About: Zoning   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

(Insert information here)

AttributesValues
rdfs:label
  • Zoning
rdfs:comment
  • (Insert information here)
  • Zoning is the ability to blast an optic green ray at someone to trap them as a crystal form. This is a very rare vampire power, and It's secret was lost long ago. Elizabeta Vaccaria (in the guise of Bertrand de Fortunesa) claimed to have found a book on it and to have taught Vlad. There is a shield that can deflect zoning attacks, sending the ray back at the person who threw it. Elizabeta being a shapeshifter was able to avoid being zoned by bending her side.
  • A term used to describe moving between Zones.
  • Zoning refers to fighting game tactics centered around keeping the opponent at a specific distance.
  • Zoning is a
  • Your zone is the area you control with your champion. Zoning means controlling your enemy's location and pushing them away from minions by making them afraid of entering your zone. This is beneficial because they will not be able to last hit minions, so they will have less gold to buy items later. Additionally, by pushing enemy champions far back enough, you can even deny them experience from dying minions. Achieving this can be extremely advantageous, as your opponents can end up both undergeared and underlevelled.
  • A common question asked by gamers is this: "If I wanted to fly from one sector to another without the use of Jumpgates, could I do it? The answer is a bit cloudy. In his interview at INCGamers, Hermann Peterscheck made the following two (seemingly contradictory) statements: It is unclear whether Hermann said it was developmentally possible but not implemented or that it is actually possible but sort of like hitting a needle in a haystack.
  • I have a confession to make. It's a terrible thing, really: we've been shamelessly spying on our forums and we’d like to thank in particular all those who have contributed to the CUC (Cities Unlimited Conceptual) articles that tr0bl1 has been compiling on the English-speaking forum. If you’ve followed this blog, you will have noticed we've stayed off entering into design issues mainly because we did not want to restrict people’s creativity. * Plopping allows a lot of control, * Zoning allows for the rapid construction of large areas and for the zone to grow of its own accord.
sameAs
dcterms:subject
dbkwik:league-of-l...iPageUsesTemplate
dbkwik:leagueofleg...iPageUsesTemplate
dbkwik:streetfight...iPageUsesTemplate
dbkwik:jumpgateevo...iPageUsesTemplate
dbkwik:itlaw/prope...iPageUsesTemplate
dbkwik:fixpa/prope...iPageUsesTemplate
abstract
  • (Insert information here)
  • Zoning is the ability to blast an optic green ray at someone to trap them as a crystal form. This is a very rare vampire power, and It's secret was lost long ago. Elizabeta Vaccaria (in the guise of Bertrand de Fortunesa) claimed to have found a book on it and to have taught Vlad. There is a shield that can deflect zoning attacks, sending the ray back at the person who threw it. Elizabeta being a shapeshifter was able to avoid being zoned by bending her side.
  • A term used to describe moving between Zones.
  • Zoning refers to fighting game tactics centered around keeping the opponent at a specific distance.
  • Zoning is a
  • A common question asked by gamers is this: "If I wanted to fly from one sector to another without the use of Jumpgates, could I do it? The answer is a bit cloudy. In his interview at INCGamers, Hermann Peterscheck made the following two (seemingly contradictory) statements: * "The game is broken up into sectors, and each sector is broken up into logical chunks. You can fly from one sector to another, and space is a giant cube with edges, each sector is like that." * "The jumpgates are there to create a quick way of moving from one sector to another. If you want to fly all the way through, well, we could’ve done it that way, but it creates all kinds of weird tech and design problems. You can do it if you want, it will take you hours to do, but if you want to see every sector and you knew where you were going, yeah, you could." It is unclear whether Hermann said it was developmentally possible but not implemented or that it is actually possible but sort of like hitting a needle in a haystack.
  • I have a confession to make. It's a terrible thing, really: we've been shamelessly spying on our forums and we’d like to thank in particular all those who have contributed to the CUC (Cities Unlimited Conceptual) articles that tr0bl1 has been compiling on the English-speaking forum. If you’ve followed this blog, you will have noticed we've stayed off entering into design issues mainly because we did not want to restrict people’s creativity. But now the time has come to start explaining what concepts we've started to integrate into the game and you’ll see more of these blog entries in the coming weeks. I think there has not been a subject that has caused more controversy than zoning & plopping. The subject has been debated sufficiently on the forums, both here and in other community websites, for me to skip having to explain the merits of each, but to sum things up: * Plopping allows a lot of control, * Zoning allows for the rapid construction of large areas and for the zone to grow of its own accord. Here is the direction we’re taking: The « Mass placement Tool ». This is a work in progress idea that we are quite keen on and are going to test. If you are used to blogs, you know that blog entries are categorized by some keywords named “tags”, used to help blog visitors to look for blog entries that interest them. In CITIES XL, all the buildings will have “tags” that describe their function (such as Residence, Commercial Service, Hotel, Industry, etc.) and other important characteristics (such as size, level of wealth, architectural style, geographical origin, and so on). Moreover, each individual building is identified by a unique tag so that you can choose specific buildings. Finally, we also want players to create their own custom tags and define their own sets of tags (« My Clean Industries set »). What will the mass placement tool allow? It will enable players to select a zone and the set of building tags they want to see appear in that zone. The result should be that the buildings which appear in the selected zone correspond to the functions and other characteristics expressed by the tags. The tags will be used as a kind of sorting system: by selecting a set of tags you will actually be selecting a set of buildings. Nevertheless for the plopping fans we will allow selection of specific buildings to precisely place any single one of them in any given spot. To check out our example of how to create zones and fill them with buildings, head over to this blog entry. So, to answer the age old question: Is CITIES XL taking the zoning or plopping road? The answer is: The Mass Placement Tool
  • Your zone is the area you control with your champion. Zoning means controlling your enemy's location and pushing them away from minions by making them afraid of entering your zone. This is beneficial because they will not be able to last hit minions, so they will have less gold to buy items later. Additionally, by pushing enemy champions far back enough, you can even deny them experience from dying minions. Achieving this can be extremely advantageous, as your opponents can end up both undergeared and underlevelled.
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software