Cosmetic Items are special, optional elements that can be bought with Gems and/or Favor that have no effect in gameplay. This includes god skins, ward skins, avatars. Trailer. Daisy Statue:Buy my game!Buy my game! Anais:Mom,can we get the Daisy game?The critics are calling it the best game of the month! Nicole:Oh,sorry honey.I`m. This is a list of Mantra in Digital Devil Saga: Avatar Tuner 2. Mantra Grid can be accessed at. Alternate character; Avatar; Avatar customization; Bartle Test; Buff; Camping; Computer game bot; Consider; Cybersex; God; Gold farming; Gold sink; Griefer; Grinding. The And Your Reward Is Clothes trope as used in popular culture. You finally beat the Big Bad and even The Man Behind the Man. After the credits roll and …. The Legend of Korra is a third person video game designed for multiple consoles, based on the. Player character - Wikipedia, the free encyclopedia. A player character named "Contar Stoneskull" in Legend of Grimrock. The squares contain icons representing items he is wearing and items he is carrying on his adventure. Statistics such as his health and experience are also listed. A player character or playable character (PC) is a fictional character in a role- playing or video game whose actions are directly controlled by a player of the game rather than the rules of the game. The characters that are not controlled by a player are called non- player characters (NPCs). The actions of non- player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role- playing games. The player character functions as a fictional, alternate body for the player controlling it.[1][2][3]Video games typically have one player character for each person playing the game. Some games offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have different abilities, strengths, and weaknesses to make the game play style different. Overview[edit]Avatars[edit]A player character may sometimes be based on a real person, especially in sports games that use the names and likenesses of real sports people. Historical people and leaders may sometimes appear as characters too, particularly in strategy or empire building games such as in Sid Meier's Civilization series. Curiously, in the case of Civilization, a player's chosen historical character is the same throughout the course of the game despite the fact that a campaign can last several hundred years before and after the lifetime of the real historical persona.[relevant? Such a player character is more properly an avatar as the player character's name and image typically have little bearing on the game itself. Avatars are also commonly seen in casino game simulations. Role- playing games[edit]In role playing games such as Dungeons and Dragons or Final Fantasy, a player typically creates or takes on the identity of a character that may have nothing in common with the player. The character is usually of a certain (often fictional) race and class (such as zombie, berserker, rifleman, elf, or cleric), each with strengths and weaknesses. The attributes of the characters (such as magic and fighting ability) are given as numerical values which can be increased as the gamer progresses and gains rank and experience points through accomplishing goals or fighting enemies. Blank characters[edit]In many video games, and especially first- person shooters, the player character is a "blank slate" without any notable characteristics or even backstory. Crono, Link and Chell are examples of such characters. These characters are generally silent protagonists. Some games will go even further, never showing or naming the player- character at all. Team Fortress 2 Unlockable Weapon Ideas. Update: This post was written in May 2008, when only the Medic had new weapons. Since then, some weapons have been added that. Welcome to the Avatar Legends Wiki Edit. This wiki is dedicated to the xbox live indie game: Avatar Legends. Your Avatar starts out in a strange World. The gaming realm has been effectively painted blue following the release of IGT’s Avatar slot game at last year’s Global Gaming Expo. The slot machine is themed. Rosalina makes her first playable appearance in Mario Kart Wii, where she is a Large-sized unlockable character. Here, the player must win 1st Place with. This is somewhat common in first- person videogames, such as in Myst, but is more often done in strategy video games such as Dune 2. Emperor: Battle for Dune. In such games, the only real indication that the player has a character (instead of an omnipresent status), is from the cutscenes during which the character is being given a mission briefing or debriefing; the player is usually addressed as "general", "commander", or another military rank. Typically, this is done so that the player may imagine himself in the adventure without being required to play a character who is of a different age, race, gender, or background.