy” hung above their heads). At the tavern, players type nasty things to each other in private messages. Hanasaki said that what goes on at the Quicksand is just half of the FFXIV ERP experience. To bring an extra something to the encounter, players will take each other home to their in-game residences to act things out.
“/Doze is probably the most common,” Hanasaki told me when I asked which emotes are used for sex more often. It’s an emote for sleeping that, curiously, is mostly limited to private quarters on private furniture. To use it, an avatar types /doze into their chat box while they are near a piece of furniture, like a bed, on which the character will then lie down. There was no /doze emote available until FFXIV’s relaunch in 2013, but shortly after, when publisher Square Enix introduced private housing and furniture like beds, developers tweaked /doze so players could sleep on the furniture. Until last July, /doze looked like a character literally dozing off, sighing a little and groggily leaning over until they woke themselves up. Now, it’s a little more horizontal.
For sex, a player “usually has someone sitting on top of the other, whether it be on the other character’s face, or near their naughty area,” Hanasaki said. “Sometimes they’ll use the stretch emote to push their ass against the other person.” When /doze was released, Square Enix didn’t exactly play dumb about what its fans would do with the new emote. In 2013, a Square Enix community manager said that its use was limited to more private settings to “prevent the taking of not especially appropriate screenshots.” And yet, with /doze, players can change their poses from laying on their side to their stomach to on their back, maybe with a knee or two up.
“People were ERPing long before /doze existed,” Das, another player who ERPs in FFXIV told me. Das says that /doze wasn’t a watershed moment for him and that most of the emotes he uses are relatively conservative (“If you’re gonna be there for 3 hours, you’re not going to want to keep typing in the same 2-second long emote”). “Before /doze, people would just /sit on the edge of beds instead,” he said. That way, another avatar could simply stand above them to evoke oral sex. With similarly old emotes like /pray, which has a character get down in their knees, FFXIV players have simulated oral sex for years. The same goes for /hug, although, since it’s already a motion toward intimacy, it tends to come off pretty innocent.
Things are only getting crazier as time goes on. Another ERPer who goes by Bryte Darklyt told me that /doze didn’t actually affect her in-game sex as much as the /playdead emote, which was introduced earlier this year. The /pushup emote, which was added into FFXIV just one month ago, has also been a big game-changer in the ERP scene, something I confirmed after stumbling upon a couple mid-cunnilingus on the public steps of Ul’Dah this morning:
Emotes in online role-playing games are like symbols in a still unstudied language. They change meaning depending on context and whichever other emotes proximate avatars are using. Sex in MMOs is what’s advanced the language of emotes beyond what developers may have intended, but a lot of it goes on in private—that’s what makes it intimate.
After our interview, I thanked Hanasaki for her time. “No problem!” she effused. “And that Miqo’te that just ran passed us was an ERPer,” she added. “ERP” was in their search info. Also, Hanasaki said,“They were in their underwear.”
The madam Queen Tepe met me near a bustling harbor in Final Fantasy XIV. “Will you be coming to the mansion?” she asked me. “I’d appreciate an escort,” I responded. Moments later, I’d meet five of them.
Tepe runs a seaside brothel on the FFXIV server Hyperion. These 18+ love dens exist on the raunchy role-play server Balmung and the populous server Leviathan as well. In them, players offer erotic role-play in exchange for lofty fees. In private rooms, cat girls sprawl out on beds with elves, humans, blue-skinned giants and other fantastical races playing out fantasies ranging from lighter bondage fare to all things tentacles. Anything is possible in text chat, and what can’t be conveyed in words is conveyed through emotes like /hug and /doze.
Tepe and I rode to her brothel, Tepe’s Treasures, on the back of a feathered, white bird. Dressed in sunglasses and a red and black patched military-style jacket, Tepe looks more the part of a general than a madam. On our way, she told me that the idea to run a literal cathouse in-game started as a joke, a sort of what-if scenario that she laughingly made manifest three years ago. Tepe’s old guild accommodated the best it could, charging a meager 15,000 gil for intimate play. The front quickly attracted a serious following. As time passed, Tepe realized she had to take it seriously, too. Diligently, Tepe began researching erotic role-play (ERP), fetishes and brothel-running protocols.
“I never half-ass anything,” she said.
Tepe led me into the mansion and as the doors opened, five courtesans perched on a table slowly revealed themselves, each wearing uniforms matching Tepe’s. “How may we help you?” one said. The brothel was in service. In that two-hour window, Tepe explained, “people can come in with scarcely a waiting period” to visit whichever of Tepe’s 40 courtesans were online. Clients staying for thirty minutes would pay half the 100,000 gil fee upfront. Downstairs, dozens of private rooms designed by those same courtesans, in the style of a wooded hot tub enclave or a luxury hotel room, were available for intimate affairs.
