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You probably make it back through views, coin sponsors, other sponsors etc. though. FIFA youtubers have to spend crazy amounts of money like that to be able to produce good content that will get them a good return and make them money. It's basically a business. One question I do have for you though is how many actual coins did you get from all of that? Just curious.


I spent $8000 dollars on day 1 of FIFA 15, and ended up with far FAR less than what I thought. That equated to about 1.3million FIFA points, which I assumed would see me have every regular gold player, a hand full of legends + several of the initial in forms. I was so wrong. I didn't have

Ronaldo

Robben

Bale

Ibra

Messi

Any Legend

Ribery


Many of the IF's. What it did enable me to do, however, was invest in TOTW players (Neymar being the guy) - As I ended up with about 14 million coins. After investments etc, I had a stacked club with millions of coins also. (No coins bought)




Then, as you will probably know, that account got banned.

I then created several new accounts, using only FIFA points, getting roughly 110,000 coins per 12,000 FIFA points (so $100 for 110,000 coins on average).


I continued to get banned, and hacked several times (with no compensation) - due to coin sponsors. So I turned to coins. I've since spent about $3,000-$4,000 on coins, and have easily picked up over 1,000,000,000 coins for that amount.


It is a wise investment, but FIFA points really aren't anywhere close to value for money this year.


This year, I find it rare for me to get a player worth at least 20k. In about 16k-20k FIFA points, my best player was Daniel Sturridge I believe. Packs are an absolutely terrible value for money kind of like carnival games. 1 in a million chance of actually winning something but the amount spent trying to "win" will be more than the prize is actually worth, if you understand what I mean. The only reason why I would ever open packs is if I am maybe 20-30k short of getting a player that I really want and for the last couple months, I just don't expect to get anything good in packs. I only open them to discard them for coins, any decent players (which I haven't really gotten) are just a bonus.


Visit fut16coin.com for more FIFA 16 news, and you will make some new friends here who love FIFA too.

I've played the FIFA series since FIFA International Football on the Sega Mega Drive, and all have had their moments of brilliance.

A memorable one for me was FIFA 97 when lower 1st division Scottish teams were involved in cup games.


Considering that the current Scottish domestic season has finished and now we're in the playoff stage, both Rangers, Hibs face the possibility of staying in the Championship, whilst another two teams fall from the top flight ( Saint Mirren relegated from the Premiership and Motherwell in the playoffs also)


Could we please see a return of at least the Championship league from Scottish football as this league is becoming with out doubt, the most entertaining and challenging league in Scottish football for many a year.


Add to that the new 'Playoff' rounds surely this would be a welcome addition for many Scottish football fans.


I know what you're saying, and EA are missing a trick with this. My argument for adding the Scottish Championship, wasn't really do do with the so called 'big teams' falling from the premiership,( no one cares about their failure, people only care about the Fifa coins they will get) but only on the merit that the Scottish Championship has been for the past 5 years, the more competitive league.




I understand can understand why EA don't want to add it, even though they've had them in years ago. Now, of course every one wants to play top flight football in any league, but if you take away the option for a lot of supporters, like has happened over the decades with FIFA in certain leagues, and only keep the top league, where to get Fifa 16 coins xbox one? where is the element for promotion?


I do feel EA have missed a trick leaving out lower leagues in certain countries.


Yup, I knew he meant group stages.


Teams from the CL and EL group stages who aren't in FIFA 15


CL:

Ludogorets Razgrad

APOEL

Maribor

BATE Borisov


EL:

Apollon Limassol

HJK Helsinki

Asteras Tripoli

Partizan

Dinamo Zagreb

Astra Giurgiu

Dnipro

Qarabag

Rijeka

Sparta Prague

Slovan Bratislava

Steaua Bucharest

Dinamo Minsk

Metalist Kharkiv

I’ve been attending early FIFA playtests at EA Guildford for the last four or five years now, and they all usually follow a similar pattern. The developers come out with some jazzy back-of-the-box names that sound like amazing new features, but in reality mean very little or nothing at all. Sure, there’s some focus on core gameplay, however not enough to impact the final product positively. The only exception perhaps being FIFA 14 on the PS4 and Xbox One, a game I still enjoy playing way more than FIFA 15. Anyway, the point I want to make is I felt a shift from the norm this year. It was the other way around, an approach that seems to have had quite the positive effect on FIFA 16.


