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Download Cheat Point Blank Terbaru | cheat codes | cheat point blank | point blank cheats |

  •  Download Cheat Point Blank Terbaru

 langkah pertama yg harus kalian lakukan adalah mendapatkan satu buah software Cheat Point Blank untuk itu silakan download secara gratis di sini Cheat Point Blanknya. Setelah kalian download extrak softwarenya menggunakan winrar, nah semua dah lengkap tersedia didalamnya termasuk passnya. Adapun cara penggunaan Download Cheat Point Blank Terbaru secara singkat akan dijelaskan pada keterangan selanjutnya di bawah ini, simak dengan baik ya agar dalam penggunaannya nanti bisa berhasil 


  • Menjalankan Cheat Point Blank Unlimeted Darah (dengan syarat harus jadi ROOM MASTER ya)
1. Kalian Login Game, Open Enginer, Open Prosses dan jangan lupa di check list check box yang dekat tanda OK!
2. Pada Scan First pilihan yang Float isi dengan angka sejumlah 100, melempar bom harus sampai darah kita berkurang tapi usahakan jangan sampai kalian mati.
3. Scan Second isi dengan darah yang ada skarang (Contoh : 52) Lalu setelah selesai scan tinggal 1 macam address, nah itu tinggal di click 2x nanti akan pindah lalu edit menjadi 999 di dua kolom, dan jgn lupa check box yang bacaan lock di check list.
Download Cheat Point Blank Terbaru agar Peluru Tidak Habis-habis selamanya:
1. Login Game, Open Enginer, Open Prosses, jgn lupa check list check box yang dekat tanda OK
2. Scan First menggunakan Byte sesuai peluru yang ada di senjata, contoh : mp7 = 30
3. Scan Second, tembakan senjata kalian tapi jangan sampai habiz, lalu angka yang tertera pada peluru misalkan 25, isi kan scan 2nd dengan 25, kalau masih banyak address, kalian scan lagi tapi kalian harus membakan lagi pelurunya menjadi anggaplah 21, scannya tetap di scan 2nd ya sobat.
4. Sesudah Mendapat Address yang di mau anda hanya harus menambahkan check box lock menjadi check list.
5. Selamat mencoba!

How To Play Game Gold |gold miners games | internet games to play | play games on the internet |

How to play this detail secret and Tricks (no points. 5) is very the best:

1. Select Value , Bet / Amount according to you I want (usually the choice start $ 0.5 s / d $ 256)
2. Select the "head" or "tail".
3. Click "Play now!"
4. After the "Play Now!" on-click, you will enter on the payment screen Liberty Reserve bet according to the value / amount do you select. On certain browsers, you must click the 'Please wait ... Redirecting to Liberty Reserve Payment Processing page ...'. I show the first page is' chekout 'expository purposes of payment and value. Please click 'login' to proceed.

Then on to page two, please enter no.account Liberty Reserve and password and fill 'Turing number' do appear appropriate at that time. Follow the instructions on the next page to select the three Main Pay from your account, and so on to complete the process pembayaran.Bayar his bet with Libertyreserve (Remember, you must account Libertyreserve have content that can play.)

After the payment process, click 'Return to merchant' and you'll win / win or lose / lose.
5. If you lose, bet again with double the amount of trimming.
Use the same option with the previous defeat. Eg earlier lose $ 1 with the "head", then bet $ 2 now must select the "head"!

That way, if you win, you still hit even though the earlier the previous losers! Hitungannya if you win, you can x 2.5 or 250% (bet $ 2 to $ 5, $ 3 less hit $ 1 (before trimming) you still hit $ 2!)

If the bet to win back the start, repeat steps to-1 (Victory directly ransferred automatically to your account Libertyreserve at that time also!)

6. Then you can repeat the steps back-to-5
You can play until you reach the target, for example $ 1000 a day because of this game there is no time limit alias open 24 hours a day 7 days a week!