Dorothy Haze, a courtesan who dutifully followed us on our tour of the mansion, had only two weeks working for Tepe under her belt, but said she’d made 4.4 million gil in clients—granted, that’s only about $12 if purchased from a gil-farming site, but a large in-game sum by many players’ standards. Players who aren’t available to actively ERP will undress their avatars and program them to dance on stage for a couple of hours while they’re away from their computers, receiving as much as 10,000 gil an hour for it. The money these courtesans make, many told me, goes right back into decorating their rooms or is transformed into gifts, like weapons or clothes, for their online friends. Tepe is upfront about what she does with her cut of the take. “I spend it all on my girls.”
I asked two FFXIV courtesans on another server to show me how a for-money ERP session would typically begin. Here’s what they wrote.
He would slowly turn his gaze toward Vel, a soft smile forming across his lips. His arm nearest her would slowly rise up to run his palm along the center of her back as he eased in closer to place a small kiss upon her cheek.
Her ears fold back gently as she tries to hid the blush forming on her cheeks, tail swishing slowly behind her as she leans her head to him, a small smirk growing on her glossed lips.
Despite appearances, FFXIV courtesans don’t turn tricks on wordplay alone. Never had I met an avatar as expressive as Tepe. Her mastery of the game’s emote system was clear. There were no noticeable pauses between her avatar’s brash, confident writing and motions of “struts like a songbird,” “beams with delight,” or “does the Ranger Red pose.” Moment-to-moment, her avatar felt more like a live-action anime character, as opposed to anything that had ever gone on a quest or leveled up.
I was awed by the lengths to which these online courtesans had gone to create this illusion. My only lingering question was: Who does this?
When I asked around, the courtesan Johbi’ya Jhosre said he got into for-money ERP through his IRL partner of ten years. Jhorse’s partner, he told me, plays “a female courtesan that is married to the female miqo’te over there,” she said, gesturing to a player portraying one of the game’s cat-like race of avatars. “We’ve always maintained that in-game is not IRL,” he said.
Jhosre says that ERP gives him a chance to shed inhibitions he has and make a few friends along the way. Ms. K told me that she’s actually trained as an IRL dominatrix and has picked up a few extra bucks flogging and spanking people after her day job. Since she already has an outlet for her sexuality, she says, her sex work in FFXIV provides an outlet for her writing.
On the Leviathan server, a blond madam in a red coat with tails by the name of Mistress led me on a tour of her brothel’s library, showroom and private chambers. The mansion had a burgundy hue, embellished with gold and furs. In most rooms, sparkling cakes and treats were laid out. She referred to her courtesans as “the entertainment.” Up front, johns approach Mistress’s call girls and boys with specific requests and fetishes. The madam accommodates, matching customers to courtesans who might share their interests.
The brothel is the flip side of the Leviathan server’s mafia, a group of players who role-play gangsters. Behind the basement stage, where a dancing cat girl in a black bikini churned through her routine, was the mafia’s “sweatshop.” There, players crafted “bootleg” items that, because it’s a game, actually work. When I was introduced to the brothel’s godfather, he sat alone in an oxblood-colored room, contemplating a fire. I asked whether I could talk to him about the sex industry in FFXIV.All he said was, “We just provide entertainment.”
The courtesans don’t disclose their real-life genders, even when asked. “If you’re a guy playing a female character, that’s your character. It shouldn’t matter to the client what your actual gender is,” Mistress explained. “That’s our main rule.” Mistress, who said she is a stay-at-home mom with a 14-month old, said she had “no reservations” about starting the brothel and spends her days kicking back with a glass of wine and enjoying her empire.
Sex workers on FFXIV tend to be open about what’s off the table for them. It isn’t much: often, dismemberment, mutilation, necrophilia and what’s referred to as “age-play,” or sex between avatars of wildly different ages. Would-be customers playing as the FFXIV race Lalafell, who resemble toddlers, are rarely serviced. That’s not to say it doesn’t happen. Ms. K said that, once, when somebody asked for an age-play session, “I looked at the screen, I smirked and I played straight through it.”
At the end my tour of Tepe’s Treasures on Hyperion, Tepe confided that she had never had an interest in ERP before she’d started the brothel.
“I used to think this was just ‘Smut for losers who can’t get a real girl,’ like most people,” she said. Now, she said, she gets it. It’s not about getting off, at least not entirely. It’s an expert mode challenge not entirely unlike finishing a high-level raid, though in this case, it’s solving a writing puzzle that the game empowers even if it doesn’t explicitly endorse.
