Sentences with phrase «much rewards player»

The world map itself also features a number of unique discoveries waiting to be made, and very much rewards player exploration.

Not exact matches

there's to much flexibility for their flaws which always are rewarded by huge contract extensions whereas some players who deserved are not rewarded for their efforts.
i know there is not much to write about but people try to find some kind of» story» when there is none, national managers don, t think about the players clubs they, ll play their best players if they are available not worrying if they have a game soon afterwards they already don, t have enough time with their players so have to make most of it, i believe wenger is managing giroud, getting him fit, fresh in view of a long season and is doing it while he has most of the squad fit im sure we will reap the rewards with giroud not having a spell of 10 games without scoring.
I think our attacking players have been improving Danny and Ox has been great, cazorla has not been all that bad either, those four have been developing a good understanding due to playing so much game together and will reap the rewards if they continue, everyone know whats our problem so i wont discuss it.
The players got too much rewards and high wages in new contract.
It is unacceptable, wrong, illogical, unfair and borderline thieving that a manager earning so much money and failing years after years, is still on the job (and gibbering statements made of lies and untruth) and was rewarded with a new lucrative contract because he won (well the players did) a «little small insignificant» cup...!!
Wide player Bennetts, who scored a brilliant solo goal against Borussia Dortmund Under - 19s in the UEFA Youth League last week, stepped off the bench to repeat the feat after big Swans front man Ollie McBurnie had got his reward for making a nuisance of himself among our defensive ranks for much of the game.
Most of the crucial work in game interface design revolves around keeping players notified of potential rewards available to them and how much those rewards are needed.
Also, much like previous Dungeon Siege games, there is a system in place that rewards a player for using abilities repeatedly.
Though it kept Mario Tennis Open's focus on Mii characters, World Tour did a much better job of giving 3DS owners a rewarding single - player experience.
You're rewarded based on how much you have contributed to the efforts of the team and while you could just pick up any old thing, it's best to craft things like in the single player game.
Now we'll see just how much collusion there is among the big five banks in Canada, and if one or more of the players will try to stand out by not reducing their reward return rate.
Once you jump into the action, you realize this death - drenched disco has it all: some of the best weapons ever to grace your monitor (Bio Rifles and Flak Cannons for the win), a jump - happy physics engine that rewards verticality as much as as it does speed, AI that's still as deadly and reactive as real players, and a soundtrack that'll have your blood pumping quicker than a handy shot of epinephrine.
- Dragon Ball Fusions gets a third update on December 7 - a special quest that will be added - players go investigate a distortion in the space - time continuum, and quickly find out it's caused by Goku Black - trying to get control of all dimensions in order to annihilate mankind - quest includes a series of online challenges - offers special rewards to get - get something simply by participating (such as new characters) Challenge # 1 (December 7th to December 13th)- Challenge: battle against Goku Black (deal as much damage as possible)- Participation reward: Super Saiyan Trunks (Super)- Rank reward: Light Sword (a new special move for Super Saiyan Trunks (Super)-RRB-- Clear reward: new title (Mother's Spirit) Challenge # 2 (December 14th to December 20th)- Challenge: battle against Super Saiyan God Super Saiyan Vegeta (defeat him as many times as possible)- Participation reward: Super Saiyan God Super Saiyan Vegeta - Rank reward: Final Kamehameha (a new special move for Super Saiyan God Super Saiyan Vegeta)- Clear reward: new title (Savior) Challenge 3 (December 21st to December 27th)- Challenge: battle against Fusion Zamasu (defeat him as fast as possible)- Participation reward: Fusion Zamasu - Rank reward: Holy Wrath (unlock a new special move for Fusion Zamasu)- Clear reward: new title (The One Who Felled God)
Throw in a method of comparing scores with friends and you'll almost always breed at least a small amount of competition with which to tempt players back, but sadly I never personally felt much of an urge to replay levels for higher scores Your rewards for doing well include new designs for your sheep, such as the 8 - bit look.
It also rewards time as much as it rewards skill, so casual players or less skilled players will never actually go down in rating and get discouraged, as they could in Chess, Go, Starcraft, or other games that use a ELO - style rating system (which adds or subtracts points from your rating depending on your rank relative to your opponent's rank and whether or not you lost the game).
Much of this has to do with the game's stance and Ki Pulse systems, which reward players with more stamina or an extra attack if they successfully time their attack sequences in combat.
Too much time to complete one strike and rewards that are equal to a heroic public event is not something that is going to make players run them.
Moveset changes / shifts may not seem like much, but they sometimes reward long - term players for playing early, though when those same shifts are used to force us to spend Dust and Candy (the game's grindy leveling currencies) on new Pokemon, it feels as if we're being punished, even if I recognize it as a mechanic to ensure a level playing field.
The new loadouts that limit players to ten doo - dads force hard choices and flexibility, which is a much better way to reward progression than the previous system of leveling up your favorite perks.
But Trine 2 is a fun and rewarding experience, and as I shall explain offers much diversity for the prospective player.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Ubisoft have also taken heed of the fact that AC2 was easy to get through without much trouble, so now the combat system has been tweaked and rewards offensive players as opposed to the defensive «Tick tock» style players by giving them more visceral kill animations for their trouble.