This detail from the detail to step-5:

Ok. I give examples of calculation of profits from this trick to understanding the table.
With this trick, you are looking for is a "hit". Win here is victory (win 250%) reduced capital.
Do not misunderstand, is transferred to the account when we win is not "speculate" but victory in the win column 250%.
No matter if for example you lose consecutive 5x and only win once. You can still hit.
Example like:
5x less consecutive = $ 0.5 + $ 1 + $ 2 + $ 4 + $ 8 = $ 15.5
Then your next bet is $ 16 (double / double defeat of the previous $ 8).
If you can win = $ 40 (250% x $ 16 = $ 40)
So you still hit = $ 40 - $ 16 investment - $ 15.5 = $ 8.5
Remember, to be transferred to our bank account is $ 40 (win 250%) and not hit $ 8.5
That is a matter of fact,
So every time you win, you hit $ 8.5 can even be greater, no matter how much you lose each 1x win because, drubbing the previous akan settled by "only" once prevailed.

You can see, the victory is always greater than the total defeat all before you! Only need one win and defeat all your will plus you get more profit (win reduced total lost)
Thus, you can choose the "head" or "tail" is still 10x, respectively.

Apa World of Warcraft Itu

    World of Warcraft (umumnya disebut WoW) adalah permainan massively multiplayer online role-playing game (MMORPG). Permainan ini adalah permainan keempat Blizzard Entertainment dalam dunia Warcraft, dengan permainan pertama dari seri Warcraft yang diperkenalkan adalah Warcraft: Orcs & Humans tahun 1994. World of Warcraft terjadi di dunia Azeroth, empat tahun setelah kesimpulan Warcraft III: The Frozen Throne. Blizzard Entertainment mengumumkan World of Warcraft pada tanggal 2 September 2001.Permainan ini dirilis pada tanggal 23 November 2004, merayakan ulang tahun ke-10 Warcraft. Permainan ini adalah permainan MMORPG terbesar di dunia.
Versi ekspansi permainan ini yang pertama, The Burning Crusade, diliris pada tanggal 16 Januari 2007. Selama acara Blizzcon tahun 2007, Blizzard mengumumkan versi ekpansi kedua yang berjudul Wrath of the Lich King pada tanggal 3 Agustus 2007. Tanggal dirilisnya Wrath of the Lich King masih belum diumumkan.

Pengembang: Blizzard Entertainment
Penerbit: Vivendi Universal
Perancang: Rob Pardo
Jeff Kaplan
Tom Chilton
Version: US: 2.3.0, 2007-11-13
EU: 2.3.0, 2007-11-14
KR: 2.3.0, 2007-11-14
TW: 2.3.0, 2007-11-15
CN: 2.3.0, 2007-11-20
Sistem operasi: Mac OS X, Windows
Tanggal rilis: Amerika Serikat, Selandia Baru, Kanada, Australia, Meksiko 23 November 2004
Korea Selatan 18 Januari 2005
Uni Eropa 11 Februari 2005
Tiongkok 6 Juni 2005
Singapura 21 Juli 2005
Republik Cina, Hong Kong Macau 8 November 2005
Afrika Selatan 1 Agustus 2006
Kategori permainan: Fantasy MMORPG
Mode permainan: Multiplayer
Batas umur pemain: ESRB: (T) Teen
PEGI: 12+
OFLC: E (Exempt)
USK: 12
Media: CD (4) atau (5), DVD (1), Download
Kebutuhan sistem Windows
  • Windows 2000, Windows Vista atau Windows XP
  • Intel Pentium III atau AMD Athlon 800 MHz
  • 512 MB atau lebih RAM
  • 32 MB 3D video card dengan Hardware T&L atau lebih
  • 6.0 GB free HD space
  • 4× CD-ROM drive
  • 56 kbit/s atau koneksi internet lebih cepat
Macintosh
  • Mac OS X 10.3.9 or newer
  • 933 MHz or higher G4, or G5, or Intel processor
  • 512 MB RAM or higher
  • ATI or NVIDIA video card with 32 MB Video RAM or more
  • 6.0 GB free HD space
  • 4× CD-ROM drive
  • 56 kbit/s or faster Internet connection
Alat permainan Keyboard, mouse