If you read our review of FIFA 15 and followed my musings about it on Twitter, you’ll know I didn’t really like it. Compared to FIFA 14, where you could play a good game of football, it was disappointing in almost every single department. The keepers were erratic at best, shooting was flat and defending was near enough possible to do well, unless you constantly switched players and moved them around. A huge contributor this was the fact that the game was horribly skewed toward pace, meaning any quick player was essentially a beast in FIFA 15. This meant midfield play and the actual building up of moves (you know, actual football) was near enough impossible. Plus, the game just felt too loose, without any real weight whatsoever. I’m quickly pointing these things out because after getting hands-on with FIFA 16, I can say the majority of the issues have been addressed. I found that I could actually play good, passing football and the midfield wasn’t just a space on the pitch to run into with quick players.


So how has EA managed to perform this miracle? Well, for me, the improved defensive AI is the biggest factor. Not that I didn’t know myself, but we were shown plenty of videos highlighting FIFA 15’s defensive deficiencies. Players not covering space, not being aware of opposition plays around them and in general just being silly, these are all things that happened, but not in FIFA 16. Really? That’s what you’re probably thinking, and I was too. However, when fut16coin started playing it was so apparent. You could literally see the AI covering spaces you had left and tracking opposition runs as well as humanly possible. Unlike FIFA 15, I saw players making some really clever interceptions too. You now feel relatively equipped and confident of holding up, recovering the ball or just plain taking out attackers as they come at you. It’s brilliant. You no longer feel completely naked when a player like Ronaldo, Messi, Bale or any other quick player is charging at you. Even when you do get skinned, you have the ability to get back thanks to the combination of sexy new animations and a recovery button. It’s also all contextual, so the majority it will just happen as you naturally try to claw back at the guy who just whizzed past you. Seeing this in motion is something else, the animations are wonderful. Also, you now have the ability to make in-air tackles, meaning you stick a foot out a poke the ball away from danger. I found this to be incredibly useful as it pretty much eradicated the problem of the ball bobbling about in the area and the resulting cheap goals.


All the defensive changes and introductions have a knock on effect on the rest of the pitch too, specifically the midfield. The improved defensive intelligence means you have to actually play some football to reach the opposition’s goal. You have to think about your passing, create spaces and look for movement. Hey, what do you know, that kind of sounds like real football! Not the hockey or basketball-like style of FIFA 15, relying on running with quick players to score goals. It also helps that the pace of the game has been slowed down, allowing you to dictate the tempo with your play style rather than anything else. That doesn’t mean star players or even quick ones are completely nullified either. No, not at all. FIFA 16 just plays a far more balanced game of football. It feels like a war between attack and defence, with the midfield being the staging the key battle. Personally, I found it fascinating and (importantly) thoroughly enjoyable whether I was playing a human or the AI.


And that’s another thing; not playing against a human player is a whole lot of fun now too. If you’ve ever played on World Class or Legendary, you’ll know the AI just cheats, with even the likes of Aston Villa playing like Barcelona. In FIFA 16, I found both levels of difficulty to be suitably challenging yet each team played realistically. By that I mean Barcelona played like Barcelona and Dortmund played like Dortmund, even making the odd misplaced past, defensive error and dribble not resulting in a goal. In fact, the toning down of the pace, defensive improvements and favouritism towards quick players has resulted in both team styles and player individuality shining through. Players like Messi, Silva, Iniesta and Hazard are joy to control, each feeling and playing like they would in reality. Perhaps neither (team or players styles) element is as deep as PES, but it’s a massive step in the right direction with FIFA 16. See, sometimes you don’t just need jazzy back-of-the-box features. The simple stuff matters.