[citation needed]In gaming culture, such a character was called Ageless, Faceless, Gender- Neutral, Culturally Ambiguous Adventure Person, abbreviated as AFGNCAAP; a term that originated in Zork: Grand Inquisitor where it is used satirically to refer to the player. Fighting games[edit]Fighting games typically have a larger amount of player characters to choose from, with some basic moves available to all or most characters and some unique moves only available to one or a few characters. Having many different characters to play as and against, all possessing different moves and abilities, is necessary to create a larger gameplay variety in such games. Secret characters[edit] A secret or unlockable character may be a playable character in a video game available after completing the game or meeting other requirements. In some video games, characters that are not secret but appear only as non- player characters like bosses or enemies become playable characters after completing certain requirements, or sometimes cheating. See also[edit]References[edit]. Team Fortress 2 Unlockable Weapon Ideas. Update: This post was written in May 2. Medic had new weapons. Since then, some weapons have been added that have similar concepts to these. Valve even gave me a special sparkly Equalizer (similar to the Last Ditch Digger here) and a lovely shoutout in the Solider update. Obviously we’ve all thought about this a bit at one point or another. I thought the most interesting way of doing it would be to think up just one alternative to every weapon, device and ability in the game. Then I realised there are 2. I hadn’t originally planned on illustrating them – for reasons I hope will be obvious once you see my illustrations – that just kind of happened. Sorry. I’m more interested in ideas that would make you think about and play a class differently, than in trying to ensure everything is perfectly and exactly balanced. Partly because this is more interesting to talk about, and partly because I don’t think you can just intellectualise about balance and call the problem solved. If I’d never played TF2 and you just described it to me, I would have said the Spy’s near- perfect disguise system was absurdly overpowered, but today people groan that it’s virtually useless. They’re wrong, but still: there’s no substitute for trying this stuff. I also have some ideas about how this stuff should be unlocked, but they tie in to another major change I’d like to see, so that’s for another post. Engineer. Shield Spanner: when whacking your own full- health structures, this thing builds up an uber- like protective shield around them that can absorb a few hundred points of damage before the structure itself is damaged at all. The Spanner can repair neither the shield nor your buildings, so once they’re up, there’s no point hanging around. Sappers take a very long time to eat through the shield, and don’t disable the building until they get through it. The Spanner can remove them, but again, not repair the damage. It can also add a much weaker shield to the buildings of friendly Engies. Why? For fatalistic Engies bored of baby- sitting. Once they’ve set their stuff up, the Engy is free to roam around setting up dispensers elsewhere, helping out other Engies, and flanking those who attack his own stuff. A shielded Sentry is resistant to many of the best ways of taking down an ordinary one (Sticky pile- on, point- blank Heavy, sap- and- stab) but vulnerable to attrition. Portable Sentry: mini Sentry that can never be upgraded past level 1, but which once built, the Engineer can pick up and carry with him. While carrying the Sentry, the Engy moves at 7. Sentry can fire, but the Sentry is safe from damage. It takes one second to snatch up and three seconds to re- deploy elsewhere. If the Engy is also using the Shield Spanner, the Sentry’s shield is lost when he picks it up, but can be re- applied after deployment. Why? Lets you play a harrassment Engy: reaping kills by quickly erecting small sentries in unexpected places, and moving them before the enemy has time to strategise around them. This is often more fun to do, and to fight against, than holing up beind a level- three hitting it repeatedly. Mini Dispensers: Engie can build three smaller dispensers: one that only supplies ammo/metal, one that only heals, and a third that’s a booby- trap. The booby- trap explodes with the force of a crit rocket if sapped or damaged in any way, only damaging enemies. It looks exactly like a healing- only dispenser to enemies (so traditional dispensers are still safe to sap/attack), but to the Engie’s team, it appears as a cardboard box full of dynamite, with dispenser decals drawn on in crayon. Why? The constant need for metal to take care of your Sentry leads most Engies to put their dispensers directly next to their gun, dissuading them from setting up a useful recharge point for their team’s forward troops. Here, he can do this without sacrificing his vital metal income, and partially protect that forward station against Spies by associating a degree of uncertainty and fear with sapping them. Telepault: teleporter exit that launches the teleportee forwards and upwards, in the direction the Engy places it. The Engie sees the projected arc before placing, obviously, so he can see where they’ll end up. Teleportees are immune to fall damage until after they land, and trajectories that end in killer chasms like those on Hydro are considered invalid placements and disallowed. The nametag for the entrance pad indicates that it’s a telepault and, in addition to displaying its recharge progress, quotes something like “Safe landings: 3/5″. Players can crouch on the tele entrance to choose to be teleported normally. Why? I think the virtue of a Heavy being