MMORPG yang memiliki server lokal di Indonesia

MMORPG yang memiliki server lokal di Indonesia

Lisensi di indonesia di miliki oleh Lyto.
Lisensi di indonesia di miliki oleh Lyto.
Game Online Pertama yang dikelola oleh PT> Datakom Wijaya Pratama (DWP)
Lisensi di indonesia di miliki oleh Lyto.
Game yang 100% dibuat dan didesain oleh anak2 Indonesia
Game Yang Mirip Dengan Audition AyoDance, Lisensi di indonesia di miliki oleh Lyto.
Game ini masih dalam perkembangan,namun telah berhasil meraih beberapa penghargaan di beberapa perlombaan

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  • Luna Online

What Is A MMORPG (Massively multiplayer online role-playing game)

 Massively multiplayer online role-playing game (MMORPG) is a genre of computer role-playing games in which a very large number of players interact with one another within a virtual game world.
As in all RPGs, players assume the role of a character (often in a fantasy world) and take control over many of that character's actions.MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players, and by the game's persistent world, usually hosted by the game's publisher, which continues to exist and evolve while the player is away from the game. This is often referred to as being offline.
MMORPGs are played throughout the world. Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005,and Western revenues exceeded US$1 billion in 2006. In 2008, Western consumer spending on subscription MMOGs grew to $1.4 billion.World of Warcraft, a popular MMORPG, had over 12 million subscribers as of October, 2010.
  • Common features

 Although modern MMORPGs sometimes differ dramatically from their antecedents, many of them share some basic characteristics. These include several common themes: some form of progression, social interaction within the game, in-game culture, system architecture, and character customization. Characters can often be customized quite extensively, both in the technical and visual aspects, with new choices often added over time by the developers. Many games also offer some form of modding in order to allow for even greater flexibility of choice.
Character abilities are often very specific due to this. Depending on the particular game, the specialties might be as basic as simply having a greater affinity in one statistic, gaining certain bonuses of in-game resources related in-game race, job, etc.

  • Themes

 The majority of popular MMORPGs are based on traditional fantasy themes, often occurring in an in-game universe comparable to that of Dungeons & Dragons. Some employ hybrid themes that either merge or substitute fantasy elements with those of science fiction, sword and sorcery, or crime fiction. Still others draw thematic material from American comic books, the occult, and other genres. Often these elements are developed using similar tasks and scenarios involving quests, monsters, and loot. Another popular theme in MMORPGs is the past/future. Oftentimes, in the past, you are a character who fights mythical monsters such as dragons, demons, and sorcerers. While in the future, you fight mechanical beasts such as robots or cyborgs as well as alien life forms.

  • Progression

   In nearly all MMORPGs, the development of the player's character is a primary goal. Many MMORPGs feature a character progression system in which players earn experience points for their actions and use those points to reach character "levels", which makes them better at whatever they do.Traditionally, combat with monsters and completing quests for NPCs, either alone or in groups, are the primary ways to earn experience points. The accumulation of wealth (including combat-useful items) is also a way to progress in many MMORPGs, and again, this is traditionally best accomplished via combat. The cycle produced by these conditions, combat leading to new items allowing for more combat with no change in gameplay, is sometimes pejoratively referred to as the level treadmill, or 'grinding'. The role-playing game Progress Quest was created as a parody of this trend.