That said, there are few new features that fit that description. However, they actually add to the game positively rather than just being included for the sake it. Take the purpose pass for example. After using it, I actually wondered why a football game hasn’t featured this before. In simple terms, it’s a pass with more power on it than usual. You might think it sounds just like holding the pass button down longer, but that’s not the case. This pass has more genuine zip on it, the idea being you use it when you want to thread a pass through a tight gap or thump it forward when you’re on the break. That or (as I did a few times) switching play without resorting to long pass. Its execution is simple, you just hold one of the shoulder buttons in conjunction with pass and voila. Nothing too hard. Sticking with the passing, you have the dynamic crossing too. A fantastic addition, this evolves an extremely important part of the game from straight line long pass to intelligent, whipped crosses. Players will bend and curl balls into the box around defenders, genuinely looking for players on the same team and their runs. If you use it effectively, it turns every chance to cross the ball into a real opportunity. I loved it.




Then you have my favourite new thing outside of the proper gameplay stuff, no touch dribbling. Sounds weird. How can you dribble without touching the ball, right? Well, you can. It’s something that’s really hard to explain in written form, but I’ll try. I guess you could kind of call it an evolution of feints or shimmying, but it’s essentially when the ball is still moving when you’re dribbling but you’re not touching it. The best way I can describe it by showing you Messi’s amazing goal against Bilbao recently (see video below). If you watch carefully, he dribbles, but there are times where he barely touches the ball or doesn’t touch it at all as it moves forward. That or… Do you remember Berbatov’s amazing skill on the touchline at Old Trafford to set up Ronaldo? Yeah. That is no touch dribbling, done by holding one of the triggers. I actually liked EA’s explanation of it on the day, imagine the clutch in car and you’ll have some idea as to how it works. I used it to good effect against a certain member of FUThead news quite a few times!


Before I get into how the women’s football plays (no, I didn’t forget), it’s worth touching on a few other things. The ball physics (one of the best parts of FIFA 15) remain mostly the same, with some tweaks done to improve things further. Passing remains pretty good, natural and unpredictable, but the biggest impact of the aforementioned tweaks is on the shooting. A weak part of last year’s outing; lashing the ball at goal now has a satisfying feel back to it. That’s the biggest compliment I can pay it. Keepers, praise the FIFA gods, are much better too. Still the odd shot where you think they could’ve done better, but for the most part they are good. I didn’t notice any worrying signs that were present at the same stage of FIFA 15 and later at gamescom. Visuals also seem to be better, with faces and character models looking more like their real life counterparts rather than professional wrestlers. This change, surprisingly, came about thanks to the inclusion of women’s football, making the development team realise they need to improve the current modelling process. All for the better. Just like the introduction of the women’s game.


Yes, that’s right. I said for the better. I have to say I had a great time playing women’s football in FIFA 16. Playing as either USA or Germany, I found the matches to be a bit more fluid and nimble compared to the men’s game, graceful even. There was a clear difference, in a good way. That’s not to say it was all nicey nice, not at all. There was still a physical element to matches, yet I still felt like I could play a good game of football, much like the rest of FIFA 16. This, as EA told us, is down to a different way of gathering the women’s stats and getting them into the game. No details were revealed regarding the process, but whatever they did it worked a charm. Women’s football is genuinely a great addition to FIFA 16, I enjoyed playing it much more than I thought I would. Also, the player models (wavy hair included) looked better than the guys. I’m not even joking. It’s true.