flung over a train is self- evident. Laser Pointer: replacement for the pistol – switches Sentry to manual mode while equipped, where it will not fire on anyone automatically, but will shoot whatever the Engy points the laser at when he clicks Fire. Why? Lets the Engy spy- check and prioritise targets better, at the expense of automatically firing on unexpected enemies, and of being ready to repair the sentry when it’s damaged. Neutraliser: techy shotgun firing sparkly blue electronic charges which defuse Stickies, knock off Sappers and drain enemy ammo – but do no damage at all. Defuses a Sticky in two shots at medium range, one at close (close enough to hurt if it went off). Sappers take four shots at medium, two at close. Why not… a flame- thrower Sentry! I think the real question is: why? Why not… an ambulatory Sentry! It kind of removes the strategic element of deciding where to put it. And would be rather costly to impliment. Pyro. Hmphalm Hmphs: shotgun that fires napalm globs. They do no damage, but each successive shot slows the target slightly more, adds a few seconds onto their burn duration if you then ignite them with the flamethrower, and renders them unable to put out any flames by jumping in water. Needs reloading after every shot, and this takes a short while. Why? The Pyro shouldn’t have an effective long- range weapon, but could use a way to catch opponents, slow their escape to safety and force tougher opponents to seek healing rather than waiting for the flames to die. Hire Hmph: a longer, heavier fire- axe that always critical- hits against burning opponents, but takes twice as long to swing. Why? The Pyro could do with a satisfying way to end a fight, particularly when there are allies around who usually get the credit for killing those who would have burned to death if left alone. But it shouldn’t be easy – she/he’s got to get even closer than usual, to an opponent who knows he/she’s there. Hmpherno: flame- thrower with a more fierce but briefer burn, whose forceful stream can be used as a makeshift jetpack if pointed directly down. The force also means he/she cannot move forwards while firing normally, and while firing heat builds up in the weapon that will eventually cause the Pyro to explode in a large and dangerous fireball. Five seconds of uninterrupted fire is enough to blow him/her up. Ten seconds is enough for a nearly- full heat bar to entirely dissipate. Why? The Pyro needs a little more tactical flexibility, lends him/herself well to comedy, and was born for a firey suicide option. This also means (s)he can propel her/himself into an area quickly by walking into it backwards whilst holding fire – to which the drawback is hopefully obvious. Why not… a longer range flame- thrower! A class with its defining limitation removed is a class improved, as my grandmother used to say. Why not… smoke grenades! Not being able to see is fun! Why not… ignitable oil slicks! You spray an area with oil, then set light to it, and it burns for a while. Leads to exciting wait- around for the enemy team! Why not… the napalm rocket- launcher from TF! Then we could give the Soldier a flame- thrower, the Spy could have Sasha, and we could save everyone the confusion of having to pick a class! Heavy. Luba & Kiska: knuckle- dusters, knock the target flying but never crit. Why? Pow! Tatyana: mini- gun with an electromagnetic coil built around its motor which sucks in weapons from fallen enemies (or friends) any time the barrel is spinning. The added weight leaves the Heavy unable to move at all while firing. He can still move while spinning the barrel. Why? Lets the Heavy perpetuate a winning streak by avoiding running dry on ammo, but hinders his rate of advancement so that it’s not easy to exploit this on offense. Sonya: very obviously stolen Scout Scattergun to replace the standard shotgun. Obviously in that the Scout’s ripped- off hand and forearm are still danging from the triggerguard. Why? I don’t have a good justification for this. Why not… an assault rifle! The most boring weapons in all of first- person- shooterdom! Much of TF2’s design philosophy apparently stemmed from the notion that one guy just firing a lot of bullets at another guy is about the least interesting interaction two players can have. Soldier. Last Ditch Digger: broken trench- shovel whose damage and attack- rate are proportional to the amount of health the Soldier has lost. Why? Apart from encouraging unlikely comebacks, it makes rocket- jumping spade- attacks more effective. And fun things should always be made more effective. Imploder: rocket launcher whose blasts suck people in rather than knocking them away. The actual damage radius is smaller than a standard rocket, but the ‘suck’ radius is larger than either. Why? Lets the Soldier cluster large groups of people into a tight space for maximum damage, but sacrifices his ability to juggle enemies, keep them at bay or rocket- jump – though some wall- climbing and ceiling- sucking is doable by firing the rockets above you. Skeet Shooter: shotgun which only and always crits on airbourne opponents. Can be drawn, fired and holstered by pressing Right Mouse, whichever weapon the Soldier is currently holding. Why? If you manage that, you deserve a crit. Why not… grenades!
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