  • Social Interaction

 MMORPGs almost always have tools to facilitate communication between players. Many MMORPGs offer support for in-game guilds or clans (though these will usually form whether the game supports them or not).
In addition, most MMOs require some degree of teamwork for parts of the game. These tasks usually require players to take on roles in the group, such as those protecting other players from damage (called tanking), "healing" damage done to other players or damaging enemies.
MMORPGs generally have Game Moderators or Game Masters (frequently abbreviated to GM), which may be paid employees or unpaid volunteers who attempt to supervise the world. Some GMs may have additional access to features and information related to the game that are not available to other players and roles.

  • Roleplaying

 Most MMORPGs provide different types of classes that players can choose. Among those classes, players are encouraged to roleplay their characters, providing rules, functionality and content to this end. Some MMORPGs offers "roleplay-only" servers that prohibit interactions to other players among characters for those who want to immerse themselves in the game in this way. Community resources such as forums and guides exist in support of this play style.
For example, if a player wants to play a priest role in his MMORPG world, he might buy a cope from a shop and learn priestly skills, proceeding to speak, act, and interact with others as their character would. This may or may not include pursuing other goals such as wealth or experience. Guilds or similar groups with a focus on roleplaying may develop extended in-depth narratives using the setting and resources of the game world. Some MMORPG's have gone so far as to provide whole server's specified for the roleplaying orientated player so that they can immerse themself fully in the universe they have created.

  • Culture

 Since MMORPGs have so many elements in common, and those elements are experienced by so many people, a common all players, and this has led players of many games to expect "buffing" or "nerfing", which describe the strengthening or weakening, respectively, of particular game elements. ("Buffing" also refers to in-game effects that temporarily enhance performance; both usages come from a core meaning of increasing power levels.)
As another example, in many older MMORPGs the fastest way to progress was simply by killing the same monsters over and over again, and as this is still common in the genre, all MMORPG players know the process as "grinding", or "camping" (sitting at a monster's spawn point in order to attack it as soon as it respawns). The importance of grinding in MMORPGs, and how much "fun" it contributes to the experience, is constantly debated. Many MMORPGs have taken steps to eliminate or reduce grinding, but few such attempts have met with success, and it is generally accepted by players and developers alike that some amount of 'grind' is required to maintain a stable playing experience.
MMORPG addiction, which has been a source of concern for parents, also affects the culture. Some players might look down on those who invest huge amounts of time and or money into a game, while others might scorn those who can't put in the time to "play properly". The validity of such viewpoints is heavily debated, with both sides of the issue being discussed frequently on most games' forums.

  • System architecture

Most MMORPGs are deployed using a client–server system architecture. The server software generates a persistent instance of the virtual world that runs continuously, and players connect to it via client software. The client software may provide access to the entire playing world, or further 'expansions' may be required to be purchased to allow access to certain areas of the game. EverQuest and Guild Wars are two examples of games that use such a format. Players generally must purchase the client software for a one-time fee, although an increasing trend is for MMORPGs to work using pre-existing "thin" clients, such as a web browser.
Some MMORPGs require payment of a monthly subscription to play. By nature, "massively multiplayer" games are always online, and most require some sort of continuous revenue (such as monthly subscriptions and advertisements) for maintenance and development. Some games, such as Guild Wars, have disposed of the 'monthly fee' model entirely, and recover costs directly through sales of the software and associated expansion packs. Still others adopt a micropayment model where the core content is free, but players are given the option to purchase additional content, such as equipment, aesthetic items, or pets. Games that make use of this model often have originated in Korea, such as Flyff and MapleStory. This business model is alternately called "pay for perks" or "freemium", and games using it often describe themselves with the term "free-to-play".
Depending on the number of players and the system architecture, an MMORPG might actually be run on multiple separate servers, each representing an independent world, where players from one server cannot interact with those from another; World of Warcraft is a prominent example, with each separate server housing several thousand players. In many MMORPGs the number of players in one world is often limited to around a few thousand, but a notable example of the opposite is EVE Online which accommodates several hundred thousand players on the same server, with over 60,000 playing simultaneously (June 2010) at certain times. Some games allow characters to appear on any world, but not simultaneously (such as Seal Online: Evolution), others limit each character to the world in which it was created. World of Warcraft has, however, experimented with "cross-realm" (i.e. cross-server) interaction in PvP battlegrounds, using server clusters or "battlegroups" to co-ordinate players looking to participate in structured PvP content such as the Warsong Gulch or Alterac Valley battlegrounds.Additionally, in the recent patch 3.3, released on December 8, 2009, introduced a cross-realm "looking for group" system to help players form groups for instanced content (though not for open-world questing) from a larger pool of characters than their home server can necessarily provide.