“Half the times a client comes in here, I have no sexual interest in their fetishes,” she said. “I do it anyways, I learn their fetishes, figure out what makes them tick, and try to write it so well that nobody would know it wasn’t my fetish.”
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Final Fantasy XIV gets its biggest update since the Stormblood expansion tomorrow, with the launch of patch 4.1, “The Legend Returns.” Not only are players getting new player housing, NPC dungeons and a continuation of the main storyline, they’re also taking a trip to Final Fantasy XII’s Rabenastre, courtesy of guest creator Yasumi Matsuno.
When we last left our stalwart warriors of light, they’d just finished performing some pretty amazing feats during the end of Stormblood’s main storyline. My character, the Red Mage Clan Destine, has basically been sitting still since she completed the liberation of Ala Mhigo, with the occasional break to mingle with some Yokai.
But that all changes tomorrow. With the 4.1 patch it’s time to figure out what the citizens and leaders of the newly-liberated city state are going to do next. The best thing about Final Fantasy XIV’s ongoing story is that it goes on long after a non-MMO’s credits would have rolled. I’m looking forward to seeing where the plot takes my godlike conquerer next.
Even more exciting than that, however, is the “Return to Ivalice” alliance raid event. It’s penned by Yasumi Matsuno, writer of games like Final FantasyTactics and Final Fantasy XII. Matsuno’s adventure takes players to the legendary land of Ivalice, where the aforementioned games are set, where they’ll do battle with creatures designed by prolific Japanese designer Keita Amemiya.
I’m also looking forward to finally being able to bring my Adventure Squadron into battle. Players have spent the past several months sending groups of recruited non-player character adventurers out on timed missions. With patch 4.1, players can now take their team out into select dungeons, fighting by their side while issuing commands.
And for those who enjoy spending virtual currency on things that ultimately do not matter, the new housing area opens tomorrow, offering players and free companies the opportunity to desperately attempt to secure one of a limited number of real estate plots.
There’s also new raid encounters, revamped combat mechanics, treasure hunting, the return of fan-favorite inspector Hildibrand Manderville, new minions, hairstyles, emotes and much, much more. Check out the official “The Legend Returns” website for a full accounting of the new stuff.
I guess I will see some of you in Eorzea (and beyond) tomorrow, as my free company leader hunted me down on Twitter to drag me back.
Today’s 4.1 update to Final Fantasy XIV: Stormblood introduced new player housing in the scenic, Far Eastern-themed district of Shirogane. Servers went online at 6AM, putting 720 new housing plots on the market. The choicest locations were gone before many players could even clear the login queue.
In order to acquire one of the new housing plots, players had to be fast. Grabbing one involves making their way as quickly as possibly to the area their preferred plot is located in and staking a claim before anyone else. One helpful tip circulating for players hoping to score a home this morning involves setting their character to busy, so other players can’t attempt to interrupt the purchase by opening a trade window. It’s a cutthroat game that’s over in a flash.
The login queues did not help. The launch of a new update is a busy time for any popular MMO, and the 4.1 “The Legend Returns” update is pretty huge. According to reports gathered in game and in the Final Fantasy XIV forums, many players who had prepared for today’s land rush found them stuck in login queues, their hopes of a new home ticking away with each passing minute.
Final Fantasy XIV’s housing system is notoriously bad. Where other games allow players to carve out a private space for themselves or their guild as they see fit, Square Enix’s MMO keeps available housing limited. Up until today’s patch there were three housing areas in each server. Each housing area features 12 wards, with 60 plots of varying sizes in each. That’s 2,160 spots for players and free companies (guilds). Taking into account players who like to horde housing or free companies attempting to buy up plots en masse, that’s not a lot of space.
It’s a rough system, to be sure. It’s been rough for years. When housing was introduced in Final Fantasy XIV back in 2011, I was excited at the idea of owning my own little home and decorating it with all sorts of virtual FF items. Then I saw the exorbitant prices for player homes and the relatively slim chance of actually getting one, and I gave up. I am a bold adventurer. I have conquered gods, demons and kings and averted world-ending catastrophe on several occasions. My home is wherever my sword or fishing rod takes me.
Seriously though, please fix this, Square Enix. I am fine with anything. Build us a Final Fantasy-flavored slum and I will live under a box, as long as I don’t have to fight for it.
Update October 12, 11:45 AM: This morning game producer Naoki Yoshida addressed the housing problem in a post on the official forums. Yoshida apologized for failing to prepare sufficient land plots in the Shirogane region, along with the server stress that resulted in players not being able to log during the land rush.