These rewards, much like the HoT ones, are account - wide but offer Quality of Life improvements such as a special Mentor badge, speed increases for the player's party, and improved resurrection speeds.
But besides Platinum trophies, there's another key difference between how Sony and Microsoft rewards their dedicated players, and this is a difference that causes much frustration for Hakoom.
This gives «Two Dots» a much deeper and rewarding single - player experience, creating a sense of progression not found in the original.
Speaking of the early games, longtime fans know darn well that the first two Metroid games did not provide players with a map, which made exploration feel that much more challenging and rewarding.
Slowly giving access to these various weapons, and removing their durability limit or at least introducing some way to regularly repair them, would have kept the game balanced but also rewarded player exploration in a much more permanent and thrilling fashion.
This allows players to make informed decisions about risk versus reward, and also makes it much easier to farm specific monsters.
Sadly, some may find high amounts of repetitiveness across the 32 missions, all that take approximately between 5 - 10 minutes each, but also come with different difficulties for players to enjoy and plenty of customizations for you to explore, granted, the rewards do not change much, if at all.
Starting from that point, my idea for PPS was pretty much «What would happen if a top - down 2D multiplayer game suddenly rewarded a player with first person shooter mechanics?»
On top of this there isn't much of a reward for the player who soldiers through to these alternate endings.
It's a real annoyance when entire games can shift in favor of a team with just a small group of these guys, but thankfully Lightbox has made it so that even the players who aren't doing much can still be rewarded.
Of course, taking time to learn and practice the nuances of a modern hockey game rewards players with a level of depth and realism that makes the game seem like a sport itself, but much like a race in Burnout can be more exhilarating than one in Gran Turismo, sometimes we simply want to pretend we're an elite hockey player within seconds of picking up a controller.
Depending on how much investment players have made in their hacking augmentations these challenges can be quite difficult, but success usually breeds useful rewards and extra experience point incentives.
However, every player within a Guild must combine their progression in order to collectively accomplish a certain figure to earn trophies such as Guild Battles for defeating members of another Guild during 10 online ranked or player matches; Guild Sparring for fighting with another member of your Guild in 50 online ranked or player matches; Boss Damage for inflicting 20,000 in total damage during boss battles; and much more besides, while players are rewarded with a Guild Mother Box for earning a trophy.
While much of the game is the same sort of thing, it's action - packed and rewarding enough for players to overlook it.
You might think of it as the Call of Duty killstreak system, but instead of only rewarding players who play well, it rewards everyone — but players who shoot well are rewarded much more frequently.
In addition, Dumbledore will reward your house 100 points at the end of your first year, so you don't have too much to worry about if you're an active player.
It's a nice way to make things more inclusive and squeeze out more from the game, which I think is a massive plus given that 4GO lends itself nicely to multiplayer and would be much more enjoyable this way than in single - player, where it's a slow - going process of quest after quest and no real reward to gain other than spending time with Nep - Nep and the gang, because they're great and charming as always.
It is important to notice that you will lose nothing from your fort being attacked by other players during friendly conquests, although rewards are earned when your fort is successfully defended by your followers; therefore providing an incentive to create a fort that is as much of a challenge as possible for other players.
It's uncommon, at least in my opinion, to reward players for support so much, so it was quite refreshing to see.
Winning online matches also rewards players with Fight Money, though it's unclear at this time exactly how much.
Some tricks require a bit more effort, utilizing multiple button inputs, but the payoff is much greater, rewarding players with nice animations as they get past the defense.
There's still so much to go through in the game like Divination Cards which grant rewards when trading a stack; Exalted Orbs which grant random affixes to rare equipment and Chaos Orbs which reforge weapons with new stats; two different entities to side with in the War for the Atlas; map tiers to grind for; trading, which honestly can range from great to incredibly shady; and joining with other players.
Perfectly timed dodges will reward Link with a Flurry Attack — a slow - motion Witch Time style event where players can rack up damage — giving players an incentive to fight up close, even though there's so much more that's possible.
Salmon Run rewards its hard - working players with huge bonuses in the form of exclusive gear (one item per month, with individual items having different abilities), huge cash amounts (one bonus can give you as much as 32,000 coins), food and drink tickets (which boost EXP / cash earnings, or increase the likelihood of unlocking certain abilities on gear that you level up) and more.
Among its key features: 100 - player matches, large - scale maps, ranking system, various game modes, character customization, proximity chat, skill - based rewards, an in - game player betting system and much more.
The spoils of war are relative to the difficulty selected; for instance the Red path will reward the player with many coins, possible trophies and of course much bragging rights, where as the easier paths will produce only a percentage or no rewards at all.
Much of my work as a monetization design consultant is about UI / UX design that makes purchasing clear, present and rewarding for the player.
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