  • History

MUD1, an early multi-user game
  The term MMORPG was coined by Richard Garriott, the creator of Ultima Online, in 1997.Previous to this and related coinages, these games were generally called graphical MUDs; the history of MMORPGs traces back directly through the MUD genre. Through this connection, MMORPGs can be seen to have roots in the earliest multi-user games such as Mazewar (1974) and MUD1 (1978). 1985 saw the release of a roguelike (pseudo-graphical) MUD called Island of Kesmai on CompuServe and Lucasfilm's graphical MUD Habitat. The first fully graphical multi-user RPG was Neverwinter Nights, which was delivered through America Online in 1991 and was personally championed by AOL President Steve Case.Other early proprietary graphical online RPGs include three on The Sierra Network: The Shadow of Yserbius in 1992, The Fates of Twinion in 1993, and The Ruins of Cawdor in 1995. Another milestone came in 1995 as NSFNET restrictions were lifted, opening the Internet up for game developers, which allowed for the first truly "massively"-scoped titles. Finally, MMORPGs as defined today began with Meridian 59 in 1996, innovative both in its scope and in offering first-person 3D graphics, with The Realm Online appearing nearly simultaneously.Ultima Online, released in 1997, is often credited with first popularizing the genre,though more mainstream attention was garnered by 1999's EverQuest in the West and 1996's Nexus: The Kingdom of the Winds in Asia.
These early titles' financial success has ensured competition in the genre since that time. MMORPG titles now exist on consoles and in new settings, and their players enjoy higher-quality gameplay. The current market for MMORPGs has Blizzard Entertainment's World of Warcraft dominating as the largest pay-to-play MMORPG, alongside earlier such titles like Final Fantasy XI and Phantasy Star Online, though an additional market exists for free-to-play MMORPGs, which are supported by advertising and purchases of in-game items. This free-to-play model is particularly common in Korean MMORPGs such as MapleStory, Rohan: Blood Feud, and Atlantica Online. Also, there are some free-to-play games, such as RuneScape & Tibia, where the game is free, but one would have to pay monthly to play the game with more features. Guild Wars is an exception. It avoids competition with other MMORPGs by only requiring the initial purchase of the game to play.

Info:Wkipedia





What Is CrossFire

 A crossfire (also known as interlocking fire) is a military term for the siting of weapons (often automatic weapons such as assault rifles or sub-machine guns) so that their arcs of fire overlap. This tactic came to prominence in World War I.
Siting weapons this way is an example of the application of the defensive principle of mutual support. The advantage of siting weapons that mutually support one another is that it is difficult for an attacker to find a covered approach to any one defensive position.
Use of armour, air support, indirect fire support, and stealth are tactics that may be used to assault a defensive position. However when combined with land mines, snipers, barbed wire, and air cover, crossfire became a difficult tactic to counter in the early 20th century.
  • Trench warfare

 The tactic of using overlapping arcs of fire came to prominence during World War I where it was a feature of trench warfare. Machine guns were placed in groups, called machine-gun nests, and they protected the front of the trenches. Many lives were lost in futile attempts to charge across the no man's land where these crossfires were set up.

  • "Caught in the crossfire"

To be "caught in the crossfire" is an expression that often refers to unintended casualties (bystanders, etc) who were killed or wounded by being exposed to the gunfire of a battle or gun fight, such as in a position to be hit by bullets of either side.

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