According to Yoshida, plans are now underway to strengthen the game servers to facilitate the introduction of new plots in all game areas with patch 4.2. The team is also considering changing the way wards are sold.
We’ve also received considerable feedback as to how they should be added, and we will be making an announcement outlining the number of new wards and how they will be sold after reviewing said feedback. To prevent speculation, we will refrain from releasing information until absolutely necessary.
Toward the end of Games Com this past week in Germany, there was a cosplay contest for Final Fantasy XIV: A Realm Reborn. Naoki Yoshida, the game’s director, helped judge it. “Step on me, please,” he told the winner.
Let me explain.
Stormblood was released earlier this summer. The expansion included new job types, locales, and characters, one of whom was Yotsuyu, the imperial viceroy of Doma. She’s a villain who interrogates perceived enemies of the state and plays to the dominatrix archetype. The below clip is part of the marketing Square Enix used to introduce her character prior to release and it soon went viral in the FFXIV community.
The best part of all this though is Yoshida deploying the meme in an fan cosplay contest in Germany. Square Enix had a whole stream dedicated to the game and its new content, but those three simple words definitely stole the show.
The game director was extremely impressed by the Yotsuyu costume. “Everything has been recreated so close to what’s in game,” the translator said on his behalf, before he topped the commendation off by saying “Step on me, please” in English.
Here stands Clan Destine, level 70 red mage, ready to take on the ultimate story battle in Final Fantasy XIV’s latest expansion. She’ll get to it eventually, but there’s a lot more to Stormblood than epic battles and new job classes.
While I’ve spent a lot of time over the past week working my way through the expansion’s new jobs and fiction, I’ve also dedicated quite a lot of time to visiting some of the older content and classes I’ve missed. Sweeping changes to the way the various job classes unlock new skills and abilities coupled with extreme experience bonuses have led to me fiddling around with jobs and roles I’ve never played.
When the expansion launched I quickly swapped from level 60 black mage to red mage, one of the expansion’s two new classes. Over the long July 4th weekend I reached the new level 70 level cap, completing the expansion’s final dungeon but not progressing to the massive battle that occurs afterwards. No spoilers here, but damn. Just damn.
When not working through the story, I’ve been leveling all the jobs: white mage, bard, summoner and gladiator (which transitions to paladin at level 30).
My renewed interest in other jobs (including those involving tanking and healing, which I generally avoid) is largely thanks to the game’s new skill progression. No longer do players have to level up multiple starting jobs in order to progress to the more advanced ones at level 30. Crossover abilities from multiple jobs have been replaced with a pool of role-specific generic skills that unlock as players progress. The overall effect of the skill changes is that it’s much easier to understand how to each job is meant to be played.
So Clan Destine is all the mages, a couple of different DPS ( jobs focused on dealing damage) classes and one tank. I’ve healed in multiple dungeons. I am not a healer. I cannot handle the responsibility and stress. Playing a white mage still stresses me out, but the job feels much more approachable to me now than it did prior to Stormblood’s release.
Now I don’t know if fishing, one of the game’s three gathering classes (along with miner and herbalist), has seen significant changes in Stormblood, but damned if I didn’t spend two days casting a line and filling my inventory with all sorts of marine life. It’s partly because the expansion has made Final Fantasy XIV so entertaining that I want to experience all the things.
It’s also because I needed a little break. One of the few issues I have with the expansion so far is the pacing of the story and how events play out. The story opens with players helping the resistance against the evil empire in the city-state of Ala Mhigo. Ala Mhigo is a vast rocky desert, one of many vast, rocky desert areas in the game.
After a few levels’ worth of questing and story we are then transported across the world to the Asian-inspired lands of Doma. These areas are filled with gorgeous, colorful architecture, vast sweeping plains and bizarre new creatures. It’s such a breath of fresh air, accompanied by a very pleasing story arc.
After Doma, however, we go right back to the desert. Also some mountains. It’s still all rocks.
The story is still compelling at this point, but the quests in-between the major plot points can be a real drag, especially when set against such a drab backdrop. Or maybe it’s because the game’s made my character such an amazing hero at this point that delivering letters or helping a random non-player character with chores on the eve of one of the most pivotal battles in the game’s extended story feels below me. Look at me, taking on hero airs.
But hey, that’s what other jobs and professions are for, right? After a couple of days leveling up another combat job and getting my fishing up to level 48 (it was just so relaxing), I was ready to fight my way through to the very end of Stormblood.
Here is Clan Destine, standing before the gates leading to the expansion’s biggest battle. Will evil be banished from Ala Mhigo for good, or will she retire to the shores of Costa Del Sol and spend the rest of her life angling off the pier? Find out next week, in our full review of Final Fantasy XIV’s Stormblood.
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