So, yeah, there you have it. It’s fair to say I left EA Guildford impressed with my first look and hands-on with FIFA 16. EA has focused less on the big name features and more on the core gameplay, the stuff that matters. It’s like an evolution of FIFA 14, one of the best games in the series for a long time in my humble opinion. Well, on the PS4 anyway. It plays an enjoyable, balanced game of football. You now feel like if you know your football and want to play a passing game; you can do exactly that. Unlike FIFA 15, the midfield exists and it’s not all about pace. Oh and you can defend with some confidence. Huzzah! I said this to the developers that were there, and I’ll say it here too. I’ve been going to these things for a good few years now, and this is the best shape I’ve seen FIFA in at this early stage. Now it’s just a case of not doing what EA somehow always do, toning things down or completely messing things up. If they don’t do that, FIFA 16 could well be the best one in the series for years. Seriously, if anyone from EA is reading this, don’t… Just don’t. Please.

Here are a number of suggestions I have for FIFA 16. Post your suggestions below.


1. Finishing Touches - It would be great to see some small little things being added to improve the overall experience. For example, flares thrown during EU matches, stewards separating bitter rivals, changing weather conditions, magic spray, these just to name a few.


2. Mutual Quit Option - If you're in a really laggy match that isn't fun for anyone, I think you should have the option for both people to quit and the match just doesn't count.


3. Be A Referee Mode - This may be a long shot but would be great fun. It would work like the Be a Pro where you start as a Ref in the lower divisions and work your way up to the grandest stage.


4. Real Managers - This would be awesome to see Mourinho vs Wenger on the touchline, cheering their teams on, rather than the CPU-Generated managers. Imagine Mourinho's famous knee-slide on FIFA.


5. Trial a Concept Squad - It would be good to be able to trial a concept squad in a non-competitive, non-profit match vs CPU. Saves buying a squad full of players and then realising it's a load of rubbish.


6. Design your Ultimate Team - Instead of wearing a random kit from a random club, you should be able to have the option to create your own kit and badge.


7. Start From Scratch - In Career Mode you should be able to create your own team and start from the very bottom. Design your badge, kit stadium, everything in detail and see them rise through the divisions.


8. Pro Career Shake-up - This mode gets boring very quickly so should have more user interactivity like NBA. If you're captain you should be able to suggest potential transfer targets to your manager and also suggest team-lineups.




9. FIFA Points and Coins - Firstly, FIFA Points should be cheaper (over £1 for a premium gold pack), secondly there should be a higher card-weight of better players (this would have prevented coin-selling in the first place) and finally make more ways you can achieve Fut 16 coins throughout the whole of FIFA as well as through more tournaments with higher rewards and more coins per match.


10. Keep the price ranges - Trust me, they'll work well in FUT 16, but they shouldn't have brought them in half way through a broken game. It will stop card values soaring or falling and leaving you out of pocket.


11. Real-life banners and more crowd chants - More variety for each club, it would also be great if fans responded to chants of opposition fans.


12. A couple more leagues - I understand there's issues with licensing but bring back the Brazilian league. Adding the Ukrainian, Chinese, Qatari would be great too to give a wider variety. And more licensed international teams would make national management more exciting with anthems, countries like Croatia, Nigeria, Ghana, Japan. They should also add the English conference leagues so career modes can last longer and there's more progression.


13. Ability to listen to your own music in-game.


14. Be a Chairman - This could be the next major step for FIFA, a mode more like football manager where you are the chairman and control which managers you hire/fire, allocate transfer budgets, set ticket prices, increasing stadium capacity, control sponsors and finances. This would take a lot of work but would be awesome.


15. FIFA Lottery, Scratchcard, Roulette - I know this would never happen because it would make the game an 18 but isn't there anyway they could make an extra mode for 18+. You could buy a scratchcard with player faces on and three of a player wins you that player. A roulette wheel with player faces on every other square. A weekly lottery where you buy a ticket and then watch the draw live to win FUT coins. I know I'm just dreaming but this would be incredible.


16. Playable Generations - Be able to play your ultimate team across many versions of the game in a separate mode, so all their stats would carry over into the new game.


17. Carry-over Career Modes - You should be given the option to carry on your old career mode into the new game whilst still utilising the new features.

18. More stats for players - Career stats for players, updated as you play in career mode and also records shown for leagues i.e. most goals in a season to try and beat.


Sorry this is a bit long. These are just suggestions, so some of them may be unrealistic but I think they'd make upcoming FIFA's much more enjoyable for everyone.

Arguably the most popular thread in GD on the old forums. The Starhead Thread aims to keep track at the latest news regarding starhead details in the latest instalment in the series.


On the back of big success in FIFA 14, FIFA 15 saw the first time a whole league was scanned, in the Premier League, to great applause Fifa 16 coins ios. Due to this previous implementation of a whole league, no doubt we'll be hoping to see further additions to this in the form of those from Spain, Germany and Italy amongst others.




Please note that while starheads isn't everyone's cup of tea, the minority who will inevitably enter this thread to complain; there is a separate team of devs who are responsible for these things. The addition of starheads does not hinder the gameplay side of things and certainly adds to the game aesthetically.


There are 4 different types of faces with Fifa coins. They are the following:-


Scanned

when a player receives the treatment mentioned above.


Starhead

When a team sent by EA take multiple pictures with one camera to apply to players' in-game counterpart.


Custom

when the players' in-game is designed by the graphics team without the aid of a photoshoot.


Generic

when a player has a in-game face that is modelled on them without going into great detail.

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Runescape is a popular MMORPG game, which has thousands of fans in many different countries. Runescape Gold plays an important role in the game, which can help you to explore the world. And with golds, you can support your God. 


Both your score and the two factions' collective scores can be seen on the scoreboard at the top of your in-game HUD. This overlay appears whenever you are nearby a war camp or a node. You can also check this information at any time by going to your 'Adventures' menu and selecting the 'Bird and the Beast' tab.




The conflict centers around the gathering of divine energy found around Gielinor, with the purpose of powering massive weapons capable of destroying the other god. There is no central battlefield, rather, there are various sites located across the free world that can be claimed by players. Each god occasionally summons convoys to travel from site to site in order to collect divine energy. 


As you aid your side by performing different tasks around these sites, you will gain renown which can be spent at your war camp for various rewards. You can obtain a maximum of 30,000 renown every day until the event ends. Below is a picture of the war map, which can be checked using your token, or by looking at the map within your war camp.


Neutral sites should be visited as soon as possible to claim, while enemy and friendly sites can be visited to attack or defend, respectively. Sites will be highlighted in yellow when a convoy is nearby.

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Each of the primary combat skills have their own abilities which have their own requirements, effects, ability class and cooldown period. All abilities can be used in both player vs monster and player vs player combat. An example is shown below, where you can see that the Smash ability requires you to wield a two-handed melee weapon and have at least 20 Attack. You can also choose to hide abilities for which you do not currently meet requirements by clicking the toggle option 


Abilities are split into three main ability classes which generally determine how powerful they are and how long the cooldown period is. Each class of ability requires a certain percentage of the Adrenaline bar to be full before they can be used. In addition, some weapons possess a special attack ability designed to emulate pre-Evolution of Combat Special Attacks. 




It is worth noting that not every ability follows these principles. In particular, the constitution abilities tend to have a longer cooldown period. Basic abilities generate adrenaline, Threshold abilities consume a small amount of adrenaline, and Ultimate abilities drain the Adrenaline bar completely. In addition, some weapons possess the Special ability attribute, allowing use of a certain special attack with that weapon, designed to somewhat mimic the infamous Special Attacks prior to the EoC system implementation. For the most part they are unique, but some small classes of weapons share a special attack.


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Abilities can also be placed in the action bar which allows players to quickly access their most used abilities by either clicking on them or by using the key a specific ability is bound to. 


For the entirety of this guide, members abilities are marked with a slightly darker row colour.

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